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---|---|
--Antiremoval
|
function onRemove(i)
ra2 = ra
la2 = la
rl2 = rl
ll2 = ll
hd2 = hd
if (wasUsed) then return end
if (i:IsA("BasePart")) then
if (i.Position.y < 0) then return end
if (i == head) then
head = i:clone()
head.Parent = char
head.BrickColor = bcolor
head.Material = material
hd = neck:clone()
hd.Part0 = tors
hd.Part1 = head
hd.Parent = tors
hum.Health = hum.MaxHealth
hum.PlatformStand = true
end
if (i == tors) then
tors = i:clone()
tors.Parent = char
tors.BrickColor = bcolor
tors.Material = material
hd = neck:clone()
hd.Part0 = tors
hd.Part1 = head
hd.Parent = tors
ra = rS:clone()
ra.Part0 = tors
ra.Part1 = rArm
ra.Parent = tors
la = lS:clone()
la.Part0 = tors
la.Part1 = lArm
la.Parent = tors
rl = rH:clone()
rl.Part0 = tors
rl.Part1 = rLeg
rl.Parent = tors
ll = lH:clone()
ll.Part0 = tors
ll.Part1 = lLeg
ll.Parent = tors
h = hum:clone()
hum:remove()
wait()
h.Parent = char
hum = h
hum.Health = hum.MaxHealth
hum.PlatformStand = true
anim = char:findFirstChild("Animate")
if (anim) then
cl = anim:clone()
anim:remove()
wait()
cl.Parent = char
cl = nil
end
anim = char:findFirstChild("Sound")
if (anim) then
cl = anim:clone()
anim:remove()
wait()
cl.Parent = char
cl = nil
end
hum.Changed:connect(fullHealth)
tors.ChildRemoved:connect(onRemove)
end
if (i == rArm) then
rArm = i:clone()
rArm.Parent = char
rArm.Material = material
rArm.BrickColor = bcolor
ra = rS:clone()
ra.Part0 = tors
ra.Part1 = rArm
ra.Parent = tors
end
if (i == lArm) then
lArm = i:clone()
lArm.Parent = char
lArm.Material = material
lArm.BrickColor = bcolor
la = lS:clone()
la.Part0 = tors
la.Part1 = lArm
la.Parent = tors
end
if (i == rLeg) then
rLeg = i:clone()
rLeg.Parent = char
rLeg.Material = material
rLeg.BrickColor = bcolor
rl = rH:clone()
rl.Part0 = tors
rl.Part1 = rLeg
rl.Parent = tors
end
if (i == lLeg) then
lLeg = i:clone()
lLeg.Parent = char
lLeg.Material = material
lLeg.BrickColor = bcolor
ll = lH:clone()
ll.Part0 = tors
ll.Part1 = lLeg
ll.Parent = tors
end
end
if (i == ra) then
if (rArm) then
if (rArm.Parent == char) then
rArm:remove()
end
end
end
if (i == la) then
if (lArm) then
if (lArm.Parent == char) then
lArm:remove()
end
end
end
if (i == rl) then
if (rLeg) then
if (rLeg.Parent == char) then
rLeg:remove()
end
end
end
if (i == ll) then
if (lLeg) then
if (lLeg.Parent == char) then
lLeg:remove()
end
end
end
if (i == hd) then
if (head) then
if (head.Parent == char) then
head:remove()
end
end
end
if (ra2 ~= ra or la2 ~= la or rl2 ~= rl or ll2 ~= ll or hd2 ~= hd) then
anim = char:findFirstChild("Animate")
if (anim) then
cl = anim:clone()
anim:remove()
wait()
cl.Parent = char
cl = nil
end
--[[local ff = Instance.new("ForceField")
ff.Parent = script.Parent
wait(2)
ff:remove()]]
end
end
health = 0
function fullHealth()
diff = health - hum.Health
if (hum.Health < 20) then
hum.Health = hum.MaxHealth
end
if (diff > 100) then
hum.PlatformStand = true
end
end
function onAdd(i)
if (i:IsA("Explosion")) then
local rad = i.BlastRadius * 1.5
local dist = (i.Position - tors.Position).magnitude
if (dist <= rad) then
local ff = Instance.new("ForceField")
ff.Parent = char
wait(0.2)
ff:remove()
end
else
i.ChildAdded:connect(onAdd)
end
end
function onAddRecursive(dir)
if (dir == nil) then return end
local a = dir:children()
local b = 0
for b = 1, #a do
onAddRecursive(a[b])
a[b].ChildAdded:connect(onAdd)
end
end
hum.Changed:connect(fullHealth)
char.ChildRemoved:connect(onRemove)
tors.ChildRemoved:connect(onRemove)
onAddRecursive(workspace)
workspace.ChildAdded:connect(onAdd)
|
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]]
|
script.Parent:WaitForChild("Speedo")
script.Parent:WaitForChild("Tach")
script.Parent:WaitForChild("ln")
script.Parent:WaitForChild("Gear")
script.Parent:WaitForChild("Speed")
local car = script.Parent.Parent.Car.Value
car.DriveSeat.HeadsUpDisplay = false
local _Tune = require(car["A-Chassis Tune"])
local _pRPM = _Tune.PeakRPM
local _lRPM = _Tune.Redline
local revEnd = math.ceil(_lRPM/1000)
local Drive={}
if _Tune.Config == "FWD" or _Tune.Config == "AWD" then
if car.Wheels:FindFirstChild("FL")~= nil then
table.insert(Drive,car.Wheels.FL)
end
if car.Wheels:FindFirstChild("FR")~= nil then
table.insert(Drive,car.Wheels.FR)
end
end
if _Tune.Config == "RWD" or _Tune.Config == "AWD" then
if car.Wheels:FindFirstChild("RL")~= nil then
table.insert(Drive,car.Wheels.RL)
end
if car.Wheels:FindFirstChild("RR")~= nil then
table.insert(Drive,car.Wheels.RR)
end
end
local wDia = 0
for i,v in pairs(Drive) do
if v.Size.x>wDia then wDia = v.Size.x end
end
Drive = nil
local maxSpeed = math.ceil(wDia*math.pi*_lRPM/60/_Tune.Ratios[#_Tune.Ratios]/_Tune.FinalDrive)
local spInc = math.max(math.ceil(maxSpeed/200)*20,20)
for i=0,revEnd*2 do
local ln = script.Parent.ln:clone()
ln.Parent = script.Parent.Tach
ln.Rotation = 45 + i * 225 / (revEnd*2)
ln.Num.Text = i/2
ln.Num.Rotation = -ln.Rotation
if i*500>=math.floor(_pRPM/500)*500 then
ln.Frame.BackgroundColor3 = Color3.new(1,0,0)
if i<revEnd*2 then
ln2 = ln:clone()
ln2.Parent = script.Parent.Tach
ln2.Rotation = 45 + (i+.5) * 225 / (revEnd*2)
ln2.Num:Destroy()
ln2.Visible=true
end
end
if i%2==0 then
ln.Frame.Size = UDim2.new(0,3,0,10)
ln.Frame.Position = UDim2.new(0,-1,0,100)
ln.Num.Visible = true
else
ln.Num:Destroy()
end
ln.Visible=true
end
for i=1,90 do
local ln = script.Parent.ln:clone()
ln.Parent = script.Parent.Speedo
ln.Rotation = 45 + 225*(i/90)
if i%2==0 then
ln.Frame.Size = UDim2.new(0,2,0,10)
ln.Frame.Position = UDim2.new(0,-1,0,100)
else
ln.Frame.Size = UDim2.new(0,3,0,5)
end
ln.Num:Destroy()
ln.Visible=true
end
for i=0,maxSpeed,spInc do
local ln = script.Parent.ln:clone()
ln.Parent = script.Parent.Speedo
ln.Rotation = 45 + 225*(i/maxSpeed)
ln.Num.Text = i
ln.Num.Rotation = -ln.Rotation
ln.Frame:Destroy()
ln.Num.Visible=true
ln.Visible=true
end
if script.Parent.Parent.IsOn.Value then
script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true)
end
script.Parent.Parent.IsOn.Changed:connect(function()
if script.Parent.Parent.IsOn.Value then
script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true)
end
end)
script.Parent.Parent.Values.RPM.Changed:connect(function()
script.Parent.Tach.Needle.Rotation = 45 + 225 * math.min(1,script.Parent.Parent.Values.RPM.Value / (revEnd*1000))
end)
script.Parent.Parent.Values.Gear.Changed:connect(function()
local gearText = script.Parent.Parent.Values.Gear.Value
if gearText == 0 then gearText = "N"
elseif gearText == -1 then gearText = "R"
end
script.Parent.Gear.Text = gearText
end)
script.Parent.Parent.Values.TCS.Changed:connect(function()
if script.Parent.Parent.Values.TCS.Value then
script.Parent.TCS.TextColor3 = Color3.new(1,170/255,0)
script.Parent.TCS.TextStrokeColor3 = Color3.new(1,170/255,0)
if script.Parent.Parent.Values.TCSActive.Value then
wait()
script.Parent.TCS.Visible = not script.Parent.TCS.Visible
else
wait()
script.Parent.TCS.Visible = false
end
else
script.Parent.TCS.Visible = true
script.Parent.TCS.TextColor3 = Color3.new(1,0,0)
script.Parent.TCS.TextStrokeColor3 = Color3.new(1,0,0)
end
end)
script.Parent.Parent.Values.TCSActive.Changed:connect(function()
if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then
wait()
script.Parent.TCS.Visible = not script.Parent.TCS.Visible
elseif not script.Parent.Parent.Values.TCS.Value then
wait()
script.Parent.TCS.Visible = true
else
wait()
script.Parent.TCS.Visible = false
end
end)
script.Parent.TCS.Changed:connect(function()
if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then
wait()
script.Parent.TCS.Visible = not script.Parent.TCS.Visible
elseif not script.Parent.Parent.Values.TCS.Value then
wait()
script.Parent.TCS.Visible = true
end
end)
script.Parent.Parent.Values.PBrake.Changed:connect(function()
script.Parent.PBrake.Visible = script.Parent.Parent.Values.PBrake.Value
end)
script.Parent.Parent.Values.TransmissionMode.Changed:connect(function()
if script.Parent.Parent.Values.TransmissionMode.Value == "Auto" then
script.Parent.TMode.Text = "A/T"
script.Parent.TMode.BackgroundColor3 = Color3.new(1,170/255,0)
else
script.Parent.TMode.Text = "M/T"
script.Parent.TMode.BackgroundColor3 = Color3.new(1,85/255,.5)
end
end)
script.Parent.Parent.Values.Velocity.Changed:connect(function(property)
script.Parent.Speedo.Needle.Rotation =45 + 225 * math.min(1,script.Parent.Parent.Values.Velocity.Value.Magnitude/maxSpeed)
script.Parent.Speed.Text = math.floor(script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " SPS"
end)
|
--// F key, Horn
|
mouse.KeyDown:connect(function(key)
if key=="f" then
veh.Lightbar.middle.Airhorn:Play()
veh.Lightbar.middle.WailR.Volume = 0
veh.Lightbar.middle.YelpR.Volume = 0
veh.Lightbar.middle.PriorityR.Volume = 0
veh.Lightbar.middle.Wail.Volume = 0
veh.Lightbar.middle.Yelp.Volume = 0
veh.Lightbar.middle.Priority.Volume = 0
end
end)
|
-- Other local variables
|
local numCheckpoints = 0
local checkpoints = {}
local racers = {}
local winner = nil
|
--Idk what i advise yet i has to test this first Self xD!
|
local cam_change = true-- if set to false it dont locks camera after pressing C
local Plane_Name = "----"--the plane name.. used for the GUI. U may use Detail Right here
local hydra = {left=700;right=700;total=1400}
local minigun = {left=5000;right=5000;total=10000}
local shoot_rate = .1 -- change this for the duration between the Shooting
local smoke_at_gun = true --if set to false it doesnt give smoke
|
--Made by Stickmasterluke ;D
|
sp=script.Parent
theface="http://www.roblox.com/asset?id=103838612"
health=80
textureclosed="http://www.roblox.com/asset?id=103920391"
textureopen="http://www.roblox.com/asset?id=103920471"
storedface=""
local debris=game:GetService("Debris")
check=true
sp.Equipped:connect(function(mouse)
equipped=true
if mouse~=nil then
mouse.Icon="rbxasset://textures\\GunCursor.png"
mouse.Button1Down:connect(function()
local chr=sp.Parent
if chr and check then
local t=chr:FindFirstChild("Torso")
local h=chr:FindFirstChild("Humanoid")
local anim=sp:FindFirstChild("Eat")
if anim and t and h and h.Health>0 and equipped and check then
mouse.Icon="rbxasset://textures\\GunWaitCursor.png"
check=false
anim2=h:LoadAnimation(anim)
anim2:Play()
local handle=sp:FindFirstChild("Handle")
if handle~=nil then
local mesh=handle:FindFirstChild("Mesh")
if mesh~=nil then
mesh.TextureId=textureopen
end
end
wait(2)
local s=sp.Handle:FindFirstChild("Sound")
if s~=nil and equipped and w~=nil then
w.C0=CFrame.new(0,-1,-.3)*CFrame.Angles(-.3,0,math.pi/4)
s:Play()
game:GetService("Players").LocalPlayer.PlayerScripts.Energy.Energy.Value = game:GetService("Players").LocalPlayer.PlayerScripts.Energy.Energy.Value + 10
if game:GetService("Players").LocalPlayer.PlayerScripts.Energy.Energy.Value > 100 then
game:GetService("Players").LocalPlayer.PlayerScripts.Energy.Energy.Value = 100
end
else
check=true
return
end
wait(2)
if h~=nil and h.Health>0 and equipped and w~=nil then
h:TakeDamage(-math.min(health*.5,h.MaxHealth-h.Health))
head=nil
face=nil
local head=h.Parent:FindFirstChild("Head")
if head~=nil then
face=head:FindFirstChild("face")
if face~=nil then
storedface=face.Texture
face.Texture=theface
end
end
w.C0=CFrame.new(0,-1,-.3)*CFrame.Angles(.3,0,math.pi/4)
else
check=true
return
end
wait(2)
local s=sp.Handle:FindFirstChild("Sound")
if s~=nil and equipped and w~=nil then
w.C0=CFrame.new(0,-1,-.3)*CFrame.Angles(-.3,0,math.pi/4)
s:Play()
else
check=true
return
end
wait(2)
if h~=nil and h.Health>0 and equipped and w~=nil then
h:TakeDamage(-math.min(health*.5,h.MaxHealth-h.Health))
w.C0=CFrame.new(0,-1,-.3)*CFrame.Angles(0,0,math.pi/4)
end
wait(3)
if mouse~=nil then
mouse.Icon="rbxasset://textures\\GunCursor.png"
end
if face~=nil then
face.Texture=storedface
end
local handle=sp:FindFirstChild("Handle")
if handle~=nil then
local mesh=handle:FindFirstChild("Mesh")
if mesh~=nil then
mesh.TextureId=textureclosed
end
end
check=true
end
end
end)
end
delay(0,function()
local la=sp.Parent:FindFirstChild("Left Arm")
if la~=nil then
if spoon then
spoon:remove()
end
spoon=Instance.new("Part")
spoon.FormFactor="Custom"
spoon.Name="Handle"
spoon.Size=Vector3.new(.2,.2,1.3)
spoon.TopSurface="Smooth"
spoon.BottomSurface="Smooth"
spoon.CanCollide=false
local m=Instance.new("SpecialMesh")
m.MeshId="http://www.roblox.com/asset?id=103919885"
m.TextureId=textureopen
m.Parent=spoon
w=Instance.new("Motor")
w.Part0=la
w.Part1=spoon
w.C0=CFrame.new(0,-1,-.3)*CFrame.Angles(0,0,math.pi/4)
w.Parent=spoon
debris:AddItem(spoon,600)
spoon.Parent=game.Workspace
end
end)
end)
sp.Unequipped:connect(function()
equipped=false
if anim2 then
anim2:Stop()
end
if face~=nil then
face.Texture=storedface
end
local handle=sp:FindFirstChild("Handle")
if handle~=nil then
local mesh=handle:FindFirstChild("Mesh")
if mesh~=nil then
mesh.TextureId=textureclosed
end
end
if spoon then
spoon:remove()
end
end)
|
--// adaptive headlights. dont touch!
|
local adap
function check(r,d) --check for oncoming humanoids or vehicles. adjusts accordingly
local fp = workspace:FindPartOnRay(Ray.new(sen[r].RayEnd.CFrame.p,(sen[r].RayEnd.CFrame.p-sen[r].RayStart.CFrame.p).unit * d))
if fp then
local d2 = (sen[r].RayEnd.CFrame.p - fp.CFrame.p).Magnitude
|
-- makes you bigger everytime your strength icreases
|
game.Players.PlayerAdded:connect(function(player)
player.CharacterAdded:connect(function(Character)
local Humanoid = Character:FindFirstChild("Humanoid")
player.Character.Humanoid.BodyDepthScale.Value = player.leaderstats.strength.Value/100 + 1
player.Character.Humanoid.BodyHeightScale.Value = player.leaderstats.strength.Value/100 + 1
player.Character.Humanoid.BodyWidthScale.Value = player.leaderstats.strength.Value/100 + 1
player.Character.Humanoid.HeadScale.Value = player.leaderstats.strength.Value/100 + 1
player.leaderstats.strength.Changed:connect(function()
player.Character.Humanoid.BodyDepthScale.Value = player.leaderstats.strength.Value/100 + 1
player.Character.Humanoid.BodyHeightScale.Value = player.leaderstats.strength.Value/100 + 1
player.Character.Humanoid.BodyWidthScale.Value = player.leaderstats.strength.Value/100 + 1
player.Character.Humanoid.HeadScale.Value = player.leaderstats.strength.Value/100 + 1
end)
end)
end)
|
-- can consist of Semi, Auto and Burst. Firing mode is selected in table order
|
stats.FiringModes = {"Semi"}
stats.BurstAmount = 0
stats.Range = 1337
stats.RPM = 60*4
stats.VerticalClimbMax = 0.7
stats.VerticalClimb = 0.25
return stats
|
--[[ Version ]]
|
module.MajorVersion = 0
module.MinorVersion = 8
|
-----------------
--| Constants |--
-----------------
|
local BLAST_RADIUS = 6
local BLAST_PRESSURE = 500000
local IGNORE_LIST = {rocket = 1, handle = 1, effect = 1, water = 1} -- Rocket will fly through things named these
|
--Lua primitives
|
t.boolean = primitive("boolean")
t.coroutine = primitive("thread")
t.callback = primitive("function")
t.none = primitive("nil")
t.string = primitive("string")
t.table = primitive("table")
t.userdata = primitive("userdata")
function t.number(value)
local valueType = typeof(value)
if valueType == "number" then
if value == value then
return true
else
return false
end
else
return false
end
end
function t.nan(value)
if value ~= value then
return true
else
return false
end
end
|
-- Create a new ray info object.
