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--// Ammo Settings
|
Ammo = 33;
StoredAmmo = 20;
MagCount = math.huge; -- If you want infinate ammo, set to math.huge EX. MagCount = math.huge;
ExplosiveAmmo = 3;
|
--[[
CameraShakePresets.Bump
CameraShakePresets.Explosion
CameraShakePresets.Earthquake
CameraShakePresets.BadTrip
CameraShakePresets.HandheldCamera
CameraShakePresets.Vibration
CameraShakePresets.RoughDriving
--]]
|
local CameraShakeInstance = require(script.Parent.CameraShakeInstance)
local CameraShakePresets = {
-- A high-magnitude, short, yet smooth shake.
-- Should happen once.
Bump = function()
local c = CameraShakeInstance.new(2.5, 4, 0.1, 0.75)
c.PositionInfluence = Vector3.new(0.15, 0.15, 0.15)
c.RotationInfluence = Vector3.new(1, 1, 1)
return c
end;
BigBump = function()
local c = CameraShakeInstance.new(2.5, 4, 0.1, 0.75)
c.PositionInfluence = Vector3.new(0.8, 0.8, 0.8)
c.RotationInfluence = Vector3.new(1, 1, 1)
return c
end;
SmallBump = function()
local c = CameraShakeInstance.new(2.5, 4, 0.1, 0.75)
c.PositionInfluence = Vector3.new(0.01, 0.01, 0.01)
c.RotationInfluence = Vector3.new(.5, .5, .5)
return c
end;
-- An intense and rough shake.
-- Should happen once.
Explosion = function()
local c = CameraShakeInstance.new(5, 10, 0, 1.5)
c.PositionInfluence = Vector3.new(0.25, 0.25, 0.25)
c.RotationInfluence = Vector3.new(4, 1, 1)
return c
end;
BumpRemaked = function()
local c = CameraShakeInstance.new(2, 5, 0, 1)
c.PositionInfluence = Vector3.new(0.2, 0.2, 0.2)
c.RotationInfluence = Vector3.new(3, 1, 1)
return c
end;
BigExplosion = function()
local c = CameraShakeInstance.new(20, 40, 0, 2)
c.PositionInfluence = Vector3.new(0.55, 0.55, 0.55)
c.RotationInfluence = Vector3.new(5, 2, 2)
return c
end;
ReallyBigExplosion = function()
local c = CameraShakeInstance.new(30, 50, 0, 1.5)
c.PositionInfluence = Vector3.new(1, 1, 1)
c.RotationInfluence = Vector3.new(5, 2, 2)
return c
end;
SmallExplosion = function()
local c = CameraShakeInstance.new(5, 10, 0, 1.5)
c.PositionInfluence = Vector3.new(0.15, 0.15, 0.15)
c.RotationInfluence = Vector3.new(4, 1, 1)
return c
end;
ExplosionNormal = function()
local c = CameraShakeInstance.new(5, 10, 0, 1.5)
c.PositionInfluence = Vector3.new(3,3,3)
c.RotationInfluence = Vector3.new(4, 1, 1)
return c
end;
-- A continuous, rough shake
-- Sustained.
Earthquake = function()
local c = CameraShakeInstance.new(0.6, 3.5, 2, 10)
c.PositionInfluence = Vector3.new(0.25, 0.25, 0.25)
c.RotationInfluence = Vector3.new(1, 1, 4)
return c
end;
-- A bizarre shake with a very high magnitude and low roughness.
-- Sustained.
BadTrip = function()
local c = CameraShakeInstance.new(10, 0.15, 5, 10)
c.PositionInfluence = Vector3.new(0, 0, 0.15)
c.RotationInfluence = Vector3.new(2, 1, 4)
return c
end;
-- A subtle, slow shake.
-- Sustained.
HandheldCamera = function()
local c = CameraShakeInstance.new(1, 0.25, 5, 10)
c.PositionInfluence = Vector3.new(0, 0, 0)
c.RotationInfluence = Vector3.new(1, 0.5, 0.5)
return c
end;
-- A very rough, yet low magnitude shake.
-- Sustained.
Vibration = function()
local c = CameraShakeInstance.new(0.4, 20, 2, 2)
c.PositionInfluence = Vector3.new(0, 0.15, 0)
c.RotationInfluence = Vector3.new(1.25, 0, 4)
return c
end;
-- A slightly rough, medium magnitude shake.
-- Sustained.
RoughDriving = function()
local c = CameraShakeInstance.new(1, 2, 1, 1)
c.PositionInfluence = Vector3.new(0, 0, 0)
c.RotationInfluence = Vector3.new(1, 1, 1)
return c
end;
}
return setmetatable({}, {
__index = function(t, i)
local f = CameraShakePresets[i]
if (type(f) == "function") then
return f()
end
error("No preset found with index \"" .. i .. "\"")
end;
})
|
--[[*
* Fast paths for creating regular expressions for common glob patterns.
* This can significantly speed up processing and has very little downside
* impact when none of the fast paths match.
]]
|
parse.fastpaths = function(input: string, options: Object?)
local opts = Object.assign({}, options)
local max = if typeof(opts.maxLength) == "number" then math.min(MAX_LENGTH, opts.maxLength) else MAX_LENGTH
local len = #input
if len > max then
error(
Error.new(
("SyntaxError: Input length: %s, exceeds maximum allowed length: %s"):format(
tostring(len),
tostring(max)
)
)
)
end
input = Boolean.toJSBoolean(REPLACEMENTS[input]) and REPLACEMENTS[input] or input
local win32 = utils.isWindows(options)
-- create constants based on platform, for windows or posix
local ref = constants.globChars(win32)
local DOT_LITERAL, SLASH_LITERAL, ONE_CHAR, DOTS_SLASH, NO_DOT, NO_DOTS, NO_DOTS_SLASH, STAR, START_ANCHOR =
ref.DOT_LITERAL,
ref.SLASH_LITERAL,
ref.ONE_CHAR,
ref.DOTS_SLASH,
ref.NO_DOT,
ref.NO_DOTS,
ref.NO_DOTS_SLASH,
ref.STAR,
ref.START_ANCHOR
local nodot = if Boolean.toJSBoolean(opts.dot) then NO_DOTS else NO_DOT
local slashDot = if Boolean.toJSBoolean(opts.dot) then NO_DOTS_SLASH else NO_DOT
local capture = if Boolean.toJSBoolean(opts.capture) then "" else "?:"
local state = { negated = false, prefix = "" }
local star = if opts.bash == true then ".*?" else STAR
if Boolean.toJSBoolean(opts.capture) then
star = ("(%s)"):format(star)
end
local function globstar(opts)
if opts.noglobstar == true then
return star
end
return ("(%s(?:(?!%s%s).)*?)"):format(
capture,
START_ANCHOR,
if Boolean.toJSBoolean(opts.dot) then DOTS_SLASH else DOT_LITERAL
)
end
local function create(str): string?
if str == "*" then
return ("%s%s%s"):format(nodot, ONE_CHAR, star)
elseif str == ".*" then
return ("%s%s%s"):format(DOT_LITERAL, ONE_CHAR, star)
elseif str == "*.*" then
return ("%s%s%s%s%s"):format(nodot, star, DOT_LITERAL, ONE_CHAR, star)
elseif str == "*/*" then
return ("%s%s%s%s%s%s"):format(nodot, star, SLASH_LITERAL, ONE_CHAR, slashDot, star)
elseif str == "**" then
return nodot .. globstar(opts)
elseif str == "**/*" then
return ("(?:%s%s%s)?%s%s%s"):format(nodot, globstar(opts), SLASH_LITERAL, slashDot, ONE_CHAR, star)
elseif str == "**/*.*" then
return ("(?:%s%s%s)?%s%s%s%s%s"):format(
nodot,
globstar(opts),
SLASH_LITERAL,
slashDot,
star,
DOT_LITERAL,
ONE_CHAR,
star
)
elseif str == "**/.*" then
return ("(?:%s%s%s)?%s%s%s"):format(nodot, globstar(opts), SLASH_LITERAL, DOT_LITERAL, ONE_CHAR, star)
else
local match = RegExp("^(.*?)\\.(\\w+)$"):exec(str)
if not Boolean.toJSBoolean(match) then
return nil
end
local source = create(match[2])
if not Boolean.toJSBoolean(source) then
return nil
end
return source .. DOT_LITERAL .. match[3]
end
end
local output = utils.removePrefix(input, state)
local source = create(output)
if source ~= nil and Boolean.toJSBoolean(source) and opts.strictSlashes ~= true then
source ..= ("%s?"):format(SLASH_LITERAL)
end
return source
end
return parse
|
-- Piggy "ClientMain" Script
-- Description: Handles most of the client events from server, including announcements such as Piggy being stunned, and also when you escape
-- to show the You Escaped screen. Also used to handle the Status bar changes and to remove the Menu GUI when clicked as well as sending a
-- request to the server to tell it that you're no longer in the menu
| |
--// Services \\--
|
local soundService = game:GetService("SoundService")
|
--[[Controls]]
|
local _CTRL = _Tune.Controls
local Controls = Instance.new("Folder",script.Parent)
Controls.Name = "Controls"
for i,v in pairs(_CTRL) do
local a=Instance.new("StringValue",Controls)
a.Name=i
a.Value=v.Name
a.Changed:connect(function()
if i=="MouseThrottle" or i=="MouseBrake" then
if a.Value == "MouseButton1" or a.Value == "MouseButton2" then
_CTRL[i]=Enum.UserInputType[a.Value]
else
_CTRL[i]=Enum.KeyCode[a.Value]
end
else
_CTRL[i]=Enum.KeyCode[a.Value]
end
end)
end
--Deadzone Adjust
local _PPH = _Tune.Peripherals
for i,v in pairs(_PPH) do
local a = Instance.new("IntValue",Controls)
a.Name = i
a.Value = v
a.Changed:connect(function()
a.Value=math.min(100,math.max(0,a.Value))
_PPH[i] = a.Value
end)
end
--Input Handler
function DealWithInput(input,IsRobloxFunction)
if (UserInputService:GetFocusedTextBox()==nil) and not _InControls then --Ignore when UI Focus
--Shift Down [Manual Transmission]
if _IsOn and (input.KeyCode ==_CTRL["ContlrShiftDown"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftDown"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftDown"])) and ((_TMode=="Auto" and _CGear<=1) or _TMode=="Semi" or (_TMode=="Manual" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then
if _CGear == 0 then _ClutchOn = true end
if (_CGear ~= 0 and (_CGear ~= ((#_Tune.Ratios-3)-(#_Tune.Ratios-2)))) and _TMode=="Semi" then
_GThrotShift = 0
wait(_Tune.ShiftTime/2)
_GThrotShift = 1
end
_CGear = math.max(_CGear-1,-1)
if not _TMode=="Manual" then _ClutchOn = true end
--Shift Up [Manual Transmission]
elseif _IsOn and (input.KeyCode ==_CTRL["ContlrShiftUp"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftUp"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftUp"])) and ((_TMode=="Auto" and _CGear<1) or _TMode=="Semi" or (_TMode=="Manual" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then
if _CGear == 0 then _ClutchOn = true end
if ((_CGear ~= 0) and (_CGear ~= #_Tune.Ratios-2)) and _TMode=="Semi" then
_GThrotShift = 0
wait(_Tune.ShiftTime)
_GThrotShift = 1
end
_CGear = math.min(_CGear+1,#_Tune.Ratios-2)
if not _TMode=="Manual" then _ClutchOn = true end
--Toggle Clutch
elseif _IsOn and (input.KeyCode ==_CTRL["ContlrClutch"] or (_MSteer and input.KeyCode==_CTRL["MouseClutch"]) or ((not _MSteer) and input.KeyCode==_CTRL["Clutch"])) and _TMode=="Manual" then
if input.UserInputState == Enum.UserInputState.Begin then
_ClutchOn = false
_ClPressing = true
elseif input.UserInputState == Enum.UserInputState.End then
_ClutchOn = true
_ClPressing = false
end
--Toggle PBrake
elseif _IsOn and input.KeyCode ==_CTRL["ContlrPBrake"] or (_MSteer and input.KeyCode==_CTRL["MousePBrake"]) or ((not _MSteer) and input.KeyCode==_CTRL["PBrake"]) then
if input.UserInputState == Enum.UserInputState.Begin then
_PBrake = not _PBrake
elseif input.UserInputState == Enum.UserInputState.End then
if car.DriveSeat.Velocity.Magnitude>5 then _PBrake = false end
end
--Toggle Transmission Mode
elseif (input.KeyCode == _CTRL["ContlrToggleTMode"] or input.KeyCode==_CTRL["ToggleTransMode"]) and input.UserInputState == Enum.UserInputState.Begin then
local n=1
for i,v in pairs(_Tune.TransModes) do
if v==_TMode then n=i break end
end
n=n+1
if n>#_Tune.TransModes then n=1 end
_TMode = _Tune.TransModes[n]
--Throttle
elseif _IsOn and ((not _MSteer) and (input.KeyCode==_CTRL["Throttle"] or input.KeyCode == _CTRL["Throttle2"])) or ((((_CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseThrottle"]) or input.KeyCode == _CTRL["MouseThrottle"])and _MSteer) then
if input.UserInputState == Enum.UserInputState.Begin then
_GThrot = 1
else
_GThrot = _Tune.IdleThrottle/100
end
--Brake
elseif ((not _MSteer) and (input.KeyCode==_CTRL["Brake"] or input.KeyCode == _CTRL["Brake2"])) or ((((_CTRL["MouseBrake"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseBrake"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseBrake"]) or input.KeyCode == _CTRL["MouseBrake"])and _MSteer) then
if input.UserInputState == Enum.UserInputState.Begin then
_GBrake = 1
else
_GBrake = 0
end
--Steer Left
elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerLeft"] or input.KeyCode == _CTRL["SteerLeft2"]) then
if input.UserInputState == Enum.UserInputState.Begin then
_GSteerT = -1
_SteerL = true
else
if _SteerR then
_GSteerT = 1
else
_GSteerT = 0
end
_SteerL = false
end
--Steer Right
elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerRight"] or input.KeyCode == _CTRL["SteerRight2"]) then
if input.UserInputState == Enum.UserInputState.Begin then
_GSteerT = 1
_SteerR = true
else
if _SteerL then
_GSteerT = -1
else
_GSteerT = 0
end
_SteerR = false
end
--Toggle Mouse Controls
elseif input.KeyCode ==_CTRL["ToggleMouseDrive"] then
if input.UserInputState == Enum.UserInputState.End then
_MSteer = not _MSteer
_GThrot = _Tune.IdleThrottle/100
_GBrake = 0
_GSteerT = 0
_ClutchOn = true
end
--Toggle TCS
elseif _Tune.TCSEnabled and _IsOn and input.KeyCode == _CTRL["ToggleTCS"] or input.KeyCode == _CTRL["ContlrToggleTCS"] then
if input.UserInputState == Enum.UserInputState.End then _TCS = not _TCS end
--Toggle ABS
elseif _Tune.ABSEnabled and _IsOn and input.KeyCode == _CTRL["ToggleABS"] or input.KeyCode == _CTRL["ContlrToggleABS"] then
if input.UserInputState == Enum.UserInputState.End then _ABS = not _ABS end
end
--Variable Controls
if input.UserInputType.Name:find("Gamepad") then
--Gamepad Steering
if input.KeyCode == _CTRL["ContlrSteer"] then
if input.Position.X>= 0 then
local cDZone = math.min(.99,_Tune.Peripherals.ControlRDZone/100)
if math.abs(input.Position.X)>cDZone then
_GSteerT = (input.Position.X-cDZone)/(1-cDZone)
else
_GSteerT = 0
end
else
local cDZone = math.min(.99,_Tune.Peripherals.ControlLDZone/100)
if math.abs(input.Position.X)>cDZone then
_GSteerT = (input.Position.X+cDZone)/(1-cDZone)
else
_GSteerT = 0
end
end
--Gamepad Throttle
elseif _IsOn and input.KeyCode == _CTRL["ContlrThrottle"] then
_GThrot = math.max(_Tune.IdleThrottle/100,input.Position.Z)
--Gamepad Brake
elseif input.KeyCode == _CTRL["ContlrBrake"] then
_GBrake = input.Position.Z
end
end
else
_GThrot = _Tune.IdleThrottle/100
_GSteerT = 0
_GBrake = 0
if _CGear~=0 then _ClutchOn = true end
end
end
UserInputService.InputBegan:connect(DealWithInput)
UserInputService.InputChanged:connect(DealWithInput)
UserInputService.InputEnded:connect(DealWithInput)
|
--[[
[Whether rotation follows the camera or the mouse.]
[Useful with tools if true, but camera tracking runs smoother.]
--]]
|
local MseGuide = true
|
--[[Transmission]]
|
Tune.TransModes = {"Semi"} --[[
[Modes]
"Auto" : Automatic shifting
"Semi" : Clutchless manual shifting, dual clutch transmission
"Manual" : Manual shifting with clutch
>Include within brackets
eg: {"Semi"} or {"Auto", "Manual"}
>First mode is default mode ]]
--Automatic Settings
Tune.AutoShiftMode = "Speed" --[[
[Modes]
"Speed" : Shifts based on wheel speed
"RPM" : Shifts based on RPM ]]
Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev)
Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev)
--Gear Ratios
Tune.FinalDrive = 3.97 -- Gearing determines top speed and wheel torque
Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed
--[[Reverse]] 3.42 , -- Copy and paste a ratio to add a gear
--[[Neutral]] 0 , -- Ratios can also be deleted
--[[ 1 ]] 3.75 , -- Reverse, Neutral, and 1st gear are required
--[[ 2 ]] 2.10 ,
--[[ 3 ]] 1.40 ,
--[[ 4 ]] 1.00 ,
--[[ 5 ]] 0.71 ,
--[[ 6 ]] 0.61 ,
--[[ 7 ]] 0.51 ,
}
Tune.FDMult = 1 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
|
-- Display name in report when matcher fails same as in snapshot file,
-- but with optional hint argument in bold weight.
|
local function printSnapshotName(concatenatedBlockNames_: string?, hint_: string?, count: number): string
local concatenatedBlockNames = if concatenatedBlockNames_ then concatenatedBlockNames_ else ""
local hint = if hint_ then hint_ else ""
local hasNames = concatenatedBlockNames:len() ~= 0
local hasHint = #hint ~= 0
local retval = "Snapshot name: `"
if hasNames then
retval = retval .. utils.escapeBacktickString(concatenatedBlockNames)
end
if hasNames and hasHint then
retval = retval .. ": "
end
if hasHint then
retval = retval .. BOLD_WEIGHT(utils.escapeBacktickString(hint))
end
retval = retval .. " " .. count .. "`"
return retval
end
|
--[[Shutdown]]
|
car.DriveSeat.ChildRemoved:connect(function(child)
if child.Name=="SeatWeld" and child:IsA("Weld") then
script.Parent:Destroy()
player.PlayerGui.UI.CarButtons.Visible = false
end
end)
|
-- get the current time in the format "HH:MM AM/PM"
|
local currentTimeString = os.date("%I:%M %p", currentTime)
|
--[[
___ _____
/ _ |/ ___/ Avxnturador | Novena
/ __ / /__ LuaInt | Novena
/_/ |_\___/ Build 6C, Version 1.5, Update 2
Please install this chassis from scratch.
More info can be found in the README.
New values will have (Username) appended to the end of the description.
]]
|
local Tune = {}
|
--This device is entirely open-source.
