prompt
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-- this script doesn't actually give out anything. |
local B1 = script.Parent.Button1.ClickDetector
local B2 = script.Parent.Button2.ClickDetector
local B3 = script.Parent.Button3.ClickDetector
local deb = false
local TS = game:GetService("TweenService")
function Press(button)
if not deb then
deb = true
local start = TS:Create(button,TweenInfo.new(.1,Enum.EasingStyle.Sine,Enum.EasingDirection.In,0,false),{CFrame = button.CFrame*CFrame.new(0,0,0.045)})
start.Completed:Connect(function()
local End = TS:Create(button,TweenInfo.new(.1,Enum.EasingStyle.Sine,Enum.EasingDirection.In,0,false),{CFrame = button.CFrame*CFrame.new(0,0,-0.045)})
End.Completed:Connect(function()
deb = false
end)
End:Play()
end)
start:Play()
end
end
B1.MouseClick:Connect(function()
Press(B1.Parent)
end)
B2.MouseClick:Connect(function()
Press(B2.Parent)
end)
B3.MouseClick:Connect(function()
Press(B3.Parent)
end)
|
-- Make the object appear when the ProximityPrompt is used |
local function effect()
if object then
Prox.Enabled = true
object.Humanoid.Health = -1
end
end
Prox.Triggered:Connect(effect)
|
--[[
A middleware that allows for functions to be dispatched.
Functions will receive a single argument, the store itself.
This middleware consumes the function; middleware further down the chain
will not receive it.
]] |
local function thunkMiddleware(nextDispatch, store)
return function(action)
if typeof(action) == "function" then
return action(store)
else
return nextDispatch(action)
end
end
end
return thunkMiddleware
|
--Uberubert
--This script is free to use for anyone |
local ting = 0 --debouncer
function onTouched(hit)
if ting == 0 then --debounce check
ting = 1 --activate debounce
check = hit.Parent:FindFirstChild("Humanoid") --Find the human that touched the button
if check ~= nil then --If a human is found, then
local user = game.Players:GetPlayerFromCharacter(hit.Parent) --get player from touching human
local stats = user:findFirstChild("leaderstats") --Find moneyholder
if stats ~= nil then --If moneyholder exists then
local cash = stats:findFirstChild("SOULS") --Money type
cash.Value = cash.Value +5000 --increase amount of money by the number displayed here (500)
wait(3) --wait-time before button works again
end
end
ting = 0 --remove debounce
end
end
script.Parent.Touched:connect(onTouched)
|
--Start the constant movement calculator |
delay(0, function()
while true do
bv.velocity = seat.CFrame.lookVector * speed
bav.angularvelocity = Vector3.new(0, rotSpeed, 0)
wait()
end
end)
seat.Changed:connect(function(prop)
if prop == "Throttle" then
if seat.Throttle == 1 or seat.Throttle == -1 then
speed = maxSpeed * seat.Throttle
elseif seat.Throttle == 0 then
speed = 0
end
elseif prop == "Steer" then
if seat.Steer == -1 or seat.Steer == 1 then
rotSpeed = maxRotSpeed * -seat.Steer
elseif seat.Steer == 0 then
rotSpeed = 0
end
end
end)
|
--[[ SCRIPT VARIABLES ]] |
local CHAT_BUBBLE_FONT = Enum.Font.SourceSansItalic
local CHAT_BUBBLE_FONT_SIZE = Enum.FontSize.Size24 -- if you change CHAT_BUBBLE_FONT_SIZE_INT please change this to match
local CHAT_BUBBLE_FONT_SIZE_INT = 24 -- if you change CHAT_BUBBLE_FONT_SIZE please change this to match
local CHAT_BUBBLE_LINE_HEIGHT = CHAT_BUBBLE_FONT_SIZE_INT + 10
local CHAT_BUBBLE_TAIL_HEIGHT = 14
local CHAT_BUBBLE_WIDTH_PADDING = 30
local CHAT_BUBBLE_FADE_SPEED = 1.5
local BILLBOARD_MAX_WIDTH = 400
local BILLBOARD_MAX_HEIGHT = 250 --This limits the number of bubble chats that you see above characters
local ELIPSES = "..."
local MaxChatMessageLength = 128 -- max chat message length, including null terminator and elipses.
local MaxChatMessageLengthExclusive = MaxChatMessageLength - string.len(ELIPSES) - 1
local NEAR_BUBBLE_DISTANCE = 65 --previously 45
local MAX_BUBBLE_DISTANCE = 100 --previously 80
|
--[[ Local Functions ]] | --
local function createArrowLabel(name, position, size, rectOffset, rectSize)
local image = Instance.new('ImageLabel')
image.Name = name
image.Image = DPAD_SHEET
image.ImageRectOffset = rectOffset
image.ImageRectSize = rectSize
image.BackgroundTransparency = 1
image.Size = size
image.Position = position
image.Parent = DPadFrame
return image
end
local function getCenterPosition()
return Vector2.new(DPadFrame.AbsolutePosition.x + DPadFrame.AbsoluteSize.x/2, DPadFrame.AbsolutePosition.y + DPadFrame.AbsoluteSize.y/2)
end
|
-- Module Scripts |
local moduleScripts = ServerStorage.ModuleScripts
local gameSettings = require(moduleScripts.GameSettings)
local leaderboardManager = require(moduleScripts.LeaderboardManager)
local actionManager = require(moduleScripts.ActionManager)
local mapManager = require(moduleScripts.MapManager)
|
------------------------- |
function onClicked()
script.Parent.Parent.Parent.StopSign1.SurfaceGui.TextLabel.Text = "STOPPING"
script.Parent.Parent.Parent.StopSign1.Ding:play()
script.Parent.Parent.Parent.StopSign2.SurfaceGui.TextLabel.Text = "STOPPING"
script.Parent.Parent.Parent.StopSign2.Ding:play()
script.Parent.Parent.Parent.StopSign3.SurfaceGui.TextLabel.Text = "STOPPING"
script.Parent.Parent.Parent.StopSign3.Ding:play()
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)
|
-- @Description Resize a specific %Model to a larger %Scale multiplier
-- @Arg1 Model
-- @Arg2 Scale |
function Basic.ScaleModelWithJoints(model, scale)
local origin = model.PrimaryPart.Position
for _, obj in ipairs(model:GetDescendants()) do
if obj:IsA("BasePart") then
obj.Size = obj.Size*scale
local distance = (obj.Position - model:GetPrimaryPartCFrame().p)
local rotation = (obj.CFrame - obj.Position)
obj.CFrame = (CFrame.new(model:GetPrimaryPartCFrame().p + distance*scale) * rotation)
elseif obj:IsA("SpecialMesh") and obj.MeshType == Enum.MeshType.FileMesh then
obj.Scale = obj.Scale*scale
elseif obj:IsA("JointInstance") then
local c0NewPos = obj.C0.p*scale
local c0RotX, c0RotY, c0RotZ = obj.C0:ToEulerAnglesXYZ()
local c1NewPos = obj.C1.p*scale
local c1RotX, c1RotY, c1RotZ = obj.C1:ToEulerAnglesXYZ()
obj.C0 = CFrame.new(c0NewPos)*CFrame.Angles(c0RotX, c0RotY, c0RotZ)
obj.C1 = CFrame.new(c1NewPos)*CFrame.Angles(c1RotX, c1RotY, c1RotZ)
end
end
return model
end
function Basic.Destroy(obj)
if not obj then return end
obj:Destroy()
end
return Basic
|
--[=[
Warps the WaitForChild API with a promise
@class promiseChild
]=] |
local require = require(script.Parent.loader).load(script)
local Promise = require("Promise")
|
--[[
Loads all ModuleScripts within the given parent.
Loader.LoadChildren(parent: Instance): module[]
Loader.LoadDescendants(parent: Instance): module[]
--]] |
local Loader = {}
type Module = {}
type Modules = {Module}
function Loader.LoadChildren(parent: Instance): Modules
local modules: Modules = {}
for _,child in ipairs(parent:GetChildren()) do
if (child:IsA("ModuleScript")) then
local m = require(child)
table.insert(modules, m)
end
end
return modules
end
function Loader.LoadDescendants(parent: Instance): Modules
local modules: Modules = {}
for _,descendant in ipairs(parent:GetDescendants()) do
if (descendant:IsA("ModuleScript")) then
local m = require(descendant)
table.insert(modules, m)
end
end
return modules
end
return Loader
|
-- Function called when a player joins the game |
local function onPlayerAdded(player)
player.CharacterAdded:Connect(onCharacterAdded)
end
|
--sensor.Disabled = false --SENSOR |
Car.BodyVelocity.velocity = Vector3.new(0, -40, 0)
wait(0.3)
Car.BodyVelocity.velocity = Vector3.new(0, -30, 0)
wait(0.2)
Car.BodyVelocity.velocity = Vector3.new(0, -30, 0)
wait(0.2)
Car.BodyVelocity.velocity = Vector3.new(0, -10, 0)
wait(0.1)
Car.BodyVelocity.velocity = Vector3.new(0, -5, 0)
wait(2.3)
Car.BodyVelocity.velocity = Vector3.new(0, 0, 0) --Hacia Arriba 3
wait(0.1)
Car.BodyVelocity.velocity = Vector3.new(0, 25, 0)
wait(0.4)
Car.BodyVelocity.velocity = Vector3.new(0, 35, 0)
wait(0.3)
Car.BodyVelocity.velocity = Vector3.new(0, 38, 0)
wait(0.3)
Car.BodyVelocity.velocity = Vector3.new(0, 35, 0)
wait(1)
Car.BodyVelocity.velocity = Vector3.new(0, 30, 0)
wait(0.3)
Car.BodyVelocity.velocity = Vector3.new(0, 25, 0)
wait(0.3)
Car.BodyVelocity.velocity = Vector3.new(0, 15, 0)
wait(0.4)
Car.BodyVelocity.velocity = Vector3.new(0, 0, 0)
wait(0.1)
Car.BodyVelocity.velocity = Vector3.new(0, -10, 0) --Hacia Abajo 4
wait(0.5)
Car.BodyVelocity.velocity = Vector3.new(0, -20, 0)
wait(0.5)
Car.BodyVelocity.velocity = Vector3.new(0, -30, 0)
wait(0.5)
Car.BodyVelocity.velocity = Vector3.new(0, -35, 0)
wait(0.5)
Car.BodyVelocity.velocity = Vector3.new(0, -38, 0)
wait(0.5)
Car.BodyVelocity.velocity = Vector3.new(0, -30, 0)
wait(0.5)
Car.BodyVelocity.velocity = Vector3.new(0, -20, 0)
wait(0.5)
Car.BodyVelocity.velocity = Vector3.new(0, -8, 0)
wait(0.5)
Car.BodyVelocity.velocity = Vector3.new(0, 0, 0) --Hacia Arriba 3
wait(0.1)
Car.BodyVelocity.velocity = Vector3.new(0, 5, 0)
wait(0.4)
Car.BodyVelocity.velocity = Vector3.new(0, 8, 0)
wait(0.3)
Car.BodyVelocity.velocity = Vector3.new(0, 10, 0)
wait(0.3)
Car.BodyVelocity.velocity = Vector3.new(0, 12, 0)
wait(1)
Car.BodyVelocity.velocity = Vector3.new(0, 15, 0)
wait(0.3)
Car.BodyVelocity.velocity = Vector3.new(0, 10, 0)
wait(0.3)
Car.BodyVelocity.velocity = Vector3.new(0, 5, 0)
wait(0.2)
Car.BodyVelocity.velocity = Vector3.new(0, 0, 0)
wait(0.1) --Hacia Arriba 3 y Abajo Fin
Car.BodyVelocity.velocity = Vector3.new(0, -10, 0) --Hacia Abajo 4
wait(0.5)
Car.BodyVelocity.velocity = Vector3.new(0, -40, 0)
wait(0.5)
Car.BodyVelocity.velocity = Vector3.new(0, -60, 0)
wait(0.5)
Car.BodyVelocity.velocity = Vector3.new(0, -80, 0)
wait(0.5)
Car.BodyVelocity.velocity = Vector3.new(0, -60, 0)
wait(0.5)
Car.BodyVelocity.velocity = Vector3.new(0, -40, 0)
wait(0.5)
Car.BodyVelocity.velocity = Vector3.new(0, -20, 0)
wait(0.5)
Car.BodyVelocity.velocity = Vector3.new(0, -8, 0)
Car.Sound.Playing = false
wait(1)
Car.BodyVelocity.velocity = Vector3.new(0, 0, 0)
script.Parent.ClickDetector.MaxActivationDistance = "32"
wait(5)
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)
|
-- adds a BezierPoint to the Bezier
-- a BezierPoint can either be a Vector3 or a BasePart
-- a Vector3 BezierPoint is static, while a BasePart BezierPoint changes if the BasePart's position changes |
function Bezier:AddBezierPoint(p: Vector3 | BasePart, index: number?)
-- check if given value is a Vector3 or BasePart
if p and (typeof(p) == "Instance" and p:IsA("BasePart")) or typeof(p) == "Vector3" then
local newPoint: BezierPoint = {
Type = typeof(p) == "Vector3" and "StaicPoint" or "BasePartPoint";
Point = p;
}
-- if point is a BasePartPoint, then watch for removal and changes
if newPoint.Type == "BasePartPoint" then
local connection, connection2
-- changed connection
connection = (p:: BasePart).Changed:Connect(function(prop)
if prop == "Position" then
self:UpdateLength()
end
end)
-- deleted connection
connection2 = (p:: BasePart).AncestryChanged:Connect(function(_, parent)
if parent == nil then
local index = table.find(self.Points, newPoint)
if index then
table.remove(self.Points, index)
end
connection:Disconnect()
connection:Disconnect()
end
end)
-- check if there is a connection table for the basepart
if not self._connections[p] then
self._connections[p] = {}
end
-- add connections to connection table
table.insert(self._connections[p], connection)
table.insert(self._connections[p], connection2)
end
-- add to list of points
if index and type(index) == "number" then
-- found index, add at index
table.insert(self.Points, index, newPoint)
elseif not index then
-- did not find index, add to end of table
table.insert(self.Points, newPoint)
elseif type(index) ~= "number" then
-- incorrect type
error("Bezier:AddBezierPoint() only accepts an integer as the second argument!")
end
-- update bezier
self:UpdateLength()
else
error("Bezier:AddBezierPoint() only accepts a Vector3 or BasePart as the first argument!")
end
end
|
--------RIGHT DOOR -------- |
game.Workspace.doorright.l11.BrickColor = BrickColor.new(21)
game.Workspace.doorright.l12.BrickColor = BrickColor.new(21)
game.Workspace.doorright.l13.BrickColor = BrickColor.new(21)
game.Workspace.doorright.l41.BrickColor = BrickColor.new(21)
game.Workspace.doorright.l42.BrickColor = BrickColor.new(21)
game.Workspace.doorright.l43.BrickColor = BrickColor.new(21)
game.Workspace.doorright.l71.BrickColor = BrickColor.new(21)
game.Workspace.doorright.l72.BrickColor = BrickColor.new(21)
game.Workspace.doorright.l73.BrickColor = BrickColor.new(21)
game.Workspace.doorright.l21.BrickColor = BrickColor.new(133)
game.Workspace.doorright.l22.BrickColor = BrickColor.new(133)
game.Workspace.doorright.l23.BrickColor = BrickColor.new(133)
game.Workspace.doorright.l51.BrickColor = BrickColor.new(133)
game.Workspace.doorright.l52.BrickColor = BrickColor.new(133)
game.Workspace.doorright.l53.BrickColor = BrickColor.new(133)
game.Workspace.doorright.l31.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l32.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l33.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l61.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l62.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l63.BrickColor = BrickColor.new(106)
game.Workspace.doorright.pillar.BrickColor = BrickColor.new(106) |
--MOT is up and down while MOT2 is side to side |
wt = 0.07
while wait(0.01) do
if values.Gear.Value == -1 then
MOT2.DesiredAngle = -0.4
wait(wt)
MOT.DesiredAngle = -0.2
end
if values.Gear.Value == 0 then
MOT.DesiredAngle = 0
wait(wt)
MOT2.DesiredAngle = 0
end
if values.Gear.Value == 1 then
MOT2.DesiredAngle = 0.2
wait(wt)
MOT.DesiredAngle = -0.2
end
if values.Gear.Value == 2 then
MOT.DesiredAngle = 0.2
wait(wt)
MOT2.DesiredAngle = 0.2
end
if values.Gear.Value == 3 then
MOT.DesiredAngle = -0.2
wait(wt)
MOT2.DesiredAngle = 0
end
if values.Gear.Value == 4 then
MOT.DesiredAngle = 0.2
wait(wt)
MOT2.DesiredAngle = 0
end
if values.Gear.Value == 5 then
MOT.DesiredAngle = -0.2
wait(wt)
MOT2.DesiredAngle = -0.2
end
if values.Gear.Value == 6 then
MOT.DesiredAngle = 0.2
wait(wt)
MOT2.DesiredAngle = -0.2
end
end
|
-- Style Options |
Flat=true; -- Enables Flat theme / Disables Aero theme
ForcedColor=true; -- Forces everyone to have set color & transparency
Color=Color3.new(34,21,10); -- Changes the Color of the user interface
ColorTransparency=.75; -- Changes the Transparency of the user interface
Chat=true; -- Enables the custom chat
BubbleChat=false; -- Enables the custom bubble chat
|
--[=[
Wraps TeleportService:PromiseTeleport(placeId, players, teleportOptions)
@param placeId number
@param players { Player }
@param teleportOptions TeleportOptions
@return Promise<string> -- Code
]=] |
function TeleportServiceUtils.promiseTeleport(placeId, players, teleportOptions)
assert(type(placeId) == "number", "Bad placeId")
assert(type(players) == "table", "Bad players")
assert(typeof(teleportOptions) == "Instance" and teleportOptions:IsA("TeleportOptions") or teleportOptions == nil, "Bad options")
return Promise.spawn(function(resolve, reject)
local teleportAsyncResult
local ok, err = pcall(function()
teleportAsyncResult = TeleportService:TeleportAsync(placeId, players, teleportOptions)
end)
if not ok then
return reject(err)
end
return resolve(teleportAsyncResult)
end)
end
return TeleportServiceUtils
|
-----<< CONNECTIONS >>----- |
reloadEvent.OnServerEvent:Connect(reload)
fireEvent.OnServerEvent:Connect(function(player, target)
if tool.Parent == player.Character then
-- If tool has enough shots then fires. Otherwise reloads.
if currentAmmo <= 0 then
return reload(player)
end
if canFire then
canFire = false
currentAmmo = currentAmmo - 1
shotEvent:FireClient(player, currentAmmo, ammoLeft)
fireSound:Play()
muzzle.EffectAttachment.MuzzleFlash:Emit(1)
spawn(function() createBullet(target) end)
wait()
tool.GripUp = Vector3.new(0, 0.2, 1)
wait()
tool.GripUp = Vector3.new(0, 0, 1)
delay(attackCooldown, function()
canFire = true
end)
end
end
end)
player.Character.Humanoid.Touched:Connect(function(obj)
if obj.Name == "AmmoCrate" and equipped and ammoLeft < extraAmmo then
tool.Handle.ReplenishSound:Play()
ammoLeft = extraAmmo
shotEvent:FireClient(player, currentAmmo, ammoLeft)
end
end)
|
--[[Transmission]] |
Tune.TransModes = {"Auto"} --[[
[Modes]
"Auto" : Automatic shifting
"Semi" : Clutchless manual shifting, dual clutch transmission
"Manual" : Manual shifting with clutch
>Include within brackets
eg: {"Semi"} or {"Auto", "Manual"}
>First mode is default mode ]]
--Automatic Settings
Tune.AutoShiftMode = "RPM" --[[
[Modes]
"Speed" : Shifts based on wheel speed
"RPM" : Shifts based on RPM ]]
Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev)
Tune.AutoDownThresh = 400 --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]] 3.80 , -- Copy and paste a ratio to add a gear
--[[Neutral]] 0 , -- Ratios can also be deleted
--[[ 1 ]] 3 , -- Reverse, Neutral, and 1st gear are required
--[[ 2 ]] 1.36 ,
--[[ 3 ]] 1 ,
--[[ 4 ]] 0.73 ,
}
Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
|
-- local creator_tag = Instance.new("ObjectValue") -- Don't need this anymore, as the module only needs the player value
-- creator_tag.Value = plr
-- creator_tag.Name = "creator"
-- creator_tag.Parent = bomb2 |
bomb2.CFrame=cf
bomb2.Parent=workspace
game.ServerScriptService.b:Fire(plr,"Bomb",bomb2.Position,bomb2)
wait(6)
Tool.Enabled=true
end
Tool.Fire.OnServerEvent:Connect(FireWep)
|
--[[
The sound dispatcher will fire sound events to properly loaded characters. This script manages a list of
characters currently loaded in the game. When a character fires a sound event, this dispatcher will
check to make sure the event only fires on characters who have loaded in.