-- This is just a utility alias with some extra type checking.
|
function FastCast.newBehavior(): FastCastBehavior
-- raycastParams, maxDistance, acceleration, canPierceFunction, cosmeticBulletTemplate, cosmeticBulletContainer, autoIgnoreBulletContainer
return {
RaycastParams = nil,
Acceleration = Vector3.new(),
MaxDistance = 1000,
CanPierceFunction = nil,
HighFidelityBehavior = FastCast.HighFidelityBehavior.Default,
HighFidelitySegmentSize = 0.5,
CosmeticBulletTemplate = nil,
CosmeticBulletProvider = nil,
CosmeticBulletContainer = nil,
AutoIgnoreContainer = true
}
end
local DEFAULT_DATA_PACKET = FastCast.newBehavior()
function FastCast:Fire(origin: Vector3, direction: Vector3, velocity: Vector3 | number, castDataPacket: FastCastBehavior?): ActiveCast
if castDataPacket == nil then castDataPacket = DEFAULT_DATA_PACKET end
local cast = ActiveCastStatic.new(self, origin, direction, velocity, castDataPacket)
cast.RayInfo.WorldRoot = self.WorldRoot
return cast
end
|
--Enum.SavedQualitySetting.Automatic
|
repeat wait() until game.Players.LocalPlayer and game.Players.LocalPlayer.Character and game.Players.LocalPlayer.Character:FindFirstChild("Head")
local Camera=game.Workspace.CurrentCamera
if Camera:FindFirstChild("MotionBlur") then
Camera.MotionBlur:Destroy()
end
local blur=Instance.new("BlurEffect")
blur.Parent=Camera
blur.Size=0
blur.Name="MotionBlur"
local move_anim_speed = 3
local last_p = Vector3.new()
local move_amm = 0
local aim_settings = {
aim_amp = 0.5,
aim_max_change = 4,
aim_retract = 15,
aim_max_deg = 20,
}
local last_va = 0
local last_va2 = 0
local view_velocity = {0, 0}
local last_time = tick()
game:GetService("RunService").RenderStepped:connect(function()
local delta = tick() - last_time
last_time = tick()
local p_distance = ((Camera.CoordinateFrame.lookVector)).magnitude
if p_distance == 0 then p_distance = 0.0001 end
local p_height = Camera.CoordinateFrame.lookVector.y
local view_angle
if p_height ~= 0 then
view_angle = math.deg(math.asin(math.abs(p_height) / p_distance)) * (math.abs(p_height) / p_height)
else
view_angle = 0
end
local cam_cf = Camera.CoordinateFrame
local looking_at = cam_cf * CFrame.new(0, 0, -100)
local view_angle2 = math.deg(math.atan2(cam_cf.p.x - looking_at.p.x, cam_cf.p.z - looking_at.p.z)) + 180
local v_delta1, v_delta2
local dir1, dir2 = 0, 0
v_delta1 = math.abs(view_angle - last_va)
if v_delta1 ~= 0 then
dir1 = (view_angle - last_va) / v_delta1
end
local va_check = {math.abs(view_angle2 - last_va2), 360 - math.abs(view_angle2 - last_va2)}
if view_angle2 == last_va2 then
dir2 = 0
v_delta2 = 0
elseif va_check[1] < va_check[2] then
v_delta2 = va_check[1]
dir2 = (view_angle2 - last_va2) / va_check[1]
else
v_delta2 = va_check[2]
if last_va2 > view_angle2 then
dir2 = 1
else
dir2 = -1
end
end
last_va = view_angle
last_va2 = view_angle2
view_velocity[1] = view_velocity[1] / (1 + (delta * aim_settings.aim_retract))
view_velocity[2] = view_velocity[2] / (1 + (delta * aim_settings.aim_retract))
local calc1 = v_delta1 * dir1 * aim_settings.aim_amp
if calc1 ~= 0 then
view_velocity[1] = view_velocity[1] + (math.abs(calc1)) * (calc1 / math.abs(calc1))
end
local calc2 = v_delta2 * dir2 * aim_settings.aim_amp
if calc2 ~= 0 then
view_velocity[2] = view_velocity[2] + (math.abs(calc2)) * (calc2 / math.abs(calc2))
end
if view_velocity[1] ~= 0 then
view_velocity[1] = math.abs(view_velocity[1]) * (math.abs(view_velocity[1]) / view_velocity[1])
end
if view_velocity[2] ~= 0 then
view_velocity[2] = math.abs(view_velocity[2]) * (math.abs(view_velocity[2]) / view_velocity[2])
end
local one=math.abs(math.rad(view_velocity[1]))
local two=math.abs(math.rad(view_velocity[2]))
local equation=math.max(one,two)*10
blur.Size=equation
if game.Players.LocalPlayer.Character then
if game.Players.LocalPlayer.Character:FindFirstChild("Torso") then
if game.Players.LocalPlayer.Character.Torso.Position.Y <= -2000 then
game.Players.LocalPlayer.Character.Humanoid.Health = 0
end
end
end
end)
|
-- If needed, use this event to know when the Premium modal is closed
|
MarketplaceService.PromptPremiumPurchaseFinished:Connect(function(player)
warn("Premium modal closed")
end)
|
---- DISCORD WEBHOOK CONFIG IS IN SERVERSCRIPTSERVICE (report)
|
sendbtn.MouseButton1Click:Connect(function()
if sendcheck == false then -- checks if it was sent recently
sendcheck = true
send:FireServer(message.Text, testage.Text, sendcheck) -- sends it to server from client (serverscriptservice)
sendbtn.Text = "Sent!" -- Customize if you want
wait(0.7)-- Customize if you want
sendbtn.Text = "Check Your Channel!"-- Customize if you want
wait(1.5)-- Customize if you want
sendbtn.Text = "Send"-- Customize if you want
cooldowntxt.Visible = true
wait(70)-- Customize if you want
sendcheck = false
cooldowntxt.Visible = false
end
end)
print("Config loaded")
|
-- Navigate SubPages (using NavigateButtons)
|
local function navigateNewPage(page, oldPos, newPos, direction, instantTween)
local tweenTime
if instantTween then
tweenTime = 0
else
tweenTime = 0.3
end
local tweenInfo = TweenInfo.new(tweenTime, Enum.EasingStyle.Quad, Enum.EasingDirection.Out)
local subPageNames = subPageOrders[page.Name]
local pageOut
if tonumber(oldPos) then
pageOut = page[subPageNames[oldPos]]
end
local pageIn = page[subPageNames[newPos]]
local startX
if pageOut and pageOut:IsA("ScrollingFrame") then
pageOut.ScrollBarImageTransparency = 1
end
if pageIn:IsA("ScrollingFrame") then
pageIn.ScrollBarImageTransparency = 0
end
local searchBar = page:FindFirstChild("SearchBar")
if searchBar then
if pageIn.Size.Y.Scale < 0.85 then
searchBar.Visible = true
else
searchBar.Visible = false
end
end
--
for i,v in pairs(subPageNames) do
local subPage = page[v]
if subPage ~= pageIn and subPage ~= pageOut then
subPage.Position = UDim2.new(-2,0,subPage.Position.Y.Scale,0)
end
end
--
if direction == "Right" then
startX = 1
elseif direction == "Left" then
startX = -1
end
local endX = startX*-1
page.NavigateButtons.TextLabel.Text = string.upper(pageIn.Name)
pageIn.Position = UDim2.new(startX, 0, pageIn.Position.Y.Scale, pageIn.Position.Y.Offset)
local tweenIn = main.tweenService:Create(pageIn, tweenInfo, {Position = UDim2.new(0,0,pageIn.Position.Y.Scale,0)})
tweenIn:Play()
if pageOut then
local tweenOut = main.tweenService:Create(pageOut, tweenInfo, {Position = UDim2.new(endX,0,pageOut.Position.Y.Scale,0)})
tweenOut:Play()
spawn(function()
tweenOut.Completed:Wait()
if pageOut.Position.X.Scale == endX then
pageOut.Position = UDim2.new(-2,0,pageOut.Position.Y.Scale,0)
end
end)
end
end
for a,b in pairs(pages:GetChildren()) do
if b:FindFirstChild("NavigateButtons") then
local pos = 1
local pageX = 0
local subPages = subPageOrders[b.Name]
for i,v in pairs(subPages) do
local subPage = b[v]
if i == 1 then
b.NavigateButtons.TextLabel.Text = string.upper(v)
else
pageX = 1
end
subPage.Position = UDim2.new(pageX,0,subPage.Position.Y.Scale,0)
subPage.Visible = true
end
for c,d in pairs(b.NavigateButtons:GetChildren()) do
if d:IsA("TextButton") then
d.MouseButton1Down:Connect(function()
local oldPos = pos
if d.Name == "Right" then
pos = pos + 1
if pos > #subPages then
pos = 1
end
elseif d.Name == "Left" then
pos = pos - 1
if pos < 1 then
pos = #subPages
end
end
navigateNewPage(b, oldPos, pos, d.Name)
end)
end
end
end
end
for a,b in pairs(mainFrame.DragBar:GetChildren()) do
if b:IsA("TextButton") then
b.MouseButton1Down:Connect(function()
if guiDe then
guiDe = false
if b.Name == "Minimise" then
if b.TextLabel.Text == "-" then
main.tweenService:Create(pages, TweenInfo.new(0.5), {Position = UDim2.new(0,0,-0.8,0)}):Play()
b.TextLabel.Text = "+"
else
pages.Parent.Visible = true
main.tweenService:Create(pages, TweenInfo.new(0.5), {Position = UDim2.new(0,0,0.1,0)}):Play()
b.TextLabel.Text = "-"
end
elseif b.Name == "Close" then
module:CloseMainFrame()
elseif b.Name == "Back" then
tweenPages(UDim2.new(1,0,0,0), pages.Home)
end
guiDe = true
end
end)
end
end
|
-- Make the main frame, which (mostly) covers the screen
|
MainFrame = NewGui('Frame', 'Backpack')
MainFrame.Visible = false
MainFrame.Parent = RobloxGui
|
--//Client Animations
|
IdleAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).RightPos}):Play() -- require(script).FakeRightPos (For fake arms) | require(script).RightArmPos (For real arms)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).LeftPos}):Play() -- require(script).FakeLeftPos (For fake arms) | require(script).LeftArmPos (For real arms)
end;
StanceDown = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play()
wait(0.3)
end;
StanceUp = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.875, -1.85, -1.25) * CFrame.Angles(math.rad(-160), math.rad(0), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(.65,-0.75,-1.15) * CFrame.Angles(math.rad(-170),math.rad(60),math.rad(15))}):Play()
wait(0.3)
end;
Patrol = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.75, -.9, -1.6) * CFrame.Angles(math.rad(-80), math.rad(-70), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.75,0.75,-1) * CFrame.Angles(math.rad(-90),math.rad(-45),math.rad(-25))}):Play()
wait(0.3)
end;
SprintAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.6),{C1 = CFrame.new(-1, -1, -0.5) * CFrame.Angles(math.rad(-160), math.rad(10), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0.6),{C1 = CFrame.new(-.7, 0.85, -0.95) * CFrame.Angles(math.rad(20),math.rad(0),math.rad(0))}):Play()
end;
EquipAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0),{C1 = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play()
wait(0.1)
objs[5].Handle:WaitForChild("AimUp"):Play()
ts:Create(objs[2],TweenInfo.new(0.5),{C1 = require(script.Parent.Settings).RightPos}):Play()
ts:Create(objs[3],TweenInfo.new(0.5),{C1 = require(script.Parent.Settings).LeftPos}):Play()
wait(0.5)
end;
ZoomAnim = function(char, speed, objs)
--ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.65, -0.7, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(30))}):Play()
wait(0.3)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.25, -1.1, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(5))}):Play()
ts:Create(objs[5].g33:WaitForChild("g33"),TweenInfo.new(0.3),{C1 = CFrame.new(-0.2, 0.21, 0)*CFrame.Angles(0, 0, math.rad(90))*CFrame.new(0.225, -0.75, 0)}):Play()
wait(0.3)
end;
UnZoomAnim = function(char, speed, objs)
--ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.25, -1.1, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(5))}):Play()
wait(0.3)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.65, -0.7, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(30))}):Play()
ts:Create(objs[5].g33:WaitForChild("g33"),TweenInfo.new(0.3),{C1 = CFrame.new()}):Play()
wait(0.3)
end;
ChamberAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(0.475, -0.365, -0.8) * CFrame.Angles(math.rad(-85), math.rad(10), math.rad(-90))}):Play()
ts:Create(objs[3],TweenInfo.new(0.35),{C1 = CFrame.new(-0.15,0.05,-1.2) * CFrame.Angles(math.rad(-120),math.rad(15),math.rad(15))}):Play()
wait(0.25)
objs[5].Bolt:WaitForChild("SlidePull"):Play()
ts:Create(objs[3],TweenInfo.new(0.25),{C1 = CFrame.new(-0.15,-0.275,-1.175) * CFrame.Angles(math.rad(-120),math.rad(15),math.rad(15))}):Play()
ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.25),{C0 = CFrame.new(objs[6].BoltExtend) * CFrame.Angles(0,math.rad(0),0)}):Play()
ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.25),{C0 = CFrame.new(objs[6].SlideExtend) * CFrame.Angles(0,math.rad(0),0)}):Play()
wait(0.25)
objs[5].Bolt:WaitForChild("SlideRelease"):Play()
ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()
ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()
end;
ChamberBKAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, -0.465, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.1,-0.15,-1.115) * CFrame.Angles(math.rad(-110),math.rad(25),math.rad(0))}):Play()
wait(0.3)
objs[5].Bolt:WaitForChild("SlideRelease"):Play()
ts:Create(objs[3],TweenInfo.new(0.15),{C1 = CFrame.new(0.1,-0.15,-1.025) * CFrame.Angles(math.rad(-100),math.rad(30),math.rad(0))}):Play()
ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()
ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()
wait(0.15)
end;
CheckAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, 0, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()
wait(.35)
local MagC = objs[5]:WaitForChild("Mag"):clone()
objs[5].Mag.Transparency = 1
MagC.Parent = objs[5]
MagC.Name = "MagC"
MagC.Transparency = 0
local MagCW = Instance.new("Motor6D")
MagCW.Part0 = MagC
MagCW.Part1 = objs[3].Parent.Parent:WaitForChild("Left Arm")
MagCW.Parent = MagC
MagCW.C1 = MagC.CFrame:toObjectSpace(objs[3].Parent.Parent:WaitForChild("Left Arm").CFrame)
ts:Create(MagCW,TweenInfo.new(0),{C0 = CFrame.new(-0.2, 0.5, -0.75) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.45,0.475,-2.05) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()
objs[5].Handle:WaitForChild("MagOut"):Play()
wait(0.3)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.15,0.475,-1.5) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(0))}):Play()
wait(1.5)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.45,0.475,-2.05) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()
wait(0.3)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()
objs[5].Handle:WaitForChild("MagIn"):Play()
MagC:Destroy()
objs[5].Mag.Transparency = 0
wait(0.3)
end;
ShellInsertAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-1.975, -1.7, -2.5) * CFrame.Angles(math.rad(-115), math.rad(-2), math.rad(9))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.55,-3.4,-1.15) * CFrame.Angles(math.rad(-100),math.rad(70),math.rad(-41))}):Play()
wait(0.7)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, 0.265, -1.7) * CFrame.Angles(math.rad(-110), math.rad(-2), math.rad(9))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.6,-0.3,-1.1) * CFrame.Angles(math.rad(-100),math.rad(70),math.rad(-41))}):Play()
objs[5].Handle:WaitForChild("ShellInsert"):Play()
objs[6].Value = objs[6].Value - 1
objs[7].Value = objs[7].Value + 1
wait(0.3)
end;
ReloadAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, 0, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.8) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()
wait(0.5)
objs[5].Mag.Transparency = 1
objs[5].Handle:WaitForChild("MagOut"):Play()
local MagC = objs[5]:WaitForChild("Mag"):clone()
MagC.Parent = objs[5]
MagC.Name = "MagC"
MagC.Transparency = 0
local MagCW = Instance.new("Motor6D")
MagCW.Part0 = MagC
MagCW.Part1 = objs[3].Parent.Parent:WaitForChild("Left Arm")
MagCW.Parent = MagC
MagCW.C1 = MagC.CFrame:toObjectSpace(objs[3].Parent.Parent:WaitForChild("Left Arm").CFrame)
ts:Create(MagCW,TweenInfo.new(0),{C0 = CFrame.new(-0.2, 0.5, -0.75) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))}):Play()
ts:Create(objs[2],TweenInfo.new(0.5),{C1 = CFrame.new(-0.875, 0, -1.35) * CFrame.Angles(math.rad(-100), math.rad(-2), math.rad(7.5))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.4,0.275,-2.5) * CFrame.Angles(math.rad(-120),math.rad(0),math.rad(7.5))}):Play()
wait(0.3)
ts:Create(objs[3],TweenInfo.new(0.6),{C1 = CFrame.new(1.195,1.4,-0.5) * CFrame.Angles(math.rad(0),math.rad(25),math.rad(0))}):Play()
wait(1.5)
ts:Create(objs[2],TweenInfo.new(0.4),{C1 = CFrame.new(-0.875, 0, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.4,0.275,-2.5) * CFrame.Angles(math.rad(-120),math.rad(0),math.rad(7.5))}):Play()
wait(0.3)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.8) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()
ts:Create(objs[2],TweenInfo.new(0.1),{C1 = CFrame.new(-0.875, 0, -1.125) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()
objs[5].Handle:WaitForChild("MagIn"):Play()
MagC:Destroy()
objs[5].Mag.Transparency = 0
if (objs[6].Value - (objs[8].Ammo - objs[7].Value)) < 0 then
objs[7].Value = objs[7].Value + objs[6].Value
objs[6].Value = 0
--Evt.Recarregar:FireServer(objs[5].Value)
elseif objs[7].Value <= 0 then
objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value)
--Evt.Recarregar:FireServer(objs[5].Value)
objs[7].Value = objs[8].Ammo
objs[9] = false
elseif objs[7].Value > 0 and objs[9] and objs[8].IncludeChamberedBullet then
objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value) - 1
--objs[10].Recarregar:FireServer(objs[6].Value)
objs[7].Value = objs[8].Ammo + 1
elseif objs[7].Value > 0 and objs[9] and not objs[8].IncludeChamberedBullet then
objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value)
--Evt.Recarregar:FireServer(objs[5].Value)
objs[7].Value = objs[8].Ammo
end
wait(0.55)
end;
|
--[[
{Madwork}
-[MadworkScriptSignal]---------------------------------------
WARNING: .NewArrayScriptConnection() has undefined behaviour when listeners disconnect listeners within
"listener_table" before all listeners inside "listener_table" have been fired.
WARNING #2: Always assume undefined listener invocation order for [ScriptSignal] class; Current implementation invokes
In the backwards order of connection time.