|
Light = script.Parent.Light
Scanner = script.Parent.Scanner
Host = script.Parent.Parent.Parent.Events.DoorOpen
function verify(card)
if card == nil then
return false
else
Host.BypassLevel.Value = true
Host:Fire()
Light.Color = Color3.new(0,1,0)
wait(2)
Light.Color = Color3.new(1,0,0)
end
end
Scanner.Touched:Connect(verify)
|
--[[Susupension]]
|
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled
--Front Suspension
Tune.FSusDamping = 300 -- Spring Dampening
Tune.FSusStiffness = 8000 -- Spring Force
Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening)
Tune.FSusLength = 2.2 -- Suspension length (in studs)
Tune.FPreCompress = .95 -- Pre-compression adds resting length force
Tune.FExtensionLim = 1.1 -- Max Extension Travel (in studs)
Tune.FCompressLim = .1 -- Max Compression Travel (in studs)
Tune.FSusAngle = 90 -- Suspension Angle (degrees from horizontal)
Tune.FWsBoneLen = 5 -- Wishbone Length
Tune.FWsBoneAngle = 0.5 -- Wishbone angle (degrees from horizontal)
Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel)
--[[Lateral]] -.4 , -- positive = outward
--[[Vertical]] -0.3 , -- positive = upward
--[[Forward]] 0 } -- positive = forward
--Rear Suspension
Tune.RSusDamping = 300 -- Spring Dampening
Tune.RSusStiffness = 8000 -- Spring Force
Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening)
Tune.RSusLength = 2.2 -- Suspension length (in studs)
Tune.RPreCompress = .7 -- Pre-compression adds resting length force
Tune.RExtensionLim = 1.1 -- Max Extension Travel (in studs)
Tune.RCompressLim = .1 -- Max Compression Travel (in studs)
Tune.RSusAngle = 90 -- Suspension Angle (degrees from horizontal)
Tune.RWsBoneLen = 5 -- Wishbone Length
Tune.RWsBoneAngle = 0.5 -- Wishbone angle (degrees from horizontal)
Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel)
--[[Lateral]] -.4 , -- positive = outward
--[[Vertical]] -0.3 , -- positive = upward
--[[Forward]] 0 } -- positive = forward
--Aesthetics
Tune.SusVisible = false -- Spring Visible
Tune.WsBVisible = true -- Wishbone Visible
Tune.SusRadius = .2 -- Suspension Coil Radius
Tune.SusThickness = .1 -- Suspension Coil Thickness
Tune.SusColor = "Bright red" -- Suspension Color [BrickColor]
Tune.SusCoilCount = 6 -- Suspension Coil Count
Tune.WsColor = "Black" -- Wishbone Color [BrickColor]
Tune.WsThickness = .1 -- Wishbone Rod Thickness
|
--Glenn's Anti-Exploit System (GAE for short). This code is very ugly, but does job done
|
local function compareTables(arr1, arr2)
if arr1.gunName==arr2.gunName and
arr1.Type==arr2.Type and
arr1.ShootRate==arr2.ShootRate and
arr1.Bullets==arr2.Bullets and
arr1.LimbDamage[1]==arr2.LimbDamage[1] and
arr1.LimbDamage[2]==arr2.LimbDamage[2] and
arr1.TorsoDamage[1]==arr2.TorsoDamage[1]and
arr1.TorsoDamage[2]==arr2.TorsoDamage[2]and
arr1.HeadDamage[1]==arr2.HeadDamage[1] and
arr1.HeadDamage[2]==arr2.HeadDamage[2]
then return true; end;
return false;
end;
local function secureSettings(Player,Gun,Module)
local PreNewModule = Gun:FindFirstChild("ACS_Settings");
if not Gun or not PreNewModule then
Player:kick("Exploit Protocol");
warn(Player.Name.." - Potential Exploiter! Case 2: Missing Gun And Module") ;
return false;
end;
local NewModule = require(PreNewModule);
if (compareTables(Module, NewModule) == false) then
Player:kick("Exploit Protocol");
warn(Player.Name.." - Potential Exploiter! Case 4: Exploiting Gun Stats") ;
table.insert(_G.TempBannedPlayers, Player);
return false;
end;
return true;
end;
function CalculateDMG(SKP_0, SKP_1, SKP_2, SKP_4, SKP_5, SKP_6)
local skp_0 = plr:GetPlayerFromCharacter(SKP_1.Parent) or nil
local skp_1 = 0
local skp_2 = SKP_5.MinDamage * SKP_6.minDamageMod
if SKP_4 == 1 then
local skp_3 = math.random(SKP_5.HeadDamage[1], SKP_5.HeadDamage[2])
skp_1 = math.max(skp_2 ,(skp_3 * SKP_6.DamageMod) - (SKP_2/25) * SKP_5.DamageFallOf)
elseif SKP_4 == 2 then
local skp_3 = math.random(SKP_5.TorsoDamage[1], SKP_5.TorsoDamage[2])
skp_1 = math.max(skp_2 ,(skp_3 * SKP_6.DamageMod) - (SKP_2/25) * SKP_5.DamageFallOf)
else
local skp_3 = math.random(SKP_5.LimbDamage[1], SKP_5.LimbDamage[2])
skp_1 = math.max(skp_2 ,(skp_3 * SKP_6.DamageMod) - (SKP_2/25) * SKP_5.DamageFallOf)
end
if SKP_1.Parent:FindFirstChild("ACS_Client") and not SKP_5.IgnoreProtection then
local skp_4 = SKP_1.Parent.ACS_Client.Protecao.VestProtect
local skp_5 = SKP_1.Parent.ACS_Client.Protecao.HelmetProtect
if SKP_4 == 1 then
if SKP_5.BulletPenetration < skp_5.Value then
skp_1 = math.max(.5 ,skp_1 * (SKP_5.BulletPenetration/skp_5.Value))
end
else
if SKP_5.BulletPenetration < skp_4.Value then
skp_1 = math.max(.5 ,skp_1 * (SKP_5.BulletPenetration/skp_4.Value))
end
end
end
if skp_0 then
if skp_0.Team ~= SKP_0.Team or skp_0.Neutral then
local skp_t = Instance.new("ObjectValue")
skp_t.Name = "creator"
skp_t.Value = SKP_0
skp_t.Parent= SKP_1
game.Debris:AddItem(skp_t, 1)
SKP_1:TakeDamage(skp_1)
return;
end;
if not gameRules.TeamKill then return; end;
local skp_t = Instance.new("ObjectValue")
skp_t.Name = "creator"
skp_t.Value = SKP_0
skp_t.Parent= SKP_1
game.Debris:AddItem(skp_t, 1)
SKP_1:TakeDamage(skp_1 * gameRules.TeamDmgMult)
return;
end
local skp_t = Instance.new("ObjectValue")
skp_t.Name = "creator"
skp_t.Value = SKP_0
skp_t.Parent= SKP_1
game.Debris:AddItem(skp_t, 1)
SKP_1:TakeDamage(skp_1)
return;
end
local function Damage(SKP_0, SKP_1, SKP_2, SKP_3, SKP_4, SKP_5, SKP_6, SKP_7, SKP_8, SKP_9)
if not SKP_0 or not SKP_0.Character then return; end;
if not SKP_0.Character:FindFirstChild("Humanoid") or SKP_0.Character.Humanoid.Health <= 0 then return; end;
if SKP_9 == (ACS_0.."-"..SKP_0.UserId) then
if SKP_7 then
SKP_0.Character.Humanoid:TakeDamage(math.max(SKP_8, 0))
return;
end
if SKP_1 then
local skp_0 = secureSettings(SKP_0,SKP_1, SKP_5)
if not skp_0 or not SKP_2 then return; end;
CalculateDMG(SKP_0, SKP_2, SKP_3, SKP_4, SKP_5, SKP_6)
return;
end
SKP_0:kick("Exploit Protocol")
warn(SKP_0.Name.." - Potential Exploiter! Case 1: Tried To Access Damage Event")
table.insert(_G.TempBannedPlayers, SKP_0)
return;
end
SKP_0:kick("Exploit Protocol")
warn(SKP_0.Name.." - Potential Exploiter! Case 0-B: Wrong Permission Code")
table.insert(_G.TempBannedPlayers, SKP_0)
return;
end
Evt.Damage.OnServerInvoke = Damage
Evt.HitEffect.OnServerEvent:Connect(function(Player, Position, HitPart, Normal, Material, Settings)
Evt.HitEffect:FireAllClients(Player, Position, HitPart, Normal, Material, Settings)
end)
Evt.GunStance.OnServerEvent:Connect(function(Player,stance,Data)
Evt.GunStance:FireAllClients(Player,stance,Data)
end)
Evt.ServerBullet.OnServerEvent:Connect(function(Player,Origin,Direction,WeaponData,ModTable)
Evt.ServerBullet:FireAllClients(Player,Origin,Direction,WeaponData,ModTable)
end)
Evt.Stance.OnServerEvent:connect(function(Player, Stance, Virar)
if not Player or not Player.Character then return; end; --// Player or Character doesn't exist
if not Player.Character:FindFirstChild("Humanoid") or Player.Character.Humanoid.Health <= 0 then return; end; --// Player is dead
local ACS_Client= Player.Character:FindFirstChild("ACS_Client")
if not ACS_Client then return; end;
local Torso = Player.Character:FindFirstChild("Torso")
local RootPart = Player.Character:FindFirstChild("HumanoidRootPart")
if not Torso or not RootPart then return; end; --// Essential bodyparts doesn't exist in this character
local RootJoint = RootPart:FindFirstChild("RootJoint")
local RS = Torso:FindFirstChild("Right Shoulder")
local LS = Torso:FindFirstChild("Left Shoulder")
local RH = Torso:FindFirstChild("Right Hip")
local LH = Torso:FindFirstChild("Left Hip")
if not RootJoint or not RS or not LS or not RH or not LH then return; end; --// Joints doesn't exist
if Stance == 2 then
TS:Create(RootJoint, TweenInfo.new(.3), {C1 = CFrame.new(0,1.5,2.45) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(180))} ):Play()
TS:Create(RH, TweenInfo.new(.3), {C1 = CFrame.new(.5,1,0)* CFrame.Angles(math.rad(-5),math.rad(90),math.rad(0))} ):Play()
TS:Create(LH, TweenInfo.new(.3), {C1 = CFrame.new(-.5,1,0)* CFrame.Angles(math.rad(-5),math.rad(-90),math.rad(0))} ):Play()
end
if Virar == 1 then
if Stance == 0 then
TS:Create(RootJoint, TweenInfo.new(.3), {C1 = CFrame.new(-1,-0,0) * CFrame.Angles(math.rad(-90),math.rad(-15),math.rad(-180))} ):Play()
TS:Create(RH, TweenInfo.new(.3), {C1 = CFrame.new(.5,1,0)* CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))} ):Play()
TS:Create(LH, TweenInfo.new(.3), {C1 = CFrame.new(-.5,1,0)* CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))} ):Play()
elseif Stance == 1 then
TS:Create(RootJoint, TweenInfo.new(.3), {C1 = CFrame.new(-1,.75,0.25)* CFrame.Angles(math.rad(-80),math.rad(-15),math.rad(-180))} ):Play()
TS:Create(RH, TweenInfo.new(.3), {C1 = CFrame.new(.5,0,0.4)* CFrame.Angles(math.rad(20),math.rad(90),math.rad(0))} ):Play()
TS:Create(LH, TweenInfo.new(.3), {C1 = CFrame.new(-.5,0,0.4)* CFrame.Angles(math.rad(20),math.rad(-90),math.rad(0))} ):Play()
end
elseif Virar == -1 then
if Stance == 0 then
TS:Create(RootJoint, TweenInfo.new(.3), {C1 = CFrame.new(1,0,0) * CFrame.Angles(math.rad(-90),math.rad(15),math.rad(180))} ):Play()
TS:Create(RH, TweenInfo.new(.3), {C1 = CFrame.new(.5,1,0)* CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))} ):Play()
TS:Create(LH, TweenInfo.new(.3), {C1 = CFrame.new(-.5,1,0)* CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))} ):Play()
elseif Stance == 1 then
TS:Create(RootJoint, TweenInfo.new(.3), {C1 = CFrame.new(1,.75,0.25)* CFrame.Angles(math.rad(-80),math.rad(15),math.rad(180))} ):Play()
TS:Create(RH, TweenInfo.new(.3), {C1 = CFrame.new(.5,0,0.4)* CFrame.Angles(math.rad(20),math.rad(90),math.rad(0))} ):Play()
TS:Create(LH, TweenInfo.new(.3), {C1 = CFrame.new(-.5,0,0.4)* CFrame.Angles(math.rad(20),math.rad(-90),math.rad(0))} ):Play()
end
elseif Virar == 0 then
if Stance == 0 then
TS:Create(RootJoint, TweenInfo.new(.3), {C1 = CFrame.new(0,0,0)* CFrame.Angles(math.rad(-90),math.rad(0),math.rad(180))} ):Play()
TS:Create(RH, TweenInfo.new(.3), {C1 = CFrame.new(.5,1,0)* CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))} ):Play()
TS:Create(LH, TweenInfo.new(.3), {C1 = CFrame.new(-.5,1,0)* CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))} ):Play()
elseif Stance == 1 then
TS:Create(RootJoint, TweenInfo.new(.3), {C1 = CFrame.new(0,1,0.25)* CFrame.Angles(math.rad(-80),math.rad(0),math.rad(180))} ):Play()
TS:Create(RH, TweenInfo.new(.3), {C1 = CFrame.new(.5,0,0.4)* CFrame.Angles(math.rad(20),math.rad(90),math.rad(0))} ):Play()
TS:Create(LH, TweenInfo.new(.3), {C1 = CFrame.new(-.5,0,0.4)* CFrame.Angles(math.rad(20),math.rad(-90),math.rad(0))} ):Play()
end
end
if ACS_Client:GetAttribute("Surrender") then
TS:Create(RS, TweenInfo.new(.3), {C1 = CFrame.new(-.5,0.95,0)* CFrame.Angles(math.rad(-175),math.rad(90),math.rad(0))} ):Play()
TS:Create(LS, TweenInfo.new(.3), {C1 = CFrame.new(.5,0.95,0)* CFrame.Angles(math.rad(-175),math.rad(-90),math.rad(0))} ):Play()
elseif Stance == 2 then
TS:Create(RS, TweenInfo.new(.3), {C1 = CFrame.new(-.5,0.95,0)* CFrame.Angles(math.rad(-175),math.rad(90),math.rad(0))} ):Play()
TS:Create(LS, TweenInfo.new(.3), {C1 = CFrame.new(.5,0.95,0)* CFrame.Angles(math.rad(-175),math.rad(-90),math.rad(0))} ):Play()
else
--p1.CFrame:inverse() * p2.CFrame
TS:Create(RS, TweenInfo.new(.3), {C1 = CFrame.new(-.5,0.5,0)* CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))} ):Play()
TS:Create(LS, TweenInfo.new(.3), {C1 = CFrame.new(.5,0.5,0)* CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))} ):Play()
end
end)
Evt.Surrender.OnServerEvent:Connect(function(Player,Victim)
if not Player or not Player.Character then return; end;
local PClient = nil
if Victim then
if Victim == Player or not Victim.Character then return; end;
PClient = Victim.Character:FindFirstChild("ACS_Client")
if not PClient then return; end;
if PClient:GetAttribute("Surrender") then
PClient:SetAttribute("Surrender",false)
end
end
PClient = Player.Character:FindFirstChild("ACS_Client")
if not PClient then return; end;
if not PClient:GetAttribute("Surrender") then
PClient:SetAttribute("Surrender",true)
end
end)
Evt.Grenade.OnServerEvent:Connect(function(SKP_0, SKP_1, SKP_2, SKP_3, SKP_4, SKP_5, SKP_6)
if not SKP_0 or not SKP_0.Character then return; end;
if not SKP_0.Character:FindFirstChild("Humanoid") or SKP_0.Character.Humanoid.Health <= 0 then return; end;
if SKP_6 ~= (ACS_0.."-"..SKP_0.UserId) then
SKP_0:kick("Exploit Protocol")
warn(SKP_0.Name.." - Potential Exploiter! Case 0-B: Wrong Permission Code")
table.insert(_G.TempBannedPlayers, SKP_0)
return;
end
if not SKP_1 or not SKP_2 then
SKP_0:kick("Exploit Protocol")
warn(SKP_0.Name.." - Potential Exploiter! Case 3: Tried To Access Grenade Event")
return;
end
local skp_0 = secureSettings(SKP_0, SKP_1, SKP_2)
if not skp_0 or SKP_2.Type ~= "Grenade" then return; end;
if not SVGunModels:FindFirstChild(SKP_2.gunName) then warn("ACS_Server Couldn't Find "..SKP_2.gunName.." In Grenade Model Folder"); return; end;
local skp_0 = SVGunModels[SKP_2.gunName]:Clone()
for SKP_Arg0, SKP_Arg1 in pairs(SKP_0.Character:GetChildren()) do
if not SKP_Arg1:IsA('BasePart') then continue; end;
local skp_1 = Instance.new("NoCollisionConstraint")
skp_1.Parent= skp_0
skp_1.Part0 = skp_0.PrimaryPart
skp_1.Part1 = SKP_Arg1
end
local skp_1 = Instance.new("ObjectValue")
skp_1.Name = "creator"
skp_1.Value = SKP_0
skp_1.Parent= skp_0.PrimaryPart
skp_0.Parent = ACS_Workspace.Server
skp_0.PrimaryPart.CFrame = SKP_3
skp_0.PrimaryPart:ApplyImpulse(SKP_4 * SKP_5 * skp_0.PrimaryPart:GetMass())
skp_0.PrimaryPart:SetNetworkOwner(nil)
skp_0.PrimaryPart.Damage.Disabled = false
SKP_1:Destroy()
end)
function loadAttachment(weapon,WeaponData)
if not weapon or not WeaponData or not weapon:FindFirstChild("Nodes") then return; end;
--load sight Att
if weapon.Nodes:FindFirstChild("Sight") and WeaponData.SightAtt ~= "" then
local SightAtt = AttModels[WeaponData.SightAtt]:Clone()
SightAtt.Parent = weapon
SightAtt:SetPrimaryPartCFrame(weapon.Nodes.Sight.CFrame)
for index, key in pairs(weapon:GetChildren()) do
if not key:IsA('BasePart') or key.Name ~= "IS" then continue; end;
key.Transparency = 1
end
for index, key in pairs(SightAtt:GetChildren()) do
if key.Name == "SightMark" or key.Name == "Main" then key:Destroy(); continue; end;
if not key:IsA('BasePart') then continue; end;
Ultil.Weld(weapon:WaitForChild("Handle"), key )
key.Anchored = false
key.CanCollide = false
end
end
--load Barrel Att
if weapon.Nodes:FindFirstChild("Barrel") and WeaponData.BarrelAtt ~= "" then
local BarrelAtt = AttModels[WeaponData.BarrelAtt]:Clone()
BarrelAtt.Parent = weapon
BarrelAtt:SetPrimaryPartCFrame(weapon.Nodes.Barrel.CFrame)
if BarrelAtt:FindFirstChild("BarrelPos") then
weapon.Handle.Muzzle.WorldCFrame = BarrelAtt.BarrelPos.CFrame
end
for index, key in pairs(BarrelAtt:GetChildren()) do
if not key:IsA('BasePart') then continue; end;
Ultil.Weld(weapon:WaitForChild("Handle"), key )
key.Anchored = false
key.CanCollide = false
end
end
--load Under Barrel Att
if weapon.Nodes:FindFirstChild("UnderBarrel") and WeaponData.UnderBarrelAtt ~= "" then
local UnderBarrelAtt = AttModels[WeaponData.UnderBarrelAtt]:Clone()
UnderBarrelAtt.Parent = weapon
UnderBarrelAtt:SetPrimaryPartCFrame(weapon.Nodes.UnderBarrel.CFrame)
for index, key in pairs(UnderBarrelAtt:GetChildren()) do
if not key:IsA('BasePart') then continue; end;
Ultil.Weld(weapon:WaitForChild("Handle"), key )
key.Anchored = false
key.CanCollide = false
end
end
if weapon.Nodes:FindFirstChild("Other") and WeaponData.OtherAtt ~= "" then
local OtherAtt = AttModels[WeaponData.OtherAtt]:Clone()
OtherAtt.Parent = weapon
OtherAtt:SetPrimaryPartCFrame(weapon.Nodes.Other.CFrame)
for index, key in pairs(OtherAtt:GetChildren()) do
if not key:IsA('BasePart') then continue; end;
Ultil.Weld(weapon:WaitForChild("Handle"), key )
key.Anchored = false
key.CanCollide = false
end
end
end
Evt.Equip.OnServerEvent:Connect(function(Player,Arma,Mode,Settings,Anim)
if not Player or not Player.Character then return; end;
local Head = Player.Character:FindFirstChild('Head')
local Torso = Player.Character:FindFirstChild('Torso')
local LeftArm = Player.Character:FindFirstChild('Left Arm')
local RightArm = Player.Character:FindFirstChild('Right Arm')
if not Head or not Torso or not LeftArm or not RightArm then return; end;
local RS = Torso:FindFirstChild("Right Shoulder")
local LS = Torso:FindFirstChild("Left Shoulder")
if not RS or not LS then return; end;
--// EQUIP
if Mode == 1 then
local GunModel = GunModels:FindFirstChild(Arma.Name)
if not GunModel then warn(Player.Name..": Couldn't load Server-side weapon model") return; end;
local ServerGun = GunModel:Clone()
ServerGun.Name = 'S' .. Arma.Name
local AnimBase = Instance.new("Part", Player.Character)
AnimBase.FormFactor = "Custom"
AnimBase.CanCollide = false
AnimBase.Transparency = 1
AnimBase.Anchored = false
AnimBase.Name = "AnimBase"
AnimBase.Size = Vector3.new(0.1, 0.1, 0.1)
local AnimBaseW = Instance.new("Motor6D")
AnimBaseW.Part0 = Head
AnimBaseW.Part1 = AnimBase
AnimBaseW.Parent = AnimBase
AnimBaseW.Name = "AnimBaseW"
--AnimBaseW.C0 = CFrame.new(0,-1.25,0)
local ruaw = Instance.new("Motor6D")
ruaw.Name = "RAW"
ruaw.Part0 = RightArm
ruaw.Part1 = AnimBase
ruaw.Parent = AnimBase
ruaw.C0 = Anim.SV_RightArmPos
RS.Enabled = false
local luaw = Instance.new("Motor6D")
luaw.Name = "LAW"
luaw.Part0 = LeftArm
luaw.Part1 = AnimBase
luaw.Parent = AnimBase
luaw.C0 = Anim.SV_LeftArmPos
LS.Enabled = false
ServerGun.Parent = Player.Character
loadAttachment(ServerGun,Settings)
if ServerGun:FindFirstChild("Nodes") ~= nil then
ServerGun.Nodes:Destroy()
end
for SKP_001, SKP_002 in pairs(ServerGun:GetDescendants()) do
if SKP_002.Name ~= "SightMark" then continue; end;
SKP_002:Destroy()
end
for SKP_001, SKP_002 in pairs(ServerGun:GetDescendants()) do
if not SKP_002:IsA('BasePart') or SKP_002.Name == 'Handle' then continue; end;
Ultil.WeldComplex(ServerGun:WaitForChild("Handle"), SKP_002, SKP_002.Name)
end
local SKP_004 = Instance.new('Motor6D')
SKP_004.Name = 'Handle'
SKP_004.Parent = ServerGun.Handle
SKP_004.Part0 = RightArm
SKP_004.Part1 = ServerGun.Handle
SKP_004.C1 = Anim.SV_GunPos:inverse()
for L_74_forvar1, L_75_forvar2 in pairs(ServerGun:GetDescendants()) do
if not L_75_forvar2:IsA('BasePart') then continue; end;
L_75_forvar2.Anchored = false
L_75_forvar2.CanCollide = false
end
return;
end;
--// UNEQUIP
if Mode == 2 then
if Arma and Player.Character:FindFirstChild('S' .. Arma.Name) then
Player.Character['S' .. Arma.Name]:Destroy()
Player.Character.AnimBase:Destroy()
end
RS.Enabled = true
LS.Enabled = true
end
return;
end)
Evt.Squad.OnServerEvent:Connect(function(Player,SquadName,SquadColor)
if not Player or not Player.Character then return; end;
if not Player.Character:FindFirstChild("ACS_Client") then return; end;
Player.Character.ACS_Client.FireTeam.SquadName.Value = SquadName
Player.Character.ACS_Client.FireTeam.SquadColor.Value = SquadColor
end)
Evt.HeadRot.OnServerEvent:connect(function(Player, CF)
Evt.HeadRot:FireAllClients(Player, CF)
end)
Evt.Atirar.OnServerEvent:Connect(function(Player, Arma, Suppressor, FlashHider)
Evt.Atirar:FireAllClients(Player, Arma, Suppressor, FlashHider)
end)
Evt.Whizz.OnServerEvent:Connect(function(Player, Victim)
Evt.Whizz:FireClient(Victim)
end)
Evt.Suppression.OnServerEvent:Connect(function(Player,Victim,Mode,Intensity,Time)
Evt.Suppression:FireClient(Victim,Mode,Intensity,Time)
end)
Evt.Refil.OnServerEvent:Connect(function(Player, Stored, NewStored)
Stored.Value = Stored.Value - NewStored
end)
Evt.SVLaser.OnServerEvent:Connect(function(Player,Position,Modo,Cor,IRmode,Arma)
Evt.SVLaser:FireAllClients(Player,Position,Modo,Cor,IRmode,Arma)
end)
Evt.SVFlash.OnServerEvent:Connect(function(Player,Arma,Mode)
Evt.SVFlash:FireAllClients(Player,Arma,Mode)
end)
|
--[[ @brief Pulls all key-value pairs from 'draw' so long as they don't already exist in 'origin'.
@param origin The table to modify (this is in-place).
@param draw The table to pull into 'origin'.
@return A reference to 'origin'. It will have all keys defined which are defined in origin or draw.
--]]
|
function module.Incorporate(origin, draw)
for i, v in pairs(draw) do
if origin[i] == nil then
origin[i] = v;
end
end
return origin;
end
function module.StableSort(t, compare)
for i = 1, #t do
local j = 1;
while j < i and not compare(t[i], t[j]) do
j = j + 1;
end
for k = i - 1, j, -1 do
t[k], t[k+1] = t[k+1], t[k];
end
end
end
function module.ConvertArrayToMap(t)
local s = {};
for i = 1, #t do
s[t[i]] = true;
end
return s;
end
return module
|
--------LIGHTED RECTANGLES--------
|
game.Workspace.pillar1.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.pillar2.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.pillar3.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.pillar4.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.pillar5.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.pillar6.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.pillar7.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.pillar8.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
|
-- End of Navigation
|
Main.Radios.BuyRadio.Get.MouseButton1Click:connect(function()
game.ReplicatedStorage.GetRadio:FireServer();
end)
|
--[[
HOW TO USE IT:
- 1: Use CollectionService to tag the character you want to ragdoll with the tag "Ragdoll";
- 2: Once tagged the character will instantly go to ragdoll state;
- 3: To return from ragdoll, remove the tag.
If you're using my Misc module and you have the ChildAdded checks inside your NPCs or Dummies like mine,
you can just require the Misc module and use the miscModule.Ragdoll(Target, Duration) function.