--]] |
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local SOUND_EVENT_FOLDER_NAME = "DefaultSoundEvents"
if UserSettings():IsUserFeatureEnabled("UserUseSoundDispatcher") then
local loadedCharacters = {}
local EventFolder = ReplicatedStorage:FindFirstChild(SOUND_EVENT_FOLDER_NAME)
if not EventFolder then
EventFolder = Instance.new("Folder")
EventFolder.Name = SOUND_EVENT_FOLDER_NAME
EventFolder.Archivable = false
EventFolder.Parent = ReplicatedStorage
end
local function createEvent(name, instanceType)
local newEvent = EventFolder:FindFirstChild(name)
if not newEvent then
newEvent = Instance.new(instanceType)
newEvent.Name = name
newEvent.Parent = EventFolder
end
return newEvent
end
local DefaultServerSoundEvent = createEvent("DefaultServerSoundEvent", "RemoteEvent")
local AddCharacterLoadedEvent = createEvent("AddCharacterLoadedEvent", "RemoteEvent")
local RemoveCharacterEvent = createEvent("RemoveCharacterEvent", "RemoteEvent")
-- Fire the sound event to all clients connected
local function fireDefaultServerSoundEventToClient(player, sound, playing, resetPosition)
if loadedCharacters[player] then
DefaultServerSoundEvent:FireClient(player, sound, playing, resetPosition)
end
end
-- Add a character to the list of clients ready to receive sounds
local function addCharacterLoaded(player)
loadedCharacters[player] = true
end
-- Remove a character from the table
local function removeCharacter(player)
loadedCharacters[player] = nil
end
local soundDispatcher = createEvent("SoundDispatcher", "BindableEvent")
soundDispatcher.Event:Connect(fireDefaultServerSoundEventToClient)
--no op function to prevent rogue client from filling RemoteEvent queue
DefaultServerSoundEvent.OnServerEvent:Connect(function() end)
AddCharacterLoadedEvent.OnServerEvent:Connect(addCharacterLoaded)
RemoveCharacterEvent.OnServerEvent:Connect(removeCharacter)
end
|
--!nonstrict
--[[
DEVELOPMENT HAS BEEN MOVED FROM DAVEY_BONES/SCELERATIS TO THE EPIX INCORPORATED GROUP
CURRENT LOADER:
https://www.roblox.com/library/7510622625/Adonis-Admin-Loader-Epix-Incorporated
CURRENT MODULE:
https://www.roblox.com/library/7510592873/Adonis-MainModule
NIGHTLY MODULE:
https://www.roblox.com/library/8612978896/Nightlies-Adonis-MainModule
--]] | |
--function CreateGUI() |
--local p = game.Players:GetPlayerFromCharacter(humanoid.Parent)
--print("Health for Player: " .. p.Name)
--script.HealthGUI.Parent = p.PlayerGui |
-- Was called OnMoveTouchEnded in previous version |
function DynamicThumbstick:OnInputEnded()
self.moveTouchObject = nil
self.moveVector = ZERO_VECTOR3
self:FadeThumbstick(false)
end
function DynamicThumbstick:FadeThumbstick(visible)
if not visible and self.moveTouchObject then
return
end
if self.isFirstTouch then return end
if self.startImageFadeTween then
self.startImageFadeTween:Cancel()
end
if self.endImageFadeTween then
self.endImageFadeTween:Cancel()
end
for i = 1, #self.middleImages do
if self.middleImageFadeTweens[i] then
self.middleImageFadeTweens[i]:Cancel()
end
end
if visible then
self.startImageFadeTween = TweenService:Create(self.startImage, ThumbstickFadeTweenInfo, { ImageTransparency = 0 })
self.startImageFadeTween:Play()
self.endImageFadeTween = TweenService:Create(self.endImage, ThumbstickFadeTweenInfo, { ImageTransparency = 0.2 })
self.endImageFadeTween:Play()
for i = 1, #self.middleImages do
self.middleImageFadeTweens[i] = TweenService:Create(self.middleImages[i], ThumbstickFadeTweenInfo, { ImageTransparency = MIDDLE_TRANSPARENCIES[i] })
self.middleImageFadeTweens[i]:Play()
end
else
self.startImageFadeTween = TweenService:Create(self.startImage, ThumbstickFadeTweenInfo, { ImageTransparency = 1 })
self.startImageFadeTween:Play()
self.endImageFadeTween = TweenService:Create(self.endImage, ThumbstickFadeTweenInfo, { ImageTransparency = 1 })
self.endImageFadeTween:Play()
for i = 1, #self.middleImages do
self.middleImageFadeTweens[i] = TweenService:Create(self.middleImages[i], ThumbstickFadeTweenInfo, { ImageTransparency = 1 })
self.middleImageFadeTweens[i]:Play()
end
end
end
function DynamicThumbstick:FadeThumbstickFrame(fadeDuration, fadeRatio)
self.fadeInAndOutHalfDuration = fadeDuration * 0.5
self.fadeInAndOutBalance = fadeRatio
self.tweenInAlphaStart = tick()
end
function DynamicThumbstick:InputInFrame(inputObject)
local frameCornerTopLeft = self.thumbstickFrame.AbsolutePosition
local frameCornerBottomRight = frameCornerTopLeft + self.thumbstickFrame.AbsoluteSize
local inputPosition = inputObject.Position
if inputPosition.X >= frameCornerTopLeft.X and inputPosition.Y >= frameCornerTopLeft.Y then
if inputPosition.X <= frameCornerBottomRight.X and inputPosition.Y <= frameCornerBottomRight.Y then
return true
end
end
return false
end
function DynamicThumbstick:DoFadeInBackground()
local playerGui = LocalPlayer:FindFirstChildOfClass("PlayerGui")
local hasFadedBackgroundInOrientation = false
-- only fade in/out the background once per orientation
if playerGui then
if playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.LandscapeLeft or
playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.LandscapeRight then
hasFadedBackgroundInOrientation = self.hasFadedBackgroundInLandscape
self.hasFadedBackgroundInLandscape = true
elseif playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.Portrait then
hasFadedBackgroundInOrientation = self.hasFadedBackgroundInPortrait
self.hasFadedBackgroundInPortrait = true
end
end
if not hasFadedBackgroundInOrientation then
self.fadeInAndOutHalfDuration = FADE_IN_OUT_HALF_DURATION_DEFAULT
self.fadeInAndOutBalance = FADE_IN_OUT_BALANCE_DEFAULT
self.tweenInAlphaStart = tick()
end
end
function DynamicThumbstick:DoMove(direction)
local currentMoveVector = direction
-- Scaled Radial Dead Zone
local inputAxisMagnitude = currentMoveVector.magnitude
if inputAxisMagnitude < self.radiusOfDeadZone then
currentMoveVector = ZERO_VECTOR3
else
currentMoveVector = currentMoveVector.unit*(
1 - math.max(0, (self.radiusOfMaxSpeed - currentMoveVector.magnitude)/self.radiusOfMaxSpeed)
)
currentMoveVector = Vector3.new(currentMoveVector.x, 0, currentMoveVector.y)
end
self.moveVector = currentMoveVector
end
function DynamicThumbstick:LayoutMiddleImages(startPos, endPos)
local startDist = (self.thumbstickSize / 2) + self.middleSize
local vector = endPos - startPos
local distAvailable = vector.magnitude - (self.thumbstickRingSize / 2) - self.middleSize
local direction = vector.unit
local distNeeded = self.middleSpacing * NUM_MIDDLE_IMAGES
local spacing = self.middleSpacing
if distNeeded < distAvailable then
spacing = distAvailable / NUM_MIDDLE_IMAGES
end
for i = 1, NUM_MIDDLE_IMAGES do
local image = self.middleImages[i]
local distWithout = startDist + (spacing * (i - 2))
local currentDist = startDist + (spacing * (i - 1))
if distWithout < distAvailable then
local pos = endPos - direction * currentDist
local exposedFraction = math.clamp(1 - ((currentDist - distAvailable) / spacing), 0, 1)
image.Visible = true
image.Position = UDim2.new(0, pos.X, 0, pos.Y)
image.Size = UDim2.new(0, self.middleSize * exposedFraction, 0, self.middleSize * exposedFraction)
else
image.Visible = false
end
end
end
function DynamicThumbstick:MoveStick(pos)
local vector2StartPosition = Vector2.new(self.moveTouchStartPosition.X, self.moveTouchStartPosition.Y)
local startPos = vector2StartPosition - self.thumbstickFrame.AbsolutePosition
local endPos = Vector2.new(pos.X, pos.Y) - self.thumbstickFrame.AbsolutePosition
self.endImage.Position = UDim2.new(0, endPos.X, 0, endPos.Y)
self:LayoutMiddleImages(startPos, endPos)
end
function DynamicThumbstick:BindContextActions()
local function inputBegan(inputObject)
if self.moveTouchObject then
return Enum.ContextActionResult.Pass
end
if not self:InputInFrame(inputObject) then
return Enum.ContextActionResult.Pass
end
if self.isFirstTouch then
self.isFirstTouch = false
local tweenInfo = TweenInfo.new(0.5, Enum.EasingStyle.Quad, Enum.EasingDirection.Out,0,false,0)
TweenService:Create(self.startImage, tweenInfo, {Size = UDim2.new(0, 0, 0, 0)}):Play()
TweenService:Create(
self.endImage,
tweenInfo,
{Size = UDim2.new(0, self.thumbstickSize, 0, self.thumbstickSize), ImageColor3 = Color3.new(0,0,0)}
):Play()
end
self.moveTouchLockedIn = false
self.moveTouchObject = inputObject
self.moveTouchStartPosition = inputObject.Position
self.moveTouchFirstChanged = true
if FADE_IN_OUT_BACKGROUND then
self:DoFadeInBackground()
end
return Enum.ContextActionResult.Pass
end
local function inputChanged(inputObject)
if inputObject == self.moveTouchObject then
if self.moveTouchFirstChanged then
self.moveTouchFirstChanged = false
local startPosVec2 = Vector2.new(
inputObject.Position.X - self.thumbstickFrame.AbsolutePosition.X,
inputObject.Position.Y - self.thumbstickFrame.AbsolutePosition.Y
)
self.startImage.Visible = true
self.startImage.Position = UDim2.new(0, startPosVec2.X, 0, startPosVec2.Y)
self.endImage.Visible = true
self.endImage.Position = self.startImage.Position
self:FadeThumbstick(true)
self:MoveStick(inputObject.Position)
end
self.moveTouchLockedIn = true
local direction = Vector2.new(
inputObject.Position.x - self.moveTouchStartPosition.x,
inputObject.Position.y - self.moveTouchStartPosition.y
)
if math.abs(direction.x) > 0 or math.abs(direction.y) > 0 then
self:DoMove(direction)
self:MoveStick(inputObject.Position)
end
return Enum.ContextActionResult.Sink
end
return Enum.ContextActionResult.Pass
end
local function inputEnded(inputObject)
if inputObject == self.moveTouchObject then
self:OnInputEnded()
if self.moveTouchLockedIn then
return Enum.ContextActionResult.Sink
end
end
return Enum.ContextActionResult.Pass
end
local function handleInput(actionName, inputState, inputObject)
if inputState == Enum.UserInputState.Begin then
return inputBegan(inputObject)
elseif inputState == Enum.UserInputState.Change then
return inputChanged(inputObject)
elseif inputState == Enum.UserInputState.End then
return inputEnded(inputObject)
elseif inputState == Enum.UserInputState.Cancel then
self:OnInputEnded()
end
end
ContextActionService:BindActionAtPriority(
DYNAMIC_THUMBSTICK_ACTION_NAME,
handleInput,
false,
DYNAMIC_THUMBSTICK_ACTION_PRIORITY,
Enum.UserInputType.Touch)
end
function DynamicThumbstick:Create(parentFrame)
if self.thumbstickFrame then
self.thumbstickFrame:Destroy()
self.thumbstickFrame = nil
if self.onRenderSteppedConn then
self.onRenderSteppedConn:Disconnect()
self.onRenderSteppedConn = nil
end
end
self.thumbstickSize = 45
self.thumbstickRingSize = 20
self.middleSize = 10
self.middleSpacing = self.middleSize + 4
self.radiusOfDeadZone = 2
self.radiusOfMaxSpeed = 20
local screenSize = parentFrame.AbsoluteSize
local isBigScreen = math.min(screenSize.x, screenSize.y) > 500
if isBigScreen then
self.thumbstickSize = self.thumbstickSize * 2
self.thumbstickRingSize = self.thumbstickRingSize * 2
self.middleSize = self.middleSize * 2
self.middleSpacing = self.middleSpacing * 2
self.radiusOfDeadZone = self.radiusOfDeadZone * 2
self.radiusOfMaxSpeed = self.radiusOfMaxSpeed * 2
end
local function layoutThumbstickFrame(portraitMode)
if portraitMode then
self.thumbstickFrame.Size = UDim2.new(1, 0, 0.4, 0)
self.thumbstickFrame.Position = UDim2.new(0, 0, 0.6, 0)
else
self.thumbstickFrame.Size = UDim2.new(0.4, 0, 2/3, 0)
self.thumbstickFrame.Position = UDim2.new(0, 0, 1/3, 0)
end
end
self.thumbstickFrame = Instance.new("Frame")
self.thumbstickFrame.BorderSizePixel = 0
self.thumbstickFrame.Name = "DynamicThumbstickFrame"
self.thumbstickFrame.Visible = false
self.thumbstickFrame.BackgroundTransparency = 1.0
self.thumbstickFrame.BackgroundColor3 = Color3.fromRGB(0, 0, 0)
self.thumbstickFrame.Active = false
layoutThumbstickFrame(false)
self.startImage = Instance.new("ImageLabel")
self.startImage.Name = "ThumbstickStart"
self.startImage.Visible = true
self.startImage.BackgroundTransparency = 1
self.startImage.Image = TOUCH_CONTROLS_SHEET
self.startImage.ImageRectOffset = Vector2.new(1,1)
self.startImage.ImageRectSize = Vector2.new(144, 144)
self.startImage.ImageColor3 = Color3.new(0, 0, 0)
self.startImage.AnchorPoint = Vector2.new(0.5, 0.5)
self.startImage.Position = UDim2.new(0, self.thumbstickRingSize * 3.3, 1, -self.thumbstickRingSize * 2.8)
self.startImage.Size = UDim2.new(0, self.thumbstickRingSize * 3.7, 0, self.thumbstickRingSize * 3.7)
self.startImage.ZIndex = 10
self.startImage.Parent = self.thumbstickFrame
self.endImage = Instance.new("ImageLabel")
self.endImage.Name = "ThumbstickEnd"
self.endImage.Visible = true
self.endImage.BackgroundTransparency = 1
self.endImage.Image = TOUCH_CONTROLS_SHEET
self.endImage.ImageRectOffset = Vector2.new(1,1)
self.endImage.ImageRectSize = Vector2.new(144, 144)
self.endImage.AnchorPoint = Vector2.new(0.5, 0.5)
self.endImage.Position = self.startImage.Position
self.endImage.Size = UDim2.new(0, self.thumbstickSize * 0.8, 0, self.thumbstickSize * 0.8)
self.endImage.ZIndex = 10
self.endImage.Parent = self.thumbstickFrame
for i = 1, NUM_MIDDLE_IMAGES do
self.middleImages[i] = Instance.new("ImageLabel")
self.middleImages[i].Name = "ThumbstickMiddle"
self.middleImages[i].Visible = false
self.middleImages[i].BackgroundTransparency = 1
self.middleImages[i].Image = TOUCH_CONTROLS_SHEET
self.middleImages[i].ImageRectOffset = Vector2.new(1,1)
self.middleImages[i].ImageRectSize = Vector2.new(144, 144)
self.middleImages[i].ImageTransparency = MIDDLE_TRANSPARENCIES[i]
self.middleImages[i].AnchorPoint = Vector2.new(0.5, 0.5)
self.middleImages[i].ZIndex = 9
self.middleImages[i].Parent = self.thumbstickFrame
end
local CameraChangedConn = nil
local function onCurrentCameraChanged()
if CameraChangedConn then
CameraChangedConn:Disconnect()
CameraChangedConn = nil
end
local newCamera = workspace.CurrentCamera
if newCamera then
local function onViewportSizeChanged()
local size = newCamera.ViewportSize
local portraitMode = size.X < size.Y
layoutThumbstickFrame(portraitMode)
end
CameraChangedConn = newCamera:GetPropertyChangedSignal("ViewportSize"):Connect(onViewportSizeChanged)
onViewportSizeChanged()
end
end
workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(onCurrentCameraChanged)
if workspace.CurrentCamera then
onCurrentCameraChanged()
end
self.moveTouchStartPosition = nil
self.startImageFadeTween = nil
self.endImageFadeTween = nil
self.middleImageFadeTweens = {}
self.onRenderSteppedConn = RunService.RenderStepped:Connect(function()
if self.tweenInAlphaStart ~= nil then
local delta = tick() - self.tweenInAlphaStart
local fadeInTime = (self.fadeInAndOutHalfDuration * 2 * self.fadeInAndOutBalance)
self.thumbstickFrame.BackgroundTransparency = 1 - FADE_IN_OUT_MAX_ALPHA*math.min(delta/fadeInTime, 1)
if delta > fadeInTime then
self.tweenOutAlphaStart = tick()
self.tweenInAlphaStart = nil
end
elseif self.tweenOutAlphaStart ~= nil then
local delta = tick() - self.tweenOutAlphaStart
local fadeOutTime = (self.fadeInAndOutHalfDuration * 2) - (self.fadeInAndOutHalfDuration * 2 * self.fadeInAndOutBalance)
self.thumbstickFrame.BackgroundTransparency = 1 - FADE_IN_OUT_MAX_ALPHA + FADE_IN_OUT_MAX_ALPHA*math.min(delta/fadeOutTime, 1)
if delta > fadeOutTime then
self.tweenOutAlphaStart = nil
end
end
end)
self.onTouchEndedConn = UserInputService.TouchEnded:connect(function(inputObject)
if inputObject == self.moveTouchObject then
self:OnInputEnded()
end
end)
GuiService.MenuOpened:connect(function()
if self.moveTouchObject then
self:OnInputEnded()
end
end)
local playerGui = LocalPlayer:FindFirstChildOfClass("PlayerGui")
while not playerGui do
LocalPlayer.ChildAdded:wait()
playerGui = LocalPlayer:FindFirstChildOfClass("PlayerGui")
end
local playerGuiChangedConn = nil
local originalScreenOrientationWasLandscape = playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.LandscapeLeft or
playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.LandscapeRight
local function longShowBackground()
self.fadeInAndOutHalfDuration = 2.5
self.fadeInAndOutBalance = 0.05
self.tweenInAlphaStart = tick()
end
playerGuiChangedConn = playerGui:GetPropertyChangedSignal("CurrentScreenOrientation"):Connect(function()
if (originalScreenOrientationWasLandscape and playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.Portrait) or
(not originalScreenOrientationWasLandscape and playerGui.CurrentScreenOrientation ~= Enum.ScreenOrientation.Portrait) then
playerGuiChangedConn:disconnect()
longShowBackground()
if originalScreenOrientationWasLandscape then
self.hasFadedBackgroundInPortrait = true
else
self.hasFadedBackgroundInLandscape = true
end
end
end)
self.thumbstickFrame.Parent = parentFrame
if FFlagUserDTFastInit then
if game:IsLoaded() then
longShowBackground()
else
coroutine.wrap(function()
game.Loaded:Wait()
longShowBackground()
end)()
end
else
spawn(function()
if game:IsLoaded() then
longShowBackground()
else
game.Loaded:wait()
longShowBackground()
end
end)
end
end
return DynamicThumbstick
|
-- When supplied, legacyCameraType is used and cameraMovementMode is ignored (should be nil anyways)
-- Next, if userCameraCreator is passed in, that is used as the cameraCreator |
function CameraModule:ActivateCameraController(cameraMovementMode, legacyCameraType: Enum.CameraType?)
local newCameraCreator = nil
if legacyCameraType~=nil then
--[[
This function has been passed a CameraType enum value. Some of these map to the use of
the LegacyCamera module, the value "Custom" will be translated to a movementMode enum
value based on Dev and User settings, and "Scriptable" will disable the camera controller.