Functions:
MadworkScriptSignal.NewArrayScriptConnection(listener_table, listener, disconnect_listener, disconnect_param) --> [ScriptConnection]
listener_table [table]
listener [function]
disconnect_listener nil or [function] -- Yield-safe
disconnect_param nil or [value]
MadworkScriptSignal.NewScriptSignal() --> [ScriptSignal]
Methods [ScriptSignal]:
ScriptSignal:Connect(listener, disconnect_listener, disconnect_param) --> [ScriptConnection] listener(...) -- (listener functions can't yield)
listener [function]
disconnect_listener nil or [function] -- Yield-safe
disconnect_param nil or [value]
ScriptSignal:GetListenerCount() --> [number]
ScriptSignal:Fire(...) -- Yield-safe
ScriptSignal:FireUntil(continue_callback, ...) -- NOT YIELF-SAFE
Methods [ScriptConnection]:
ScriptConnection:Disconnect() -- Disconnect listener from signal
--]]
| |
--[=[
Errors if cancelled
]=]
|
function CancelToken:ErrorIfCancelled()
if not self.PromiseCancelled:IsPending() then
error("[CancelToken.ErrorIfCancelled] - Cancelled")
end
end
|
----------------------------------------------------------------------------
--- Prefab Basic Objects -------------------------------------------------
----------------------------------------------------------------------------
--Droplet holder
|
local ScreenBlock = Instance.new("Part")
ScreenBlock.Size = Vector3.new(2, 2, 2)
ScreenBlock.Transparency = 1
ScreenBlock.Anchored = true
ScreenBlock.CanCollide = false
ScreenBlock.Parent = Camera
local ScreenBlockCFrame = EMPTY_CFRAME
RunService:BindToRenderStep("ScreenRainUpdate", Enum.RenderPriority.Camera.Value + 1, function()
ScreenBlockCFrame = Camera.CFrame
ScreenBlock.CFrame = ScreenBlockCFrame
end)
|
--[=[
@param fn ConnectionFn
@return SignalConnection
Connects a function to the signal, which will be called anytime the signal is fired.
```lua
signal:Connect(function(msg, num)
print(msg, num)
end)
signal:Fire("Hello", 25)
```
]=]
|
function Signal:Connect(fn)
local connection = Connection.new(self, fn)
if self._handlerListHead then
connection._next = self._handlerListHead
self._handlerListHead = connection
else
self._handlerListHead = connection
end
return connection
end
function Signal:GetConnections()
local items = {}
local item = self._handlerListHead
while item do
table.insert(items, item)
item = item._next
end
return items
end
|
--HOW TO USE:
--1. Put the tool in ReplicatedStorage.
--2. Change the item name to the tool's name.(Settings)
--3. Change the item price to the price you want it to be.(Settings)
--4. Change the currency name to the currency name you have in your leaderstats.(Settings)
| |
-- Prunes any stories and test files that are included with the DevModule. These
-- are not needed at runtime.
|
local function prune(instance: Instance)
for _, descendant in ipairs(instance:GetDescendants()) do
local name = descendant.Name
if name:match(".story$") or name:match(".spec$") then
descendant:Destroy()
end
end
end
local function getPackageVersion(package: ModuleScript)
local version: StringValue = package:FindFirstChild(PACKAGE_VERSION_NAME)
assert(version and version:IsA("StringValue"), PACKAGE_VERSION_OBJECT_MISSING
:format(package.Name, PACKAGE_VERSION_NAME, package:GetFullName()))
assert(version.Value ~= "", PACKAGE_VERSION_EMPTY:format(package.Name, version:GetFullName()))
return version.Value
end
|
-- !!! проверить перед установкой скрипта, чтобы не было такого скрипта!!!
|
me = script.Parent
|
-- @outline // FUNCTIONS
|
function Module.CreateModel()
local Model = game.ReplicatedStorage.Assets.Models.Gun:Clone()
Model.Parent = game.Workspace
Module.Model = Model
end
|
--Original script by Luckymaxer
|
Model = script.Parent
local SoundLoop
local Whinny
sound = false
Players = game:GetService("Players")
Debris = game:GetService("Debris")
RunService = game:GetService("RunService")
Humanoid = Model:WaitForChild("Humanoid")
Humanoid.Health = Humanoid.MaxHealth
Seat = Model:WaitForChild("VehicleSeat")
Torso = Model:WaitForChild("Torso")
InteractiveControl = script:WaitForChild("InteractiveControl")
Animations = {
Walk = {Animation = script:WaitForChild("Walk"), FadeTime = nil, Weight = nil, Speed = 7},
Idle = {Animation = script:WaitForChild("Idle"), FadeTime = nil, Weight = nil, Speed = 1},
Ride = {Animation = script:WaitForChild("Ride"), FadeTime = 0.25, Weight = nil, Speed = nil},
Rear = {Animation = script:WaitForChild("Rearing"), FadeTime = 0.25, Weight = nil, Speed = 2},
Jump = {Animation = script:WaitForChild("Jump"), FadeTime = nil, Weight = nil, Speed = 4},
}
Walking = false
Rider = nil
AngularVelocity = (Torso:FindFirstChild("BodyAngularVelocity") or Instance.new("BodyAngularVelocity"))
AngularVelocity.Name = "BodyAngularVelocity"
AngularVelocity.P = 1250
AngularVelocity.AngularVelocity = Vector3.new(0, 0, 0)
AngularVelocity.maxTorque = Vector3.new(0, math.huge, 0)
AngularVelocity.Parent = Torso
Velocity = (Torso:FindFirstChild("BodyVelocity") or Instance.new("BodyVelocity"))
Velocity.Name = "BodyVelocity"
Velocity.maxForce = Vector3.new(math.huge, 0, math.huge)
Velocity.Parent = Torso
WalkTrack = Humanoid:LoadAnimation(Animations.Walk.Animation)
IdleTrack = Humanoid:LoadAnimation(Animations.Idle.Animation)
RearTrack = Humanoid:LoadAnimation(Animations.Rear.Animation)
JumpTrack = Humanoid:LoadAnimation(Animations.Jump.Animation)
Remotes = script:WaitForChild("Remotes")
Remotes:ClearAllChildren()
LastJump = 0
Disabled = false
ServerControl = (Remotes:FindFirstChild("ServerControl") or Instance.new("RemoteFunction"))
ServerControl.Name = "ServerControl"
ServerControl.Parent = Remotes
ClientControl = (Remotes:FindFirstChild("ClientControl") or Instance.new("RemoteFunction"))
ClientControl.Name = "ClientControl"
ClientControl.Parent = Remotes
function OnServerInvoke(player, Mode, Value)
if player ~= Rider or not Mode then
return
end
if Mode == "Jump" then
local Now = tick()
if (Now - LastJump) >= 1 then
LastJump = Now
Humanoid.Jump = true
local Animation = Animations.Jump
JumpTrack:Play(Animation.FadeTime, Animation.Weight, Animation.Speed)
end
elseif Mode == "Dismount" then
Dismount()
end
end
ServerControl.OnServerInvoke = OnServerInvoke
Humanoid.Changed:connect(function(Property)
if Property == "Sit" and Humanoid.Sit then
Humanoid.Sit = false
end
end)
Humanoid.Died:connect(function()
Disabled = true
Debris:AddItem(Model, 3)
Model:BreakJoints()
end)
function InvokeClient(Mode, Value)
local ClientReturn = nil
pcall(function()
ClientReturn = ClientControl:InvokeClient(Rider, Mode, Value)
end)
return ClientReturn
end
function Audio(ID, Location, Looped, Volume, Duration)
local Sound = Instance.new("Sound", Location)
Sound.SoundId = "http://www.roblox.com/asset/?id=" .. ID
Sound.Volume = Volume
Sound.Looped = Looped
if Duration then
game:GetService("Debris"):AddItem(Sound, Duration)
end
return Sound -- use as Audio(134973578, FrontTorso, true, 2)
end
function Animate(Time)
if Humanoid.Health == 0 or Disabled then
return
end
--Walking
if not Walking and Torso.Velocity.magnitude > 1 then
IdleTrack:Stop()
local Animation = Animations.Walk
WalkTrack:Play(Animation.FadeTime, Animation.Weight, Animation.Speed)
Walking = true
end
if Walking and Torso.Velocity.magnitude < 1 then
WalkTrack:Stop()
local Animation = Animations.Idle
IdleTrack:Play(Animation.FadeTime, Animation.Weight, Animation.Speed)
Walking = false
end
--Motion
if Seat.Throttle ~= -1 then
Velocity.velocity = (Torso.CFrame.lookVector * Seat.Throttle * Humanoid.WalkSpeed*-1)
AngularVelocity.AngularVelocity = Vector3.new(0, (2 * -Seat.Steer), 0)--steer speed
else
Velocity.velocity = Vector3.new(0,0, 0) --Erase for moonwalk
Whinny = Audio(178645076, Torso, false, 3)
if sound==false then
sound = true
local Animation = Animations.Rear
RearTrack:Play(Animation.FadeTime, Animation.Weight, Animation.Speed)
Whinny:Play()
Whinny.Volume = 10
Whinny.Pitch = 1
wait(2)
sound = false
end
end
--Sound
if not SoundLoop then
SoundLoop = Audio(134973578, Torso, true, 0)
elseif Torso.Velocity.magnitude > 1 then
if not SoundLoop.IsPlaying then
SoundLoop:Play()
end
SoundLoop.Volume = 10
SoundLoop.Pitch = ((1.2 - .55) * (Torso.Velocity.Magnitude / script.Parent.MaxSpeed.Value)) + .55
else
SoundLoop:Stop()
end
if JumpTrack.IsPlaying then
SoundLoop:Stop()
end
end
function Dismount()
if Rider and Rider.Parent then
local Character = Rider.Character
if Character then
local Humanoid = nil
for i, v in pairs(Character:GetChildren()) do
if v:IsA("Humanoid") then
Humanoid = v
break
end
end
Humanoid:ChangeState(Enum.HumanoidStateType.Jumping)
Humanoid.Jump = true
end
end
end
function PlayerSeated(Child)
local function BreakWeld()
Debris:AddItem(Child, 0.5)
if Child and Child.Parent then
Child:Destroy()
end
end
if not Child:IsA("Weld") or not Child.Name == "SeatWeld" then
return
end
if Child.Part0 ~= Seat or not Child.Part1 or not Child.Part1.Parent then
return
end
Child.C1 = (Child.C1 * CFrame.new(0, 0.5, 0.375))
local character = Child.Part1.Parent
local humanoid = character:FindFirstChild("Humanoid")
if humanoid then
local Animation = Animations.Ride
RideTrack = humanoid:LoadAnimation(Animation.Animation)
RideTrack:Play(Animation.FadeTime, Animation.Weight, Animation.Speed)
end
local Player = Players:GetPlayerFromCharacter(character)
if not Player then
BreakWeld()
return
end
local PlayerGui = Player:FindFirstChild("PlayerGui")
if not PlayerGui then
BreakWeld()
return
end
InteractiveControlCopy = InteractiveControl:Clone()
local ServerCommunication = Instance.new("ObjectValue")
ServerCommunication.Name = "ServerControl"
ServerCommunication.Value = ServerControl
ServerCommunication.Parent = InteractiveControlCopy
InteractiveControlCopy.Disabled = false
InteractiveControlCopy.Parent = PlayerGui
Rider = Player
end
function PlayerDismounted(Child)
if not Child:IsA("Weld") or not Child.Name == "SeatWeld" then
return
end
if not Child.Part1 or not Child.Part1.Parent then
return
end
local Player = Players:GetPlayerFromCharacter(Child.Part1.Parent)
if not Player or Player ~= Rider then
return
end
if InteractiveControlCopy and InteractiveControlCopy.Parent then
InteractiveControlCopy:Destroy()
end
if RideTrack then
RideTrack:Stop()
end
Rider = nil
end
RunService.Heartbeat:connect(Animate)
Seat.ChildAdded:connect(PlayerSeated)
Seat.ChildRemoved:connect(PlayerDismounted)
|
--// GUI Variables
|
local PlayerGUI = Player:WaitForChild("PlayerGui")
local MainUI = PlayerGUI:WaitForChild("MainUI")
local PetUI = MainUI.PetsFrame
local MultiDeleteFrame = PetUI.MultiDeleteFrame
function UpdatePetsInMultiDelete(num)
local amountofPets = tonumber(num) or #petsInMultiDelete
if type(tonumber(amountofPets)) == "number" then
MultiDeleteFrame.PetsSelected.Text = tostring(amountofPets).." Pets Selected"
end
end
function MultiDeleteModule:AddPetToMultiDelete(pet)
if pet ~= nil then
if not table.find(petsInMultiDelete, pet) then
table.insert(petsInMultiDelete, pet)
UpdatePetsInMultiDelete()
end
end
end
function MultiDeleteModule:DeletePetInMultiDelete(pet)
if pet ~= nil then
local place = table.find(petsInMultiDelete, pet)
if place then
table.remove(petsInMultiDelete, tonumber(place))
UpdatePetsInMultiDelete()
end
end
end
function MultiDeleteModule:ResetMultiDeleteTable()
petsInMultiDelete = {}
end
function MultiDeleteModule:GetMutliDeletePets()
return petsInMultiDelete
end
return MultiDeleteModule
|
-- Function to handle player falling
|
local function handlePlayerFalling(player, floorPosition, previousPosition)
local fallDistance = (floorPosition - previousPosition).Magnitude
if fallDistance > MAX_FALL_DISTANCE then
local damage = calculateFallDamage(fallDistance)
-- Apply damage to the player
-- Replace this line with your own code to apply damage to the player
player.Character.Humanoid.Health = player.Character.Humanoid.Health - damage
end
end
|
--// Load Order List
|
local LoadingOrder = {
--// Required by most modules
"Variables";
"Functions";
--// Core functionality
"Core";
"Remote";
"UI";
"Process";
--// Misc
"Anti";
}
|
--> Dependencies
|
local GameConfig = require(ReplicatedStorage.GameConfig)
|
-- Generated by https://roblox-ts.github.io v0.0.34
-- Compiled May 9, 2019, 6:07 PM Coordinated Universal Time
|
local _exports = {};
local Connection;
do
Connection = {};
Connection.__index = {
Fire = function(self, data)
if self.Connected then
self.Function(data);
end;
end;
Disconnect = function(self)
self.Connected = false;
end;
};
Connection.new = function(...)
return Connection.constructor(setmetatable({}, Connection), ...);
end;
Connection.constructor = function(self, Function)
self.Function = Function;
self.Connected = true;
return self;
end;
end;
_exports.Connection = Connection;
return _exports;
|
--[=[
Requires all the modules that are children of the given parent. This is an easy
way to quickly load all controllers that might be in a folder.
