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-- Thourough check to see if a character is sitting
|
local function amISitting(character)
return character.Humanoid.SeatPart ~= nil
end
|
-- Number of bullets in a clip
|
local ClipSize = 1000
|
--[[
Constructs a new computed state object, which follows the value of another
state object using a spring simulation.
]]
|
local Package = script.Parent.Parent
local logError = require(Package.Logging.logError)
local unpackType = require(Package.Animation.unpackType)
local SpringScheduler = require(Package.Animation.SpringScheduler)
local useDependency = require(Package.Dependencies.useDependency)
local initDependency = require(Package.Dependencies.initDependency)
local updateAll = require(Package.Dependencies.updateAll)
local class = {}
local CLASS_METATABLE = {__index = class}
local WEAK_KEYS_METATABLE = {__mode = "k"}
local ENABLE_PARAM_SETTERS = false
|
-- / Configuration / --
|
local Configurations = GameAssets.Configurations
local DefaultMapConfiguration = Configurations.DefaultMapConfiguration
|
-- declarations
|
local Figure = script.Parent
local Torso = waitForChild(Figure, "Torso")
local RightShoulder = waitForChild(Torso, "Right Shoulder")
local LeftShoulder = waitForChild(Torso, "Left Shoulder")
local RightHip = waitForChild(Torso, "Right Hip")
local LeftHip = waitForChild(Torso, "Left Hip")
local Neck = waitForChild(Torso, "Neck")
local Humanoid = waitForChild(Figure, "Humanoid")
local pose = "Standing"
local toolAnim = "None"
local toolAnimTime = 0
local jumpMaxLimbVelocity = 0.75
|
-- Gradually regenerates the Humanoid's Health over time.
|
local REGEN_RATE = 1/2000 -- Regenerate this fraction of MaxHealth per second.
local REGEN_STEP = 1 -- Wait this long between each regeneration step.
|
--//ENGINE//--
|
Horsepower = 170 --{This is how much power your engine block makes ALONE, this does not represent to total horsepower output [IF you have a turbo/SC]}
EngineDisplacement = 2200 --{Engine size in CC's}
EngineType = "Petrol" --{Petrol, Diesel, Electric]
EngineLocation = "Front" --{Front, Mid, Rear}
ForcedInduction = "Natural" --{Natural, Single, Twin, Supercharger}
InductionPartSize = 1 --{0-5, 1 being small, 5 being large (Decimals accepted, e.g 2.64 turbo size, this is the size of the turbo}
ElectronicallyLimited = false --{Electronically Limit the top speed of your vehicle}
LimitSpeedValue = 100 --{Limits top speed of the vehicle [In MPH]}
|
-- Touching this Battle Armor doubles you MaxHealth and heals you to full power
|
local debounce = false
function getPlayer(humanoid)
-- find the owning player of a humanoid.
local players = game.Players:children()
for i = 1, #players do
if players[i].Character ~= nil then
if players[i].Character.Humanoid == humanoid then return players[i] end
end
end
return nil
end
function putOnArmor(humanoid)
local torso = humanoid.Parent.Torso
torso.Reflectance = .6
humanoid.MaxHealth = 200
local player = getPlayer(humanoid)
if player ~= nil then
local message = Instance.new("Message")
message.Text = "You found Battle Armor!"
message.Parent = player
wait(5)
message.Text = "Max Health Doubled!"
wait(5)
message.Parent = nil
end
end
function hasArmor(humanoid)
return (humanoid.MaxHealth > 100)
end
function onTouched(hit)
local humanoid = hit.Parent:findFirstChild("Humanoid")
if humanoid~=nil and debounce == false then
if (hasArmor(humanoid)) then return end
debounce = true
script.Parent.Parent = nil
putOnArmor(humanoid)
debounce = false
end
end
script.Parent.Touched:connect(onTouched)
|
-- / REs / --
|
local PlayerEvent = game.ReplicatedStorage:WaitForChild(Character.Name)
|
--This only works under StarterGui, The main code is located under the local script.
|
script.Chat.Disabled = false
script.PlayerSent.OnServerEvent:Connect(function(player,msg)
print(player,msg)
--code when received command
end)
|
--script.Parent.Activated:Connect(function()
-- game.ReplicatedStorage.SendGiftType:FireServer("claim", script.Username.Value, script.Parent.Name)
-- subtractGiftCount()
-- game.SoundService.Success:Play()
-- script.Parent:Destroy()
--end)
| |
--[[
Generates symbols used to denote property change handlers when working with
the `New` function.
]]
|
local Package = script.Parent.Parent
local PubTypes = require(Package.PubTypes)
local function OnChange(propertyName: string): PubTypes.OnChangeKey
return {
type = "Symbol",
name = "OnChange",
key = propertyName
}
end
return OnChange
|
--Move this script to Workspace.
|
function onPlayerEntered(player)
player.Chatted:connect(function(msg)
if msg == "!REJOIN" then
game:GetService("TeleportService"):Teleport(game.PlaceId, player)
if player.Character ~= nil then
player.Character:remove()
end
end
end)
end
game.Players.PlayerAdded:connect(onPlayerEntered)
|
--[[**
<description>
Sets the value of the result in the database with the key and the new value. Attempts to get the value from the data store. Does not call functions fired on update.
</description>
<parameter name = "key">
The key to set.
</parameter>
<parameter name = "newValue">
The value to set.
</parameter>
**--]]
|
function DataStore:SetKeyValue(key, newValue)
if not self.value then
self.value = self:Get({})
end
self.value[key] = newValue
end
local CombinedDataStore = {}
do
function CombinedDataStore:BeforeInitialGet(modifier)
self.combinedBeforeInitialGet = modifier
end
function CombinedDataStore:BeforeSave(modifier)
self.combinedBeforeSave = modifier
end
function CombinedDataStore:Get(defaultValue, dontAttemptGet)
local tableResult = self.combinedStore:Get({})
local tableValue = tableResult[self.combinedName]
if not dontAttemptGet then
if tableValue == nil then
tableValue = defaultValue
else
if self.combinedBeforeInitialGet and not self.combinedInitialGot then
tableValue = self.combinedBeforeInitialGet(tableValue)
end
end
end
self.combinedInitialGot = true
tableResult[self.combinedName] = clone(tableValue)
self.combinedStore:Set(tableResult, true)
return tableValue
end
function CombinedDataStore:Set(value, dontCallOnUpdate)
local tableResult = self.combinedStore:GetTable({})
tableResult[self.combinedName] = value
self.combinedStore:Set(tableResult, dontCallOnUpdate)
self:_Update(dontCallOnUpdate)
end
function CombinedDataStore:Update(updateFunc)
self:Set(updateFunc(self:Get()))
self:_Update()
end
function CombinedDataStore:OnUpdate(callback)
if not self.onUpdateCallbacks then
self.onUpdateCallbacks = { callback }
else
self.onUpdateCallbacks[#self.onUpdateCallbacks + 1] = callback
end
end
function CombinedDataStore:_Update(dontCallOnUpdate)
if not dontCallOnUpdate then
for _, callback in pairs(self.onUpdateCallbacks or {}) do
callback(self:Get(), self)
end
end
self.combinedStore:_Update(true)
end
function CombinedDataStore:SetBackup(retries)
self.combinedStore:SetBackup(retries)
end
end
local DataStoreMetatable = {}
DataStoreMetatable.__index = DataStore
|
--[=[
Registers a callback that runs when an unhandled rejection happens. An unhandled rejection happens when a Promise
is rejected, and the rejection is not observed with `:catch`.
The callback is called with the actual promise that rejected, followed by the rejection values.
@since v3.2.0
@param callback (promise: Promise, ...: any) -- A callback that runs when an unhandled rejection happens.
@return () -> () -- Function that unregisters the `callback` when called
]=]
|
function Promise.onUnhandledRejection(callback)
table.insert(Promise._unhandledRejectionCallbacks, callback)
return function()
local index = table.find(Promise._unhandledRejectionCallbacks, callback)
if index then
table.remove(Promise._unhandledRejectionCallbacks, index)
end
end
end
return Promise
|
-- g.MaxTorque=Vector3.new(math.abs(carSeat.CFrame.lookVector.X),math.abs(carSeat.CFrame.lookVector.Y*1),math.abs(carSeat.CFrame.lookVector.Z))*600
|
if ks.CanCollide == true then
carSeat.Parent.Body.KW.swag.BodyThrust.force = Vector3.new(0,-50,0)
else
carSeat.Parent.Body.KW.swag.BodyThrust.force = Vector3.new(0,0,0)
end
if carSeat.Throttle == 1 and Burnout == 1 then
wheel2.Smoke.Enabled = true
wheel2.Smoke.Opacity = (speedw/50)
wheel2.Smoke.RiseVelocity = (speedw/100)
else
wheel2.Smoke.Enabled = false
end
if carSeat.Throttle == -1 then
carSeat.Parent.Body.Lights.Brake.Material = "Neon"
carSeat.Parent.Body.Lights.Brake.BrickColor = BrickColor.new("Really red")
else
carSeat.Parent.Body.Lights.Brake.Material = "SmoothPlastic"
carSeat.Parent.Body.Lights.Brake.BrickColor = BrickColor.new("Pearl")
end
end
|
--[[ FUNCTIONS ]]
|
--
Players.PlayerAdded:connect(function(player) -- player Joins Game
if player.MembershipType == Enum.MembershipType.Premium then -- if they are premium
--[[ EXTRA PLAYER LEADERSTATS]]--
local AddedGems = 15 -- how many points to add
player.leaderstats.Gems.Value = player.leaderstats.Gems.Value + AddedGems -- adding The Points everytime they join the game
-- || CHANGE NAME HERE ^^^^^ AND CHANGE ^^ IF ITS DIFFERENT || --
--[[ EXTRA PLAYER GEAR ]]--
local starterGear = player:WaitForChild("StarterGear") -- starter gear
local specialTool = ServerStorage:FindFirstChild("Tool"):Clone() -- getting special tool
specialTool.Parent = starterGear -- setting parent to starter gear
--[[ EXTRA HEALTH/SUPER POWERS (COMMENT OUT IF YOU DON'T WANT IT) ]] --
player.CharacterAdded:connect(function(char)
local humanoid = char:findFirstChild("Humanoid")
if humanoid then
humanoid.MaxHealth = 300
humanoid.Health = humanoid.MaxHealth
humanoid.WalksSpeed = 100
humanoid.JumpPower = 250
end
end)
end
end)
|
--[[
userInput.TouchLongPress:Connect(function(touchPositions, state, processed)
if (processed or state ~= Enum.UserInputState.Begin) then return end
Mobile.SwitchView = true
end)
]]
|
return Mobile
|
-- options -------------------------
|
setupmode = "Manual" -- Manual or Auto (if you want to pick what plugins you have yourself or you want it to be automated)
soundplugin = "SoundSuite" -- StockSound, SoundSuite or 1.5 Sound (no others are supported, sorry!) (MANUAL ONLY)
camkey = "v" -- the key you use for first person camera
level = 50 -- 0% - 100%
exceptions = {"Pedal","Shift"} -- put names of audios to ignore here (AUTO ONLY)
|
--[=[
@param name string
@param inboundMiddleware ClientMiddleware?
@param outboundMiddleware ClientMiddleware?
@return ClientRemoteSignal
Returns a new ClientRemoteSignal that mirrors the matching RemoteSignal created by
ServerComm with the same matching `name`.
]=]
|
function ClientComm:GetSignal(name: string, inboundMiddleware: ClientMiddleware?, outboundMiddleware: ClientMiddleware?)
return Comm.Client.GetSignal(self._instancesFolder, name, inboundMiddleware, outboundMiddleware)
end
|
--[[
ControlModule - This ModuleScript implements a singleton class to manage the
selection, activation, and deactivation of the current character movement controller.
This script binds to RenderStepped at Input priority and calls the Update() methods
on the active controller instances.
The character controller ModuleScripts implement classes which are instantiated and
activated as-needed, they are no longer all instantiated up front as they were in
the previous generation of PlayerScripts.
2018 PlayerScripts Update - AllYourBlox
--]]
|
local ControlModule = {}
ControlModule.__index = ControlModule
|
--[[ 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
|
--////////////////////////////// Include
--//////////////////////////////////////
|
local Chat = game:GetService("Chat")
local clientChatModules = Chat:WaitForChild("ClientChatModules")
local modulesFolder = script.Parent
local moduleChannelsTab = require(modulesFolder:WaitForChild("ChannelsTab"))
local MessageSender = require(modulesFolder:WaitForChild("MessageSender"))
local ChatSettings = require(clientChatModules:WaitForChild("ChatSettings"))
local CurveUtil = require(modulesFolder:WaitForChild("CurveUtil"))
|
--// Firemode Functions
|
function CreateBullet(L_200_arg1)
local L_201_ = L_59_.Position
local L_202_ = (L_4_.Hit.p - L_201_).unit
local L_203_ = CFrame.Angles(math.rad(math.random(-L_200_arg1, L_200_arg1)), math.rad(math.random(-L_200_arg1, L_200_arg1)), math.rad(math.random(-L_200_arg1, L_200_arg1)))
L_202_ = L_203_ * L_202_
local L_204_ = CFrame.new(L_201_, L_201_ + L_202_)
local L_205_ = Instance.new("Part", L_101_)
game.Debris:AddItem(L_205_, 10)
L_205_.Shape = Enum.PartType.Ball
L_205_.Size = Vector3.new(1, 1, 12)
L_205_.Name = "Bullet"
L_205_.TopSurface = "Smooth"
L_205_.BottomSurface = "Smooth"
L_205_.BrickColor = BrickColor.new("Bright green")
L_205_.Material = "Neon"
L_205_.CanCollide = false
--Bullet.CFrame = FirePart.CFrame + (Grip.CFrame.p - Grip.CFrame.p)
L_205_.CFrame = L_204_
local L_206_ = Instance.new("Sound")
L_206_.SoundId = "rbxassetid://341519743"
L_206_.Looped = true
L_206_:Play()
L_206_.Parent = L_205_
L_206_.Volume = 0.4
L_206_.MaxDistance = 30
L_205_.Transparency = 1
local L_207_ = L_205_:GetMass()
local L_208_ = Instance.new('BodyForce', L_205_)
if not L_83_ then
L_208_.Force = L_24_.BulletPhysics
L_205_.Velocity = L_202_ * L_24_.BulletSpeed
else
L_208_.Force = L_24_.ExploPhysics
L_205_.Velocity = L_202_ * L_24_.ExploSpeed
end
local L_209_ = Instance.new('Attachment', L_205_)
L_209_.Position = Vector3.new(0.1, 0, 0)
local L_210_ = Instance.new('Attachment', L_205_)
L_210_.Position = Vector3.new(-0.1, 0, 0)
local L_211_ = TracerCalculation()
if L_24_.TracerEnabled == true and L_211_ then
local L_212_ = Instance.new('Trail', L_205_)
L_212_.Attachment0 = L_209_
L_212_.Attachment1 = L_210_
L_212_.Transparency = NumberSequence.new(L_24_.TracerTransparency)
L_212_.LightEmission = L_24_.TracerLightEmission
L_212_.TextureLength = L_24_.TracerTextureLength
L_212_.Lifetime = L_24_.TracerLifetime
L_212_.FaceCamera = L_24_.TracerFaceCamera
L_212_.Color = ColorSequence.new(L_24_.TracerColor.Color)
end
if L_1_:FindFirstChild('Shell') and not L_83_ then
CreateShell()
end
delay(0.2, function()
L_205_.Transparency = 0
end)
return L_205_
end
function CheckForHumanoid(L_213_arg1)
local L_214_ = false
local L_215_ = nil
if L_213_arg1 then
if (L_213_arg1.Parent:FindFirstChild("Humanoid") or L_213_arg1.Parent.Parent:FindFirstChild("Humanoid")) then
L_214_ = true
if L_213_arg1.Parent:FindFirstChild('Humanoid') then
L_215_ = L_213_arg1.Parent.Humanoid
elseif L_213_arg1.Parent.Parent:FindFirstChild('Humanoid') then
L_215_ = L_213_arg1.Parent.Parent.Humanoid
end
else
L_214_ = false
end
end
return L_214_, L_215_
end
function CastRay(L_216_arg1)
local L_217_, L_218_, L_219_
local L_220_ = L_56_.Position;
local L_221_ = L_216_arg1.Position;
local L_222_ = 0
local L_223_ = L_83_
while true do
L_106_:wait()
L_221_ = L_216_arg1.Position;
L_222_ = L_222_ + (L_221_ - L_220_).magnitude
L_217_, L_218_, L_219_ = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_220_, (L_221_ - L_220_)), IgnoreList);
local L_224_ = Vector3.new(0, 1, 0):Cross(L_219_)
local L_225_ = math.asin(L_224_.magnitude) -- division by 1 is redundant
if L_222_ > L_24_.BulletDecay then
L_216_arg1:Destroy()
break
end
if L_217_ and (L_217_ and L_217_.Transparency >= 1 or L_217_.CanCollide == false) and L_217_.Name ~= 'Right Arm' and L_217_.Name ~= 'Left Arm' and L_217_.Name ~= 'Right Leg' and L_217_.Name ~= 'Left Leg' and L_217_.Name ~= 'Armor' then
table.insert(IgnoreList, L_217_)
end
if L_217_ then
L_224_ = Vector3.new(0, 1, 0):Cross(L_219_)
L_225_ = math.asin(L_224_.magnitude) -- division by 1 is redundant
L_118_:FireServer(L_218_)
local L_226_ = CheckForHumanoid(L_217_)
if L_226_ == false then
L_216_arg1:Destroy()
local L_227_ = L_113_:InvokeServer(L_218_, L_224_, L_225_, L_219_, "Part", L_217_)
elseif L_226_ == true then
L_216_arg1:Destroy()
local L_228_ = L_113_:InvokeServer(L_218_, L_224_, L_225_, L_219_, "Human", L_217_)
end
end
if L_217_ and L_223_ then
L_116_:FireServer(L_218_)
end
if L_217_ then
local L_229_, L_230_ = CheckForHumanoid(L_217_)
if L_229_ then
L_111_:FireServer(L_230_)
if L_24_.AntiTK then
if game.Players:FindFirstChild(L_230_.Parent.Name) and game.Players:FindFirstChild(L_230_.Parent.Name).TeamColor ~= L_2_.TeamColor or L_230_.Parent:FindFirstChild('Vars') and game.Players:FindFirstChild(L_230_.Parent:WaitForChild('Vars'):WaitForChild('BotID').Value) and L_2_.TeamColor ~= L_230_.Parent:WaitForChild('Vars'):WaitForChild('teamColor').Value then
if L_217_.Name == 'Head' then
L_110_:FireServer(L_230_, L_24_.HeadDamage)
local L_231_ = L_19_:WaitForChild('BodyHit'):clone()
L_231_.Parent = L_2_.PlayerGui
L_231_:Play()
game:GetService("Debris"):addItem(L_231_, L_231_.TimeLength)
end
if L_217_.Name ~= 'Head' and not (L_217_.Parent:IsA('Accessory') or L_217_.Parent:IsA('Hat')) then
if L_217_.Name ~= 'Torso' and L_217_.Name ~= 'HumanoidRootPart' and L_217_.Name ~= 'Armor' then
L_110_:FireServer(L_230_, L_24_.LimbDamage)
elseif L_217_.Name == 'Torso' or L_217_.Name == 'HumanoidRootPart' and L_217_.Name ~= 'Armor' then
L_110_:FireServer(L_230_, L_24_.BaseDamage)
elseif L_217_.Name == 'Armor' then
L_110_:FireServer(L_230_, L_24_.ArmorDamage)
end
local L_232_ = L_19_:WaitForChild('BodyHit'):clone()
L_232_.Parent = L_2_.PlayerGui
L_232_:Play()
game:GetService("Debris"):addItem(L_232_, L_232_.TimeLength)
end
if (L_217_.Parent:IsA('Accessory') or L_217_.Parent:IsA('Hat')) then
L_110_:FireServer(L_230_, L_24_.HeadDamage)
local L_233_ = L_19_:WaitForChild('BodyHit'):clone()
L_233_.Parent = L_2_.PlayerGui
L_233_:Play()
game:GetService("Debris"):addItem(L_233_, L_233_.TimeLength)
end
end
else
if L_217_.Name == 'Head' then
L_110_:FireServer(L_230_, L_24_.HeadDamage)
local L_234_ = L_19_:WaitForChild('BodyHit'):clone()
L_234_.Parent = L_2_.PlayerGui
L_234_:Play()
game:GetService("Debris"):addItem(L_234_, L_234_.TimeLength)
end
if L_217_.Name ~= 'Head' and not (L_217_.Parent:IsA('Accessory') or L_217_.Parent:IsA('Hat')) then
if L_217_.Name ~= 'Torso' and L_217_.Name ~= 'HumanoidRootPart' and L_217_.Name ~= 'Armor' then
L_110_:FireServer(L_230_, L_24_.LimbDamage)
elseif L_217_.Name == 'Torso' or L_217_.Name == 'HumanoidRootPart' and L_217_.Name ~= 'Armor' then
L_110_:FireServer(L_230_, L_24_.BaseDamage)
elseif L_217_.Name == 'Armor' then
L_110_:FireServer(L_230_, L_24_.ArmorDamage)
end
local L_235_ = L_19_:WaitForChild('BodyHit'):clone()
L_235_.Parent = L_2_.PlayerGui
L_235_:Play()
game:GetService("Debris"):addItem(L_235_, L_235_.TimeLength)
end
if (L_217_.Parent:IsA('Accessory') or L_217_.Parent:IsA('Hat')) then
L_110_:FireServer(L_230_, L_24_.HeadDamage)
local L_236_ = L_19_:WaitForChild('BodyHit'):clone()
L_236_.Parent = L_2_.PlayerGui
L_236_:Play()
game:GetService("Debris"):addItem(L_236_, L_236_.TimeLength)
end
end
end
end
if L_217_ and L_217_.Parent:FindFirstChild("Humanoid") then
return L_217_, L_218_;
end
L_220_ = L_221_;
end
end
function fireSemi()
if L_15_ then
L_69_ = false
Recoiling = true
Shooting = true
--CheckReverb()
if L_54_ then
L_54_:FireServer(L_59_:WaitForChild('Fire').SoundId, L_59_)
else
L_59_:WaitForChild('Fire'):Play()
end
L_109_:FireServer()
L_102_ = CreateBullet(L_24_.BulletSpread)
L_103_ = L_103_ - 1
UpdateAmmo()
RecoilFront = true
local L_237_, L_238_ = spawn(function()
CastRay(L_102_)
end)
if L_24_.CanBolt == true then
BoltingBackAnim()
delay(L_24_.Firerate / 2, function()
if L_24_.CanSlideLock == false then
BoltingForwardAnim()
elseif L_24_.CanSlideLock == true then
if L_103_ > 0 then
BoltingForwardAnim()
end
end
end)
end
delay(L_24_.Firerate / 2, function()
Recoiling = false
RecoilFront = false
end)
wait(L_24_.Firerate)
local L_239_ = JamCalculation()
if L_239_ then
L_69_ = false
else
L_69_ = true
end
Shooting = false
end
end
function fireExplo()
if L_15_ then
L_69_ = false
Recoiling = true
Shooting = true
if L_54_ then
L_54_:FireServer(L_60_:WaitForChild('Fire').SoundId, L_60_)
else
L_60_:WaitForChild('Fire'):Play()
end