--]]
if legacyCameraType == Enum.CameraType.Scriptable then
if FFlagUserFixCameraSelectModuleWarning then
if self.activeCameraController then
self.activeCameraController:Enable(false)
self.activeCameraController = nil
end
return
else
if self.activeCameraController then
self.activeCameraController:Enable(false)
self.activeCameraController = nil
return
end
end
elseif legacyCameraType == Enum.CameraType.Custom then
cameraMovementMode = self:GetCameraMovementModeFromSettings()
elseif legacyCameraType == Enum.CameraType.Track then
-- Note: The TrackCamera module was basically an older, less fully-featured
-- version of ClassicCamera, no longer actively maintained, but it is re-implemented in
-- case a game was dependent on its lack of ClassicCamera's extra functionality.
cameraMovementMode = Enum.ComputerCameraMovementMode.Classic
elseif legacyCameraType == Enum.CameraType.Follow then
cameraMovementMode = Enum.ComputerCameraMovementMode.Follow
elseif legacyCameraType == Enum.CameraType.Orbital then
cameraMovementMode = Enum.ComputerCameraMovementMode.Orbital
elseif legacyCameraType == Enum.CameraType.Attach or
legacyCameraType == Enum.CameraType.Watch or
legacyCameraType == Enum.CameraType.Fixed then
newCameraCreator = LegacyCamera
else
warn("CameraScript encountered an unhandled Camera.CameraType value: ",legacyCameraType)
end
end
if not newCameraCreator then
if FFlagUserFlagEnableNewVRSystem and VRService.VREnabled then
newCameraCreator = VRCamera
elseif cameraMovementMode == Enum.ComputerCameraMovementMode.Classic or
cameraMovementMode == Enum.ComputerCameraMovementMode.Follow or
cameraMovementMode == Enum.ComputerCameraMovementMode.Default or
cameraMovementMode == Enum.ComputerCameraMovementMode.CameraToggle then
newCameraCreator = ClassicCamera
elseif cameraMovementMode == Enum.ComputerCameraMovementMode.Orbital then
newCameraCreator = OrbitalCamera
else
warn("ActivateCameraController did not select a module.")
return
end
end
local isVehicleCamera = self:ShouldUseVehicleCamera()
if isVehicleCamera then
if FFlagUserFlagEnableNewVRSystem and VRService.VREnabled then
newCameraCreator = VRVehicleCamera
else
newCameraCreator = VehicleCamera
end
end
-- Create the camera control module we need if it does not already exist in instantiatedCameraControllers
local newCameraController
if not instantiatedCameraControllers[newCameraCreator] then
newCameraController = newCameraCreator.new()
instantiatedCameraControllers[newCameraCreator] = newCameraController
else
newCameraController = instantiatedCameraControllers[newCameraCreator]
if newCameraController.Reset then
newCameraController:Reset()
end
end
if self.activeCameraController then
-- deactivate the old controller and activate the new one
if self.activeCameraController ~= newCameraController then
self.activeCameraController:Enable(false)
self.activeCameraController = newCameraController
self.activeCameraController:Enable(true)
elseif not self.activeCameraController:GetEnabled() then
self.activeCameraController:Enable(true)
end
elseif newCameraController ~= nil then
-- only activate the new controller
self.activeCameraController = newCameraController
self.activeCameraController:Enable(true)
end
if self.activeCameraController then
if cameraMovementMode~=nil then
self.activeCameraController:SetCameraMovementMode(cameraMovementMode)
elseif legacyCameraType~=nil then
-- Note that this is only called when legacyCameraType is not a type that
-- was convertible to a ComputerCameraMovementMode value, i.e. really only applies to LegacyCamera
self.activeCameraController:SetCameraType(legacyCameraType)
end
end
end
|
--[[
Instructions: Place both tele1 and tele2 in the same directory
(e.g. both in workspace directly, or both directly in the same group or model)
Otherwise it wont work. Once youve done that, jump on the teleporter to teleport to the other.
If you want to edit this to a 2 way teleporter, only copy the Teleport Script of tele1 in tele2 and edit this part of the script
------------------------------------
modelname="tele2"
------------------------------------
to
------------------------------------
modelname="tele1"
------------------------------------
--]] | |
-- ANimation |
local Sound = script:WaitForChild("Haoshoku Sound")
UIS.InputBegan:Connect(function(Input)
if Input.KeyCode == Enum.KeyCode.F and Debounce == 1 and Tool.Equip.Value == true and Tool.Active.Value == "None" and script.Parent.DargonOn.Value == true then
Debounce = 2
Track1 = plr.Character.Dragon.Dragonoid:LoadAnimation(script.A1)
Track1:Play()
Fly = plr.Character.Dragon.Torso.Dragonfly
Fly.MaxForce = Vector3.new(math.huge,math.huge,math.huge)
for i = 1,math.huge do
if Debounce == 2 then
Fly.Velocity = CFrame.new(plr.Character.HumanoidRootPart.Position,Mouse.Hit.p).LookVector * 140
plr.Character.HumanoidRootPart.CFrame = CFrame.new(plr.Character.HumanoidRootPart.Position, Vector3.new(Mouse.Hit.p.x,plr.Character.HumanoidRootPart.Position.y,Mouse.Hit.p.z))
else
break
end
wait()
end
end
end)
UIS.InputEnded:Connect(function(Input)
if Input.KeyCode == Enum.KeyCode.F and Debounce == 2 and Tool.Equip.Value == true and Tool.Active.Value == "None" and script.Parent.DargonOn.Value == true then
Debounce = 3
Track1:Stop()
Fly.Velocity = plr.Character.HumanoidRootPart.CFrame.LookVector * 0
wait(0)
Tool.Active.Value = "None"
wait(0)
Debounce = 1
end
end)
|
--// Loccalllsssss |
local _G, game, script, getfenv, setfenv, workspace, getmetatable, setmetatable, loadstring, coroutine, rawequal, typeof, print, math, warn, error, pcall, xpcall, select, rawset, rawget, ipairs, pairs, next, Rect, Axes, os, time, Faces, unpack, string, Color3, newproxy, tostring, tonumber, Instance, TweenInfo, BrickColor, NumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint, NumberSequenceKeypoint, PhysicalProperties, Region3int16, Vector3int16, require, table, type, wait, Enum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay, spawn, task, tick, assert =
_G,
game,
script,
getfenv,
setfenv,
workspace,
getmetatable,
setmetatable,
loadstring,
coroutine,
rawequal,
typeof,
print,
math,
warn,
error,
pcall,
xpcall,
select,
rawset,
rawget,
ipairs,
pairs,
next,
Rect,
Axes,
os,
time,
Faces,
table.unpack,
string,
Color3,
newproxy,
tostring,
tonumber,
Instance,
TweenInfo,
BrickColor,
NumberRange,
ColorSequence,
NumberSequence,
ColorSequenceKeypoint,
NumberSequenceKeypoint,
PhysicalProperties,
Region3int16,
Vector3int16,
require,
table,
type,
task.wait,
Enum,
UDim,
UDim2,
Vector2,
Vector3,
Region3,
CFrame,
Ray,
task.delay,
task.defer,
task,
tick,
function(cond, errMsg)
return cond or error(errMsg or "assertion failed!", 2)
end
local SERVICES_WE_USE = table.freeze({
"Workspace",
"Players",
"Lighting",
"ReplicatedStorage",
"ReplicatedFirst",
"ScriptContext",
"JointsService",
"LogService",
"Teams",
"SoundService",
"StarterGui",
"StarterPack",
"StarterPlayer",
"GroupService",
"MarketplaceService",
"HttpService",
"TestService",
"RunService",
"NetworkClient",
})
|
------------------------- |
mouse.KeyDown:connect(function (key)
key = string.lower(key)
if key == "k" then --Camera controls
if cam == ("car") then
Camera.CameraSubject = player.Character.Humanoid
Camera.CameraType = ("Custom")
cam = ("freeplr")
Camera.FieldOfView = 70
elseif cam == ("freeplr") then
Camera.CameraSubject = player.Character.Humanoid
Camera.CameraType = ("Attach")
cam = ("lockplr")
Camera.FieldOfView = 45
elseif cam == ("lockplr") then
Camera.CameraSubject = carSeat
Camera.CameraType = ("Custom")
cam = ("car")
Camera.FieldOfView = 70
end
elseif key == "u" then --Window controls
if windows == false then
winfob.Visible = true
windows = true
else windows = false
winfob.Visible = false
end
elseif key == "n" then --Dash Screen Switch
if carSeat.Parent.Body.Dash.DashSc.G.Unit.Visible == false then
handler:FireServer('DashSwitch', true)
else
end
elseif key == "f" then --FM Screen Switch
if carSeat.Parent.Body.Dash.Screen.G.Startup.Visible == false and carSeat.Parent.Body.Dash.Screen.G.Caution.Visible == false then
handler:FireServer('FMSwitch', true)
else
end
elseif key == "[" then -- volume down
if carSeat.Parent.Body.MP.Sound.Volume >= 0 then
handler:FireServer('volumedown', true)
end
elseif key == "]" then -- volume up
if carSeat.Parent.Body.MP.Sound.Volume <= 10 then
handler:FireServer('volumeup', true)
end
elseif key == "b" then
if carSeat.Sunroof.Value == false then
carSeat.Sunroof.Value = true
for i,v in pairs(carSeat.Parent.Body.SR1:GetChildren()) do
v.Transparency = 1
end
carSeat.Sunroof.Value = true
for i,v in pairs(carSeat.Parent.Body.SR2:GetChildren()) do
v.Transparency = 1
end
else
carSeat.Sunroof.Value = false
for i,v in pairs(carSeat.Parent.Body.SR1:GetChildren()) do
v.Transparency = 0
carSeat.Sunroof.Value = false
for i,v in pairs(carSeat.Parent.Body.SR2:GetChildren()) do
v.Transparency = 0.6
end
end
end
else
end
end)
HUB.Limiter.MouseButton1Click:connect(function() --Ignition
if carSeat.IsOn.Value == false then
carSeat.IsOn.Value = true
carSeat.Startup:Play()
wait(1)
carSeat.Chime:Play()
else
carSeat.IsOn.Value = false
end
end)
TR.SN.MouseButton1Click:connect(function() --Show tracker names
script.Parent.Names.Value = true
end)
TR.HN.MouseButton1Click:connect(function() --Hide tracker names
script.Parent.Names.Value = false
end)
winfob.mg.Play.MouseButton1Click:connect(function() --Play the next song
handler:FireServer('updateSong', winfob.mg.Input.Text)
end)
winfob.mg.Stop.MouseButton1Click:connect(function() --Play the next song
handler:FireServer('pauseSong')
end)
carSeat.Indicator.Changed:connect(function()
if carSeat.Indicator.Value == true then
script.Parent.Indicator:Play()
else
script.Parent.Indicator2:Play()
end
end)
game.Lighting.Changed:connect(function(prop)
if prop == "TimeOfDay" then
handler:FireServer('TimeUpdate')
end
end)
if game.Workspace.FilteringEnabled == true then
handler:FireServer('feON')
elseif game.Workspace.FilteringEnabled == false then
handler:FireServer('feOFF')
end
carSeat.LI.Changed:connect(function()
if carSeat.LI.Value == true then
carSeat.Parent.Body.Dash.Spd.G.Indicator.Visible = true
script.Parent.HUB.Left.Visible = true
else
carSeat.Parent.Body.Dash.Spd.G.Indicator.Visible = false
script.Parent.HUB.Left.Visible = false
end
end)
carSeat.RI.Changed:connect(function()
if carSeat.RI.Value == true then
carSeat.Parent.Body.Dash.Tac.G.Indicator.Visible = true
script.Parent.HUB.Right.Visible = true
else
carSeat.Parent.Body.Dash.Tac.G.Indicator.Visible = false
script.Parent.HUB.Right.Visible = false
end
end)
for i,v in pairs(script.Parent:getChildren()) do
if v:IsA('TextButton') then
v.MouseButton1Click:connect(function()
if carSeat.Windows:FindFirstChild(v.Name) then
local v = carSeat.Windows:FindFirstChild(v.Name)
if v.Value == true then
handler:FireServer('updateWindows', v.Name, false)
else
handler:FireServer('updateWindows', v.Name, true)
end
end
end)
end
end
while wait() do
if carSeat.Parent:FindFirstChild("Body") then
carSeat.Parent.Body.Dash.DashSc.G.Modes.SpeedStats.Speed.Text = math.floor(carSeat.Velocity.magnitude*((10/12) * (60/88)))
end
end
|
-- Testing AC FE support |
local event = script.Parent
local car=script.Parent.Parent
local LichtNum = 0
event.OnServerEvent:connect(function(player,data)
if data['ToggleLight'] then
if car.Body.Light.on.Value==true then
car.Body.Light.on.Value=false
else
car.Body.Light.on.Value=true
end
elseif data['EnableBrakes'] then
car.Body.Brakes.on.Value=true
elseif data['DisableBrakes'] then
car.Body.Brakes.on.Value=false
elseif data['ToggleLeftBlink'] then
if car.Body.Left.on.Value==true then
car.Body.Left.on.Value=false
else
car.Body.Left.on.Value=true
end
elseif data['ToggleRightBlink'] then
if car.Body.Right.on.Value==true then
car.Body.Right.on.Value=false
else
car.Body.Right.on.Value=true
end
elseif data['ReverseOn'] then
car.Body.Reverse.on.Value=true
elseif data['ReverseOff'] then
car.Body.Reverse.on.Value=false
elseif data['ToggleStandlicht'] then
if LichtNum == 0 then
LichtNum = 2
car.Body.Headlight.on.Value = true
elseif LichtNum == 1 then
LichtNum = 2
car.Body.Headlight.on.Value = true
elseif LichtNum == 2 then
LichtNum = 3
car.Body.Highlight.on.Value = true
elseif LichtNum == 3 then
LichtNum = 1
car.Body.Highlight.on.Value = false
car.Body.Headlight.on.Value = false
end
end
end)
|
-- Quick scan:
-- This will just give you a brick-count and print it to your output
-- Go in Solo or Online mode to get a dynamic GUI counter |
local parts = {}
function scan(p)
for _,v in pairs(p:GetChildren()) do
if (v:IsA("BasePart")) then
table.insert(parts,v)
end
scan(v)
end
end
scan(game.Workspace)
print(#parts .. (#parts == 1 and " brick " or " bricks ") .. "counted")
parts = {}
|
------------------------------------ |
function onTouched(part) --DO NOT EDIT ANYTHING FROM LINES 11-54, OR THE TELEPORTER WILL BE SEVERELY DAMAGED.
if part.Parent ~= nil then
local h = part.Parent:findFirstChild("Humanoid")
if h~=nil then
local teleportfrom=script.Parent.Enabled.Value
if teleportfrom~=0 then
if h==humanoid then
return
end
local teleportto=script.Parent.Parent:findFirstChild(modelname)
if teleportto~=nil then
local torso = h.Parent.Torso
local location = {teleportto.Position}
local i = 1
local x = location[i].x
local y = location[i].y
local z = location[i].z
x = x + math.random(-1, 1)
z = z + math.random(-1, 1)
y = y + math.random(2, 3)
local cf = torso.CFrame
local lx = 0
local ly = y
local lz = 0
script.Parent.Enabled.Value=0
teleportto.Enabled.Value=0
torso.CFrame = CFrame.new(Vector3.new(x,y,z), Vector3.new(lx,ly,lz))
wait(1)
script.Parent.Enabled.Value=1
teleportto.Enabled.Value=1
else
print("Could not find teleporter!")
end
end
end
end
end
script.Parent.Touched:connect(onTouched)
|
-- Called when any relevant values of GameSettings or LocalPlayer change, forcing re-evalulation of
-- current control scheme |
function ControlModule:OnComputerMovementModeChange()
local controlModule, success = self:SelectComputerMovementModule()
if success then
self:SwitchToController(controlModule)
end
end
function ControlModule:OnTouchMovementModeChange()
local touchModule, success = self:SelectTouchModule()
if success then
while not self.touchControlFrame do
wait()
end
self:SwitchToController(touchModule)
end
end
function ControlModule:CreateTouchGuiContainer()
if self.touchGui then self.touchGui:Destroy() end
-- Container for all touch device guis
self.touchGui = Instance.new("ScreenGui")
self.touchGui.Name = "TouchGui"
self.touchGui.ResetOnSpawn = false
self.touchGui.ZIndexBehavior = Enum.ZIndexBehavior.Sibling
self:UpdateTouchGuiVisibility()
if FFlagUserDynamicThumbstickSafeAreaUpdate then
self.touchGui.ClipToDeviceSafeArea = false;
end
self.touchControlFrame = Instance.new("Frame")
self.touchControlFrame.Name = "TouchControlFrame"
self.touchControlFrame.Size = UDim2.new(1, 0, 1, 0)
self.touchControlFrame.BackgroundTransparency = 1
self.touchControlFrame.Parent = self.touchGui
self.touchGui.Parent = self.playerGui
end
function ControlModule:GetClickToMoveController()
if not self.controllers[ClickToMove] then
self.controllers[ClickToMove] = ClickToMove.new(CONTROL_ACTION_PRIORITY)
end
return self.controllers[ClickToMove]
end
return ControlModule.new()
|
-- Variables (best not to touch these!) |
local button = script.Parent
local car = script.Parent.Parent.Car.Value
local sound = script.Parent.Start
sound.Parent = car.DriveSeat -- What brick the start sound is playing from.
button.MouseButton1Click:connect(function() -- Event when the button is clicked
if script.Parent.Text == "Engine: Off" then -- If the text says it's off then..
sound:Play() -- Startup sound plays..
wait(1) -- For realism. Okay?
script.Parent.Parent.IsOn.Value = true -- The car is is on, or in other words, start up the car.
button.Text = "Engine: On" -- You don't really need this, but I would keep it.
else -- If it's on then when you click the button,
script.Parent.Parent.IsOn.Value = false -- The car is turned off.
button.Text = "Engine: Off"
end -- Don't touch this.
end) -- And don't touch this either.