--]]
| |
-- ROBLOX TODO: Use Symbol again once jest-mock knows to exclude the LuauPolyfill module from being reset
-- deviation: In Lua, Symbol will be a callable table, not a function
-- if typeof(Symbol) == "table" and Symbol.for_ ~= nil then
-- local symbolFor = Symbol.for_
-- exports.REACT_ELEMENT_TYPE = symbolFor('react.element')
-- exports.REACT_PORTAL_TYPE = symbolFor('react.portal')
-- exports.REACT_FRAGMENT_TYPE = symbolFor('react.fragment')
-- exports.REACT_STRICT_MODE_TYPE = symbolFor('react.strict_mode')
-- exports.REACT_PROFILER_TYPE = symbolFor('react.profiler')
-- exports.REACT_PROVIDER_TYPE = symbolFor('react.provider')
-- exports.REACT_CONTEXT_TYPE = symbolFor('react.context')
-- exports.REACT_FORWARD_REF_TYPE = symbolFor('react.forward_ref')
-- exports.REACT_SUSPENSE_TYPE = symbolFor('react.suspense')
-- exports.REACT_SUSPENSE_LIST_TYPE = symbolFor('react.suspense_list')
-- exports.REACT_MEMO_TYPE = symbolFor('react.memo')
-- exports.REACT_LAZY_TYPE = symbolFor('react.lazy')
-- exports.REACT_BLOCK_TYPE = symbolFor('react.block')
-- exports.REACT_SERVER_BLOCK_TYPE = symbolFor('react.server.block')
-- exports.REACT_FUNDAMENTAL_TYPE = symbolFor('react.fundamental')
-- exports.REACT_SCOPE_TYPE = symbolFor('react.scope')
-- exports.REACT_OPAQUE_ID_TYPE = symbolFor('react.opaque.id')
-- exports.REACT_DEBUG_TRACING_MODE_TYPE = symbolFor('react.debug_trace_mode')
-- exports.REACT_OFFSCREEN_TYPE = symbolFor('react.offscreen')
-- exports.REACT_LEGACY_HIDDEN_TYPE = symbolFor('react.legacy_hidden')
-- end
| |
--[=[
@return Promise
Starts Knit. Should only be called once.
Optionally, `KnitOptions` can be passed in order to set
Knit's custom configurations.
:::caution
Be sure that all services have been created _before_
calling `Start`. Services cannot be added later.
:::
```lua
Knit.Start():andThen(function()
print("Knit started!")
end):catch(warn)
```
Example of Knit started with options:
```lua
Knit.Start({
Middleware = {
Inbound = {
function(player, args)
print("Player is giving following args to server:", args)
return true
end
},
},
}):andThen(function()
print("Knit started!")
end):catch(warn)
```
]=]
|
function KnitServer.Start(options: KnitOptions?)
if started then
return Promise.reject("Knit already started")
end
started = true
if options == nil then
selectedOptions = defaultOptions
else
assert(typeof(options) == "table", `KnitOptions should be a table or nil; got {typeof(options)}`)
selectedOptions = options
for k, v in defaultOptions do
if selectedOptions[k] == nil then
selectedOptions[k] = v
end
end
end
return Promise.new(function(resolve)
local knitMiddleware = if selectedOptions.Middleware ~= nil then selectedOptions.Middleware else {}
-- Bind remotes:
for _, service in services do
local middleware = if service.Middleware ~= nil then service.Middleware else {}
local inbound = if middleware.Inbound ~= nil then middleware.Inbound else knitMiddleware.Inbound
local outbound = if middleware.Outbound ~= nil then middleware.Outbound else knitMiddleware.Outbound
service.Middleware = nil
for k, v in service.Client do
if type(v) == "function" then
service.KnitComm:WrapMethod(service.Client, k, inbound, outbound)
elseif v == SIGNAL_MARKER then
service.Client[k] = service.KnitComm:CreateSignal(k, inbound, outbound)
elseif type(v) == "table" and v[1] == PROPERTY_MARKER then
service.Client[k] = service.KnitComm:CreateProperty(k, v[2], inbound, outbound)
end
end
end
-- Init:
local promisesInitServices = {}
for _, service in services do
if type(service.KnitInit) == "function" then
table.insert(
promisesInitServices,
Promise.new(function(r)
debug.setmemorycategory(service.Name)
service:KnitInit()
r()
end)
)
end
end
resolve(Promise.all(promisesInitServices))
end):andThen(function()
-- Start:
for _, service in services do
if type(service.KnitStart) == "function" then
task.spawn(function()
debug.setmemorycategory(service.Name)
service:KnitStart()
end)
end
end
startedComplete = true
onStartedComplete:Fire()
task.defer(function()
onStartedComplete:Destroy()
end)
-- Expose service remotes to everyone:
knitRepServiceFolder.Parent = script.Parent
end)
end
|
--[[
primaryWeaponSlot.ChildRemoved:Connect(function(newChild)
weapon1Label.BackgroundColor3 = onColor
end)
secondaryWeaponSlot.ChildRemoved:Connect(function(newChild)
weapon2Label.BackgroundColor3 = onColor
end)
tertiaryWeaponSlot.ChildRemoved:Connect(function(newChild)
weapon3Label.BackgroundColor3 = onColor
end)
--]]
|
localPlayer.CharacterAdded:Connect(function(newCharacter)
character = newCharacter
end)
|
--------------------------------CUSTOMIZABLE STUFF------------------------------------
|
local resetcooldown = 1200 -- how long it takes to let you rob again.
local timetodrill = 20 -- how long it takes to drill a deposit box
|
-- settings.AntiHumanoidDeletion and settings.ProtectHats have been superseded Workspace.RejectCharacterDeletions
|
settings.AntiSpeed = true -- (Client-Sided) Attempts to detect speed exploits
settings.AntiBuildingTools = false -- (Client-Sided) Attempts to detect any HopperBin(s)/Building Tools added to the client
settings.AntiAntiIdle = false -- (Client-Sided) Kick the player if they are using an anti-idle exploit. Highly useful for grinding/farming games
settings.ExploitGuiDetection = false -- (Client-Sided) If any exploit GUIs are found in the CoreGui the exploiter gets kicked (If you use StarterGui:SetCore("SendNotification") with an image this will kick you)
|
-- When supplied, legacyCameraType is used and cameraMovementMode is ignored (should be nil anyways)
-- Next, if userCameraCreator is passed in, that is used as the cameraCreator
|
function CameraModule:ActivateCameraController(cameraMovementMode, legacyCameraType: Enum.CameraType?)
local newCameraCreator = nil
if legacyCameraType~=nil then
--[[
This function has been passed a CameraType enum value. Some of these map to the use of
the LegacyCamera module, the value "Custom" will be translated to a movementMode enum
value based on Dev and User settings, and "Scriptable" will disable the camera controller.
--]]
if legacyCameraType == Enum.CameraType.Scriptable then
if self.activeCameraController then
self.activeCameraController:Enable(false)
self.activeCameraController = nil
end
return
elseif legacyCameraType == Enum.CameraType.Custom then
cameraMovementMode = self:GetCameraMovementModeFromSettings()
elseif legacyCameraType == Enum.CameraType.Track then
-- Note: The TrackCamera module was basically an older, less fully-featured
-- version of ClassicCamera, no longer actively maintained, but it is re-implemented in
-- case a game was dependent on its lack of ClassicCamera's extra functionality.
cameraMovementMode = Enum.ComputerCameraMovementMode.Classic
elseif legacyCameraType == Enum.CameraType.Follow then
cameraMovementMode = Enum.ComputerCameraMovementMode.Follow
elseif legacyCameraType == Enum.CameraType.Orbital then
cameraMovementMode = Enum.ComputerCameraMovementMode.Orbital
elseif legacyCameraType == Enum.CameraType.Attach or
legacyCameraType == Enum.CameraType.Watch or
legacyCameraType == Enum.CameraType.Fixed then
newCameraCreator = LegacyCamera
else
warn("CameraScript encountered an unhandled Camera.CameraType value: ",legacyCameraType)
end
end
if not newCameraCreator then
if VRService.VREnabled then
newCameraCreator = VRCamera
elseif cameraMovementMode == Enum.ComputerCameraMovementMode.Classic or
cameraMovementMode == Enum.ComputerCameraMovementMode.Follow or
cameraMovementMode == Enum.ComputerCameraMovementMode.Default or
cameraMovementMode == Enum.ComputerCameraMovementMode.CameraToggle then
newCameraCreator = ClassicCamera
elseif cameraMovementMode == Enum.ComputerCameraMovementMode.Orbital then
newCameraCreator = OrbitalCamera
else
warn("ActivateCameraController did not select a module.")
return
end
end
local isVehicleCamera = self:ShouldUseVehicleCamera()
if isVehicleCamera then
if VRService.VREnabled then
newCameraCreator = VRVehicleCamera
else
newCameraCreator = VehicleCamera
end
end
-- Create the camera control module we need if it does not already exist in instantiatedCameraControllers
local newCameraController
if not instantiatedCameraControllers[newCameraCreator] then
newCameraController = newCameraCreator.new()
instantiatedCameraControllers[newCameraCreator] = newCameraController
else
newCameraController = instantiatedCameraControllers[newCameraCreator]
if newCameraController.Reset then
newCameraController:Reset()
end
end
if self.activeCameraController then
-- deactivate the old controller and activate the new one
if self.activeCameraController ~= newCameraController then
self.activeCameraController:Enable(false)
self.activeCameraController = newCameraController
self.activeCameraController:Enable(true)
elseif not self.activeCameraController:GetEnabled() then
self.activeCameraController:Enable(true)
end
elseif newCameraController ~= nil then
-- only activate the new controller
self.activeCameraController = newCameraController
self.activeCameraController:Enable(true)
end
if self.activeCameraController then
if cameraMovementMode~=nil then
self.activeCameraController:SetCameraMovementMode(cameraMovementMode)
elseif legacyCameraType~=nil then
-- Note that this is only called when legacyCameraType is not a type that
-- was convertible to a ComputerCameraMovementMode value, i.e. really only applies to LegacyCamera
self.activeCameraController:SetCameraType(legacyCameraType)
end
end
end
function CameraModule:OnCameraSubjectChanged()
local camera = workspace.CurrentCamera
local cameraSubject = camera and camera.CameraSubject
if self.activeOcclusionModule then
self.activeOcclusionModule:OnCameraSubjectChanged(cameraSubject)
end
self:ActivateCameraController(nil, camera.CameraType)
end
function CameraModule:OnCameraTypeChanged(newCameraType: Enum.CameraType)
if newCameraType == Enum.CameraType.Scriptable then
if UserInputService.MouseBehavior == Enum.MouseBehavior.LockCenter then
CameraUtils.restoreMouseBehavior()
end
end
-- Forward the change to ActivateCameraController to handle
self:ActivateCameraController(nil, newCameraType)
end
|
--Rescripted by Luckymaxer
|
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
Players = game:GetService("Players")
Sounds = {
CoilSound = Handle:WaitForChild("CoilSound"),
}
Gravity = 196.20
JumpHeightPercentage = 0.25
ToolEquipped = false
function GetAllConnectedParts(Object)
local Parts = {}
local function GetConnectedParts(Object)
for i, v in pairs(Object:GetConnectedParts()) do
local Ignore = false
for ii, vv in pairs(Parts) do
if v == vv then
Ignore = true
end
end
if not Ignore then
table.insert(Parts, v)
GetConnectedParts(v)
end
end
end
GetConnectedParts(Object)
return Parts
end
function SetGravityEffect()
if not GravityEffect or not GravityEffect.Parent then
GravityEffect = Instance.new("BodyForce")
GravityEffect.Name = "GravityCoilEffect"
GravityEffect.Parent = Torso
end
local TotalMass = 0
local ConnectedParts = GetAllConnectedParts(Torso)
for i, v in pairs(ConnectedParts) do
if v:IsA("BasePart") then
TotalMass = (TotalMass + v:GetMass())
end
end
local TotalMass = (TotalMass * 196.20 * (1 - JumpHeightPercentage))
GravityEffect.force = Vector3.new(0, TotalMass, 0)
end
function HandleGravityEffect(Enabled)
if not CheckIfAlive() then
return
end
for i, v in pairs(Torso:GetChildren()) do
if v:IsA("BodyForce") then
v:Destroy()
end
end
for i, v in pairs({ToolUnequipped, DescendantAdded, DescendantRemoving}) do
if v then
v:disconnect()
end
end
if Enabled then
CurrentlyEquipped = true
ToolUnequipped = Tool.Unequipped:connect(function()
CurrentlyEquipped = false
end)
SetGravityEffect()
DescendantAdded = Character.DescendantAdded:connect(function()
wait()
if not CurrentlyEquipped or not CheckIfAlive() then
return
end
SetGravityEffect()
end)
DescendantRemoving = Character.DescendantRemoving:connect(function()
wait()
if not CurrentlyEquipped or not CheckIfAlive() then
return
end
SetGravityEffect()
end)
end
end
function CheckIfAlive()
return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent and Player and Player.Parent) and true) or false)
end
function Equipped(Mouse)
Character = Tool.Parent
Humanoid = Character:FindFirstChild("Humanoid")
Torso = Character:FindFirstChild("Torso") or Character:FindFirstChild("UpperTorso")
Player = Players:GetPlayerFromCharacter(Character)
if not CheckIfAlive() then
return
end
if HumanoidDied then
HumanoidDied:disconnect()
end
HumanoidDied = Humanoid.Died:connect(function()
if GravityEffect and GravityEffect.Parent then
GravityEffect:Destroy()
end
end)
Sounds.CoilSound:Play()
HandleGravityEffect(true)
ToolEquipped = true
end
function Unequipped()
if HumanoidDied then
HumanoidDied:disconnect()
end
HandleGravityEffect(false)
ToolEquipped = false
end
Tool.Equipped:connect(Equipped)
Tool.Unequipped:connect(Unequipped)
|
--//Weight//--
|
local VehicleWeight = 1700 --{Weight of vehicle in KG}
local WeightDistribution = 60 --{To the rear}
|
--- DFStats
|
DFUse.Value = DFUse1:GetAsync(Plr.UserId) or DFUse.Value
DFUse1:SetAsync(Plr.UserId, DFUse.Value)
DFUse.Changed:connect(function()
DFUse1:SetAsync(Plr.UserId, DFUse.Value)
end)
end)
game.Players.PlayerRemoving:connect(function(Player)
DFUse1:SetAsync(Player.UserId, Player.DFStats.DFUse.Value)
end)
|
--//DEFAULT VALUES
|
local defexposure = game.Lighting.ExposureCompensation
local nvg
local onanim
local gui
local offanim
local config
local onremoved
local setting
local helmet
function removehelmet()
if plr.Character then
if onremoved then
onremoved:Disconnect()
end
animating = false
togglenvg(false)
actionservice:UnbindAction("nvgtoggle")
if gui then
gui:Destroy()
end
if helmet then
helmet:Destroy()
end
end
end
function oncharadded(newchar)
newchar:WaitForChild("Humanoid").Died:connect(function()
removehelmet()
end)
newchar.ChildAdded:connect(function(child)
local removebutton
if child.Name == "Helmet" then
helmet = child
gui = Instance.new("ScreenGui")
gui.IgnoreGuiInset = true
removebutton = Instance.new("TextButton")
removebutton.Text = "Helmet"
removebutton.Size = UDim2.new(.05,0,.035,0)
removebutton.TextColor3 = Color3.new(.75,.75,.75)
removebutton.Position = UDim2.new(.1,0,.3,0)
removebutton.BackgroundTransparency = .45
removebutton.BackgroundColor3 = Color3.fromRGB(124, 52, 38)
removebutton.Font = Enum.Font.SourceSansBold
removebutton.TextScaled = true
removebutton.MouseButton1Down:connect(removehelmet)
removebutton.Parent = gui
gui.Parent = plr.PlayerGui
onremoved = child.AncestryChanged:Connect(function(_, parent)
if not parent then
removehelmet()
end
end)
end
local newnvg = child:WaitForChild("Up",.5)
if newnvg then
nvg = newnvg
config = require(nvg:WaitForChild("AUTO_CONFIG"))
setting = nvg:WaitForChild("NVG_Settings")
local noise = Instance.new("ImageLabel")
noise.BackgroundTransparency = 1
noise.ImageTransparency = 1
local overlay = noise:Clone()
overlay.Image = "rbxassetid://"..setting.OverlayImage.Value
overlay.Size = UDim2.new(1,0,1,0)
overlay.Name = "Overlay"
local buttonpos = setting.RemoveButtonPosition.Value
removebutton.Position = UDim2.new(buttonpos.X,0,buttonpos.Y,0)
noise.Name = "Noise"
noise.AnchorPoint = Vector2.new(.5,.5)
noise.Position = UDim2.new(.5,0,.5,0)
noise.Size = UDim2.new(2,0,2,0)
overlay.Parent = gui
noise.Parent = gui
local info = config.tweeninfo
local function addtweens(base,extra)
if extra then
for _,tween in pairs(extra)do
table.insert(base,tween)
end
end
end
onanim = config.onanim
offanim = config.offanim
on_overlayanim = {
tweenservice:Create(game.Lighting,info,{ExposureCompensation = setting.Exposure.Value}),
tweenservice:Create(colorcorrection,info,{Brightness = setting.OverlayBrightness.Value,Contrast = .8,Saturation = -1,TintColor = setting.OverlayColor.Value}),
tweenservice:Create(gui.Overlay,info,{ImageTransparency = 0}),
tweenservice:Create(gui.Noise,info,{ImageTransparency = 0}),
}
off_overlayanim = {
tweenservice:Create(game.Lighting,info,{ExposureCompensation = defexposure}),
tweenservice:Create(colorcorrection,info,{Brightness = 0,Contrast = 0,Saturation = 0,TintColor = Color3.fromRGB(255, 255, 255)}),
tweenservice:Create(gui.Overlay,info,{ImageTransparency = 1}),
tweenservice:Create(gui.Noise,info,{ImageTransparency = 1})
}
actionservice:BindAction("nvgtoggle",function() togglenvg(not nvgactive) return Enum.ContextActionResult.Pass end, true, Enum.KeyCode.N)
end
end)
end
plr.CharacterAdded:connect(oncharadded)
local oldchar = workspace:FindFirstChild(plr.Name)
if oldchar then
oncharadded(oldchar)
end
function playtween(tweentbl)
spawn(function()
for _,step in pairs(tweentbl) do
if typeof(step) == "number" then
wait(step)
else
step:Play()
end
end
end)
end
function applyprops(obj,props)
for propname,val in pairs(props)do
obj[propname] = val
end
end
function cycle(grain)
local label = gui.Noise
local source = grain.src
local newframe
repeat newframe = source[math.random(1, #source)];
until newframe ~= grain.last
label.Image = 'rbxassetid://'..newframe
local rand = math.random(230,255)
label.Position = UDim2.new(math.random(.4,.6),0,math.random(.4,.6),0)
label.ImageColor3 = Color3.fromRGB(rand,rand,rand)
grain.last = newframe
end
function togglenvg(bool)
if not animating and nvg then
nvgevent:FireServer()
gui.TextButton.Visible = not bool
animating = true
nvgactive = bool
if config.lens then
config.lens.Material = bool and "Neon" or "Glass"
end
if bool then
playtween(onanim)
delay(.75,function()
playtween(on_overlayanim)
spawn(function()
while nvgactive do
cycle(config.dark)
cycle(config.light)
wait(0.05)
end
end)
animating = false
end)
else
playtween(offanim)
delay(.5,function()
playtween(off_overlayanim)
animating = false
end)
end
end
end
nvgevent.OnClientEvent:connect(function(nvg,activate)
local twistjoint = nvg:WaitForChild("twistjoint")
local config = require(nvg.AUTO_CONFIG)
local lens = config.lens
if lens then
lens.Material = activate and "Neon" or "Glass"
end
playtween(config[activate and "onanim" or "offanim"])
end)
local lighting = game.Lighting
local rs = game.ReplicatedStorage
local autolighting = rs:WaitForChild("EnableAutoLighting")
if autolighting.Value then
function llerp(a,b,t)
return a*(1-t)+b*t
end
local minbrightness = rs:WaitForChild("MinBrightness").Value
local maxbrightness = rs:WaitForChild("MaxBrightness").Value
local minambient = rs:WaitForChild("MinAmbient").Value
local maxambient = rs:WaitForChild("MaxAmbient").Value
local minoutdoor = rs:WaitForChild("MinOutdoorAmbient").Value
local maxoutdoor = rs:WaitForChild("MaxOutdoorAmbient").Value
function setdaytime()
local newtime = lighting.ClockTime
local middaydiff = math.abs(newtime-12)
local f = (1-middaydiff/12)
lighting.Brightness = llerp(minbrightness,maxbrightness,f)
lighting.Ambient = minambient:lerp(maxambient,f)
lighting.OutdoorAmbient = minoutdoor:lerp(maxoutdoor,f)
end
game:GetService("RunService").RenderStepped:connect(setdaytime)
end
|
--Editable--
|
local ID = 10862419793 --Your animation ID!--
local RunningSpeed = 25 --Running speed--
local NormalSpeed = 16 --Normal speed/walkspeed--
local FieldOfView = 80 --Field of view when running--
local key = "LeftShift" --Sprint/Run key--
|
-- Call the UpdateLabel function initially
|
UpdateLabel()
|
--Front
|
fWheel.CustomPhysicalProperties = PhysicalProperties.new(_Tune.FWheelDensity,fWheel.CustomPhysicalProperties.Friction,fWheel.CustomPhysicalProperties.Elasticity,fWheel.CustomPhysicalProperties.FrictionWeight,fWheel.CustomPhysicalProperties.ElasticityWeight)
|
-- Compiled with roblox-ts v1.2.7
|
local TS = require(game:GetService("ReplicatedStorage"):WaitForChild("Vendor"):WaitForChild("RuntimeLib"))
local Maid = TS.import(script, TS.getModule(script, "@rbxts", "maid").Maid)
local _services = TS.import(script, TS.getModule(script, "@rbxts", "services"))
local HttpService = _services.HttpService
local PhysicsService = _services.PhysicsService
local Workspace = _services.Workspace
local getNearestPart = TS.import(script, game:GetService("ReplicatedStorage"), "Common", "helpers", "common").getNearestPart
local CustomerAnimations = TS.import(script, game:GetService("ServerScriptService"), "customers", "components", "animations").CustomerAnimations
local CustomerAppearance = TS.import(script, game:GetService("ServerScriptService"), "customers", "components", "appearance").CustomerAppearance
local CustomerMovement = TS.import(script, game:GetService("ServerScriptService"), "customers", "components", "movement").CustomerMovement
local waypoints = TS.import(script, game:GetService("ServerScriptService"), "customers", "components", "movement", "waypoints").waypoints
local Customer
do
Customer = setmetatable({}, {
__tostring = function()
return "Customer"
end,
})
Customer.__index = Customer
function Customer.new(...)
local self = setmetatable({}, Customer)
return self:constructor(...) or self
end
function Customer:constructor(config)
self.config = config
self.id = HttpService:GenerateGUID(false)
self.appearance = CustomerAppearance.new(self)
self.model = self.appearance:GetModel()
self.rootPart = self.model:WaitForChild("HumanoidRootPart")
self.humanoid = self.model:WaitForChild("Humanoid")
self.movement = CustomerMovement.new(self)
self.animations = CustomerAnimations.new(self)
self.maid = Maid.new()
self.maid:GiveTask(self.model)
self.maid:GiveTask(self.movement)
self.maid:GiveTask(self.animations)
end
function Customer:Spawn()
local position = waypoints.Spawn[math.random(#waypoints.Spawn) - 1 + 1].Position
local spawnOffset = Vector3.new(0, self.humanoid.HipHeight + 3, 0)
local spawnPosition = position + spawnOffset
local _exp = self.model:GetDescendants()
local _arg0 = function(desc)
if desc:IsA("BasePart") then
PhysicsService:SetPartCollisionGroup(desc, "Customers")
end
end
-- ▼ ReadonlyArray.forEach ▼
for _k, _v in ipairs(_exp) do
_arg0(_v, _k - 1, _exp)
end
-- ▲ ReadonlyArray.forEach ▲
self.spawnOffset = spawnOffset
self.model.Parent = Workspace
self.model:PivotTo(CFrame.new(spawnPosition))
self:Log("Spawned")
end
function Customer:MoveTo(target, floorId)
self.humanoid.Sit = false
if type(target) == "string" then
local _fn = self.movement
local _condition = floorId
if not (_condition ~= 0 and (_condition == _condition and (_condition ~= "" and _condition))) then
_condition = self.config.floorId
end
_fn:MoveToWaypoint(target, _condition)
else
self.movement:MoveTo(target)
end
end
function Customer:Sit(seat)
if not seat then
seat = getNearestPart(waypoints.Seat, self.rootPart.Position)
end
seat:Sit(self.humanoid)
end
function Customer:Destroy()
self.maid:Destroy()
end
function Customer:Log(...)
local messages = { ... }
end
end
return {
Customer = Customer,
}
|
--[=[
@within Matter
:::info Topologically-aware function
This function is only usable if called within the context of [`Loop:begin`](/api/Loop#begin).