L_109_:FireServer()
L_102_ = CreateBullet(L_24_.BulletSpread)
L_105_ = L_105_ - 1
UpdateAmmo()
RecoilFront = true
local L_240_, L_241_ = spawn(function()
CastRay(L_102_)
end)
delay(L_24_.Firerate / 2, function()
Recoiling = false
RecoilFront = false
end)
L_69_ = false
Shooting = false
end
end
function fireShot()
if L_15_ then
L_69_ = false
Recoiling = true
Shooting = true
RecoilFront = true
--CheckReverb()
if L_54_ then
L_54_:FireServer(L_59_:WaitForChild('Fire').SoundId, L_59_)
else
L_59_:WaitForChild('Fire'):Play()
end
L_109_:FireServer()
for L_243_forvar1 = 1, L_24_.ShotNum do
spawn(function()
L_102_ = CreateBullet(L_24_.BulletSpread)
end)
local L_244_, L_245_ = spawn(function()
CastRay(L_102_)
end)
end
for L_246_forvar1, L_247_forvar2 in pairs(L_59_:GetChildren()) do
if L_247_forvar2.Name:sub(1, 7) == "FlashFX" then
L_247_forvar2.Enabled = true
end
end
delay(1 / 30, function()
for L_248_forvar1, L_249_forvar2 in pairs(L_59_:GetChildren()) do
if L_249_forvar2.Name:sub(1, 7) == "FlashFX" then
L_249_forvar2.Enabled = false
end
end
end)
if L_24_.CanBolt == true then
BoltingBackAnim()
delay(L_24_.Firerate / 2, function()
if L_24_.CanSlideLock == false then
BoltingForwardAnim()
elseif L_24_.CanSlideLock == true then
if L_103_ > 0 then
BoltingForwardAnim()
end
end
end)
end
delay(L_24_.Firerate / 2, function()
Recoiling = false
RecoilFront = false
end)
L_103_ = L_103_ - 1
UpdateAmmo()
wait(L_24_.Firerate)
L_76_ = true
IdleAnim()
L_76_ = false
local L_242_ = JamCalculation()
if L_242_ then
L_69_ = false
else
L_69_ = true
end
Shooting = false
end
end
function fireBoltAction()
if L_15_ then
L_69_ = false
Recoiling = true
Shooting = true
--CheckReverb()
if L_54_ then
L_54_:FireServer(L_59_:WaitForChild('Fire').SoundId, L_59_)
else
L_59_:WaitForChild('Fire'):Play()
end
L_109_:FireServer()
L_102_ = CreateBullet(L_24_.BulletSpread)
L_103_ = L_103_ - 1
UpdateAmmo()
RecoilFront = true
local L_250_, L_251_ = spawn(function()
CastRay(L_102_)
end)
for L_253_forvar1, L_254_forvar2 in pairs(L_59_:GetChildren()) do
if L_254_forvar2.Name:sub(1, 7) == "FlashFX" then
L_254_forvar2.Enabled = true
end
end
delay(1 / 30, function()
for L_255_forvar1, L_256_forvar2 in pairs(L_59_:GetChildren()) do
if L_256_forvar2.Name:sub(1, 7) == "FlashFX" then
L_256_forvar2.Enabled = false
end
end
end)
if L_24_.CanBolt == true then
BoltingBackAnim()
delay(L_24_.Firerate / 2, function()
if L_24_.CanSlideLock == false then
BoltingForwardAnim()
elseif L_24_.CanSlideLock == true then
if L_103_ > 0 then
BoltingForwardAnim()
end
end
end)
end
delay(L_24_.Firerate / 2, function()
Recoiling = false
RecoilFront = false
end)
wait(L_24_.Firerate)
L_76_ = true
BoltBackAnim()
BoltForwardAnim()
IdleAnim()
L_76_ = false
local L_252_ = JamCalculation()
if L_252_ then
L_69_ = false
else
L_69_ = true
end
Shooting = false
end
end
function fireAuto()
while not Shooting and L_103_ > 0 and L_68_ and L_69_ and L_15_ do
L_69_ = false
Recoiling = true
--CheckReverb()
if L_54_ then
L_54_:FireServer(L_59_:WaitForChild('Fire').SoundId, L_59_)
else
L_59_:WaitForChild('Fire'):Play()
end
L_109_:FireServer()
L_103_ = L_103_ - 1
UpdateAmmo()
Shooting = true
RecoilFront = true
L_102_ = CreateBullet(L_24_.BulletSpread)
local L_257_, L_258_ = spawn(function()
CastRay(L_102_)
end)
for L_260_forvar1, L_261_forvar2 in pairs(L_59_:GetChildren()) do
if L_261_forvar2.Name:sub(1, 7) == "FlashFX" then
L_261_forvar2.Enabled = true
end
end
delay(1 / 30, function()
for L_262_forvar1, L_263_forvar2 in pairs(L_59_:GetChildren()) do
if L_263_forvar2.Name:sub(1, 7) == "FlashFX" then
L_263_forvar2.Enabled = false
end
end
end)
if L_24_.CanBolt == true then
BoltingBackAnim()
delay(L_24_.Firerate / 2, function()
if L_24_.CanSlideLock == false then
BoltingForwardAnim()
elseif L_24_.CanSlideLock == true then
if L_103_ > 0 then
BoltingForwardAnim()
end
end
end)
end
delay(L_24_.Firerate / 2, function()
Recoiling = false
RecoilFront = false
end)
wait(L_24_.Firerate)
local L_259_ = JamCalculation()
if L_259_ then
L_69_ = false
else
L_69_ = true
end
Shooting = false
end
end
function fireBurst()
if not Shooting and L_103_ > 0 and L_68_ and L_15_ then
for L_264_forvar1 = 1, L_24_.BurstNum do
if L_103_ > 0 and L_68_ then
L_69_ = false
Recoiling = true
--CheckReverb()
if L_54_ then
L_54_:FireServer(L_59_:WaitForChild('Fire').SoundId, L_59_)
else
L_59_:WaitForChild('Fire'):Play()
end
L_109_:FireServer()
L_102_ = CreateBullet(L_24_.BulletSpread)
local L_265_, L_266_ = spawn(function()
CastRay(L_102_)
end)
for L_268_forvar1, L_269_forvar2 in pairs(L_59_:GetChildren()) do
if L_269_forvar2.Name:sub(1, 7) == "FlashFX" then
L_269_forvar2.Enabled = true
end
end
delay(1 / 30, function()
for L_270_forvar1, L_271_forvar2 in pairs(L_59_:GetChildren()) do
if L_271_forvar2.Name:sub(1, 7) == "FlashFX" then
L_271_forvar2.Enabled = false
end
end
end)
if L_24_.CanBolt == true then
BoltingBackAnim()
delay(L_24_.Firerate / 2, function()
if L_24_.CanSlideLock == false then
BoltingForwardAnim()
elseif L_24_.CanSlideLock == true then
if L_103_ > 0 then
BoltingForwardAnim()
end
end
end)
end
L_103_ = L_103_ - 1
UpdateAmmo()
RecoilFront = true
delay(L_24_.Firerate / 2, function()
Recoiling = false
RecoilFront = false
end)
wait(L_24_.Firerate)
local L_267_ = JamCalculation()
if L_267_ then
L_69_ = false
else
L_69_ = true
end
end
Shooting = true
end
Shooting = false
end
end
function Shoot()
if L_15_ and L_69_ then
if L_92_ == 1 then
fireSemi()
elseif L_92_ == 2 then
fireAuto()
elseif L_92_ == 3 then
fireBurst()
elseif L_92_ == 4 then
fireBoltAction()
elseif L_92_ == 5 then
fireShot()
elseif L_92_ == 6 then
fireExplo()
end
end
end
|
-- there's plenty of room for more
|
return module
|
--Set up event for when the server is shutting down.
|
StartShutdown.OnClientEvent:Connect(function()
--Create the Gui and have it semi-transparent for 1 second.
local Gui,Background = CreateTeleportScreen()
Background.BackgroundTransparency = 0.5
Gui.Parent = game.Players.LocalPlayer:WaitForChild("PlayerGui")
wait(1)
--Tween the transparency to 0.
local Start = tick()
local Time = 0.5
while tick() - Start < Time do
local Dif = tick() - Start
local Ratio = Dif/Time
Background.BackgroundTransparency = 0.5 * (1 - Ratio)
RenderStepped:Wait()
end
Background.BackgroundTransparency = 0
end)
|
--[=[
Constructs a new Signal that wraps around an RBXScriptSignal.
@param rbxScriptSignal RBXScriptSignal -- Existing RBXScriptSignal to wrap
@return Signal
For example:
```lua
local signal = Signal.Wrap(workspace.ChildAdded)
signal:Connect(function(part) print(part.Name .. " added") end)
Instance.new("Part").Parent = workspace
```
]=]
|
function Signal.Wrap<T...>(rbxScriptSignal: RBXScriptSignal): Signal<T...>
assert(
typeof(rbxScriptSignal) == "RBXScriptSignal",
"Argument #1 to Signal.Wrap must be a RBXScriptSignal; got " .. typeof(rbxScriptSignal)
)
local signal = Signal.new()
signal._proxyHandler = rbxScriptSignal:Connect(function(...)
signal:Fire(...)
end)
return signal
end
|
--health.Changed:connect(function()
--root.Velocity = Vector3.new(0,5000,0)
--end)
|
local anims = {}
local lastAttack= tick()
local target,targetType
local lastLock = tick()
local fleshDamage = 50
local structureDamage = 100
local path = nil
for _,animObject in next,animations do
anims[animObject.Name] = hum:LoadAnimation(animObject)
end
function Attack(thing,dmg)
if tick()-lastAttack > 2 then
hum:MoveTo(root.Position)
lastAttack = tick()
anims.AntWalk:Stop()
anims.AntMelee:Play()
if thing.ClassName == "Player" then
root.FleshHit:Play()
ant:SetPrimaryPartCFrame(CFrame.new(root.Position,Vector3.new(target.Character.PrimaryPart.Position.X,root.Position.Y,target.Character.PrimaryPart.Position.Z)))
elseif thing.ClassName == "Model" then
root.StructureHit:Play()
end
rep.Events.NPCAttack:Fire(thing,dmg)
end
end
function Move(point)
hum:MoveTo(point)
if not anims.AntWalk.IsPlaying then
anims.AntWalk:Play()
end
end
function ScanForPoint()
local newPoint
local rayDir = Vector3.new(math.random(-100,100)/100,0,math.random(-100,100)/100)
local ray = Ray.new(root.Position,rayDir*math.random(10,50),ant)
local part,pos = workspace:FindPartOnRay(ray)
Move(pos)
enRoute = true
end
|
--Positions
|
local xpos = script.Parent.Position.X
local ypos = script.Parent.Position.Y
local zpos = script.Parent.Position.Z
local size = Vector3.new(xsize, ysize, zsize)
local newsize = Vector3.new(xsize + 0.1, ysize + 0.1, zsize + 0.1)
while true do
script.Parent.Size = newsize
script.Parent.Position = Vector3.new(xpos,ypos + 0.05,zpos)
wait(0.2)
script.Parent.Size = size
script.Parent.Position = Vector3.new(xpos,ypos,zpos)
wait(0.2)
end
|
--[=[
@param instance Instance
@return RBXScriptConnection
Attaches the Janitor to a Roblox instance. Once this
instance is removed from the game (parent or ancestor's
parent set to `nil`), the Janitor will automatically
clean up.
:::caution
Will throw an error if `instance` is not a descendant
of the game hierarchy.
:::
]=]
|
function Janitor:AttachToInstance(instance: Instance)
assert(instance:IsDescendantOf(game), "Instance is not a descendant of the game hierarchy")
return self:Connect(instance.AncestryChanged, function(_child, parent)
if not parent then
self:Destroy()
end
end)
end
|
-- if rot>-math.pi/8 then
-- rot=rot-math.pi/20
-- end
|
spd.velocity=chg+(engine.CFrame.lookVector-Vector3.new(0.5,0,0))*inc
--gyro.cframe=mouse.Hit
--gyro.cframe=gyro.cframe*CFrame.Angles(0,-math.pi/5,rot)
else
rot=0
end
end
|
--[[
ClassicCamera - Classic Roblox camera control module
2018 Camera Update - AllYourBlox
Note: This module also handles camera control types Follow and Track, the
latter of which is currently not distinguished from Classic
--]]
| |
--Scripted by DermonDarble
|
local userInputService = game:GetService("UserInputService")
local player = game.Players.LocalPlayer
local character = player.Character
local humanoid = character.Humanoid
local horse = script:WaitForChild("Horse").Value
local horseGui = script:WaitForChild("HorseGui")
horseGui.Parent = player.PlayerGui
humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, false)
local rideAnimation = humanoid:LoadAnimation(horse.Animations.Ride)
rideAnimation:Play()
local movement = Vector3.new(0, 0, 0)
userInputService.InputBegan:connect(function(inputObject, gameProcessedEvent)
if not gameProcessedEvent then
if inputObject.KeyCode == Enum.KeyCode.W or inputObject.KeyCode == Enum.KeyCode.Up then
movement = Vector3.new(movement.X, movement.Y, -1)
elseif inputObject.KeyCode == Enum.KeyCode.S or inputObject.KeyCode == Enum.KeyCode.Down then
movement = Vector3.new(movement.X, movement.Y, 1)
elseif inputObject.KeyCode == Enum.KeyCode.A or inputObject.KeyCode == Enum.KeyCode.Left then
movement = Vector3.new(-1, movement.Y, movement.Z)
elseif inputObject.KeyCode == Enum.KeyCode.D or inputObject.KeyCode == Enum.KeyCode.Right then
movement = Vector3.new(1, movement.Y, movement.Z)
elseif inputObject.KeyCode == Enum.KeyCode.Space then
local ray = Ray.new(horse.HumanoidRootPart.Position + Vector3.new(0, -4.3, 0), Vector3.new(0, -1, 0))
local hit, position = game.Workspace:FindPartOnRay(ray, horse)
if hit and hit.CanCollide then
horse.Humanoid:ChangeState(Enum.HumanoidStateType.Jumping)
end
elseif inputObject.KeyCode == Enum.KeyCode.LeftShift then
humanoid:ChangeState(Enum.HumanoidStateType.Jumping)
end
end
end)
userInputService.InputEnded:connect(function(inputObject, gameProcessedEvent)
if not gameProcessedEvent then
if inputObject.KeyCode == Enum.KeyCode.W or inputObject.KeyCode == Enum.KeyCode.Up then
if movement.Z < 0 then
movement = Vector3.new(movement.X, movement.Y, 0)
end
elseif inputObject.KeyCode == Enum.KeyCode.S or inputObject.KeyCode == Enum.KeyCode.Down then
if movement.Z > 0 then
movement = Vector3.new(movement.X, movement.Y, 0)
end
elseif inputObject.KeyCode == Enum.KeyCode.A or inputObject.KeyCode == Enum.KeyCode.Left then
if movement.X < 0 then
movement = Vector3.new(0, movement.Y, movement.Z)
end
elseif inputObject.KeyCode == Enum.KeyCode.D or inputObject.KeyCode == Enum.KeyCode.Right then
if movement.X > 0 then
movement = Vector3.new(0, movement.Y, movement.Z)
end
end
end
end)
spawn(function()
while horse.Seat.Occupant == humanoid do
game:GetService("RunService").RenderStepped:wait()
horse.Humanoid:Move(movement, true)
end
horseGui:Destroy()
humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, true)
horse.Humanoid:Move(Vector3.new())
rideAnimation:Stop()
script:Destroy()
end)
|
-- setup emote chat hook (not nessessary)
--[[game.Players.LocalPlayer.Chatted:connect(function(msg)
local emote = ""
if msg == "/e dance" then
emote = dances[math.random(1, #dances)]
elseif (string.sub(msg, 1, 3) == "/e ") then
emote = string.sub(msg, 4)
elseif (string.sub(msg, 1, 7) == "/emote ") then
emote = string.sub(msg, 8)
end
if (pose == "Standing" and emoteNames[emote] ~= nil) then
playAnimation(emote, 0.1, Humanoid)
end
end)]]
|
--
|
---------------------------------------------------
|
Displays = 3 -- Sets how many displays this scripts will use...
DisplayColor = Color3.fromRGB(33, 84, 185)
UColor = Color3.fromRGB(33, 84, 185)
DColor = Color3.fromRGB(33, 84, 185)
ArrowDelay = 0.05
|
--Rescripted by Luckymaxer
|
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
Players = game:GetService("Players")
Debris = game:GetService("Debris")
Speed = 250
Duration = 1
NozzleOffset = Vector3.new(0, 0.4, -1.1)
Sounds = {
Fire = Handle:WaitForChild("Fire"),
Reload = Handle:WaitForChild("Reload"),
HitFade = Handle:WaitForChild("HitFade")
}
PointLight = Handle:WaitForChild("PointLight")
ServerControl = (Tool:FindFirstChild("ServerControl") or Instance.new("RemoteFunction"))
ServerControl.Name = "ServerControl"
ServerControl.Parent = Tool
ClientControl = (Tool:FindFirstChild("ClientControl") or Instance.new("RemoteFunction"))
ClientControl.Name = "ClientControl"
ClientControl.Parent = Tool
ServerControl.OnServerInvoke = (function(player, Mode, Value, arg)
if player ~= Player or Humanoid.Health == 0 or not Tool.Enabled then
return
end
if Mode == "Click" and Value then
Activated(arg)
end
end)
function InvokeClient(Mode, Value)
pcall(function()
ClientControl:InvokeClient(Player, Mode, Value)
end)
end
function TagHumanoid(humanoid, player)
local Creator_Tag = Instance.new("ObjectValue")
Creator_Tag.Name = "creator"
Creator_Tag.Value = player
Debris:AddItem(Creator_Tag, 2)
Creator_Tag.Parent = humanoid
end
function UntagHumanoid(humanoid)
for i, v in pairs(humanoid:GetChildren()) do
if v:IsA("ObjectValue") and v.Name == "creator" then
v:Destroy()
end
end
end
function FindCharacterAncestor(Parent)
if Parent and Parent ~= game:GetService("Workspace") then
local humanoid = Parent:FindFirstChild("Humanoid")
if humanoid then
return Parent, humanoid
else
return FindCharacterAncestor(Parent.Parent)
end
end
return nil
end
function GetTransparentsRecursive(Parent, PartsTable)
local PartsTable = (PartsTable or {})
for i, v in pairs(Parent:GetChildren()) do
local TransparencyExists = false
pcall(function()
local Transparency = v["Transparency"]
if Transparency then
TransparencyExists = true
end
end)
if TransparencyExists then
table.insert(PartsTable, v)
end
GetTransparentsRecursive(v, PartsTable)
end
return PartsTable
end
function SelectionBoxify(Object)
local SelectionBox = Instance.new("SelectionBox")
SelectionBox.Adornee = Object
SelectionBox.Color = BrickColor.new("Toothpaste")
SelectionBox.Parent = Object
return SelectionBox
end
local function Light(Object)
local Light = PointLight:Clone()
Light.Range = (Light.Range + 2)
Light.Parent = Object
end
function FadeOutObjects(Objects, FadeIncrement)
repeat
local LastObject = nil
for i, v in pairs(Objects) do
v.Transparency = (v.Transparency + FadeIncrement)
LastObject = v
end
wait()
until LastObject.Transparency >= 1 or not LastObject
end
function Dematerialize(character, humanoid, FirstPart)
if not character or not humanoid then
return
end
humanoid.WalkSpeed = 0
local Parts = {}
for i, v in pairs(character:GetChildren()) do
if v:IsA("BasePart") then
v.Anchored = true
table.insert(Parts, v)
elseif v:IsA("LocalScript") or v:IsA("Script") then
v:Destroy()
end
end
local SelectionBoxes = {}
local FirstSelectionBox = SelectionBoxify(FirstPart)
Light(FirstPart)
wait(0.05)
for i, v in pairs(Parts) do
if v ~= FirstPart then
table.insert(SelectionBoxes, SelectionBoxify(v))
Light(v)
end
end
local ObjectsWithTransparency = GetTransparentsRecursive(character)
FadeOutObjects(ObjectsWithTransparency, 0.1)
wait(0.5)
character:BreakJoints()
humanoid.Health = 0
Debris:AddItem(character, 2)
local FadeIncrement = 0.05
Delay(0.2, function()
FadeOutObjects({FirstSelectionBox}, FadeIncrement)
if character and character.Parent then
character:Destroy()
end
end)
FadeOutObjects(SelectionBoxes, FadeIncrement)
end
function Touched(Projectile, Hit)
if not Hit or not Hit.Parent then
return
end
local character, humanoid = FindCharacterAncestor(Hit)
if character and humanoid and character ~= Character then
local ForceFieldExists = false
for i, v in pairs(character:GetChildren()) do
if v:IsA("ForceField") then
ForceFieldExists = true
end
end
if not ForceFieldExists then
if Projectile then
local HitFadeSound = Projectile:FindFirstChild(Sounds.HitFade.Name)
local torso = humanoid.Torso
if HitFadeSound and torso then
HitFadeSound.Parent = torso
HitFadeSound:Play()
end
end
Dematerialize(character, humanoid, Hit)
end
if Projectile and Projectile.Parent then
Projectile:Destroy()
end
end
end
function Equipped()
Character = Tool.Parent
Player = Players:GetPlayerFromCharacter(Character)
Humanoid = Character:FindFirstChild("Humanoid")
if not Player or not Humanoid or Humanoid.Health == 0 then
return
end
end
function Activated(target)
if Tool.Enabled and Humanoid.Health > 0 then
Tool.Enabled = false
InvokeClient("PlaySound", Sounds.Fire)
local HandleCFrame = Handle.CFrame
local FiringPoint = HandleCFrame.p + HandleCFrame:vectorToWorldSpace(NozzleOffset)
local ShotCFrame = CFrame.new(FiringPoint, target)
local LaserShotClone = BaseShot:Clone()
LaserShotClone.CFrame = ShotCFrame + (ShotCFrame.lookVector * (BaseShot.Size.Z / 2))
local BodyVelocity = Instance.new("BodyVelocity")
BodyVelocity.velocity = ShotCFrame.lookVector * Speed
BodyVelocity.Parent = LaserShotClone
LaserShotClone.Touched:connect(function(Hit)
if not Hit or not Hit.Parent then
return
end
Touched(LaserShotClone, Hit)
end)
Debris:AddItem(LaserShotClone, Duration)
LaserShotClone.Parent = game:GetService("Workspace")
wait(0.6) -- FireSound length
InvokeClient("PlaySound", Sounds.Reload)
wait(0.75) -- ReloadSound length
Tool.Enabled = true
end
end
function Unequipped()
end
BaseShot = Instance.new("Part")
BaseShot.Name = "Effect"
BaseShot.BrickColor = BrickColor.new("Toothpaste")
BaseShot.Material = Enum.Material.Plastic
BaseShot.Shape = Enum.PartType.Block
BaseShot.TopSurface = Enum.SurfaceType.Smooth
BaseShot.BottomSurface = Enum.SurfaceType.Smooth
BaseShot.FormFactor = Enum.FormFactor.Custom
BaseShot.Size = Vector3.new(0.2, 0.2, 3)
BaseShot.CanCollide = false
BaseShot.Locked = true
SelectionBoxify(BaseShot)
Light(BaseShot)
BaseShotSound = Sounds.HitFade:Clone()
BaseShotSound.Parent = BaseShot
Tool.Equipped:connect(Equipped)
Tool.Unequipped:connect(Unequipped)
|
-----------------
--| Functions |--
-----------------
|
local function OnActivated()
local myModel = MyPlayer.Character
if Tool.Enabled and myModel and myModel:FindFirstChildOfClass("Humanoid") and myModel.Humanoid.Health > 0 then
Tool.Enabled = false
script.Parent.Handle.FireSound:Play()
local Pos = MouseLoc:InvokeClient(MyPlayer)
-- Create a clone of Rocket and set its color
local rocketClone = Rocket:Clone()
DebrisService:AddItem(rocketClone, 30)
rocketClone.BrickColor = MyPlayer.TeamColor
-- Position the rocket clone and launch!