```lua
Knit.AddControllers(somewhere.Controllers)
```
]=]
|
function KnitClient.AddControllers(parent: Instance): { Controller }
local addedControllers = {}
for _, v in parent:GetChildren() do
if not v:IsA("ModuleScript") then
continue
end
table.insert(addedControllers, require(v))
end
return addedControllers
end
|
--Made by Luckymaxer
|
Debris = game:GetService("Debris")
ProjectileNames = {"MeshPart", "Arrow", "Projectile", "Effect", "Rail", "Laser", "Ray", "Bullet", "ParticlePart"}
Functions = {
CreateConfiguration = (function(Configurations, Table)
for i, v in pairs(Configurations:GetChildren()) do
if string.find(v.ClassName, "Value") then
Table[v.Name] = v:Clone()
elseif v:IsA("Folder") or v:IsA("Configuration") then
Table[v.Name] = Functions.CreateConfiguration(v, Table)
end
end
return Table
end),
FindCharacterAncestor = (function(Object)
if Object and Object ~= game:GetService("Workspace") then
local Humanoid = Object:FindFirstChild("Humanoid")
if Humanoid then
return Object, Humanoid
else
return Functions.FindCharacterAncestor(Object.Parent)
end
end
return nil
end),
CheckTableForString = (function(Table, String)
for i, v in pairs(Table) do
if string.lower(v) == string.lower(String) then
return true
end
end
return false
end),
CheckIntangible = (function(Hit)
if Hit and Hit.Parent then
if Functions.CheckTableForString(ProjectileNames, Hit.Name) then
return true
end
local ObjectParent = Hit.Parent
local Character = ObjectParent.Parent
local Humanoid = Character:FindFirstChild("Humanoid")
if Humanoid and Humanoid.Health > 0 and ObjectParent:IsA("Hat") then
return true
end
end
return false
end),
CastRay = (function(StartPos, Vec, Length, Ignore, DelayIfHit)
local RayHit, RayPos, RayNormal = game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(StartPos, Vec * Length), Ignore)
if RayHit and Functions.CheckIntangible(RayHit) then
if DelayIfHit then
wait()
end
RayHit, RayPos, RayNormal = Functions.CastRay((RayPos + (Vec * 0.01)), Vec, (Length - ((StartPos - RayPos).magnitude)), Ignore, DelayIfHit)
end
return RayHit, RayPos, RayNormal
end),
IsTeamMate = (function(Player1, Player2)
return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor)
end),
TagHumanoid = (function(humanoid, player)
local Creator_Tag = Instance.new("ObjectValue")
Creator_Tag.Name = "creator"
Creator_Tag.Value = player
Debris:AddItem(Creator_Tag, 2)
Creator_Tag.Parent = humanoid
end),
UntagHumanoid = (function(humanoid)
for i, v in pairs(humanoid:GetChildren()) do
if v:IsA("ObjectValue") and v.Name == "creator" then
v:Destroy()
end
end
end),
CheckTableForString = (function(Table, String)
for i, v in pairs(Table) do
if string.lower(v) == string.lower(String) then
return true
end
end
return false
end),
Clamp = (function(Number, Min, Max)
return math.max(math.min(Max, Number), Min)
end),
GetPercentage = (function(Start, End, Number)
return (((Number - Start) / (End - Start)) * 100)
end),
Round = (function(Number, RoundDecimal)
local WholeNumber, Decimal = math.modf(Number)
return ((Decimal >= RoundDecimal and math.ceil(Number)) or (Decimal < RoundDecimal and math.floor(Number)))
end),
}
return Functions
|
-- https://developer.roblox.com/en-us/api-reference/class/DataStoreService
|
while true do
local data = {}
local tmp = game.Workspace.Servers:GetChildren()
if tmp then -- получен список список серверов/объектов
for a,b in pairs(tmp) do
local server_code = b.Name
local temp = b:GetChildren()
local player_num = #temp
local server_name= b.name.Value
warn("------------------------")
warn(server_code,player_num,server_name)
if player_num < max_players then
table.insert(data,{server_code,player_num,server_name})--Put new data in new table
end
end
table.sort(data,function(a,b)
return a[2] > b[2]
end)
end
|
-- A simple function to explode a specified part
|
function Explode(shell)
local explosion = Instance.new("Explosion", workspace)
explosion.Position = shell.Position
explosion.BlastRadius = config.ExplosionRadius.Value
shell:Destroy()
end
script.Parent.Throw.OnServerEvent:connect(function(player, mousePosition)
if tool.Handle.Grenadee then
tool.Handle.Grenadee:Play()
end
local handlePos = Vector3.new(tool.Handle.Position.X, 0, tool.Handle.Position.Z) -- remove Y from the equation, it's not needed
local mousePos = Vector3.new(mousePosition.X, 0, mousePosition.Z) -- ditto
local distance = (handlePos - mousePos).magnitude -- Get the distance between the handle and the mouse
local altitude = mousePosition.Y - tool.Handle.Position.Y
local angle = AngleOfReach(distance, altitude, config.GrenadeVelocity.Value) -- Calculate the angle
tool.Handle.Transparency = 1
local grenade = tool.Handle:Clone()
grenade.Parent = workspace
grenade.Transparency = 0
grenade.CanCollide = true
grenade.CFrame = tool.Handle.CFrame
grenade.Velocity = (CFrame.new(grenade.Position, Vector3.new(mousePosition.X, grenade.Position.Y, mousePosition.Z)) * CFrame.Angles(angle, 0, 0)).lookVector * config.GrenadeVelocity.Value -- Throwing 'n stuff, it probably didn't need to be this long
spawn(function()
if config.ExplodeOnTouch.Value then
grenade.Touched:connect(function(hit)
if hit.Parent ~= tool.Parent and hit.CanCollide then -- Make sure what we're hitting is collidable
Explode(grenade)
end
end)
else
wait(config.FuseTime.Value)
Explode(grenade)
end
end)
wait(config.Cooldown.Value)
tool.Handle.Transparency = 0
end)
|
---------------------------------------------------------------------
|
local exp = Instance.new("Explosion")
exp.Position = Vector3.new(
script.Parent.Position.X+(math.random(-EXPLOSION_SPREAD,EXPLOSION_SPREAD)),
script.Parent.Position.Y+(math.random(-EXPLOSION_SPREAD,EXPLOSION_SPREAD)),
script.Parent.Position.Z+(math.random(-EXPLOSION_SPREAD,EXPLOSION_SPREAD))
)
exp.BlastPressure = 100000000
exp.BlastRadius = 10000000000
exp.Visible = false
exp.Parent = workspace
local exp = Instance.new("Explosion")
exp.Position = Vector3.new(
script.Parent.Position.X+(math.random(-EXPLOSION_SPREAD,EXPLOSION_SPREAD)),
script.Parent.Position.Y+(math.random(-EXPLOSION_SPREAD,EXPLOSION_SPREAD)),
script.Parent.Position.Z+(math.random(-EXPLOSION_SPREAD,EXPLOSION_SPREAD))
)
exp.BlastPressure = 100000000
exp.BlastRadius = 10000000000
exp.Visible = false
exp.Parent = workspace
local exp = Instance.new("Explosion")
exp.Position = Vector3.new(
script.Parent.Position.X+(math.random(-EXPLOSION_SPREAD,EXPLOSION_SPREAD)),
script.Parent.Position.Y+(math.random(-EXPLOSION_SPREAD,EXPLOSION_SPREAD)),
script.Parent.Position.Z+(math.random(-EXPLOSION_SPREAD,EXPLOSION_SPREAD))
)
exp.BlastPressure = 100000000
exp.BlastRadius = 10000000000
exp.Visible = false
exp.Parent = workspace
local exp = Instance.new("Explosion")
exp.Position = Vector3.new(
script.Parent.Position.X+(math.random(-EXPLOSION_SPREAD,EXPLOSION_SPREAD)),
script.Parent.Position.Y+(math.random(-EXPLOSION_SPREAD,EXPLOSION_SPREAD)),
script.Parent.Position.Z+(math.random(-EXPLOSION_SPREAD,EXPLOSION_SPREAD))
)
exp.BlastPressure = 100000000
exp.BlastRadius = 10000000000
exp.Visible = false
exp.Parent = workspace
local exp = Instance.new("Explosion")
exp.Position = Vector3.new(
script.Parent.Position.X+(math.random(-EXPLOSION_SPREAD,EXPLOSION_SPREAD)),
script.Parent.Position.Y+(math.random(-EXPLOSION_SPREAD,EXPLOSION_SPREAD)),
script.Parent.Position.Z+(math.random(-EXPLOSION_SPREAD,EXPLOSION_SPREAD))
)
exp.BlastPressure = 100000000
exp.BlastRadius = 10000000000
exp.Visible = false
exp.Parent = workspace
local exp = Instance.new("Explosion")
exp.Position = Vector3.new(
script.Parent.Position.X+(math.random(-EXPLOSION_SPREAD,EXPLOSION_SPREAD)),
script.Parent.Position.Y+(math.random(-EXPLOSION_SPREAD,EXPLOSION_SPREAD)),
script.Parent.Position.Z+(math.random(-EXPLOSION_SPREAD,EXPLOSION_SPREAD))
)
exp.BlastPressure = 100000000
exp.BlastRadius = 10000000000
exp.Visible = false
exp.Parent = workspace
local exp = Instance.new("Explosion")
exp.Position = Vector3.new(
script.Parent.Position.X+(math.random(-EXPLOSION_SPREAD,EXPLOSION_SPREAD)),
script.Parent.Position.Y+(math.random(-EXPLOSION_SPREAD,EXPLOSION_SPREAD)),
script.Parent.Position.Z+(math.random(-EXPLOSION_SPREAD,EXPLOSION_SPREAD))
)
exp.BlastPressure = 100000000
exp.BlastRadius = 10000000000
exp.Visible = false
exp.Parent = workspace
local exp = Instance.new("Explosion")
exp.Position = Vector3.new(
script.Parent.Position.X+(math.random(-EXPLOSION_SPREAD,EXPLOSION_SPREAD)),
script.Parent.Position.Y+(math.random(-EXPLOSION_SPREAD,EXPLOSION_SPREAD)),
script.Parent.Position.Z+(math.random(-EXPLOSION_SPREAD,EXPLOSION_SPREAD))
)
exp.BlastPressure = 100000000
exp.BlastRadius = 10000000000
exp.Visible = false
exp.Parent = workspace
local exp = Instance.new("Explosion")
exp.Position = Vector3.new(
script.Parent.Position.X+(math.random(-EXPLOSION_SPREAD,EXPLOSION_SPREAD)),
script.Parent.Position.Y+(math.random(-EXPLOSION_SPREAD,EXPLOSION_SPREAD)),
script.Parent.Position.Z+(math.random(-EXPLOSION_SPREAD,EXPLOSION_SPREAD))
)
exp.BlastPressure = 100000000
exp.BlastRadius = 10000000000
exp.Visible = false
exp.Parent = workspace
local exp = Instance.new("Explosion")
exp.Position = Vector3.new(
script.Parent.Position.X+(math.random(-EXPLOSION_SPREAD,EXPLOSION_SPREAD)),
script.Parent.Position.Y+(math.random(-EXPLOSION_SPREAD,EXPLOSION_SPREAD)),
script.Parent.Position.Z+(math.random(-EXPLOSION_SPREAD,EXPLOSION_SPREAD))
)
exp.BlastPressure = 100000000
exp.BlastRadius = 10000000000
exp.Visible = false
exp.Parent = workspace
local exp = Instance.new("Explosion")
exp.Position = Vector3.new(
script.Parent.Position.X+(math.random(-EXPLOSION_SPREAD,EXPLOSION_SPREAD)),
script.Parent.Position.Y+(math.random(-EXPLOSION_SPREAD,EXPLOSION_SPREAD)),
script.Parent.Position.Z+(math.random(-EXPLOSION_SPREAD,EXPLOSION_SPREAD))
)
exp.BlastPressure = 100000000
exp.BlastRadius = 10000000000
exp.Visible = false
exp.Parent = workspace
local exp = Instance.new("Explosion")
exp.Position = Vector3.new(
script.Parent.Position.X+(math.random(-EXPLOSION_SPREAD,EXPLOSION_SPREAD)),
script.Parent.Position.Y+(math.random(-EXPLOSION_SPREAD,EXPLOSION_SPREAD)),
script.Parent.Position.Z+(math.random(-EXPLOSION_SPREAD,EXPLOSION_SPREAD))
)
exp.BlastPressure = 100000000
exp.BlastRadius = 10000000000
exp.Visible = false
exp.Parent = workspace
local exp = Instance.new("Explosion")
exp.Position = Vector3.new(
script.Parent.Position.X+(math.random(-EXPLOSION_SPREAD,EXPLOSION_SPREAD)),
script.Parent.Position.Y+(math.random(-EXPLOSION_SPREAD,EXPLOSION_SPREAD)),
script.Parent.Position.Z+(math.random(-EXPLOSION_SPREAD,EXPLOSION_SPREAD))
)
exp.BlastPressure = 100000000
exp.BlastRadius = 10000000000
exp.Visible = false
exp.Parent = workspace
local exp = Instance.new("Explosion")
exp.Position = Vector3.new(
script.Parent.Position.X+(math.random(-EXPLOSION_SPREAD,EXPLOSION_SPREAD)),
script.Parent.Position.Y+(math.random(-EXPLOSION_SPREAD,EXPLOSION_SPREAD)),
script.Parent.Position.Z+(math.random(-EXPLOSION_SPREAD,EXPLOSION_SPREAD))
)
exp.BlastPressure = 100000000
exp.BlastRadius = 10000000000
exp.Visible = false
exp.Parent = workspace
local exp = Instance.new("Explosion")
exp.Position = Vector3.new(
script.Parent.Position.X+(math.random(-EXPLOSION_SPREAD,EXPLOSION_SPREAD)),
script.Parent.Position.Y+(math.random(-EXPLOSION_SPREAD,EXPLOSION_SPREAD)),
script.Parent.Position.Z+(math.random(-EXPLOSION_SPREAD,EXPLOSION_SPREAD))
)
exp.BlastPressure = 100000000
exp.BlastRadius = 10000000000
exp.Visible = false
exp.Parent = workspace
|
-- How many times the walk speed the player is allowed to run
-- before heating up. This also amounts to the distance a player
-- can instantly teleport before this instantly overheats,
-- multiplied by the TimeSpan.
|
config.SpeedToleranceRatio = 1.1
|
--[[Weight and CG]]
|
Tune.Weight = 1900 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]] 6 ,
--[[Height]] 3.5 ,
--[[Length]] 14 }
Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels)
Tune.WBVisible = false -- Makes the weight brick visible
--Unsprung Weight
Tune.FWheelDensity = .1 -- Front Wheel Density
Tune.RWheelDensity = .1 -- Rear Wheel Density
Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF]
Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF]
Tune.AxleSize = 2 -- Size of structural members (larger = more stable/carry more weight)
Tune.AxleDensity = .1 -- Density of structural members
|
-------------------------
|
local player = game.Players.LocalPlayer
local char = player.Character or player.CharacterAdded:Wait()
local timerStarted = false
local UIS = game:GetService("UserInputService")
local Values = script.Parent:WaitForChild("Values")
local car = script.Parent.Car.Value
local DriveSeat = car:WaitForChild("DriveSeat")
local Started = car:WaitForChild("Started")
local Update = car:WaitForChild("Update")
local Tune = require(car:WaitForChild("A-Chassis Tune"))
local Model = script.Model.Value
local IsOn = Values.Parent:WaitForChild("IsOn")
IsOn.Changed:Connect(function()
if IsOn.Value then
Started:FireServer(Model, IsOn)
else
Started:FireServer(Model, false)
end
end)
DriveSeat.ChildAdded:Connect(function()
if Tune.AutoStart == true then
Started:FireServer(Model, true)
else
Started:FireServer(Model, false)
end
end)
DriveSeat.ChildRemoved:Connect(function()
Started:FireServer(Model, false)
end)
Values.RPM.Changed:Connect(function()
Update:FireServer(Model, "RPM", Values.RPM.Value, Tune.Redline)
end)
Values.Gear.Changed:Connect(function()
Update:FireServer(Model, "Gear", Values.Gear.Value)
end)
local cs = coroutine.create(function()
while wait() do
if speedUnit == "KPH" then
script.Speed.Value = math.floor(char:WaitForChild("HumanoidRootPart").Velocity.Magnitude)
Update:FireServer(Model, "Speed", math.floor(script.Speed.Value * ((10/12) * 1.09728)))
elseif speedUnit == "MPH" then
script.Speed.Value = math.floor(char:WaitForChild("HumanoidRootPart").Velocity.Magnitude)
Update:FireServer(Model, "Speed", math.floor(script.Speed.Value * (10/12) * (60/88)))
end
end
end)
coroutine.resume(cs)
|
--[=[
Destroys the Touch input capturer.
]=]
|
function Touch:Destroy()
self._trove:Destroy()
end
return Touch
|
-- goro7
|
local voteStates = game.ServerStorage.States.MapVote
voteStates.CurrentlyVoting.Changed:connect(function()
-- Adjust visiblity
local newVal = voteStates.CurrentlyVoting.Value
script.Parent.Image.Visible = newVal
script.Parent.CountLabel.Visible = newVal
script.Parent.MapName.Visible = newVal
script.Parent.Count.Visible = newVal
end)
voteStates.Map3.Changed:connect(function()
-- Update map name and image
local newMap = voteStates.Map3.Value
script.Parent.Image.Image = newMap.ImageAsset.Value
script.Parent.MapName.Text = newMap.Name
end)
voteStates.Count3.Changed:connect(function()
-- Update map count
script.Parent.Count.Text = voteStates.Count3.Value
end)
|
--// Functions
|
function Weld(L_31_arg1, L_32_arg2)
local L_33_ = Instance.new("WeldConstraint", L_31_arg1)
L_33_.Part0 = L_31_arg1
L_33_.Part1 = L_32_arg2
L_33_.Name = L_31_arg1.Name
end
|
--[[Weld functions]]
|
local JS = game:GetService("JointsService")
local PGS_ON = workspace:PGSIsEnabled()
function MakeWeld(x,y,type,s)
if type==nil then type="Weld" end
local W=Instance.new(type,JS)
W.Part0=x W.Part1=y
W.C0=x.CFrame:inverse()*x.CFrame
W.C1=y.CFrame:inverse()*x.CFrame
if type=="Motor" and s~=nil then
W.MaxVelocity=s
end
return W
end
function ModelWeld(a,b)
if a:IsA("BasePart") then
MakeWeld(b,a,"Weld")
elseif a:IsA("Model") then
for i,v in pairs(a:GetChildren()) do
ModelWeld(v,b)
end
end
end
function UnAnchor(a)
if a:IsA("BasePart") and a.Name ~= "MainPart" then a.Anchored=false end for i,v in pairs(a:GetChildren()) do UnAnchor(v) end
end
|
-- DONT EDIT NOTHING IN THE SCRIPT IF YOU DONT KNOW WHAT YOU DOING!
