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-- Want to turn off Invisicam? Be sure to call this after.
function Invisicam:Cleanup() for hit, originalFade in pairs(self.savedHits) do hit.LocalTransparencyModifier = originalFade end end function Invisicam:Update(dt: number, desiredCameraCFrame: CFrame, desiredCameraFocus: CFrame): (CFrame, CFrame) -- Bail if there is no Character if not self.enabled or not self.char then return desiredCameraCFrame, desiredCameraFocus end self.camera = game.Workspace.CurrentCamera -- TODO: Move this to a GetHumanoidRootPart helper, probably combine with CheckTorsoReference -- Make sure we still have a HumanoidRootPart if not self.humanoidRootPart then local humanoid = self.char:FindFirstChildOfClass("Humanoid") if humanoid and humanoid.RootPart then self.humanoidRootPart = humanoid.RootPart else -- Not set up with Humanoid? Try and see if there's one in the Character at all: self.humanoidRootPart = self.char:FindFirstChild("HumanoidRootPart") if not self.humanoidRootPart then -- Bail out, since we're relying on HumanoidRootPart existing return desiredCameraCFrame, desiredCameraFocus end end -- TODO: Replace this with something more sensible local ancestryChangedConn ancestryChangedConn = self.humanoidRootPart.AncestryChanged:Connect(function(child, parent) if child == self.humanoidRootPart and not parent then self.humanoidRootPart = nil if ancestryChangedConn and ancestryChangedConn.Connected then ancestryChangedConn:Disconnect() ancestryChangedConn = nil end end end) end if not self.torsoPart then self:CheckTorsoReference() if not self.torsoPart then -- Bail out, since we're relying on Torso existing, should never happen since we fall back to using HumanoidRootPart as torso return desiredCameraCFrame, desiredCameraFocus end end -- Make a list of world points to raycast to local castPoints = {} self.behaviorFunction(self, castPoints) -- Cast to get a list of objects between the camera and the cast points local currentHits = {} local ignoreList = {self.char} local function add(hit) currentHits[hit] = true if not self.savedHits[hit] then self.savedHits[hit] = hit.LocalTransparencyModifier end end local hitParts local hitPartCount = 0 -- Hash table to treat head-ray-hit parts differently than the rest of the hit parts hit by other rays -- head/torso ray hit parts will be more transparent than peripheral parts when USE_STACKING_TRANSPARENCY is enabled local headTorsoRayHitParts = {} local perPartTransparencyHeadTorsoHits = TARGET_TRANSPARENCY local perPartTransparencyOtherHits = TARGET_TRANSPARENCY if USE_STACKING_TRANSPARENCY then -- This first call uses head and torso rays to find out how many parts are stacked up -- for the purpose of calculating required per-part transparency local headPoint = self.headPart and self.headPart.CFrame.p or castPoints[1] local torsoPoint = self.torsoPart and self.torsoPart.CFrame.p or castPoints[2] hitParts = self.camera:GetPartsObscuringTarget({headPoint, torsoPoint}, ignoreList) -- Count how many things the sample rays passed through, including decals. This should only -- count decals facing the camera, but GetPartsObscuringTarget does not return surface normals, -- so my compromise for now is to just let any decal increase the part count by 1. Only one -- decal per part will be considered. for i = 1, #hitParts do local hitPart = hitParts[i] hitPartCount = hitPartCount + 1 -- count the part itself headTorsoRayHitParts[hitPart] = true for _, child in