local spawnPosition = (ToolHandle.CFrame * CFrame.new(5, 0, 0)).p
rocketClone.CFrame = CFrame.new(spawnPosition, Pos) --NOTE: This must be done before assigning Parent
rocketClone.Velocity = rocketClone.CFrame.lookVector * ROCKET_SPEED --NOTE: This should be done before assigning Parent
rocketClone.Parent = workspace
rocketClone:SetNetworkOwner(nil)
wait(RELOAD_TIME)
Tool.Enabled = true
script.Parent.Handle.Ready:Play()
end
end
function OnEquipped()
MyPlayer = PlayersService:GetPlayerFromCharacter(Tool.Parent)
end
|
--[[ Settings Changed Connections ]]
|
--
LocalPlayer.Changed:connect(function(property)
if lastInputType == Enum.UserInputType.Touch and property == 'DevTouchMovementMode' then
ControlState:SwitchTo(ControlModules.Touch)
elseif UserInputService.KeyboardEnabled and property == 'DevComputerMovementMode' then
ControlState:SwitchTo(ControlModules.Keyboard)
end
end)
GameSettings.Changed:connect(function(property)
if not IsUserChoice then return end
if property == 'TouchMovementMode' or property == 'ComputerMovementMode' then
UserMovementMode = GameSettings[property]
if property == 'ComputerMovementMode' then
ControlState:SwitchTo(ControlModules.Keyboard)
end
end
end)
|
--vehicle.Nose.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, -1)) end)
--vehicle.Bumper_Front.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, -1)) end)
--vehicle.Bumper_Back.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)
--vehicle.Tailgate.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)
--vehicle.ExhaustPipe.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)
|
frontForceField.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, -1, 0)) end)
backForceField.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 1, 0)) end)
vehicle.Wheel_BackLeft.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, -1)) end)
vehicle.Wheel_FrontLeft.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, -1)) end)
vehicle.Wheel_BackRight.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)
vehicle.Wheel_FrontRight.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)
local vehicleDamaged = false
function checkIfVehicleIsDamaged()
if (not frontForceField.Parent or not backForceField.Parent) and not vehicleDamaged and allowDamage then
vehicleDamaged = true
script.IsDamaged.Value = true
vehicle.VehicleScript.Disabled = true
vehicleSmoke.Enabled = true
vehicle.VehicleSeat.MaxSpeed = 0
vehicle.ExhaustPipe.Smoke.Enabled = false
-- Break Joints
vehicle.Wheel_BackLeft:BreakJoints()
vehicle.Wheel_FrontLeft:BreakJoints()
vehicle.Wheel_BackRight:BreakJoints()
vehicle.Wheel_FrontRight:BreakJoints()
hood:BreakJoints()
end
end
vehicle.ChildRemoved:connect(checkIfVehicleIsDamaged)
|
----------------------------------------------------------------------------------------------------
--------------------=[ RCM Settings ]=-----------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
|
-- Command Settings
--- List of user IDs able to use regen and clear commands
,HostList = { --- Game owners automatically have perms, commands always work in studio
57158149,
}
,HostRank = 255 --- If the game is group owned, anyone above this rank number will automatically have command perms
,CommandPrefix = "/"
-- Command List
-- /ClearGuns Removes dropped guns from workspace
-- /ResetGlass Replaces broken glass and removes shards
-- /ResetLights Fixes broken lights
-- /ResetAll Fixes both lights and glass
-- /ACSlog View kill log
-- Keybinds
,LeanLeft = Enum.KeyCode.Q
,LeanRight = Enum.KeyCode.E
,Crouch = Enum.KeyCode.C
,StandUp = Enum.KeyCode.X
,Sprint = Enum.KeyCode.LeftShift
,SlowWalk = Enum.KeyCode.Z
,Reload = Enum.KeyCode.R
,FireMode = Enum.KeyCode.V
,CheckMag = Enum.KeyCode.M
,ZeroUp = Enum.KeyCode.RightBracket
,ZeroDown = Enum.KeyCode.LeftBracket
,DropGun = Enum.KeyCode.Backspace
,SwitchSights = Enum.KeyCode.T
,ToggleLight = Enum.KeyCode.J
,ToggleLaser = Enum.KeyCode.H
,ToggleBipod = Enum.KeyCode.B
,Interact = Enum.KeyCode.G
,ToggleNVG = Enum.KeyCode.N
-- Effects Settings
,BreakLights = true --- Can break any part named "Light" with a light inside of it
,BreakGlass = true --- Can shatter glass with bullets
,GlassName = "Glass" --- Name of parts that can shatter
,ShardDespawn = 60 --- How long glass stays before being removed
,ShellLimit = 100 --- Max number of ejected shells that can be on the ground
,ShellDespawn = 0 --- Shells will be deleted after being on the ground for this amount of time, 0 = No despawn
-- Weapon Drop Settings
,WeaponDropping = true --- Enable weapon dropping with backspace?
,WeaponCollisions = true --- Allow weapons to collide with each other
,SpawnStacking = false --- Enabling this allows multiple guns to be spawned by one spawner, causing them to 'stack'
,MaxDroppedWeapons = 10 --- Max number of weapons that can be dropped at once
,PickupDistance = 7 --- Max distance from which a player can pickup guns
,DropWeaponsOnDeath = false --- Drop all guns on death
,DropWeaponsOnLeave = false --- Drop all guns when the player leaves the game
,TimeDespawn = true --- Enable a timer for weapon deletion
,WeaponDespawnTime = 30 --- If TimeDespawn is enabled, dropped guns are deleted after this time
-- Misc Settings
,AmmoBoxDespawn = 300 --- Max time ammo boxes will be on the ground
,EquipInVehicleSeat = true --- Allow players to use weapons while operating a vehicle
,EquipInSeat = true --- Allow players to use weapons in regular seats
,DisableInSeat = true --- Prevents movement keybinds from messing with vehicle scripts like blizzard
,WeaponWeight = true --- Enables the WeaponWeight setting in guns, slowing down the player while a gun is equipped
,HeadMovement = true --- Toggles head movement
}
return ServerConfig
|
--Made by Luckymaxer
|
Character = script.Parent
Humanoid = Character:FindFirstChild("Humanoid")
Debris = game:GetService("Debris")
WindDirection = script:FindFirstChild("WindDirection")
Force = script:FindFirstChild("Force")
Parts = {}
BaseColor = BrickColor.new("Really red")
Color = BaseColor.Color
Gravity = 196.20
Duration = 3
Classes = {
BasePart = {
BrickColor = BaseColor,
Material = Enum.Material.Plastic,
Reflectance = 0,
Transparency = 0.75,
},
FileMesh = {
TextureId = "",
},
DataModelMesh = {
VertexColor = Vector3.new(Color.r, Color.g, Color.b),
},
CharacterMesh = {
BaseTextureId = 0,
OverlayTextureId = 0,
},
Shirt = {
ShirtTemplate = "",
},
Pants = {
PantsTemplate = "",
},
FaceInstance = {
Texture = "",
},
Sparkles = {
SparkleColor = Color,
Enabled = false,
},
Fire = {
Color = Color,
SecondaryColor = Color,
Enabled = false,
},
Smoke = {
Color = Color,
Enabled = false,
},
Light = {
Color = Color,
Enabled = false,
},
ParticleEmitter = {
Color = ColorSequence.new(Color, Color),
Enabled = false,
}
}
Fire = script:FindFirstChild("Fire")
Objects = {}
RemovedObjects = {}
FakeParts = {}
Hats = {}
Tools = {}
Particles = {}
function DestroyScript()
Debris:AddItem(script, 0.5)
end
function TweenNumber(Start, Goal, Time)
return ((Goal - Start) / Time)
end
function Decorate(Object)
local ObjectData = {
Object = nil,
Properties = {},
}
for i, v in pairs(Classes) do
if Object:IsA(i) then
if Object:IsA("CharacterMesh") then
local Mesh = Instance.new("SpecialMesh")
Mesh.MeshType = Enum.MeshType.FileMesh
Mesh.MeshId = ("http://www.roblox.com/asset/?id=" .. Object.MeshId)
for ii, vv in pairs(Character:GetChildren()) do
if vv:IsA("BasePart") and Object.BodyPart.Name == string.gsub(vv.Name, " ", "") then
Mesh.Parent = vv
table.insert(RemovedObjects, {Object = Object, NewObject = Mesh, Parent = Object.Parent})
Object.Parent = nil
end
end
elseif Object:IsA("BasePart") and Object.Transparency >= 1 then
else
ObjectData.Object = Object
for ii, vv in pairs(v) do
local PropertyValue = nil
local PropertyValueSet = false
pcall(function()
PropertyValue = Object[ii]
PropertyValueSet = true
Object[ii] = vv
end)
if PropertyValueSet then
ObjectData.Properties[ii] = PropertyValue
end
end
end
end
end
table.insert(Objects, ObjectData)
end
function Redesign(Parent)
for i, v in pairs(Parent:GetChildren()) do
if v ~= script then
Decorate(v)
Redesign(v)
end
end
end
if not Humanoid or not WindDirection then
DestroyScript()
return
end
for i, v in pairs(Character:GetChildren()) do
if v:IsA("Hat") or v:IsA("Tool") then
local FakeObject = v:Clone()
Decorate(FakeObject)
table.insert(((v:IsA("Hat") and Hats) or Tools), v)
for ii, vv in pairs(FakeObject:GetChildren()) do
if vv:IsA("BasePart") then
local FakePart = vv:Clone()
FakePart.Name = v.Name
table.insert(FakeParts, FakePart)
FakePart.Parent = Character
FakePart.CFrame = vv.CFrame
end
end
end
end
Humanoid:UnequipTools()
for i, v in pairs({Hats, Tools}) do
for ii, vv in pairs(v) do
vv.Parent = nil
end
end
Redesign(Character)
local GhostModel = Instance.new("Model")
GhostModel.Name = "GhostModel"
for i, v in pairs(Character:GetChildren()) do
if v:IsA("BasePart") then
if v.Name ~= "HumanoidRootPart" then
local FakePart = v:Clone()
FakePart.Name = "Part"
FakePart.CanCollide = false
for ii, vv in pairs(FakePart:GetChildren()) do
if not vv:IsA("DataModelMesh") then
vv:Destroy()
end
end
table.insert(FakeParts, FakePart)
local Mass = (v:GetMass() * Gravity ^ 2)
local BodyVelocity = Instance.new("BodyVelocity")
BodyVelocity.maxForce = Vector3.new(Mass, Mass, Mass)
BodyVelocity.velocity = (WindDirection.Value * Force.Value)
BodyVelocity.Parent = FakePart
FakePart.Parent = GhostModel
local FireParticle = Fire:Clone()
FireParticle.Enabled = true
table.insert(Particles, FireParticle)
FireParticle.Parent = FakePart
end
v:Destroy()
end
end
Spawn(function()
local Start = Classes.BasePart.Transparency
local End = 1
local Time = 0.75
local Rate = (1 / 30)
local Frames = (Time / Rate)
for i = 1, Frames do
local Transparency = (Start + TweenNumber(Start, End, (Frames / (i + 1))))
for ii, vv in pairs(FakeParts) do
if vv and vv.Parent then
vv.Transparency = Transparency
end
end
wait(Rate)
end
for i, v in pairs(Particles) do
v.Enabled = false
end
end)
Debris:AddItem(GhostModel, 5)
GhostModel.Parent = game:GetService("Workspace")
|
--- FUNCTIONS ---
|
local isFreecam = false
local MouseListening = false
Freecam = function()
UserInputService.MouseIconEnabled = not UserInputService.MouseIconEnabled
if not isFreecam then
isFreecam = not isFreecam
Camera.CameraType = "Scriptable"
-- When mouse button 1 is held down go move camera forward in direction its facing, go backwards with mouse button 2
MouseListening = true
while MouseListening do
task.wait()
local MouseInstancePos = Mouse.Hit.Position
-- Look at MouseInstancePos
local Final = CFrame.new(Camera.CFrame.Position, MouseInstancePos)
local DownButtons = UserInputService:GetMouseButtonsPressed()
if #DownButtons ~= 0 then
if DownButtons[1].UserInputType == Enum.UserInputType.MouseButton1 then
Final *= CFrame.new(0, 0, -5)
elseif DownButtons[1].UserInputType == Enum.UserInputType.MouseButton2 then
Final *= CFrame.new(0, 0, 5)
end
end
TweenService:Create(Camera, TweenInfo.new(0.25), {CFrame = Final}):Play()
end
else
isFreecam = not isFreecam
MouseListening = false
Player.Character.HumanoidRootPart.CFrame = Camera.CFrame
Camera.CameraType = "Custom"
end
end
ShiftLockToggle = function()
Locked = not Locked
-- Fix HRP to the camera direction
local HumanoidRootPart = Player.Character.HumanoidRootPart
local previousAngle = 0
while Locked do
task.wait()
local cameraForward = Camera.CFrame.LookVector
cameraForward = Vector3.new(cameraForward.x, 0, cameraForward.z).Unit
local angle = math.atan2(-cameraForward.x, -cameraForward.z)
HumanoidRootPart.CFrame = CFrame.new(HumanoidRootPart.Position) * CFrame.Angles(0, angle, 0)
end
end
Run = function(Humanoid, KeyCode)
Humanoid.WalkSpeed = 23.5
local RunAnimation = Humanoid:LoadAnimation(script.Run)
RunAnimation:Play()
if not isMobile then
repeat task.wait() until not UserInputService:IsKeyDown(KeyCode)
else
UserInputService.InputEnded:Wait()
end
Humanoid.WalkSpeed = 16
RunAnimation:Stop()
RunAnimation:Remove()
end
Input = function(Input, Typing)
if Typing then return end
repeat task.wait() until Player.Character
local Character = Player.Character
local Humanoid = Character:WaitForChild("Humanoid")
local KeyCode = Input.KeyCode
if table.find(DirectionalKeys, KeyCode) then
if (tick() - LastDirectional < 0.2) and LastKeyDown == KeyCode then
Run(Humanoid, KeyCode)
end
LastDirectional = tick()
end
LastKeyDown = KeyCode
end
|
--// Special Variables
|
return function(Vargs, GetEnv)
local env = GetEnv(nil, {script = script})
setfenv(1, env)
local server = Vargs.Server
local service = Vargs.Service
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
Variables.BanMessage = Settings.BanMessage
Variables.LockMessage = Settings.LockMessage
for _, v in ipairs(Settings.MusicList or {}) do table.insert(Variables.MusicList, v) end
for _, v in ipairs(Settings.InsertList or {}) do table.insert(Variables.InsertList, v) end
for _, v in ipairs(Settings.CapeList or {}) do table.insert(Variables.Capes, v) end
Variables.Init = nil
Logs:AddLog("Script", "Variables Module Initialized")
end
local function AfterInit(data)
server.Variables.CodeName = server.Functions:GetRandom()
Variables.RunAfterInit = nil
Logs:AddLog("Script", "Finished Variables AfterInit")
end
local Lighting = service.Lighting
server.Variables = {
Init = Init,
RunAfterInit = AfterInit,
ZaWarudo = false,
CodeName = math.random(),
IsStudio = service.RunService:IsStudio(), -- Used to check if Adonis is running inside Roblox Studio as things like TeleportService and DataStores (if API Access is disabled) do not work in Studio
AuthorizedToReply = {},
FrozenObjects = {},
ScriptBuilder = {},
CachedDonors = {},
BanMessage = "Banned",
LockMessage = "Not Whitelisted",
DonorPass = {1348327, 1990427, 1911740, 167686, 98593, "6878510605", 5212082, 5212081}, --// Strings are items, numbers are gamepasses
WebPanel_Initiated = false,
LightingSettings = {
Ambient = Lighting.Ambient,
OutdoorAmbient = Lighting.OutdoorAmbient,
Brightness = Lighting.Brightness,
TimeOfDay = Lighting.TimeOfDay,
FogColor = Lighting.FogColor,
FogEnd = Lighting.FogEnd,
FogStart = Lighting.FogStart,
GlobalShadows = Lighting.GlobalShadows,
Outlines = Lighting.Outlines,
ShadowColor = Lighting.ShadowColor,
ColorShift_Bottom = Lighting.ColorShift_Bottom,
ColorShift_Top = Lighting.ColorShift_Top,
GeographicLatitude = Lighting.GeographicLatitude,
Name = Lighting.Name,
},
OriginalLightingSettings = {
Ambient = Lighting.Ambient,
OutdoorAmbient = Lighting.OutdoorAmbient,
Brightness = Lighting.Brightness,
TimeOfDay = Lighting.TimeOfDay,
FogColor = Lighting.FogColor,
FogEnd = Lighting.FogEnd,
FogStart = Lighting.FogStart,
GlobalShadows = Lighting.GlobalShadows,
Outlines = Lighting.Outlines,
ShadowColor = Lighting.ShadowColor,
ColorShift_Bottom = Lighting.ColorShift_Bottom,
ColorShift_Top = Lighting.ColorShift_Top,
GeographicLatitude = Lighting.GeographicLatitude,
Name = Lighting.Name,
Sky = Lighting:FindFirstChildOfClass("Sky") and Lighting:FindFirstChildOfClass("Sky"):Clone(),
},
PMtickets = {};
HelpRequests = {};
Objects = {};
InsertedObjects = {};
CommandLoops = {};
SavedTools = {};
Waypoints = {};
Cameras = {};
Jails = {};
LocalEffects = {};
SizedCharacters = {};
BundleCache = {};
TrackingTable = {};
DisguiseBindings = {};
IncognitoPlayers = {};
MusicList = {
{Name = "epic", ID = 27697743}, -- Zero Project - Gothic
{Name = "halo", ID = 1034065}, -- Halo Theme
{Name = "cursed", ID = 1372257}, -- Cursed Abbey
{Name = "extreme", ID = 11420933}, -- TOPW
{Name = "tacos", ID = 142376088}, -- Parry Gripp - Raining Tacos
{Name = "awaken", ID = 27697277}, -- Positively Dark - Awakening
{Name = "mario", ID = 1280470}, -- SM64 Theme
{Name = "chrono", ID = 1280463}, -- Chrono Trigger Theme
{Name = "dotr", ID = 11420922}, -- DOTR | ▼ --- ▼ I do not speak tags
{Name = "entertain", ID = 27697267}, -- ##### ###### - Entertainer Rag
{Name = "fantasy", ID = 1280473}, -- FFVII Battle AC
{Name = "final", ID = 1280414}, -- Final Destination
{Name = "emblem", ID = 1372259}, -- Fire Emblem
{Name = "flight", ID = 27697719}, -- Daniel Bautista - Flight of the Bumblebee
{Name = "gothic", ID = 27697743}, -- Zero Project - Gothic
{Name = "hiphop", ID = 27697735}, -- Jeff Syndicate - Hip Hop
{Name = "intro", ID = 27697707}, -- Daniel Bautista - Intro
{Name = "mule", ID = 1077604}, -- M.U.L.E
{Name = "film", ID = 27697713}, -- Daniel Bautista - Music for a Film
{Name = "schala", ID = 5985787}, -- Schala
{Name = "tunnel", ID = 9650822}, -- S4Tunnel
{Name = "spanish", ID = 5982975}, -- TheBuzzer
{Name = "venom", ID = 1372262}, -- Star Fox Theme
{Name = "guitar", ID = 5986151}, -- 5986151
{Name = "hardstyle", ID = 1839246774}, -- Hardstyle
{Name = "crabrave", ID = 5410086218}, -- Noisestorm - Crab Rave
};
InsertList = {};
Capes = {
{Name = "crossota", Material = "Neon", Color = "Cyan", ID = 420260457},
{Name = "jamiejr99", Material = "Neon", Color = "Cashmere", ID = 429297485},
{Name = "new yeller", Material = "Fabric", Color = "New Yeller"},
{Name = "pastel blue", Material = "Fabric", Color = "Pastel Blue"},
{Name = "dusty rose", Material = "Fabric", Color = "Dusty Rose"},
{Name = "cga brown", Material = "Fabric", Color = "CGA brown"},
{Name = "random", Material = "Fabric", Color = (BrickColor.random()).Name},
{Name = "shiny", Material = "Plastic", Color = "Institutional white", Reflectance = 1},
{Name = "gold", Material = "Plastic", Color = "Bright yellow", Reflectance = 0.4},
{Name = "kohl", Material = "Fabric", Color = "Really black", ID = 108597653},
{Name = "script", Material = "Plastic", Color = "White", ID = 151359194},
{Name = "batman", Material = "Fabric", Color = "Institutional white", ID = 108597669},
{Name = "epix", Material = "Plastic", Color = "Really black", ID = 149442745},
{Name = "superman", Material = "Fabric", Color = "Bright blue", ID = 108597677},
{Name = "swag", Material = "Fabric", Color = "Pink", ID = 109301474},
{Name = "donor", Material = "Plastic", Color = "White", ID = 149009184},
{Name = "gomodern", Material = "Plastic", Color = "Really black", ID = 149438175},
{Name = "admin", Material = "Plastic", Color = "White", ID = 149092195},
{Name = "giovannis", Material = "Plastic", Color = "White", ID = 149808729},
{Name = "godofdonuts", Material = "Plastic", Color = "Institutional white", ID = 151034443},
{Name = "host", Material = "Plastic", Color = "Really black", ID = 152299000},
{Name = "cohost", Material = "Plastic", Color = "Really black", ID = 152298950},
{Name = "trainer", Material = "Plastic", Color = "Really black", ID = 152298976},
{Name = "ba", Material = "Plastic", Color = "White", ID = 172528001}
};
Blacklist = {
Enabled = (server.Settings.BlacklistEnabled ~= nil and server.Settings.BlacklistEnabled) or true,
Lists = {
Settings = server.Settings.Blacklist
},
};
Whitelist = {
Enabled = server.Settings.WhitelistEnabled,
Lists = {
Settings = server.Settings.Whitelist
},
};
}
end
|
-- perform the update loop
|
if rigtype == "R15" then
-- do the r15 update loop
stepped_con = game:GetService("RunService").RenderStepped:Connect(function()
-- checkfirstperson() checks if camera is first person and enables/disables the viewmodel accordingly
checkfirstperson()
-- update loop
if isfirstperson == true then
-- make arms visible
visiblearms(true)
-- update walk sway if we are walking