-- zlpds
|
wait(1)
local InputService=game:GetService("UserInputService")
local Camera=game.Workspace.CurrentCamera
local Player=game.Players.LocalPlayer
local Character=Player.Character
local Head=Character.Head
local Torso=Character.Torso
local RootPart=Character.HumanoidRootPart
local RootJoint=RootPart.RootJoint
local Neck=Torso.Neck
Camera.FieldOfView=90
Camera.CameraType="Scriptable"
InputService.MouseBehavior = Enum.MouseBehavior.LockCenter
local v3=Vector3.new
local cf=CFrame.new
local components=cf().components
local inverse=cf().inverse
local fromAxisAngle=CFrame.fromAxisAngle
local atan,atan2=math.atan,math.atan2
local acos=math.acos
local function toAxisAngleFromVector(v)
local z=v.z
return z*z<0.99999 and v3(v.y,-v.x,0).unit*acos(-z) or v3()
end
local function AxisAngleLookOrientation(c,v,t)
local c=c-c.p
local rv=(inverse(c)*v).unit
local rz=rv.z
return rz*rz<0.99999 and c*fromAxisAngle(v3(rv.y,-rv.x,0),acos(-rz)*(t or 1)) or c
end
local function AxisAngleLookNew(v,t)
local rv=v.unit
local rz=rv.z
return rz*rz<0.99999 and fromAxisAngle(v3(rv.y,-rv.x,0),acos(-rz)*(t or 1)) or cf()
end
local function AxisAngleLook(c,v,t)
local rv=(inverse(c)*v).unit
local rz=rv.z
return rz*rz<0.99999 and c*fromAxisAngle(v3(rv.y,-rv.x,0),acos(-rz)*(t or 1)) or c
end
local Sensitivity=0.005
local CameraDirection=Vector3.new(0,0,1)
local function EulerAnglesYX(l)
local x,z=l.x,l.z
return atan(l.y/(x*x+z*z)^0.5),-atan2(x,-z)
end
local function AnglesXY(l)
local z=l.z
return atan2(l.y,-z),-atan2(l.x,-z)
end
local function MouseMoved(Input)
if Input.UserInputType==Enum.UserInputType.MouseMovement then
local dx,dy=Input.Delta.x*Sensitivity,Input.Delta.y*Sensitivity
local m2=dx*dx+dy*dy
if m2>0 then
CameraDirection=(AxisAngleLookOrientation(RootPart.CFrame,CameraDirection)*fromAxisAngle(v3(-dy,-dx,0),m2^0.5)).lookVector
end
local RootOrientation=RootPart.CFrame-RootPart.Position
local RelativeDirection=RootOrientation:inverse()*CameraDirection
local AngX,AngY=AnglesXY(RelativeDirection)--RootOrientation:inverse()*
if AngX<-1.57*11/12 then
local y,z,c,s=RelativeDirection.y,RelativeDirection.z,math.cos(-1.57*11/12-AngX),-math.sin(-1.57*11/12-AngX)
z,y=z*c-y*s,z*s+y*c
CameraDirection=RootOrientation*v3(RelativeDirection.x<0 and -(1-y*y-z*z)^0.5 or (1-y*y-z*z)^0.5,y,z)
elseif AngX>1.57*11/12 then
local y,z,c,s=RelativeDirection.y,RelativeDirection.z,math.cos(1.57*11/12-AngX),-math.sin(1.57*11/12-AngX)
z,y=z*c-y*s,z*s+y*c
CameraDirection=RootOrientation*v3(RelativeDirection.x<0 and -(1-y*y-z*z)^0.5 or (1-y*y-z*z)^0.5,y,z)
end
end
end
local Mouse=Player:GetMouse()
local Zoom=-0.5
Mouse.KeyDown:connect(function(k)
if k=="e" then
Zoom=-0.5
elseif k=="q" then
Zoom=-0.5
end
end)
InputService.InputChanged:connect(MouseMoved)
Neck.C1=cf()
local _
local DirectionBound=3.14159/3
local CurrentAngY=0
local function CameraUpdate()
Camera.CameraType="Scriptable"
local cx,cz=CameraDirection.x,CameraDirection.z
local rvx,rvz=RootPart.Velocity.x,RootPart.Velocity.z
if rvx*rvx+rvz*rvz>4 and cx*rvx+cz*rvz<-0.5*(cx*cx+cz*cz)^0.5*(rvx*rvx+rvz*rvz)^0.5 then
DirectionBound=math.min(DirectionBound*0.9,math.abs(CurrentAngY*0.9))
else
DirectionBound=DirectionBound*0.1+3.14159/3*0.9
end
local AngX,AngY=EulerAnglesYX((RootPart.CFrame-RootPart.Position):inverse()*CameraDirection)
if AngY>DirectionBound then
RootPart.CFrame=RootPart.CFrame*CFrame.Angles(0,AngY-DirectionBound,0)
elseif AngY<-DirectionBound then
RootPart.CFrame=RootPart.CFrame*CFrame.Angles(0,AngY+DirectionBound,0)
end
_,CurrentAngY=EulerAnglesYX((RootPart.CFrame-RootPart.Position):inverse()*CameraDirection)
local CameraOrientation=AxisAngleLookNew((RootPart.CFrame-RootPart.Position):inverse()*CameraDirection,1)
Neck.C0=CFrame.new(0,1,0)*CameraOrientation*CFrame.new(0,0.5,0)
local PreCam=AxisAngleLook(RootPart.CFrame*cf(0,1,0),RootPart.CFrame*v3(0,1,0)+CameraDirection)*CFrame.new(0,0.825,0)
if Zoom==8 then
local Part,Position=Workspace:findPartOnRay(Ray.new(PreCam.p,PreCam.lookVector*-8),Character)
Camera.CoordinateFrame=PreCam*CFrame.new(0,0,(Position-PreCam.p).magnitude)
else
Camera.CoordinateFrame=PreCam*CFrame.new(0,0,Zoom)
end
end
game:GetService("RunService").RenderStepped:connect(CameraUpdate)
|
-- Services
|
local playerService = game:GetService("Players")
local marketplaceService = game:GetService("MarketplaceService")
|
-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------
-- STATE CHANGE HANDLERS
|
function onRunning(speed)
checkingSPEED(speed)
local speedThreshold = 0.5
if speed > speedThreshold then
local scale = 16.0
playAnimation("walk", 0.2, Humanoid)
setAnimationSpeed(speed / scale)
pose = "Running"
else
if emoteNames[currentAnim] == nil and not currentlyPlayingEmote then
playAnimation("idle", 0.2, Humanoid)
pose = "Standing"
end
end
end
function onDied()
pose = "Dead"
end
function onJumping()
playAnimation("jump", 0.1, Humanoid)
jumpAnimTime = jumpAnimDuration
pose = "Jumping"
end
function onClimbing(speed)
local scale = 5.0
playAnimation("climb", 0.1, Humanoid)
setAnimationSpeed(speed / scale)
pose = "Climbing"
end
function onGettingUp()
pose = "GettingUp"
end
function onFreeFall()
if (jumpAnimTime <= 0) then
playAnimation("fall", fallTransitionTime, Humanoid)
end
pose = "FreeFall"
end
function onFallingDown()
pose = "FallingDown"
end
function onSeated()
pose = "Seated"
end
function onPlatformStanding()
pose = "PlatformStanding"
end
|
--bp.Position = shelly.PrimaryPart.Position
|
if not shellyGood then bp.Parent,bg.Parent= nil,nil return end
bp.Parent = nil
wait(math.random(3,8))
end
local soundBank = game.ServerStorage.Sounds.NPC.Shelly:GetChildren()
shelly.Health.Changed:connect(function()
if shellyGood then
bp.Parent,bg.Parent= nil,nil
shelly.PrimaryPart.Transparency =1
shelly.PrimaryPart.CanCollide = false
shelly.Shell.Transparency = 1
shelly.HitShell.Transparency = 0
shelly.HitShell.CanCollide = true
shellyGood = false
ostrich = tick()
shelly:SetPrimaryPartCFrame(shelly.PrimaryPart.CFrame*CFrame.new(0,2,0))
local hitSound = soundBank[math.random(1,#soundBank)]:Clone()
hitSound.PlayOnRemove = true
hitSound.Parent = shelly.PrimaryPart
wait()
hitSound:Destroy()
repeat wait() until tick()-ostrich > 10
shelly.PrimaryPart.Transparency = 0
shelly.PrimaryPart.CanCollide = true
shelly.Shell.Transparency = 0
shelly.HitShell.Transparency = 1
shelly.HitShell.CanCollide = false
bp.Parent,bg.Parent = shelly.PrimaryPart,shelly.PrimaryPart
shellyGood = true
end
end)
while true do
if shellyGood then
MoveShelly()
else
wait(1)
end
end
|
--[[] if mobile_is == false then
mobile_is = true
mobile_button = script.Parent.ParryButton
mobile_button.Parent = plr.PlayerGui.PunchGui
end
mobile_button.MouseButton1Click:Connect(function()
humanoid = plr.Character.Humanoid
if humanoid.Parent.Parry.Value == false then
humanoid.Parent.Parry.Value = true
oldspeed = humanoid.WalkSpeed
humanoid.WalkSpeed = 4
pstart = humanoid:LoadAnimation(animation.Parry.pstart)
pstart:Play()
ppidle = humanoid:LoadAnimation(animation.Parry.pidle)
ppidle:Play()
else
humanoid.Parent.Parry.Value = false
humanoid.WalkSpeed = oldspeed
ppidle:Stop()
pstart:Stop()
end
end)]]
|
end)
script.Parent.Unequipped:Connect(function()
attach.Parent = script.Parent
motor6d:Remove()
idle:Stop()
equip:Stop()
if humanoid.Parent.Parry.Value == true then
humanoid.Parent.Parry.Value = false
humanoid.WalkSpeed = oldspeed
ppidle:Stop()
pstart:Stop()
end
end)
local i = 1
local deb = false
script.Parent.Activated:Connect(function()
if humanoid.Parent.Parry.Value == false then
if deb == false then
deb = true
if i == 1 then
p1 = humanoid:LoadAnimation(animation.Punches.p1)
p1:Play()
i = 2
wait(.2)
Hitbox:HitStart()
attach.swing:Play()
attach.swing.PlaybackSpeed = .8
p1.Stopped:Wait()
Hitbox:HitStop()
deb = false
attach.swing:Stop()
elseif i == 2 then
p2 = humanoid:LoadAnimation(animation.Punches.p2)
p2:Play()
i = 3
wait(.2)
Hitbox:HitStart()
attach.swing:Play()
attach.swing.PlaybackSpeed = 1.1
p2.Stopped:Wait()
Hitbox:HitStop()
deb = false
attach.swing:Stop()
elseif i ==3 then
p3 = humanoid:LoadAnimation(animation.Punches.p3)
p3:Play()
i = 4
wait(.2)
Hitbox:HitStart()
attach.swing:Play()
attach.swing.PlaybackSpeed = 1
p3.Stopped:Wait()
Hitbox:HitStop()
deb = false
attach.swing:Stop()
elseif i ==4 then
p4 = humanoid:LoadAnimation(animation.Punches.p4)
p4:Play()
oldspeed = script.Parent.Parent.Humanoid.WalkSpeed
humanoid.WalkSpeed -= 10
i = 1
wait(.4)
humanoid.AutoRotate = false
Hitbox:HitStart()
attach.swing.PlaybackSpeed = .8
attach.swing:Play()
wait(.3)
game.ReplicatedStorage.CamShakeEvent:FireClient(plr)
attach.ground:Play()
p4.Stopped:Wait()
Hitbox:HitStop()
humanoid.WalkSpeed = oldspeed
deb = false
attach.swing:Stop()
end
humanoid.AutoRotate = true
end
end
end)
game.ReplicatedStorage.Parry.OnServerEvent:Connect(function(plr,parent)
humanoid = plr.Character.Humanoid
if parent == script.Parent then
if humanoid.Parent.Parry.Value == false then
humanoid.Parent.Parry.Value = true
oldspeed = humanoid.WalkSpeed
humanoid.WalkSpeed = 4
pstart = humanoid:LoadAnimation(animation.Parry.pstart)
pstart:Play()
ppidle = humanoid:LoadAnimation(animation.Parry.pidle)
ppidle:Play()
else
humanoid.WalkSpeed = oldspeed
ppidle:Stop()
pstart:Stop()
wait(1)
humanoid.Parent.Parry.Value = false
end
end
end)
|
-- Tweening size function
|
local tweenPartSize = function(part, duration, direction, size)
local tween = tweenService:Create(part, TweenInfo.new(duration, Enum.EasingStyle.Sine, direction), {Size = size})
tween:Play()
return tween
end
|
-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote
|
local emoteNames = { wave = false, point = false, dance = true, dance2 = true, dance3 = true, laugh = false, cheer = false}
local PreloadAnimsUserFlag = false
local PreloadedAnims = {}
local successPreloadAnim, msgPreloadAnim = pcall(function()
PreloadAnimsUserFlag = UserSettings():IsUserFeatureEnabled("UserPreloadAnimations")
end)
if not successPreloadAnim then
PreloadAnimsUserFlag = false
end
math.randomseed(tick())
function findExistingAnimationInSet(set, anim)
if set == nil or anim == nil then
return 0
end
for idx = 1, set.count, 1 do
if set[idx].anim.AnimationId == anim.AnimationId then
return idx
end
end
return 0
end
function configureAnimationSet(name, fileList)
if (animTable[name] ~= nil) then
for _, connection in pairs(animTable[name].connections) do
connection:disconnect()
end
end
animTable[name] = {}
animTable[name].count = 0
animTable[name].totalWeight = 0
animTable[name].connections = {}
local allowCustomAnimations = true
local success, msg = pcall(function() allowCustomAnimations = game:GetService("StarterPlayer").AllowCustomAnimations end)
if not success then
allowCustomAnimations = true
end
-- check for config values
local config = script:FindFirstChild(name)
if (allowCustomAnimations and config ~= nil) then
table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))
table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))
local idx = 0
for _, childPart in pairs(config:GetChildren()) do
if (childPart:IsA("Animation")) then
local newWeight = 1
local weightObject = childPart:FindFirstChild("Weight")
if (weightObject ~= nil) then
newWeight = weightObject.Value
end
animTable[name].count = animTable[name].count + 1
idx = animTable[name].count
animTable[name][idx] = {}
animTable[name][idx].anim = childPart
animTable[name][idx].weight = newWeight
animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight
table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))
table.insert(animTable[name].connections, childPart.ChildAdded:connect(function(property) configureAnimationSet(name, fileList) end))
table.insert(animTable[name].connections, childPart.ChildRemoved:connect(function(property) configureAnimationSet(name, fileList) end))
end
end
end
-- fallback to defaults
if (animTable[name].count <= 0) then
for idx, anim in pairs(fileList) do
animTable[name][idx] = {}
animTable[name][idx].anim = Instance.new("Animation")
animTable[name][idx].anim.Name = name
animTable[name][idx].anim.AnimationId = anim.id
animTable[name][idx].weight = anim.weight
animTable[name].count = animTable[name].count + 1
animTable[name].totalWeight = animTable[name].totalWeight + anim.weight
end
end
-- preload anims
if PreloadAnimsUserFlag then
for i, animType in pairs(animTable) do
for idx = 1, animType.count, 1 do
if PreloadedAnims[animType[idx].anim.AnimationId] == nil then
Humanoid:LoadAnimation(animType[idx].anim)
PreloadedAnims[animType[idx].anim.AnimationId] = true
end
end
end
end
end
|
-- Declarations
|
local Figure = script.Parent
local Head = Figure:WaitForChild("Head")
local Humanoid = Figure:WaitForChild("NPC")
local Regening = false
|
--// Walk and Sway
|
local L_139_
local L_140_ = 0.6
local L_141_ = 0.05 -- speed
local L_142_ = -0.1 -- height
local L_143_ = 0
local L_144_ = 0
local L_145_ = 35 --This is the limit of the mouse input for the sway
local L_146_ = -9 --This is the magnitude of the sway when you're unaimed
local L_147_ = -9 --This is the magnitude of the sway when you're aimed
|
---[[ Channel Settings ]]
|
module.GeneralChannelName = "All" -- You can set to nil to turn off echoing to a general channel.
module.ChannelsBarFullTabSize = 4 -- number of tabs in bar before it starts to scroll
module.MaxChannelNameLength = 12
|
--------- CONFIGURATION -----------
|
local detectionDistance = 40 -- slime will wander until a player comes within this distance
local wanderSpeed = 1 -- the walk speed at which the slime will wander as long as no player is within detection distance
local wanderDistance = 5 -- how far the slime can wander in any one direction at a time
local chaseSpeed = 5 -- the walk speed at which the slime will chase players
local damage = 5 -- how much damage will be done to a humanoid each time the slime touches one
local damageDebounceDelay = .5 -- how many seconds after dealing damage before damage can be dealt again
|
-- SolarCrane
|
local MAX_TWEEN_RATE = 2.8 -- per second
local function clamp(low, high, num)
return (num > high and high or num < low and low or num)
end
local math_floor = math.floor
local function Round(num, places)
local decimalPivot = 10^places
return math_floor(num * decimalPivot + 0.5) / decimalPivot
end
local function CreateTransparencyController()
local module = {}
local LastUpdate = tick()
local TransparencyDirty = false
local Enabled = false
local LastTransparency = nil
local DescendantAddedConn, DescendantRemovingConn = nil, nil
local ToolDescendantAddedConns = {}
local ToolDescendantRemovingConns = {}
local CachedParts = {}
local function HasToolAncestor(object)
if object.Parent == nil then return false end
return object.Parent:IsA('Tool') or HasToolAncestor(object.Parent)
end
local function IsValidPartToModify(part)
if part:IsA('BasePart') or part:IsA('Decal') then
return not HasToolAncestor(part)
end
return false
end
local function CachePartsRecursive(object)
if object then
if IsValidPartToModify(object) then
CachedParts[object] = true
TransparencyDirty = true
end
for _, child in pairs(object:GetChildren()) do
CachePartsRecursive(child)
end
end
end
local function TeardownTransparency()
for child, _ in pairs(CachedParts) do
child.LocalTransparencyModifier = 0
end
CachedParts = {}
TransparencyDirty = true
LastTransparency = nil
if DescendantAddedConn then
DescendantAddedConn:disconnect()
DescendantAddedConn = nil
end
if DescendantRemovingConn then
DescendantRemovingConn:disconnect()
DescendantRemovingConn = nil
end
for object, conn in pairs(ToolDescendantAddedConns) do
conn:disconnect()
ToolDescendantAddedConns[object] = nil
end
for object, conn in pairs(ToolDescendantRemovingConns) do
conn:disconnect()
ToolDescendantRemovingConns[object] = nil
end
end
local function SetupTransparency(character)
TeardownTransparency()
if DescendantAddedConn then DescendantAddedConn:disconnect() end
DescendantAddedConn = character.DescendantAdded:connect(function(object)
-- This is a part we want to invisify
if IsValidPartToModify(object) then
CachedParts[object] = true
TransparencyDirty = true
-- There is now a tool under the character
elseif object:IsA('Tool') then
if ToolDescendantAddedConns[object] then ToolDescendantAddedConns[object]:disconnect() end
ToolDescendantAddedConns[object] = object.DescendantAdded:connect(function(toolChild)
CachedParts[toolChild] = nil
if toolChild:IsA('BasePart') or toolChild:IsA('Decal') then
-- Reset the transparency
toolChild.LocalTransparencyModifier = 0
end
end)
if ToolDescendantRemovingConns[object] then ToolDescendantRemovingConns[object]:disconnect() end
ToolDescendantRemovingConns[object] = object.DescendantRemoving:connect(function(formerToolChild)
wait() -- wait for new parent
if character and formerToolChild and formerToolChild:IsDescendantOf(character) then
if IsValidPartToModify(formerToolChild) then
CachedParts[formerToolChild] = true
TransparencyDirty = true
end
end
end)
end
end)
if DescendantRemovingConn then DescendantRemovingConn:disconnect() end
DescendantRemovingConn = character.DescendantRemoving:connect(function(object)
if CachedParts[object] then
CachedParts[object] = nil
-- Reset the transparency
object.LocalTransparencyModifier = 0
end
end)
CachePartsRecursive(character)
end
function module:SetEnabled(newState)
if Enabled ~= newState then
Enabled = newState
self:Update()
end
end
function module:SetSubject(subject)
local character = nil
if subject and subject:IsA("Humanoid") then
character = subject.Parent
end
if subject and subject:IsA("VehicleSeat") and subject.Occupant then
character = subject.Occupant.Parent
end
if character then
SetupTransparency(character)
else
TeardownTransparency()
end
end
function module:Update()
local instant = false
local now = tick()
local currentCamera = workspace.CurrentCamera
if currentCamera then
local transparency = 0
if not Enabled then
instant = true
else
local distance = (currentCamera.Focus.p - currentCamera.CoordinateFrame.p).magnitude
transparency = (7 - distance) / 5
if transparency < 0.5 then
transparency = 0
end
if LastTransparency then
local deltaTransparency = transparency - LastTransparency
-- Don't tween transparency if it is instant or your character was fully invisible last frame
if not instant and transparency < 1 and LastTransparency < 0.95 then
local maxDelta = MAX_TWEEN_RATE * (now - LastUpdate)
deltaTransparency = clamp(-maxDelta, maxDelta, deltaTransparency)
end
transparency = LastTransparency + deltaTransparency
else
TransparencyDirty = true
end
transparency = clamp(0, 1, Round(transparency, 2))
end
if TransparencyDirty or LastTransparency ~= transparency then
for child, _ in pairs(CachedParts) do
child.LocalTransparencyModifier = transparency
end
TransparencyDirty = false
LastTransparency = transparency
end
end
LastUpdate = now
end
return module
end