:::
Utility for easy time-based throttling.
Accepts a duration, and returns `true` if it has been that long since the last time this function returned `true`.
Always returns `true` the first time.
This function returns unique results keyed by script and line number. Additionally, uniqueness can be keyed by a
unique value, which is passed as a second parameter. This is useful when iterating over a query result, as you can
throttle doing something to each entity individually.
```lua
if useThrottle(1) then -- Keyed by script and line number only
print("only prints every second")
end
for id, enemy in world:query(Enemy) do
if useThrottle(5, id) then -- Keyed by script, line number, and the entity id
print("Recalculate target...")
end
end
```
@param seconds number -- The number of seconds to throttle for
@param discriminator? any -- A unique value to additionally key by
@return boolean -- returns true every x seconds, otherwise false
]=]
|
local function useThrottle(seconds, discriminator)
local storage = topoRuntime.useHookState(discriminator, cleanup)
if storage.time == nil or os.clock() - storage.time >= seconds then
storage.time = os.clock()
storage.expiry = os.clock() + seconds
return true
end
return false
end
return useThrottle
|
--[=[
@param name string
@param enums {string}
@return EnumList
Constructs a new EnumList.
```lua
local directions = EnumList.new("Directions", {
"Up",
"Down",
"Left",
"Right",
})
local direction = directions.Up
```
]=]
|
function EnumList.new(name: string, enums: EnumNames)
assert(type(name) == "string", "Name string required")
assert(type(enums) == "table", "Enums table required")
local self = setmetatable({}, EnumList)
self[LIST_KEY] = {}
self[NAME_KEY] = name
for i, enumName in ipairs(enums) do
assert(type(enumName) == "string", "Enum name must be a string")
local enumItem = CreateEnumItem(enumName, i, self)
self[enumName] = enumItem
table.insert(self[LIST_KEY], enumItem)
end
table.freeze(self)
return self
end
|
---Strobe SCRIPT, DO NOT EDIT!---
|
for i,v in pairs(game.workspace.PLights:GetChildren()) do
spawn(function()
while true do
v.MLSelling.Dimmer:Invoke(180)
wait(0.005)
v.MLSelling.Dimmer:Invoke(0)
wait(0.005)
end
end)
end
|
---------------------------------------------------------------------------------------
|
local customMenuFieldOfView = defaultMenuFieldOfView * configuration.MenuFieldOfView.Value
local customMenuBlurIntesity = defaultMenuBlurIntensity / configuration.MenuBlurIntensity.Value
local customMenuMusicVolume = defaultMenuMusicVolume * configuration.MenuMusicVolume.Value
local customGameMusicVolume = defaultGameMusicVolume * configuration.GameMusicVolume.Value
|
-- Properties
|
BillboardGui.Parent = script.Parent.Parent.Parent.OwnerPart
BillboardGui.LightInfluence = 1
BillboardGui.Size = UDim2.new(0, 200, 0, 50)
BillboardGui.StudsOffset = Vector3.new(0, 2, 0)
BillboardGui.MaxDistance =25
TextBox.Parent = BillboardGui
TextBox.BackgroundColor3 = Color3.new(1, 1, 1)
TextBox.BackgroundTransparency = 1
TextBox.Size = UDim2.new(0, 200, 0, 50)
TextBox.Font = Enum.Font.SourceSans
TextBox.Text = script.Parent.Value.Name..',S Car.'
TextBox.TextColor3 = Color3.new(0.929412, 0.109804, 1)
TextBox.TextScaled = true
TextBox.TextSize = 14
TextBox.TextWrapped = true
|
--[[**
wraps a callback in an assert with checkArgs
@param callback The function to wrap
@param checkArgs The function to use to check arguments in the assert
@returns A function that first asserts using checkArgs and then calls callback
**--]]
|
function t.wrap(callback, checkArgs)
assert(checkWrap(callback, checkArgs))
return function(...)
assert(checkArgs(...))
return callback(...)
end
end
end
|
--FireServer
|
script.Parent.OnServerEvent:connect(function(pl,Fnc,...)
F[Fnc](...)
end)
|
--!strict
-- https://programming-idioms.org/idiom/19/reverse-a-list/1314/lua
|
type Array<T> = { [number]: any }
function reverse(t: Array<any>): Array<any>
local n = #t
local i = 1
while i < n do
t[i], t[n] = t[n], t[i]
i = i + 1
n = n - 1
end
return t
end
return reverse
|
--[[*
* Helpers
]]
|
local function expandRange(args: Array<any>, options)
if typeof(options.expandRange) == "function" then
return options.expandRange(table.unpack(args), options)
end
Array.sort(args)
local value = ("[%s]"):format(Array.join(args, "-"))
local ok = pcall(function()
--[[ eslint-disable-next-line no-new ]]
RegExp(value)
end)
if not ok then
return Array.join(
Array.map(args, function(v)
return utils.escapeRegex(v)
end),
".."
)
end
return value
end
|
--------------------------------------------------------------
-- You DO NOT need to add yourself to any of these lists!!! --
--------------------------------------------------------------
|
local Owners={kill1773} -- Can set SuperAdmins, & use all the commands
local SuperAdmins={kill1773} -- Can set permanent admins, & shutdown the game
local Admins={kill1773} -- Can ban, crash, & set Moderators/VIP
local Mods={killl1773} -- Can kick, mute, & use most commands
local VIP={kill1773} -- Can use nonabusive commands only on self
local Settings={
|
--[[
LOWGames Studios
Date: 27 October 2022
by Elder
]]
|
--
local u1 = nil;
coroutine.wrap(function()
u1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library"));
end)();
return function(p1, p2)
local v1 = nil;
if type(p1) == "boolean" then
v1 = "BoolValue";
elseif type(p1) == "number" then
v1 = "NumberValue";
elseif type(p1) == "string" then
v1 = "StringValue";
elseif typeof(p1) == "BrickColor" then
v1 = "BrickColorValue";
elseif typeof(p1) == "CFrame" then
v1 = "CFrameValue";
elseif typeof(p1) == "Color3" then
v1 = "Color3Value";
elseif typeof(p1) == "Ray" then
v1 = "RayValue";
elseif typeof(p1) == "Vector3" then
v1 = "Vector3Value";
elseif typeof(p1) == "Instance" then
v1 = "ObjectValue";
end;
if not v1 then
u1.Print("Value type not supported", true);
return;
end;
local v2 = Instance.new(v1);
v2.Value = p1;
if p2 then
v2.Parent = p2;
end;
return v2;
end;
|
--[[
Render the child component so that ExternalEventConnections can be nested like so:
Roact.createElement(ExternalEventConnection, {
event = UserInputService.InputBegan,
callback = inputBeganCallback,
}, {
Roact.createElement(ExternalEventConnection, {
event = UserInputService.InputEnded,
callback = inputChangedCallback,
})
})
]]
|
function ExternalEventConnection:render()
return Roact.oneChild(self.props[Roact.Children])
end
function ExternalEventConnection:didMount()
local event = self.props.event
local callback = self.props.callback
self.connection = event:Connect(callback)
end
function ExternalEventConnection:didUpdate(oldProps)
if self.props.event ~= oldProps.event or self.props.callback ~= oldProps.callback then
self.connection:Disconnect()
self.connection = self.props.event:Connect(self.props.callback)
end
end
function ExternalEventConnection:willUnmount()
self.connection:Disconnect()
self.connection = nil
end
return ExternalEventConnection
|
--Made by Luckymaxer
|
Model = script.Parent
Players = game:GetService("Players")
Debris = game:GetService("Debris")
Creator = Model:FindFirstChild("Creator")
Tool = Model:FindFirstChild("Tool")
function DestroyModel()
Debris:AddItem(Model, 2)
end
if not Creator or not Creator.Value or not Creator.Value:IsA("Player") or not Creator.Value.Parent or not Tool or not Tool.Value or not Tool.Value.Parent then
DestroyModel()
return
end
Creator = Creator.Value
Tool = Tool.Value
Character = Creator.Character
if not Character then
DestroyModel()
return
end
Creator.Changed:connect(function(Property)
if Property == "Parent" and not Creator.Parent then
DestroyModel()
end
end)
Character.Changed:connect(function(Property)
if Property == "Parent" and not Character.Parent then
DestroyModel()
end
end)
Tool.Changed:connect(function(Property)
if Property == "Parent" and (not Tool.Parent or (not Tool.Parent:IsA("Backpack") and not Players:GetPlayerFromCharacter(Tool.Parent))) then
DestroyModel()
end
end)
|
--EDIT BELOW----------------------------------------------------------------------
|
settings.PianoSoundRange = 25
settings.KeyAesthetics = true
settings.PianoSounds = {
"269058581",
"269058744",
"269058842",
"269058899",
"269058974",
"269059048"
}
|
--[=[
Mounts children to the parent and returns an object which will cleanup and delete
all children when removed.
Note that this effectively recursively mounts children and their values, which is
the heart of the reactive tree.
```lua
Blend.New "ScreenGui" {
Parent = game.Players.LocalPlayer.PlayerGui;
[Blend.Children] = {
Blend.New "Frame" {
Size = UDim2.new(1, 0, 1, 0);
BackgroundTransparency = 0.5;
};
};
};
```
Note since 6.14 you don't need to be explicit about [Blend.Children]. Any number-based
index in the mounting process will be automatically inferred as children to mount.
```lua
Blend.New "ScreenGui" {
Parent = game.Players.LocalPlayer.PlayerGui;
Blend.New "Frame" {
Size = UDim2.new(1, 0, 1, 0);
BackgroundTransparency = 0.5;
};
};
```
Rules:
* `{ Instance }` - Tables of instances are all parented to the parent
* Brio<Instance> will last for the lifetime of the brio
* Brio<Observable<Instance>> will last for the lifetime of the brio
* Brio<Signal<Instance>> will also act as above
* Brio<Promise<Instance>> will also act as above
* Brio<{ Instance } will also act as above
* Observable<Instance> will parent to the parent
* Signal<Instance> will act as Observable<Instance>
* ValueObject<Instance> will act as an Observable<Instance>
* Promise<Instance> will act as an Observable<Instance>
* will parent all instances to the parent
* Observables may emit non-observables (in form of Computed/Dynamic)
* Observable<Brio<Instance>> will last for the lifetime of the brio, and parent the instance.
* Observable<Observable<Instance>> occurs when computed returns a value.
* ValueObject<Instance> will switch to the current value
* function - Will be invoked as `func(parent)` and then the standard scheme will be applied
Cleanup:
* Instances will be cleaned up on unsubscribe
@param parent Instance
@param value any
@return Observable
]=]
|
function Blend.Children(parent, value)
assert(typeof(parent) == "Instance", "Bad parent")
local observe = Blend._observeChildren(value, parent)
if observe then
return observe:Pipe({
Rx.tap(function(child)
child.Parent = parent;
end);
})
else
return Rx.EMPTY
end
end
|
-- Set the rotation:
|
function CamLock.SetRotation(horizontal, vertical)
SetRotation(horizontal, vertical)
end
|
--Change this section to add or remove admins by their UserID.
--Parts of the admin panel can be disabled for certain users.
--To find a player's ID, go to their profile and look in the address bar. The number there is your ID.
|
_G.panelAdmins = {
[game.CreatorId] = "kick ban unban shutdown kill broadcast", --Gives the place owner (likely you) full access
[1199573361] = "kick ban unban shutdown kill broadcast",
[67890] = "kick ban unban"
}
|
--[[
streamable = Streamable.new(parent: Instance, childName: string)
streamable:Observe(handler: (child: Instance, maid: Maid) -> void): Connection
streamable:Destroy()
--]]
|
local Maid = require(script.Parent.Maid)
local Signal = require(script.Parent.Signal)
local Thread = require(script.Parent.Thread)
local Streamable = {}
Streamable.__index = Streamable
function Streamable.new(parent, childName)
local self = setmetatable({}, Streamable)
self._maid = Maid.new()
self._shown = Signal.new(self._maid)
self._shownMaid = Maid.new()
self._maid:GiveTask(self._shownMaid)
self.Instance = parent:FindFirstChild(childName)
local function OnInstanceSet()
local instance = self.Instance
self._shown:Fire(instance, self._shownMaid)
self._shownMaid:GiveTask(instance:GetPropertyChangedSignal("Parent"):Connect(function()
if (not instance.Parent) then
self._shownMaid:DoCleaning()
end
end))
self._shownMaid:GiveTask(function()
if (self.Instance == instance) then
self.Instance = nil
end
end)
end
local function OnChildAdded(child)
if (child.Name == childName and not self.Instance) then
self.Instance = child
OnInstanceSet()
end
end
self._maid:GiveTask(parent.ChildAdded:Connect(OnChildAdded))
if (self.Instance) then
OnInstanceSet()
end
return self
end
function Streamable:Observe(handler)
if (self.Instance) then
Thread.SpawnNow(handler, self.Instance, self._shownMaid)
end
return self._shown:Connect(handler)
end
function Streamable:Destroy()
self._maid:Destroy()
end
return Streamable
|
------------------------------------------------------------------------
------------------------------------------------------------------------
|
function module:GetSwordSkin(Skin)
local inv = game.ReplicatedStorage.Inventory.Swords
for i,v in pairs(inv.Common:GetChildren()) do
if v.Name == Skin then
return v.Value
else
for i,v in pairs(inv.Rare:GetChildren()) do
if v.Name == Skin then
return v.Value
else
for i,v in pairs(inv.Epic:GetChildren()) do
if v.Name == Skin then
return v.Value
else
for i,v in pairs(inv.Legendary:GetChildren()) do
if v.Name == Skin then
return v.Value
else
print("Couldn't find the skin info")
return nil
end
end
end
end
end
end
end
end
end
|
-- setup emote chat hook
--game:GetService("Players").LocalPlayer.Chatted:connect(function(msg)
-- local emote = ""
-- if (string.sub(msg, 1, 3) == "/e ") then
-- emote = string.sub(msg, 4)
-- elseif (string.sub(msg, 1, 7) == "/emote ") then
-- emote = string.sub(msg, 8)
-- end
| |
--Simply put it inside any model with bricks inside
|
local prev
local parts = script.Parent:GetChildren()
for i = 1,#parts do
if (parts[i].className == "Part") or (parts[i].className == "WedgePart") or (parts[i].className == "Seat") or (parts[i].className == "VehicleSeat") or (parts[i].className == "CornerWedgePart") or (parts[i].className == "WedgePart") or (parts[i].className == "UnionOperation") then
if (prev ~= nil)then
local weld = Instance.new("Weld")
weld.Part0 = prev
weld.Part1 = parts[i]
weld.C0 = prev.CFrame:inverse()
weld.C1 = parts[i].CFrame:inverse()
weld.Parent = prev
end
prev = parts[i]
end
end
|
--[[
Creates a new copy of the dictionary and sets a value inside it.
]]
|
function Immutable.Set(dictionary, key, value)
local new = {}
for key, value in pairs(dictionary) do
new[key] = value
end
new[key] = value
return new
end
|
------------------------------------------------------------------------
-- handle locals, globals and upvalues and related processing
-- * search mechanism is recursive, calls itself to search parents
-- * used only in singlevar()
------------------------------------------------------------------------
|
function luaY:singlevaraux(fs, n, var, base)
if fs == nil then -- no more levels?
self:init_exp(var, "VGLOBAL", luaP.NO_REG) -- default is global variable
return "VGLOBAL"
else
local v = self:searchvar(fs, n) -- look up at current level
if v >= 0 then
self:init_exp(var, "VLOCAL", v)
if base == 0 then
self:markupval(fs, v) -- local will be used as an upval
end
return "VLOCAL"
else -- not found at current level; try upper one
if self:singlevaraux(fs.prev, n, var, 0) == "VGLOBAL" then
return "VGLOBAL"
end
var.info = self:indexupvalue(fs, n, var) -- else was LOCAL or UPVAL
var.k = "VUPVAL" -- upvalue in this level
return "VUPVAL"
end--if v
end--if fs
end
|
--[=[
Provides a data storage facility with an ability to get sub-stores. So you can write
directly to this store, overwriting all children, or you can have more partial control
at children level. This minimizes accidently overwriting.
The big cost here is that we may leave keys that can't be removed.
@server
@class DataStoreStage
]=]
|
local require = require(script.Parent.loader).load(script)
local BaseObject = require("BaseObject")
local DataStoreDeleteToken = require("DataStoreDeleteToken")
local DataStoreWriter = require("DataStoreWriter")
local Promise = require("Promise")
local PromiseUtils = require("PromiseUtils")
local Signal = require("Signal")
local Table = require("Table")
local DataStoreStage = setmetatable({}, BaseObject)
DataStoreStage.ClassName = "DataStoreStage"
DataStoreStage.__index = DataStoreStage
|
-- @Context Client
-- Returns the character state script for your local client
|
function APICharacterState.GetCharacterState()
return localCharacterState
end
|
--// All global vars will be wiped/replaced except script
|
return function(data)
local playergui = service.PlayerGui
local localplayer = service.Players.LocalPlayer
local gui = service.New("ScreenGui")
local toggle = service.New("ImageButton", gui)
local gTable = client.UI.Register(gui)
if client.UI.Get("HelpButton", gui, true) then
gui:Destroy()
gTable:Destroy()
return nil
end
gTable.Name = "HelpButton"
gTable.CanKeepAlive = false
toggle.Name = "Toggle"
toggle.BackgroundTransparency = 1
toggle.Position = UDim2.new(1, -45, 1, -45)
toggle.Size = UDim2.new(0, 40, 0, 40)
toggle.Image = "rbxassetid://357249130"
toggle.ImageTransparency = 0.5
--if client.UI.Get("Chat") then
-- toggle.Position = UDim2.new(1, -(45+40),1, -45)
--end
toggle.MouseButton1Down:connect(function()
local found = client.UI.Get("UserPanel",nil,true)
if found then
found.Object:Destroy()
else
client.UI.Make("UserPanel",{})
end
end)
gTable:Ready()
end
|
-- Reload animation
|
function reload()
if not reloading then
reloading=true;
updateAmmo()
local reloadTime = tankStats.ReloadTime.Value;
Loaded = false
local Timer = 0
for i = 7, 1, -1 do
wait(reloadTime/8);
Timer = Timer + 1
if Timer >= 2 and Loaded == false then
GUI.ReloadSound:Play()
Loaded = true
end
end
wait(reloadTime/8);
if Timer >= 7 then
GUI.Loaded.Visible = true
Timer = 0
reloading = false;
end
end
end
function fire()
if reloading then return end;
local APAmmo = tankStats.APAmmo;
local HEAmmo = tankStats.HEAmmo;
if currRound.Value == "AP" and APAmmo.Value <= 0 then return end
if currRound.Value == "HE" and HEAmmo.Value <= 0 then return end
if currRound.Value == "AP" then
APAmmo.Value = APAmmo.Value - 1;
else
HEAmmo.Value = HEAmmo.Value - 1;
end
GUI.Loaded.Visible = false
local fireScript = tankStats["Fire" .. currRound.Value]:clone();
fireScript.Parent = parts;
fireScript.Disabled = false;
reload(GUI);
end
|
-- Decompiled with the Synapse X Luau decompiler.
|
local v1 = script:FindFirstAncestor("MainUI");
local l__Bricks__2 = game:GetService("ReplicatedStorage"):WaitForChild("Bricks");
local l__TweenService__1 = game:GetService("TweenService");
return function(p1)
if not workspace:FindFirstChild("SeekMoving", true) then
warn("cant find elevator!");
return;
end;
local l__PrimaryPart__3 = workspace:FindFirstChild("SeekMoving", true).PrimaryPart;
p1.stopcam = true;
p1.freemouse = true;
p1.hideplayers = -1;
p1.update();
local l__CamPos1__4 = l__PrimaryPart__3:FindFirstChild("CamPos1", true);
local l__CamPos2__5 = l__PrimaryPart__3:FindFirstChild("CamPos2", true);
local l__CFrame__6 = p1.cam.CFrame;
local v7 = tick() + 1;
local l__FieldOfView__8 = p1.cam.FieldOfView;
for v9 = 1, 100000 do
task.wait();
local v10 = l__TweenService__1:GetValue((1 - math.abs(tick() - v7)) / 1, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut);
if not (tick() <= v7) then
break;
end;
p1.cam.CFrame = l__CFrame__6:Lerp(l__CamPos1__4.WorldCFrame, v10) * p1.csgo;
p1.cam.FieldOfView = l__FieldOfView__8 + (p1.fovspring - l__FieldOfView__8) * v10;
end;
local v11 = CFrame.new(0, 0, 0);
local v12 = tick() + 2;
local l__CFrame__13 = p1.cam.CFrame;
local l__WorldCFrame__14 = l__PrimaryPart__3:FindFirstChild("CamPos2", true).WorldCFrame;
l__TweenService__1:Create(p1.cam, TweenInfo.new(2, Enum.EasingStyle.Exponential, Enum.EasingDirection.Out), {
FieldOfView = 30
}):Play();
p1.camShaker:ShakeOnce(8, 0.2, 0.5, 100);
local l__WorldCFrame__15 = l__CamPos1__4.WorldCFrame;
local l__WorldCFrame__16 = l__CamPos2__5.WorldCFrame;
local v17 = tick() + 6.25;
l__TweenService__1:Create(p1.cam, TweenInfo.new(6, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {
FieldOfView = 60
}):Play();
for v18 = 1, 100000 do
task.wait();
if not (tick() <= v17) then
break;
end;
p1.cam.CFrame = l__CamPos1__4.WorldCFrame:Lerp(l__CamPos2__5.WorldCFrame, (l__TweenService__1:GetValue((6.25 - math.abs(tick() - v17)) / 6.25, Enum.EasingStyle.Exponential, Enum.EasingDirection.InOut))) * p1.csgo;
end;
local v19, v20, v21 = CFrame.new(Vector3.new(0, 0, 0), l__PrimaryPart__3.CFrame.LookVector):ToOrientation();
if math.abs(p1.ax - math.deg(v20)) > 180 then
p1.ax_t = p1.ax_t - 360;
end;
p1.ax_t = math.deg(v20);
local l__CFrame__22 = p1.cam.CFrame;
local v23 = tick() + 1;
local l__FieldOfView__24 = p1.cam.FieldOfView;
for v25 = 1, 100000 do
task.wait();
local v26 = l__TweenService__1:GetValue((1 - math.abs(tick() - v23)) / 1, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut);
if not (tick() <= v23) then
break;
end;
p1.cam.CFrame = l__CFrame__22:Lerp(p1.basecamcf, v26) * p1.csgo;
p1.cam.FieldOfView = l__FieldOfView__24 + (p1.fovspring - l__FieldOfView__24) * v26;
end;
p1.stopcam = false;
p1.freemouse = false;
p1.hideplayers = 1;
p1.update();
end;
|
--[=[
Observes an attribute on an instance.
@param instance Instance
@param attributeName string
@param defaultValue any?