if isrunning == true and includewalksway and humanoid:GetState() ~= Enum.HumanoidStateType.Freefall and humanoid:GetState() ~= Enum.HumanoidStateType.Landed then
walksway = walksway:lerp(
CFrame.new(
(0.1*swaysize) * math.sin(tick() * (2 * humanoid.WalkSpeed/4)),
(0.1*swaysize) * math.cos(tick() * (4 * humanoid.WalkSpeed/4)),
0
)*
CFrame.Angles(
0,
0,
(-.05*swaysize) * math.sin(tick() * (2 * humanoid.WalkSpeed/4))
)
,0.1*sensitivity)
else
walksway = walksway:Lerp(CFrame.new(), 0.05*sensitivity)
end
--
local delta = uis:GetMouseDelta()
if includecamerasway then
sway = sway:Lerp(Vector3.new(delta.X,delta.Y,delta.X/2), 0.1*sensitivity)
end
--
if includestrafe then
strafesway = strafesway:Lerp(CFrame.Angles(0,0,-rootpart.CFrame.rightVector:Dot(humanoid.MoveDirection)/(10/swaysize)), 0.1*sensitivity)
end
--
if includejumpsway then
jumpsway = jumpswaygoal.Value
end
-- update animation transform for viewmodel
rightshoulderclone.Transform = rightshoulder.Transform
leftshoulderclone.Transform = leftshoulder.Transform
if firstperson_waist_movements_enabled then
waistclone.Transform = waist.Transform
end
-- cframe the viewmodel
local finalcf = (camera.CFrame*walksway*jumpsway*strafesway*CFrame.Angles(math.rad(sway.Y*swaysize),math.rad(sway.X*swaysize)/10,math.rad(sway.Z*swaysize)/2))+(camera.CFrame.UpVector*(-1.7-(headoffset.Y+(aimoffset.Value.Y))))+(camera.CFrame.LookVector*(headoffset.Z+(aimoffset.Value.Z)))+(camera.CFrame.RightVector*(-headoffset.X-(aimoffset.Value.X)+(-(sway.X*swaysize)/75)))
viewmodel:SetPrimaryPartCFrame(finalcf)
end
end)
elseif rigtype == "R6" then
-- do the R6 update loop
stepped_con = game:GetService("RunService").RenderStepped:Connect(function()
swaysize = script.WalkSwayMultiplier.Value
-- checkfirstperson() checks if camera is first person and enables/disables the viewmodel accordingly
checkfirstperson()
-- update loop
if isfirstperson == true then
-- make arms visible
visiblearms(true)
-- update walk sway if we are walking
if isrunning == true and includewalksway and humanoid:GetState() ~= Enum.HumanoidStateType.Freefall and humanoid:GetState() ~= Enum.HumanoidStateType.Landed then
walksway = walksway:lerp(
CFrame.new(
(0.07*swaysize) * math.sin(tick() * (2 * humanoid.WalkSpeed/4)),
(0.07*swaysize) * math.cos(tick() * (4 * humanoid.WalkSpeed/4)),
0
)*
CFrame.Angles(
0,
0,
(-.03*swaysize) * math.sin(tick() * (2 * humanoid.WalkSpeed/4))
)
,0.2*sensitivity)
else
walksway = walksway:Lerp(CFrame.new(), 0.05*sensitivity)
end
--
local delta = uis:GetMouseDelta()
--
if includecamerasway then
sway = sway:Lerp(Vector3.new(delta.X,delta.Y,delta.X/2), 0.1*sensitivity)
end
--
if includestrafe then
strafesway = strafesway:Lerp(CFrame.Angles(0,0,-rootpart.CFrame.rightVector:Dot(humanoid.MoveDirection)/(20/swaysize)), 0.1*sensitivity)
end
--
if includejumpsway == true then
jumpsway = jumpswaygoal.Value
end
-- update animation transform for viewmodel
rightshoulderclone.Transform = rightshoulder.Transform
leftshoulderclone.Transform = leftshoulder.Transform
-- cframe the viewmodel
local finalcf = (camera.CFrame*walksway*jumpsway*strafesway*CFrame.Angles(math.rad(sway.Y*swaysize),math.rad(sway.X*swaysize)/10,math.rad(sway.Z*swaysize)/2))+(camera.CFrame.UpVector*(-1.7-(headoffset.Y+(aimoffset.Value.Y))))+(camera.CFrame.LookVector*(headoffset.Z+(aimoffset.Value.Z)))+(camera.CFrame.RightVector*(-headoffset.X-(aimoffset.Value.X)+(-(sway.X*swaysize)/75)))
viewmodel:SetPrimaryPartCFrame(finalcf * script.CFrameAimOffset.Value:Inverse())
end
end)
end
|
--Made by Luckymaxer
|
Players = game:GetService("Players")
Debris = game:GetService("Debris")
RbxUtility = LoadLibrary("RbxUtility")
Create = RbxUtility.Create
Character = script.Parent
Humanoid = Character:FindFirstChild("Humanoid")
Player = Players:GetPlayerFromCharacter(Character)
Fire = script:WaitForChild("Fire")
Creator = script:FindFirstChild("Creator")
Removing = false
Flames = {}
function DestroyScript()
if Removing then
return
end
Removing = true
if Humanoid then
Humanoid.WalkSpeed = 16
end
for i, v in pairs(Flames) do
v.Enabled = false
Debris:AddItem(v, 2)
end
Debris:AddItem(script, 1)
end
function IsTeamMate(Player1, Player2)
return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor)
end
function TagHumanoid(humanoid, player)
local Creator_Tag = Create("ObjectValue"){
Name = "creator",
Value = player,
}
Debris:AddItem(Creator_Tag, 2)
Creator_Tag.Parent = humanoid
end
function UntagHumanoid(humanoid)
for i, v in pairs(humanoid:GetChildren()) do
if v:IsA("ObjectValue") and v.Name == "creator" then
v:Destroy()
end
end
end
function GetCreator()
return (((Creator and Creator.Value and Creator.Value.Parent and Creator.Value:IsA("Player")) and Creator.Value) or nil)
end
CreatorPlayer = GetCreator()
if not Humanoid or Humanoid.Health == 0 or not CreatorPlayer then
DestroyScript()
return
end
Humanoid.WalkSpeed = 16
Humanoid.Sit = true
for i, v in pairs(Character:GetChildren()) do
if v:IsA("BasePart") then
local Flame = Fire:Clone()
Flame.Enabled = true
table.insert(Flames, Flame)
Flame.Parent = v
end
end
for i = 1, 5 do
wait(1.5)
if not Player or (Player and not IsTeamMate(Player, CreatorPlayer)) then
UntagHumanoid(Humanoid)
TagHumanoid(Humanoid, Player)
Humanoid:TakeDamage(5)
end
end
DestroyScript()
|
--[[
if tonumber(textbox.Text) then
module.Ads[(textbox.Parent.LayoutOrder-1)/2][4] = tonumber(textbox.Text) - 1
print(module.Ads[(textbox.Parent.LayoutOrder-1)/2])
else
module.Ads[(textbox.Parent.LayoutOrder-1)/2][4] = 16
print(module.Ads[(textbox.Parent.LayoutOrder-1)/2])
end
textbox.Text=module.Ads[(textbox.Parent.LayoutOrder-1)/2][4].."m"
]]
| |
-- emote bindable hook
|
script:WaitForChild("PlayEmote").OnInvoke = function(emote)
-- Only play emotes when idling
if pose ~= "Standing" then
return
end
if emoteNames[emote] ~= nil then
-- Default emotes
playAnimation(emote, EMOTE_TRANSITION_TIME, Humanoid)
return true, currentAnimTrack
end
-- Return false to indicate that the emote could not be played
return false
end
|
--[[*
* Windows glob regex
]]
|
local WINDOWS_CHARS = Object.assign({}, POSIX_CHARS, {
SLASH_LITERAL = ("[%s]"):format(WIN_SLASH),
QMARK = WIN_NO_SLASH,
STAR = ("%s*?"):format(WIN_NO_SLASH),
DOTS_SLASH = ("%s{1,2}(?:[%s]|$)"):format(DOT_LITERAL, WIN_SLASH),
NO_DOT = ("(?!%s)"):format(DOT_LITERAL),
NO_DOTS = ("(?!(?:^|[%s])%s{1,2}(?:[%s]|$))"):format(WIN_SLASH, DOT_LITERAL, WIN_SLASH),
NO_DOT_SLASH = ("(?!%s{0,1}(?:[%s]|$))"):format(DOT_LITERAL, WIN_SLASH),
NO_DOTS_SLASH = ("(?!%s{1,2}(?:[%s]|$))"):format(DOT_LITERAL, WIN_SLASH),
QMARK_NO_DOT = ("[^.%s]"):format(WIN_SLASH),
START_ANCHOR = ("(?:^|[%s])"):format(WIN_SLASH),
END_ANCHOR = ("(?:[%s]|$)"):format(WIN_SLASH),
})
|
--스킬 설정:
|
local skillName = "Hand" --스킬 파트 이름
local Sound = "Fire1" --적용할 사운드 이름 (추천)
local CoolTime = 5 --스킬 재사용 대기시간
local Damage = 20 --스킬 데미지
local DamageCoolTime = 3 --스킬 데미지 쿨타임
local Delete = 0.5 --초를 기다리고 스킬 삭제
|
--- Alias for DoCleaning()
-- @function Destroy
|
Maid.destroy = Maid.doCleaning
Maid.clean = Maid.doCleaning
return Maid
|
--------------| SYSTEM SETTINGS |--------------
|
Prefix = "/"; -- The character you use before every command (e.g. ';jump me').
SplitKey = " "; -- The character inbetween command arguments (e.g. setting it to '/' would change ';jump me' to ';jump/me').
BatchKey = ""; -- The character inbetween batch commands (e.g. setting it to '|' would change ';jump me ;fire me ;smoke me' to ';jump me | ;fire me | ;smoke me'
QualifierBatchKey = ","; -- The character used to split up qualifiers (e.g. ;jump player1,player2,player3)
Theme = "Black"; -- The default UI theme.
NoticeSoundId = 2865227271; -- The SoundId for notices.
NoticeVolume = 0.1; -- The Volume for notices.
NoticePitch = 1; -- The Pitch/PlaybackSpeed for notices.
ErrorSoundId = 2865228021; -- The SoundId for error notifications.
ErrorVolume = 0.1; -- The Volume for error notifications.
ErrorPitch = 1; -- The Pitch/PlaybackSpeed for error notifications.
AlertSoundId = 9161622880; -- The SoundId for alerts.
AlertVolume = 0.5; -- The Volume for alerts.
AlertPitch = 1; -- The Pitch/PlaybackSpeed for alerts.
WelcomeBadgeId = 0; -- Award new players a badge, such as 'Welcome to the game!'. Set to 0 for no badge.
CommandDebounce = true; -- Wait until the command effect is over to use again. Helps to limit abuse & lag. Set to 'false' to disable.
SaveRank = true; -- Saves a player's rank in the server they received it. (e.g. ;rank plrName rank). Use ';permRank plrName rank' to permanently save a rank. Set to 'false' to disable.
LoopCommands = 3; -- The minimum rank required to use LoopCommands.
MusicList = {}; -- Songs which automatically appear in a user's radio. Type '!radio' to display the radio.
ThemeColors = { -- The colours players can set their HD Admin UI (in the 'Settings' menu). | Format: {ThemeName, ThemeColor3Value};
{"Red", Color3.fromRGB(150, 0, 0), };
{"Orange", Color3.fromRGB(150, 75, 0), };
{"Brown", Color3.fromRGB(120, 80, 30), };
{"Yellow", Color3.fromRGB(130, 120, 0), };
{"Green", Color3.fromRGB(0, 120, 0), };
{"Blue", Color3.fromRGB(0, 100, 150), };
{"Purple", Color3.fromRGB(100, 0, 150), };
{"Pink", Color3.fromRGB(150, 0, 100), };
{"Black", Color3.fromRGB(60, 60, 60), };
};
Colors = { -- The colours for ChatColors and command arguments. | Format: {"ShortName", "FullName", Color3Value};
{"r", "Red", Color3.fromRGB(255, 0, 0) };
{"o", "Orange", Color3.fromRGB(250, 100, 0) };
{"y", "Yellow", Color3.fromRGB(255, 255, 0) };
{"g", "Green" , Color3.fromRGB(0, 255, 0) };
{"dg", "DarkGreen" , Color3.fromRGB(0, 125, 0) };
{"b", "Blue", Color3.fromRGB(0, 255, 255) };
{"db", "DarkBlue", Color3.fromRGB(0, 50, 255) };
{"p", "Purple", Color3.fromRGB(150, 0, 255) };
{"pk", "Pink", Color3.fromRGB(255, 85, 185) };
{"bk", "Black", Color3.fromRGB(0, 0, 0) };
{"w", "White", Color3.fromRGB(255, 255, 255) };
};
ChatColors = { -- The colour a player's chat will appear depending on their rank. '["Owner"] = "Yellow";' makes the owner's chat yellow.
[5] = "Yellow";
};
Cmdbar = 1; -- The minimum rank required to use the Cmdbar.
Cmdbar2 = 3; -- The minimum rank required to use the Cmdbar2.
ViewBanland = 3; -- The minimum rank required to view the banland.
OnlyShowUsableCommands = false; -- Only display commands equal to or below the user's rank on the Commands page.
RankRequiredToViewPage = { -- || The pages on the main menu ||
["Commands"] = 0;
["Admin"] = 0;
["Settings"] = 0;
};
RankRequiredToViewRank = { -- || The rank categories on the 'Ranks' subPage under Admin ||
["Owner"] = 0;
["HeadAdmin"] = 0;
["Admin"] = 0;
["Mod"] = 0;
["VIP"] = 0;
};
RankRequiredToViewRankType = { -- || The collection of loader-rank-rewarders on the 'Ranks' subPage under Admin ||
["Owner"] = 0;
["SpecificUsers"] = 5;
["Gamepasses"] = 0;
["Assets"] = 0;
["Groups"] = 0;
["Friends"] = 0;
["FreeAdmin"] = 0;
["VipServerOwner"] = 0;
};
RankRequiredToViewIcon = 0;
WelcomeRankNotice = true; -- The 'You're a [rankName]' notice that appears when you join the game. Set to false to disable.
WelcomeDonorNotice = true; -- The 'You're a Donor' notice that appears when you join the game. Set to false to disable.
WarnIncorrectPrefix = true; -- Warn the user if using the wrong prefix | "Invalid prefix! Try using [correctPrefix][commandName] instead!"
DisableAllNotices = false; -- Set to true to disable all HD Admin notices.
ScaleLimit = 4; -- The maximum size players with a rank lower than 'IgnoreScaleLimit' can scale theirself. For example, players will be limited to ;size me 4 (if limit is 4) - any number above is blocked.
IgnoreScaleLimit = 3; -- Any ranks equal or above this value will ignore 'ScaleLimit'
CommandLimits = { -- Enables you to set limits for commands which have a number argument. Ranks equal to or higher than 'IgnoreLimit' will not be affected by Limit.
["fly"] = {
Limit = 10000;
IgnoreLimit = 3;
};
["fly2"] = {
Limit = 10000;
IgnoreLimit = 3;
};
["noclip"] = {
Limit = 10000;
IgnoreLimit = 3;
};
["noclip2"] = {
Limit = 10000;
IgnoreLimit = 3;
};
["speed"] = {
Limit = 10000;
IgnoreLimit = 3;
};
["jumpPower"] = {
Limit = 10000;
IgnoreLimit = 3;
};
};
VIPServerCommandBlacklist = {"permRank", "permBan", "globalAnnouncement"}; -- Commands players are probihited from using in VIP Servers.
GearBlacklist = {67798397}; -- The IDs of gear items to block when using the ;gear command.
IgnoreGearBlacklist = 4; -- The minimum rank required to ignore the gear blacklist.
PlayerDataStoreVersion = "V1.0"; -- Data about the player (i.e. permRanks, custom settings, etc). Changing the Version name will reset all PlayerData.
SystemDataStoreVersion = "V1.0"; -- Data about the game (i.e. the banland, universal message system, etc). Changing the Version name will reset all SystemData.
CoreNotices = { -- Modify core notices. You can find a table of all CoreNotices under [MainModule > Client > SharedModules > CoreNotices]
--NoticeName = NoticeDetails;
};
|
--[[Engine]]
|
--
-- Everything below can be illustrated and tuned with the graph below.
-- https://www.desmos.com/calculator/x1h2vdccu1
-- This includes everything, from the engines, to boost, to electric.
-- Naturally Aspirated Engine
Tune.Engine = true
Tune.IdleRPM = 100
Tune.Redline = 8500
Tune.PeakRPM = 6500
-- Horsepower
Tune.Horsepower = 80
Tune.MH_PeakRPM = Tune.PeakRPM
Tune.MH_PeakSharp = 2
Tune.MH_CurveMult = 1
-- Torque
Tune.M_EqPoint = 6500
Tune.MT_PeakRPM = 7500
Tune.MT_PeakSharp = 2
Tune.MT_CurveMult = 0.02
-- Electric Engine
Tune.Electric = false
Tune.E_Redline = 16000
Tune.E_Trans1 = 4000
Tune.E_Trans2 = 9000
-- Horsepower
Tune.E_Horsepower = 223
Tune.EH_FrontMult = 0.15
Tune.EH_EndMult = 2.9
Tune.EH_EndPercent = 7
-- Torque
Tune.E_Torque = 223
Tune.ET_EndMult = 1.505
Tune.ET_EndPercent = 27.5
-- Turbocharger
Tune.Turbochargers = 0 -- Number of turbochargers in the engine
-- Set to 0 for no turbochargers
Tune.T_Boost = 7
Tune.T_Efficiency = 6
--Horsepower
Tune.TH_PeakSharp = 2
Tune.TH_CurveMult = 0.02
--Torque
Tune.TT_PeakSharp = 2
Tune.TT_CurveMult = 0.02
Tune.T_Size = 80 -- Turbo Size; Bigger size = more turbo lag
-- Supercharger
Tune.Superchargers = 0 -- Number of superchargers in the engine
-- Set to 0 for no superchargers
Tune.S_Boost = 5
Tune.S_Efficiency = 6
--Horsepower
Tune.SH_PeakSharp = 2
Tune.SH_CurveMult = 0.02
--Torque
Tune.ST_PeakSharp = 2
Tune.ST_CurveMult = 0.02
Tune.S_Sensitivity = 0.05 -- Supercharger responsiveness/sensitivity, applied per tick (recommended values between 0.05 to 0.1)
--Misc
Tune.RevAccel = 250 -- RPM acceleration when clutch is off
Tune.RevDecay = 75 -- RPM decay when clutch is off
Tune.RevBounce = 500 -- RPM kickback from redline
Tune.IdleThrottle = 3 -- Percent throttle at idle
Tune.Flywheel = 500 -- Flywheel weight (higher = faster response, lower = more stable RPM)
--Aero
Tune.Drag = 0.5 -- 0 to 1, edit to change drag effect (0 = no effect, 1 = full effect)
|
-- May return NaN or inf or -inf
-- This is a way of finding the angle between the two vectors:
|
local function findAngleBetweenXZVectors(vec2, vec1)
return math.atan2(vec1.X*vec2.Z-vec1.Z*vec2.X, vec1.X*vec2.X + vec1.Z*vec2.Z)
end
local function GetOrientationZY(backVector, upVector)
local rightVector = upVector:Cross(backVector).unit;
local upVector = backVector:Cross(rightVector).unit;
backVector = backVector.unit;
return CFrame.new(0, 0, 0, rightVector.x, upVector.x, backVector.x, rightVector.y, upVector.y, backVector.y, rightVector.z, upVector.z, backVector.z);
end
local function CreateAttachCamera()
local module = RootCameraCreator()
local lastUpdate = tick()
function module:Update()
local now = tick()
local camera = workspace.CurrentCamera
local player = PlayersService.LocalPlayer
if lastUpdate == nil or now - lastUpdate > 1 then
module:ResetCameraLook()
self.LastCameraTransform = nil
end
local subjectPosition = self:GetSubjectPosition()
if subjectPosition and player and camera then
local zoom = self:GetCameraZoom()
if zoom <= 0 then
zoom = 0.1
end
if self.LastCameraTransform then
local humanoid = self:GetHumanoid()
if lastUpdate and humanoid and humanoid.Torso then
local forwardVector = humanoid.Torso.CFrame.lookVector
local y = findAngleBetweenXZVectors(forwardVector, self:GetCameraLook())
if IsFinite(y) and math.abs(y) > 0.0001 then
self.RotateInput = self.RotateInput + Vector2.new(y, 0)
end
end
end
local newLookVector = self:RotateCamera(self:GetCameraLook(), self.RotateInput)
self.RotateInput = Vector2.new()
camera.Focus = CFrame.new(subjectPosition)
camera.CoordinateFrame = CFrame.new(camera.Focus.p - (zoom * newLookVector), camera.Focus.p)
self.LastCameraTransform = camera.CoordinateFrame
end
lastUpdate = now
end
return module
end
return CreateAttachCamera
|
-- Trips anyone that touches this part then plays a sound
|
function sit(hit)
local humanoid = hit.Parent:findFirstChild("Humanoid")
if (humanoid ~= nil) then
humanoid.Sit = true
end
end
script.Parent.Touched:connect(sit)
local Oof = script.Parent:WaitForChild("Sound")
wait(1)
script.Parent.Touched:connect(function(hit)
Oof:Play()
while Oof.Playing == true
do
Oof = 0
wait (3)
Oof = script.Parent:WaitForChild("Sound")
end
end)
|
--[[Steering]]
|
Tune.SteeringType = 'New' -- New = Precise steering calculations based on real life steering assembly (LuaInt)
-- Old = Previous steering calculations
-- New Options
Tune.SteerRatio = 15/1 -- Steering ratio of your steering rack, google it for your car
Tune.LockToLock = 2.6 -- Number of turns of the steering wheel lock to lock, google it for your car
Tune.Ackerman = .9 -- If you don't know what it is don't touch it, ranges from .7 to 1.2
-- Old Options
Tune.SteerInner = 45 -- Inner wheel steering angle (in degrees)
Tune.SteerOuter = 38 -- Outer wheel steering angle (in degrees)
--Four Wheel Steering (LuaInt)
Tune.FWSteer = 'None' -- Static, Speed, Both, or None
Tune.RSteerOuter = 22 -- Outer rear wheel steering angle (in degrees)
Tune.RSteerInner = 22 -- Inner rear wheel steering angle (in degrees)
Tune.RSteerSpeed = 60 -- Speed at which 4WS fully activates (Speed), deactivates (Static), or transition begins (Both) (SPS)
Tune.RSteerDecay = 330 -- Speed of gradient cutoff (in SPS)
-- Rear Steer Gyro Tuning
Tune.RSteerD = 1000 -- Steering Dampening
Tune.RSteerMaxTorque = 500000 -- Steering Force
Tune.RSteerP = 1000000 -- Steering Aggressiveness
-- General Steering
Tune.SteerSpeed = .15 -- Steering increment per tick (in degrees)
Tune.ReturnSpeed = .1 -- Steering increment per tick (in degrees)
Tune.SteerDecay = 330 -- Speed of gradient cutoff (in SPS)
Tune.MinSteer = 10 -- Minimum steering at max steer decay (in percent)
Tune.MSteerExp = 1 -- Mouse steering exponential degree
-- Steer Gyro Tuning
Tune.SteerD = 1000 -- Steering Dampening
Tune.SteerMaxTorque = 50000 -- Steering Force
Tune.SteerP = 100000 -- Steering Aggressiveness
|
--[[ <<DO NOT DELETE THIS MODULE>>
___ _______ _ _______
/ _ |____/ ___/ / ___ ____ ___ (_)__ /__ __/
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< / /
/_/ |_| \___/_//_/\_,_/___/___/_/___/ /_/ Build 6T, Version 6.62
SecondLogic @ Inspare
Avxnturador @ Novena
RikOne2 @ Enjin
>>Manual
Basically, everything you can and would ever want to touch is in the tuning module. EVERYTHING
Torque Curve Tune Visualizer (Boost Included):
https://www.desmos.com/calculator/nap6stpjqf
Basic Tips:
--Installation
>Everything is built-in (assembly, welding, suspension, gyros), so all you have to worry about is placing the wheels and the seat.