return CreateTransparencyController
|
-- Messy code but it works.. (Alternative to playeradded since that doesn't work.) ((Also only fires once per second so no big deal))
|
spawn(function()
while task.wait(1) do
for _ , v in pairs(workspace:GetDescendants()) do
if v:IsA("Sound") and v.Name == "Running" then
v.Volume = 0
end
end
end
end)
|
-- << Functions >> --
|
UserInputService.MouseIconEnabled = false
function lerp(a, b, c)
return a + (b - a) * c
end
bobbing = game:GetService("RunService").RenderStepped:Connect(function(deltaTime)
if script.Parent.Humanoid.MoveDirection.Magnitude > 0 then
deltaTime = deltaTime * (script.Parent.Humanoid.WalkSpeed * 3.75)
else
deltaTime = deltaTime * 60
end
if Humanoid.Health <= 0 then
bobbing:Disconnect()
return
end
local rootMagnitude = Humanoid.RootPart and Vector3.new(Humanoid.RootPart.Velocity.X, 0, Humanoid.RootPart.Velocity.Z).Magnitude or 0
local calcRootMagnitude = math.min(rootMagnitude, 50)
if deltaTime > 3 then
func1 = 0
func2 = 0
else
func1 = lerp(func1, math.cos(tick() * 0.5 * math.random(10, 15)) * (math.random(5, 20) / 200) * deltaTime, 0.05 * deltaTime)
func2 = lerp(func2, math.cos(tick() * 0.5 * math.random(5, 10)) * (math.random(2, 10) / 200) * deltaTime, 0.05 * deltaTime)
end
Camera.CFrame = Camera.CFrame * (CFrame.fromEulerAnglesXYZ(0, 0, math.rad(func3)) * CFrame.fromEulerAnglesXYZ(math.rad(func4 * deltaTime), math.rad(val * deltaTime), val2) * CFrame.Angles(0, 0, math.rad(func4 * deltaTime * (calcRootMagnitude / 5))) * CFrame.fromEulerAnglesXYZ(math.rad(func1), math.rad(func2), math.rad(func2 * 10)))
val2 = math.clamp(lerp(val2, -Camera.CFrame:VectorToObjectSpace((Humanoid.RootPart and Humanoid.RootPart.Velocity or Vector3.new()) / math.max(Humanoid.WalkSpeed, 0.01)).X * 0.08, 0.1 * deltaTime), -0.35, 0.2)
func3 = lerp(func3, math.clamp(UserInputService:GetMouseDelta().X, -5, 5), 0.25 * deltaTime)
func4 = lerp(func4, math.sin(tick() * int) / 5 * math.min(1, int2 / 10), 0.25 * deltaTime)
if rootMagnitude > 1 then
val = lerp(val, math.cos(tick() * 0.5 * math.floor(int)) * (int / 200), 0.25 * deltaTime)
else
val = lerp(val, 0, 0.05 * deltaTime)
end
if rootMagnitude > 12 then
int = 20
int2 = 18
elseif rootMagnitude > 0.1 then
int = 12
int2 = 14
else
int2 = 0
end
vect3 = lerp(vect3, Camera.CFrame.LookVector, 0.125 * deltaTime)
end)
|
--Made by Luckymaxer
|
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
Barrel = Handle:WaitForChild("Muzzle")
Players = game:GetService("Players")
Debris = game:GetService("Debris")
RunService = game:GetService("RunService")
UserInputService = game:GetService("UserInputService")
dt = RunService.Heartbeat
AmmoDisplay = script:WaitForChild("AmmoDisplay"):Clone()
CastLaser = Tool:WaitForChild("CastLaser"):Clone()
Camera = game:GetService("Workspace").CurrentCamera
BaseUrl = "http://www.roblox.com/asset/?id="
AnimationTracks = {}
LocalObjects = {}
Animations = {
Hold = {Animation = Tool:WaitForChild("Hold"), FadeTime = nil, Weight = nil, Speed = 1, Duration = 2},
Fire = {Animation = Tool:WaitForChild("Fire"), FadeTime = 0.25, Weight = nil, Speed = 0.5, Duration = 0.5},
Reload = {Animation = Tool:WaitForChild("Reload"), FadeTime = nil, Weight = nil, Speed = 0.5, Duration = 3},
}
Sounds = {
Reload = Handle:WaitForChild("Reload"),
NoAmmo = Handle:WaitForChild("NoAmmo"),
}
Modules = Tool:WaitForChild("Modules")
Functions = require(Modules:WaitForChild("Functions"))
Remotes = Tool:WaitForChild("Remotes")
ServerControl = Remotes:WaitForChild("ServerControl")
ClientControl = Remotes:WaitForChild("ClientControl")
ConfigurationBin = Tool:WaitForChild("Configuration")
Configuration = {}
Configuration = Functions.CreateConfiguration(ConfigurationBin, Configuration)
InputCheck = Instance.new("ScreenGui")
InputCheck.Name = "InputCheck"
InputButton = Instance.new("ImageButton")
InputButton.Name = "InputButton"
InputButton.Image = ""
InputButton.BackgroundTransparency = 1
InputButton.ImageTransparency = 1
InputButton.Size = UDim2.new(1, 0, 1, 0)
InputButton.Parent = InputCheck
Cursors = {
Normal = (BaseUrl .. "170908665"),
EnemyHit = (BaseUrl .. "172618259"),
}
Rate = (1 / 60)
FiringOffset = Vector3.new(0, ((Handle.Size.Y / 4) - 0.2), -(Handle.Size.Z / 2))
Reloading = false
MouseDown = false
ToolEquipped = false
Tool.Enabled = true
function SetAnimation(mode, value)
if mode == "PlayAnimation" and value and ToolEquipped and Humanoid then
for i, v in pairs(AnimationTracks) do
if v.Animation == value.Animation then
v.AnimationTrack:Stop()
table.remove(AnimationTracks, i)
end
end
local AnimationTrack = Humanoid:LoadAnimation(value.Animation)
table.insert(AnimationTracks, {Animation = value.Animation, AnimationTrack = AnimationTrack})
AnimationTrack:Play(value.FadeTime, value.Weight, value.Speed)
elseif mode == "StopAnimation" and value then
for i, v in pairs(AnimationTracks) do
if v.Animation == value.Animation then
v.AnimationTrack:Stop(value.FadeTime)
table.remove(AnimationTracks, i)
end
end
end
end
function ToggleGui()
if not AmmoDisplayClone or not AmmoDisplayClone.Parent then
return
end
local Frame = AmmoDisplayClone.Frame
local Ammo = Frame.Ammo
if Configuration.Ammo.ClipSize.MaxValue > 0 then
Ammo.AmmoCounter.CounterPart.Text = Configuration.Ammo.ClipSize.Value
end
Ammo.MagCounter.CounterPart.Text = Configuration.Ammo.Magazines.Value
end
function Reload()
if Reloading or not Tool.Enabled or Configuration.Ammo.Magazines.Value >= Configuration.Ammo.Magazines.MaxValue then
return
end
Tool.Enabled = false
Reloading = true
ToggleGui()
local CanReload = true
if Configuration.Ammo.ClipSize.MaxValue > 0 and Configuration.Ammo.ClipSize.Value <= 0 then
CanReload = false
else
CanReload = true
end
if CanReload then
Spawn(function()
local Animation = Animations.Reload
OnClientInvoke("PlayAnimation", Animation)
wait(Animation.Duration)
OnClientInvoke("StopAnimation", Animation)
end)
Sounds.Reload:Play()
local AddedClips = ((Configuration.Ammo.Magazines.MaxValue > 0 and (Configuration.Ammo.Magazines.MaxValue - Configuration.Ammo.Magazines.Value)) or Configuration.Ammo.ClipSize.MaxValue)
if Configuration.Ammo.ClipSize.MaxValue > 0 then
AddedClips = ((AddedClips > Configuration.Ammo.ClipSize.Value and Configuration.Ammo.ClipSize.Value) or AddedClips)
end
--[[local ReloadRate = (Configuration.ReloadTime.Value / Configuration.Ammo.Magazines.MaxValue)
for i = 1, AddedClips do
wait(ReloadTime)
Configuration.Ammo.Magazines.Value = (Configuration.Ammo.Magazines.Value + 1)
end]]
wait(Configuration.ReloadTime.Value)
Configuration.Ammo.Magazines.Value = (Configuration.Ammo.Magazines.Value + AddedClips)
Configuration.Ammo.ClipSize.Value = (Configuration.Ammo.ClipSize.Value - AddedClips)
Sounds.Reload:Stop()
ToggleGui()
end
Reloading = false
Tool.Enabled = true
end
function RayTouched(Hit, Position)
if not Hit or not Hit.Parent then
return
end
local character = Hit.Parent
if character:IsA("Hat") then
character = character.Parent
end
if character == Character then
return
end
local humanoid = character:FindFirstChild("Humanoid")
local SoundChosen = Sounds.RayHit
if not humanoid or humanoid.Health == 0 then
return
end
local player = Players:GetPlayerFromCharacter(character)
if player and Functions.IsTeamMate(Player, player) then
return
end
Spawn(function()
IconChangeTick = tick()
PlayerMouse.Icon = Cursors.EnemyHit
wait(1)
if (tick() - IconChangeTick) >= 0.95 and ToolEquipped and PlayerMouse then
PlayerMouse.Icon = Cursors.Normal
end
end)
end
function FireRay(StartPosition, TargetPosition)
local Direction = CFrame.new(StartPosition, TargetPosition).lookVector
local RayHit, RayPos, RayNormal = Functions.CastRay(StartPosition, Direction, Configuration.Range.Value, {Character}, false)
local Backpack = Player:FindFirstChild("Backpack")
if Backpack then
local LaserScript = CastLaser:Clone()
local StartPos = Instance.new("Vector3Value")
StartPos.Name = "StartPosition"
StartPos.Value = StartPosition
StartPos.Parent = LaserScript
local TargetPos = Instance.new("Vector3Value")
TargetPos.Name = "TargetPosition"
TargetPos.Value = RayPos
TargetPos.Parent = LaserScript
local RayHit = Instance.new("BoolValue")
RayHit.Name = "RayHit"
RayHit.Value = RayHit
RayHit.Parent = LaserScript
LaserScript.Disabled = false
LaserScript.Parent = Backpack
end
Spawn(function()
InvokeServer("CastLaser", {StartPosition = StartPosition, TargetPosition = RayPos, RayHit = ((RayHit and true) or false)})
end)
Spawn(function()
InvokeServer("RayHit", {Hit = RayHit, Position = RayPos})
end)
RayTouched(RayHit, RayPos)
end
function Button1Pressed(Down)
if not Down and MouseDown then
MouseDown = false
end
end
function KeyPress(Key, Down)
if Key == "r" and Down then
Reload()
end
end
function Activated()
if not Tool.Enabled or not ToolEquipped or Reloading then
return
end
Tool.Enabled = false
if Configuration.Ammo.Magazines.Value > 0 then
local FirstShot = false
if Configuration.Automatic.Value then
MouseDown = true
end
OnClientInvoke("StopAnimation", {Animation = Animations.Fire.Animation, FadeTime = nil})
OnClientInvoke("PlayAnimation", Animations.Fire)
while MouseDown or not FirstShot and ToolEquipped and CheckIfAlive() do
if Configuration.Ammo.Magazines.Value <= 0 or not ToolEquipped or not CheckIfAlive() then
break
end
if not FirstShot then
FirstShot = true
end
local BurstAmount = math.random(Configuration.Burst.Bullets.MinValue, Configuration.Burst.Bullets.MaxValue)
local WithinFiringRange = false
Spawn(function()
InvokeServer("Fire", true)
end)
for i = 1, ((BurstAmount > 0 and BurstAmount) or 1) do
local TargetPosition = OnClientInvoke("MousePosition")
if not TargetPosition then
break
end
TargetPosition = TargetPosition.Position
local StartPosition = Barrel.WorldPosition --(Handle.CFrame * CFrame.new(FiringOffset.X, FiringOffset.Y, FiringOffset.Z)).p
if BurstAmount > 0 then
local Offset = (Configuration.Burst.Offset.Value * 100)
TargetPosition = TargetPosition + Vector3.new((math.random(-Offset.X, Offset.X) * 0.01), (math.random(-Offset.Y, Offset.Y) * 0.01), (math.random(-Offset.Z, Offset.Z) * 0.01))
end
local Accuracy = (Configuration.Accuracy.Value * 100)
TargetPosition = TargetPosition + Vector3.new((math.random(-Accuracy.X, Accuracy.X) * 0.01), (math.random(-Accuracy.Y, Accuracy.Y) * 0.01), (math.random(-Accuracy.Z, Accuracy.Z) * 0.01))
Configuration.Ammo.Magazines.Value = (Configuration.Ammo.Magazines.Value - 1)
FireRay(StartPosition, TargetPosition)
end
ToggleGui()
dt:Wait()
end
OnClientInvoke("StopAnimation", {Animation = Animations.Fire.Animation, FadeTime = 0.25})
else
Tool.Enabled = true
Sounds.NoAmmo:Play()
Reload()
end
MouseDown = false
Tool.Enabled = true
if Configuration.Ammo.Magazines.Value <= 0 then
Sounds.NoAmmo:Play()
Reload()
end
end
function CheckIfAlive()
return (((Player and Player.Parent and Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0) and true) or false)
end
function Equipped(Mouse)
Character = Tool.Parent
Player = Players:GetPlayerFromCharacter(Character)
Humanoid = Character:FindFirstChild("Humanoid")
if not CheckIfAlive() then
return
end
ToolEquipped = true
Spawn(function()
PlayerMouse = Player:GetMouse()
Mouse.Button1Down:connect(function()
Button1Pressed(true)
end)
Mouse.Button1Up:connect(function()
Button1Pressed(false)
end)
Mouse.KeyDown:connect(function(Key)
KeyPress(Key, true)
end)
Mouse.KeyUp:connect(function(Key)
KeyPress(Key, false)
end)
Humanoid.CameraOffset = Vector3.new(0, 0.35, 0)
OnClientInvoke("PlayAnimation", Animations.Hold)
local PlayerGui = Player:FindFirstChild("PlayerGui")
if PlayerGui then
if UserInputService.TouchEnabled then
InputCheckClone = InputCheck:Clone()
InputCheckClone.InputButton.InputBegan:connect(function()
InvokeServer("Button1Click", {Down = true})
end)
InputCheckClone.InputButton.InputEnded:connect(function()
InvokeServer("Button1Click", {Down = false})
end)
InputCheckClone.Parent = PlayerGui
end
local function AdjustAmmoDisplay()
local Frame = AmmoDisplayClone.Frame
Frame.CurrentWeapon.Text = Configuration.ToolName.Value
local Ammo = Frame.Ammo
Ammo.AmmoCounter.CounterPart.Text = ((Configuration.Ammo.ClipSize.MaxValue > 0 and Configuration.Ammo.ClipSize.Value) or "--")
Ammo.MagCounter.CounterPart.Text = Configuration.Ammo.Magazines.Value
end
AmmoDisplayClone = AmmoDisplay:Clone()
AdjustAmmoDisplay()
AmmoDisplayClone.Parent = PlayerGui
ToggleGui()
for i, v in pairs({ClipSizeChanged, MagazinesChanged}) do
if v then
v:disconnect()
end
end
ClipSizeChanged = Configuration.Ammo.ClipSize.Changed:connect(function()
AdjustAmmoDisplay()
end)
MagazinesChanged = Configuration.Ammo.Magazines.Changed:connect(function()
AdjustAmmoDisplay()
end)
end
for i, v in pairs({"Left Arm", "Right Arm"}) do
local Arm = Character:FindFirstChild(v)
if Arm then
Spawn(function()
OnClientInvoke("SetLocalTransparencyModifier", {Object = Arm, Transparency = 0, AutoUpdate = false})
end)
end
end
Mouse.Icon = Cursors.Normal
end)
end
function Unequipped()
LocalObjects = {}
if CheckIfAlive() then
Humanoid.CameraOffset = Vector3.new(0, 0, 0)
end
for i, v in pairs(Sounds) do
v:Stop()
end
if PlayerMouse then
PlayerMouse.Icon = ""
end
for i, v in pairs({InputCheckClone, ObjectLocalTransparencyModifier, AmmoDisplayClone, ClipSizeChanged, MagazinesChanged}) do
if tostring(v) == "Connection" then
v:disconnect()
elseif v and v.Parent then
v:Destroy()
end
end
MouseDown = false
for i, v in pairs(AnimationTracks) do
if v and v.AnimationTrack then
v.AnimationTrack:Stop()
end
end
AnimationTracks = {}
ToolEquipped = false
end
function InvokeServer(mode, value)
pcall(function()
local ServerReturn = ServerControl:InvokeServer(mode, value)
return ServerReturn
end)
end
function OnClientInvoke(mode, value)
if mode == "PlayAnimation" and value and ToolEquipped and Humanoid then
SetAnimation("PlayAnimation", value)
elseif mode == "StopAnimation" and value then
SetAnimation("StopAnimation", value)
elseif mode == "PlaySound" and value then
value:Play()
elseif mode == "StopSound" and value then
value:Stop()
elseif mode == "MousePosition" then
return {Position = PlayerMouse.Hit.p, Target = PlayerMouse.Target}
elseif mode == "SetLocalTransparencyModifier" and value and ToolEquipped then
pcall(function()
local ObjectFound = false
for i, v in pairs(LocalObjects) do
if v == value then
ObjectFound = true
end
end
if not ObjectFound then
table.insert(LocalObjects, value)
if ObjectLocalTransparencyModifier then
ObjectLocalTransparencyModifier:disconnect()
end
ObjectLocalTransparencyModifier = RunService.RenderStepped:connect(function()
for i, v in pairs(LocalObjects) do
if v.Object and v.Object.Parent then
local CurrentTransparency = v.Object.LocalTransparencyModifier
if ((not v.AutoUpdate and (CurrentTransparency == 1 or CurrentTransparency == 0)) or v.AutoUpdate) then
v.Object.LocalTransparencyModifier = v.Transparency
end
else
table.remove(LocalObjects, i)
end
end
end)
end
end)
end
end
ClientControl.OnClientInvoke = OnClientInvoke
Tool.Activated:connect(Activated)
Tool.Equipped:connect(Equipped)
Tool.Unequipped:connect(Unequipped)
|
--[[ zone_controller:header
## Functions
#### getZones
```lua
local zonesArray = ZoneController.getZones()
```
----
#### getCharacterRegion
```lua
local charRegion, regionCFrame, charSize = ZoneController.getCharacterRegion(player)
```
----
#### getTouchingZones
```lua
local touchingZonesArray, touchingPartsDictionary = ZoneController.getTouchingZones(player)
```
----
#### getHeightOfParts
```lua
local height, minY, maxY = ZoneController.getHeightOfParts(tableOfParts)
```
----
#### vectorIsBetweenYBounds
```lua
local bool = ZoneController.vectorIsBetweenYBounds(vector, tableOfParts)
```
----
#### verifyTouchingParts
```lua
local bool = ZoneController.verifyTouchingParts(vectors, tableOfParts)
```
----
--]]
| |
-- Changeable Settings
------------------------
|
local FlashlightKey = "F"
local brightness = 2
local range = 70
local shadowson = true
|
--// Special Variables
|
return function(Vargs, GetEnv)
local env = GetEnv(nil, {script = script})
setfenv(1, env)
local server = Vargs.Server;
local service = Vargs.Service;
local MaxLogs = 1000
local Functions, Admin, Anti, Core, HTTP, Logs, Remote, Process, Variables, Settings
local function Init()
Functions = server.Functions;
Admin = server.Admin;
Anti = server.Anti;
Core = server.Core;
HTTP = server.HTTP;
Logs = server.Logs;
Remote = server.Remote;
Process = server.Process;
Variables = server.Variables;
Settings = server.Settings;
MaxLogs = Settings.MaxLogs;
game:BindToClose(Logs.SaveCommandLogs);
Logs.Init = nil;
Logs:AddLog("Script", "Logging Module Initialized");
end;
server.Logs = {
Init = Init;
Chats = {};
Joins = {};
Leaves = {};
Script = {};
RemoteFires = {};
Commands = {};
Exploit = {};
Errors = {};
DateTime = {};
TempUpdaters = {};
OldCommandLogsLimit = 1000; --// Maximum number of command logs to save to the datastore (the higher the number, the longer the server will take to close)
TabToType = function(tab)
local indToName = {
Chats = "Chat";
Joins = "Join";
Leaves = "Leave";
Script = "Script";
RemoteFires = "RemoteFire";
Commands = "Command";
Exploit = "Exploit";
Errors = "Error";
DateTime = "DateTime";
}
for ind, t in pairs(server.Logs) do
if t == tab then
return indToName[ind] or ind
end
end
end;
AddLog = function(tab, log, misc)
if misc then
tab = log
log = misc
end
if type(tab) == "string" then
tab = Logs[tab]
end
if type(log) == "string" then
log = {
Text = log;
Desc = log;
}
end
if not log.Time and not log.NoTime then
log.Time = service.GetTime()
end
table.insert(tab, 1, log)
if #tab > tonumber(MaxLogs) then
table.remove(tab, #tab)
end
service.Events.LogAdded:Fire(server.Logs.TabToType(tab), log, tab)
end;
SaveCommandLogs = function()
warn("Saving command logs...")
local logsToSave = Logs.Commands --{}
local maxLogs = Logs.OldCommandLogsLimit
--local numLogsToSave = 200; --// Save the last X logs from this server
--for i = #Logs.Commands, i = math.max(#Logs.Commands - numLogsToSave, 1), -1 do
-- table.insert(logsToSave, Logs.Commands[i]);
--end
Core.UpdateData("OldCommandLogs", function(oldLogs)
local temp = {}
for _, m in ipairs(logsToSave) do
local newTab = type(m) == "table" and service.CloneTable(m) or m
if type(m) == "table" and newTab.Player then
local p = newTab.Player
newTab.Player = {
Name = p.Name;
UserId = p.UserId;
}
end
table.insert(temp, newTab)--{Time = m.Time; Text = m.Text..": "..m.Desc; Desc = m.Desc})
end
if oldLogs then
for _, m in ipairs(oldLogs) do
table.insert(temp, m)
end
end
table.sort(temp, function(a, b)
if a.Time and b.Time and type(a.Time) == "number" and type(b.Time) == "number" then
return a.Time > b.Time
else
return false
end
end)
--// Trim logs, starting from the oldest
if #temp > maxLogs then
local diff = #temp - maxLogs
for i = 1, diff do
table.remove(temp, 1)
end
end
return temp
end)
warn("Command logs saved!")