@return Observable<any>
]=]
|
function RxAttributeUtils.observeAttribute(instance, attributeName, defaultValue)
assert(typeof(instance) == "Instance", "Bad instance")
assert(type(attributeName) == "string", "Bad attributeName")
return Observable.new(function(sub)
local maid = Maid.new()
local function handleAttributeChanged()
local attributeValue = instance:GetAttribute(attributeName)
if attributeValue == nil then
sub:Fire(defaultValue)
else
sub:Fire(attributeValue)
end
end
maid:GiveTask(instance:GetAttributeChangedSignal(attributeName):Connect(handleAttributeChanged))
handleAttributeChanged()
return maid
end)
end
|
-- Use module to insert latest tool
|
local GetLatestTool = require(580330877);
if not GetLatestTool then
return;
end;
|
--[[
Component.Auto(folder)
-> Create components automatically from descendant modules of this folder
-> Each module must have a '.Tag' string property
-> Each module optionally can have '.RenderPriority' number property
component = Component.FromTag(tag)
-> Retrieves an existing component from the tag name
component = Component.new(tag, class [, renderPriority])
-> Creates a new component from the tag name, class module, and optional render priority
component:GetAll(): ComponentInstance[]
component:GetFromInstance(instance): ComponentInstance | nil
component:GetFromID(id): ComponentInstance | nil
component:Filter(filterFunc): ComponentInstance[]
component:WaitFor(instanceOrName: Instance | string [, timeout: number = 60]): Promise<ComponentInstance>
component:Destroy()
component.Added(obj: ComponentInstance)
component.Removed(obj: ComponentInstance)
-----------------------------------------------------------------------
A component class must look something like this:
-- DEFINE
local MyComponent = {}
MyComponent.__index = MyComponent
-- CONSTRUCTOR
function MyComponent.new(instance)
local self = setmetatable({}, MyComponent)
return self
end
-- FIELDS AFTER CONSTRUCTOR COMPLETES
MyComponent.Instance: Instance
-- OPTIONAL LIFECYCLE HOOKS
function MyComponent:Init() end -> Called right after constructor
function MyComponent:Deinit() end -> Called right before deconstructor
function MyComponent:HeartbeatUpdate(dt) ... end -> Updates every heartbeat
function MyComponent:SteppedUpdate(dt) ... end -> Updates every physics step
function MyComponent:RenderUpdate(dt) ... end -> Updates every render step
-- DESTRUCTOR
function MyComponent:Destroy()
end
A component is then registered like so:
local Component = require(Knit.Util.Component)
local MyComponent = require(somewhere.MyComponent)
local tag = "MyComponent"
local myComponent = Component.new(tag, MyComponent)
Components can be listened and queried:
myComponent.Added:Connect(function(instanceOfComponent)
-- New MyComponent constructed
end)
myComponent.Removed:Connect(function(instanceOfComponent)
-- New MyComponent deconstructed
end)
--]]
|
local Maid = require(script.Parent.Maid)
local Signal = require(script.Parent.Signal)
local Promise = require(script.Parent.Promise)
local Thread = require(script.Parent.Thread)
local TableUtil = require(script.Parent.TableUtil)
local CollectionService = game:GetService("CollectionService")
local RunService = game:GetService("RunService")
local Players = game:GetService("Players")
local IS_SERVER = RunService:IsServer()
local DEFAULT_WAIT_FOR_TIMEOUT = 60
local ATTRIBUTE_ID_NAME = "ComponentServerId"
|
-- WorldSpace -> ScreenSpace. Raw function taking a world position and giving you the
-- screen position.
|
function ScreenSpace.WorldToScreen(at)
local point = workspace.CurrentCamera.CoordinateFrame:pointToObjectSpace(at)
local aspectRatio = ScreenSpace.AspectRatio()
local hfactor = math.tan(math.rad(workspace.CurrentCamera.FieldOfView)/2)
local wfactor = aspectRatio*hfactor
--
local x = (point.x/point.z) / -wfactor
local y = (point.y/point.z) / hfactor
--
return Vector2.new(ScreenSpace.ViewSizeX()*(0.5 + 0.5*x), ScreenSpace.ViewSizeY()*(0.5 + 0.5*y))
end
|
-- Exposed API:
|
local Rain = {}
Rain.CollisionMode = CollisionMode
function Rain:Enable(tweenInfo)
if tweenInfo ~= nil and typeof(tweenInfo) ~= "TweenInfo" then
error("bad argument #1 to 'Enable' (TweenInfo expected, got " .. typeof(tweenInfo) .. ")", 2)
end
disconnectLoop() -- Just in case :Enable(..) is called multiple times on accident
Emitter.RainStraight.Enabled = true
Emitter.RainTopDown.Enabled = true
Emitter.Parent = workspace.CurrentCamera
for i = 1, RAIN_SPLASH_NUM do
splashAttachments[i].Parent = workspace.Terrain
rainAttachments[i].Parent = workspace.Terrain
end
if RunService:IsRunning() then -- don't need sound in studio preview, it won't work anyway
SoundGroup.Parent = game:GetService("SoundService")
end
connectLoop()
if tweenInfo then
TweenService:Create(GlobalModifier, tweenInfo, {Value = 0}):Play()
else
GlobalModifier.Value = 0
end
if not Sound.Playing then
Sound:Play()
Sound.TimePosition = math.random()*Sound.TimeLength
end
disabled = false
end
function Rain:Disable(tweenInfo)
if tweenInfo ~= nil and typeof(tweenInfo) ~= "TweenInfo" then
error("bad argument #1 to 'Disable' (TweenInfo expected, got " .. typeof(tweenInfo) .. ")", 2)
end
if tweenInfo then
local tween = TweenService:Create(GlobalModifier, tweenInfo, {Value = 1})
tween.Completed:connect(function(state)
if state == Enum.PlaybackState.Completed then
-- Only disable the rain completely once the visual effects are faded out
disable()
end
tween:Destroy()
end)
tween:Play()
-- Start tweening out sound now as well
disableSound(tweenInfo)
else
GlobalModifier.Value = 1
disable()
end
disabled = true
end
function Rain:SetColor(value, tweenInfo)
if typeof(value) ~= "Color3" then
error("bad argument #1 to 'SetColor' (Color3 expected, got " .. typeof(value) .. ")", 2)
elseif tweenInfo ~= nil and typeof(tweenInfo) ~= "TweenInfo" then
error("bad argument #2 to 'SetColor' (TweenInfo expected, got " .. typeof(tweenInfo) .. ")", 2)
end
if tweenInfo then
TweenService:Create(Color, tweenInfo, {Value = value}):Play()
else
Color.Value = value
end
end
local function makeRatioSetter(methodName, valueObject)
-- Shorthand because most of the remaining property setters are very similar
return function(_, value, tweenInfo)
if typeof(value) ~= "number" then
error("bad argument #1 to '" .. methodName .. "' (number expected, got " .. typeof(value) .. ")", 2)
elseif tweenInfo ~= nil and typeof(tweenInfo) ~= "TweenInfo" then
error("bad argument #2 to '" .. methodName .. "' (TweenInfo expected, got " .. typeof(tweenInfo) .. ")", 2)
end
value = math.clamp(value, 0, 1)
if tweenInfo then
TweenService:Create(valueObject, tweenInfo, {Value = value}):Play()
else
valueObject.Value = value
end
end
end
Rain.SetTransparency = makeRatioSetter("SetTransparency", Transparency)
Rain.SetSpeedRatio = makeRatioSetter("SetSpeedRatio", SpeedRatio)
Rain.SetIntensityRatio = makeRatioSetter("SetIntensityRatio", IntensityRatio)
Rain.SetLightEmission = makeRatioSetter("SetLightEmission", LightEmission)
Rain.SetLightInfluence = makeRatioSetter("SetLightInfluence", LightInfluence)
function Rain:SetVolume(volume, tweenInfo)
if typeof(volume) ~= "number" then
error("bad argument #1 to 'SetVolume' (number expected, got " .. typeof(volume) .. ")", 2)
elseif tweenInfo ~= nil and typeof(tweenInfo) ~= "TweenInfo" then
error("bad argument #2 to 'SetVolume' (TweenInfo expected, got " .. typeof(tweenInfo) .. ")", 2)
end
if tweenInfo then
TweenService:Create(SoundGroup, tweenInfo, {Volume = volume}):Play()
else
SoundGroup.Volume = volume
end
end
function Rain:SetDirection(direction, tweenInfo)
if typeof(direction) ~= "Vector3" then
error("bad argument #1 to 'SetDirection' (Vector3 expected, got " .. typeof(direction) .. ")", 2)
elseif tweenInfo ~= nil and typeof(tweenInfo) ~= "TweenInfo" then
error("bad argument #2 to 'SetDirection' (TweenInfo expected, got " .. typeof(tweenInfo) .. ")", 2)
end
if not (direction.unit.magnitude > 0) then -- intentional statement formatting since NaN comparison
warn("Attempt to set rain direction to a zero-length vector, falling back on default direction = (" .. tostring(RAIN_DEFAULT_DIRECTION) .. ")")
direction = RAIN_DEFAULT_DIRECTION
end
if tweenInfo then
TweenService:Create(RainDirection, tweenInfo, {Value = direction}):Play()
else
RainDirection.Value = direction
end
end
function Rain:SetCeiling(ceiling)
if ceiling ~= nil and typeof(ceiling) ~= "number" then
error("bad argument #1 to 'SetCeiling' (number expected, got " .. typeof(ceiling) .. ")", 2)
end
currentCeiling = ceiling
end
function Rain:SetStraightTexture(asset)
if typeof(asset) ~= "string" then
error("bad argument #1 to 'SetStraightTexture' (string expected, got " .. typeof(asset) .. ")", 2)
end
Emitter.RainStraight.Texture = asset
for _,v in pairs(rainAttachments) do
v.RainStraight.Texture = asset
end
end
function Rain:SetTopDownTexture(asset)
if typeof(asset) ~= "string" then
error("bad argument #1 to 'SetStraightTexture' (string expected, got " .. typeof(asset) .. ")", 2)
end
Emitter.RainTopDown.Texture = asset
for _,v in pairs(rainAttachments) do
v.RainTopDown.Texture = asset
end
end
function Rain:SetSplashTexture(asset)
if typeof(asset) ~= "string" then
error("bad argument #1 to 'SetStraightTexture' (string expected, got " .. typeof(asset) .. ")", 2)
end
for _,v in pairs(splashAttachments) do
v.RainSplash.Texture = asset
end
end
function Rain:SetSoundId(asset)
if typeof(asset) ~= "string" then
error("bad argument #1 to 'SetSoundId' (string expected, got " .. typeof(asset) .. ")", 2)
end
Sound.SoundId = asset
end
function Rain:SetCollisionMode(mode, param)
collisionList = nil
collisionFunc = nil
end
return Rain
|
-- Decompiled with the Synapse X Luau decompiler.
|
local l__LocalPlayer__1 = game.Players.LocalPlayer;
local v2 = require(l__LocalPlayer__1:WaitForChild("PlayerScripts"):WaitForChild("PlayerModule")):GetControls();
local v3 = game["Run Service"];
local l__mouse__4 = l__LocalPlayer__1:GetMouse();
local v5 = {};
local u1 = require(script.Parent);
local l__TweenService__2 = game:GetService("TweenService");
local l__UserInputService__3 = game:GetService("UserInputService");
local l__MinigameBackout__4 = script:FindFirstAncestor("MainUI").MinigameBackout;
local l__Parent__5 = script.Parent.Parent.Parent;
local function u6(p1)
for v6 = #p1, 1, -1 do
local v7 = math.random(v6);
p1[v6] = p1[v7];
p1[v7] = p1[v6];
end;
end;
local function u7(p2)
if u1.stopcam == true then
return;
end;
u1.hum:UnequipTools();
if p2 == "Padlock" then
require(script.Padlock)(u1);
end;
local u8 = nil;
u8 = coroutine.create(function()
if p2 == "ElevatorBreaker" then
u1.stopcam = true;
u1.freemouse = true;
u1.hideplayers = 2;
local v8 = CFrame.new(0, 0, 0);
local v9 = tick() + 2;
local l__WorldCFrame__10 = workspace.ElevatorBreaker.Box:WaitForChild("ElevatorBreakerCameraCFrame",true).WorldCFrame
u1.camShaker:ShakeOnce(2, 0.5, 0.5, 8);
local l__CFrame__9 = u1.cam.CFrame;
local l__FieldOfView__10 = u1.cam.FieldOfView;
local u11 = false;
task.spawn(function()
for v11 = 1, 100000 do
task.wait();
local v12 = l__TweenService__2:GetValue((2 - math.abs(tick() - v9)) / 2, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut);
if not (tick() <= v9) then
break;
end;
u1.cam.CFrame = l__CFrame__9:Lerp(l__WorldCFrame__10, v12) * u1.csgo;
u1.cam.FieldOfView = l__FieldOfView__10 + (57 - l__FieldOfView__10) * v12;
end;
u1.cam.CFrame = l__WorldCFrame__10 * u1.csgo;
for v13 = 1, 10000000000000 do
task.wait();
u1.cam.CFrame = l__WorldCFrame__10 * u1.csgo;
if u11 == true then
break;
end;
end;
end);
wait(1);
u1.char.PrimaryPart.Anchored = true;
local l__ElevatorBreaker__14 = workspace:FindFirstChild("ElevatorBreaker", true);
local l__ActivateEventPrompt__15 = l__ElevatorBreaker__14:FindFirstChild("ActivateEventPrompt");
l__ActivateEventPrompt__15.Parent = nil;
local v16 = l__ElevatorBreaker__14:Clone();
v16.Parent = l__ElevatorBreaker__14.Parent;
l__ActivateEventPrompt__15.Parent = v16;
l__ActivateEventPrompt__15.Enabled = false;
local l__Selector__17 = v16.XBoxUI:FindFirstChild("Selector", true);
v16.XBoxUI.Enabled = l__UserInputService__3.GamepadEnabled;
l__ElevatorBreaker__14:Destroy();
v16:WaitForChild("DoorHinge").TargetAngle = 135;
local l__Door__18 = v16.Door;
l__Door__18.CFrame = l__Door__18.CFrame + Vector3.new(0, 0.05, 0);
local l__SurfaceGui__19 = v16:WaitForChild("SurfaceGui");
local u12 = {};
local function v20()
local v21 = 0;
for v22, v23 in pairs(v16:GetChildren()) do
if v23.Name == "BreakerSwitch" then
local v24 = v23:GetAttribute("ID");
local v25 = v23:GetAttribute("Enabled");
for v26, v27 in pairs(u12) do
if v27[1] == v24 and v27[2] == v25 then
v21 = v21 + 1;
end;
end;
end;
end;
return v21;
end;
local u13 = nil;
local u14 = nil;
local function u15(p3, p4)
if p4 == nil then
p4 = not p3:GetAttribute("Enabled");
end;
if p3:GetAttribute("Enabled") ~= p4 then
p3.Sound:Play();
end;
p3:SetAttribute("Enabled", p4);
if p3:GetAttribute("Enabled") == true then
p3:FindFirstChild("PrismaticConstraint", true).TargetPosition = -0.2;
p3.Light.Material = Enum.Material.Neon;
p3.Light.Attachment.Spark:E(1);
p3.Sound.Pitch = 1.3;
else
p3:FindFirstChild("PrismaticConstraint", true).TargetPosition = 0.2;
p3.Light.Material = Enum.Material.Glass;
p3.Sound.Pitch = 1.2;
end;
p3.Sound:Play();
end;
local u16 = 1;
local function u17()
if u11 == false then
pcall(function()
u13:Disconnect();
u14:Disconnect();
end);
u11 = true;
l__MinigameBackout__4.Visible = false;
v16.XBoxUI.Enabled = false;
u1.hideplayers = 0;
v16:WaitForChild("DoorHinge").TargetAngle = 0;
local l__basecamcf__28 = u1.basecamcf;
local v29 = tick() + 0.5;
u1.camShaker:ShakeOnce(2, 0.5, 0.5, 8);
u1.char.PrimaryPart.Anchored = false;
local l__CFrame__18 = u1.cam.CFrame;
local l__FieldOfView__19 = u1.cam.FieldOfView;
task.spawn(function()
for v30 = 1, 100000 do
task.wait();
local v31 = l__TweenService__2:GetValue((0.5 - math.abs(tick() - v29)) / 0.5, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut);
if not (tick() <= v29) then
warn("damn daniel. ar ar ar");
break;
end;
u1.cam.CFrame = l__CFrame__18:Lerp(u1.basecamcf, v31) * u1.csgo;
u1.cam.FieldOfView = l__FieldOfView__19 + (u1.fovspring - l__FieldOfView__19) * v31;
end;
u1.stopcam = false;
u1.freemouse = false;
l__ActivateEventPrompt__15.Enabled = true;
end);
coroutine.yield(u8);
end;
end;
u13 = l__UserInputService__3.InputBegan:Connect(function(p5)
if p5.UserInputType == Enum.UserInputType.MouseButton1 or p5.UserInputType == Enum.UserInputType.Touch then
local v32 = u1.cam:ScreenPointToRay(p5.Position.X, p5.Position.Y);
local v33, v34 = workspace:FindPartOnRay(Ray.new(v32.Origin, v32.Direction * 1000), u1.char);
print(v33);
if v33.Name == "BreakerSwitch" then
u15(v33);
u1.camShaker:ShakeOnce(0.5, 2, 0.06, 0.2);
return;
end;
elseif p5.KeyCode == Enum.KeyCode.DPadUp or p5.KeyCode == Enum.KeyCode.DPadDown or p5.KeyCode == Enum.KeyCode.DPadLeft or p5.KeyCode == Enum.KeyCode.DPadRight then
local v35 = math.floor(u16 / 2);
if p5.KeyCode == Enum.KeyCode.DPadLeft then
if u16 % 2 == 0 then
u16 = math.clamp(u16 - 1, 0, 10);
else
print("cant do jack L");
end;
end;
if p5.KeyCode == Enum.KeyCode.DPadRight then
if u16 % 2 ~= 0 then
u16 = math.clamp(u16 + 1, 0, 10);
else
print("cant do jack L");
end;
end;
if p5.KeyCode == Enum.KeyCode.DPadUp then
u16 = math.clamp(u16 - 2, 0, 10);
end;
if p5.KeyCode == Enum.KeyCode.DPadDown then
u16 = math.clamp(u16 + 2, 0, 10);
end;
v16.XBoxUI.Enabled = true;
for v36, v37 in pairs(v16.XBoxUI:GetChildren()) do
if v37:GetAttribute("ID") == u16 then
l__Selector__17.Parent = v37;
end;
end;
return;
elseif p5.KeyCode == Enum.KeyCode.ButtonA or p5.KeyCode == Enum.KeyCode.ButtonX then
for v38, v39 in pairs(v16:GetChildren()) do
if v39.Name == "BreakerSwitch" and v39:GetAttribute("ID") == u16 then
u15(v39);
end;
end;
return;
elseif p5.KeyCode == Enum.KeyCode.ButtonB then
u17();
end;
end);
local l__MinigameBackout__40 = l__Parent__5.MinigameBackout;
l__MinigameBackout__40.Visible = true;
l__TweenService__2:Create(l__MinigameBackout__40, TweenInfo.new(0.4, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut, 3, true), {
ImageColor3 = Color3.fromRGB(107, 129, 179),
Size = UDim2.new(0.1, 60, 0.1, 60)
}):Play();
u14 = l__MinigameBackout__40.MouseButton1Down:Connect(u17);
spawn(function()
for v41, v42 in pairs(v16:GetChildren()) do
if v42.Name == "BreakerSwitch" and v42:IsA("BasePart") then
delay(v42:GetAttribute("ID") / 10, function()
l__TweenService__2:Create(v42, TweenInfo.new(0.3, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut, 1, true), {
Color = Color3.fromRGB(107, 107, 148)
}):Play();
end);
end;
end;
end);
wait(3);
for v43 = 1, 3 do
for v44 = 1, 10 do
u12[v44] = { v44, math.random(1, 5) >= 3 };
end;
for v45 = 1, 100 do
u6(u12);
l__SurfaceGui__19.Frame.Code.Frame.Visible = true;
for v46, v47 in pairs(u12) do
l__SurfaceGui__19.Frame.Code.Text = string.format("%.2i", v47[1]);
if v47[2] == true then
l__SurfaceGui__19.Frame.Code.Frame.BackgroundTransparency = 0;
v16.Box.Beep.Pitch = 1.5;
else
l__SurfaceGui__19.Frame.Code.Frame.BackgroundTransparency = 1;
v16.Box.Beep.Pitch = 1;
end;
v16.Box.Beep:Play();
task.wait(0.66);
if u11 == true then
break;
end;
end;
if u11 == true then
break;
end;
wait(1.33);
if v45 >= 5 then
spawn(function()
for v48, v49 in pairs(v16:GetChildren()) do
if v49.Name == "BreakerSwitch" then
local v50 = v49:GetAttribute("ID");
v49.Hint.TextLabel.TextTransparency = 1;
v49.Hint.TextLabel.Text = v50;
v49.Hint.Enabled = true;
l__TweenService__2:Create(v49.Hint.TextLabel, TweenInfo.new(3, Enum.EasingStyle.Exponential, Enum.EasingDirection.InOut, 0, v50 / 20), {
TextTransparency = 0
}):Play();
end;
end;
end);
end;
local v51 = v20();
l__SurfaceGui__19.Frame.Code.Text = "...";
l__SurfaceGui__19.Frame.Code.Frame.Visible = false;
l__SurfaceGui__19.Frame.Bar.Filled:TweenSize(UDim2.new(v51 / 10, 0, 1, 0), "InOut", "Linear", 3, true);
v16.Box.Progress:Play();
l__TweenService__2:Create(v16.Box.Progress, TweenInfo.new(3, Enum.EasingStyle.Linear, Enum.EasingDirection.Out), {
PlaybackSpeed = 1.01 + v51 / 10
}):Play();
wait(3);
if u11 == true then
break;
end;
v16.Box.Progress:Stop();
if v51 == 10 then
if v43 == 3 then
l__MinigameBackout__40.Visible = false;
end;
pcall(function()
v16.Box.Correct:Play();
u1.camShaker:ShakeOnce(1, 1, 0.06, 0.5);
local v52 = l__SurfaceGui__19.Frame.Squares[tostring(v43)];
v52.BackgroundTransparency = 0;
v52.Size = UDim2.new(0, 9, 0, 9);
v52:TweenSize(UDim2.new(0, 5, 0, 5), "In", "Quart", 0.5, true);
l__SurfaceGui__19.Frame.Squares.Text = v43 .. "/3";
wait(1);
v16.Box.Progress.PlaybackSpeed = 1.01;
l__SurfaceGui__19.Frame.Bar.Filled:TweenSize(UDim2.new(0, 0, 1, 0), "InOut", "Quad", 0.5, true);
if v43 == 3 then
for v53, v54 in pairs(v16:GetChildren()) do
if v54.Name == "BreakerSwitch" then
delay(v54:GetAttribute("ID") / 20, function()
u15(v54, true);
end);
end;
end;
return;
end;
for v55, v56 in pairs(v16:GetChildren()) do
if v56.Name == "BreakerSwitch" then
delay(v56:GetAttribute("ID") / 20, function()
if v56:GetAttribute("Enabled") ~= false then
u15(v56, false);
end;
end);
end;
end;
wait(3);
end);
break;
end;
end;
if u11 == true then
break;
end;
end;
if u11 == true then
return;
end;
print("SENT SIGNAL");
u1.remotes:WaitForChild("EBF"):FireServer();
l__SurfaceGui__19.Frame.Code.Visible = false;
l__SurfaceGui__19.Frame.Squares.Visible = false;
l__SurfaceGui__19.Frame.Line.Visible = false;
l__SurfaceGui__19.Frame.Bar.Visible = false;
l__SurfaceGui__19.Frame.TextLabel.Visible = true;
wait(1);
u17();
end;
end);
coroutine.resume(u8);
end;
u1.remotes:WaitForChild("EngageMinigame").OnClientEvent:Connect(function(...)
u7(...);
end);
|
--m3=script.Parent.EndHorn
|
m1:Stop() --Initial setup
m2:Stop()
|
--[[Finalize Chassis]]
|
--Misc Weld
wait()
for i,v in pairs(script:GetChildren()) do
if v:IsA("ModuleScript") then
require(v)
end
end
--Weld Body
wait()
ModelWeld(car.Body,car.Body.CarName.Value.VehicleSeat)
--Unanchor
wait()
UnAnchor(car)
|
--- Returns an array of the names of all registered commands (not including aliases)
|
function Registry:GetCommandNames ()
local commands = {}
for _, command in pairs(self.CommandsArray) do
table.insert(commands, command.Name)
end
return commands
end
Registry.GetCommandsAsStrings = Registry.GetCommandNames
|
--[[
Processes and returns an existing instance, with options for setting
properties, event handlers and other attributes on the instance.