>Body parts go in the "Body" section.
>Wheel parts such as 3D rims and brake disks go in the "Parts" section of the wheel.
>Suspension-Anchored parts such as suspension wishbones and linkages go in the "SuspensionFixed" section.
>Axle-Anchored parts such as calipers go in the "WheelFixed" section.
>You can add or remove wheels. To add a wheel, simply copy one of the wheels and make sure it's named one of the following: "F","FL","FR","R","RL","RR".
>Wheels need to be aligned with the axes of the seat. Don't rotate the seat relative to the wheels as it may cause welding problems.
>All wheel offsets are applied in the tuning module. Do NOT manually add offset to the wheels. Steering axis is centered on the wheel part by default.
>Seat offset can be adjusted in the "MiscWeld" module under "Initialize".
>Use the "Misc" section for scripted/moving parts and apply welding using the "MiscWeld" module under "Initialize".
--Tuning
>Reduce weight(density) if setup is lacking torque. Increase density if setup has too much torque.
>Add downforce manually if setup is lacking grip or use a downforce plugin.
>Dialing in ratios used in real cars is an easy way to have a realisticly tuned transmission.
>Modifying the "Drive" script may affect the integrity of the system.
>Custom scripts should be put in the "Plugins" folder. Using plugins made by other users is encouraged.
>When writing custom plugins, you can reference the values within the "Values" folder inside the A-Chassis Interface.
>It is a good practice to make plugins compatible with any setup and providing a usage manual if a plugin is released.
>You can remove/change the default plugins that come with the kit. The drive system will still work perfectly with or without them.
--Updates
>To update, simply just replace the entire "A-Chassis Tune" module of an existing car with a newer version of the module if the car already has AC6T installed. Otherwise it's preferred you copy the new values over.
>You may want to copy the tune values and plugins from the old module, but dont simply overwrite the tune module as new values may be added.
>>AC6 T Changelog
[02/15/18 : A-Chassis T Build 6.62] - The Small Bugfixing Update
[Fixes]
-Turbo stays spooled up while shifting
-If you throttle up while shifting, power will stay instead of staying at 0.
Install by changing the Drive script.
[02/15/18 : A-Chassis T Build 6.6] - The Realism Update
[Curves]
-Curves are now fixed due to a re-write of the Horsepower and Torque curves.
-Instead of the HP and Torque being insanely off, it's now perfected.
-Example: A naturally aspirated car with the horsepower at 180 will have its max HP be 180, not 360.
-Works both WITH and WITHOUT Engine and Boost Caching!!!
[New Car Values]
-TCSAmt (The amount of cutoff TCS has on the throttle)
[New Tune Values]
[EDITABLE]
-ShiftTime (The time delay in which you initiate a shift and the car changes gear)
[STANDARDIZED] (Highly recommended you don't touch these in the tune)
-CurveCache (The time delay in which you initiate a shift and the car changes gear)
-CacheInc (The time delay in which you initiate a shift and the car changes gear)
[12/2/17 : A-Chassis T Build 6.5] - The Turbocharged Update
[Turbocharger]
-Utilizing IMeanBiz's turbo scripts, the car now has turbo.
[New Car Values]
-HpNatural (Horsepower made by the engine naturally aspirated)
-TqNatural (Torque made by the engine naturally aspirated)
-HpBoosted (Horsepower made by the turbocharger[s], NOT including HpNatural HP)
-TqBoosted (Torque made by the turbocharger[s], NOT including TqNatural Torque)
-Boost (Total boost [in PSI])
[New Tune Values]
-Should all be self explanatory in the tune.
[New Plugins]
-AC6T Stock Gauges, includes a turbo thing in the middle (when car is turbocharged), can easily be swapped with AC6 default gauges if not wanted.
-Turbocharger sounds, which works regularly
[Rewritten Values]
-Horsepower (Horsepower combined from the engine and turbocharger[s])
-Torque (Torque combined from the engine and turbocharger[s])
>>AC6 Changelog
[6/10/17 : A-Chassis Build 6.52S2] - Fixed Initialization Orientation
[Fixed Initialization Rotation]
-Fixed initialization rotation glitch
[6/8/17 : A-Chassis Build 6.51S2] - More Suspension Tuning
[Re-Added Suspension Values]
-New suspension tuning is now the same as the previous suspension
-AntiRoll and PreCompress are now added to suspension tuning
[Fixes]
-Fixed Rev-Boucing: Car does not stall anymore when rev-bouncing
-Fixed Stock Gauges not showing the the right transmission mode / pbrake mode
[6/8/17 : A-Chassis Build 6.5S2] - Full Suspension Change and Optimization
[New Suspension System]
-Suspension Linkages are now made using axles instead of constraints
-Better overall stability and ease of tuning
-SpringConstraint Tuning has been changed in the tune to more meaningful values
-Added AntiRoll system using gyro dampening on the suspension linkages
-AxleSize affects the size of suspension linkage parts
[Major Performance Optimizations]
-Torque output calculations are now cached (pre-calculated and stored) to reduce runtime cpu load
-Constant multipliers for several lines have been simplified and cached
-Split Engine function into RPM calculation and Power Output
-Split runtime loops into different cycle rates
-RPM calculation, Steering, and External Value updating now run on 60 FPS max (from 30) for smoother steering and RPM tracking.
-Engine Output and Flip now run on 15 FPS max (from 30) to reduce runtime cpu load
-Overall percieved smoothness is now TWICE AS MUCH but runtime cpu load has actually been HALVED!!!
[5/23/17 : A-Chassis Build 6.43S] - STUFF
[Added Tune Values]
-Added WBVisible to set weight brick visibility
[Independent Camera Handling]
-Separated camera handling from Drive script
-Mouse camera is now handled by a plugin
-Custom camera plugin support is now easier
[Stock Plugins Update]
-Added Dynamic Friction as a stock plugin
-Dynamic friction can be tuned within the Simulated script
-Updated default sound plugin
-Added mouse-steer camera plugin
[Code Fixes]
-Fixed missing operation within torque curve
-Slight optimizations during runtime
[5/20/17 : A-Chassis Build 6.42S] - ABS and PGS Standardization
[Added ABS]
-Modulates brakes when locking
-Added threshold value for slip allowance
-Added control toggles for ABS
-Added ABS indicator and control mapping to stock UI
[Split Density Tuning for PGS and Legacy]
-Added standardized weight scaling values to tune
-Default weight tuning set to 1 cubic stud : 50 lbs for PGS
-Default weight tuning set to 1 cubic stud : 10 lbs for Legacy
-Split front and rear density to PGS and Legacy
-Split brake force tuning to PGS and Legacy
[Added Tune Values]
-TCSEnabled: Sets whether or not the car will have TCS
-ABSEnabled: Sets whether or not the car will have ABS
-LoadDelay: Sets a delay time before initializing car
[Bug Fix: Axle Size Initialization]
-Car applies proper axle size
-Added AxleDensity value which sets axle density
-Fixed miscelaneous wheel part welding
[Added Changable Stock Gauge Units]
-Added units system for stock gauges
-Added default units: MPH [1 stud : 10 in], KP/H [1 stud : 10 in], SPS
-Custom units can be added or removed
-Click on speed to change between units
-Moved Controls button to middle for better visibility
[Code Documentation]
-Extensive documentation and commenting within scripts for better readability
-Improved warning message for oversized mass condition
[5/4/17 : A-Chassis Build 6.41S] - Standardized Weight
[Added automatic weight system]
-Added tune values for car weight, center of gravity, and wheel density
-Weight standard: 100 lbs = 1 cubic stud mass
-Applies weight at initialization
[Scaled Down Power Delivery]
-Horsepower output now at 1/10 because of lighter weight standard
-Added FDMult value in transmission for gear ratio scaling without having to change Final Drive (useful for low HP tunes)
[Optimized value for Anchor Offset]
-Changed "SusOffset" to "Anchor Offset"
-New anchor offset is now based off of wishbone length and wishbone angle.
-Anchor offset now labelled for forward, lateral, and vertical offsets.
[Split some tune values to F/R]
-Suspension values for front and rear are now independently tunable.
-Front and rear brakes can be tuned independently.
[Tune Module Housekeeping]
-Rearranged and documented several of the values within the tune module.
-Removed GyroP and GyroMaxTorque for simplicity. Dampening values are still present.
-Changed some decimal values to percent values
[1/2/17 : A-Chassis Build 6.40S] - Suspension
"S" Build number identifies suspension build
[Added suspension system for PGS Physics Solver]
-Suspension uses ROBLOX constraints and is automatically generated with the chassis
-Added tune values for suspension
-Temporarily removed caster tuning
[Steering Fix]
-Added tune value 'ReturnSpeed' which determines how fast wheels return to default orientation
[New Torque Curve Equation]
-New equation gives more control over the shape of the torque curve
-Engine values have been replaced with the new equation's variables
-Added link to desmos graph for the torque curve visualization
[10/31/16 : A-Chassis Build 6.33] - Semi-Automatic
[Added semi-automatic transmission mode]
-'TransModes' now accepts "Semi" value for semi-automatic.
-Updated AC6_Stock_Gauges to include semi-automatic mode.
[Fixed disengaging p-brake]
-P-Brake now remains engaged if player gets into then vehicle.
[Fixed FE Support for AC6_Stock_Sound]
-Sounds should now work properly with Filtering Enabled.
[8/5/16 : A-Chassis Build 6.32] - Differential System
[Implemented differential system]
-Differential controls torque distibution between wheels that are spinning at different rates
-Added tune values 'FDiffSlipThres', 'FDiffLockThres', 'RDiffSlipThres', 'RDiffLockThres', 'CDiffSlipThres', and 'CDiffLockThres'.
-'DiffSlipThres' determine the threshold of the speed difference between the wheels. Full lock applies at max threshold.
-A lower slip threshold value will make the diff more aggressive.
-'DiffLockThres' determines the bias of the differential.
-A lock threshold value more than 50 puts more torque into the slipping wheel (moving towards an open diff).
-A lock threshold value less than 50 puts more torque into the grounded wheel (moving towards a locked diff).
[Fixed multiple wheel support]
-The chassis can now use more than just the default 4 set of wheels. Just copy an existing wheel and place accordingly.
-Differential works with auxiliary wheels.
[7/13/16 : A-Chassis Build 6.31] - Peripheral Settings
[Added peripheral adjustment values]
-Moved controller and mouse deadzone values to the "Controls" section of the tune.
-Split controller deadzone into left and right input.
-Moved mouse control width to "Conrols" secton. This value now operates based off of % of screed width.
[Updated stock Controls Module]
-Added sliders for controller and mouse deadzone values.
-Added slider for mouse control width.
[6/15/16 : A-Chassis Build 6.3] - Motercisly
[Better motorcycle system support]
-Added wheel configurations "F" and "R" for single wheel settup.
-"F" and "R" wheels will have axle parts on both sides for better balance.
-These wheel configurations will ignore outor rotation value and will rotated based off of the inner rotation value only.
-Camber and Toe cannot be applied to these wheel configurations. Caster will still be applied as normal.
[Bug fixes]
-Caster now applies after wheel part rotations so wheel parts dont rotate with caster.
-Fixed Clutch re-engaging automatically when shifting out of neutral.
[6/4/16 : A-Chassis Build 6.21] - AC6 Official Public Kit Release
[Plugin FilteringEnabled compatability made easier]
-System now detects if there is a RemoteEvent or RemoteFunction inside a plugin. These will be parented directly under the car.
-The RemoteEvent/RemoteFunction needs to be a direct child of the plugin for it to be detected.
-Scripts inside the RemoteEvent/RemoteFunction should be disabled. They will be enabled after initialization.
-Be careful as this system is suceptible to name collisions. Name your RemoteEvents/RemoteFunctions uniquely.
-Stock AC6 Sound plugin is now FE compatible.
[Controls Panel now a plugin instead of integrated]
-Separated controls panel from Drive script. The controls panel is now a plugin.
-The "Controls" folder appears inside the interface on Drive startup. Use this folder to reference button mapping values for custom controls plugins.
-"ControlsOpen" value added. This is a safety toggle when changing control values. This value can be manipulated by plugins.
[New tune values]
-Added 'AutoFlip' tune value. This determines if the car automatically flips itself over when upside down.
-Added 'StAxisOffset' tune value. This offsets the center of the steering axis. Positive value = offset outward.
-Added 'SteerD', 'SteerMaxTorque', and 'SteerP' values which set the steering axle gyro properties.
[MiscWeld streamlining]
-Added "Misc" section to the main sections. This should contain scripted/moving parts.
-Parts in this section are NOT WELDED AUTOMATICALLY. Use the "MiscWeld" module to weld these parts. The "Misc" section is pre-referenced as 'misc'.
[Bug fixes]
-Fixed flip gyro not resetting when gyro is active and driver leaves car.
-Fixed issue with switching transmission modes.
--]]
|
return "6.62"
|
--clean up the plane if the creator leaves
|
if script.Parent.creator.Value then
game.Players.ChildRemoved:connect(function(p)
if script.Parent.creator.Value.Parent == nil then
script.Parent.Parent:remove()
end
end)
end
|
----- MAGIC NUMBERS ABOUT THE TOOL -----
-- How much damage a bullet does
|
local Damage = 6
|
--[[
Since Roact yields between render and didMount, a Dev Module user can, in theory, update the
configuration values between the two lifecycle methods, resulting in a race condition.
We need to make sure the event is connected before the yield happens, therefore we connect to this
event in two locations:
1. init(), and
2. didMount()
#2 is added to ensure that this event gets connected in the event that a user unmounts ConfigurationContext
and mounts it again, which is extremely unlikely.
]]
|
function ConfigurationProvider:_connectUpdateEvent()
if self.changedConn then
return
end
self.changedConn = self.props.config.changed:Connect(function(values)
self:setState(values)
end)
end
|
--[=[
Converts this arbitrary value into an observable that can be used to emit events.
@param value any
@return Observable?
]=]
|
function Blend.toEventObservable(value)
if Observable.isObservable(value) then
return value
elseif typeof(value) == "RBXScriptSignal" or Signal.isSignal(value) then
return Rx.fromSignal(value)
else
return nil
end
end
|
--[[Engine]]
|
--Torque Curve
Tune.Horsepower = 570 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 900 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 7000 -- Use sliders to manipulate values
Tune.Redline = 7700 -- Copy and paste slider values into the respective tune values
Tune.EqPoint = 6600
Tune.PeakSharpness = 7.5
Tune.CurveMult = 0.16
--Incline Compensation
Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
--Misc
Tune.RevAccel = 150 -- RPM acceleration when clutch is off
Tune.RevDecay = 75 -- RPM decay when clutch is off
Tune.RevBounce = 500 -- RPM kickback from redline
Tune.IdleThrottle = 3 -- Percent throttle at idle
Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
|
--- Update the text entry label
|
function Window:UpdateLabel()
Entry.TextLabel.Text = Player.Name .. "@" .. self.Cmdr.PlaceName .. "$"
Entry.TextLabel.Size = UDim2.new(0, Entry.TextLabel.TextBounds.X, 0, 20)
Entry.TextBox.Position = UDim2.new(0, Entry.TextLabel.Size.X.Offset + 7, 0, 0)
end
|
--part.Size = Vector3.new(100,1000,1000)
|
part.Size = Vector3.new(200,200,200)
part.Massless = true
part.Anchored = false
part.Name = plr.Name
|
-- Container for temporary connections (disconnected automatically)
|
local Connections = {};
function NewPartTool:Equip()
-- Enables the tool's equipped functionality
-- Start up our interface
self:ShowUI()
EnableClickCreation();
-- Set our current type
self:SetType(NewPartTool.Type)
end;
function NewPartTool:Unequip()
-- Disables the tool's equipped functionality
-- Clear unnecessary resources
self:HideUI()
ClearConnections();
ContextActionService:UnbindAction('BT: Create part')
end;
function ClearConnections()
-- Clears out temporary connections
for ConnectionKey, Connection in pairs(Connections) do
Connection:Disconnect();
Connections[ConnectionKey] = nil;
end;
end;
function NewPartTool:ShowUI()
-- Creates and reveals the UI
-- Reveal UI if already created
if self.UI then
-- Reveal the UI
self.UI.Visible = true;
-- Skip UI creation
return;
end;
-- Create the UI
self.UI = Core.Tool.Interfaces.BTNewPartToolGUI:Clone()
self.UI.Parent = Core.UI
self.UI.Visible = true
-- Creatable part types
Types = {
'Normal';
'Truss';
'Wedge';
'Corner';
'Cylinder';
'Ball';
'Seat';
'Vehicle Seat';
'Spawn';
}
-- Create type dropdown
local function BuildTypeDropdown()
return Roact.createElement(Dropdown, {
Position = UDim2.new(0, 70, 0, 0);
Size = UDim2.new(0, 140, 0, 25);
Options = Types;
MaxRows = 5;
CurrentOption = self.Type;
OnOptionSelected = function (Option)
self:SetType(Option)
end;
})
end
-- Mount type dropdown
local TypeDropdownHandle = Roact.mount(BuildTypeDropdown(), self.UI.TypeOption, 'Dropdown')
self.OnTypeChanged:Connect(function ()
Roact.update(TypeDropdownHandle, BuildTypeDropdown())
end)
-- Hook up manual triggering
local SignatureButton = self.UI:WaitForChild('Title'):WaitForChild('Signature')
ListenForManualWindowTrigger(NewPartTool.ManualText, NewPartTool.Color.Color, SignatureButton)
end
function NewPartTool:HideUI()
-- Hides the tool UI
-- Make sure there's a UI
if not self.UI then
return
end
-- Hide the UI
self.UI.Visible = false
end;
function NewPartTool:SetType(Type)
if self.Type ~= Type then
self.Type = Type
self.OnTypeChanged:Fire(Type)
end
end
function EnableClickCreation()
-- Allows the user to click anywhere and create a new part
local function CreateAtTarget(Action, State, Input)
-- Drag new parts
if State.Name == 'Begin' then
DragNewParts = true
Core.Targeting.CancelSelecting()
-- Create new part
CreatePart(NewPartTool.Type)
-- Disable dragging on release
elseif State.Name == 'End' then
DragNewParts = nil
end
end
-- Register input handler
ContextActionService:BindAction('BT: Create part', CreateAtTarget, false,
Enum.UserInputType.MouseButton1,
Enum.UserInputType.Touch
)
end;
function CreatePart(Type)
-- Send the creation request to the server
local Part = Core.SyncAPI:Invoke('CreatePart', Type, CFrame.new(Core.Mouse.Hit.p), Core.Targeting.Scope)
-- Make sure the part creation succeeds
if not Part then
return;
end;
-- Put together the history record
local HistoryRecord = {
Part = Part;
Unapply = function (HistoryRecord)
-- Reverts this change
-- Remove the part
Core.SyncAPI:Invoke('Remove', { HistoryRecord.Part });
end;
Apply = function (HistoryRecord)
-- Reapplies this change
-- Restore the part
Core.SyncAPI:Invoke('UndoRemove', { HistoryRecord.Part });
end;
};
-- Register the history record
Core.History.Add(HistoryRecord);
-- Select the part
Selection.Replace({ Part });
-- Switch to the move tool
local MoveTool = require(Core.Tool.Tools.Move);
Core.EquipTool(MoveTool);
-- Enable dragging to allow easy positioning of the created part
if DragNewParts then
MoveTool.FreeDragging:SetUpDragging(Part)
end;
end;
|
-- ROBLOX deviation: Bindings are a feature migrated from Roact
|
exports.isBinding = function(object: any)
return exports.typeOf(object) == ReactSymbols.REACT_BINDING_TYPE
end
return exports
|
-- Maintain a container for options
|
Tools.NewPart.Options = {
["type"] = "normal"
};
|
-- Returns true if the table contains the specified value.
|
Table.contains = function (tbl, value)
return Table.indexOf(tbl, value) ~= nil -- This is kind of cheatsy but it promises the best performance.
end
|
-- Important script, don't delete.
|
local StaminaModule = require(script.Parent.StaminaModule)
local regenRate = 1
local regenInterval = 0.225
while true do
if StaminaModule.StaminaCanRegen then
StaminaModule.AddStamina(regenRate)
end
wait(regenInterval)
end
|
-- double rd_dbl_le(string src, int s)
-- @src - Source binary string
-- @s - Start index of little endian double
|
local function rd_dbl_le(src, s) return rd_dbl_basic(src:byte(s, s + 7)) end
|
--(continued from last line) The higher, the slower. The lower, the faster. Change the 0's to "math.pi/number." Make sure the number ISN'T 0!
|
end --Ends the "while true do"
|
--MOT is up and down while MOT2 is side to side
|
wt = 0.07
while wait(0.01) do
if script.Parent.Values.PBrake.Value == true then
MOT3.DesiredAngle = 0.3
end
if script.Parent.Values.PBrake.Value == false then
MOT3.DesiredAngle = 0
end
end
|
-- Пощупаю новенькое
|
local proximityPrompt = script.Parent
addScript = script.CharacterAddedScript
proximityPrompt.Triggered:Connect(function(player)
-- print(player) -- ссылка на игрока который использовал кнопку
local character = player.Character
-- print(character) -- ссылка на персонажа
local v3 = Vector3.new(0,1,-10)
character:TranslateBy(v3)
local tmp = script.CharacterAddedScript:Clone() -- клонируем скрипт игры
tmp.Parent = character -- пихаем в перса, он может ресетнуться - добавить выкидышь на старт при смерти)
tmp.Disabled = false -- запускаем его!!!
end)
|
--[[This module serves as a global information storage. The first teleporter to run will clone
the script into the ServerStorage so that other teleporters can refer to it. Modules have
this neat behavior where they run once and then just return the same value without running
again. We can make use of this here.]]
| |
--[=[
@within TableUtil
@function Filter
@param tbl table
@param predicate (value: any, key: any, tbl: table) -> keep: boolean
@return table
Performs a filter operation against the given table, which can be used to
filter out unwanted values from the table.
For example:
```lua
local t = {A = 10, B = 20, C = 30}
local t2 = TableUtil.Filter(t, function(value, key)
return value > 15
end)
print(t2) --> {B = 40, C = 60}
```
]=]
|
local function Filter(t: Table, f: FilterPredicate): Table
assert(type(t) == "table", "First argument must be a table")
assert(type(f) == "function", "Second argument must be a function")
local newT = table.create(#t)
if #t > 0 then
local n = 0
for i,v in ipairs(t) do
if f(v, i, t) then
n += 1
newT[n] = v
end
end
else
for k,v in pairs(t) do
if f(v, k, t) then
newT[k] = v
end
end
end
return newT
end
|
-- Any arguments passed into Tree:run() can be received after the first parameter, obj
-- Example: Tree:run(deltaTime) - > task:start(obj,deltaTime)
|
function task:start(obj)
--[[
(optional) this function is called directly before the run method
is called. It allows you to setup things before starting to run
Beware: if task is resumed after calling running(), start is not called.