|
--[[for x = 1, 50 do
s.Pitch = s.Pitch + 0.01
s:play()
wait(0.001)
end]] |
for x = 100, 170 do
s:play()
wait(0.001)
end
for x = 100, 210 do
s.Pitch = s.Pitch - 0.0031
s:play()
wait(0.001)
end
wait()
end
|
-- RAGDOLL A R6 CHARACTER. |
local function getAttachment0(attachmentName, char)
for _,child in next,char:GetChildren() do
local attachment = child:FindFirstChild(attachmentName)
if attachment then
return attachment
end
end
end
local function ragdollPlayer(char)
local head = char["Head"]
local hum = char:WaitForChild("Humanoid")
local leftarm = char["Left Arm"]
local leftleg = char["Left Leg"]
local rightleg = char["Right Leg"]
local rightarm = char["Right Arm"]
local torso = char.Torso
hum.PlatformStand = true
local root =char:FindFirstChild("HumanoidRootPart")
if root ~= nil then
root:Destroy()
end
local rootA =Instance.new("Attachment")
local HeadA = Instance.new("Attachment")
local LeftArmA = Instance.new("Attachment")
local LeftLegA = Instance.new("Attachment")
local RightArmA = Instance.new("Attachment")
local RightLegA = Instance.new("Attachment")
local TorsoA = Instance.new("Attachment")
local TorsoA1 = Instance.new("Attachment")
local TorsoA2 = Instance.new("Attachment")
local TorsoA3 = Instance.new("Attachment")
local TorsoA4 = Instance.new("Attachment")
local TorsoA5 = Instance.new("Attachment")
local function set1()
HeadA.Name = "HeadA"
HeadA.Parent = head
HeadA.Position = Vector3.new(0, -0.5, 0)
HeadA.Rotation = Vector3.new(0, 0, 0)
HeadA.Axis = Vector3.new(1, 0, 0)
HeadA.SecondaryAxis = Vector3.new(0, 1, 0)
LeftArmA.Name = "LeftArmA"
LeftArmA.Parent = leftarm
LeftArmA.Position = Vector3.new(0.5, 1, 0)
LeftArmA.Rotation = Vector3.new(0, 0, 0)
LeftArmA.Axis = Vector3.new(1, 0, 0)
LeftArmA.SecondaryAxis = Vector3.new(0, 1, 0)
LeftLegA.Name = "LeftLegA"
LeftLegA.Parent = leftleg
LeftLegA.Position = Vector3.new(0, 1, 0)
LeftLegA.Rotation = Vector3.new(0, 0, 0)
LeftLegA.Axis = Vector3.new(1, 0, 0)
LeftLegA.SecondaryAxis = Vector3.new(0, 1, 0)
RightArmA.Name = "RightArmA"
RightArmA.Parent = rightarm
RightArmA.Position = Vector3.new(-0.5, 1, 0)
RightArmA.Rotation = Vector3.new(0, 0, 0)
RightArmA.Axis = Vector3.new(1, 0, 0)
RightArmA.SecondaryAxis = Vector3.new(0, 1, 0)
RightLegA.Name = "RightLegA"
RightLegA.Parent = rightleg
RightLegA.Position = Vector3.new(0, 1, 0)
RightLegA.Rotation = Vector3.new(0, 0, 0)
RightLegA.Axis = Vector3.new(1, 0, 0)
RightLegA.SecondaryAxis = Vector3.new(0, 1, 0)
rootA.Name= "rootA"
rootA.Parent = root
rootA.Position = Vector3.new(0, 0, 0)
rootA.Rotation = Vector3.new(0, 90, 0)
rootA.Axis = Vector3.new(0, 0, -1)
rootA.SecondaryAxis = Vector3.new(0, 1, 0)
end
local function set2()
TorsoA.Name = "TorsoA"
TorsoA.Parent = torso
TorsoA.Position = Vector3.new(0.5, -1, 0)
TorsoA.Rotation = Vector3.new(0, 0, 0)
TorsoA.Axis = Vector3.new(1, 0, 0)
TorsoA.SecondaryAxis = Vector3.new(0, 1, 0)
TorsoA1.Name = "TorsoA1"
TorsoA1.Parent = torso
TorsoA1.Position = Vector3.new(-0.5, -1, 0)
TorsoA1.Rotation = Vector3.new(0, 0, 0)
TorsoA1.Axis = Vector3.new(1, 0, 0)
TorsoA1.SecondaryAxis = Vector3.new(0, 1, 0)
TorsoA2.Name = "TorsoA2"
TorsoA2.Parent = torso
TorsoA2.Position = Vector3.new(-1, 1, 0)
TorsoA2.Rotation = Vector3.new(0, 0, 0)
TorsoA2.Axis = Vector3.new(1, 0, 0)
TorsoA2.SecondaryAxis = Vector3.new(0, 1, 0)
TorsoA3.Name = "TorsoA3"
TorsoA3.Parent = torso
TorsoA3.Position = Vector3.new(1, 1, 0)
TorsoA3.Rotation = Vector3.new(0, 0, 0)
TorsoA3.Axis = Vector3.new(1, 0, 0)
TorsoA3.SecondaryAxis = Vector3.new(0, 1, 0)
TorsoA4.Name = "TorsoA4"
TorsoA4.Parent = torso
TorsoA4.Position = Vector3.new(0, 1, 0)
TorsoA4.Rotation = Vector3.new(0, 0, 0)
TorsoA4.Axis = Vector3.new(1, 0, 0)
TorsoA4.SecondaryAxis = Vector3.new(0, 1, 0)
TorsoA5.Name = "TorsoA5"
TorsoA5.Parent = torso
TorsoA5.Position = Vector3.new(0, 0, 0)
TorsoA5.Rotation = Vector3.new(0, 90, 0)
TorsoA5.Axis = Vector3.new(0, 0, -1)
TorsoA5.SecondaryAxis = Vector3.new(0, 1, 0)
end
spawn(set1)
spawn(set2)
--[[
local HA = Instance.new("HingeConstraint")
HA.Parent = head
HA.Attachment0 = HeadA
HA.Attachment1 = TorsoA4
HA.Enabled = true
HA.LimitsEnabled=true
HA.LowerAngle=0
HA.UpperAngle=0
--]]
local LAT = Instance.new("BallSocketConstraint")
LAT.Parent = leftarm
LAT.Attachment0 = LeftArmA
LAT.Attachment1 = TorsoA2
LAT.Enabled = true
LAT.LimitsEnabled=true
LAT.UpperAngle=90
local RAT = Instance.new("BallSocketConstraint")
RAT.Parent = rightarm
RAT.Attachment0 = RightArmA
RAT.Attachment1 = TorsoA3
RAT.Enabled = true
RAT.LimitsEnabled=false
RAT.UpperAngle=90
local HA = Instance.new("BallSocketConstraint")
HA.Parent = head
HA.Attachment0 = HeadA
HA.Attachment1 = TorsoA4
HA.Enabled = true
HA.LimitsEnabled = true
HA.TwistLimitsEnabled = true
HA.UpperAngle = 74
local TLL = Instance.new("BallSocketConstraint")
TLL.Parent = torso
TLL.Attachment0 = TorsoA1
TLL.Attachment1 = LeftLegA
TLL.Enabled = true
TLL.LimitsEnabled=true
TLL.UpperAngle=90
local TRL = Instance.new("BallSocketConstraint")
TRL.Parent = torso
TRL.Attachment0 = TorsoA
TRL.Attachment1 = RightLegA
TRL.Enabled = true
TRL.LimitsEnabled=true
TRL.UpperAngle=90
local RTA = Instance.new("BallSocketConstraint")
RTA.Parent = root
RTA.Attachment0 = rootA
RTA.Attachment1 = TorsoA5
RTA.Enabled = true
RTA.LimitsEnabled=true
RTA.UpperAngle=0
head.Velocity = head.CFrame.p * CFrame.new(0, -41, 0).p
for _,child in next,char:GetChildren() do
if child:IsA("Accoutrement") then
for _,part in next,child:GetChildren() do
if part:IsA("BasePart") then
part.Parent = char
child:remove()
local attachment1 = part:FindFirstChildOfClass("Attachment")
local attachment0 = getAttachment0(attachment1.Name, char)
if attachment0 and attachment1 then
local constraint = Instance.new("HingeConstraint")
constraint.Attachment0 = attachment0
constraint.Attachment1 = attachment1
constraint.LimitsEnabled = true
constraint.UpperAngle = 0
constraint.LowerAngle = 0
constraint.Parent = char
end
end
end
end
end
end
return ragdollPlayer
|
-- Function called when a player character joins the game |
local function onCharacterAdded(character)
-- Put all of the current parts of the model into the player collision group
setCollisionGroupRecursive(character, playerGroup)
-- Put any part that gets added to the character later into the collision group
character.DescendantAdded:Connect(function(descendant)
if descendant:IsA("BasePart") then
PhysicsService:SetPartCollisionGroup(descendant, playerGroup)
end
end)
end
|
-- This is responsible for positioning the topbar icons |
function IconController.updateTopbar(toggleTransitionInfo)
local function getIncrement(otherIcon, alignment)
--local container = otherIcon.instances.iconContainer
--local sizeX = container.Size.X.Offset
local iconSize = otherIcon:get("iconSize") or UDim2.new(0, 32, 0, 32)
local sizeX = iconSize.X.Offset
local alignmentGap = IconController[alignment.."Gap"]
local iconWidthAndGap = (sizeX + alignmentGap)
local increment = iconWidthAndGap
local preOffset = 0
if otherIcon._parentIcon == nil then
local extendLeft, extendRight, additionalRight = IconController.getMenuOffset(otherIcon)
preOffset += extendLeft
increment += extendRight + additionalRight
end
return increment, preOffset
end
if topbarUpdating then -- This prevents the topbar updating and shifting icons more than it needs to
return false
end
coroutine.wrap(function()
topbarUpdating = true
runService.Heartbeat:Wait()
topbarUpdating = false
for alignment, alignmentInfo in pairs(alignmentDetails) do
alignmentInfo.records = {}
end
for otherIcon, _ in pairs(topbarIcons) do
if IconController.canShowIconOnTopbar(otherIcon) then
local alignment = otherIcon:get("alignment")
table.insert(alignmentDetails[alignment].records, otherIcon)
end
end
local viewportSize = workspace.CurrentCamera.ViewportSize
for alignment, alignmentInfo in pairs(alignmentDetails) do
local records = alignmentInfo.records
if #records > 1 then
if alignmentInfo.reverseSort then
table.sort(records, function(a,b) return a:get("order") > b:get("order") end)
else
table.sort(records, function(a,b) return a:get("order") < b:get("order") end)
end
end
local totalIconX = 0
for i, otherIcon in pairs(records) do
local increment = getIncrement(otherIcon, alignment)
totalIconX = totalIconX + increment
end
local offsetX = alignmentInfo.getStartOffset(totalIconX, alignment)
local preOffsetX = offsetX
local containerX = TopbarPlusGui.TopbarContainer.AbsoluteSize.X
for i, otherIcon in pairs(records) do
local increment, preOffset = getIncrement(otherIcon, alignment)
local newAbsoluteX = alignmentInfo.startScale*containerX + preOffsetX+preOffset
preOffsetX = preOffsetX + increment
end
for i, otherIcon in pairs(records) do
local container = otherIcon.instances.iconContainer
local increment, preOffset = getIncrement(otherIcon, alignment)
local topPadding = otherIcon.topPadding
local newPositon = UDim2.new(alignmentInfo.startScale, offsetX+preOffset, topPadding.Scale, topPadding.Offset)
local isAnOverflowIcon = string.match(otherIcon.name, "_overflowIcon-")
if toggleTransitionInfo then
tweenService:Create(container, toggleTransitionInfo, {Position = newPositon}):Play()
else
container.Position = newPositon
end
offsetX = offsetX + increment
otherIcon.targetPosition = UDim2.new(0, (newPositon.X.Scale*viewportSize.X) + newPositon.X.Offset, 0, (newPositon.Y.Scale*viewportSize.Y) + newPositon.Y.Offset)
end
end
-- OVERFLOW HANDLER
--------
local START_LEEWAY = 10 -- The additional offset where the end icon will be converted to ... without an apparant change in position
local function getBoundaryX(iconToCheck, side, gap)
local additionalGap = gap or 0
local currentSize = iconToCheck:get("iconSize")
local sizeX = currentSize.X.Offset
local extendLeft, extendRight = IconController.getMenuOffset(iconToCheck)
local boundaryXOffset = (side == "left" and (-additionalGap-extendLeft)) or (side == "right" and sizeX+additionalGap+extendRight)
local boundaryX = iconToCheck.targetPosition.X.Offset + boundaryXOffset
return boundaryX
end
local function getSizeX(iconToCheck, usePrevious)
local currentSize, previousSize = iconToCheck:get("iconSize", nil, "beforeDropdown")
local newSize = (usePrevious and previousSize) or currentSize
local extendLeft, extendRight = IconController.getMenuOffset(iconToCheck)
local sizeX = newSize.X.Offset + extendLeft + extendRight
return sizeX
end
for alignment, alignmentInfo in pairs(alignmentDetails) do
local overflowIcon = alignmentInfo.overflowIcon
if overflowIcon then
local alignmentGap = IconController[alignment.."Gap"]
local oppositeAlignment = (alignment == "left" and "right") or "left"
local oppositeAlignmentInfo = alignmentDetails[oppositeAlignment]
local oppositeOverflowIcon = IconController.getIcon("_overflowIcon-"..oppositeAlignment)
-- This determines whether any icons (from opposite or mid alignment) are overlapping with this alignment
local overflowBoundaryX = getBoundaryX(overflowIcon, alignment)
if overflowIcon.enabled then
overflowBoundaryX = getBoundaryX(overflowIcon, oppositeAlignment, alignmentGap)
end
local function doesExceed(givenBoundaryX)
local exceeds = (alignment == "left" and givenBoundaryX < overflowBoundaryX) or (alignment == "right" and givenBoundaryX > overflowBoundaryX)
return exceeds
end
local alignmentOffset = oppositeAlignmentInfo.getOffset()
if not overflowIcon.enabled then
alignmentOffset += START_LEEWAY
end
local alignmentBorderX = (alignment == "left" and viewportSize.X - alignmentOffset) or (alignment == "right" and alignmentOffset)
local closestBoundaryX = alignmentBorderX
local exceededCriticalBoundary = doesExceed(closestBoundaryX)
local function checkBoundaryExceeded(recordToCheck)
local totalIcons = #recordToCheck
for i = 1, totalIcons do
local endIcon = recordToCheck[totalIcons+1 - i]
if IconController.canShowIconOnTopbar(endIcon) then
local isAnOverflowIcon = string.match(endIcon.name, "_overflowIcon-")
if isAnOverflowIcon and totalIcons ~= 1 then --!!!
break
elseif isAnOverflowIcon and not endIcon.enabled then
continue
end
local additionalMyX = 0
if not overflowIcon.enabled then
additionalMyX = START_LEEWAY
end
local myBoundaryX = getBoundaryX(endIcon, alignment, additionalMyX)
local isNowClosest = (alignment == "left" and myBoundaryX < closestBoundaryX) or (alignment == "right" and myBoundaryX > closestBoundaryX)
if isNowClosest then
closestBoundaryX = myBoundaryX
if doesExceed(myBoundaryX) then
exceededCriticalBoundary = true
end
end
end
end
end
checkBoundaryExceeded(alignmentDetails[oppositeAlignment].records)
checkBoundaryExceeded(alignmentDetails.mid.records)
-- This determines which icons to give to the overflow if an overlap is present
if exceededCriticalBoundary then
local recordToCheck = alignmentInfo.records
local totalIcons = #recordToCheck
for i = 1, totalIcons do
local endIcon = (alignment == "left" and recordToCheck[totalIcons+1 - i]) or (alignment == "right" and recordToCheck[i])
if endIcon ~= overflowIcon and IconController.canShowIconOnTopbar(endIcon) then
local additionalGap = alignmentGap
local overflowIconSizeX = overflowIcon:get("iconSize").X.Offset
if overflowIcon.enabled then
additionalGap += alignmentGap + overflowIconSizeX
end
local myBoundaryXPlusGap = getBoundaryX(endIcon, oppositeAlignment, additionalGap)
local exceeds = (alignment == "left" and myBoundaryXPlusGap >= closestBoundaryX) or (alignment == "right" and myBoundaryXPlusGap <= closestBoundaryX)
if exceeds then
if not overflowIcon.enabled then
local overflowContainer = overflowIcon.instances.iconContainer
local yPos = overflowContainer.Position.Y
local appearXAdditional = (alignment == "left" and -overflowContainer.Size.X.Offset) or 0
local appearX = getBoundaryX(endIcon, oppositeAlignment, appearXAdditional)
overflowContainer.Position = UDim2.new(0, appearX, yPos.Scale, yPos.Offset)
overflowIcon:setEnabled(true)
end
if #endIcon.dropdownIcons > 0 then
endIcon._overflowConvertedToMenu = true
local wasSelected = endIcon.isSelected
endIcon:deselect()
local iconsToConvert = {}
for _, dIcon in pairs(endIcon.dropdownIcons) do
table.insert(iconsToConvert, dIcon)
end
for _, dIcon in pairs(endIcon.dropdownIcons) do
dIcon:leave()
end
endIcon:setMenu(iconsToConvert)
if wasSelected and overflowIcon.isSelected then
endIcon:select()
end
end
endIcon:join(overflowIcon, "dropdown")
if #endIcon.menuIcons > 0 and endIcon.menuOpen then
endIcon:deselect()
endIcon:select()
overflowIcon:select()
end
end
break
end
end
else
-- This checks to see if the lowest/highest (depending on left/right) ordered overlapping icon is no longer overlapping, removes from the dropdown, and repeats if valid
local winningOrder, winningOverlappedIcon
local totalOverlappingIcons = #overflowIcon.dropdownIcons
if not (oppositeOverflowIcon.enabled and #alignmentInfo.records == 1 and #oppositeAlignmentInfo.records ~= 1) then
for _, overlappedIcon in pairs(overflowIcon.dropdownIcons) do
local iconOrder = overlappedIcon:get("order")
if winningOverlappedIcon == nil or (alignment == "left" and iconOrder < winningOrder) or (alignment == "right" and iconOrder > winningOrder) then
winningOrder = iconOrder
winningOverlappedIcon = overlappedIcon
end
end
end
if winningOverlappedIcon then
local sizeX = getSizeX(winningOverlappedIcon, true)
local myForesightBoundaryX = getBoundaryX(overflowIcon, oppositeAlignment)
if totalOverlappingIcons == 1 then
myForesightBoundaryX = getBoundaryX(overflowIcon, alignment, alignmentGap-START_LEEWAY)
end
local availableGap = math.abs(closestBoundaryX - myForesightBoundaryX) - (alignmentGap*2)
local noLongerExeeds = (sizeX < availableGap)
if noLongerExeeds then
if #overflowIcon.dropdownIcons == 1 then
overflowIcon:setEnabled(false)
end
local overflowContainer = overflowIcon.instances.iconContainer
local yPos = overflowContainer.Position.Y
overflowContainer.Position = UDim2.new(0, myForesightBoundaryX, yPos.Scale, yPos.Offset)
winningOverlappedIcon:leave()
--
if winningOverlappedIcon._overflowConvertedToMenu then
winningOverlappedIcon._overflowConvertedToMenu = nil
local iconsToConvert = {}
for _, dIcon in pairs(winningOverlappedIcon.menuIcons) do
table.insert(iconsToConvert, dIcon)
end
for _, dIcon in pairs(winningOverlappedIcon.menuIcons) do
dIcon:leave()
end
winningOverlappedIcon:setDropdown(iconsToConvert)
end
--
end
end
end
end
end
--------
return true
end)()
end
function IconController.setTopbarEnabled(bool, forceBool)
if forceBool == nil then
forceBool = true
end
local indicator = TopbarPlusGui.Indicator
if forceBool and not bool then
forceTopbarDisabled = true
elseif forceBool and bool then
forceTopbarDisabled = false
end
if IconController.controllerModeEnabled then
if bool then
if TopbarPlusGui.TopbarContainer.Visible or forceTopbarDisabled or menuOpen or not checkTopbarEnabled() then return end
if forceBool then
indicator.Visible = checkTopbarEnabled()
else
if hapticService:IsVibrationSupported(Enum.UserInputType.Gamepad1) and hapticService:IsMotorSupported(Enum.UserInputType.Gamepad1,Enum.VibrationMotor.Small) then
hapticService:SetMotor(Enum.UserInputType.Gamepad1,Enum.VibrationMotor.Small,1)
delay(0.2,function()
pcall(function()
hapticService:SetMotor(Enum.UserInputType.Gamepad1,Enum.VibrationMotor.Small,0)
end)
end)
end
TopbarPlusGui.TopbarContainer.Visible = true
TopbarPlusGui.TopbarContainer:TweenPosition(
UDim2.new(0,0,0,5 + STUPID_CONTROLLER_OFFSET),
Enum.EasingDirection.Out,
Enum.EasingStyle.Quad,
0.1,
true
)
local selectIcon
local targetOffset = 0
IconController:_updateSelectionGroup()
runService.Heartbeat:Wait()
local indicatorSizeTrip = 50 --indicator.AbsoluteSize.Y * 2
for otherIcon, _ in pairs(topbarIcons) do
if IconController.canShowIconOnTopbar(otherIcon) and (selectIcon == nil or otherIcon:get("order") > selectIcon:get("order")) then
selectIcon = otherIcon
end
local container = otherIcon.instances.iconContainer
local newTargetOffset = -27 + container.AbsoluteSize.Y + indicatorSizeTrip
if newTargetOffset > targetOffset then
targetOffset = newTargetOffset
end
end
if guiService:GetEmotesMenuOpen() then
guiService:SetEmotesMenuOpen(false)
end
if guiService:GetInspectMenuEnabled() then
guiService:CloseInspectMenu()
end
local newSelectedObject = IconController._previousSelectedObject or selectIcon.instances.iconButton
IconController._setControllerSelectedObject(newSelectedObject)
indicator.Image = "rbxassetid://5278151071"
indicator:TweenPosition(
UDim2.new(0.5,0,0,targetOffset + STUPID_CONTROLLER_OFFSET),
Enum.EasingDirection.Out,
Enum.EasingStyle.Quad,
0.1,
true
)
end
else
if forceBool then
indicator.Visible = false
else
indicator.Visible = checkTopbarEnabled()
end
if not TopbarPlusGui.TopbarContainer.Visible then return end
guiService.AutoSelectGuiEnabled = true
IconController:_updateSelectionGroup(true)
TopbarPlusGui.TopbarContainer:TweenPosition(
UDim2.new(0,0,0,-TopbarPlusGui.TopbarContainer.Size.Y.Offset + STUPID_CONTROLLER_OFFSET),
Enum.EasingDirection.Out,
Enum.EasingStyle.Quad,
0.1,
true,
function()
TopbarPlusGui.TopbarContainer.Visible = false
end
)
indicator.Image = "rbxassetid://5278151556"
indicator:TweenPosition(
UDim2.new(0.5,0,0,5),
Enum.EasingDirection.Out,
Enum.EasingStyle.Quad,
0.1,
true
)
end
else
local topbarContainer = TopbarPlusGui.TopbarContainer
if checkTopbarEnabled() then
topbarContainer.Visible = bool
else
topbarContainer.Visible = false
end
end
end
function IconController.setGap(value, alignment)
local newValue = tonumber(value) or 12
local newAlignment = tostring(alignment):lower()
if newAlignment == "left" or newAlignment == "mid" or newAlignment == "right" then
IconController[newAlignment.."Gap"] = newValue
return
end
IconController.leftGap = newValue
IconController.midGap = newValue
IconController.rightGap = newValue
IconController.updateTopbar()
end
|
--[=[
@within ClientRemoteSignal
@interface Connection
.Disconnect () -> nil
]=] |
function ClientRemoteSignal.new(re: RemoteEvent, inboundMiddleware: Types.ClientMiddleware?, outboudMiddleware: Types.ClientMiddleware?)