]]
|
local applyInstanceProps = require(script.Parent.Parent.ObjectUtility).applyInstanceProps
local function Hydrate(target: Instance)
return function(props): Instance
applyInstanceProps(props, target)
return target
end
end
return Hydrate
|
--Dont touch
|
ZR15RightLegPointZero = 0
XR15RightLegPointZero = 0
YR15RightLegPointZero = 0
R15RightKneePointZero = 0
ZR15RightArmPointZero = 0
YR15RightArmPointZero = 0
XR15RightArmPointZero = 0
R15RightElbowPointZero = 0
ZR15LeftLegPointZero = 0
XR15LeftLegPointZero = 0
YR15LeftLegPointZero = 0
R15LeftKneePointZero = 0
ZR15LeftArmPointZero = 0
YR15LeftArmPointZero = 0
XR15LeftArmPointZero = 0
R15LeftElbowPointZero = 0
ZR15LowerTorsoPointZero = 0
XR15LowerTorsoPointZero = 0
YR15LowerTorsoPointZero = 0
ZR15UpperTorsoPointZero = 0
bike.DriveSeat.ChildRemoved:connect(function(child)
handler:FireServer("RemovePlayer",C,child)
end)
handler:FireServer("CreatePlayer",C)
while wait(clock) do
--value*(1-multiplier)+endpoint*multiplier
Lean = math.rad(-bike.Body.bal.Orientation.Z)
if C.Humanoid.RigType == Enum.HumanoidRigType.R6 then
if math.abs(Lean) < R6HeadZ then
bike.Misc.Anims.R6.Head.Z.M.CurrentAngle = math.abs(Lean)
else
bike.Misc.Anims.R6.Head.Z.M.CurrentAngle = R6HeadZ
end
if Lean < R6HeadX and Lean > -R6HeadX then
bike.Misc.Anims.R6.Head.X.M.CurrentAngle = Lean
elseif Lean > R6HeadX then
bike.Misc.Anims.R6.Head.X.M.CurrentAngle = R6HeadX
elseif Lean < -R6HeadX then
bike.Misc.Anims.R6.Head.X.M.CurrentAngle = -R6HeadX
end
if script.Parent.Values.SteerT.Value > 0.01 then
bike.Misc.Anims.R6.Head.Y.M.CurrentAngle = bike.Misc.Anims.R6.Head.Y.M.CurrentAngle*(1-.1)+math.min((math.abs(script.Parent.Values.SteerT.Value)*(bike.DriveSeat.Velocity.magnitude/20))+(math.abs(script.Parent.Values.SteerT.Value)*R6HeadYStart), R6HeadYFinish)*.1
elseif script.Parent.Values.SteerT.Value < -0.01 then
bike.Misc.Anims.R6.Head.Y.M.CurrentAngle = bike.Misc.Anims.R6.Head.Y.M.CurrentAngle*(1-.1)+math.max(-(math.abs(script.Parent.Values.SteerT.Value)*(bike.DriveSeat.Velocity.magnitude/20))+(math.abs(script.Parent.Values.SteerT.Value)*-R6HeadYStart), -R6HeadYFinish)*.1
else
bike.Misc.Anims.R6.Head.Y.M.CurrentAngle = bike.Misc.Anims.R6.Head.Y.M.CurrentAngle*(1-.1)+0*.1
end
if bike.DriveSeat.Velocity.magnitude > 5 then
if Lean < 0 then
bike.Misc.Anims.R6.RightLeg.I.M.CurrentAngle = bike.Misc.Anims.R6.RightLeg.I.M.CurrentAngle*(1-.1)+0*.1
bike.Misc.Anims.R6.RightLeg.Z.M.CurrentAngle = bike.Misc.Anims.R6.RightLeg.Z.M.CurrentAngle*(1-.1)+((math.min(math.abs(Lean/R6RightLegLeftLeanD),R6RightLegLeftLean)*R6RightLegLeftLeanM))*.1
bike.Misc.Anims.R6.LeftLeg.Z.M.CurrentAngle = bike.Misc.Anims.R6.LeftLeg.Z.M.CurrentAngle*(1-.1)+0*.1
bike.Misc.Anims.R6.RightArm.Y.M.CurrentAngle = bike.Misc.Anims.R6.RightArm.Y.M.CurrentAngle*(1-.1)+((math.min(math.abs(Lean/R6RightArmLeftLeanD),R6RightArmLeftLean)*R6RightArmLeftLeanM))*.1
bike.Misc.Anims.R6.LeftArm.Y.M.CurrentAngle = bike.Misc.Anims.R6.LeftArm.Y.M.CurrentAngle*(1-.1)+(-(math.min(math.abs(Lean/R6LeftArmLeftLeanD),R6LeftArmLeftLean)*R6LeftArmLeftLeanM))*.1
bike.Misc.Anims.R6.RightLeg.X.M.CurrentAngle = bike.Misc.Anims.R6.RightLeg.X.M.CurrentAngle*(1-.1)+(-(math.min(math.abs(Lean/R6RightLegLeftLeanD),R6RightLegLeftLean)*R6RightLegLeftLeanM))*.1
bike.Misc.Anims.R6.LeftLeg.X.M.CurrentAngle = bike.Misc.Anims.R6.LeftLeg.X.M.CurrentAngle*(1-.1)+(-(math.min(math.abs(Lean/R6LeftLegLeftLeanD),R6LeftLegLeftLean)*R6LeftLegLeftLeanM))*.1
bike.Misc.Anims.R6.Torso.X.M.CurrentAngle = bike.Misc.Anims.R6.Torso.X.M.CurrentAngle*(1-.1)+((math.min(math.abs(Lean/R6TorsoLeftLeanD),R6TorsoLeftLean)*R6TorsoLeftLeanM))*.1
else
bike.Misc.Anims.R6.RightLeg.I.M.CurrentAngle = bike.Misc.Anims.R6.RightLeg.I.M.CurrentAngle*(1-.1)+0*.1
bike.Misc.Anims.R6.RightLeg.Z.M.CurrentAngle = bike.Misc.Anims.R6.RightLeg.Z.M.CurrentAngle*(1-.1)+0*.1
bike.Misc.Anims.R6.LeftLeg.Z.M.CurrentAngle = bike.Misc.Anims.R6.LeftLeg.Z.M.CurrentAngle*(1-.1)+((math.min(math.abs(Lean/R6LeftLegRightLeanD),R6LeftLegRightLean)*R6LeftLegRightLeanM))*.1
bike.Misc.Anims.R6.RightArm.Y.M.CurrentAngle = bike.Misc.Anims.R6.RightArm.Y.M.CurrentAngle*(1-.1)+(-(math.min(math.abs(Lean/R6RightArmRightLeanD),R6RightArmRightLean)*R6RightArmRightLeanM))*.1
bike.Misc.Anims.R6.LeftArm.Y.M.CurrentAngle = bike.Misc.Anims.R6.LeftArm.Y.M.CurrentAngle*(1-.1)+((math.min(math.abs(Lean/R6LeftArmRightLeanD),R6LeftArmRightLean)*R6LeftArmRightLeanM))*.1
bike.Misc.Anims.R6.RightLeg.X.M.CurrentAngle = bike.Misc.Anims.R6.RightLeg.X.M.CurrentAngle*(1-.1)+((math.min(math.abs(Lean/R6RightLegRightLeanD),R6RightLegRightLean)*R6RightLegRightLeanM))*.1
bike.Misc.Anims.R6.LeftLeg.X.M.CurrentAngle = bike.Misc.Anims.R6.LeftLeg.X.M.CurrentAngle*(1-.1)+((math.min(math.abs(Lean/R6LeftLegRightLeanD),R6LeftLegRightLean)*R6LeftLegRightLeanM))*.1
bike.Misc.Anims.R6.Torso.X.M.CurrentAngle = bike.Misc.Anims.R6.Torso.X.M.CurrentAngle*(1-.1)+(-(math.min(math.abs(Lean/R6TorsoRightLeanD),R6TorsoRightLean)*R6TorsoRightLeanM))*.1
end
else
bike.Misc.Anims.R6.Torso.X.M.CurrentAngle = bike.Misc.Anims.R6.Torso.X.M.CurrentAngle*(1-.1)+(-.3)*.1
bike.Misc.Anims.R6.RightArm.Y.M.CurrentAngle = bike.Misc.Anims.R6.RightArm.Y.M.CurrentAngle*(1-.1)+(-.3)*.1
bike.Misc.Anims.R6.RightArm.Z.M.CurrentAngle = bike.Misc.Anims.R6.RightArm.Z.M.CurrentAngle*(1-.1)+.5*.1
bike.Misc.Anims.R6.LeftArm.Y.M.CurrentAngle = bike.Misc.Anims.R6.LeftArm.Y.M.CurrentAngle*(1-.1)+.4*.1
bike.Misc.Anims.R6.LeftLeg.X.M.CurrentAngle = bike.Misc.Anims.R6.LeftLeg.X.M.CurrentAngle*(1-.1)+.2*.1
bike.Misc.Anims.R6.LeftLeg.Z.M.CurrentAngle = bike.Misc.Anims.R6.LeftLeg.Z.M.CurrentAngle*(1-.1)+.3*.1
bike.Misc.Anims.R6.RightLeg.I.M.CurrentAngle = bike.Misc.Anims.R6.RightLeg.I.M.CurrentAngle*(1-.1)+1*.1
bike.Misc.Anims.R6.RightLeg.X.M.CurrentAngle = bike.Misc.Anims.R6.RightLeg.X.M.CurrentAngle*(1-.1)+.8*.1
bike.Misc.Anims.R6.RightLeg.Z.M.CurrentAngle = bike.Misc.Anims.R6.RightLeg.Z.M.CurrentAngle*(1-.1)+.5*.1
end
if bike.DriveSeat.Velocity.magnitude > TuckInSpeed then
bike.Misc.Anims.R6.Torso.Z.M.CurrentAngle = bike.Misc.Anims.R6.Torso.Z.M.CurrentAngle*(1-.1)+((R6TorsoTuckIn-math.min(math.abs(Lean),R6TorsoTuckIn))*script.Parent.Values.Throttle.Value)*.1
bike.Misc.Anims.R6.RightArm.Z.M.CurrentAngle = bike.Misc.Anims.R6.RightArm.Z.M.CurrentAngle*(1-.1)+((R6RightArmTuckIn-math.min(math.abs(Lean),R6RightArmTuckIn))*script.Parent.Values.Throttle.Value)*.1
bike.Misc.Anims.R6.LeftArm.Z.M.CurrentAngle = bike.Misc.Anims.R6.LeftArm.Z.M.CurrentAngle*(1-.1)+((R6LeftArmTuckIn-math.min(math.abs(Lean),R6LeftArmTuckIn))*script.Parent.Values.Throttle.Value)*.1
else
bike.Misc.Anims.R6.Torso.Z.M.CurrentAngle = bike.Misc.Anims.R6.Torso.Z.M.CurrentAngle*(1-.15)+0*.15
bike.Misc.Anims.R6.RightArm.Z.M.CurrentAngle = bike.Misc.Anims.R6.RightArm.Z.M.CurrentAngle*(1-.15)+0*.15
bike.Misc.Anims.R6.LeftArm.Z.M.CurrentAngle = bike.Misc.Anims.R6.LeftArm.Z.M.CurrentAngle*(1-.15)+0*.15
end
else --r15
if math.abs(Lean) < R15HeadZ then
bike.Misc.Anims.R15.Torso.Head.Z.M.CurrentAngle = math.abs(Lean)
else
bike.Misc.Anims.R15.Torso.Head.Z.M.CurrentAngle = R15HeadZ
end
if Lean < R15HeadX and Lean > -R15HeadX then
bike.Misc.Anims.R15.Torso.Head.X.M.CurrentAngle = Lean
elseif Lean > R15HeadX then
bike.Misc.Anims.R15.Torso.Head.X.M.CurrentAngle = R15HeadX
elseif Lean < -R15HeadX then
bike.Misc.Anims.R15.Torso.Head.X.M.CurrentAngle = -R15HeadX
end
if script.Parent.Values.SteerT.Value > 0.01 then
bike.Misc.Anims.R15.Torso.Head.Y.M.CurrentAngle = bike.Misc.Anims.R15.Torso.Head.Y.M.CurrentAngle*(1-.1)+math.min((math.abs(script.Parent.Values.SteerT.Value)*(bike.DriveSeat.Velocity.magnitude/20))+(math.abs(script.Parent.Values.SteerT.Value)*R15HeadYStart), R15HeadYFinish)*.1
elseif script.Parent.Values.SteerT.Value < -0.01 then
bike.Misc.Anims.R15.Torso.Head.Y.M.CurrentAngle = bike.Misc.Anims.R15.Torso.Head.Y.M.CurrentAngle*(1-.1)+math.max(-(math.abs(script.Parent.Values.SteerT.Value)*(bike.DriveSeat.Velocity.magnitude/20))+(math.abs(script.Parent.Values.SteerT.Value)*-R15HeadYStart), -R15HeadYFinish)*.1
else
bike.Misc.Anims.R15.Torso.Head.Y.M.CurrentAngle = bike.Misc.Anims.R15.Torso.Head.Y.M.CurrentAngle*(1-.1)+0*.1
end
if bike.DriveSeat.Velocity.magnitude < TuckInSpeed and bike.DriveSeat.Velocity.magnitude > 5 then
--upright
bike.Misc.Anims.R15.RightLeg.Foot.I.M.CurrentAngle = bike.Misc.Anims.R15.RightLeg.Foot.I.M.CurrentAngle*(1-.1)+0*.1
ZR15RightLegPointZero = ZR15RightLegPointZero*(1-.1)+0*.1
XR15RightLegPointZero = XR15RightLegPointZero*(1-.1)+0*.1
YR15RightLegPointZero = YR15RightLegPointZero*(1-.1)+0*.1
R15RightKneePointZero = R15RightKneePointZero*(1-.1)+0*.1
ZR15RightArmPointZero = ZR15RightArmPointZero*(1-.1)+0*.1
YR15RightArmPointZero = YR15RightArmPointZero*(1-.1)+0*.1
XR15RightArmPointZero = XR15RightArmPointZero*(1-.1)+0*.1
R15RightElbowPointZero = R15RightElbowPointZero*(1-.1)+0*.1
ZR15LeftLegPointZero = ZR15LeftLegPointZero*(1-.1)+0*.1
XR15LeftLegPointZero = XR15LeftLegPointZero*(1-.1)+0*.1
YR15LeftLegPointZero = YR15LeftLegPointZero*(1-.1)+0*.1
R15LeftKneePointZero = R15LeftKneePointZero*(1-.1)+0*.1
ZR15LeftArmPointZero = ZR15LeftArmPointZero*(1-.1)+0*.1
YR15LeftArmPointZero = YR15LeftArmPointZero*(1-.1)+0*.1
XR15LeftArmPointZero = XR15LeftArmPointZero*(1-.1)+0*.1
R15LeftElbowPointZero = R15LeftElbowPointZero*(1-.1)+0*.1
ZR15LowerTorsoPointZero = ZR15LowerTorsoPointZero*(1-.1)+0*.1
XR15LowerTorsoPointZero = XR15LowerTorsoPointZero*(1-.1)+0*.1
YR15LowerTorsoPointZero = YR15LowerTorsoPointZero*(1-.1)+0*.1
ZR15UpperTorsoPointZero = ZR15UpperTorsoPointZero*(1-.1)+0*.1
elseif bike.DriveSeat.Velocity.magnitude >= TuckInSpeed and bike.DriveSeat.Velocity.magnitude>5 then
--tuck in
bike.Misc.Anims.R15.RightLeg.Foot.I.M.CurrentAngle = bike.Misc.Anims.R15.RightLeg.Foot.I.M.CurrentAngle*(1-.1)+0*.1
ZR15RightLegPointZero = ZR15RightLegPointZero*(1-.1)+(ZR15RightLegTuckIn*script.Parent.Values.Throttle.Value)*.1
XR15RightLegPointZero = XR15RightLegPointZero*(1-.1)+(XR15RightLegTuckIn*script.Parent.Values.Throttle.Value)*.1
YR15RightLegPointZero = YR15RightLegPointZero*(1-.1)+(YR15RightLegTuckIn*script.Parent.Values.Throttle.Value)*.1
R15RightKneePointZero = R15RightKneePointZero*(1-.1)+(R15RightKneeTuckIn*script.Parent.Values.Throttle.Value)*.1
ZR15RightArmPointZero = ZR15RightArmPointZero*(1-.1)+(ZR15RightArmTuckIn*script.Parent.Values.Throttle.Value)*.1
YR15RightArmPointZero = YR15RightArmPointZero*(1-.1)+(YR15RightArmTuckIn*script.Parent.Values.Throttle.Value)*.1
XR15RightArmPointZero = XR15RightArmPointZero*(1-.1)+(XR15RightArmTuckIn*script.Parent.Values.Throttle.Value)*.1
R15RightElbowPointZero = R15RightElbowPointZero*(1-.1)+(R15RightElbowTuckIn*script.Parent.Values.Throttle.Value)*.1
ZR15LeftLegPointZero = ZR15LeftLegPointZero*(1-.1)+(ZR15LeftLegTuckIn*script.Parent.Values.Throttle.Value)*.1
XR15LeftLegPointZero = XR15LeftLegPointZero*(1-.1)+(XR15LeftLegTuckIn*script.Parent.Values.Throttle.Value)*.1
YR15LeftLegPointZero = YR15LeftLegPointZero*(1-.1)+(YR15LeftLegTuckIn*script.Parent.Values.Throttle.Value)*.1
R15LeftKneePointZero = R15LeftKneePointZero*(1-.1)+(R15LeftKneeTuckIn*script.Parent.Values.Throttle.Value)*.1
ZR15LeftArmPointZero = ZR15LeftArmPointZero*(1-.1)+(ZR15LeftArmTuckIn*script.Parent.Values.Throttle.Value)*.1
YR15LeftArmPointZero = YR15LeftArmPointZero*(1-.1)+(YR15LeftArmTuckIn*script.Parent.Values.Throttle.Value)*.1
XR15LeftArmPointZero = XR15LeftArmPointZero*(1-.1)+(XR15LeftArmTuckIn*script.Parent.Values.Throttle.Value)*.1
R15LeftElbowPointZero = R15LeftElbowPointZero*(1-.1)+(R15LeftElbowTuckIn*script.Parent.Values.Throttle.Value)*.1
ZR15LowerTorsoPointZero = ZR15LowerTorsoPointZero*(1-.1)+(ZR15LowerTorsoTuckIn*script.Parent.Values.Throttle.Value)*.1
XR15LowerTorsoPointZero = XR15LowerTorsoPointZero*(1-.1)+(XR15LowerTorsoTuckIn*script.Parent.Values.Throttle.Value)*.1
YR15LowerTorsoPointZero = YR15LowerTorsoPointZero*(1-.1)+(YR15LowerTorsoTuckIn*script.Parent.Values.Throttle.Value)*.1
ZR15UpperTorsoPointZero = ZR15UpperTorsoPointZero*(1-.1)+(ZR15UpperTorsoTuckIn*script.Parent.Values.Throttle.Value)*.1
else
--idle
bike.Misc.Anims.R15.RightLeg.Foot.I.M.CurrentAngle = bike.Misc.Anims.R15.RightLeg.Foot.I.M.CurrentAngle*(1-.18)+1*.18
ZR15RightLegPointZero = ZR15RightLegPointZero*(1-.1)+0.6*.1
XR15RightLegPointZero = XR15RightLegPointZero*(1-.18)+-.8*.18
YR15RightLegPointZero = YR15RightLegPointZero*(1-.1)+0.4*.1
R15RightKneePointZero = R15RightKneePointZero*(1-.18)+-1.8*.18
ZR15RightArmPointZero = ZR15RightArmPointZero*(1-.1)+0.25*.1
YR15RightArmPointZero = YR15RightArmPointZero*(1-.1)+0.3*.1
XR15RightArmPointZero = XR15RightArmPointZero*(1-.1)+-0.12*.1
R15RightElbowPointZero = R15RightElbowPointZero*(1-.1)+0.25*.1
ZR15LeftLegPointZero = ZR15LeftLegPointZero*(1-.1)+-.05*.1
XR15LeftLegPointZero = XR15LeftLegPointZero*(1-.1)+0.15*.1
YR15LeftLegPointZero = YR15LeftLegPointZero*(1-.1)+0.5*.1
R15LeftKneePointZero = R15LeftKneePointZero*(1-.1)+.5*.1
ZR15LeftArmPointZero = ZR15LeftArmPointZero*(1-.1)+0*.1
YR15LeftArmPointZero = YR15LeftArmPointZero*(1-.1)+0.4*.1
XR15LeftArmPointZero = XR15LeftArmPointZero*(1-.1)+0.05*.1
R15LeftElbowPointZero = R15LeftElbowPointZero*(1-.1)+0.1*.1
ZR15LowerTorsoPointZero = ZR15LowerTorsoPointZero*(1-.1)+0*.1
XR15LowerTorsoPointZero = XR15LowerTorsoPointZero*(1-.1)+-.25*.1
YR15LowerTorsoPointZero = YR15LowerTorsoPointZero*(1-.1)+0.15*.1
ZR15UpperTorsoPointZero = ZR15UpperTorsoPointZero*(1-.1)+0*.1
end
if Lean > 0 then
--right lean
bike.Misc.Anims.R15.RightLeg.Foot.Z.M.CurrentAngle = ((ZR15RightLegPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(ZR15RightLegRightLean*math.abs(Lean))/ZR15RightLegRightLeanD)*ZR15RightLegRightLeanM
bike.Misc.Anims.R15.RightLeg.Foot.X.M.CurrentAngle = ((XR15RightLegPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(XR15RightLegRightLean*math.abs(Lean))/XR15RightLegRightLeanD)*XR15RightLegRightLeanM
bike.Misc.Anims.R15.RightLeg.Foot.Y.M.CurrentAngle = ((YR15RightLegPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(YR15RightLegRightLean*math.abs(Lean))/YR15RightLegRightLeanD)*YR15RightLegRightLeanM
bike.Misc.Anims.R15.RightLeg.UpperLeg.X.M.CurrentAngle = ((R15RightKneePointZero*math.max(-((math.abs(Lean)*2)-1),0))+(R15RightKneeRightLean*math.abs(Lean))/R15RightKneeRightLeanD)*R15RightKneeRightLeanM
bike.Misc.Anims.R15.RightArm.Hand.Z.M.CurrentAngle = ((ZR15RightArmPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(ZR15RightArmRightLean*math.abs(Lean))/ZR15RightArmRightLeanD)*ZR15RightArmRightLeanM
bike.Misc.Anims.R15.RightArm.Hand.X.M.CurrentAngle = ((XR15RightArmPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(XR15RightArmRightLean*math.abs(Lean))/XR15RightArmRightLeanD)*XR15RightArmRightLeanM
bike.Misc.Anims.R15.RightArm.Hand.Y.M.CurrentAngle = ((YR15RightArmPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(YR15RightArmRightLean*math.abs(Lean))/YR15RightArmRightLeanD)*YR15RightArmRightLeanM
bike.Misc.Anims.R15.RightArm.UpperArm.X.M.CurrentAngle = ((R15RightElbowPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(R15RightElbowRightLean*math.abs(Lean))/R15RightElbowRightLeanD)*R15RightElbowRightLeanM
bike.Misc.Anims.R15.LeftLeg.Foot.Z.M.CurrentAngle = ((ZR15LeftLegPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(ZR15LeftLegRightLean*math.abs(Lean))/ZR15LeftLegRightLeanD)*ZR15LeftLegRightLeanM
bike.Misc.Anims.R15.LeftLeg.Foot.X.M.CurrentAngle = ((XR15LeftLegPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(XR15LeftLegRightLean*math.abs(Lean))/XR15LeftLegRightLeanD)*XR15LeftLegRightLeanM
bike.Misc.Anims.R15.LeftLeg.Foot.Y.M.CurrentAngle = ((YR15LeftLegPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(YR15LeftLegRightLean*math.abs(Lean))/YR15LeftLegRightLeanD)*YR15LeftLegRightLeanM
bike.Misc.Anims.R15.LeftLeg.UpperLeg.X.M.CurrentAngle = ((R15LeftKneePointZero*math.max(-((math.abs(Lean)*2)-1),0))+(R15LeftKneeRightLean*math.abs(Lean))/R15LeftKneeRightLeanD)*R15LeftKneeRightLeanM
bike.Misc.Anims.R15.LeftArm.Hand.Z.M.CurrentAngle = ((ZR15LeftArmPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(ZR15LeftArmRightLean*math.abs(Lean))/ZR15LeftArmRightLeanD)*ZR15LeftArmRightLeanM
bike.Misc.Anims.R15.LeftArm.Hand.X.M.CurrentAngle = ((XR15LeftArmPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(XR15LeftArmRightLean*math.abs(Lean))/XR15LeftArmRightLeanD)*XR15LeftArmRightLeanM
bike.Misc.Anims.R15.LeftArm.Hand.Y.M.CurrentAngle = ((YR15LeftArmPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(YR15LeftArmRightLean*math.abs(Lean))/YR15LeftArmRightLeanD)*YR15LeftArmRightLeanM
bike.Misc.Anims.R15.LeftArm.UpperArm.X.M.CurrentAngle = ((R15LeftElbowPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(R15LeftElbowRightLean*math.abs(Lean))/R15LeftElbowRightLeanD)*R15LeftElbowRightLeanM
bike.Misc.Anims.R15.Torso.LowerTorso.Z.M.CurrentAngle = ((ZR15LowerTorsoPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(ZR15LowerTorsoRightLean*math.abs(Lean))/ZR15LowerTorsoRightLeanD)*ZR15LowerTorsoRightLeanM
bike.Misc.Anims.R15.Torso.LowerTorso.X.M.CurrentAngle = ((XR15LowerTorsoPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(XR15LowerTorsoRightLean*math.abs(Lean))/XR15LowerTorsoRightLeanD)*XR15LowerTorsoRightLeanM
bike.Misc.Anims.R15.Torso.LowerTorso.Y.M.CurrentAngle = ((YR15LowerTorsoPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(YR15LowerTorsoRightLean*math.abs(Lean))/YR15LowerTorsoRightLeanD)*YR15LowerTorsoRightLeanM
bike.Misc.Anims.R15.Torso.UpperTorso.Z.M.CurrentAngle = ((ZR15UpperTorsoPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(ZR15UpperTorsoRightLean*math.abs(Lean))/ZR15UpperTorsoRightLeanD)*ZR15UpperTorsoRightLeanM
else
--left lean
bike.Misc.Anims.R15.RightLeg.Foot.Z.M.CurrentAngle = ((ZR15RightLegPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(ZR15RightLegLeftLean*math.abs(Lean))/ZR15RightLegLeftLeanD)*ZR15RightLegLeftLeanM