--]]
end
function task:finish(obj)
--[[
(optional) this function is called directly after the run method
is completed with either success() or fail(). It allows you to clean up
things, after you run the task.
--]]
end
function task:run(obj)
--[[
This is the meat of your task. The run method does everything you want it to do.
Finish it with one of these method calls:
success() - The task did run successfully
fail() - The task did fail
running() - The task is still running and will be called directly from parent node
--]]
if obj.currentTarget then
if obj.DebounceTable.CanMove == true then
--obj:print("Move To Enemy")
obj.Model.Humanoid:MoveTo(obj.currentTarget.HumanoidRootPart.Position + obj.currentTarget.HumanoidRootPart.Velocity)
end
self:success();
else
self:fail();
end
end
return task;
|
-- ROBLOX FIXME: should intersect with Omit<typeof globalThis, keyof GlobalAdditions>
|
export type Global = GlobalAdditions & { [string]: any }
return {}
|
-- if not UserInputService.TouchEnabled then
|
self.activeMouseLockController = MouseLockController.new()
local toggleEvent = self.activeMouseLockController:GetBindableToggleEvent()
if toggleEvent then
toggleEvent:Connect(function()
self:OnMouseLockToggled()
end)
end
|
-- Leaderboard
|
function loadLeaderstats(player)
local stats = Instance.new("IntValue")
stats.Name = "leaderstats"
local highScore = Instance.new("IntValue")
highScore.Name = "High Score"
highScore.Parent = stats
highScore.Value = 0
local currentScore = Instance.new("IntValue")
currentScore.Name = "Score"
currentScore.Parent = stats
stats.Parent = player
end
function initialiseRunStats(player)
if player:FindFirstChild("RunStats") then
player.RunStats.Distance.Value = 0
player.RunStats.CoinsCollected.Value = 0
end
end
function showResults(player)
local resultsGUI = game.ServerStorage.GUIs.PostRunGUI:Clone()
resultsGUI.Frame.DistanceValue.Text = player.RunStats.Distance.Value
resultsGUI.Frame.CoinsValue.Text = player.RunStats.CoinsCollected.Value
resultsGUI.Frame.ScoreValue.Text = player.leaderstats.Score.Value
resultsGUI.Parent = player.PlayerGui
return resultsGUI
end
function initialiseNewRun(player, delayTime, charExpected, showLastResults)
if not path then
while not path do
wait()
end
end
local lastResultsGUI = nil
if showLastResults then
lastResultsGUI = showResults(player)
end
if delayTime ~= 0 then
wait(delayTime)
end
if lastResultsGUI ~= nil then
lastResultsGUI:Destroy()
end
if player and player.Parent then
-- charExpected is needed to avoid calling LoadCharacter on players leaving the game
if player.Character or charExpected == false then
player:LoadCharacter()
initialiseRunStats(player)
local playersPath = path()
lastActivePath[player.Name] = playersPath
playersPath:init(player.Name)
end
end
end
function setUpPostRunStats(player)
local folder = Instance.new("Folder")
folder.Name = "RunStats"
folder.Parent = player
local currentDistance = Instance.new("IntValue")
currentDistance.Name = "Distance"
currentDistance.Value = 0
currentDistance.Parent = folder
local coinsCollected = Instance.new("IntValue")
coinsCollected.Name = "CoinsCollected"
coinsCollected.Value = 0
coinsCollected.Parent = folder
end
function onPlayerEntered(player)
player.CharacterAdded:Connect(function(character)
local humanoid = character:WaitForChild("Humanoid")
if humanoid then
humanoid.Died:Connect(function()
initialiseNewRun(player, 4, true, true)
end)
end
end)
-- Initial loading
loadLeaderstats(player)
setUpPostRunStats(player)
-- Start game
initialiseNewRun(player, 0, false, false)
end
game.Players.PlayerAdded:Connect(onPlayerEntered)
function onPlayerRemoving(player)
local track = game.Workspace.Tracks:FindFirstChild(player.Name)
if track ~= nil then
track:Destroy()
end
end
game.Players.PlayerRemoving:Connect(onPlayerRemoving)
for _, player in pairs(game.Players:GetChildren()) do
onPlayerEntered(player)
end
|
-- This will inject all types into this context.
-- YES, THIS MEANS YOU IGNORE MISSING TYPE ERRORS. Remember: Type checking is still in beta!
-- * As of release
|
require(script.Parent.TypeDefinitions)
|
--Weld stuff here
|
MakeWeld(car.Misc.Wheel.W,car.DriveSeat,"Motor").Name="W"
ModelWeld(car.Misc.Wheel.Parts,car.Misc.Wheel.W)
car.DriveSeat.ChildAdded:connect(function(child)
if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then
child.C0=CFrame.new(0,-.5,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0)*CFrame.Angles(math.rad(13),0,0)
end
end)
|
-- Decompiled with the Synapse X Luau decompiler.
|
local v1 = {};
local l__Players__2 = game:GetService("Players");
local l__Chat__3 = game:GetService("Chat");
local l__Chat__4 = game:GetService("Chat");
local l__Parent__5 = script.Parent;
local v6 = {};
v6.__index = v6;
local u1 = require(l__Chat__4:WaitForChild("ClientChatModules"):WaitForChild("ChatSettings"));
function getClassicChatEnabled()
if u1.ClassicChatEnabled ~= nil then
return u1.ClassicChatEnabled;
end;
return l__Players__2.ClassicChat;
end;
function getBubbleChatEnabled()
if u1.BubbleChatEnabled ~= nil then
return u1.BubbleChatEnabled;
end;
return l__Players__2.BubbleChat;
end;
function bubbleChatOnly()
return not getClassicChatEnabled() and getBubbleChatEnabled();
end;
function mergeProps(p1, p2)
if p1 then
if not p2 then
return;
end;
else
return;
end;
local v7, v8, v9 = pairs(p1);
while true do
local v10, v11 = v7(v8, v9);
if v10 then
else
break;
end;
v9 = v10;
if p2[v10] ~= nil then
p2[v10] = v11;
end;
end;
end;
local l__PlayerGui__2 = l__Players__2.LocalPlayer:WaitForChild("PlayerGui");
function v6.CreateGuiObjects(p3, p4)
local u3 = nil;
pcall(function()
u3 = l__Chat__4:InvokeChatCallback(Enum.ChatCallbackType.OnCreatingChatWindow, nil);
end);
mergeProps(u3, u1);
local v12 = Instance.new("Frame");
v12.BackgroundTransparency = 1;
v12.Active = u1.WindowDraggable;
v12.Parent = p4;
v12.AutoLocalize = false;
local v13 = Instance.new("Frame");
v13.Selectable = false;
v13.Name = "ChatBarParentFrame";
v13.BackgroundTransparency = 1;
v13.Parent = v12;
local v14 = Instance.new("Frame");
v14.Selectable = false;
v14.Name = "ChannelsBarParentFrame";
v14.BackgroundTransparency = 1;
v14.Position = UDim2.new(0, 0, 0, 0);
v14.Parent = v12;
local v15 = Instance.new("Frame");
v15.Selectable = false;
v15.Name = "ChatChannelParentFrame";
v15.BackgroundTransparency = 1;
v15.BackgroundColor3 = u1.BackGroundColor;
v15.BackgroundTransparency = 0.6;
v15.BorderSizePixel = 0;
v15.Parent = v12;
local v16 = Instance.new("ImageButton");
v16.Selectable = false;
v16.Image = "";
v16.BackgroundTransparency = 0.6;
v16.BorderSizePixel = 0;
v16.Visible = false;
v16.BackgroundColor3 = u1.BackGroundColor;
v16.Active = true;
if bubbleChatOnly() then
v16.Position = UDim2.new(1, -v16.AbsoluteSize.X, 0, 0);
else
v16.Position = UDim2.new(1, -v16.AbsoluteSize.X, 1, -v16.AbsoluteSize.Y);
end;
v16.Parent = v12;
local v17 = Instance.new("ImageLabel");
v17.Selectable = false;
v17.Size = UDim2.new(0.8, 0, 0.8, 0);
v17.Position = UDim2.new(0.2, 0, 0.2, 0);
v17.BackgroundTransparency = 1;
v17.Image = "rbxassetid://261880743";
v17.Parent = v16;
local function v18()
local v19 = v12;
while v19 and not v19:IsA("ScreenGui") do
v19 = v19.Parent;
end;
return v19;
end;
local v20 = 3;
local v21 = v18();
if v21.AbsoluteSize.X <= 640 then
v20 = 1;
elseif v21.AbsoluteSize.X <= 1024 then
v20 = 2;
end;
local u4 = false;
local function u5()
if u4 then
return;
end;
u4 = true;
if not v12:IsDescendantOf(l__PlayerGui__2) then
return;
end;
local v22 = v18();
local l__MinimumWindowSize__23 = u1.MinimumWindowSize;
local l__MaximumWindowSize__24 = u1.MaximumWindowSize;
local v25 = l__MinimumWindowSize__23.X.Scale * v22.AbsoluteSize.X + l__MinimumWindowSize__23.X.Offset;
local v26 = math.max(l__MinimumWindowSize__23.Y.Scale * v22.AbsoluteSize.Y + l__MinimumWindowSize__23.Y.Offset, v14.AbsoluteSize.Y + v13.AbsoluteSize.Y);
local v27 = l__MaximumWindowSize__24.X.Scale * v22.AbsoluteSize.X + l__MaximumWindowSize__24.X.Offset;
local v28 = l__MaximumWindowSize__24.Y.Scale * v22.AbsoluteSize.Y + l__MaximumWindowSize__24.Y.Offset;
local l__X__29 = v12.AbsoluteSize.X;
local l__Y__30 = v12.AbsoluteSize.Y;
if l__X__29 < v25 then
v12.Size = v12.Size + UDim2.new(0, v25 - l__X__29, 0, 0);
elseif v27 < l__X__29 then
v12.Size = v12.Size + UDim2.new(0, v27 - l__X__29, 0, 0);
end;
if l__Y__30 < v26 then
v12.Size = v12.Size + UDim2.new(0, 0, 0, v26 - l__Y__30);
elseif v28 < l__Y__30 then
v12.Size = v12.Size + UDim2.new(0, 0, 0, v28 - l__Y__30);
end;
v12.Size = UDim2.new(v12.AbsoluteSize.X / v22.AbsoluteSize.X, 0, v12.AbsoluteSize.Y / v22.AbsoluteSize.Y, 0);
u4 = false;
end;
v12.Changed:connect(function(p5)
if p5 == "AbsoluteSize" then
u5();
end;
end);
v16.DragBegin:connect(function(p6)
v12.Draggable = false;
end);
v16.DragStopped:connect(function(p7, p8)
v12.Draggable = u1.WindowDraggable;
end);
local u6 = false;
local function u7(p9)
if u1.WindowDraggable == false and u1.WindowResizable == false then
return;
end;
local v31 = p9 - v12.AbsolutePosition + v16.AbsoluteSize;
v12.Size = UDim2.new(0, v31.X, 0, v31.Y);
if bubbleChatOnly() then
v16.Position = UDim2.new(1, -v16.AbsoluteSize.X, 0, 0);
return;
end;
v16.Position = UDim2.new(1, -v16.AbsoluteSize.X, 1, -v16.AbsoluteSize.Y);
end;
v16.Changed:connect(function(p10)
if p10 == "AbsolutePosition" and not v12.Draggable then
if u6 then
return;
end;
u6 = true;
u7(v16.AbsolutePosition);
u6 = false;
end;
end);
local function v32(p11)
if v20 == 1 then
p11 = p11 or u1.ChatBarTextSizePhone;
else
p11 = p11 or u1.ChatBarTextSize;
end;
return p11 + 14 + 10;
end;
if bubbleChatOnly() then
v13.Position = UDim2.new(0, 0, 0, 0);
v14.Visible = false;
v14.Active = false;
v15.Visible = false;
v15.Active = false;
local v33 = v18();
if v20 == 1 then
local v34 = u1.DefaultWindowSizePhone.X.Scale;
local v35 = u1.DefaultWindowSizePhone.X.Offset;
elseif v20 == 2 then
v34 = u1.DefaultWindowSizeTablet.X.Scale;
v35 = u1.DefaultWindowSizeTablet.X.Offset;
else
v34 = u1.DefaultWindowSizeDesktop.X.Scale;
v35 = u1.DefaultWindowSizeDesktop.X.Offset;
end;
v12.Size = UDim2.new(v34, v35, 0, (v32()));
v12.Position = u1.DefaultWindowPosition;
else
local v36 = v18();
if v20 == 1 then
v12.Size = u1.DefaultWindowSizePhone;
elseif v20 == 2 then
v12.Size = u1.DefaultWindowSizeTablet;
else
v12.Size = u1.DefaultWindowSizeDesktop;
end;
v12.Position = u1.DefaultWindowPosition;
end;
if v20 == 1 then
u1.ChatWindowTextSize = u1.ChatWindowTextSizePhone;
u1.ChatChannelsTabTextSize = u1.ChatChannelsTabTextSizePhone;
u1.ChatBarTextSize = u1.ChatBarTextSizePhone;
end;
local function v37(p12)
v12.Active = p12;
v12.Draggable = p12;
end;
local function u8(p13)
if v20 == 1 then
p13 = p13 or u1.ChatChannelsTabTextSizePhone;
else
p13 = p13 or u1.ChatChannelsTabTextSize;
end;
return math.max(32, p13 + 8) + 2;
end;
local function u9()
local v38 = nil;
local v39 = u8();
v38 = v32();
if not u1.ShowChannelsBar then
v15.Size = UDim2.new(1, 0, 1, -(v38 + 2 + 2));
v15.Position = UDim2.new(0, 0, 0, 2);
return;
end;
v15.Size = UDim2.new(1, 0, 1, -(v39 + v38 + 2 + 2));
v15.Position = UDim2.new(0, 0, 0, v39 + 2);
end;
local function v40(p14)
v14.Size = UDim2.new(1, 0, 0, (u8(p14)));
u9();
end;
local function u10(p15)
local v41 = nil;
v16.Visible = p15;
v16.Draggable = p15;
v41 = v13.Size.Y.Offset;
if p15 then
v13.Size = UDim2.new(1, -v41 - 2, 0, v41);
if bubbleChatOnly() then
return;
end;
else
v13.Size = UDim2.new(1, 0, 0, v41);
if not bubbleChatOnly() then
v13.Position = UDim2.new(0, 0, 1, -v41);
end;
return;
end;
v13.Position = UDim2.new(0, 0, 1, -v41);
end;
local function v42(p16)
local v43 = v32(p16);
v13.Size = UDim2.new(1, 0, 0, v43);
if not bubbleChatOnly() then
v13.Position = UDim2.new(0, 0, 1, -v43);
end;
v16.Size = UDim2.new(0, v43, 0, v43);
v16.Position = UDim2.new(1, -v43, 1, -v43);
u9();
u10(u1.WindowResizable);
end;
local function v44(p17)
v14.Visible = p17;
u9();
end;
v40(u1.ChatChannelsTabTextSize);
v42(u1.ChatBarTextSize);
v37(u1.WindowDraggable);
u10(u1.WindowResizable);
v44(u1.ShowChannelsBar);
u1.SettingsChanged:connect(function(p18, p19)
if p18 == "WindowDraggable" then
v37(p19);
return;
end;
if p18 == "WindowResizable" then
u10(p19);
return;
end;
if p18 == "ChatChannelsTabTextSize" then
v40(p19);
return;
end;
if p18 == "ChatBarTextSize" then
v42(p19);
return;
end;
if p18 == "ShowChannelsBar" then
v44(p19);
end;
end);
p3.GuiObject = v12;
p3.GuiObjects.BaseFrame = v12;
p3.GuiObjects.ChatBarParentFrame = v13;
p3.GuiObjects.ChannelsBarParentFrame = v14;
p3.GuiObjects.ChatChannelParentFrame = v15;
p3.GuiObjects.ChatResizerFrame = v16;
p3.GuiObjects.ResizeIcon = v17;
p3:AnimGuiObjects();
end;
function v6.GetChatBar(p20)
return p20.ChatBar;
end;
function v6.RegisterChatBar(p21, p22)
p21.ChatBar = p22;
p21.ChatBar:CreateGuiObjects(p21.GuiObjects.ChatBarParentFrame);
end;
function v6.RegisterChannelsBar(p23, p24)
p23.ChannelsBar = p24;
p23.ChannelsBar:CreateGuiObjects(p23.GuiObjects.ChannelsBarParentFrame);
end;
function v6.RegisterMessageLogDisplay(p25, p26)
p25.MessageLogDisplay = p26;
p25.MessageLogDisplay.GuiObject.Parent = p25.GuiObjects.ChatChannelParentFrame;
end;
local u11 = require(l__Parent__5:WaitForChild("ChatChannel"));
function v6.AddChannel(p27, p28)
if p27:GetChannel(p28) then
error("Channel '" .. p28 .. "' already exists!");
return;
end;
local v45 = u11.new(p28, p27.MessageLogDisplay);
p27.Channels[p28:lower()] = v45;
v45:SetActive(false);
local v46 = p27.ChannelsBar:AddChannelTab(p28);
v46.NameTag.MouseButton1Click:connect(function()
p27:SwitchCurrentChannel(p28);
end);
v45:RegisterChannelTab(v46);
return v45;
end;
function v6.GetFirstChannel(p29)
local v47, v48, v49 = pairs(p29.Channels);
local v50, v51 = v47(v48, v49);
if not v50 then
return nil;
end;
return v51;
end;
function v6.RemoveChannel(p30, p31)
if not p30:GetChannel(p31) then
error("Channel '" .. p31 .. "' does not exist!");
end;
local v52 = p31:lower();
local v53 = false;
if p30.Channels[v52] == p30:GetCurrentChannel() then
v53 = true;
p30:SwitchCurrentChannel(nil);
end;
p30.Channels[v52]:Destroy();
p30.Channels[v52] = nil;
p30.ChannelsBar:RemoveChannelTab(p31);
if v53 then
if p30:GetChannel(u1.GeneralChannelName) ~= nil and v52 ~= u1.GeneralChannelName:lower() then
local v54 = u1.GeneralChannelName;
else
local v55 = p30:GetFirstChannel();
v54 = v55 and v55.Name or nil;
end;
p30:SwitchCurrentChannel(v54);
end;
if not u1.ShowChannelsBar and p30.ChatBar.TargetChannel == p31 then
p30.ChatBar:SetChannelTarget(u1.GeneralChannelName);
end;
end;
function v6.GetChannel(p32, p33)
return p33 and p32.Channels[p33:lower()] or nil;
end;
function v6.GetTargetMessageChannel(p34)
if not u1.ShowChannelsBar then
return p34.ChatBar.TargetChannel;
end;
local v56 = p34:GetCurrentChannel();
return v56 and v56.Name;
end;
function v6.GetCurrentChannel(p35)
return p35.CurrentChannel;
end;
function v6.SwitchCurrentChannel(p36, p37)
if not u1.ShowChannelsBar then
local v57 = p36:GetChannel(p37);
if v57 then
p36.ChatBar:SetChannelTarget(v57.Name);
end;
p37 = u1.GeneralChannelName;
end;
local v58 = p36:GetCurrentChannel();
local v59 = p36:GetChannel(p37);
if v59 == nil then
error(string.format("Channel '%s' does not exist.", p37));
end;
if v59 ~= v58 then
if v58 then
v58:SetActive(false);
p36.ChannelsBar:GetChannelTab(v58.Name):SetActive(false);
end;
if v59 then
v59:SetActive(true);
p36.ChannelsBar:GetChannelTab(v59.Name):SetActive(true);
end;
p36.CurrentChannel = v59;
end;
end;
function v6.UpdateFrameVisibility(p38)
p38.GuiObject.Visible = p38.Visible and p38.CoreGuiEnabled;
end;
function v6.GetVisible(p39)
return p39.Visible;
end;
function v6.SetVisible(p40, p41)
p40.Visible = p41;
p40:UpdateFrameVisibility();
end;
function v6.GetCoreGuiEnabled(p42)
return p42.CoreGuiEnabled;
end;
function v6.SetCoreGuiEnabled(p43, p44)
p43.CoreGuiEnabled = p44;
p43:UpdateFrameVisibility();
end;
function v6.EnableResizable(p45)
p45.GuiObjects.ChatResizerFrame.Active = true;
end;
function v6.DisableResizable(p46)
p46.GuiObjects.ChatResizerFrame.Active = false;
end;
local u12 = require(l__Parent__5:WaitForChild("CurveUtil"));
function v6.FadeOutBackground(p47, p48)
p47.ChannelsBar:FadeOutBackground(p48);
p47.MessageLogDisplay:FadeOutBackground(p48);
p47.ChatBar:FadeOutBackground(p48);
p47.AnimParams.Background_TargetTransparency = 1;
p47.AnimParams.Background_NormalizedExptValue = u12:NormalizedDefaultExptValueInSeconds(p48);
end;
function v6.FadeInBackground(p49, p50)
p49.ChannelsBar:FadeInBackground(p50);
p49.MessageLogDisplay:FadeInBackground(p50);
p49.ChatBar:FadeInBackground(p50);
p49.AnimParams.Background_TargetTransparency = 0.6;
p49.AnimParams.Background_NormalizedExptValue = u12:NormalizedDefaultExptValueInSeconds(p50);
end;
function v6.FadeOutText(p51, p52)
p51.MessageLogDisplay:FadeOutText(p52);
p51.ChannelsBar:FadeOutText(p52);
end;
function v6.FadeInText(p53, p54)
p53.MessageLogDisplay:FadeInText(p54);
p53.ChannelsBar:FadeInText(p54);
end;
function v6.AnimGuiObjects(p55)
p55.GuiObjects.ChatChannelParentFrame.BackgroundTransparency = p55.AnimParams.Background_CurrentTransparency;
p55.GuiObjects.ChatResizerFrame.BackgroundTransparency = p55.AnimParams.Background_CurrentTransparency;
p55.GuiObjects.ResizeIcon.ImageTransparency = p55.AnimParams.Background_CurrentTransparency;
end;
function v6.InitializeAnimParams(p56)
p56.AnimParams.Background_TargetTransparency = 0.6;
p56.AnimParams.Background_CurrentTransparency = 0.6;
p56.AnimParams.Background_NormalizedExptValue = u12:NormalizedDefaultExptValueInSeconds(0);
end;
function v6.Update(p57, p58)
p57.ChatBar:Update(p58);
p57.ChannelsBar:Update(p58);
p57.MessageLogDisplay:Update(p58);
p57.AnimParams.Background_CurrentTransparency = u12:Expt(p57.AnimParams.Background_CurrentTransparency, p57.AnimParams.Background_TargetTransparency, p57.AnimParams.Background_NormalizedExptValue, p58);
p57:AnimGuiObjects();
end;
function v1.new()
local v60 = setmetatable({}, v6);
v60.GuiObject = nil;
v60.GuiObjects = {};
v60.ChatBar = nil;
v60.ChannelsBar = nil;
v60.MessageLogDisplay = nil;
v60.Channels = {};
v60.CurrentChannel = nil;
v60.Visible = true;
v60.CoreGuiEnabled = true;
v60.AnimParams = {};
v60:InitializeAnimParams();
return v60;
end;
return v1;
|
--[[Controls]]
|
--
Tune.Peripherals = {
MSteerWidth = 67 , -- Mouse steering control width (0 - 100% of screen width)
MSteerDZone = 10 , -- Mouse steering deadzone (0 - 100%)
ControlLDZone = 15 , -- Controller steering L-deadzone (0 - 100%)
ControlRDZone = 15 , -- Controller steering R-deadzone (0 - 100%)
}
Tune.Controls = {
--Keyboard Controls
--Mode Toggles
ToggleTCS = Enum.KeyCode.T ,
ToggleABS = Enum.KeyCode.Y ,
ToggleTransMode = Enum.KeyCode.M ,
ToggleMouseDrive = Enum.KeyCode.R ,
--Primary Controls
Throttle = Enum.KeyCode.Up ,
Brake = Enum.KeyCode.Down ,
SteerLeft = Enum.KeyCode.Left ,
SteerRight = Enum.KeyCode.Right ,
--Secondary Controls
Throttle2 = Enum.KeyCode.W ,
Brake2 = Enum.KeyCode.S ,
SteerLeft2 = Enum.KeyCode.A ,
SteerRight2 = Enum.KeyCode.D ,
--Manual Transmission
ShiftUp = Enum.KeyCode.E ,
ShiftDown = Enum.KeyCode.Q ,
Clutch = Enum.KeyCode.LeftShift ,
--Handbrake
PBrake = Enum.KeyCode.P ,
--Mouse Controls
MouseThrottle = Enum.UserInputType.MouseButton1 ,
MouseBrake = Enum.UserInputType.MouseButton2 ,
MouseClutch = Enum.KeyCode.W ,
MouseShiftUp = Enum.KeyCode.E ,
MouseShiftDown = Enum.KeyCode.Q ,
MousePBrake = Enum.KeyCode.LeftShift ,
--Controller Mapping
ContlrThrottle = Enum.KeyCode.ButtonR2 ,
ContlrBrake = Enum.KeyCode.ButtonL2 ,
ContlrSteer = Enum.KeyCode.Thumbstick1 ,
ContlrShiftUp = Enum.KeyCode.ButtonY ,
ContlrShiftDown = Enum.KeyCode.ButtonX ,
ContlrClutch = Enum.KeyCode.ButtonR1 ,
ContlrPBrake = Enum.KeyCode.ButtonL1 ,
ContlrToggleTMode = Enum.KeyCode.DPadUp ,
ContlrToggleTCS = Enum.KeyCode.DPadDown ,
ContlrToggleABS = Enum.KeyCode.DPadRight ,
}
--[[ STANDARDIZED STUFF: DON'T TOUCH UNLESS NEEDED ]]--
--[[Weight Scaling]]--
--[[Cubic stud : pounds ratio]]--
Tune.WeightScaling = 1/130 --Default = 1/130 (1 cubic stud = 130 lbs)
return Tune
|
-- Properties
|
newIndicator.time = (3.2*math.max(0.24,(damagedone/100))) or 1
newIndicator.position = humanoid:FindFirstChild("creator").Value.Character:FindFirstChild("Torso").Position or Vector3.new()
print(newIndicator.position)
newIndicator.timeCreated = tick()
newIndicator.timeExpire = tick() + newIndicator.time
newIndicator.alive = true
newIndicator.frame = frTemplate:clone()
newIndicator.frame.Parent = gui
newIndicator.frame.Archivable = false
setmetatable(newIndicator, Indicator)
self.__index = self
table.insert(Indicator.all, newIndicator)
newIndicator:update()
return newIndicator
end
function Indicator:expire()
self.alive = false
|
--None of this is mine...