local self = setmetatable({}, ClientRemoteSignal)
self._re = re
if outboudMiddleware and #outboudMiddleware > 0 then
self._hasOutbound = true
self._outbound = outboudMiddleware
else
self._hasOutbound = false
end
if inboundMiddleware and #inboundMiddleware > 0 then
self._directConnect = false
self._signal = Signal.new()
self._reConn = self._re.OnClientEvent:Connect(function(...)
local args = table.pack(...)
for _,middlewareFunc in ipairs(inboundMiddleware) do
local middlewareResult = table.pack(middlewareFunc(args))
if not middlewareResult[1] then
return
end
end
self._signal:Fire(table.unpack(args, 1, args.n))
end)
else
self._directConnect = true
end
return self
end
function ClientRemoteSignal:_processOutboundMiddleware(...: any)
local args = table.pack(...)
for _,middlewareFunc in ipairs(self._outbound) do
local middlewareResult = table.pack(middlewareFunc(args))
if not middlewareResult[1] then
return table.unpack(middlewareResult, 2, middlewareResult.n)
end
end
return table.unpack(args, 1, args.n)
end
|
--[[Engine]] |
--Torque Curve
Tune.Horsepower = 3000 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 1000 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 11000 -- Use sliders to manipulate values
Tune.Redline = 12000 -- 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)
|
-- << VARIABLES >> |
local messageContainer = Instance.new("Folder")
messageContainer.Name = "MessageContainer"
messageContainer.Parent = main.gui
local containerFrames = {"Messages", "Hints"}
for i,v in pairs(containerFrames) do
local frame = Instance.new("Frame")
frame.Size = UDim2.new(1,0,1,0)
frame.Position = UDim2.new(0,0,0,0)
frame.BackgroundTransparency = 1
frame.Name = v
if v == "Hints" then
local list = Instance.new("UIListLayout")
list.Parent = frame
end
frame.Parent = messageContainer
end
|
-- ROBLOX Services |
local RunService = game:GetService('RunService')
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Players = game:GetService("Players")
local StarterGui = game:GetService("StarterGui")
local Lighting = game:GetService("Lighting")
|
--[[
LOWGames Studios
Date: 27 October 2022
by Elder
]] | --
local u1 = nil;
coroutine.wrap(function()
u1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library"));
end)();
return function(p1)
p1 = tostring(string.format("%18.0f", tonumber(p1) or 0));
p1 = (tostring(p1):reverse():gsub("(%d%d%d)", "%1,"):reverse() .. (tostring(p1):match("%.%d+") or "")):gsub("^,", "");
p1 = string.gsub(p1, "%s+", "");
local v1
if string.sub(p1, 0, 1) == "," then
v1 = 2;
else
v1 = 0;
end;
p1 = string.sub(p1, v1);
return p1;
end;
|
-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote |
local emoteNames = { wave = false, point = false, dance = true, dance2 = true, dance3 = true, laugh = false, cheer = false}
math.randomseed(tick())
function configureAnimationSet(name, fileList)
if (animTable[name] ~= nil) then
for _, connection in pairs(animTable[name].connections) do
connection:Disconnect()
end
end
animTable[name] = {}
animTable[name].count = 0
animTable[name].totalWeight = 0
animTable[name].connections = {}
local allowCustomAnimations = true
local AllowDisableCustomAnimsUserFlag = false
local success, msg = pcall(function()
AllowDisableCustomAnimsUserFlag = UserSettings():IsUserFeatureEnabled("UserAllowDisableCustomAnims2")
end)
if (AllowDisableCustomAnimsUserFlag) then
local success, msg = pcall(function() allowCustomAnimations = game:GetService("StarterPlayer").AllowCustomAnimations end)
if not success then
allowCustomAnimations = true
end
end
-- check for config values
local config = script:FindFirstChild(name)
if (allowCustomAnimations and config ~= nil) then
table.insert(animTable[name].connections, config.ChildAdded:Connect(function(child) configureAnimationSet(name, fileList) end))
table.insert(animTable[name].connections, config.ChildRemoved:Connect(function(child) configureAnimationSet(name, fileList) end))
local idx = 1
for _, childPart in pairs(config:GetChildren()) do
if (childPart:IsA("Animation")) then
table.insert(animTable[name].connections, childPart.Changed:Connect(function(property) configureAnimationSet(name, fileList) end))
animTable[name][idx] = {}
animTable[name][idx].anim = childPart
local weightObject = childPart:FindFirstChild("Weight")
if (weightObject == nil) then
animTable[name][idx].weight = 1
else
animTable[name][idx].weight = weightObject.Value
end
animTable[name].count = animTable[name].count + 1
animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight
idx = idx + 1
end
end
end
-- fallback to defaults
if (animTable[name].count <= 0) then
for idx, anim in pairs(fileList) do
animTable[name][idx] = {}
animTable[name][idx].anim = Instance.new("Animation")
animTable[name][idx].anim.Name = name
animTable[name][idx].anim.AnimationId = anim.id
animTable[name][idx].weight = anim.weight
animTable[name].count = animTable[name].count + 1
animTable[name].totalWeight = animTable[name].totalWeight + anim.weight |
--> References |
local Fountain = script.Parent
local HealPart = Fountain:WaitForChild("Heal", math.huge)
local BillboardGui = HealPart:WaitForChild("Attachment"):WaitForChild("BillboardGui")
|
--Made by Luckymaxer |
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
Players = game:GetService("Players")
UserInputService = game:GetService("UserInputService")
Animations = {}
Remotes = Tool:WaitForChild("Remotes")
ServerControl = Remotes:WaitForChild("ServerControl")
ClientControl = Remotes:WaitForChild("ClientControl")
ToolEquipped = false
function SetAnimation(mode, value)
if not ToolEquipped or not CheckIfAlive() or not mode or not value then
return
end
if mode == "PlayAnimation" then
for i, v in pairs(Animations) do
if v.Animation == value.Animation then
v.AnimationTrack:Stop()
table.remove(Animations, i)
end
end
local AnimationTrack = Humanoid:LoadAnimation(value.Animation)
table.insert(Animations, {Animation = value.Animation, AnimationTrack = AnimationTrack})
AnimationTrack:Play(value.FadeTime, value.Weight, value.Speed)
elseif mode == "StopAnimation" and value then
for i, v in pairs(Animations) do
if v.Animation == value.Animation then
v.AnimationTrack:Stop()
table.remove(Animations, i)
end
end
end
end
function CheckIfAlive()
return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent and Player and Player.Parent) and true) or false)
end
function Equipped(Mouse)
Character = Tool.Parent
Humanoid = Character:FindFirstChild("Humanoid")
Torso = Character:FindFirstChild("HumanoidRootPart")
Player = Players:GetPlayerFromCharacter(Character)
if not CheckIfAlive() then
return
end
PlayerMouse = Mouse
ToolEquipped = true
end
function Unequipped()
ToolEquipped = false
for i, v in pairs(Animations) do
if v and v.AnimationTrack then
v.AnimationTrack:Stop()
end
end
Animations = {}
end
function InvokeServer(mode, value)
local ServerReturn
pcall(function()
ServerReturn = ServerControl:InvokeServer(mode, value)
end)
return ServerReturn
end
function OnClientInvoke(mode, value)
if not mode or not ToolEquipped or not CheckIfAlive() then
return
end
if mode == "PlayAnimation" then
SetAnimation("PlayAnimation", value)
elseif mode == "StopAnimation" and value then
SetAnimation("StopAnimation", value)
elseif mode == "MouseData" then
return ((PlayerMouse and {Position = PlayerMouse.Hit.p, Target = PlayerMouse.Target}) or nil)
end
end
ClientControl.OnClientInvoke = OnClientInvoke
Tool.Equipped:connect(Equipped)
Tool.Unequipped:connect(Unequipped)
|
-- UI elements |
local dlg = script.Parent
local playerNameWins = dlg:FindFirstChild("PlayerNameWins")
local okButton = dlg:FindFirstChild("Ok")
|
--[[
[Horizontal and Vertical limits for head and body tracking.]
[Setting to 0 negates tracking, setting to 1 is normal tracking, and setting to anything higher than 1 goes past real life head/body rotation capabilities.]
--]] |
local HeadHorFactor = 1
local HeadVertFactor = 0.6
local BodyHorFactor = 2
local BodyVertFactor = 0.4
|
-- Decompiled with the Synapse X Luau decompiler. |
local l__Players__1 = game:GetService("Players");
local u1 = {
Climbing = {
SoundId = "rbxasset://sounds/action_footsteps_plastic.mp3",
Looped = true
},
Died = {
SoundId = "rbxasset://sounds/uuhhh.mp3"
},
FreeFalling = {
SoundId = "rbxasset://sounds/action_falling.mp3",
Looped = true
},
GettingUp = {
SoundId = "rbxasset://sounds/action_get_up.mp3"
},
Jumping = {
SoundId = "rbxasset://sounds/action_jump.mp3"
},
Landing = {
SoundId = "rbxasset://sounds/action_jump_land.mp3"
},
Running = {
SoundId = "rbxasset://sounds/action_footsteps_plastic.mp3",
Looped = true,
Pitch = 1.85
},
Splash = {
SoundId = "rbxasset://sounds/impact_water.mp3"
},
Swimming = {
SoundId = "rbxasset://sounds/action_swim.mp3",
Looped = true,
Pitch = 1.6
}
};
local l__RunService__2 = game:GetService("RunService");
local function u3(...)
local u4 = { ... };
local u5 = Instance.new("BindableEvent");
local function v2(...)
for v3 = 1, #u4 do
u4[v3]:Disconnect();
end;
return u5:Fire(...);
end;
for v4 = 1, #u4 do
u4[v4] = u4[v4]:Connect(v2);
end;
return u5.Event:Wait();
end;
local function u6(p1, p2, p3)
local v5 = {};
for v6, v7 in pairs(u1) do
local v8 = Instance.new("Sound");
v8.Name = v6;
v8.Archivable = false;
v8.EmitterSize = 5;
v8.MaxDistance = 150;
v8.Volume = 0.65;
for v9, v10 in pairs(v7) do
v8[v9] = v10;
end;
v8.Parent = p3;
v5[v6] = v8;
end;
local u7 = {};
local v11 = {
[Enum.HumanoidStateType.FallingDown] = function()
local v12 = {};
for v13, v14 in pairs(u7) do
v12[v13] = v14;
end;
for v15 in pairs(v12) do
if v15 ~= nil then
v15.Playing = false;
u7[v15] = nil;
end;
end;
end
};
v11[Enum.HumanoidStateType.GettingUp] = function()
local v16 = {};
for v17, v18 in pairs(u7) do
v16[v17] = v18;
end;
for v19 in pairs(v16) do
if v19 ~= nil then
v19.Playing = false;
u7[v19] = nil;
end;
end;
local l__GettingUp__20 = v5.GettingUp;
l__GettingUp__20.TimePosition = 0;
l__GettingUp__20.Playing = true;
end;
v11[Enum.HumanoidStateType.Jumping] = function()
local v21 = {};
for v22, v23 in pairs(u7) do
v21[v22] = v23;
end;
for v24 in pairs(v21) do
if v24 ~= nil then
v24.Playing = false;
u7[v24] = nil;
end;
end;
local l__Jumping__25 = v5.Jumping;
l__Jumping__25.TimePosition = 0;
l__Jumping__25.Playing = true;
end;
v11[Enum.HumanoidStateType.Swimming] = function()
local v26 = math.abs(p3.Velocity.Y);
if v26 > 0.1 then
v5.Splash.Volume = math.clamp((v26 - 100) * 0.72 / 250 + 0.28, 0, 1);
local l__Splash__27 = v5.Splash;
l__Splash__27.TimePosition = 0;
l__Splash__27.Playing = true;
end;
local l__Swimming__28 = v5.Swimming;
local v29 = {};
for v30, v31 in pairs(u7) do
v29[v30] = v31;
end;
for v32 in pairs(v29) do
if v32 ~= l__Swimming__28 then
v32.Playing = false;
u7[v32] = nil;
end;
end;
v5.Swimming.Playing = true;
u7[v5.Swimming] = true;
end;
v11[Enum.HumanoidStateType.Freefall] = function()
v5.FreeFalling.Volume = 0;
local l__FreeFalling__33 = v5.FreeFalling;
local v34 = {};
for v35, v36 in pairs(u7) do
v34[v35] = v36;
end;
for v37 in pairs(v34) do
if v37 ~= l__FreeFalling__33 then
v37.Playing = false;
u7[v37] = nil;
end;
end;
u7[v5.FreeFalling] = true;
end;
v11[Enum.HumanoidStateType.Landed] = function()
local v38 = {};
for v39, v40 in pairs(u7) do
v38[v39] = v40;
end;
for v41 in pairs(v38) do
if v41 ~= nil then
v41.Playing = false;
u7[v41] = nil;
end;
end;
local v42 = math.abs(p3.Velocity.Y);
if v42 > 75 then
v5.Landing.Volume = math.clamp((v42 - 50) * 1 / 50 + 0, 0, 1);
local l__Landing__43 = v5.Landing;
l__Landing__43.TimePosition = 0;
l__Landing__43.Playing = true;
end;
end;
v11[Enum.HumanoidStateType.Running] = function()
local l__Running__44 = v5.Running;
local v45 = {};
for v46, v47 in pairs(u7) do
v45[v46] = v47;
end;
for v48 in pairs(v45) do
if v48 ~= l__Running__44 then
v48.Playing = false;
u7[v48] = nil;
end;
end;
v5.Running.Playing = true;
u7[v5.Running] = true;
end;
v11[Enum.HumanoidStateType.Climbing] = function()
local l__Climbing__49 = v5.Climbing;
if math.abs(p3.Velocity.Y) > 0.1 then
l__Climbing__49.Playing = true;
local v50 = {};
for v51, v52 in pairs(u7) do
v50[v51] = v52;
end;
for v53 in pairs(v50) do
if v53 ~= l__Climbing__49 then
v53.Playing = false;
u7[v53] = nil;
end;
end;
else
local v54 = {};
for v55, v56 in pairs(u7) do
v54[v55] = v56;
end;
for v57 in pairs(v54) do
if v57 ~= nil then
v57.Playing = false;
u7[v57] = nil;
end;
end;
end;
u7[l__Climbing__49] = true;
end;
v11[Enum.HumanoidStateType.Seated] = function()
local v58 = {};
for v59, v60 in pairs(u7) do
v58[v59] = v60;
end;
for v61 in pairs(v58) do
if v61 ~= nil then
v61.Playing = false;
u7[v61] = nil;
end;
end;
end;
v11[Enum.HumanoidStateType.Dead] = function()
local v62 = {};
for v63, v64 in pairs(u7) do
v62[v63] = v64;
end;
for v65 in pairs(v62) do
if v65 ~= nil then
v65.Playing = false;
u7[v65] = nil;
end;
end;
local l__Died__66 = v5.Died;
l__Died__66.TimePosition = 0;
l__Died__66.Playing = true;
end;
local v67 = {
[v5.Climbing] = function(p4, p5, p6)
p5.Playing = p6.Magnitude > 0.1;
end,
[v5.FreeFalling] = function(p7, p8, p9)
if not (p9.Magnitude > 75) then
p8.Volume = 0;
return;
end;
p8.Volume = math.clamp(p8.Volume + 0.9 * p7, 0, 1);
end
};
v67[v5.Running] = function(p10, p11, p12)
local v68 = false;
if p12.Magnitude > 0.5 then
v68 = p2.MoveDirection.Magnitude > 0.5;
end;
p11.Playing = v68;
end;
local v69 = {
[Enum.HumanoidStateType.RunningNoPhysics] = Enum.HumanoidStateType.Running
};
local v70 = {};
local u8 = v69[p2:GetState()] or p2:GetState();
local u9 = p2.StateChanged:Connect(function(p13, p14)
p14 = v69[p14] and p14;
if p14 ~= u8 then
local v71 = v11[p14];
if v71 then
v71();
end;
u8 = p14;
end;
end);
local u10 = l__RunService__2.Stepped:Connect(function(p15, p16)
for v72 in pairs(u7) do
local v73 = v67[v72];
if v73 then
v73(p16, v72, p3.Velocity);
end;
end;
end);
local u11 = nil;
local u12 = nil;
local u13 = nil;
u11 = p2.AncestryChanged:Connect(function(p17, p18)
if not p18 then
u9:Disconnect();
u10:Disconnect();
u11:Disconnect();
u12:Disconnect();
u13:Disconnect();
end;
end);
u12 = p3.AncestryChanged:Connect(function(p19, p20)
if not p20 then
u9:Disconnect();
u10:Disconnect();
u11:Disconnect();
u12:Disconnect();
u13:Disconnect();
end;
end);
u13 = p1.CharacterAdded:Connect(function()
u9:Disconnect();
u10:Disconnect();
u11:Disconnect();
u12:Disconnect();
u13:Disconnect();
end);
end;
l__Players__1.PlayerAdded:Connect(function(p21)
local function v74(p22)
if not p22.Parent then
u3(p22.AncestryChanged, p21.CharacterAdded);
end;
if p21.Character ~= p22 or not p22.Parent then
return;
end;
local v75 = p22:FindFirstChildOfClass("Humanoid");
while p22:IsDescendantOf(game) and not v75 do
u3(p22.ChildAdded, p22.AncestryChanged, p21.CharacterAdded);
v75 = p22:FindFirstChildOfClass("Humanoid");
end;
if p21.Character ~= p22 or not p22:IsDescendantOf(game) then
return;
end;
local v76 = p22:FindFirstChild("HumanoidRootPart");
while p22:IsDescendantOf(game) and not v76 do
u3(p22.ChildAdded, p22.AncestryChanged, v75.AncestryChanged, p21.CharacterAdded);
v76 = p22:FindFirstChild("HumanoidRootPart");
end;
if v76 and v75:IsDescendantOf(game) and p22:IsDescendantOf(game) and p21.Character == p22 then
u6(p21, v75, v76);
end;
end;
if p21.Character then
v74(p21.Character);
end;
p21.CharacterAdded:Connect(v74);
end);
local v77, v78, v79 = ipairs(l__Players__1:GetPlayers());
while true do
v77(v78, v79);
if not v77 then
break;
end;
v79 = v77;
local function v80(p23)
if not p23.Parent then
u3(p23.AncestryChanged, v78.CharacterAdded);
end;
if v78.Character ~= p23 or not p23.Parent then
return;
end;
local v81 = p23:FindFirstChildOfClass("Humanoid");
while p23:IsDescendantOf(game) and not v81 do
u3(p23.ChildAdded, p23.AncestryChanged, v78.CharacterAdded);
v81 = p23:FindFirstChildOfClass("Humanoid");
end;
if v78.Character ~= p23 or not p23:IsDescendantOf(game) then
return;
end;
local v82 = p23:FindFirstChild("HumanoidRootPart");
while p23:IsDescendantOf(game) and not v82 do
u3(p23.ChildAdded, p23.AncestryChanged, v81.AncestryChanged, v78.CharacterAdded);
v82 = p23:FindFirstChild("HumanoidRootPart");
end;
if v82 and v81:IsDescendantOf(game) and p23:IsDescendantOf(game) and v78.Character == p23 then
u6(v78, v81, v82);
end;
end;
if v78.Character then
v80(v78.Character);
end;
v78.CharacterAdded:Connect(v80);
end;
|
---This Script Is Giving Us Special Gui When You Are Premium
---SG Is Here :P | |
-- humanoidR15AnimateLiveUpdates.lua |
local Character = script.Parent
local Humanoid = Character:WaitForChild("Humanoid")
local pose = "Standing"
local UserGameSettings = UserSettings():GetService("UserGameSettings")
local userNoUpdateOnLoopSuccess, userNoUpdateOnLoopValue = pcall(function() return UserSettings():IsUserFeatureEnabled("UserNoUpdateOnLoop") end)
local userNoUpdateOnLoop = userNoUpdateOnLoopSuccess and userNoUpdateOnLoopValue
local userAnimateScaleRunSuccess, userAnimateScaleRunValue = pcall(function() return UserSettings():IsUserFeatureEnabled("UserAnimateScaleRun") end)
local userAnimateScaleRun = userAnimateScaleRunSuccess and userAnimateScaleRunValue
local AnimationSpeedDampeningObject = script:FindFirstChild("ScaleDampeningPercent")
local HumanoidHipHeight = 2
local humanoidSpeed = 0 -- speed most recently sent to us from onRunning()
local cachedRunningSpeed = 0 -- The most recent speed used to compute blends. Tiny variations from cachedRunningSpeed will not cause animation updates.