end;
ListUpdaters = {
TempUpdate = function(plr, data)
local updateKey = data.UpdateKey
local updater = Logs.TempUpdaters[updateKey]
if updater then
return updater(data)
end
end;
};
};
Logs = Logs
end
|
--Remember, this must be in StarterCharacterScripts
|
local trail = Instance.new("Trail")
local att0 = Instance.new("Attachment")
local att1 = Instance.new("Attachment")
|
-- Check if character is there
|
if script.Owner.Value.Character ~= nil then
-- Find knife
local knife = nil
if script.Owner.Value.Backpack:FindFirstChild("Knife") then
knife = script.Owner.Value.Backpack.Knife
elseif script.Owner.Value.Character:FindFirstChild("Knife") then
knife = script.Owner.Value.Character.Knife
end
if knife ~= nil then
-- Make knife throw faster
knife.KnifeScript.KnifeThrowSpeed.Value = knife.KnifeScript.KnifeThrowSpeed.Value * THROW_SPEED_CHANGE
end
end
|
--[[
Returns the object associated with the given key
]]
|
function Registry:get(key)
return self.objects[key]
end
|
-- these are support functions for the "old VR code"
|
if not FFlagUserFlagEnableNewVRSystem then
function BaseCamera:CancelCameraFreeze(keepConstraints: boolean)
if not keepConstraints then
self.cameraTranslationConstraints = Vector3.new(self.cameraTranslationConstraints.x, 1, self.cameraTranslationConstraints.z)
end
if self.cameraFrozen then
self.trackingHumanoid = nil
self.cameraFrozen = false
end
end
function BaseCamera:StartCameraFreeze(subjectPosition: Vector3, humanoidToTrack: Humanoid)
if not self.cameraFrozen then
self.humanoidJumpOrigin = subjectPosition
self.trackingHumanoid = humanoidToTrack
self.cameraTranslationConstraints = Vector3.new(self.cameraTranslationConstraints.x, 0, self.cameraTranslationConstraints.z)
self.cameraFrozen = true
end
end
function BaseCamera:ApplyVRTransform()
if not VRService.VREnabled then
return
end
--we only want this to happen in first person VR
local rootJoint = self.humanoidRootPart and self.humanoidRootPart:FindFirstChild("RootJoint")
if not rootJoint then
return
end
local cameraSubject = game.Workspace.CurrentCamera.CameraSubject
local isInVehicle = cameraSubject and cameraSubject:IsA("VehicleSeat")
if self.inFirstPerson and not isInVehicle then
local vrFrame = VRService:GetUserCFrame(Enum.UserCFrame.Head)
local vrRotation = vrFrame - vrFrame.p
rootJoint.C0 = CFrame.new(vrRotation:vectorToObjectSpace(vrFrame.p)) * CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
else
rootJoint.C0 = CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
end
end
function BaseCamera:ShouldUseVRRotation()
if not VRService.VREnabled then
return false
end
if not self.VRRotationIntensityAvailable and tick() - self.lastVRRotationIntensityCheckTime < 1 then
return false
end
local success, vrRotationIntensity = pcall(function() return StarterGui:GetCore("VRRotationIntensity") end)
self.VRRotationIntensityAvailable = success and vrRotationIntensity ~= nil
self.lastVRRotationIntensityCheckTime = tick()
self.shouldUseVRRotation = success and vrRotationIntensity ~= nil and vrRotationIntensity ~= "Smooth"
return self.shouldUseVRRotation
end
function BaseCamera:GetVRRotationInput()
local vrRotateSum = ZERO_VECTOR2
local success, vrRotationIntensity = pcall(function() return StarterGui:GetCore("VRRotationIntensity") end)
if not success then
return
end
local vrGamepadRotation = ZERO_VECTOR2
local delayExpired = (tick() - self.lastVRRotationTime) >= self:GetRepeatDelayValue(vrRotationIntensity)
if math.abs(vrGamepadRotation.x) >= self:GetActivateValue() then
if (delayExpired or not self.vrRotateKeyCooldown[Enum.KeyCode.Thumbstick2]) then
local sign = 1
if vrGamepadRotation.x < 0 then
sign = -1
end
vrRotateSum = vrRotateSum + self:GetRotateAmountValue(vrRotationIntensity) * sign
self.vrRotateKeyCooldown[Enum.KeyCode.Thumbstick2] = true
end
elseif math.abs(vrGamepadRotation.x) < self:GetActivateValue() - 0.1 then
self.vrRotateKeyCooldown[Enum.KeyCode.Thumbstick2] = nil
end
self.vrRotateKeyCooldown[Enum.KeyCode.Left] = nil
self.vrRotateKeyCooldown[Enum.KeyCode.Right] = nil
if vrRotateSum ~= ZERO_VECTOR2 then
self.lastVRRotationTime = tick()
end
return vrRotateSum
end
function BaseCamera:GetVRFocus(subjectPosition, timeDelta)
local lastFocus = self.LastCameraFocus or subjectPosition
if not self.cameraFrozen then
self.cameraTranslationConstraints = Vector3.new(self.cameraTranslationConstraints.x, math.min(1, self.cameraTranslationConstraints.y + 0.42 * timeDelta), self.cameraTranslationConstraints.z)
end
local newFocus
if self.cameraFrozen and self.humanoidJumpOrigin and self.humanoidJumpOrigin.y > lastFocus.y then
newFocus = CFrame.new(Vector3.new(subjectPosition.x, math.min(self.humanoidJumpOrigin.y, lastFocus.y + 5 * timeDelta), subjectPosition.z))
else
newFocus = CFrame.new(Vector3.new(subjectPosition.x, lastFocus.y, subjectPosition.z):lerp(subjectPosition, self.cameraTranslationConstraints.y))
end
if self.cameraFrozen then
-- No longer in 3rd person
if self.inFirstPerson then -- not VRService.VREnabled
self:CancelCameraFreeze()
end
-- This case you jumped off a cliff and want to keep your character in view
-- 0.5 is to fix floating point error when not jumping off cliffs
if self.humanoidJumpOrigin and subjectPosition.y < (self.humanoidJumpOrigin.y - 0.5) then
self:CancelCameraFreeze()
end
end
return newFocus
end
function BaseCamera:GetRotateAmountValue(vrRotationIntensity: string?)
vrRotationIntensity = vrRotationIntensity or StarterGui:GetCore("VRRotationIntensity")
if vrRotationIntensity then
if vrRotationIntensity == "Low" then
return VR_LOW_INTENSITY_ROTATION
elseif vrRotationIntensity == "High" then
return VR_HIGH_INTENSITY_ROTATION
end
end
return ZERO_VECTOR2
end
function BaseCamera:GetRepeatDelayValue(vrRotationIntensity: string?)
vrRotationIntensity = vrRotationIntensity or StarterGui:GetCore("VRRotationIntensity")
if vrRotationIntensity then
if vrRotationIntensity == "Low" then
return VR_LOW_INTENSITY_REPEAT
elseif vrRotationIntensity == "High" then
return VR_HIGH_INTENSITY_REPEAT
end
end
return 0
end
end
|
--[[ @brief Creates a new FunctionQueue object.
--]]
|
function FunctionQueue.new()
local self = setmetatable({}, FunctionQueue.Meta);
self._Functions = {};
return self;
end
return FunctionQueue;
|
--[=[
Connect a new handler to the event. Returns a connection object that can be disconnected.
@param handler (... T) -> () -- Function handler called when `:Fire(...)` is called
@return RBXScriptConnection
]=]
|
function Signal:Connect(handler)
if not (type(handler) == "function") then
error(("connect(%s)"):format(typeof(handler)), 2)
end
return self._bindableEvent.Event:Connect(function(key)
-- note we could queue multiple events here, but we'll do this just as Roblox events expect
-- to behave.
local args = self._argMap[key]
if args then
handler(table.unpack(args, 1, args.n))
else
error("Missing arg data, probably due to reentrance.")
end
end)
end
|
--[[Wheel Alignment]]
|
--[Don't physically apply alignment to wheels]
--[Values are in degrees]
Tune.FCamber = -2.0
Tune.RCamber = -1.2
Tune.FToe = 0
Tune.RToe = 0
|
-- Update the previous floor material, current floor material and sound data
|
humanoid:GetPropertyChangedSignal("FloorMaterial"):Connect(function()
getFloorMaterial()
getSoundProperties()
update()
if humanoid.MoveDirection.Magnitude > 0 then
currentSound.Playing = true
end
end)
updateWalkspeedRemote.OnServerEvent:Connect(function(player, walkspeed)
player.Character.Humanoid.WalkSpeed = walkspeed
end)
|
-- child.C0 = CFrame.new(0,-0.6,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0) --// Reposition player
|
if child.Part1.Name == "HumanoidRootPart" then
player = game.Players:GetPlayerFromCharacter(child.Part1.Parent)
if player and (not player.PlayerGui:FindFirstChild("Screen")) then --// The part after the "and" prevents multiple GUI's to be copied over.
GUI.CarSeat.Value = script.Parent --// Puts a reference of the seat in this ObjectValue, now you can use this ObjectValue's value to find the car directly.
GUI:Clone().Parent = player.PlayerGui --// Compact version
if script.Parent.L.Value == true then
wait()
script.Parent.Disabled = true
wait()
script.Parent.Disabled = false
else
script.Parent.Parent.Body.Dash.Screen.G.Enabled = true
script.Parent.Parent.Body.Dash.Gear.G.Enabled = true
script.Parent.Parent.Body.Dash.Speed.G.Enabled = true
script.Parent.Parent.Body.Dash.DashSc.G.Cluster.Visible = true
script.Parent.Occupied.Value = true
script.Parent.Parent.Body.Dash.Screen.G.Blank.FE.TextColor3 = workspace.FilteringEnabled and Color3.new(0,1,0) or Color3.new(1,0,0)
script.Parent.Parent.Body.Dash.Screen.G.Blank.PGS.TextColor3 = workspace:PGSIsEnabled() and Color3.new(0,1,0) or Color3.new(1,0,0)
end
end
end
end
end)
script.Parent.ChildRemoved:connect(function(child)
if child:IsA("Weld") then
if child.Part1.Name == "HumanoidRootPart" then
game.Workspace.CurrentCamera.FieldOfView = 70
player = game.Players:GetPlayerFromCharacter(child.Part1.Parent)
if player and player.PlayerGui:FindFirstChild("SS3") then
player.PlayerGui:FindFirstChild("SS3"):Destroy()
script.Parent.Parent.Body.Dash.Screen.G.Enabled = false
script.Parent.Parent.Body.Dash.Gear.G.Enabled = false
script.Parent.Parent.Body.Dash.Speed.G.Enabled = false
script.Parent.Parent.Body.Dash.DashSc.G.Cluster.Visible = false
script.Parent.Occupied.Value = false
end
end
end
end)
|
-- Services
|
local DataStoreService = game:GetService("DataStoreService")
|
--[=[
@return Streamable
@param parent Model
Constructs a streamable that watches for the PrimaryPart of the
given `parent` Model.
]=]
|
function Streamable.primary(parent: Model)
local self: StreamableWithInstance = {}
setmetatable(self, Streamable)
self._trove = Trove.new()
self._shown = self._trove:Construct(Signal)
self._shownTrove = Trove.new()
self._trove:Add(self._shownTrove)
self.Instance = parent.PrimaryPart
local function OnPrimaryPartChanged()
local primaryPart = parent.PrimaryPart
self._shownTrove:Clean()
self.Instance = primaryPart
if primaryPart then
self._shown:Fire(primaryPart, self._shownTrove)
end
end
self._trove:Connect(parent:GetPropertyChangedSignal("PrimaryPart"), OnPrimaryPartChanged)
if self.Instance then
OnPrimaryPartChanged()
end
return self
end
|
-- Functions
|
function Default()
Avatar = nil
Hold = nil
end
function SearchTable(Item, List)
for i, s in pairs(List) do
if (s == Item) then return true end
end
return false
end
function MorphHead(Part)
-- Sub Morph (1/2): Remove Player Customizations
for i, s in pairs(Part:GetChildren()) do
if (SearchTable(s.ClassName, AvatarHead) == true) then
s:Remove()
end
end
wait(1)
-- Sub Morph (2/2): Add Items To Head
for i, s in pairs(Head:GetChildren()) do
if (SearchTable(s.ClassName, AvatarHead) == true) then
s:Clone().Parent = Part
end
end
end
function MorphPlayer(Avatar)
-- Morph (1/2): Remove Player Customizations & Morph Head
for i, s in pairs(Avatar:GetChildren()) do
if (SearchTable(s.ClassName, AvatarBody) == true) and (SearchTable(s.ClassName, ExcludedClasses) == false) and (SearchTable(s.Name, ExcludedNames) == false) or (s.ClassName == "Hat") then
s:Remove()
end
if (s.ClassName == "Part") and (s.Name == "Head") then MorphHead(s) end
end
wait(1)
-- Morph (2/2): Add Items To Avatar
for i, s in pairs(StealthLava.Parent:GetChildren()) do
if (SearchTable(s.ClassName, AvatarBody) == true) and (SearchTable(s.ClassName, ExcludedClasses) == false) and (SearchTable(s.Name, ExcludedNames) == false) then
s:Clone().Parent = Avatar
end
end
wait(1)
end
|
--- Splits a string using a simple separator (no quote parsing)
|
function Util.SplitStringSimple(inputstr, sep)
if sep == nil then
sep = "%s"
end
local t = {}
local i = 1
for str in string.gmatch(inputstr, "([^" .. sep .. "]+)") do
t[i] = str
i = i + 1
end
return t
end
local function charCode(n)
return utf8.char(tonumber(n, 16))
end
|
---KILL FOR CASH
|
local Humanoid = script.Parent.Humanoid
function PwntX_X()
local tag = Humanoid:FindFirstChild("creator")
if tag ~= nil then
if tag.Value ~= nil then
local Leaderstats = tag.Value:FindFirstChild("leaderstats")
if Leaderstats ~= nil then
Leaderstats.FlagBucks.Value = Leaderstats.FlagBucks.Value + 10 --how much you get for killing the npc
wait(0.1)
script:remove()
end
end
end
end
Humanoid.Died:connect(PwntX_X)
--[[ ]]
|
-- Public Constructors
|
function MaidClass.new()
local self = setmetatable({}, MaidClass)
self.Trash = {}
return self
end
|
--Funcion for getting all the tools a player has
|
function config.GetTools(plr)
local plrTools = plr.Backpack:GetChildren()
local toolEquipped = plr.Character:FindFirstChildOfClass("Tool")
if toolEquipped then
table.insert(plrTools, toolEquipped)
end
return plrTools
end
return config
|
-- Initialize promise values
|
_emptyFulfilledPromise = Promise.new()
_emptyFulfilledPromise:_fulfill({}, 0)
_emptyRejectedPromise = Promise.new()
_emptyRejectedPromise:_reject({}, 0)
return Promise
|
--// Damage Settings
|
BaseDamage = 167; -- Torso Damage
LimbDamage = 105; -- Arms and Legs
ArmorDamage = 105; -- How much damage is dealt against armor (Name the armor "Armor")
HeadDamage = 317; -- If you set this to 100, there's a chance the player won't die because of the heal script
|
-- ROBLOX deviation END
|
local typesModule = require(script.Parent.Parent.Parent.Types)
type Config = typesModule.Config
type Printer = typesModule.Printer
type Refs = typesModule.Refs
local escapeHTML = require(script.Parent.escapeHTML).default
|
--[[
Base64 encoding/decoding
Functions.Base64(
Encode = (data), <-- |REQ| Data
Decode = (data), <-- |REQ| Data
)
--]]
|
function Encode(data)
return ((data:gsub('.', function(x)
local r, b = '', x:byte()
for i = 8, 1, -1 do
r = r..(b%2 ^ i - b%2 ^ (i - 1) > 0 and '1' or '0')
end
return r;
end)..'0000'):gsub('%d%d%d?%d?%d?%d?', function(x)
if #x < 6 then return '' end
local c = 0
for i = 1, 6 do
c = c+(x:sub(i,i)=='1' and 2^(6-i) or 0)
end
return b:sub(c + 1, c + 1)
end)..({'', '==', '='})[#data%3 + 1])
end
function Decode(data)
data = string.gsub(data, '[^'..b..'=]', '')
return (data:gsub('.', function(x)
if x == '=' then return '' end
local r, f= '', (b:find(x) - 1)
for i = 6, 1, -1 do r=r..(f%2 ^ i - f%2 ^ (i - 1) > 0 and '1' or '0') end
return r;
end):gsub('%d%d%d?%d?%d?%d?%d?%d?', function(x)
if #x ~= 8 then return '' end
local c = 0
for i = 1, 8 do c = c + (x:sub(i, i)== '1' and 2 ^ (8 - i) or 0) end
return string.char(c)
end))
end
return {Encode = Encode, Decode = Decode}
|
--[[**
Returns a t.union of each value in the table as a t.literal
@param valueTable The table to get values from
@returns True iff the condition is satisfied, false otherwise
**--]]
|
function t.valueOf(valueTable)
local values = {}
local length = 0
for _, value in valueTable do
length = length + 1
values[length] = value
end
return t.literal(table.unpack(values, 1, length))
end
|
--[[Transmission]]
|
Tune.TransModes = {"Auto", "Semi"} --[[
[Modes]
"Auto" : Automatic shifting
"Semi" : Clutchless manual shifting, dual clutch transmission
"Manual" : Manual shifting with clutch
>Include within brackets
eg: {"Semi"} or {"Auto", "Manual"}
>First mode is default mode ]]
--Automatic Settings
Tune.AutoShiftMode = "RPM" --[[
[Modes]
"Speed" : Shifts based on wheel speed
"RPM" : Shifts based on RPM ]]
Tune.AutoUpThresh = -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 = 4 -- Gearing determines top speed and wheel torque
Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed
--[[Reverse]] 3.15 , -- Copy and paste a ratio to add a gear
--[[Neutral]] 0 , -- Ratios can also be deleted
--[[ 1 ]] 3.94 , -- Reverse, Neutral, and 1st gear are required
--[[ 2 ]] 2.20 ,
--[[ 3 ]] 1.41 ,
--[[ 4 ]] 0.98 ,
}
Tune.FDMult = 1 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
|
--[[ END OF SERVICES ]]
|
local LocalPlayer = PlayersService.LocalPlayer
while LocalPlayer == nil do
PlayersService.ChildAdded:Wait()
LocalPlayer = PlayersService.LocalPlayer
end
local PlayerGui = LocalPlayer:WaitForChild("PlayerGui")
local okShouldClipInGameChat, valueShouldClipInGameChat = pcall(function() return UserSettings():IsUserFeatureEnabled("UserShouldClipInGameChat") end)
local shouldClipInGameChat = okShouldClipInGameChat and valueShouldClipInGameChat
|
-- destroy the loading screen
|
screenGui:Destroy()
game.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.All, true)
|
-- This takes care of equiping and unequiping tools
| |
-- Public Constructors
|
function MaidClass.new(...)