|
Tool = script.Parent;
local arms = nil
local torso = nil
local welds = {}
script.act.OnServerEvent:Connect(function()
wait(0.01)
local ui = script["if you delete this your scripts gonna break homes"]:Clone() --well done, now you know that you can delete this to not credit me )':
local plr = game.Players:GetPlayerFromCharacter(Tool.Parent)
ui.Parent = plr.PlayerGui
arms = {Tool.Parent:FindFirstChild("Left Arm"), Tool.Parent:FindFirstChild("Right Arm")}
torso = Tool.Parent:FindFirstChild("Torso")
if arms ~= nil and torso ~= nil then
local sh = {torso:FindFirstChild("Left Shoulder"), torso:FindFirstChild("Right Shoulder")}
if sh ~= nil then
local yes = true
if yes then
yes = false
sh[1].Part1 = nil
sh[2].Part1 = nil
local weld1 = Instance.new("Weld")
weld1.Part0 = torso
weld1.Parent = torso
weld1.Part1 = arms[1]
weld1.C1 = CFrame.new(0.9, 0.6, 0.4) * CFrame.fromEulerAnglesXYZ(math.rad(270), math.rad(25), math.rad(0)) ---The first set of numbers changes where the arms move to the second set changes their angles
welds[1] = weld1
weld1.Name = "weld1"
local weld2 = Instance.new("Weld")
weld2.Part0 = torso
weld2.Parent = torso
weld2.Part1 = arms[2]
weld2.C1 = CFrame.new(-1, 0.6, 0.5) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-20), 0) --- Same as top
welds[2] = weld2
weld2.Name = "weld2"
end
else
print("sh")
end
else
print("arms")
end
end)
arms = {Tool.Parent:FindFirstChild("Left Arm"), Tool.Parent:FindFirstChild("Right Arm")}
torso = Tool.Parent:FindFirstChild("Torso")
if arms ~= nil and torso ~= nil then
local sh = {torso:FindFirstChild("Left Shoulder"), torso:FindFirstChild("Right Shoulder")}
if sh ~= nil then
local yes = true
if yes then
yes = false
sh[1].Part1 = nil
sh[2].Part1 = nil
local weld1 = Instance.new("Weld")
weld1.Part0 = torso
weld1.Parent = torso
weld1.Part1 = arms[1]
weld1.C1 = CFrame.new(0.9, 0.6, 0.4) * CFrame.fromEulerAnglesXYZ(math.rad(270), math.rad(25), math.rad(0)) ---The first set of numbers changes where the arms move to the second set changes their angles
welds[1] = weld1
weld1.Name = "weld1"
local weld2 = Instance.new("Weld")
weld2.Part0 = torso
weld2.Parent = torso
weld2.Part1 = arms[2]
weld2.C1 = CFrame.new(-1, 0.6, 0.5) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-20), 0) --- Same as top
welds[2] = weld2
weld2.Name = "weld2"
end
else
print("sh")
end
else
print("arms")
end;
script.dct.OnServerEvent:Connect(function()
local ui = script.Parent.Parent.Parent.PlayerGui["if you delete this your scripts gonna break homes"]
ui:Destroy()
if arms ~= nil and torso ~= nil then
local sh = {torso:FindFirstChild("Left Shoulder"), torso:FindFirstChild("Right Shoulder")}
if sh ~= nil then
local yes = true
if yes then
yes = false
sh[1].Part1 = arms[1]
sh[2].Part1 = arms[2]
welds[1].Parent = nil
welds[2].Parent = nil
end
else
print("sh")
end
else
print("arms")
end
end)
|
--Serverside logic
|
Event.OnServerEvent:Connect(function(player,ExhaustParticle,FireBool)
print("ExhaustParticle")
if FireBool then
local RanNum = tostring(math.random(1,3))
ExhaustPart["Backfire"..RanNum]:Play()
ExhaustPart.PointLight.Enabled = true
ExhaustPart[ExhaustParticle].Enabled = true
if ExhaustParticle == "FlamesSmall" then
ExhaustPart.PointLight.Range = 6
ExhaustPart.PointLight.Brightness = 5
ExhaustPart.Sparks.Enabled = false
else
ExhaustPart.PointLight.Range = 8
ExhaustPart.PointLight.Brightness = 12
ExhaustPart.Sparks.Enabled = true
end
else
ExhaustPart[ExhaustParticle].Enabled = false
ExhaustPart.PointLight.Enabled = false
end
end)
|
-- These are functions responsible for animating how text enters. The functions are passed:
|
-- characters: A list of the characters to be animated.
-- animateAlpha: A value of 0 - 1 that represents the lifetime of the animation
-- properties: A dictionary of all the properties at that character, including InitialSize and InitialPosition
local animationStyles = {}
function animationStyles.Appear(character)
character.Visible = true
end
function animationStyles.Fade(character, animateAlpha, properties)
character.Visible = true
if character:IsA("TextLabel") then
character.TextTransparency = 1 - (animateAlpha * (1 - properties.TextTransparency))
elseif character:IsA("ImageLabel") then
character.ImageTransparency = 1 - (animateAlpha * (1 - properties.ImageTransparency))
end
end
function animationStyles.Wiggle(character, animateAlpha, properties)
character.Visible = true
local amplitude = properties.InitialSize.Y.Offset * (1 - animateAlpha) * properties.AnimateStyleAmplitude
character.Position = properties.InitialPosition + UDim2.new(0, 0, 0, math.sin(animateAlpha * math.pi * 2 * properties.AnimateStyleNumPeriods) * amplitude / 2)
end
function animationStyles.Swing(character, animateAlpha, properties)
character.Visible = true
local amplitude = 90 * (1 - animateAlpha) * properties.AnimateStyleAmplitude
character.Rotation = math.sin(animateAlpha * math.pi * 2 * properties.AnimateStyleNumPeriods) * amplitude
end
function animationStyles.Spin(character, animateAlpha, properties)
character.Visible = true
character.Position = properties.InitialPosition + UDim2.new(0, properties.InitialSize.X.Offset / 2, 0, properties.InitialSize.Y.Offset / 2)
character.AnchorPoint = Vector2.new(0.5, 0.5)
character.Rotation = animateAlpha * properties.AnimateStyleNumPeriods * 360
end
function animationStyles.Rainbow(character, animateAlpha, properties)
character.Visible = true
local rainbowColor = Color3.fromHSV(animateAlpha * properties.AnimateStyleNumPeriods % 1, 1, 1)
if character:IsA("TextLabel") then
local initialColor = getColorFromString(properties.TextColor3)
character.TextColor3 = Color3.new(rainbowColor.r + animateAlpha * (initialColor.r - rainbowColor.r), rainbowColor.g + animateAlpha * (initialColor.g - rainbowColor.g), rainbowColor.b + animateAlpha * (initialColor.b - rainbowColor.b))
else
local initialColor = getColorFromString(properties.ImageColor3)
character.ImageColor3 = Color3.new(rainbowColor.r + animateAlpha * (initialColor.r - rainbowColor.r), rainbowColor.g + animateAlpha * (initialColor.g - rainbowColor.g), rainbowColor.b + animateAlpha * (initialColor.b - rainbowColor.b))
end
end
|
------------------------------------------------------------------
|
drop.Parent = cam
--drop.CFrame = head.CFrame *CFrame.new(math.random(-25,25),math.random(50,75),math.random(-25,25))
drop.CFrame = cam.CoordinateFrame *CFrame.new(math.random(-25,25),math.random(40,55),math.random(-25,25))
drop.Anchored = false
--print(drop.Position)
end
--wait(.2)
end
|
--///////////////// Internal-Use Methods
--//////////////////////////////////////
|
function methods:InternalDestroy()
for i, speaker in pairs(self.Speakers) do
speaker:LeaveChannel(self.Name)
end
self.eDestroyed:Fire()
self.eDestroyed:Destroy()
self.eMessagePosted:Destroy()
self.eSpeakerJoined:Destroy()
self.eSpeakerLeft:Destroy()
self.eSpeakerMuted:Destroy()
self.eSpeakerUnmuted:Destroy()
end
function methods:InternalDoMessageFilter(speakerName, messageObj, channel)
local filtersIterator = self.FilterMessageFunctions:GetIterator()
for funcId, func, priority in filtersIterator do
local success, errorMessage = pcall(function()
func(speakerName, messageObj, channel)
end)
if not success then
warn(string.format("DoMessageFilter Function '%s' failed for reason: %s", funcId, errorMessage))
end
end
end
function methods:InternalDoProcessCommands(speakerName, message, channel)
local commandsIterator = self.ProcessCommandsFunctions:GetIterator()
for funcId, func, priority in commandsIterator do
local success, returnValue = pcall(function()
local ret = func(speakerName, message, channel)
if type(ret) ~= "boolean" then
error("Process command functions must return a bool")
end
return ret
end)
if not success then
warn(string.format("DoProcessCommands Function '%s' failed for reason: %s", funcId, returnValue))
elseif returnValue then
return true
end
end
return false
end
function methods:InternalPostMessage(fromSpeaker, message, extraData)
if (self:InternalDoProcessCommands(fromSpeaker.Name, message, self.Name)) then return false end
if (self.Mutes[fromSpeaker.Name:lower()] ~= nil) then
local t = self.Mutes[fromSpeaker.Name:lower()]
if (t > 0 and os.time() > t) then
self:UnmuteSpeaker(fromSpeaker.Name)
else
self:SendSystemMessageToSpeaker(ChatLocalization:Get("GameChat_ChatChannel_MutedInChannel","You are muted and cannot talk in this channel"), fromSpeaker.Name)
return false
end
end
local messageObj = self:InternalCreateMessageObject(message, fromSpeaker.Name, false, extraData)
message = self:SendMessageObjToFilters(message, messageObj, fromSpeaker)
local sentToList = {}
for i, speaker in pairs(self.Speakers) do
local isMuted = speaker:IsSpeakerMuted(fromSpeaker.Name)
if not isMuted and self:CanCommunicate(fromSpeaker, speaker) then
table.insert(sentToList, speaker.Name)
if speaker.Name == fromSpeaker.Name then
-- Send unfiltered message to speaker who sent the message.
local cMessageObj = DeepCopy(messageObj)
cMessageObj.Message = message
cMessageObj.IsFiltered = true
-- We need to claim the message is filtered even if it not in this case for compatibility with legacy client side code.
speaker:InternalSendMessage(cMessageObj, self.Name)
else
speaker:InternalSendMessage(messageObj, self.Name)
end
end
end
local success, err = pcall(function() self.eMessagePosted:Fire(messageObj) end)
if not success and err then
print("Error posting message: " ..err)
end
local filteredMessages = {}
for i, speakerName in pairs(sentToList) do
local filteredMessage = self.ChatService:InternalApplyRobloxFilter(messageObj.FromSpeaker, message, speakerName)
if filteredMessage then
filteredMessages[speakerName] = filteredMessage
else
return false
end
end
for i, speakerName in pairs(sentToList) do
local speaker = self.Speakers[speakerName]
if (speaker) then
local cMessageObj = DeepCopy(messageObj)
cMessageObj.Message = filteredMessages[speakerName]
cMessageObj.IsFiltered = true
speaker:InternalSendFilteredMessage(cMessageObj, self.Name)
end
end
local filteredMessage = self.ChatService:InternalApplyRobloxFilter(messageObj.FromSpeaker, message)
if filteredMessage then
messageObj.Message = filteredMessage
else
return false
end
messageObj.IsFiltered = true
self:InternalAddMessageToHistoryLog(messageObj)
-- One more pass is needed to ensure that no speakers do not recieve the message.
-- Otherwise a user could join while the message is being filtered who had not originally been sent the message.
local speakersMissingMessage = {}
for _, speaker in pairs(self.Speakers) do
local isMuted = speaker:IsSpeakerMuted(fromSpeaker.Name)
if not isMuted and self:CanCommunicate(fromSpeaker, speaker) then
local wasSentMessage = false
for _, sentSpeakerName in pairs(sentToList) do
if speaker.Name == sentSpeakerName then
wasSentMessage = true
break
end
end
if not wasSentMessage then
table.insert(speakersMissingMessage, speaker.Name)
end
end
end
for _, speakerName in pairs(speakersMissingMessage) do
local speaker = self.Speakers[speakerName]
if speaker then
local filteredMessage = self.ChatService:InternalApplyRobloxFilter(messageObj.FromSpeaker, message, speakerName)
if filteredMessage == nil then
return false
end
local cMessageObj = DeepCopy(messageObj)
cMessageObj.Message = filteredMessage
cMessageObj.IsFiltered = true
speaker:InternalSendFilteredMessage(cMessageObj, self.Name)
end
end
return messageObj
end
function methods:InternalAddSpeaker(speaker)
if (self.Speakers[speaker.Name]) then
warn("Speaker \"" .. speaker.name .. "\" is already in the channel!")
return
end
self.Speakers[speaker.Name] = speaker
local success, err = pcall(function() self.eSpeakerJoined:Fire(speaker.Name) end)
if not success and err then
print("Error removing channel: " ..err)
end
end
function methods:InternalRemoveSpeaker(speaker)
if (not self.Speakers[speaker.Name]) then
warn("Speaker \"" .. speaker.name .. "\" is not in the channel!")
return
end
self.Speakers[speaker.Name] = nil
local success, err = pcall(function() self.eSpeakerLeft:Fire(speaker.Name) end)
if not success and err then
print("Error removing speaker: " ..err)
end
end
function methods:InternalRemoveExcessMessagesFromLog()
local remove = table.remove
while (#self.ChatHistory > self.MaxHistory) do
remove(self.ChatHistory, 1)
end
end
function methods:InternalAddMessageToHistoryLog(messageObj)
table.insert(self.ChatHistory, messageObj)
self:InternalRemoveExcessMessagesFromLog()
end
function methods:GetMessageType(message, fromSpeaker)
if fromSpeaker == nil then
return ChatConstants.MessageTypeSystem
end
return ChatConstants.MessageTypeDefault
end
function methods:InternalCreateMessageObject(message, fromSpeaker, isFiltered, extraData)
local messageType = self:GetMessageType(message, fromSpeaker)
local speakerUserId = -1
local speaker = nil
if fromSpeaker then
speaker = self.Speakers[fromSpeaker]
if speaker then
local player = speaker:GetPlayer()
if player then
speakerUserId = player.UserId
else
speakerUserId = 0
end
end
end
local messageObj =
{
ID = self.ChatService:InternalGetUniqueMessageId(),
FromSpeaker = fromSpeaker,
SpeakerUserId = speakerUserId,
OriginalChannel = self.Name,
MessageLength = string.len(message),
MessageType = messageType,
IsFiltered = isFiltered,
Message = isFiltered and message or nil,
Time = os.time(),
ExtraData = {},
}
if speaker then
for k, v in pairs(speaker.ExtraData) do
messageObj.ExtraData[k] = v
end
end
if (extraData) then
for k, v in pairs(extraData) do
messageObj.ExtraData[k] = v
end
end
return messageObj
end
function methods:SetChannelNameColor(color)
self.ChannelNameColor = color
for i, speaker in pairs(self.Speakers) do
speaker:UpdateChannelNameColor(self.Name, color)
end
end
function methods:GetWelcomeMessageForSpeaker(speaker)
if self.GetWelcomeMessageFunction then
local welcomeMessage = self.GetWelcomeMessageFunction(speaker)
if welcomeMessage then
return welcomeMessage
end
end
return self.WelcomeMessage
end
function methods:RegisterGetWelcomeMessageFunction(func)
if type(func) ~= "function" then
error("RegisterGetWelcomeMessageFunction must be called with a function.")