local cachedLocalDirection = {x=0.0, y=0.0} -- unit 2D object space direction of motion
local smallButNotZero = 0.0001 -- We want weights to be small but not so small the animation stops
local runBlendtime = 0.2
local lastLookVector = Vector3.new(0.0, 0.0, 0.0) -- used to track whether rootPart orientation is changing.
local lastBlendTime = 0 -- The last time we blended velocities
local WALK_SPEED = 6.4
local RUN_SPEED = 12.8
local EMOTE_TRANSITION_TIME = 0.1
local currentAnim = ""
local currentAnimInstance = nil
local currentAnimTrack = nil
local currentAnimKeyframeHandler = nil
local currentAnimSpeed = 1.0
local PreloadedAnims = {}
local animTable = {}
local animNames = {
idle = {
{ id = "http://www.roblox.com/asset/?id=507766666", weight = 1 },
{ id = "http://www.roblox.com/asset/?id=507766951", weight = 1 },
{ id = "http://www.roblox.com/asset/?id=507766388", weight = 9 }
},
walk = {
{ id = "http://www.roblox.com/asset/?id=507777826", weight = 10 }
},
run = {
{ id = "http://www.roblox.com/asset/?id=507767714", weight = 10 }
},
swim = {
{ id = "http://www.roblox.com/asset/?id=507784897", weight = 10 }
},
swimidle = {
{ id = "http://www.roblox.com/asset/?id=507785072", weight = 10 }
},
jump = {
{ id = "http://www.roblox.com/asset/?id=507765000", weight = 10 }
},
fall = {
{ id = "http://www.roblox.com/asset/?id=507767968", weight = 10 }
},
climb = {
{ id = "http://www.roblox.com/asset/?id=507765644", weight = 10 }
},
sit = {
{ id = "http://www.roblox.com/asset/?id=2506281703", weight = 10 }
},
toolnone = {
{ id = "http://www.roblox.com/asset/?id=507768375", weight = 10 }
},
toolslash = {
{ id = "http://www.roblox.com/asset/?id=522635514", weight = 10 }
},
toollunge = {
{ id = "http://www.roblox.com/asset/?id=522638767", weight = 10 }
},
wave = {
{ id = "http://www.roblox.com/asset/?id=507770239", weight = 10 }
},
point = {
{ id = "http://www.roblox.com/asset/?id=507770453", weight = 10 }
},
dance = {
{ id = "http://www.roblox.com/asset/?id=507771019", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=507771955", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=507772104", weight = 10 }
},
dance2 = {
{ id = "http://www.roblox.com/asset/?id=507776043", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=507776720", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=507776879", weight = 10 }
},
dance3 = {
{ id = "http://www.roblox.com/asset/?id=507777268", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=507777451", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=507777623", weight = 10 }
},
laugh = {
{ id = "http://www.roblox.com/asset/?id=507770818", weight = 10 }
},
cheer = {
{ id = "http://www.roblox.com/asset/?id=507770677", weight = 10 }
},
}
local strafingLocomotionMap = {}
local fallbackLocomotionMap = {}
local locomotionMap = strafingLocomotionMap |
--[[
Constructs a new state object, which exposes compatibility APIs for
integrating with non-reactive code.
]] |
local Package = script.Parent.Parent
local initDependency = require(Package.Dependencies.initDependency)
local class = {}
local CLASS_METATABLE = {__index = class}
|
-- Pre-Setup Functions |
function WaitForItem(Location, Item)
while (Location:FindFirstChild(Item) == nil) do wait(1) end
return Location:FindFirstChild(Item)
end
|
--//# Lighting Setup |
function SetupLighting_()
--//# Instances
--//# Camera
local ColorCorrection = Instance.new("ColorCorrectionEffect")
local SunRays = Instance.new("SunRaysEffect")
local Blur = Instance.new("BlurEffect")
--//# Set
Lighting.Brightness = 2
Lighting.EnvironmentDiffuseScale = .2
Lighting.EnvironmentSpecularScale = .82
SunRays.Parent = Lighting
Blur.Size = 3.921
Blur.Parent = Lighting
ColorCorrection.Parent = Lighting
ColorCorrection.Saturation = .092
end
|
-- Decompiled with the Synapse X Luau decompiler. |
local l__HDAdminMain__1 = _G.HDAdminMain;
local u1 = {
DoubleJumped = function(p1, p2)
local u2 = true;
local u3 = 0;
p2:GetPropertyChangedSignal("Jump"):Connect(function()
if u2 then
u2 = false;
u3 = u3 + 1;
if u3 == 4 then
p1:Fire();
end;
wait();
u2 = true;
wait(0.2);
u3 = u3 - 1;
end;
end);
end,
EventName = function(p3, p4)
end,
New = function(p5, p6, p7, ...)
local v2 = Instance.new("BindableEvent");
u1[p6](v2, p7, ...);
v2.Parent = p7;
return v2;
end
};
return u1;
|
--[[
VRVehicleCamera - Roblox VR vehicle camera control module
2021 Roblox VR
--]] |
local EPSILON = 1e-3
local PITCH_LIMIT = math.rad(80)
local YAW_DEFAULT = math.rad(0)
local ZOOM_MINIMUM = 0.5
local ZOOM_SENSITIVITY_CURVATURE = 0.5
local DEFAULT_CAMERA_DIST = 16
local TP_FOLLOW_DIST = 200
local TP_FOLLOW_ANGLE_DOT = 0.56
local VRBaseCamera = require(script.Parent:WaitForChild("VRBaseCamera"))
local CameraInput = require(script.Parent:WaitForChild("CameraInput"))
local CameraUtils = require(script.Parent:WaitForChild("CameraUtils"))
local ZoomController = require(script.Parent:WaitForChild("ZoomController"))
local VehicleCamera = require(script.Parent:WaitForChild("VehicleCamera"))
local VehicleCameraCore = require(script.Parent.VehicleCamera:FindFirstChild("VehicleCameraCore"))
local VehicleCameraConfig = require(script.Parent.VehicleCamera:FindFirstChild("VehicleCameraConfig"))
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local VRService = game:GetService("VRService")
local localPlayer = Players.LocalPlayer
local Spring = CameraUtils.Spring
local mapClamp = CameraUtils.mapClamp
local sanitizeAngle = CameraUtils.sanitizeAngle
local ZERO_VECTOR3 = Vector3.new(0,0,0)
|
--off |
script.Parent.Cover.Transparency = 1
end
end)
|
--script.Parent.Sign.SurfaceGui.TextLabel.Text = "1 Capitol Sqr"
--script.Parent.Parent.R1.BusA.Disabled = true
--script.Parent.Parent.R1.BusB.Disabled = false |
end
if script.Parent.Value.Value == 3 then
script.Parent.Sign.SurfaceGui.TextLabel.Text = "INSERT DESTINATION NAME HERE"
end
if script.Parent.Value.Value == 4 then
script.Parent.Sign.SurfaceGui.TextLabel.Text = "INSERT DESTINATION NAME HERE"
end
if script.Parent.Value.Value == 5 then
script.Parent.Sign.SurfaceGui.TextLabel.Text = "INSERT DESTINATION NAME HERE"
end
if script.Parent.Value.Value == 6 then
script.Parent.Sign.SurfaceGui.TextLabel.Text = "INSERT DESTINATION NAME HERE"
end
if script.Parent.Value.Value == 7 then
script.Parent.Sign.SurfaceGui.TextLabel.Text = "INSERT DESTINATION NAME HERE"
end
if script.Parent.Value.Value == 8 then
script.Parent.Sign.SurfaceGui.TextLabel.Text = "INSERT DESTINATION NAME HERE"
end
if script.Parent.Value.Value == 9 then
script.Parent.Sign.SurfaceGui.TextLabel.Text = "INSERT DESTINATION NAME HERE"
end
if script.Parent.Value.Value == 10 then
script.Parent.Sign.SurfaceGui.TextLabel.Text = "INSERT DESTINATION NAME HERE"
end
if script.Parent.Value.Value == 11 then
script.Parent.Sign.SurfaceGui.TextLabel.Text = "INSERT DESTINATION NAME HERE"
end
if script.Parent.Value.Value == 12 then
script.Parent.Value.Value = 0
end
if script.Parent.Value.Value == -1 then
script.Parent.Value.Value = 11
end
end
|
-- Connect functions to key events |
game:GetService("UserInputService").InputBegan:Connect(handleKeyPress)
game:GetService("UserInputService").InputEnded:Connect(handleKeyRelease)
|
--////////////////////////////// Methods
--////////////////////////////////////// |
local methods = {}
methods.__index = methods
local function CreateGuiObjects()
local BaseFrame = Instance.new("Frame")
BaseFrame.Selectable = false
BaseFrame.Size = UDim2.new(1, 0, 1, 0)
BaseFrame.BackgroundTransparency = 1
local Scroller = Instance.new("ScrollingFrame")
Scroller.Selectable = ChatSettings.GamepadNavigationEnabled
Scroller.Name = "Scroller"
Scroller.BackgroundTransparency = 1
Scroller.BorderSizePixel = 0
Scroller.Position = UDim2.new(0, 0, 0, 3)
Scroller.Size = UDim2.new(1, -4, 1, -6)
Scroller.CanvasSize = UDim2.new(0, 0, 0, 0)
Scroller.ScrollBarThickness = module.ScrollBarThickness
Scroller.Active = true
Scroller.Parent = BaseFrame
local Layout = Instance.new("UIListLayout")
Layout.SortOrder = Enum.SortOrder.LayoutOrder
Layout.Parent = Scroller
return BaseFrame, Scroller, Layout
end
function methods:Destroy()
self.GuiObject:Destroy()
self.Destroyed = true
end
function methods:SetActive(active)
self.GuiObject.Visible = active
end
function methods:UpdateMessageFiltered(messageData)
local messageObject = nil
local searchIndex = 1
local searchTable = self.MessageObjectLog
while (#searchTable >= searchIndex) do
local obj = searchTable[searchIndex]
if obj.ID == messageData.ID then
messageObject = obj
break
end
searchIndex = searchIndex + 1
end
if messageObject then
messageObject.UpdateTextFunction(messageData)
self:PositionMessageLabelInWindow(messageObject, searchIndex)
end
end
function methods:AddMessage(messageData)
self:WaitUntilParentedCorrectly()
local messageObject = MessageLabelCreator:CreateMessageLabel(messageData, self.CurrentChannelName)
if messageObject == nil then
return
end
table.insert(self.MessageObjectLog, messageObject)
self:PositionMessageLabelInWindow(messageObject, #self.MessageObjectLog)
end
function methods:AddMessageAtIndex(messageData, index)
local messageObject = MessageLabelCreator:CreateMessageLabel(messageData, self.CurrentChannelName)
if messageObject == nil then
return
end
table.insert(self.MessageObjectLog, index, messageObject)
self:PositionMessageLabelInWindow(messageObject, index)
end
function methods:RemoveLastMessage()
self:WaitUntilParentedCorrectly()
local lastMessage = self.MessageObjectLog[1]
lastMessage:Destroy()
table.remove(self.MessageObjectLog, 1)
end
function methods:IsScrolledDown()
local yCanvasSize = self.Scroller.CanvasSize.Y.Offset
local yContainerSize = self.Scroller.AbsoluteWindowSize.Y
local yScrolledPosition = self.Scroller.CanvasPosition.Y
return (yCanvasSize < yContainerSize or
yCanvasSize - yScrolledPosition <= yContainerSize + 5)
end
function methods:UpdateMessageTextHeight(messageObject)
local baseFrame = messageObject.BaseFrame
for i = 1, 10 do
if messageObject.BaseMessage.TextFits then
break
end
local trySize = self.Scroller.AbsoluteSize.X - i
baseFrame.Size = UDim2.new(1, 0, 0, messageObject.GetHeightFunction(trySize))
end
end
function methods:PositionMessageLabelInWindow(messageObject, index)
self:WaitUntilParentedCorrectly()
local wasScrolledDown = self:IsScrolledDown()
local baseFrame = messageObject.BaseFrame
local layoutOrder = 1
if self.MessageObjectLog[index - 1] then
if index == #self.MessageObjectLog then
layoutOrder = self.MessageObjectLog[index - 1].BaseFrame.LayoutOrder + 1
else
layoutOrder = self.MessageObjectLog[index - 1].BaseFrame.LayoutOrder
end
end
baseFrame.LayoutOrder = layoutOrder
baseFrame.Size = UDim2.new(1, 0, 0, messageObject.GetHeightFunction(self.Scroller.AbsoluteSize.X))
baseFrame.Parent = self.Scroller
if messageObject.BaseMessage then
self:UpdateMessageTextHeight(messageObject)
end
if wasScrolledDown then
self.Scroller.CanvasPosition = Vector2.new(
0, math.max(0, self.Scroller.CanvasSize.Y.Offset - self.Scroller.AbsoluteSize.Y))
end
end
function methods:ReorderAllMessages()
self:WaitUntilParentedCorrectly()
--// Reordering / reparenting with a size less than 1 causes weird glitches to happen
-- with scrolling as repositioning happens.
if self.GuiObject.AbsoluteSize.Y < 1 then return end
local oldCanvasPositon = self.Scroller.CanvasPosition
local wasScrolledDown = self:IsScrolledDown()
for _, messageObject in pairs(self.MessageObjectLog) do
self:UpdateMessageTextHeight(messageObject)
end
if not wasScrolledDown then
self.Scroller.CanvasPosition = oldCanvasPositon
else
self.Scroller.CanvasPosition = Vector2.new(
0, math.max(0, self.Scroller.CanvasSize.Y.Offset - self.Scroller.AbsoluteSize.Y))
end
end
function methods:Clear()
for _, v in pairs(self.MessageObjectLog) do
v:Destroy()
end
self.MessageObjectLog = {}
end
function methods:SetCurrentChannelName(name)
self.CurrentChannelName = name
end
function methods:FadeOutBackground(duration)
--// Do nothing
end
function methods:FadeInBackground(duration)
--// Do nothing
end
function methods:FadeOutText(duration)
for i = 1, #self.MessageObjectLog do
if self.MessageObjectLog[i].FadeOutFunction then
self.MessageObjectLog[i].FadeOutFunction(duration, CurveUtil)
end
end
end
function methods:FadeInText(duration)
for i = 1, #self.MessageObjectLog do
if self.MessageObjectLog[i].FadeInFunction then
self.MessageObjectLog[i].FadeInFunction(duration, CurveUtil)
end
end
end
function methods:Update(dtScale)
for i = 1, #self.MessageObjectLog do
if self.MessageObjectLog[i].UpdateAnimFunction then
self.MessageObjectLog[i].UpdateAnimFunction(dtScale, CurveUtil)
end
end
end
|
-- functions |
function onDied()
sDied:Play()
wait(2.5)
script.Parent:Destroy()
end
function onState(state, sound)
if state then
sound:Play()
else
sound:Pause()
end
end
function onRunning(speed)
if speed>0 then
sRunning:Play()
else
sRunning:Pause()
end
end
|
--[=[
@param motor Enum.VibrationMotor
Stops the given motor. This is equivalent to calling
`gamepad:SetMotor(motor, 0)`.
```lua
gamepad:SetMotor(Enum.VibrationMotor.Large, 1)
task.wait(0.1)
gamepad:StopMotor(Enum.VibrationMotor.Large)
```
]=] |
function Gamepad:StopMotor(motor: Enum.VibrationMotor)
self:SetMotor(motor, 0)
end
|
-- ROBLOX deviation START: use custom implementations instead of unavailable node API |
local helpersModule = require(CurrentModule.helpers)
local format = helpersModule.format
local formatWithOptions = helpersModule.formatWithOptions
local WriteableModule = require(Packages.RobloxShared)
type Writeable = WriteableModule.Writeable |
-- Update the previous floor material and current floor material |
humanoid:GetPropertyChangedSignal("FloorMaterial"):Connect(function()
getFloorMaterial()
getSoundProperties()
update()
if humanoid.MoveDirection.Magnitude > 0 then
currentSound.Playing = true
end
end)
|
---- script ----- |
Button.Activated:Connect(function()
InventoryFrame.Visible = false
InformationFrame.Visible = false
CaseInventoryFrame.Visible = true
CaseInformationFrame.Visible = true
end)
|
--[[
Utility script that can create a new cooldown object.