local self = setmetatable({}, MaidClass)
self.Trash = {}
for _, item in pairs({...}) do
self:Mark(item)
end
return self
end
|
--Script is automatically enabled / disabled
--Changing the speed of this may require you to increase the hold time on the proximity prompt, to prevent items from backing up
|
while wait(0.1) do
script.Parent.Velocity = script.Parent.CFrame.lookVector *5
end
|
--wait(1)
|
local player = game.Players.LocalPlayer
local camera = workspace.CurrentCamera
local render = game:GetService("RunService").RenderStepped
local dev = script.Parent
local lastY = 0
local units = {
[dev.N ] = -math.pi * 4/4;
[dev.NE] = -math.pi * 3/4;
[dev.E ] = -math.pi * 2/4;
[dev.SE] = -math.pi * 1/4;
[dev.S ] = math.pi * 0/4;
[dev.SW] = math.pi * 1/4;
[dev.W ] = math.pi * 2/4;
[dev.NW] = math.pi * 3/4;
}
function restrictAngle(angle)
if angle < -math.pi then
return angle + math.pi*2
elseif angle > math.pi then
return angle - math.pi*2
else
return angle
end
end
render:connect(function()
local delta = wait(1/30)
local look = camera.CoordinateFrame.lookVector
local look = Vector3.new(look.x, 0, look.z).unit
local lookY = math.atan2(look.z, look.x)
local difY = restrictAngle(lookY - lastY)
lookY = restrictAngle(lastY + difY*delta*smoothness)
lastY = lookY
for unit, rot in pairs(units) do
rot = restrictAngle(lookY - rot)
if math.sin(rot) > 0 then
local cosRot = math.cos(rot)
local cosRot2 = cosRot*cosRot
unit.Visible = true
unit.Position = UDim2.new(0.5 + cosRot*0.6, unit.Position.X.Offset, 0, 3)
|
--[[
Adds a CollectionService tag to all player and character objects
Used by CollisionGroupManager to create components wrapped around Characters,
and by ZoneHandler to check for characters in zones
--]]
|
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ServerStorage = game:GetService("ServerStorage")
local CollectionService = game:GetService("CollectionService")
local PlayerTag = require(ReplicatedStorage.Source.SharedConstants.CollectionServiceTag.PlayerTag)
local CharacterTag = require(ReplicatedStorage.Source.SharedConstants.CollectionServiceTag.CharacterTag)
local PlayerObjectsContainer = require(ServerStorage.Source.PlayerObjectsContainer)
local TagPlayers = {}
function TagPlayers.addTags(player: Player)
CollectionService:AddTag(player, PlayerTag)
local characterLoadedWrapper = PlayerObjectsContainer.getCharacterLoadedWrapper(player)
if characterLoadedWrapper:isLoaded() then
TagPlayers._onCharacterAdded(player.Character :: Model)
end
characterLoadedWrapper.loaded:Connect(function(character: any)
TagPlayers._onCharacterAdded(character :: Model)
end)
end
function TagPlayers._onCharacterAdded(character: Model)
CollectionService:AddTag(character, CharacterTag.Character)
end
return TagPlayers
|
-- Also set this to true if you want the thumbstick to not affect throttle, only triggers when a gamepad is conected
|
local onlyTriggersForThrottle = false
local ZERO_VECTOR3 = Vector3.new(0,0,0)
local AUTO_PILOT_DEFAULT_MAX_STEERING_ANGLE = 35
|
-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------
-- STATE CHANGE HANDLERS
|
function onRunning(speed)
local heightScale = if userAnimateScaleRun then getHeightScale() else 1
local movedDuringEmote = currentlyPlayingEmote and Humanoid.MoveDirection == Vector3.new(0, 0, 0)
local speedThreshold = movedDuringEmote and (Humanoid.WalkSpeed / heightScale) or 0.75
if speed > speedThreshold * heightScale then
local scale = 16.0
playAnimation("walk", 0.2, Humanoid)
setAnimationSpeed(speed / scale)
pose = "Running"
else
if emoteNames[currentAnim] == nil and not currentlyPlayingEmote then
playAnimation("idle", 0.2, Humanoid)
pose = "Standing"
end
end
end
function onDied()
pose = "Dead"
end
function onJumping()
playAnimation("jump", 0.1, Humanoid)
jumpAnimTime = jumpAnimDuration
pose = "Jumping"
end
function onClimbing(speed)
if userAnimateScaleRun then
speed /= getHeightScale()
end
local scale = 5.0
playAnimation("climb", 0.1, Humanoid)
setAnimationSpeed(speed / scale)
pose = "Climbing"
end
function onGettingUp()
pose = "GettingUp"
end
function onFreeFall()
if (jumpAnimTime <= 0) then
playAnimation("fall", fallTransitionTime, Humanoid)
end
pose = "FreeFall"
end
function onFallingDown()
pose = "FallingDown"
end
function onSeated()
pose = "Seated"
end
function onPlatformStanding()
pose = "PlatformStanding"
end
|
--!strict
--[=[
@function removeIndex
@within Array
@param array {T} -- The array to remove the value from.
@param index number -- The index to remove the value from (can be negative).
@return {T} -- The array with the value removed.
Removes a value from an array at the given index.
```lua
local array = { 1, 2, 3 }
local new = RemoveIndex(array, 1) -- { 2, 3 }
local new = RemoveIndex(array, -1) -- { 1, 3 }
```
]=]
|
local function removeIndex<T>(array: { T }, index: number): { T }
local length = #array
local result = {}
if index < 1 then
index += length
end
for arrIndex, value in ipairs(array) do
if arrIndex ~= index then
table.insert(result, value)
end
end
return result
end
return removeIndex
|
--CHANGE THIS TO TRUE IF YOU WANT TO SET THE USERNAME BY YOURSELF. IF FALSE, THE SCRIPT WILL AUTOMATICALLY USE THE GAME OWNER'S NAME.
|
local defaultOwnerOverride = false
|
--end)
|
task.spawn(function()
while true do
if Dead then
break
end
AI()
local n,mag,hum=near()
if n and not Dead then
n=n.p
if not r then
w=.14
local dir=h.Position-n
local tst ,_ =workspace:FindPartOnRay(Ray.new(t.Torso.Position,(n-t.Torso.Position).Unit*999),t)
local aim =n+Vector3.new(math.random(-mag*RecoilSpread,mag*RecoilSpread),math.random(-mag*RecoilSpread,mag*RecoilSpread),math.random(-mag*RecoilSpread,mag*RecoilSpread))+hum
if tst and not Dead then
local FoundHuman,VitimaHuman = CheckForHumanoid(tst)
if FoundHuman == true and VitimaHuman.Health > 0 and game.Players:GetPlayerFromCharacter(VitimaHuman.Parent) and perception >= 10 then
function lookAt(target, eye)
local forwardVector = (eye - target).Unit
local upVector = Vector3.new(0, 1, 0)
-- You have to remember the right hand rule or google search to get this right
local rightVector = forwardVector:Cross(upVector)
local upVector2 = rightVector:Cross(forwardVector)
return CFrame.fromMatrix(eye, rightVector, upVector2)
end
local direction = (n+hum)-h.CFrame.LookVector
script.Parent:SetPrimaryPartCFrame(CFrame.new(t.Head.CFrame.Position,Vector3.new(direction.X,h.CFrame.Y,direction.Z)))
Evt.ServerBullet:FireAllClients(nil, h.Position,(aim - h.Position).Unit,WeaponData,nil)
h.Echo:Play()
h.Fire:Play()
local raycastParams = RaycastParams.new()
raycastParams.FilterDescendantsInstances = Ray_Ignore
raycastParams.FilterType = Enum.RaycastFilterType.Blacklist
raycastParams.IgnoreWater = true
local raycastResult = workspace:Raycast(h.Position, (aim - h.Position).Unit*999, raycastParams)
if raycastResult and raycastResult.Instance and not Dead then
Hitmaker(raycastResult.Instance, raycastResult.Position, raycastResult.Normal, raycastResult.Material)
local FoundHuman,VitimaHuman = CheckForHumanoid(raycastResult.Instance)
if FoundHuman == true and VitimaHuman.Health > 0 and game.Players:GetPlayerFromCharacter(VitimaHuman.Parent) then
local TotalDistTraveled = (raycastResult.Position - h.Position).Magnitude
------ How much damage the gun inflicts
if raycastResult.Instance.Name == "Head" or raycastResult.Instance.Parent.Name == "Top" or raycastResult.Instance.Parent.Name == "Headset" or raycastResult.Instance.Parent.Name == "Olho" or raycastResult.Instance.Parent.Name == "Face" or raycastResult.Instance.Parent.Name == "Numero" then
local DanoBase = math.random(WeaponData.HeadDamage[1], WeaponData.HeadDamage[2])
local Dano,DanoColete,DanoCapacete = CalcularDano(DanoBase, TotalDistTraveled, VitimaHuman, "Head")
Damage(VitimaHuman,Dano,DanoColete,DanoCapacete)
elseif (raycastResult.Instance.Parent:IsA('Accessory') or raycastResult.Instance.Parent:IsA('Hat')) then
local DanoBase = math.random(WeaponData.HeadDamage[1], WeaponData.HeadDamage[2])
local Dano,DanoColete,DanoCapacete = CalcularDano(DanoBase, TotalDistTraveled, VitimaHuman, "Head")
Damage(VitimaHuman,Dano,DanoColete,DanoCapacete)
elseif raycastResult.Instance.Name == "Torso" or raycastResult.Instance.Parent.Name == "Chest" or raycastResult.Instance.Parent.Name == "Waist" then
local DanoBase = math.random(WeaponData.TorsoDamage[1], WeaponData.TorsoDamage[2])
local Dano,DanoColete,DanoCapacete = CalcularDano(DanoBase, TotalDistTraveled, VitimaHuman, "Body")
Damage(VitimaHuman,Dano,DanoColete,DanoCapacete)
elseif raycastResult.Instance.Name == "Right Arm" or raycastResult.Instance.Name == "Left Arm" or raycastResult.Instance.Name == "Right Leg" or raycastResult.Instance.Name == "Left Leg" or raycastResult.Instance.Parent.Name == "Back" or raycastResult.Instance.Parent.Name == "Leg1" or raycastResult.Instance.Parent.Name == "Leg2" or raycastResult.Instance.Parent.Name == "Arm1" or raycastResult.Instance.Parent.Name == "Arm2" then
local DanoBase = math.random(WeaponData.LimbDamage[1], WeaponData.LimbDamage[2])
local Dano,DanoColete,DanoCapacete = CalcularDano(DanoBase, TotalDistTraveled, VitimaHuman, "Body")
Damage(VitimaHuman,Dano,DanoColete,DanoCapacete)
else
local DanoBase = math.random(WeaponData.LimbDamage[1], WeaponData.LimbDamage[2])
local Dano,DanoColete,DanoCapacete = CalcularDano(DanoBase, TotalDistTraveled, VitimaHuman, "Body")
Damage(VitimaHuman,Dano,DanoColete,DanoCapacete)
end
end
end
ammo=ammo-1
if raycastResult then
mag=(h.Position-raycastResult.Position).magnitude
end
t.Humanoid.WalkSpeed = ShootingWalkspeed
elseif FoundHuman == true and VitimaHuman.Health > 0 and game.Players:GetPlayerFromCharacter(VitimaHuman.Parent) and perception < 10 then
perception = perception + Settings.Level.Value
t.Humanoid.WalkSpeed = SearchingWalkspeed
Memory = Settings.Level.Value * 100
CanSee = true
elseif perception > 0 then
perception = perception - 1/Settings.Level.Value * 2
t.Humanoid.WalkSpeed = SearchingWalkspeed
CanSee = false
elseif perception <= 0 then
perception = 0
t.Humanoid.WalkSpeed = RegularWalkspeed
Memory = Memory - .25
end
--print(Memory)
end
task.wait(RPM) -- How fast the enemy shoots
if ammo==0 then
reload()
end
end
end
end
end)
|
---------------------------------MOBILE------------------------------------
|
if UserInputService.TouchEnabled then
local MobileButtons = plr.PlayerGui.MobileButtons:WaitForChild("MobileButtons")
MobileButtons.Visible = true
local MobileBlockButton = MobileButtons.Block
MobileBlockButton.Activated:Connect(function()
if not char.Values:FindFirstChild("Stunned") and not debounce then
if Status == "nil" then
startBlocking()
else
stopBlocking()
end
end
end)
end
|
-- Management of which options appear on the Roblox User Settings screen
|
do
local PlayerScripts = Players.LocalPlayer:WaitForChild("PlayerScripts")
PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Default)
PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Follow)
PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Classic)
PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Default)
PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Follow)
PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Classic)
PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.CameraToggle)
end
function CameraModule.new()
local self = setmetatable({},CameraModule)
-- Current active controller instances
self.activeCameraController = nil
self.activeOcclusionModule = nil
self.activeMouseLockController = nil
self.currentComputerCameraMovementMode = nil
-- Connections to events
self.cameraSubjectChangedConn = nil
self.cameraTypeChangedConn = nil
-- Adds CharacterAdded and CharacterRemoving event handlers for all current players
for _,player in pairs(Players:GetPlayers()) do
self:OnPlayerAdded(player)
end
-- Adds CharacterAdded and CharacterRemoving event handlers for all players who join in the future
Players.PlayerAdded:Connect(function(player)
self:OnPlayerAdded(player)
end)
if not UserInputService.TouchEnabled then
self.activeMouseLockController = MouseLockController.new()
local toggleEvent = self.activeMouseLockController:GetBindableToggleEvent()
if toggleEvent then
toggleEvent:Connect(function()
self:OnMouseLockToggled()
end)
end
end
self:ActivateCameraController(self:GetCameraControlChoice())
self:ActivateOcclusionModule(Players.LocalPlayer.DevCameraOcclusionMode)
self:OnCurrentCameraChanged() -- Does initializations and makes first camera controller
RunService:BindToRenderStep("cameraRenderUpdate", Enum.RenderPriority.Camera.Value, function(dt) self:Update(dt) end)
-- Connect listeners to camera-related properties
for _, propertyName in pairs(PLAYER_CAMERA_PROPERTIES) do
Players.LocalPlayer:GetPropertyChangedSignal(propertyName):Connect(function()
self:OnLocalPlayerCameraPropertyChanged(propertyName)
end)
end
for _, propertyName in pairs(USER_GAME_SETTINGS_PROPERTIES) do
UserGameSettings:GetPropertyChangedSignal(propertyName):Connect(function()
self:OnUserGameSettingsPropertyChanged(propertyName)
end)
end
game.Workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(function()
self:OnCurrentCameraChanged()
end)
return self
end
function CameraModule:GetCameraMovementModeFromSettings()
local cameraMode = Players.LocalPlayer.CameraMode
-- Lock First Person trumps all other settings and forces ClassicCamera
if cameraMode == Enum.CameraMode.LockFirstPerson then
return CameraUtils.ConvertCameraModeEnumToStandard(Enum.ComputerCameraMovementMode.Classic)
end
local devMode, userMode
if UserInputService.TouchEnabled then
devMode = CameraUtils.ConvertCameraModeEnumToStandard(Players.LocalPlayer.DevTouchCameraMode)
userMode = CameraUtils.ConvertCameraModeEnumToStandard(UserGameSettings.TouchCameraMovementMode)
else
devMode = CameraUtils.ConvertCameraModeEnumToStandard(Players.LocalPlayer.DevComputerCameraMode)
userMode = CameraUtils.ConvertCameraModeEnumToStandard(UserGameSettings.ComputerCameraMovementMode)
end
if devMode == Enum.DevComputerCameraMovementMode.UserChoice then
-- Developer is allowing user choice, so user setting is respected
return userMode
end
return devMode
end
function CameraModule:ActivateOcclusionModule(occlusionMode: Enum.DevCameraOcclusionMode)
local newModuleCreator
if occlusionMode == Enum.DevCameraOcclusionMode.Zoom then
newModuleCreator = Poppercam
elseif occlusionMode == Enum.DevCameraOcclusionMode.Invisicam then
newModuleCreator = Invisicam
else
warn("CameraScript ActivateOcclusionModule called with unsupported mode")
return
end
self.occlusionMode = occlusionMode
-- First check to see if there is actually a change. If the module being requested is already
-- the currently-active solution then just make sure it's enabled and exit early
if self.activeOcclusionModule and self.activeOcclusionModule:GetOcclusionMode() == occlusionMode then
if not self.activeOcclusionModule:GetEnabled() then
self.activeOcclusionModule:Enable(true)
end
return
end
-- Save a reference to the current active module (may be nil) so that we can disable it if
-- we are successful in activating its replacement
local prevOcclusionModule = self.activeOcclusionModule
-- If there is no active module, see if the one we need has already been instantiated
self.activeOcclusionModule = instantiatedOcclusionModules[newModuleCreator]
-- If the module was not already instantiated and selected above, instantiate it
if not self.activeOcclusionModule then
self.activeOcclusionModule = newModuleCreator.new()
if self.activeOcclusionModule then
instantiatedOcclusionModules[newModuleCreator] = self.activeOcclusionModule
end
end
-- If we were successful in either selecting or instantiating the module,
-- enable it if it's not already the currently-active enabled module
if self.activeOcclusionModule then
local newModuleOcclusionMode = self.activeOcclusionModule:GetOcclusionMode()
-- Sanity check that the module we selected or instantiated actually supports the desired occlusionMode
if newModuleOcclusionMode ~= occlusionMode then
warn("CameraScript ActivateOcclusionModule mismatch: ",self.activeOcclusionModule:GetOcclusionMode(),"~=",occlusionMode)
end
-- Deactivate current module if there is one
if prevOcclusionModule then
-- Sanity check that current module is not being replaced by itself (that should have been handled above)
if prevOcclusionModule ~= self.activeOcclusionModule then
prevOcclusionModule:Enable(false)
else
warn("CameraScript ActivateOcclusionModule failure to detect already running correct module")
end
end
-- Occlusion modules need to be initialized with information about characters and cameraSubject
-- Invisicam needs the LocalPlayer's character
-- Poppercam needs all player characters and the camera subject
if occlusionMode == Enum.DevCameraOcclusionMode.Invisicam then
-- Optimization to only send Invisicam what we know it needs
if Players.LocalPlayer.Character then
self.activeOcclusionModule:CharacterAdded(Players.LocalPlayer.Character, Players.LocalPlayer )
end
else
-- When Poppercam is enabled, we send it all existing player characters for its raycast ignore list
for _, player in pairs(Players:GetPlayers()) do
if player and player.Character then
self.activeOcclusionModule:CharacterAdded(player.Character, player)
end
end
self.activeOcclusionModule:OnCameraSubjectChanged((game.Workspace.CurrentCamera :: Camera).CameraSubject)
end
-- Activate new choice
self.activeOcclusionModule:Enable(true)
end
end
function CameraModule:ShouldUseVehicleCamera()
local camera = workspace.CurrentCamera
if not camera then
return false
end
local cameraType = camera.CameraType
local cameraSubject = camera.CameraSubject
local isEligibleType = cameraType == Enum.CameraType.Custom or cameraType == Enum.CameraType.Follow
local isEligibleSubject = cameraSubject and cameraSubject:IsA("VehicleSeat") or false
local isEligibleOcclusionMode = self.occlusionMode ~= Enum.DevCameraOcclusionMode.Invisicam
return isEligibleSubject and isEligibleType and isEligibleOcclusionMode
end
|
-- Renderers that don't support test selectors
-- can re-export everything from this module.
|
local function shim(...)
invariant(
false,
"The current renderer does not support test selectors. "
.. "This error is likely caused by a bug in React. "
.. "Please file an issue."
)
end
|
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