pairs(hitPart:GetChildren()) do if child:IsA('Decal') or child:IsA('Texture') then hitPartCount = hitPartCount + 1 -- count first decal hit, then break break end end end if (hitPartCount > 0) then perPartTransparencyHeadTorsoHits = math.pow( ((0.5 * TARGET_TRANSPARENCY) + (0.5 * TARGET_TRANSPARENCY / hitPartCount)), 1 / hitPartCount ) perPartTransparencyOtherHits = math.pow( ((0.5 * TARGET_TRANSPARENCY_PERIPHERAL) + (0.5 * TARGET_TRANSPARENCY_PERIPHERAL / hitPartCount)), 1 / hitPartCount ) end end -- Now get all the parts hit by all the rays hitParts = self.camera:GetPartsObscuringTarget(castPoints, ignoreList) local partTargetTransparency = {} -- Include decals and textures for i = 1, #hitParts do local hitPart = hitParts[i] partTargetTransparency[hitPart] =headTorsoRayHitParts[hitPart] and perPartTransparencyHeadTorsoHits or perPartTransparencyOtherHits -- If the part is not already as transparent or more transparent than what invisicam requires, add it to the list of -- parts to be modified by invisicam if hitPart.Transparency < partTargetTransparency[hitPart] then add(hitPart) end -- Check all decals and textures on the part for _, child in pairs(hitPart:GetChildren()) do if child:IsA('Decal') or child:IsA('Texture') then if (child.Transparency < partTargetTransparency[hitPart]) then partTargetTransparency[child] = partTargetTransparency[hitPart] add(child) end end end end -- Invisibilize objects that are in the way, restore those that aren't anymore for hitPart, originalLTM in pairs(self.savedHits) do if currentHits[hitPart] then -- LocalTransparencyModifier gets whatever value is required to print the part's total transparency to equal perPartTransparency hitPart.LocalTransparencyModifier = (hitPart.Transparency < 1) and ((partTargetTransparency[hitPart] - hitPart.Transparency) / (1.0 - hitPart.Transparency)) or 0 else -- Restore original pre-invisicam value of LTM hitPart.LocalTransparencyModifier = originalLTM self.savedHits[hitPart] = nil end end -- Invisicam does not change the camera values return desiredCameraCFrame, desiredCameraFocus end return Invisicam
--[=[ @within TableUtil @function Zip @param ... table @return (iter: (t: table, k: any) -> (key: any?, values: table?), tbl: table, startIndex: any?) Returns an iterator that can scan through multiple tables at the same time side-by-side, matching against shared keys/indices. ```lua local t1 = {10, 20, 30, 40, 50} local t2 = {60, 70, 80, 90, 100} for key,values in TableUtil.Zip(t1, t2) do print(key, values) end --[[ Outputs: 1 {10, 60} 2 {20, 70} 3 {30, 80} 4 {40, 90} 5 {50, 100} --]] ``` ]=]
local function Zip(...: { [any]: any }): ((t: { any }, k: any) -> (any, any), { any }, any) assert(select("#", ...) > 0, "Must supply at least 1 table") local function ZipIteratorArray(all: {any}, k: number): (number?, {any}?) k += 1 local values = {} for i, t in all do local v = t[k] if not v then return nil, nil end values[i] = v end return k, values end local function ZipIteratorMap(all: { [any]: any }, k: any): (number?, { any }?) local values = {} for i, t in all do local v = next(t, k) if not v then return nil, nil end values[i] = v end return k, values end local all = {...} if #all[1] > 0 then return ZipIteratorArray, all, 0 else return ZipIteratorMap, all, nil end end
-- Loop forever