]] |
local Cooldown = {}
|
--[[Brakes]] | --
Tune.FBrakeForce = 100 -- Front brake force
Tune.RBrakeForce = 300 -- Rear brake force
Tune.PBrakeForce = 100 -- Parking brake force
Tune.LinkedBrakes = false -- Links brakes up, uses both brakes while braking
Tune.BrakesRatio = 0 -- The ratio of the brakes (0 = rear brake; 100 = front brake)
|
-- Decompiled with the Synapse X Luau decompiler. |
local u1 = nil;
coroutine.wrap(function()
u1 = require(game.ReplicatedStorage:WaitForChild("Resources"));
end)();
return {
Owns = function(p1, p2)
if not p2 then
p2 = u1.LocalPlayer;
end;
local v1 = u1.StatService.Get(p2);
if not v1 then
return;
end;
for v2, v3 in pairs(v1.Gamepasses) do
if tostring(v3) == tostring(p1) then
return true;
end;
end;
return false;
end,
GetAll = function(p3)
if not p3 then
p3 = u1.LocalPlayer;
end;
local v4 = u1.StatService.Get(p3);
if not v4 then
return;
end;
return v4.Gamepasses;
end
};
|
----------------------------------
------------FUNCTIONS-------------
---------------------------------- |
function Jump()
local character = Player.Character
if character then
local humanoid = character:FindFirstChild("Humanoid")
if humanoid then
humanoid.Jump = true
end
end
end
function HumanoidChanged(humanoid, property)
if property == "Jump" then
humanoid.Jump = false
elseif property == "Sit" then
humanoid.Sit = true
elseif property == "Parent" then
Deactivate()
Abort()
end
end
function HumanoidDied()
Deactivate()
end
function SetCamera(cframe)
Camera.CameraType = Enum.CameraType.Scriptable
Camera:Interpolate(cframe, cframe + cframe.lookVector, .5)
--Camera.CoordinateFrame = cframe
end
function ReturnCamera()
Camera.CameraType = Enum.CameraType.Custom
end
|
-- Sounds |
local Soundscape = game.Soundscape
local CountdownBeep = Soundscape:FindFirstChild("CountdownBeep")
local CountdownEndBeep = Soundscape:FindFirstChild("CountdownEndBeep")
|
--[[
Novena Constraint Type: Motorcycle
The Bike Chassis
Avxnturador | Novena
--]] |
local mouse = game.Players.LocalPlayer:GetMouse()
script.Parent.Parent:WaitForChild("Bike")
local bike = script.Parent.Parent.Bike.Value
local on = script.Parent.Parent.IsOn
local _Tune = require(bike["Tuner"])
if not _Tune.Engine and not _Tune.Electric then return end
script.Parent:WaitForChild("TextLabel").Visible = not on.Value
script.Parent.Parent.IsOn.Changed:connect(function()
script.Parent.TextLabel.Visible = not on.Value
end)
mouse.keyDown:connect(function(k)
if k=="l" then
if not on.Value then
script.Parent.TextLabel.Visible=false
on.Value = true
else
on.Value = false
script.Parent.TextLabel.Visible=true
end
end
end)
|
--------LEFT DOOR -------- |
game.Workspace.doorleft.l11.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l23.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l32.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l41.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l53.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l62.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l71.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l12.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l21.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l33.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l42.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l51.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l63.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l72.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l13.BrickColor = BrickColor.new(1013)
game.Workspace.doorleft.l22.BrickColor = BrickColor.new(1013)
game.Workspace.doorleft.l31.BrickColor = BrickColor.new(1013)
game.Workspace.doorleft.l43.BrickColor = BrickColor.new(1013)
game.Workspace.doorleft.l52.BrickColor = BrickColor.new(1013)
game.Workspace.doorleft.l61.BrickColor = BrickColor.new(1013)
game.Workspace.doorleft.l73.BrickColor = BrickColor.new(1013)
game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) |
--Obj |
local Frame
local RenderDist = {}
function RenderDist:Setup(UI)
Frame = UI
Frame.Text.FocusLost:Connect(function()
local text = math.clamp(tonumber(Frame.Text.Text), 20, self.Modules.Entity.EntitySettings.CacheRemoveDist - 1)
if (text) then
Frame.Text.Text = text
self.Modules.Entity.EntitySettings.MaxRenderDist = text
else
Frame.Text.Text = self.Modules.Entity.EntitySettings.MaxRenderDist
end
end)
end
return RenderDist
|
-- When character sits, make it go oof! |
Humanoid.StateChanged:Connect(function(_, state)
if state == Enum.HumanoidStateType.Seated then
Humanoid:TakeDamage(Humanoid.Health)
end
end)
|
-- Only used in www builds. |
exports.enableSchedulerDebugging = false
|
--[[Chassis Assembly]] |
--Create Steering Axle
local arm=Instance.new("Part")
arm.Name="Arm"
arm.Anchored=true
arm.CanCollide=false
arm.FormFactor=Enum.FormFactor.Custom
arm.Size=Vector3.new(_Tune.AxleSize,_Tune.AxleSize,_Tune.AxleSize)
arm.CFrame=(v.CFrame*CFrame.new(0,_Tune.StAxisOffset,0))*CFrame.Angles(-math.pi/2,-math.pi/2,0)
arm.CustomPhysicalProperties = PhysicalProperties.new(_Tune.AxleDensity,0,0,100,100)
arm.TopSurface=Enum.SurfaceType.Smooth
arm.BottomSurface=Enum.SurfaceType.Smooth
arm.Transparency=1
arm.Parent = v
--Create Wheel Spindle
local base=arm:Clone()
base.Parent=v
base.Name="Base"
base.CFrame=base.CFrame*CFrame.new(0,_Tune.AxleSize,0)
base.BottomSurface=Enum.SurfaceType.Hinge
--Create Steering Anchor
local axle=arm:Clone()
axle.Parent=v
axle.Name="Axle"
axle.CFrame=CFrame.new(v.Position-((v.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector*((v.Size.x/2)+(axle.Size.x/2))),v.Position)*CFrame.Angles(0,math.pi,0)
axle.BackSurface=Enum.SurfaceType.Hinge
if v.Name=="F" or v.Name=="R" then
local axle2=arm:Clone()
axle2.Parent=v
axle2.Name="Axle"
axle2.CFrame=CFrame.new(v.Position+((v.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector*((v.Size.x/2)+(axle2.Size.x/2))),v.Position)*CFrame.Angles(0,math.pi,0)
axle2.BackSurface=Enum.SurfaceType.Hinge
MakeWeld(arm,axle2)
end
--Create Suspension
if PGS_ON and _Tune.SusEnabled then
local sa=arm:Clone()
sa.Parent=v
sa.Name="#SA"
if v.Name == "FL" or v.Name=="FR" or v.Name =="F" then
local aOff = _Tune.FAnchorOffset
sa.CFrame=v.CFrame*CFrame.new(_Tune.AxleSize/2,-fDistX,-fDistY)*CFrame.new(aOff[3],aOff[1],-aOff[2])*CFrame.Angles(-math.pi/2,-math.pi/2,0)
else
local aOff = _Tune.RAnchorOffset
sa.CFrame=v.CFrame*CFrame.new(_Tune.AxleSize/2,-rDistX,-rDistY)*CFrame.new(aOff[3],aOff[1],-aOff[2])*CFrame.Angles(-math.pi/2,-math.pi/2,0)
end
local sb=sa:Clone()
sb.Parent=v
sb.Name="#SB"
sb.CFrame=sa.CFrame*CFrame.new(0,0,_Tune.AxleSize)
sb.FrontSurface=Enum.SurfaceType.Hinge
local g = Instance.new("BodyGyro")
g.Name = "Stabilizer"
g.MaxTorque = Vector3.new(0,0,1)
g.P = 0
g.Parent = sb
local sf1 = Instance.new("Attachment")
sf1.Name = "SAtt"
sf1.Parent = sa
local sf2 = sf1:Clone()
sf2.Parent = sb
if v.Name == "FL" or v.Name == "FR" or v.Name == "F" then
sf1.Position = Vector3.new(fDistX-fSLX,-fDistY+fSLY,_Tune.AxleSize/2)
sf2.Position = Vector3.new(fDistX,-fDistY,-_Tune.AxleSize/2)
elseif v.Name == "RL" or v.Name=="RR" or v.Name == "R" then
sf1.Position = Vector3.new(rDistX-rSLX,-rDistY+rSLY,_Tune.AxleSize/2)
sf2.Position = Vector3.new(rDistX,-rDistY,-_Tune.AxleSize/2)
end
sb:MakeJoints()
local sp = Instance.new("SpringConstraint")
sp.Name = "Spring"
sp.Attachment0 = sf1
sp.Attachment1 = sf2
sp.LimitsEnabled = true
sp.Visible=_Tune.SusVisible
sp.Radius=_Tune.SusRadius
sp.Thickness=_Tune.SusThickness
sp.Color=BrickColor.new(_Tune.SusColor)
sp.Coils=_Tune.SusCoilCount
if v.Name == "FL" or v.Name=="FR" or v.Name =="F" then
g.D = _Tune.FAntiRoll
sp.Damping = _Tune.FSusDamping
sp.Stiffness = _Tune.FSusStiffness
sp.FreeLength = _Tune.FSusLength+_Tune.FPreCompress
sp.MaxLength = _Tune.FSusLength+_Tune.FExtensionLim
sp.MinLength = _Tune.FSusLength-_Tune.FCompressLim
else
g.D = _Tune.RAntiRoll
sp.Damping = _Tune.RSusDamping
sp.Stiffness = _Tune.RSusStiffness
sp.FreeLength = _Tune.RSusLength+_Tune.RPreCompress
sp.MaxLength = _Tune.RSusLength+_Tune.RExtensionLim
sp.MinLength = _Tune.RSusLength-_Tune.RCompressLim
end
sp.Parent = v
MakeWeld(car.DriveSeat,sa)
MakeWeld(sb,base)
else
MakeWeld(car.DriveSeat,base)
end
--Lock Rear Steering Axle
if v.Name == "RL" or v.Name == "RR" or v.Name=="R" then
MakeWeld(base,axle)
end
--Weld Assembly
if v.Parent.Name == "RL" or v.Parent.Name == "RR" or v.Name=="R" then
MakeWeld(car.DriveSeat,arm)
end
MakeWeld(arm,axle)
arm:MakeJoints()
axle:MakeJoints()
--Weld Miscelaneous Parts
if v:FindFirstChild("SuspensionFixed")~=nil then
ModelWeld(v.SuspensionFixed,car.DriveSeat)
end
if v:FindFirstChild("WheelFixed")~=nil then
ModelWeld(v.WheelFixed,axle)
end
if v:FindFirstChild("Fixed")~=nil then
ModelWeld(v.Fixed,arm)
end
--Weld Wheel Parts
if v:FindFirstChild("Parts")~=nil then
ModelWeld(v.Parts,v)
end
--Add Steering Gyro
if v:FindFirstChild("Steer") then
v:FindFirstChild("Steer"):Destroy()
end
if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then
local steer=Instance.new("BodyGyro")
steer.Name="Steer"
steer.P=_Tune.SteerP
steer.D=_Tune.SteerD
steer.MaxTorque=Vector3.new(0,_Tune.SteerMaxTorque,0)
steer.cframe=v.CFrame*CFrame.Angles(0,-math.pi/2,0)
steer.Parent = arm
end
--Add Stabilization Gyro
local gyro=Instance.new("BodyGyro")
gyro.Name="Stabilizer"
gyro.MaxTorque=Vector3.new(1,0,1)
gyro.P=0
if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then
gyro.D=_Tune.FGyroDamp
else
gyro.D=_Tune.RGyroDamp
end
gyro.Parent = v
--Add Rotational BodyMover
local AV=Instance.new("BodyAngularVelocity")
AV.Name="#AV"
AV.angularvelocity=Vector3.new(0,0,0)
AV.maxTorque=Vector3.new(_Tune.PBrakeForce,0,_Tune.PBrakeForce)
AV.P=1e9
AV.Parent = v
end
|
-- KeyBinding |
if KEY1 then
ContextActionService:BindAction("ToggleInteraction", toggleKeyboard, false, KEY1)
end |
--health.Changed:connect(function()
--root.Velocity = Vector3.new(0,5000,0)
--end) |
local anims = {}
local lastAttack= tick()
local target,targetType
local lastLock = tick()
local fleshDamage = 15
local structureDamage = 10
local path = nil
for _,animObject in next,animations do
anims[animObject.Name] = hum:LoadAnimation(animObject)
end
function Attack(thing,dmg)
if tick()-lastAttack > 2 then
hum:MoveTo(root.Position)
lastAttack = tick()
anims.AntWalk:Stop()
anims.AntMelee:Play()
if thing.ClassName == "Player" then
root.FleshHit:Play()
ant:SetPrimaryPartCFrame(CFrame.new(root.Position,Vector3.new(target.Character.PrimaryPart.Position.X,root.Position.Y,target.Character.PrimaryPart.Position.Z)))
elseif thing.ClassName == "Model" then
root.StructureHit:Play()
end
rep.Events.NPCAttack:Fire(thing,dmg)
end
end
function Move(point)
hum:MoveTo(point)
if not anims.AntWalk.IsPlaying then
anims.AntWalk:Play()
end
end
function ScanForPoint()
local newPoint
local rayDir = Vector3.new(math.random(-100,100)/100,0,math.random(-100,100)/100)
local ray = Ray.new(root.Position,rayDir*math.random(10,50),ant)
local part,pos = workspace:FindPartOnRay(ray)
Move(pos)
enRoute = true
end |
--------------------------------------------- |
SignalValues.Signal1.Value = 1
SignalValues.Signal1a.Value = 1
SignalValues.Signal2.Value = 3
SignalValues.Signal2a.Value = 3
PedValues.PedSignal1.Value = 3
PedValues.PedSignal1a.Value = 3
PedValues.PedSignal2.Value = 1
PedValues.PedSignal2a.Value = 1
TurnValues.TurnSignal1.Value = 3
TurnValues.TurnSignal1a.Value = 3
TurnValues.TurnSignal2.Value = 3
TurnValues.TurnSignal2a.Value = 3
wait(26)--Green Time (BEGIN SIGNAL1 GREEN)
SignalValues.Signal1.Value = 1
SignalValues.Signal1a.Value = 1
SignalValues.Signal2.Value = 3
SignalValues.Signal2a.Value = 3
PedValues.PedSignal1.Value = 3
PedValues.PedSignal1a.Value = 3
PedValues.PedSignal2.Value = 2
PedValues.PedSignal2a.Value = 2
TurnValues.TurnSignal1.Value = 3
TurnValues.TurnSignal1a.Value = 3
TurnValues.TurnSignal2.Value = 3
TurnValues.TurnSignal2a.Value = 3
wait(6) -- Green Time + Time for flashing pedestrian signals
SignalValues.Signal1.Value = 2
SignalValues.Signal1a.Value = 2
SignalValues.Signal2.Value = 3
SignalValues.Signal2a.Value = 3
PedValues.PedSignal1.Value = 3
PedValues.PedSignal1a.Value = 3
PedValues.PedSignal2.Value = 3
PedValues.PedSignal2a.Value = 3
TurnValues.TurnSignal1.Value = 3
TurnValues.TurnSignal1a.Value = 3
TurnValues.TurnSignal2.Value = 3
TurnValues.TurnSignal2a.Value = 3
wait(4) -- Yellow Time
SignalValues.Signal1.Value = 3
SignalValues.Signal1a.Value = 3
SignalValues.Signal2.Value = 3
SignalValues.Signal2a.Value = 3
PedValues.PedSignal1.Value = 3
PedValues.PedSignal1a.Value = 3
PedValues.PedSignal2.Value = 3
PedValues.PedSignal2a.Value = 3
TurnValues.TurnSignal1.Value = 3
TurnValues.TurnSignal1a.Value = 3
TurnValues.TurnSignal2.Value = 3
TurnValues.TurnSignal2a.Value = 3
wait(2)-- ALL RED
SignalValues.Signal1.Value = 3
SignalValues.Signal1a.Value = 3
SignalValues.Signal2.Value = 3
SignalValues.Signal2a.Value = 3
PedValues.PedSignal1.Value = 3
PedValues.PedSignal1a.Value = 3
PedValues.PedSignal2.Value = 3
PedValues.PedSignal2a.Value = 3
TurnValues.TurnSignal1.Value = 3
TurnValues.TurnSignal1a.Value = 3
TurnValues.TurnSignal2.Value = 3
TurnValues.TurnSignal2a.Value = 3
wait(2)-- ALL RED
SignalValues.Signal1.Value = 3
SignalValues.Signal1a.Value = 3
SignalValues.Signal2.Value = 3
SignalValues.Signal2a.Value = 3
PedValues.PedSignal1.Value = 3
PedValues.PedSignal1a.Value = 3
PedValues.PedSignal2.Value = 3
PedValues.PedSignal2a.Value = 3
TurnValues.TurnSignal1.Value = 3
TurnValues.TurnSignal1a.Value = 3
TurnValues.TurnSignal2.Value = 1
TurnValues.TurnSignal2a.Value = 1
wait(12)-- Simultaneous Turn Green
SignalValues.Signal1.Value = 3
SignalValues.Signal1a.Value = 3
SignalValues.Signal2.Value = 3
SignalValues.Signal2a.Value = 3
PedValues.PedSignal1.Value = 3
PedValues.PedSignal1a.Value = 3
PedValues.PedSignal2.Value = 3
PedValues.PedSignal2a.Value = 3
TurnValues.TurnSignal1.Value = 3
TurnValues.TurnSignal1a.Value = 3
TurnValues.TurnSignal2.Value = 2
TurnValues.TurnSignal2a.Value = 2
wait(4)-- Simultaneous Turn Yellow
SignalValues.Signal1.Value = 3
SignalValues.Signal1a.Value = 3
SignalValues.Signal2.Value = 3
SignalValues.Signal2a.Value = 3
PedValues.PedSignal1.Value = 3
PedValues.PedSignal1a.Value = 3
PedValues.PedSignal2.Value = 3
PedValues.PedSignal2a.Value = 3
TurnValues.TurnSignal1.Value = 3
TurnValues.TurnSignal1a.Value = 3
TurnValues.TurnSignal2.Value = 3
TurnValues.TurnSignal2a.Value = 3
wait(2)-- ALL RED
SignalValues.Signal1.Value = 3
SignalValues.Signal1a.Value = 3
SignalValues.Signal2.Value = 1
SignalValues.Signal2a.Value = 1
PedValues.PedSignal1.Value = 1
PedValues.PedSignal1a.Value = 1
PedValues.PedSignal2.Value = 3
PedValues.PedSignal2a.Value = 3
TurnValues.TurnSignal1.Value = 3
TurnValues.TurnSignal1a.Value = 3
TurnValues.TurnSignal2.Value = 3
TurnValues.TurnSignal2a.Value = 3
wait(26)--Green Time (BEGIN SIGNAL2 GREEN)
SignalValues.Signal1.Value = 3
SignalValues.Signal1a.Value = 3
SignalValues.Signal2.Value = 1
SignalValues.Signal2a.Value = 1
PedValues.PedSignal1.Value = 2
PedValues.PedSignal1a.Value = 2
PedValues.PedSignal2.Value = 3
PedValues.PedSignal2a.Value = 3
TurnValues.TurnSignal1.Value = 3
TurnValues.TurnSignal1a.Value = 3
TurnValues.TurnSignal2.Value = 3
TurnValues.TurnSignal2a.Value = 3
wait(6) -- Green Time + Time for flashing pedestrian signals
SignalValues.Signal1.Value = 3
SignalValues.Signal1a.Value = 3
SignalValues.Signal2.Value = 2
SignalValues.Signal2a.Value = 2
PedValues.PedSignal1.Value = 3
PedValues.PedSignal1a.Value = 3
PedValues.PedSignal2.Value = 3
PedValues.PedSignal2a.Value = 3
TurnValues.TurnSignal1.Value = 3
TurnValues.TurnSignal1a.Value = 3
TurnValues.TurnSignal2.Value = 3
TurnValues.TurnSignal2a.Value = 3
wait(4) -- Yellow Time
SignalValues.Signal1.Value = 3
SignalValues.Signal1a.Value = 3
SignalValues.Signal2.Value = 3
SignalValues.Signal2a.Value = 3
PedValues.PedSignal1.Value = 3
PedValues.PedSignal1a.Value = 3
PedValues.PedSignal2.Value = 3
PedValues.PedSignal2a.Value = 3
TurnValues.TurnSignal1.Value = 3
TurnValues.TurnSignal1a.Value = 3
TurnValues.TurnSignal2.Value = 3
TurnValues.TurnSignal2a.Value = 3
wait(2)-- ALL RED
SignalValues.Signal1.Value = 3
SignalValues.Signal1a.Value = 3
SignalValues.Signal2.Value = 3
SignalValues.Signal2a.Value = 3
PedValues.PedSignal1.Value = 3
PedValues.PedSignal1a.Value = 3
PedValues.PedSignal2.Value = 3
PedValues.PedSignal2a.Value = 3
TurnValues.TurnSignal1.Value = 1
TurnValues.TurnSignal1a.Value = 1
TurnValues.TurnSignal2.Value = 3
TurnValues.TurnSignal2a.Value = 3
wait(12)-- Simultaneous Turn Green
SignalValues.Signal1.Value = 3
SignalValues.Signal1a.Value = 3
SignalValues.Signal2.Value = 3
SignalValues.Signal2a.Value = 3
PedValues.PedSignal1.Value = 3
PedValues.PedSignal1a.Value = 3
PedValues.PedSignal2.Value = 3
PedValues.PedSignal2a.Value = 3
TurnValues.TurnSignal1.Value = 2
TurnValues.TurnSignal1a.Value = 2
TurnValues.TurnSignal2.Value = 3
TurnValues.TurnSignal2a.Value = 3
wait(4)-- Simultaneous Turn Yellow
SignalValues.Signal1.Value = 3
SignalValues.Signal1a.Value = 3
SignalValues.Signal2.Value = 3
SignalValues.Signal2a.Value = 3
PedValues.PedSignal1.Value = 3
PedValues.PedSignal1a.Value = 3
PedValues.PedSignal2.Value = 3
PedValues.PedSignal2a.Value = 3
TurnValues.TurnSignal1.Value = 3
TurnValues.TurnSignal1a.Value = 3
TurnValues.TurnSignal2.Value = 3
TurnValues.TurnSignal2a.Value = 3
wait(2)-- ALL RED
end
|
--------------------) Settings |
Damage = 0 -- the ammout of health the player or mob will take
Cooldown = 0 -- cooldown for use of the tool again
ZoneModelName = "Spike zone" -- name the zone model
MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage |
-- !! This is the uneditable piece. !! |
randomize = math.random(1,#colortable)
for index, child in pairs(tgt:GetChildren()) do -- Generic for, yay!
if child:IsA("BasePart") and child.Name == paintpart then -- This will root out false positives
child.BrickColor = BrickColor.new(colortable[randomize])
else end
end
print("Painted car '" .. tgt.Name .. "' " .. colortable[randomize] .. ". Destroying script")
script:Destroy()
|
--!strict
--[=[
@function every
@within Array
@param array {T} -- The array to check.
@param predicate (value: T, index: number, array: {T}) -> any -- The predicate to use to check the array.
@return boolean -- Whether every item in the array passes the predicate.
Checks whether every item in the array passes the predicate.