bike.Misc.Anims.R15.RightLeg.Foot.X.M.CurrentAngle = ((XR15RightLegPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(XR15RightLegLeftLean*math.abs(Lean))/XR15RightLegLeftLeanD)*XR15RightLegLeftLeanM
bike.Misc.Anims.R15.RightLeg.Foot.Y.M.CurrentAngle = ((YR15RightLegPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(YR15RightLegLeftLean*math.abs(Lean))/YR15RightLegLeftLeanD)*YR15RightLegLeftLeanM
bike.Misc.Anims.R15.RightLeg.UpperLeg.X.M.CurrentAngle = ((R15RightKneePointZero*math.max(-((math.abs(Lean)*2)-1),0))+(R15RightKneeLeftLean*math.abs(Lean))/R15RightKneeLeftLeanD)*R15RightKneeLeftLeanM
bike.Misc.Anims.R15.RightArm.Hand.Z.M.CurrentAngle = ((ZR15RightArmPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(ZR15RightArmLeftLean*math.abs(Lean))/ZR15RightArmLeftLeanD)*ZR15RightArmLeftLeanM
bike.Misc.Anims.R15.RightArm.Hand.X.M.CurrentAngle = ((XR15RightArmPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(XR15RightArmLeftLean*math.abs(Lean))/XR15RightArmLeftLeanD)*XR15RightArmLeftLeanM
bike.Misc.Anims.R15.RightArm.Hand.Y.M.CurrentAngle = ((YR15RightArmPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(YR15RightArmLeftLean*math.abs(Lean))/YR15RightArmLeftLeanD)*YR15RightArmLeftLeanM
bike.Misc.Anims.R15.RightArm.UpperArm.X.M.CurrentAngle = ((R15RightElbowPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(R15RightElbowLeftLean*math.abs(Lean))/R15RightElbowLeftLeanD)*R15RightElbowLeftLeanM
bike.Misc.Anims.R15.LeftLeg.Foot.Z.M.CurrentAngle = ((ZR15LeftLegPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(ZR15LeftLegLeftLean*math.abs(Lean))/ZR15LeftLegLeftLeanD)*ZR15LeftLegLeftLeanM
bike.Misc.Anims.R15.LeftLeg.Foot.X.M.CurrentAngle = ((XR15LeftLegPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(XR15LeftLegLeftLean*math.abs(Lean))/XR15LeftLegLeftLeanD)*XR15LeftLegLeftLeanM
bike.Misc.Anims.R15.LeftLeg.Foot.Y.M.CurrentAngle = ((YR15LeftLegPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(YR15LeftLegLeftLean*math.abs(Lean))/YR15LeftLegLeftLeanD)*YR15LeftLegLeftLeanM
bike.Misc.Anims.R15.LeftLeg.UpperLeg.X.M.CurrentAngle = ((R15LeftKneePointZero*math.max(-((math.abs(Lean)*2)-1),0))+(R15LeftKneeLeftLean*math.abs(Lean))/R15LeftKneeLeftLeanD)*R15LeftKneeLeftLeanM
bike.Misc.Anims.R15.LeftArm.Hand.Z.M.CurrentAngle = ((ZR15LeftArmPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(ZR15LeftArmLeftLean*math.abs(Lean))/ZR15LeftArmLeftLeanD)*ZR15LeftArmLeftLeanM
bike.Misc.Anims.R15.LeftArm.Hand.X.M.CurrentAngle = ((XR15LeftArmPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(XR15LeftArmLeftLean*math.abs(Lean))/XR15LeftArmLeftLeanD)*XR15LeftArmLeftLeanM
bike.Misc.Anims.R15.LeftArm.Hand.Y.M.CurrentAngle = ((YR15LeftArmPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(YR15LeftArmLeftLean*math.abs(Lean))/YR15LeftArmLeftLeanD)*YR15LeftArmLeftLeanM
bike.Misc.Anims.R15.LeftArm.UpperArm.X.M.CurrentAngle = ((R15LeftElbowPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(R15LeftElbowLeftLean*math.abs(Lean))/R15LeftElbowLeftLeanD)*R15LeftElbowLeftLeanM
bike.Misc.Anims.R15.Torso.LowerTorso.Z.M.CurrentAngle = ((ZR15LowerTorsoPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(ZR15LowerTorsoLeftLean*math.abs(Lean))/ZR15LowerTorsoLeftLeanD)*ZR15LowerTorsoLeftLeanM
bike.Misc.Anims.R15.Torso.LowerTorso.X.M.CurrentAngle = ((XR15LowerTorsoPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(XR15LowerTorsoLeftLean*math.abs(Lean))/XR15LowerTorsoLeftLeanD)*XR15LowerTorsoLeftLeanM
bike.Misc.Anims.R15.Torso.LowerTorso.Y.M.CurrentAngle = ((YR15LowerTorsoPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(YR15LowerTorsoLeftLean*math.abs(Lean))/YR15LowerTorsoLeftLeanD)*YR15LowerTorsoLeftLeanM
bike.Misc.Anims.R15.Torso.UpperTorso.Z.M.CurrentAngle = ((ZR15UpperTorsoPointZero*math.max(-((math.abs(Lean)*2)-1),0))+(ZR15UpperTorsoLeftLean*math.abs(Lean))/ZR15UpperTorsoLeftLeanD)*ZR15UpperTorsoLeftLeanM
end
end
end
|
-- Destroys this cache entirely. Use this when you don't need this cache object anymore.
|
function PartCacheStatic:Dispose()
assert(getmetatable(self) == PartCacheStatic, ERR_NOT_INSTANCE:format("Dispose", "PartCache.new"))
for i = 1, #self.Open do
self.Open[i]:Destroy()
end
for i = 1, #self.InUse do
self.InUse[i]:Destroy()
end
self.Template:Destroy()
self.Open = {}
self.InUse = {}
self.CurrentCacheParent = nil
self.GetPart = nil
self.ReturnPart = nil
self.SetCacheParent = nil
self.Expand = nil
self.Dispose = nil
end
return PartCacheStatic
|
-- Core hotkeys
|
Hotkeys = {};
function AssignHotkey(Hotkey, Callback)
-- Assigns the given hotkey to `Callback`
-- Standardize enum-described hotkeys
if type(Hotkey) == 'userdata' then
Hotkey = { Hotkey };
-- Standardize string-described hotkeys
elseif type(Hotkey) == 'string' then
Hotkey = { Enum.KeyCode[Hotkey] };
-- Standardize string table-described hotkeys
elseif type(Hotkey) == 'table' then
for Index, Key in ipairs(Hotkey) do
if type(Key) == 'string' then
Hotkey[Index] = Enum.KeyCode[Key];
end;
end;
end;
-- Register the hotkey
table.insert(Hotkeys, { Keys = Hotkey, Callback = Callback });
end;
function EnableHotkeys()
-- Begins to listen for hotkey triggering
-- Listen for pressed keys
Connections.Hotkeys = Support.AddUserInputListener('Began', 'Keyboard', false, function (Input)
local _PressedKeys = Support.GetListMembers(UserInputService:GetKeysPressed(), 'KeyCode');
-- Filter out problematic keys
local PressedKeys = {};
local FilteredKeys = Support.FlipTable { 'LeftAlt', 'W', 'S', 'A', 'D', 'Space' };
for _, Key in ipairs(_PressedKeys) do
if not FilteredKeys[Key.Name] then
table.insert(PressedKeys, Key);
end;
end;
-- Count pressed keys
local KeyCount = #PressedKeys;
-- Prioritize hotkeys based on # of required keys
table.sort(Hotkeys, function (A, B)
if #A.Keys > #B.Keys then
return true;
end;
end);
-- Identify matching hotkeys
for _, Hotkey in ipairs(Hotkeys) do
if KeyCount == #Hotkey.Keys then
-- Get the hotkey's key index
local Keys = Support.FlipTable(Hotkey.Keys)
local MatchingKeys = 0;
-- Check matching pressed keys
for _, PressedKey in pairs(PressedKeys) do
if Keys[PressedKey] then
MatchingKeys = MatchingKeys + 1;
end;
end;
-- Trigger the first matching hotkey's callback
if MatchingKeys == KeyCount then
Hotkey.Callback();
break;
end;
end;
end;
end);
end;
Enabling = Signal.new()
Disabling = Signal.new()
Enabled = Signal.new()
Disabled = Signal.new()
function Enable(Mouse)
-- Ensure tool is disabled or disabling, and not already enabling
if (IsEnabled and not IsDisabling) or IsEnabling then
return;
-- If tool is disabling, enable it once fully disabled
elseif IsDisabling then
Disabled:Wait();
return Enable(Mouse);
end;
-- Indicate that tool is enabling
IsEnabling = true;
Enabling:Fire();
-- Update the core mouse
getfenv(0).Mouse = Mouse;
-- Use default mouse behavior
UserInputService.MouseBehavior = Enum.MouseBehavior.Default;
-- Disable mouse lock in tool mode
if Mode == 'Tool' then
coroutine.resume(coroutine.create(function ()
SyncAPI:Invoke('SetMouseLockEnabled', false)
end))
end
-- Wait for UI to initialize asynchronously
while not UI do
wait(0.1);
end;
-- Show UI
UI.Parent = UIContainer;
-- Display startup notifications
if not Core.StartupNotificationsDisplayed then
local NotificationsComponent = require(Tool:WaitForChild('UI'):WaitForChild('Notifications'))
local NotificationsElement = Roact.createElement(NotificationsComponent, {
Core = Core;
})
Roact.mount(NotificationsElement, UI, 'Notifications')
Core.StartupNotificationsDisplayed = true
end;
-- Start systems
EnableHotkeys();
Targeting:EnableTargeting()
Selection.EnableOutlines();
Selection.EnableMultiselectionHotkeys();
-- Sync studio selection in
if Mode == 'Plugin' then
local LastSelectionChangeHandle
Connections.StudioSelectionListener = SelectionService.SelectionChanged:Connect(function ()
local SelectionChangeHandle = {}
LastSelectionChangeHandle = SelectionChangeHandle
-- Replace selection if it hasn't changed in a heartbeat
RunService.Heartbeat:Wait()
if LastSelectionChangeHandle == SelectionChangeHandle then
Selection.Replace(SelectionService:Get(), false)
end
end)
end
-- Equip current tool
EquipTool(CurrentTool or require(Tool.Tools.Move));
-- Indicate that tool is now enabled
IsEnabled = true;
IsEnabling = false;
Enabled:Fire();
end;
function Disable()
-- Ensure tool is enabled or enabling, and not already disabling
if (not IsEnabled and not IsEnabling) or IsDisabling then
return;
-- If tool is enabling, disable it once fully enabled
elseif IsEnabling then
Enabled:Wait();
return Disable();
end;
-- Indicate that tool is now disabling
IsDisabling = true;
Disabling:Fire();
-- Reenable mouse lock option in tool mode
if Mode == 'Tool' then
coroutine.resume(coroutine.create(function ()
SyncAPI:Invoke('SetMouseLockEnabled', true)
end))
end
-- Hide UI
if UI then
UI.Parent = script;
end;
-- Unequip current tool
if CurrentTool then
CurrentTool:Unequip();
CurrentTool.Equipped = false;
end;
-- Clear temporary connections
ClearConnections();
-- Indicate that tool is now disabled
IsEnabled = false;
IsDisabling = false;
Disabled:Fire();
end;
|
-- Returns all screen GUI objects
|
function GuiController:getOtherScreenGuis()
local instances = Cryo.List.filter(self.player.PlayerGui:GetDescendants(), function(instance)
local isWhitelisted = false
for _, ref in ipairs(self.whitelist) do
if ref:getValue() == instance then
isWhitelisted = true
break
end
end
return instance:IsA("ScreenGui") and instance.Enabled and not isWhitelisted
end)
return instances
end
function GuiController:getShownCoreGuis()
local shownCoreGuis = Cryo.List.filter(Enum.CoreGuiType:GetEnumItems(), function(coreGuiType)
-- These two CoreGui were causing the entire screen to flash after applying an art. Not sure
-- what's the underlying reason, but filtering them until we can figure it out.
if Enum.CoreGuiType.PlayerList == coreGuiType or Enum.CoreGuiType.All == coreGuiType then
return false
end
return self.StarterGui:GetCoreGuiEnabled(coreGuiType)
end)
return shownCoreGuis
end
return GuiController
|
-- << VARIABLES >>
|
local memberships = {
nbc = Enum.MembershipType.None;
bc = Enum.MembershipType.BuildersClub;
tbc = Enum.MembershipType.TurboBuildersClub;
obc = Enum.MembershipType.OutrageousBuildersClub;
};
local materials = main.materials
|
--[[Brakes]]
|
Tune.ABSEnabled = true -- Implements ABS
Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS)
Tune.FBrakeForce = 2000 -- Front brake force
Tune.RBrakeForce = 2500 -- Rear brake force
Tune.PBrakeForce = 5000 -- 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]
|
-- FOLDERS --
|
local Modules = RS.Modules
local debrisFolder = workspace.Debris
|
-- @Context Client
-- Send a request to the server for a projectile to be created.
-- @param WeaponDefinition weaponDefinition
-- @param Vector3 position
-- @param Vector3 direction
|
function ProjectileReplication.SendProjectile(weaponDefinition, position, direction)
--print("Sending projectile!",weaponDefinition,position,direction)
local clientRaycastParams = RaycastParams.new()
clientRaycastParams.FilterType = Enum.RaycastFilterType.Blacklist
-- Ignore the character and the camera which has the first person view model attached
clientRaycastParams.FilterDescendantsInstances = {
Local_Player.Character,
workspace.CurrentCamera,
}
local hitResult = workspace:Raycast(position,direction*99999,clientRaycastParams)
local hitCharacter = nil
if hitResult then
hitCharacter = PartUtility.GetCharacterFromInstance_R(hitResult.Instance)
end
-- Send to server the request to create the projectile
RE_CreateProjectile:FireServer(weaponDefinition:GetIDName(), position, direction, hitCharacter)
return hitResult
end
|
--
|
event.OnServerEvent:connect(function(player, what, where)
if player == owner then
if what == "throw" and canthrow and not canattack then
throwpos = where.p
end
if what == "skin" then
spraysound:Play()
skinnumber = skinnumber + 1
if skinnumber > table.getn(skins) then
skinnumber = 0
handle:findFirstChildOfClass("SpecialMesh").TextureId = "http://www.roblox.com/asset/?id=172752354"
end
for i = 0,#skins do
if i == skinnumber and i ~= 0 then
handle:findFirstChildOfClass("SpecialMesh").TextureId = skins[i]
end
end
end
end
end)
tool.Activated:connect(function()
pressed = true
end)
tool.Deactivated:connect(function()
pressed = false
end)
|
-- Update bar
|
bar.Size = UDim2.new(0,(char:WaitForChild("Humanoid").Health / char:WaitForChild("Humanoid").MaxHealth * 200),1,0)
end
|
-- public methods
|
function region3:castPoint(point)
local direction = self.centroid - point;
return gjk(self.input, {point}, self.support, support.point, direction);
end;
function region3:castPart(part)
local against = classify(part);
local direction = self.centroid - against.centroid;
return gjk(self.input, against.input, self.support, against.support, direction);
end;
function region3:cast(ignore, maxParts)
local ignore = type(ignore) == "table" and ignore or {ignore};
local maxParts = maxParts or 100;
local min, max = {}, {};
for _, enum in next, {Enum.NormalId.Right, Enum.NormalId.Top, Enum.NormalId.Back} do
local direction = Vector3.FromNormalId(enum);
insert(min, self.support(-direction, unpack(self.input)));
insert(max, self.support(direction, unpack(self.input)));
end;
min, max = v3(min[1].x, min[2].y, min[3].z), v3(max[1].x, max[2].y, max[3].z);
local allignedR3 = R3(min, max);
local parts = game.Workspace:FindPartsInRegion3WithIgnoreList(allignedR3, ignore, maxParts);
-- debug stuff
--game.Workspace.CurrentCamera:ClearAllChildren();
--draw.line(min, max, game.Workspace.CurrentCamera);
local inRegion = {};
for i = 1, #parts do
local part = parts[i];
if (self:castPart(part)) then
insert(inRegion, part);
end;
end;
return inRegion;
end;
|
-- DrBaja/Braden_J
-- For BlueConX's use only. Unauthorized Redistribution is not allowed.
-- Please see the MAD Contract and Intellectual Property Rights for more information.
|
local players = game:GetService('Players')
local detectionAPI = {}
local rAPI = require(script:WaitForChild('RotatedRegion3'))
local function isValueInTable(tableToSearch, tableValue)
for i, v in pairs(tableToSearch) do
if v == tableValue then
return true
end
end
return false
end
function detectionAPI.createRegion3FromPart(part)
return rAPI.new(part.CFrame, part.Size)
end
function detectionAPI.returnRegionFromPlayer(player, regionList)
if player and player.Character and player.Character:FindFirstChild('HumanoidRootPart') then
for regionName, region in pairs(regionList) do
local partsInRegion = region:cast(nil, 10000)
if #partsInRegion >= 1 then
return regionName, region
end
end
end
return nil
end
function detectionAPI.getPlayersInRegion(region)
local playersInRegion = {}
local playersa = {}
for _, v in pairs(players:GetPlayers()) do
if v and v.Character then
table.insert(playersa, v.Character)
end
end
local parts = region:castwhite(playersa, 10000)
for _, part in pairs(parts) do
if part.Name == 'HumanoidRootPart' then
local player = players:GetPlayerFromCharacter(part.Parent)
if player and player.Character and not isValueInTable(playersInRegion, player) then
table.insert(playersInRegion, player)
end
end
end
return playersInRegion
end
return detectionAPI
|
--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/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
|
--[=[
@within TableUtil
@function Some
@param tbl table
@param callback (value: any, index: any, tbl: table) -> boolean
@return boolean
Returns `true` if the `callback` also returns `true` for _at least
one_ of the items in the table.
```lua
local t = {10, 20, 40, 50, 60}
local someBelowTwenty = TableUtil.Some(t, function(value)
return value < 20
end)
print("Some below twenty:", someBelowTwenty) --> Some below twenty: true
```
]=]
|
local function Some<K, V>(tbl: { [K]: V }, callback: (V, K, { [K]: V }) -> boolean): boolean
for k, v in tbl do
if callback(v, k, tbl) then
return true
end
end
return false
end
|
----------------------------------------- Settings
|
local UIS = game:GetService("UserInputService")
local Player = game.Players.LocalPlayer
local Char = Player.Character or Player.CharacterAdded:Wait()
local Humanoid = Char:WaitForChild("Humanoid")
local NumJumps = 0
local canjump = false
Humanoid.StateChanged:Connect(function(oldstate, newstate)
if Enum.HumanoidStateType.Landed == newstate then
NumJumps = 0
canjump = false
elseif Enum.HumanoidStateType.Freefall == newstate then
wait(JumpCooldown)
canjump = true
elseif Enum.HumanoidStateType.Jumping == newstate then
canjump = false
NumJumps += 1
end
end)
UIS.JumpRequest:Connect(function()
if canjump and NumJumps < MaxJumps then
Humanoid:ChangeState(Enum.HumanoidStateType.Jumping)
end
end)
|
-- Image label default properties
|
defaults.ImageColor3 = "White"
defaults.ImageTransparency = 0
defaults.ImageRectOffset = "0,0"
defaults.ImageRectSize = "0,0"
|
--[[
ADMIN POWERS
0 Player
1 VIP/Donor
2 Moderator
3 Administrator
4 Super Administrator
5 Owner
6 Game Creator
First table consists of the different variations of the command.
Second table consists of the description and an example of how to use it.
Third index is the ADMIN POWER required to use the command.
Fourth table consists of the arguments that will be returned in the args table.
'player' -- returns an array of Players
'userid' -- returns an array of userIds
'boolean' -- returns a Boolean value
'color' -- returns a Color3 value
'number' -- returns a Number value
'string' -- returns a String value
'time' -- returns # of seconds
'banned' -- returns a value from Bans table
'admin' -- returns a value from Admins table
-- Adding / to any argument will make it optional; can return nil!!!