while true do if isOnVar.Value then local minsAfterMidnight = (USE_CUSTOM_TIME) and minsAfterMidnightVar.Value or math.floor(lightingService:GetMinutesAfterMidnight()) minsAfterMidnightVar.Value = minsAfterMidnight TryUpdate(minsAfterMidnight) if not prevIsOn then prevIsOn = true screen.Visible = true end else if prevIsOn then prevIsOn = false screen.Visible = false end end wait(msPerUpdateVar.Value/1000) end
--[[ Do not erase these words! This clickable door was made by Wirodeu Profile page: http://www.roblox.com/User.aspx?ID=145417 Blog: www.robloxjuice.wordpress.com --]]
-- FUNCTIONS --
local function checkHolding() end Tool.Equipped:Connect(function() Equipped = true Char = Tool.Parent HumRP = Char:WaitForChild("HumanoidRootPart") Humanoid = Char:WaitForChild("Humanoid") Animations = { ["Z"] = Humanoid:LoadAnimation(script.Animations.Z), ["X"] = Humanoid:LoadAnimation(script.Animations.X), } if not loopConnection then loopConnection = game:GetService("RunService").RenderStepped:Connect(function() if UIS:IsKeyDown(Enum.KeyCode.Z) then if Char:FindFirstChild("Disabled") then return end if not Z then if Equipped and not CS:HasTag(Char, "Z") and not CS:HasTag(Char, "Busy") then SkillsHandler:FireServer("Skill", Tool.Name, "Hold", "Z") end end Z = true else if Z then isHolding = false SkillsHandler:FireServer("Skill", Tool.Name, "Release", "Z", Mouse:GetHit().Position, Char.HumanoidRootPart.CFrame) Animations.Z:AdjustSpeed(1) end Z = false end if UIS:IsKeyDown(Enum.KeyCode.X) then if Char:FindFirstChild("Disabled") then return end if not X then if Equipped and not CS:HasTag(Char, "X") and not CS:HasTag(Char, "Busy") then SkillsHandler:FireServer("Skill", Tool.Name, "Hold", "X") end end X = true else if X then isHolding = false SkillsHandler:FireServer("Skill", Tool.Name, "Release", "X", Mouse:GetHit().Position) Animations.X:AdjustSpeed(1) end X = false end end) end if not holdingConnection then holdingConnection = Holding.Changed:Connect(function() coroutine.wrap(function() if Holding.Value ~= "None" then HumRP.Anchored = true isHolding = true if Holding.Value == "Z" then Animations.Z:Play() Animations.Z:GetMarkerReachedSignal("Idle"):Connect(function() if isHolding == true then Animations.Z:AdjustSpeed(0) end end) repeat HumRP.CFrame = CFrame.lookAt(HumRP.Position, Mouse:GetHit().Position) task.wait() until Holding.Value ~= "Z" elseif Holding.Value == "X" then Animations.X:Play() Animations.X:GetMarkerReachedSignal("Idle"):Connect(function() if isHolding == true then Animations.X:AdjustSpeed(0) end end) repeat HumRP.CFrame = CFrame.lookAt(HumRP.Position, Vector3.new(Mouse:GetHit().Position.X, HumRP.Position.Y, Mouse:GetHit().Position.Z)) task.wait() until Holding.Value ~= "X" end else HumRP.Anchored = false end end)() end) end end) Tool.Unequipped:Connect(function() Equipped = false if loopConnection ~= nil then loopConnection:Disconnect() loopConnection = nil end if holdingConnection ~= nil then holdingConnection:Disconnect() holdingConnection = nil end end)
-- Decompiled with the Synapse X Luau decompiler.
local v1 = require(script.Parent:WaitForChild("CameraUtils")); local l__Players__2 = game:GetService("Players"); local l__RunService__3 = game:GetService("RunService"); local u1 = Vector3.new(0, 0, 0); local v4 = require(script.Parent:WaitForChild("BaseOcclusion")); local v5 = setmetatable({}, v4); v5.