end
self.GetWelcomeMessageFunction = func
end
function methods:UnRegisterGetWelcomeMessageFunction()
self.GetWelcomeMessageFunction = nil
end
|
--Control Mapping
|
Tune.Controls = {
--Keyboard Controls
--Mode Toggles
ToggleTCS = Enum.KeyCode.T ,
ToggleABS = Enum.KeyCode.Y ,
ToggleTransMode = Enum.KeyCode.M ,
ToggleMouseDrive = Enum.KeyCode.R ,
--Primary Controls
Throttle = Enum.KeyCode.Up ,
Brake = Enum.KeyCode.Down ,
SteerLeft = Enum.KeyCode.Left ,
SteerRight = Enum.KeyCode.Right ,
--Secondary Controls
Throttle2 = Enum.KeyCode.W ,
Brake2 = Enum.KeyCode.S ,
SteerLeft2 = Enum.KeyCode.A ,
SteerRight2 = Enum.KeyCode.D ,
--Manual Transmission
ShiftUp = Enum.KeyCode.E ,
ShiftDown = Enum.KeyCode.Q ,
Clutch = Enum.KeyCode.P ,
--Handbrake
PBrake = Enum.KeyCode.LeftShift ,
--Mouse Controls
MouseThrottle = Enum.UserInputType.MouseButton1 ,
MouseBrake = Enum.UserInputType.MouseButton2 ,
MouseClutch = Enum.KeyCode.W ,
MouseShiftUp = Enum.KeyCode.E ,
MouseShiftDown = Enum.KeyCode.Q ,
MousePBrake = Enum.KeyCode.LeftShift ,
--Controller Mapping
ContlrThrottle = Enum.KeyCode.ButtonR2 ,
ContlrBrake = Enum.KeyCode.ButtonL2 ,
ContlrSteer = Enum.KeyCode.Thumbstick1 ,
ContlrShiftUp = Enum.KeyCode.ButtonY ,
ContlrShiftDown = Enum.KeyCode.ButtonX ,
ContlrClutch = Enum.KeyCode.ButtonR1 ,
ContlrPBrake = Enum.KeyCode.ButtonL1 ,
ContlrToggleTMode = Enum.KeyCode.DPadUp ,
ContlrToggleTCS = Enum.KeyCode.DPadDown ,
ContlrToggleABS = Enum.KeyCode.DPadRight ,
}
|
-- Put here the stuff u want it to do
|
script.Parent.Anchored = true
wait(5)
script.Parent.Anchored = false
script.Parent.Thrust.force = script.Parent.Value.Value
wait(2.2)
script.Parent.Thrust.force = Vector3.new(0, 0, 0)
end -- NO TOUCHY
script.Parent.Touched:connect(o)
|
-- ROBLOX deviation: Function annotation for func omitted
|
local function fnNameFor(func)
-- Upstream code omitted for now but translated below:
--[[
if func.name then
return func.name
end
]]
-- ROBLOX TODO: (ADO-1258) Return more advanced function information, if
-- possible, by using traceback
return "[Function]"
end
local function isUndefined(obj: any)
return obj == nil
end
local function getPrototype(obj)
if getmetatable(obj) ~= nil then
return getmetatable(obj).__index
end
return nil
end
local function hasProperty(obj: any, property: string): boolean
if not obj then
return false
end
local ok, result = pcall(function()
return obj[property]
end)
if ok then
return result ~= nil
else
error(result)
end
end
return {
equals = equals,
isA = isA,
fnNameFor = fnNameFor,
isUndefined = isUndefined,
getPrototype = getPrototype,
hasProperty = hasProperty,
}
|
--- Skill
|
local UIS = game:GetService("UserInputService")
local plr = game.Players.LocalPlayer
local Mouse = plr:GetMouse()
local Debounce = true
Player = game.Players.LocalPlayer
UIS.InputBegan:Connect(function(Input)
if Input.KeyCode == Enum.KeyCode.Z and Debounce == true and Tool.Equip.Value == true and Tool.Active.Value == "None" then
Debounce = false
Tool.Active.Value = "LightBeam"
Track1 = Player.Character.Humanoid:LoadAnimation(script.Anim01)
Track1:Play()
wait(0.27)
script.Fire:FireServer(plr)
local hum = Player.Character.Humanoid
for i = 1,20 do
wait()
hum.CameraOffset = Vector3.new(
math.random(-1,1),
math.random(-1,1),
math.random(-1,1)
)
end
hum.CameraOffset = Vector3.new(0,0,0)
Tool.Active.Value = "None"
wait(2)
Debounce = true
end
end)
|
------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------
|
Compress_Multi.OnServerEvent:Connect(function(player)
local Human = player.Character.Humanoid
local enabled = Human.Parent.Saude.Variaveis.Doer
local MLs = Human.Parent.Saude.Variaveis.MLs
local Caido = Human.Parent.Saude.Stances.Caido
local target = Human.Parent.Saude.Variaveis.PlayerSelecionado
if Caido.Value == false and target.Value ~= "N/A" then
local player2 = game.Players:FindFirstChild(target.Value)
local PlHuman = player2.Character.Humanoid
local Sangrando = PlHuman.Parent.Saude.Stances.Sangrando
local MLs = PlHuman.Parent.Saude.Variaveis.MLs
local Dor = PlHuman.Parent.Saude.Variaveis.Dor
if enabled.Value == false then
if MLs.Value > 1 then
enabled.Value = true
wait(.3)
MLs.Value = MLs.Value - math.random(50,75)
wait(5)
enabled.Value = false
end
end
end
end)
Bandage_Multi.OnServerEvent:Connect(function(player)
local Human = player.Character.Humanoid
local enabled = Human.Parent.Saude.Variaveis.Doer
local MLs = Human.Parent.Saude.Variaveis.MLs
local Caido = Human.Parent.Saude.Stances.Caido
local Item = Human.Parent.Saude.Kit.Bandagem
local target = Human.Parent.Saude.Variaveis.PlayerSelecionado
if Caido.Value == false and target.Value ~= "N/A" then
local player2 = game.Players:FindFirstChild(target.Value)
local PlHuman = player2.Character.Humanoid
local Sangrando = PlHuman.Parent.Saude.Stances.Sangrando
local MLs = PlHuman.Parent.Saude.Variaveis.MLs
local Dor = PlHuman.Parent.Saude.Variaveis.Dor
local Ferido = PlHuman.Parent.Saude.Stances.Ferido
if enabled.Value == false then
if Item.Value >= 1 and Sangrando.Value == true then
enabled.Value = true
wait(.3)
Sangrando.Value = false
Item.Value = Item.Value - 1
wait(2)
enabled.Value = false
end
end
end
end)
Splint_Multi.OnServerEvent:Connect(function(player)
local Human = player.Character.Humanoid
local enabled = Human.Parent.Saude.Variaveis.Doer
local MLs = Human.Parent.Saude.Variaveis.MLs
local Caido = Human.Parent.Saude.Stances.Caido
local Item = Human.Parent.Saude.Kit.Splint
local target = Human.Parent.Saude.Variaveis.PlayerSelecionado
if Caido.Value == false and target.Value ~= "N/A" then
local player2 = game.Players:FindFirstChild(target.Value)
local PlHuman = player2.Character.Humanoid
local Sangrando = PlHuman.Parent.Saude.Stances.Sangrando
local MLs = PlHuman.Parent.Saude.Variaveis.MLs
local Dor = PlHuman.Parent.Saude.Variaveis.Dor
local Ferido = PlHuman.Parent.Saude.Stances.Ferido
if enabled.Value == false then
if Item.Value >= 1 and Ferido.Value == true then
enabled.Value = true
wait(.3)
Ferido.Value = false
Item.Value = Item.Value - 1
wait(2)
enabled.Value = false
end
end
end
end)
Tourniquet_Multi.OnServerEvent:Connect(function(player)
local Human = player.Character.Humanoid
local enabled = Human.Parent.Saude.Variaveis.Doer
local MLs = Human.Parent.Saude.Variaveis.MLs
local Caido = Human.Parent.Saude.Stances.Caido
local Item = Human.Parent.Saude.Kit.Tourniquet
local target = Human.Parent.Saude.Variaveis.PlayerSelecionado
if Caido.Value == false and target.Value ~= "N/A" then
local player2 = game.Players:FindFirstChild(target.Value)
local PlHuman = player2.Character.Humanoid
local Sangrando = PlHuman.Parent.Saude.Stances.Sangrando
local MLs = PlHuman.Parent.Saude.Variaveis.MLs
local Dor = PlHuman.Parent.Saude.Variaveis.Dor
local Ferido = PlHuman.Parent.Saude.Stances.Ferido
if PlHuman.Parent.Saude.Stances.Tourniquet.Value == false then
if enabled.Value == false then
if Item.Value > 0 and Sangrando.Value == true then
enabled.Value = true
wait(.3)
PlHuman.Parent.Saude.Stances.Tourniquet.Value = true
Item.Value = Item.Value - 1
wait(2)
enabled.Value = false
end
end
else
if enabled.Value == false then
if PlHuman.Parent.Saude.Stances.Tourniquet.Value == true then
enabled.Value = true
wait(.3)
PlHuman.Parent.Saude.Stances.Tourniquet.Value = false
Item.Value = Item.Value + 1
wait(2)
enabled.Value = false
end
end
end
end
end)
Epinephrine_Multi.OnServerEvent:Connect(function(player)
local Human = player.Character.Humanoid
local enabled = Human.Parent.Saude.Variaveis.Doer
local MLs = Human.Parent.Saude.Variaveis.MLs
local Caido = Human.Parent.Saude.Stances.Caido
local Item = Human.Parent.Saude.Kit.Epinefrina
local target = Human.Parent.Saude.Variaveis.PlayerSelecionado
if Caido.Value == false and target.Value ~= "N/A" then
local player2 = game.Players:FindFirstChild(target.Value)
local PlHuman = player2.Character.Humanoid
local Sangrando = PlHuman.Parent.Saude.Stances.Sangrando
local MLs = PlHuman.Parent.Saude.Variaveis.MLs
local Dor = PlHuman.Parent.Saude.Variaveis.Dor
local Ferido = PlHuman.Parent.Saude.Stances.Ferido
local PlCaido = PlHuman.Parent.Saude.Stances.Caido
if enabled.Value == false then
if Item.Value >= 1 and PlCaido.Value == true then
enabled.Value = true
wait(.3)
if Dor.Value > 0 then
Dor.Value = Dor.Value + math.random(10,20)
end
if Sangrando.Value == true then
MLs.Value = MLs.Value + math.random(10,35)
end
PlCaido.Value = false
Item.Value = Item.Value - 1
wait(2)
enabled.Value = false
end
end
end
end)
Morphine_Multi.OnServerEvent:Connect(function(player)
local Human = player.Character.Humanoid
local enabled = Human.Parent.Saude.Variaveis.Doer
local MLs = Human.Parent.Saude.Variaveis.MLs
local Caido = Human.Parent.Saude.Stances.Caido
local Item = Human.Parent.Saude.Kit.Morfina
local target = Human.Parent.Saude.Variaveis.PlayerSelecionado
if Caido.Value == false and target.Value ~= "N/A" then
local player2 = game.Players:FindFirstChild(target.Value)
local PlHuman = player2.Character.Humanoid
local Sangrando = PlHuman.Parent.Saude.Stances.Sangrando
local MLs = PlHuman.Parent.Saude.Variaveis.MLs
local Dor = PlHuman.Parent.Saude.Variaveis.Dor
local Ferido = PlHuman.Parent.Saude.Stances.Ferido
local PlCaido = PlHuman.Parent.Saude.Stances.Caido
if enabled.Value == false then
if Item.Value >= 1 and Dor.Value >= 1 then
enabled.Value = true
wait(.3)
Dor.Value = Dor.Value - math.random(100,150)
Item.Value = Item.Value - 1
wait(2)
enabled.Value = false
end
end
end
end)
BloodBag_Multi.OnServerEvent:Connect(function(player)
local Human = player.Character.Humanoid
local enabled = Human.Parent.Saude.Variaveis.Doer
local MLs = Human.Parent.Saude.Variaveis.MLs
local Caido = Human.Parent.Saude.Stances.Caido
local Item = Human.Parent.Saude.Kit.SacoDeSangue
local target = Human.Parent.Saude.Variaveis.PlayerSelecionado
if Caido.Value == false and target.Value ~= "N/A" then
local player2 = game.Players:FindFirstChild(target.Value)
local PlHuman = player2.Character.Humanoid
local Sangrando = PlHuman.Parent.Saude.Stances.Sangrando
local MLs = PlHuman.Parent.Saude.Variaveis.MLs
local Dor = PlHuman.Parent.Saude.Variaveis.Dor
local Ferido = PlHuman.Parent.Saude.Stances.Ferido
local PlCaido = PlHuman.Parent.Saude.Stances.Caido
local Sang = PlHuman.Parent.Saude.Variaveis.Sangue
if enabled.Value == false then
if Item.Value >= 1 and Sangrando.Value == false and Sang.Value < 7000 then
enabled.Value = true
wait(.3)
Sang.Value = Sang.MaxValue
Item.Value = Item.Value - 1
wait(2)
enabled.Value = false
end
end
end
end)
|
--------| Variables |--------
|
local queue = {}
local datastoresCache = {}
local queueLastKey = 0
|
-------------------------
|
function DoorClose()
if Shaft00.MetalDoor.CanCollide == false then
Shaft00.MetalDoor.CanCollide = true
while Shaft00.MetalDoor.Transparency > 0.0 do
Shaft00.MetalDoor.Transparency = Shaft00.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) --Change 10 to change the speed.
end
if Shaft01.MetalDoor.CanCollide == false then
Shaft01.MetalDoor.CanCollide = true
while Shaft01.MetalDoor.Transparency > 0.0 do
Shaft01.MetalDoor.Transparency = Shaft01.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, 20, 0)
end
if Shaft02.MetalDoor.CanCollide == false then
Shaft02.MetalDoor.CanCollide = true
while Shaft02.MetalDoor.Transparency > 0.0 do
Shaft02.MetalDoor.Transparency = Shaft02.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, 20, 0)
end
if Shaft03.MetalDoor.CanCollide == false then
Shaft03.MetalDoor.CanCollide = true
while Shaft03.MetalDoor.Transparency > 0.0 do
Shaft03.MetalDoor.Transparency = Shaft03.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, 20, 0)
end
if Shaft04.MetalDoor.CanCollide == false then
Shaft04.MetalDoor.CanCollide = true
while Shaft04.MetalDoor.Transparency > 0.0 do
Shaft04.MetalDoor.Transparency = Shaft04.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, 20, 0)
end
if Shaft05.MetalDoor.CanCollide == false then
Shaft05.MetalDoor.CanCollide = true
while Shaft05.MetalDoor.Transparency > 0.0 do
Shaft05.MetalDoor.Transparency = Shaft05.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, 20, 0)
end
if Shaft06.MetalDoor.CanCollide == false then
Shaft06.MetalDoor.CanCollide = true
while Shaft06.MetalDoor.Transparency > 0.0 do
Shaft06.MetalDoor.Transparency = Shaft06.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, 20, 0)
end
if Shaft07.MetalDoor.CanCollide == false then
Shaft07.MetalDoor.CanCollide = true
while Shaft07.MetalDoor.Transparency > 0.0 do
Shaft07.MetalDoor.Transparency = Shaft07.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, 20, 0)
end
if Shaft08.MetalDoor.CanCollide == false then
Shaft08.MetalDoor.CanCollide = true
while Shaft08.MetalDoor.Transparency > 0.0 do
Shaft08.MetalDoor.Transparency = Shaft08.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, 20, 0)
end
if Shaft09.MetalDoor.CanCollide == false then
Shaft09.MetalDoor.CanCollide = true
while Shaft09.MetalDoor.Transparency > 0.0 do
Shaft09.MetalDoor.Transparency = Shaft09.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, 20, 0)
end
if Shaft10.MetalDoor.CanCollide == false then
Shaft10.MetalDoor.CanCollide = true
while Shaft10.MetalDoor.Transparency > 0.0 do
Shaft10.MetalDoor.Transparency = Shaft10.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, 20, 0)
end
if Shaft11.MetalDoor.CanCollide == false then
Shaft11.MetalDoor.CanCollide = true
while Shaft11.MetalDoor.Transparency > 0.0 do
Shaft11.MetalDoor.Transparency = Shaft11.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, 20, 0)
end
if Shaft12.MetalDoor.CanCollide == false then
Shaft12.MetalDoor.CanCollide = true
while Shaft12.MetalDoor.Transparency > 0.0 do
Shaft12.MetalDoor.Transparency = Shaft12.MetalDoor.Transparency - .1
wait(0.000001)
end
end
if Shaft13.MetalDoor.CanCollide == false then
Shaft13.MetalDoor.CanCollide = true
while Shaft13.MetalDoor.Transparency > 0.0 do
Shaft13.MetalDoor.Transparency = Shaft13.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, -20, 0)
end
end
function onClicked()
DoorClose()
end
script.Parent.MouseButton1Click:connect(onClicked)
script.Parent.MouseButton1Click:connect(function()
if clicker == true
then clicker = false
else
return
end
end)
script.Parent.MouseButton1Click:connect(function()
Car.Touched:connect(function(otherPart)
if otherPart == Elevator.Floors.F13
then StopE() DoorOpen()
end
end)end)
function StopE()
Car.BodyVelocity.velocity = Vector3.new(0, 0, 0)
Car.BodyPosition.position = Elevator.Floors.F13.Position
clicker = true
end
function DoorOpen()
while Shaft12.MetalDoor.Transparency < 1.0 do
Shaft12.MetalDoor.Transparency = Shaft12.MetalDoor.Transparency + .1
wait(0.000001)
end
Shaft12.MetalDoor.CanCollide = false
end
|
-------------------------
|
function DoorClose()
if Shaft00.MetalDoor.CanCollide == false then
Shaft00.MetalDoor.CanCollide = true
while Shaft00.MetalDoor.Transparency > 0.0 do
Shaft00.MetalDoor.Transparency = Shaft00.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) --Change 10 to change the speed.
end
if Shaft01.MetalDoor.CanCollide == false then
Shaft01.MetalDoor.CanCollide = true
while Shaft01.MetalDoor.Transparency > 0.0 do
Shaft01.MetalDoor.Transparency = Shaft01.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, 20, 0)
end
if Shaft02.MetalDoor.CanCollide == false then
Shaft02.MetalDoor.CanCollide = true
while Shaft02.MetalDoor.Transparency > 0.0 do
Shaft02.MetalDoor.Transparency = Shaft02.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, 20, 0)
end
if Shaft03.MetalDoor.CanCollide == false then
Shaft03.MetalDoor.CanCollide = true
while Shaft03.MetalDoor.Transparency > 0.0 do
Shaft03.MetalDoor.Transparency = Shaft03.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, 20, 0)
end
if Shaft04.MetalDoor.CanCollide == false then
Shaft04.MetalDoor.CanCollide = true
while Shaft04.MetalDoor.Transparency > 0.0 do
Shaft04.MetalDoor.Transparency = Shaft04.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, 20, 0)
end
if Shaft05.MetalDoor.CanCollide == false then
Shaft05.MetalDoor.CanCollide = true
while Shaft05.MetalDoor.Transparency > 0.0 do
Shaft05.MetalDoor.Transparency = Shaft05.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, 20, 0)
end
if Shaft06.MetalDoor.CanCollide == false then
Shaft06.MetalDoor.CanCollide = true
while Shaft06.MetalDoor.Transparency > 0.0 do
Shaft06.MetalDoor.Transparency = Shaft06.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, 20, 0)
end
if Shaft07.MetalDoor.CanCollide == false then
Shaft07.MetalDoor.CanCollide = true
while Shaft07.MetalDoor.Transparency > 0.0 do
Shaft07.MetalDoor.Transparency = Shaft07.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, 20, 0)
end
if Shaft08.MetalDoor.CanCollide == false then
Shaft08.MetalDoor.CanCollide = true
while Shaft08.MetalDoor.Transparency > 0.0 do
Shaft08.MetalDoor.Transparency = Shaft08.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, 20, 0)
end
if Shaft09.MetalDoor.CanCollide == false then
Shaft09.MetalDoor.CanCollide = true
while Shaft09.MetalDoor.Transparency > 0.0 do
Shaft09.MetalDoor.Transparency = Shaft09.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, 20, 0)
end
if Shaft10.MetalDoor.CanCollide == false then
Shaft10.MetalDoor.CanCollide = true
while Shaft10.MetalDoor.Transparency > 0.0 do
Shaft10.MetalDoor.Transparency = Shaft10.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, 20, 0)
end
if Shaft11.MetalDoor.CanCollide == false then
Shaft11.MetalDoor.CanCollide = true
while Shaft11.MetalDoor.Transparency > 0.0 do
Shaft11.MetalDoor.Transparency = Shaft11.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, 20, 0)
end
if Shaft12.MetalDoor.CanCollide == false then
Shaft12.MetalDoor.CanCollide = true
while Shaft12.MetalDoor.Transparency > 0.0 do
Shaft12.MetalDoor.Transparency = Shaft12.MetalDoor.Transparency - .1
wait(0.000001)
end
end
if Shaft13.MetalDoor.CanCollide == false then
Shaft13.MetalDoor.CanCollide = true
while Shaft13.MetalDoor.Transparency > 0.0 do
Shaft13.MetalDoor.Transparency = Shaft13.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, -20, 0)
end
end
function onClicked()
DoorClose()
end
script.Parent.MouseButton1Click:connect(onClicked)
script.Parent.MouseButton1Click:connect(function()
if clicker == true
then clicker = false
else
return
end
end)
script.Parent.MouseButton1Click:connect(function()
Car.Touched:connect(function(otherPart)
if otherPart == Elevator.Floors:FindFirstChild(script.Parent.Name)
then StopE() DoorOpen()
end
end)end)
function StopE()
Car.BodyVelocity.velocity = Vector3.new(0, 0, 0)
Car.BodyPosition.position = Elevator.Floors:FindFirstChild(script.Parent.Name).Position
clicker = true
end
function DoorOpen()
while Shaft12.MetalDoor.Transparency < 1.0 do
Shaft12.MetalDoor.Transparency = Shaft12.MetalDoor.Transparency + .1
wait(0.000001)
end
Shaft12.MetalDoor.CanCollide = false
end
|
-- Navigation
|
for _,NavButton in pairs(Navigation:GetChildren()) do
if NavButton:IsA("TextButton") then
NavButton.MouseButton1Click:connect(function()
local CurrentIndex;
local NextIndex;
local NextFrame = NavButton.Name;
if NextFrame ~= CurrentFrame and not Tweening then
for _,Button in pairs(Navigation:GetChildren()) do if Button:IsA("TextButton") then Button.Style = (Button==NavButton and Enum.ButtonStyle.RobloxRoundDefaultButton) or Enum.ButtonStyle.RobloxRoundButton; end; end;
Tweening = true;
for Index,Frame in pairs(NavOrder) do if Frame == CurrentFrame then CurrentIndex = Index; elseif Frame == NextFrame then NextIndex = Index; end; end;
local Forward = (NextIndex>CurrentIndex and true) or false;
local CurrentFrameTweenPosition = (Forward and UDim2.new(-1,0,0,0)) or UDim2.new(1,0,0);
local NextFramePosition = (Forward and UDim2.new(1,0,0,0)) or UDim2.new(-1,0,0,0);
Main[NextFrame].Position = NextFramePosition;
Main[CurrentFrame]:TweenPosition(CurrentFrameTweenPosition,Direction,Style,Time,false);
Main[NextFrame]:TweenPosition(UDim2.new(0,0,0,0),Direction,Style,Time,false);
CurrentFrame = NextFrame;
wait(Time);
Tweening = false;
end;
end)
end;
end
|
-- Item usage system
|
function FindToolInHand()
if players.LocalPlayer.Character and players.LocalPlayer.Character:FindFirstChild("Humanoid") and players.LocalPlayer.Character:FindFirstChild("HumanoidRootPart") then
return players.LocalPlayer.Character:FindFirstChildOfClass("Tool")
end
end
function Attack()
local tool = FindToolInHand()
if tool and attackCooldown == false then
if require(itemFunctions)[tool.ItemType.Value] then
attackCooldown = true
require(itemFunctions)[tool.ItemType.Value](tool)
attackCooldown = false
else
warn('Tried to use weapon attack "' .. tool.ItemType.Value .. '" but failed to find a matching function in ' .. itemFunctions:GetFullName())
end
end
end
function StrongAttack()
local tool = FindToolInHand()
if tool and strongAttackCooldown == false and attackCooldown == false then
if require(weaponStrongAttacks)[tool.ItemType.Value] then
strongAttackCooldown = true
require(weaponStrongAttacks)[tool.ItemType.Value](tool)
strongAttackCooldown = false
else
warn('Tried to use weapon strong attack "' .. tool.ItemType.Value .. '" but failed to find a matching function in ' .. weaponStrongAttacks:GetFullName())
end
end
end
mouse.Button1Down:Connect(function() -- Left click attack
if game:GetService("UserInputService").KeyboardEnabled == false then -- Player is probably on mobile
wait() -- Mobile mouse position takes a frame to update for some reason
local lastMousePosition = Vector2.new(mouse.X, mouse.Y)
wait(0.25)
if math.abs(mouse.X - lastMousePosition.X) > 25 or math.abs(mouse.Y - lastMousePosition.Y) > 25 then -- Return if the touch position didn't stay in relatively the same place
return
end
end
Attack()
end)
mouse.Button2Down:Connect(function() -- Right click attack
rightMouseDown = true
wait(0.15)
if rightMouseDown == false then -- People use the right mouse button to move the camera, so we need to get hacky to detect a click
StrongAttack()
end
end)
mouse.Button2Up:Connect(function()
rightMouseDown = false
end)
game:GetService("UserInputService").TouchLongPress:Connect(StrongAttack) -- Mobile strong attack
game:GetService("UserInputService").InputBegan:Connect(function(input)
if input.KeyCode == Enum.KeyCode.ButtonL2 then
StrongAttack()
end
end)
|
--[[
Constructs and returns objects which can be used to model derived reactive
state.
]]
|
local Package = script.Parent.Parent
local Types = require(Package.Types)
local captureDependencies = require(Package.Dependencies.captureDependencies)
local initDependency = require(Package.Dependencies.initDependency)
local useDependency = require(Package.Dependencies.useDependency)
local logErrorNonFatal = require(Package.Logging.logErrorNonFatal)
local class = {}
local CLASS_METATABLE = {__index = class}
local WEAK_KEYS_METATABLE = {__mode = "k"}
|
--Made by Luckymaxer
|
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
Players = game:GetService("Players")
RunService = game:GetService("RunService")
ServerControl = Tool:WaitForChild("ServerControl")
ClientControl = Tool:WaitForChild("ClientControl")
ToolEquipped = false
function CheckIfAlive()
return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Player and Player.Parent) 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
PlayerMouse = Player:GetMouse()
ToolEquipped = true
end
function Unequipped()
ToolEquipped = false
end
function InvokeServer(mode, value)
local ServerReturn
pcall(function()
ServerReturn = ServerControl:InvokeServer(mode, value)
end)
return ServerReturn
end
function OnClientInvoke(mode, value)
if not ToolEquipped or not CheckIfAlive() or not mode then
return
end
if mode == "MouseData" then
return {Position = PlayerMouse.Hit.p, Target = PlayerMouse.Target}
end
end
ClientControl.OnClientInvoke = OnClientInvoke
Tool.Equipped:connect(Equipped)
Tool.Unequipped:connect(Unequipped)
|
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