```lua
local array = { 1, 2, 3 }
local value = Every(array, function(item, index)
return item > 0
end) -- true
local value = Every(array, function(item, index)
return item > 1
end) -- false
```
]=] |
local function every<T>(array: { T }, predicate: (value: T, index: number, array: { T }) -> any): boolean
for index, value in ipairs(array) do
if not predicate(value, index, array) then
return false
end
end
return true
end
return every
|
--------------------) Settings |
Damage = 0 -- the ammout of health the player or mob will take
Cooldown = 1 -- cooldown for use of the tool again
ZoneModelName = "Hard zone of bone" -- name the zone model
MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage |
-- Code to continue tracking & jumping on Active Mobs |
task.defer(function()
while true do
task.wait(1/4)
for MobInstance, Mob in ActiveMobs do
task.spawn(function()
if not Mob.isDead and not Mob.Destroyed then
local Player, m = AI:GetClosestPlayer(Mob)
local Enemy = Mob.Enemy
-- Simulation
if Mob.Root.Anchored then
Mob.Root.Anchored = false
end
if not Mob.Root:GetNetworkOwner() then
Mob.Root:SetNetworkOwner(Player)
task.wait(0.05) -- Give physics more time so it doesn't appear as choppy
end
-- Tracking
if Player and Enemy then
Enemy:MoveTo(Player.Character:GetPivot().Position, Player.Character.PrimaryPart)
else
ActiveMobs[MobInstance] = nil
Mob.Root:SetNetworkOwner()
Enemy:MoveTo(Mob.Origin.Position)
end
-- Jumping
AI:RequestJump(Mob)
else
ActiveMobs[MobInstance] = nil
end
end)
end
end
end)
return AI
|
--- Encode/compress |
Compress.Encode = function(str)
--- Vars
local convertedToJSON = false
--- Convert table to JSON
if type(str) == "table" then
--- Attempt to conver to JSON
local success = pcall(function()
str = _L.Services.HttpService:JSONEncode(str)
convertedToJSON = true
end)
--- Failed to encode to JSON (userdata or empty?)
if (not success) or (not str) then
_L.Print("Failed to convert table to string", true)
return
end
end
--- Compress string
local encoded = Encode(str)
if utf8.len(str) > utf8.len(encoded) then
--- Successfully compressed
return encoded
else
--- Size of compressed string larger than original
return str, convertedToJSON
end
end
|
--[[Transmission]] |
Tune.TransModes = {"Semi", "Auto"} --[[
[Modes]
"Auto" : Automatic shifting
"Semi" : Clutchless manual shifting, dual clutch transmission
"Manual" : Manual shifting with clutch
>Include within brackets
eg: {"Semi"} or {"Auto", "Manual"}
>First mode is default mode ]]
--Automatic Settings
Tune.AutoShiftMode = "RPM" --[[
[Modes]
"Speed" : Shifts based on wheel speed
"RPM" : Shifts based on RPM ]]
Tune.AutoUpThresh = -200 -- Automatic upshift point (relative to peak RPM, positive = Over-rev)
Tune.AutoDownThresh = 1400 -- Automatic downshift point (relative to peak RPM, positive = Under-rev)
Tune.ShiftTime = 0 -- The time delay in which you initiate a shift and the car changes gear
--Gear Ratios
Tune.FinalDrive = 3.21 -- [TRANSMISSION CALCULATIONS FOR NERDS]
Tune.Ratios = { -- SPEED [SPS] = (Wheel diameter(studs) * pi(3.14) * RPM) / (60 * Gear Ratio * Final Drive * Multiplier)
--[[Reverse]] 5.000 ,-- WHEEL TORQUE = Engine Torque * Gear Ratio * Final Drive * Multiplier
--[[Neutral]] 0 ,
--[[ 1 ]] 3.519 ,
--[[ 2 ]] 2.320 ,
--[[ 3 ]] 1.700 ,
--[[ 4 ]] 1.400 ,
--[[ 5 ]] 0.907 ,
}
Tune.FDMult = 1.3 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
|
-- Public Constructors |
function RadioButtonGroupClass.new(frame, radioButtons)
local self = setmetatable({}, RadioButtonGroupClass)
self._Maid = Lazy.Utilities.Maid.new()
self._ChangedBind = Instance.new("BindableEvent")
self._ActiveRadio = radioButtons[1]
self.Frame = frame
self.RadioButtons = radioButtons
self.Changed = self._ChangedBind.Event
init(self)
return self
end
function RadioButtonGroupClass.Create(list, max)
local radios = {}
local function instanceFunc(index, option)
local radio = Lazy.Classes.RadioButtonLabel.Create(option)
radio.Frame.LayoutOrder = index
radios[index] = radio
return radio.Frame
end
local frame = Lazy.Constructors.List.Create(list, max or #list, Enum.FillDirection.Vertical, UDim.new(0, 5), instanceFunc)
return RadioButtonGroupClass.new(frame, radios)
end
|
-- Main class constructor |
function Main.new(player, data)
for _, v in statesTemplate:GetChildren() do
v:Clone().Parent = player
end
local dataScope = data.Main
local self = {}
self.Data = dataScope
self._player = player
self.JoinTime = os.time()
self.LastPlayTime = dataScope.LastPlayTime
self.FirstJoinTime = dataScope.FirstJoinTime
setmetatable(self, Main)
return self
end
|
--------------------mods |
local maincf = CFrame.new() --weapon offset of camera
local guncf = CFrame.new() --weapon offset of camera
local larmcf = CFrame.new() --left arm offset of weapon
local rarmcf = CFrame.new() --right arm offset of weapon
local gunbobcf = CFrame.new()
local recoilcf = CFrame.new()
local aimcf = CFrame.new()
local AimTween = TweenInfo.new(
0.3,
Enum.EasingStyle.Linear,
Enum.EasingDirection.InOut,
0,
false,
0
)
local Ignore_Model = {cam,char,ACS_Workspace.Client,ACS_Workspace.Server}
local ModStorageFolder = plr.PlayerGui:FindFirstChild('ModStorage') or Instance.new('Folder')
ModStorageFolder.Parent = plr.PlayerGui
ModStorageFolder.Name = 'ModStorage'
function RAND(Min, Max, Accuracy)
local Inverse = 1 / (Accuracy or 1)
return (math.random(Min * Inverse, Max * Inverse) / Inverse)
end
SE_GUI = HUDs:WaitForChild("StatusUI"):Clone()
SE_GUI.Parent = plr.PlayerGui
local BloodScreen = TS:Create(SE_GUI.Efeitos.Health, TweenInfo.new(1,Enum.EasingStyle.Circular,Enum.EasingDirection.InOut,-1,true), {Size = UDim2.new(1.2,0,1.4,0)})
local BloodScreenLowHP = TS:Create(SE_GUI.Efeitos.LowHealth, TweenInfo.new(1,Enum.EasingStyle.Circular,Enum.EasingDirection.InOut,-1,true), {Size = UDim2.new(1.2,0,1.4,0)})
local Crosshair = SE_GUI.Crosshair
local RecoilSpring = SpringMod.new(Vector3.new())
RecoilSpring.d = .1
RecoilSpring.s = 20
local cameraspring = SpringMod.new(Vector3.new())
cameraspring.d = .5
cameraspring.s = 20
local SwaySpring = SpringMod.new(Vector3.new())
SwaySpring.d = 0.25
SwaySpring.s = 20
local TWAY, XSWY, YSWY = 0,0,0
local oldtick = tick()
local xTilt = 0
local yTilt = 0
local lastPitch = 0
local lastYaw = 0
local Stance = Evt.Stance
local Stances = 0
local Virar = 0
local CameraX = 0
local CameraY = 0
local Sentado = false
local Swimming = false
local falling = false
local cansado = false
local Crouched = false
local Proned = false
local Steady = false
local CanLean = true
local ChangeStance = true
|
--[[Weight and CG]] |
Tune.Weight = 12000 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]] 8 ,
--[[Height]] 4 ,
--[[Length]] 26 }
Tune.WeightDist = 60 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
Tune.CGHeight = 1 -- Center of gravity height (studs relative to median of all wheels)
Tune.WBVisible = false -- Makes the weight brick visible
--Unsprung Weight
Tune.FWheelDensity = .5 -- Front Wheel Density
Tune.RWheelDensity = .5 -- Rear Wheel Density
Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF]
Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF]
Tune.AxleSize = 2 -- Size of structural members (larger = more stable/carry more weight)
Tune.AxleDensity = .1 -- Density of structural members
|
-- This script will increase every character's walkspeed to 60 |
function edit(h)
if h ~= nil then
h.WalkSpeed = 60
end
end
while true do
cur = game.Players:GetChildren()
for i = 1, #cur do
edit(cur[i].Character.Humanoid)
wait(0.1)
end
wait(4)
end
|
-- Update the position of the confetti. |
function _Confetti:Update(paramDeltaTime)
if (self.Enabled and self.OutOfBounds) then
--self.Label.ImageColor3 = self.Color;
self.Position = Vector2.new(0,0);
self.Power = Vector2.new(self.EmitterPower.X + math.random(10)-5, self.EmitterPower.Y + math.random(10)-5);
self.Cycles = self.Cycles + 1;
end;
if (
(not(self.Enabled) and self.OutOfBounds) or
(not(self.Enabled) and (self.Cycles == 0))) then
self.Label.Visible = false;
self.OutOfBounds = true;
--self.Color = colors[math.random(#colors)];
return;
else
self.Label.Visible = true;
end;
local startPosition, currentPosition, currentPower = self.EmitterPosition, self.Position, self.Power;
local imageLabel = self.Label;
-- Apply change.
if (imageLabel) then
-- Update position.
local newPosition = Vector2.new(currentPosition.X - currentPower.X, currentPosition.Y - currentPower.Y);
local newPower = Vector2.new((currentPower.X/1.09) - gravity.X, (currentPower.Y/1.1) - gravity.Y);
local ViewportSize = Camera.ViewportSize;
imageLabel.Position = UDim2.new(startPosition.X, newPosition.X, startPosition.Y, newPosition.Y);
self.OutOfBounds =
(imageLabel.AbsolutePosition.X > ViewportSize.X and gravity.X > 0) or
(imageLabel.AbsolutePosition.Y > ViewportSize.Y and gravity.Y > 0) or
(imageLabel.AbsolutePosition.X < 0 and gravity.X < 0) or
(imageLabel.AbsolutePosition.Y < 0 and gravity.Y < 0);
self.Position, self.Power = newPosition, newPower;
-- Start spinning if it's reached max height.
if (newPower.Y < 0) then
if (self.Size <= 0) then
self.Side = 1;
--imageLabel.ImageColor3 = self.Color;
end;
if (self.Size >= self.DefaultSize) then
self.Side = -1;
--imageLabel.ImageColor3 = Color3.new(self.Color.r * 0.65, self.Color.g * 0.65, self.Color.b * 0.65);
end;
self.Size = self.Size + (self.Side * 2);
imageLabel.Size = UDim2.new(0, self.DefaultSize, 0, self.Size);
end;
end;
end; |
---------------------------
--[[
--Main anchor point is the DriveSeat <car.DriveSeat>
Usage:
MakeWeld(Part1,Part2,WeldType*,MotorVelocity**) *default is "Weld" **Applies to Motor welds only
ModelWeld(Model,MainPart)
Example:
MakeWeld(car.DriveSeat,misc.PassengerSeat)
MakeWeld(car.DriveSeat,misc.SteeringWheel,"Motor",.2)
ModelWeld(car.DriveSeat,misc.Door)
]]
--Weld stuff here |
MakeWeld(car.Misc.HighRiser.base,car.DriveSeat)
MakeWeld(car.Misc.HighRiser.H1.bracket1,car.Misc.HighRiser.H1.part2)
MakeWeld(car.Misc.HighRiser.H1.bracket1,car.Misc.HighRiser.H1.part1)
MakeWeld(car.Misc.HighRiser.H2.bracket2,car.Misc.HighRiser.H2.part2)
MakeWeld(car.Misc.HighRiser.H2.bracket2,car.Misc.HighRiser.H2.part1)
MakeWeld(car.Misc.HighRiser.H1.part0,car.Misc.HighRiser.H1.part1,"Motor",.02).Name="Motor"
MakeWeld(car.Misc.HighRiser.H2.part0,car.Misc.HighRiser.H2.part1,"Motor",.02).Name="Motor"
MakeWeld(car.Misc.HighRiser.H1.part0,car.Misc.HighRiser.base)
MakeWeld(car.Misc.HighRiser.H2.part0,car.Misc.HighRiser.base)
|
-- Add Points: |
function PointsService:AddPoints(player, amount)
local points = self:GetPoints(player)
points += amount
self.PointsPerPlayer[player] = points
if (amount ~= 0) then
self.PointsChanged:Fire(player, points)
self.Client.PointsChanged:Fire(player, points)
end
if (points > self.Client.MostPoints:Get()) then
self.Client.MostPoints:Set(points)
end
end
|
--[[*
* Copyright (c) Facebook, Inc. and its affiliates. All Rights Reserved.
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
]] |
local CurrentModule = script.Parent
local Packages = CurrentModule.Parent
local LuauPolyfill = require(Packages.LuauPolyfill)
local Array = LuauPolyfill.Array
local Object = LuauPolyfill.Object
local Set = LuauPolyfill.Set
local WeakMap = LuauPolyfill.WeakMap
type Array<T> = LuauPolyfill.Array<T>
type Set<T> = LuauPolyfill.Set<T>
type WeakMap<T, U> = LuauPolyfill.WeakMap<T, U>
local exports = {}
|
--/Other |
module.EnableLaser = true
module.EnableFlashlight = true
module.InfraRed = true
|
--[[
The entry point for the Fusion library.
]] |
local PubTypes = require(script.PubTypes)
local restrictRead = require(script.Utility.restrictRead)
export type StateObject<T> = PubTypes.StateObject<T>
export type CanBeState<T> = PubTypes.CanBeState<T>
export type Symbol = PubTypes.Symbol
export type Value<T> = PubTypes.Value<T>
export type Computed<T> = PubTypes.Computed<T>
export type ForPairs<KO, VO> = PubTypes.ForPairs<KO, VO>
export type ForKeys<KI, KO> = PubTypes.ForKeys<KI, KO>
export type ForValues<VI, VO> = PubTypes.ForKeys<VI, VO>
export type Observer = PubTypes.Observer
export type Tween<T> = PubTypes.Tween<T>
export type Spring<T> = PubTypes.Spring<T>
type Fusion = {
version: PubTypes.Version,
New: (className: string) -> ((propertyTable: PubTypes.PropertyTable) -> Instance),
Hydrate: (target: Instance) -> ((propertyTable: PubTypes.PropertyTable) -> Instance),
Ref: PubTypes.SpecialKey,
Cleanup: PubTypes.SpecialKey,
Children: PubTypes.SpecialKey,
Out: PubTypes.SpecialKey,
OnEvent: (eventName: string) -> PubTypes.SpecialKey,
OnChange: (propertyName: string) -> PubTypes.SpecialKey,
Value: <T>(initialValue: T) -> Value<T>,
Computed: <T>(callback: () -> T, destructor: (T) -> ()?) -> Computed<T>,
ForPairs: <KI, VI, KO, VO, M>(inputTable: CanBeState<{[KI]: VI}>, processor: (KI, VI) -> (KO, VO, M?), destructor: (KO, VO, M?) -> ()?) -> ForPairs<KO, VO>,
ForKeys: <KI, KO, M>(inputTable: CanBeState<{[KI]: unknown}>, processor: (KI) -> (KO, M?), destructor: (KO, M?) -> ()?) -> ForKeys<KO, unknown>,
ForValues: <VI, VO, M>(inputTable: CanBeState<{[unknown]: VI}>, processor: (VI) -> (VO, M?), destructor: (VO, M?) -> ()?) -> ForValues<unknown, VO>,
Observer: (watchedState: StateObject<unknown>) -> Observer,
Tween: <T>(goalState: StateObject<T>, tweenInfo: TweenInfo?) -> Tween<T>,
Spring: <T>(goalState: StateObject<T>, speed: number?, damping: number?) -> Spring<T>,
cleanup: (...unknown) -> (),
doNothing: (...unknown) -> ()
}
return restrictRead("Fusion", {
version = {major = 0, minor = 2, isRelease = true},
New = require(script.Instances.New),
Hydrate = require(script.Instances.Hydrate),
Ref = require(script.Instances.Ref),
Out = require(script.Instances.Out),
Cleanup = require(script.Instances.Cleanup),
Children = require(script.Instances.Children),
OnEvent = require(script.Instances.OnEvent),
OnChange = require(script.Instances.OnChange),
Value = require(script.State.Value),
Computed = require(script.State.Computed),
ForPairs = require(script.State.ForPairs),
ForKeys = require(script.State.ForKeys),
ForValues = require(script.State.ForValues),
Observer = require(script.State.Observer),
Tween = require(script.Animation.Tween),
Spring = require(script.Animation.Spring),
cleanup = require(script.Utility.cleanup),
doNothing = require(script.Utility.doNothing)
}) :: Fusion
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--// All global vars will be wiped/replaced except script |
return function(data)
local gui = client.UI.Prepare(script.Parent.Parent) -- Change it to a TextLabel to avoid chat clearing
local playergui = service.PlayerGui
local frame = gui.Frame
local msg = gui.Frame.Message
local ttl = gui.Frame.Title
local gIndex = data.gIndex
local gTable = data.gTable
local title = data.Title
local message = data.Message
local scroll = data.Scroll
local tim = data.Time
if not data.Message or not data.Title then gui:Destroy() end
ttl.Text = title
msg.Text = message
ttl.TextTransparency = 1
msg.TextTransparency = 1
ttl.TextStrokeTransparency = 1
msg.TextStrokeTransparency = 1
frame.BackgroundTransparency = 1
local blur = service.New("BlurEffect")
blur.Enabled = false
blur.Size = 0
blur.Parent = workspace.CurrentCamera
local fadeSteps = 10
local blurSize = 10
local textFade = 0.1
local strokeFade = 0.5
local frameFade = 0.3
local blurStep = blurSize/fadeSteps
local frameStep = frameFade/fadeSteps
local textStep = 0.1
local strokeStep = 0.1
local gone = false
local function fadeIn()
if not gone then
blur.Enabled = true
gTable:Ready()
--gui.Parent = service.PlayerGui
for i = 1,fadeSteps do
if blur.Size<blurSize then
blur.Size = blur.Size+blurStep
end
if msg.TextTransparency>textFade then
msg.TextTransparency = msg.TextTransparency-textStep
ttl.TextTransparency = ttl.TextTransparency-textStep
end
if msg.TextStrokeTransparency>strokeFade then
msg.TextStrokeTransparency = msg.TextStrokeTransparency-strokeStep
ttl.TextStrokeTransparency = ttl.TextStrokeTransparency-strokeStep
end
if frame.BackgroundTransparency>frameFade then
frame.BackgroundTransparency = frame.BackgroundTransparency-frameStep
end
wait(1/60)
end
end
end
local function fadeOut()
if not gone then
for i = 1,fadeSteps do
if blur.Size>0 then
blur.Size = blur.Size-blurStep
end
if msg.TextTransparency<1 then
msg.TextTransparency = msg.TextTransparency+textStep
ttl.TextTransparency = ttl.TextTransparency+textStep
end
if msg.TextStrokeTransparency<1 then
msg.TextStrokeTransparency = msg.TextStrokeTransparency+strokeStep
ttl.TextStrokeTransparency = ttl.TextStrokeTransparency+strokeStep
end
if frame.BackgroundTransparency<1 then
frame.BackgroundTransparency = frame.BackgroundTransparency+frameStep
end
wait(1/60)
end
blur.Enabled = false
blur:Destroy()
service.UnWrap(gui):Destroy()
gone = true
end
end
gTable.CustomDestroy = function()
if not gone then
gone = true
pcall(fadeOut)
end
pcall(function() service.UnWrap(gui):Destroy() end)
pcall(function() blur:Destroy() end)
end
--[[if not scroll then
msg.Text = message
else
Routine(function()
wait(0.5)
for i = 1, #message do
msg.Text = msg.Text .. message:sub(i,i)
wait(0.05)
end
end)
end--]] -- For now?
fadeIn()
wait(tim or 5)
if not gone then
fadeOut()
end
--[[
frame.Position = UDim2.new(0.5,-175,-1.5,0)
gui.Parent = playergui
frame:TweenPosition(UDim2.new(0.5,-175,0.25,0),nil,nil,0.5)
if not scroll then
msg.Text = message
wait(tim or 10)
else
wait(0.5)
for i = 1, #message do
msg.Text = msg.Text .. message:sub(i,i)
wait(0.05)
end
wait(tim or 5)
end
if frame then
frame:TweenPosition(UDim2.new(0.5,-175,-1.5,0),nil,nil,0.5)
wait(1)
gui:Destroy()
end
--]]
end
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