Fifth index consists of the function that will run when the command is executed properly. ]]
|
return {
{{'test','othertest'},{'Test command.','Example'},6,{'number','string/'},function(pl,args)
end}
};
|
--these are for button checks. It's kinda ugly so if you have a better way pm me
|
ha=false
hd=false
hs=false
hw=false
imgassets ={
hazardoff="http://www.roblox.com/asset/?id=116525460",
hazardon = "http://www.roblox.com/asset/?id=116525473",
leftyoff = "http://www.roblox.com/asset/?id=116525490",
leftyon = "http://www.roblox.com/asset/?id=116525499",
rightyoff = "http://www.roblox.com/asset/?id=116525510",
rightyon = "http://www.roblox.com/asset/?id=116525535",
outoff="http://www.roblox.com/asset/?id=116525552",
outon = "http://www.roblox.com/asset/?id=116525565",
offoff = "http://www.roblox.com/asset/?id=116525585",
offon = "http://www.roblox.com/asset/?id=116525604",
onoff = "http://www.roblox.com/asset/?id=116539722",
onon = "http://www.roblox.com/asset/?id=116539724",
x4off = "http://www.roblox.com/asset/?id=116525613",
x4on = "http://www.roblox.com/asset/?id=116525623",
x2off = "http://www.roblox.com/asset/?id=116525638",
x2on = "http://www.roblox.com/asset/?id=116525657",
fastoff = "http://www.roblox.com/asset/?id=116525676",
faston = "http://www.roblox.com/asset/?id=116525692",
slowoff = "http://www.roblox.com/asset/?id=116525700",
slowon = "http://www.roblox.com/asset/?id=116525707",
lightsoff = "http://www.roblox.com/asset/?id=115931775",
lightson = "http://www.roblox.com/asset/?id=115931779",
lockoff = "http://www.roblox.com/asset/?id=116532096",
lockon = "http://www.roblox.com/asset/?id=116532114",
leftturn = "http://www.roblox.com/asset/?id=115931542",
rightturn = "http://www.roblox.com/asset/?id=115931529",
fltd = "http://www.roblox.com/asset/?id=116531501",
}
for _,i in pairs (imgassets) do
Game:GetService("ContentProvider"):Preload(i)
end
if gear == 1 then
script.Parent.dn.TextColor3 = Color3.new(.3,.3,.3)
script.Parent.dn.Style = "RobloxButton"
end
if gear == maxgear then
script.Parent.up.TextColor3 = Color3.new(.3,.3,.3)
script.Parent.up.Style = "RobloxButton"
end
function gearup()--activated by GUI or pressing E
if lock then return end
if gear < maxgear then
gear = gear+1
watdo()
script.Parent.Gear.Text = (gear.."/"..maxgear)
end
if gear == maxgear then
script.Parent.up.TextColor3 = Color3.new(.3,.3,.3)
script.Parent.up.Style = "RobloxButton"
script.Parent.dn.TextColor3 = Color3.new(1,1,1)
script.Parent.dn.Style = "RobloxButtonDefault"
elseif gear == 1 then
script.Parent.dn.TextColor3 = Color3.new(.3,.3,.3)
script.Parent.dn.Style = "RobloxButton"
script.Parent.up.TextColor3 = Color3.new(1,1,1)
script.Parent.up.Style = "RobloxButtonDefault"
else
script.Parent.dn.TextColor3 = Color3.new(1,1,1)
script.Parent.dn.Style = "RobloxButtonDefault"
script.Parent.up.TextColor3 = Color3.new(1,1,1)
script.Parent.up.Style = "RobloxButtonDefault"
end
end
function geardown()--activated by GUI or pressing Q
if lock then return end
if gear > 1 then
gear = gear-1
watdo()
script.Parent.Gear.Text = (gear.."/"..maxgear)
end
if gear == 1 then
script.Parent.dn.TextColor3 = Color3.new(.3,.3,.3)
script.Parent.dn.Style = "RobloxButton"
script.Parent.up.TextColor3 = Color3.new(1,1,1)
script.Parent.up.Style = "RobloxButtonDefault"
elseif gear == maxgear then
script.Parent.up.TextColor3 = Color3.new(.3,.3,.3)
script.Parent.up.Style = "RobloxButton"
script.Parent.dn.TextColor3 = Color3.new(1,1,1)
script.Parent.dn.Style = "RobloxButtonDefault"
else
script.Parent.dn.TextColor3 = Color3.new(1,1,1)
script.Parent.dn.Style = "RobloxButtonDefault"
script.Parent.up.TextColor3 = Color3.new(1,1,1)
script.Parent.up.Style = "RobloxButtonDefault"
end
end
script.Parent.up.MouseButton1Click:connect(gearup)
script.Parent.dn.MouseButton1Click:connect(geardown)
script.Parent.flipbutton.MouseButton1Click:connect(function()
if not flipping then
flipping = true
local a = Instance.new("BodyPosition",seat)
a.maxForce = Vector3.new(100000,10000000,100000)
a.position = seat.Position + Vector3.new(0,10,0)
local b = Instance.new("BodyGyro",seat)
wait(3)
a:Destroy()
b:Destroy()
flipping = false
end
end)
function turn()
if turndebounce == false then
turndebounce = true
wait(0.05)
repeat
templeft = turningleft
tempright = turningright
script.Parent.onsound:Play()
if turningleft == true then
script.Parent.leftturn.Visible = true
for _,i in pairs (leftturn) do
i.BrickColor = BrickColor.new("Deep orange")
end
for _,a in pairs (leftlight) do
a.BrickColor = BrickColor.new("Really red")
end
for _,b in pairs (leftflash) do
if lightson then
b.Enabled = true
end
end
for _,b in pairs (leftbrake) do
b.Brightness = 2
end
end
if turningright == true then
script.Parent.rightturn.Visible = true
for _,i in pairs (rightturn) do
i.BrickColor = BrickColor.new("Deep orange")
end
for _,a in pairs (rightlight) do
a.BrickColor = BrickColor.new("Really red")
end
for _,b in pairs (rightflash) do
if lightson then
b.Enabled = true
end
end
for _,b in pairs (rightbrake) do
b.Brightness = 2
end
end
wait(0.4)
script.Parent.offsound:Play()
script.Parent.leftturn.Visible = false
script.Parent.rightturn.Visible = false
if templeft == true then
for _,i in pairs (leftturn) do
i.BrickColor = BrickColor.new("Neon orange")
end
for _,b in pairs (leftflash) do
b.Enabled = false
end
for _,a in pairs (leftlight) do
a.BrickColor = BrickColor.new("Bright red")
end
for _,b in pairs (leftbrake) do
b.Brightness = 1
end
else
if throttle > 0 then
for _,a in pairs (leftlight) do
a.BrickColor = BrickColor.new("Bright red")
end
for _,b in pairs (leftbrake) do
b.Brightness = 1
end
else
for _,a in pairs (leftlight) do
a.BrickColor = BrickColor.new("Really red")
end
for _,b in pairs (leftbrake) do
b.Brightness = 2
end
end
end
if tempright == true then
for _,i in pairs (rightturn) do
i.BrickColor = BrickColor.new("Neon orange")
end
for _,b in pairs (rightflash) do
b.Enabled = false
end
for _,a in pairs (rightlight) do
a.BrickColor = BrickColor.new("Bright red")
end
for _,b in pairs (rightbrake) do
b.Brightness = 1
end
else
if throttle > 0 then
for _,a in pairs (rightlight) do
a.BrickColor = BrickColor.new("Bright red")
end
for _,b in pairs (rightbrake) do
b.Brightness = 1
end
else
for _,a in pairs (rightlight) do
a.BrickColor = BrickColor.new("Really red")
end
for _,b in pairs (rightbrake) do
b.Brightness = 2
end
end
end
wait(0.35)
until turningleft == false and turningright == false
turndebounce = false
end
end
seat.ChildRemoved:connect(function(it)
if it:IsA("Weld") then
if it.Part1.Parent == Player.Character then
lock = true
ha=false
hd=false
hs=false
hw=false
throttle = 0
steer = 0
watdo()
script.Parent.close.Active = true
script.Parent.close.Visible = true
script.Parent.xlabel.Visible = true
end
end
end)
seat.ChildAdded:connect(function(it)
if it:IsA("Weld") then
if it.Part1.Parent == Player.Character then
lock = false
script.Parent.close.Active = false
script.Parent.close.Visible = false
script.Parent.xlabel.Visible = false
end
end
end)
function exiting()
lock = true--when we close the gui stop everything
steer = 0
throttle = 0
watdo()
turningleft = false
turningright = false
script.Parent.flasher.Value = false
script.Parent.siren.Value = false
lightson = false
Instance.new("IntValue",seat)
for _,i in pairs (leftturn) do
i.BrickColor = BrickColor.new("Neon orange")
end
for _,a in pairs (leftlight) do
a.BrickColor = BrickColor.new("Really red")
end
for _,b in pairs (leftflash) do
b.Enabled = false
end
for _,b in pairs (leftbrake) do
b.Brightness = 2
end
for _,i in pairs (rightturn) do
i.BrickColor = BrickColor.new("Neon orange")
end
for _,a in pairs (rightlight) do
a.BrickColor = BrickColor.new("Really red")
end
for _,b in pairs (rightflash) do
b.Enabled = false
end
for _,b in pairs (rightbrake) do
b.Brightness = 2
end
script.Parent.Parent:Destroy()--destroy the 'Car' ScreenGui
end
function updatelights()
for _,i in pairs (leftbrake) do
i.Enabled = lightson
end
for _,i in pairs (rightbrake) do
i.Enabled = lightson
end
for _,i in pairs (brakelight) do
i.Enabled = lightson
end
for _,i in pairs (headlight) do
i.Enabled = lightson
end
if lightson then
script.Parent.lightimage.Image = imgassets.lightson
else
script.Parent.lightimage.Image = imgassets.lightsoff
end
end
script.Parent.lights.MouseButton1Click:connect(function()
if lock then return end
lightson = not lightson
updatelights()
end)
function destroycar()
seat.Parent:Destroy()--destroy the car
end
script.Parent.close.MouseButton1Up:connect(exiting)
Player.Character.Humanoid.Died:connect(destroycar)
game.Players.PlayerRemoving:connect(function(Playeras)
if Playeras.Name == Player.Name then
destroycar()
end
end)
for _, i in pairs (seat.Parent:GetChildren()) do--populate the tables for ease of modularity. You could have 100 left wheels if you wanted.
if i.Name == "LeftWheel" then
table.insert(left,i)
elseif i.Name == "RightWheel" then
table.insert(right,i)
elseif i.Name == "Rearlight" then
table.insert(rearlight,i)
elseif i.Name == "Brakelight" then
table.insert(brakelight,i.SpotLight)
elseif i.Name == "rightturn" then
table.insert(rightturn,i)
elseif i.Name == "leftturn" then
table.insert(leftturn,i)
elseif i.Name == "leftflash" then
table.insert(leftflash,i.SpotLight)
elseif i.Name == "rightflash" then
table.insert(rightflash,i.SpotLight)
elseif i.Name == "leftlight" then
table.insert(leftlight,i)
elseif i.Name == "rightlight" then
table.insert(rightlight,i)
elseif i.Name == "Headlight" then
table.insert(headlight,i.SpotLight)
elseif i.Name == "leftbrake" then
table.insert(leftbrake,i.SpotLight)
elseif i.Name == "rightbrake" then
table.insert(rightbrake,i.SpotLight)
elseif i.Name == "revlight" then
table.insert(revlight,i.SpotLight)
end
end
for _,l in pairs (left) do
l.BottomParamA = 0
l.BottomParamB = 0
end
for _,r in pairs (right) do
r.BottomParamA = 0
r.BottomParamB = 0
end
function watdo()
seat.Parent.LeftMotor.DesiredAngle = math.rad(throttle < 0 and 40* steer or 40*steer/gear^0.5)
seat.Parent.RightMotor.DesiredAngle = math.rad(throttle < 0 and 40* steer or 40*steer/gear^0.5)
for _,l in pairs (left) do--I do it this way so that it's not searching the model every time an input happens
if throttle ~= -1 then
l.BottomParamA = (.1/gear)
l.BottomParamB = (.5*gear+steer*gear/30)*throttle
else
l.BottomParamA = -.01
l.BottomParamB = -.5-steer/20
end
end
for _,r in pairs (right) do
if throttle ~= -1 then
r.BottomParamA = -(.1/gear)
r.BottomParamB = -(.5*gear-steer*gear/30)*throttle
else
r.BottomParamA = .01
r.BottomParamB = .5-steer/20
end
end
if throttle < 1 then
for _,g in pairs (rearlight) do
g.BrickColor = BrickColor.new("Really red")
end
for _,b in pairs (brakelight) do
b.Brightness = 2
end
if turningleft == false then
for _,a in pairs (leftlight) do
a.BrickColor = BrickColor.new("Really red")
end
for _,b in pairs (leftbrake) do
b.Brightness = 2
end
end
if turningright == false then
for _,a in pairs (rightlight) do
a.BrickColor = BrickColor.new("Really red")
end
for _,b in pairs (rightbrake) do
b.Brightness = 2
end
end
else
for _,g in pairs (rearlight) do
g.BrickColor = BrickColor.new("Bright red")
end
for _,b in pairs (brakelight) do
b.Brightness = 1
end
if turningleft == false then
for _,a in pairs (leftlight) do
a.BrickColor = BrickColor.new("Bright red")
end
for _,b in pairs (leftbrake) do
b.Brightness = 1
end
end
if turningright == false then
for _,a in pairs (rightlight) do
a.BrickColor = BrickColor.new("Bright red")
end
for _,b in pairs (rightbrake) do
b.Brightness = 1
end
end
end
if throttle < 0 then
for _,b in pairs (revlight) do
if lightson then
b.Enabled = true
end
end
else
for _,b in pairs (revlight) do
b.Enabled = false
end
end
end
Player:GetMouse().KeyDown:connect(function(key)--warning ugly button code
if lock then return end
key = string.upper(key)
if not ha and key == "A" or key == string.char(20) and not ha then
ha = true
steer = steer-1
end
if not hd and key == "D" or key == string.char(19) and not hd then
hd = true
steer = steer+1
end
if not hw and key == "W" or key == string.char(17) and not hw then
hw = true
throttle = throttle+1
end
if not hs and key == "S" or key == string.char(18) and not hs then
hs = true
throttle = throttle-1
end
if key == "Z" then
geardown()
end
if key == "X" then
gearup()
end
if key == "Q" then
turningleft = not turningleft
turn()
end
if key == "E" then
turningright = not turningright
turn()
end
watdo()
end)
Player:GetMouse().KeyUp:connect(function(key)
if lock then return end
key = string.upper(key)
if ha and key == "A" or key == string.char(20)and ha then
steer = steer+1
ha = false
end
if hd and key == "D" or key == string.char(19) and hd then
steer = steer-1
hd = false
end
if hw and key == "W" or key == string.char(17) and hw then
throttle = throttle-1
hw = false
end
if hs and key == "S" or key == string.char(18) and hs then
throttle = throttle+1
hs = false
end
if key == "" then
--more keys if I need them
end
watdo()
end)
|
-- Camera mod
|
local Camera = require(cameraModule)
local lastUpCFrame = IDENTITYCF
Camera.UpVector = Vector3.new(0, 1, 0)
Camera.TransitionRate = 0.15
Camera.UpCFrame = IDENTITYCF
function Camera:GetUpVector(oldUpVector)
return oldUpVector
end
function Camera:CalculateUpCFrame()
local oldUpVector = self.UpVector
local newUpVector = self:GetUpVector(oldUpVector)
local backup = game.Workspace.CurrentCamera.CFrame.RightVector
local transitionCF = getRotationBetween(oldUpVector, newUpVector, backup)
local vecSlerpCF = IDENTITYCF:Lerp(transitionCF, self.TransitionRate)
self.UpVector = vecSlerpCF * oldUpVector
self.UpCFrame = vecSlerpCF * self.UpCFrame
lastUpCFrame = self.UpCFrame
end
function Camera:Update(dt)
if self.activeCameraController then
local newCameraCFrame, newCameraFocus = self.activeCameraController:Update(dt)
self.activeCameraController:ApplyVRTransform()
self:CalculateUpCFrame()
self.activeCameraController:UpdateUpCFrame(self.UpCFrame)
local offset = newCameraFocus:Inverse() * newCameraCFrame
newCameraCFrame = newCameraFocus * self.UpCFrame * offset
if (self.activeCameraController.lastCameraTransform) then
self.activeCameraController.lastCameraTransform = newCameraCFrame
self.activeCameraController.lastCameraFocus = newCameraFocus
end
if self.activeOcclusionModule then
newCameraCFrame, newCameraFocus = self.activeOcclusionModule:Update(dt, newCameraCFrame, newCameraFocus)
end
game.Workspace.CurrentCamera.CFrame = newCameraCFrame
game.Workspace.CurrentCamera.Focus = newCameraFocus
if self.activeTransparencyController then
self.activeTransparencyController:Update()
end
end
end
|
-- Decompiled with the Synapse X Luau decompiler.
|
return {
Name = "teleport",
Aliases = { "tp" },
Description = "Teleports a player or set of players to one target.",
Group = "DefaultAdmin",
AutoExec = { "alias \"bring|Brings a player or set of players to you.\" teleport $1{players|players|The players to bring} ${me}", "alias \"to|Teleports you to another player or location.\" teleport ${me} $1{player @ vector3|Destination|The player or location to teleport to}" },
Args = { {
Type = "players",
Name = "From",
Description = "The players to teleport"
}, {
Type = "player @ vector3",
Name = "Destination",
Description = "The player to teleport to"
} }
};
|
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]]
|
local FE = workspace.FilteringEnabled
local car = script.Parent.Car.Value
local handler = car:WaitForChild("AC6_FE_Sounds")
local _Tune = require(car["A-Chassis Tune"])
local on = 0
local mult=0
local det=0
local trm=0
local trmmult=0
local trmon=0
local throt=0
local redline=0
local shift=0
script:WaitForChild("Rev")
script.Parent.Values.Gear.Changed:connect(function()
mult=1
if script.Parent.Values.RPM.Value>5000 then
shift=.2
end
end)
for i,v in pairs(car.DriveSeat:GetChildren()) do
for _,a in pairs(script:GetChildren()) do
if v.Name==a.Name then v:Stop() wait() v:Destroy() end
end
end
handler:FireServer("newSound","Rev",car.DriveSeat,script.Rev.SoundId,0,script.Rev.Volume,true)
handler:FireServer("playSound","Rev")
car.DriveSeat:WaitForChild("Rev")
while wait() do
mult=math.max(0,mult-.1)
local _RPM = script.Parent.Values.RPM.Value
if script.Parent.Values.Throttle.Value <= _Tune.IdleThrottle/100 then
throt = math.max(.3,throt-.2)
trmmult = math.max(0,trmmult-.05)
trmon = 1
else
throt = math.min(1,throt+.1)
trmmult = 1
trmon = 0
end
shift = math.min(1,shift+.2)
if script.Parent.Values.RPM.Value > _Tune.Redline-_Tune.RevBounce/4 and script.Parent.Values.Throttle.Value > _Tune.IdleThrottle/100 then
redline=.5
else
redline=1
end
if not script.Parent.IsOn.Value then on=math.max(on-.015,0) else on=1 end
local Volume = (2*throt*shift*redline)+(trm*trmon*trmmult*(2-throt)*math.sin(tick()*50))
local Pitch = math.max((((script.Rev.SetPitch.Value + script.Rev.SetRev.Value*_RPM/_Tune.Redline))*on^2)+(det*mult*math.sin(80*tick())),script.Rev.SetPitch.Value)
if FE then
handler:FireServer("updateSound","Rev",script.Rev.SoundId,Pitch,Volume)
else
car.DriveSeat.Rev.Volume = Volume
car.DriveSeat.Rev.Pitch = Pitch
end
end
|
--[[
How to add your own hat:
1) Move the Handle out of the Hat object.
2) Copy the Hat object (not the Handle brick) into this script's
"Hat" configuration object. Again, without the Handle.
3) Anchor, Lock and Can-Collide the Handle, and put it into this
model.
4) Re-run this script and click the model to test it out.
]]
|
model = script.Parent
brick = model.Handle
cd = model.ClickDetector
scr_mustwear_save = script.MustWear:clone()
hat_save = script.Hat:GetChildren()[1]:clone()
thread = Spawn
function onMouseClick(player)
if not player then return end
if not player.Character then return end
if player.Character:FindFirstChild(hat_save.Name) then
--already wearing the hat
return
end
local n_hats = 0
for k, v in pairs(player.Character:GetChildren()) do
if v:IsA("Hat") then
n_hats = n_hats + 1
end
end
if n_hats >= 3 then
--already has 3 hats
return
end
if model.Base:FindFirstChild("Sound") then
model.Base.Sound:Play()
end
local hat = hat_save:clone()
local handle = brick:clone()
handle.Name = "Handle"
handle.Anchored = false
handle.Locked = true
handle.CanCollide = false
handle.Archivable = true
handle.Transparency = 1
handle.Parent = hat
thread(function ()
local s = tick()
while tick() - s < .9 do
handle.Transparency = 1 - (tick() - s) / .9
wait()
end
handle.Transparency = 0
end)
hat.Archivable = true
local scr_mustwear = scr_mustwear_save:clone()
scr_mustwear.Parent = hat
scr_mustwear.Disabled = false
hat.Parent = player.Character
end
cd.MouseClick:connect(onMouseClick)
|
---------END LEFT DOOR
|
game.Workspace.DoorValues.BackMoving.Value = true
wait(0.1)
until game.Workspace.DoorValues.BackClose.Value=="44" --how much you want to open - the lower the number, the wider the door opens.
end
game.Workspace.DoorValues.Moving.Value = false
end
end
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)
|
-- Services
|
local PhysicsService = game:GetService("PhysicsService")
PhysicsService:CreateCollisionGroup("Players")
PhysicsService:CreateCollisionGroup("ActionParts")
PhysicsService:CollisionGroupSetCollidable("Players", "ActionParts", false)
|
--execute this in the command bar
|
function search(root)
for i,v in pairs(root:GetChildren()) do
ypcall(function()
if v:IsA("Script") or v:IsA("ModuleScript") then
ypcall(function()
local count = 1
while v:FindFirstChild("Source"..tostring(count)) do
v.Source = v.Source .. v["Source"..tostring(count)].Value
v["Source"..tostring(count)]:Destroy()
count = count + 1
end
end)
end
search(v)
end)
end
end
search(game)
print("Scripts done")
|
--[=[
Returns a promise that will resolve once the translator is loaded from the cloud.
@return Promise
]=]
|
function JSONTranslator:PromiseLoaded()
return self._promiseTranslator
end
|
-- Services
|
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Players = game:GetService("Players")
local GuiService = game:GetService("GuiService")
local UserInputService = game:GetService("UserInputService")
|
--//Script
|
Plaka()
CarColor()
Stats.Locked.Changed:Connect(function()
ToogleLock(Stats.Locked.Value)
end)
Stats.Color.Changed:Connect(function()
CarColor()
end)
Fuel = script.Parent.Parent.Stats.Fuel
MainPart = script.Parent.Parent.Body.Main
while wait(.5) do
if oldpos == nil then
oldpos = MainPart.Position
else
newpos = MainPart.Position
if Fuel.Value <= 0 then
Fuel.Value = 0
else
|
--[[
Setting up the Super Radio is auctually really easy.
Just move the Super Radio script to "game.ServerScriptService"
Next, go to your place''s profile page and click on "Configure Place"
Go to "Developer Products" and create a new product. Call it "Set Radio"
and set the price in robux to whatever you want. Uplaod an icon for it to.
Then, set "PRODUCT_ID" in Super Radio script to the product you just made.
Do you have any other developer products in your game? If not, set "PROCESS_RECEIPT"
to true. Otherwise, set it to false. If you have other developer products, go
to the script that handles developer product purchases and add the following code:
]]
-----------------------------------------------------------------------------------
|
function getPlayerFromId(id) -- Throw this in somewhere above your ProcessReceipt function
for i,v in pairs(game.Players:GetPlayers()) do
if v.userId == id then
return v
end
end
end
game.MarketplaceService.ProcessReceipt = function(receiptInfo) -- Do not copy this part, this is where the code goes
local player = getPlayerFromId(receiptInfo.PlayerId)
if player ~= nil then
if receiptInfo.ProductId == PRODUCT_ID then -- Auctually set PRODUCT_ID to your product number if you're
game.ServerStorage.ChangeRadio:Invoke(player)
end
end
return Enum.ProductPurchaseDecision.PurchaseGranted -- Make sure this is at the end of your ProcessReceipt Function
end
|
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