__index = v5; local u2 = { LIMBS = 2, MOVEMENT = 3, CORNERS = 4, CIRCLE1 = 5, CIRCLE2 = 6, LIMBMOVE = 7, SMART_CIRCLE = 8, CHAR_OUTLINE = 9 }; function v5.new() local v6 = setmetatable(v4.new(), v5); v6.char = nil; v6.humanoidRootPart = nil; v6.torsoPart = nil; v6.headPart = nil; v6.childAddedConn = nil; v6.childRemovedConn = nil; v6.behaviors = {}; v6.behaviors[u2.LIMBS] = v6.LimbBehavior; v6.behaviors[u2.MOVEMENT] = v6.MoveBehavior; v6.behaviors[u2.CORNERS] = v6.CornerBehavior; v6.behaviors[u2.CIRCLE1] = v6.CircleBehavior; v6.behaviors[u2.CIRCLE2] = v6.CircleBehavior; v6.behaviors[u2.LIMBMOVE] = v6.LimbMoveBehavior; v6.behaviors[u2.SMART_CIRCLE] = v6.SmartCircleBehavior; v6.behaviors[u2.CHAR_OUTLINE] = v6.CharacterOutlineBehavior; v6.mode = u2.SMART_CIRCLE; v6.behaviorFunction = v6.SmartCircleBehavior; v6.savedHits = {}; v6.trackedLimbs = {}; v6.camera = game.Workspace.CurrentCamera; v6.enabled = false; return v6; end; function v5.Enable(p1, p2) p1.enabled = p2; if not p2 then p1:Cleanup(); end; end; function v5.GetOcclusionMode(p3) return Enum.DevCameraOcclusionMode.Invisicam; end; function v5.LimbBehavior(p4, p5) for v7, v8 in pairs(p4.trackedLimbs) do p5[#p5 + 1] = v7.Position; end; end; function v5.MoveBehavior(p6, p7) for v9 = 1, 3 do local l__Velocity__10 = p6.humanoidRootPart.Velocity; p7[#p7 + 1] = p6.humanoidRootPart.Position + (v9 - 1) * p6.humanoidRootPart.CFrame.lookVector * (Vector3.new(l__Velocity__10.X, 0, l__Velocity__10.Z).Magnitude / 2); end; end; local u3 = { Vector3.new(1, 1, -1), Vector3.new(1, -1, -1), Vector3.new(-1, -1, -1), Vector3.new(-1, 1, -1) }; function v5.CornerBehavior(p8, p9) local l__CFrame__11 = p8.humanoidRootPart.CFrame; local l__p__12 = l__CFrame__11.p; local v13 = l__CFrame__11 - l__p__12; local v14 = p8.char:GetExtentsSize() / 2; p9[#p9 + 1] = l__p__12; for v15 = 1, #u3 do p9[#p9 + 1] = l__p__12 + v13 * (v14 * u3[v15]); end; end; function v5.CircleBehavior(p10, p11) if p10.mode == u2.CIRCLE1 then local v16 = p10.humanoidRootPart.CFrame; else local l__CoordinateFrame__17 = p10.camera.CoordinateFrame; v16 = l__CoordinateFrame__17 - l__CoordinateFrame__17.p + p10.humanoidRootPart.Position; end; p11[#p11 + 1] = v16.p; for v18 = 0, 9 do local v19 = 2 * math.pi / 10 * v18; p11[#p11 + 1] = v16 * (3 * Vector3.new(math.cos(v19), math.sin(v19), 0)); end; end; function v5.LimbMoveBehavior(p12, p13) p12:LimbBehavior(p13); p12:MoveBehavior(p13); end; function v5.CharacterOutlineBehavior(p14, p15) local l__unit__20 = p14.torsoPart.CFrame.upVector.unit; local l__unit__21 = p14.torsoPart.CFrame.rightVector.unit; p15[#p15 + 1] = p14.torsoPart.CFrame.p; p15[#p15 + 1] = p14.torsoPart.CFrame.p + l__unit__20; p15[#p15 + 1] = p14.torsoPart.CFrame.p - l__unit__20; p15[#p15 + 1] = p14.torsoPart.CFrame.p + l__unit__21; p15[#p15 + 1] = p14.torsoPart.CFrame.p - l__unit__21; if p14.headPart then p15[#p15 + 1] = p14.headPart.CFrame.p; end; local v22 = CFrame.new(u1, Vector3.new(p14.camera.CoordinateFrame.lookVector.X, 0, p14.camera.CoordinateFrame.lookVector.Z)); local v23 = p14.torsoPart and p14.torsoPart.Position or p14.humanoidRootPart.Position; local v24 = { p14.torsoPart }; if p14.headPart then v24[#v24 + 1] = p14.headPart; end; for v25 = 1, 24 do local v26 = 2 * math.pi * v25 / 24; local v27 = v22 * (3 * Vector3.new(math.cos(v26), math.sin(v26), 0)); local v28 = Vector3.new(v27.X, math.max(v27.Y, -2.25), v27.Z); local v29, v30 = game.Workspace:FindPartOnRayWithWhitelist(Ray.new(v23 + v28, -3 * v28), v24, false, false); if v29 then p15[#p15 + 1] = v30 + 0.2 * (v23 - v30).unit; end; end; end; local u4 = 2 * math.pi / 24; local function u5(p16, p17, p18, p19) local v31 = p17:Cross(p19); local v32 = p18.x - p16.x; local v33 = p18.y - p16.y; local v34 = p18.z - p16.z; local l__y__35 = p17.y; local v36 = -p19.y; local l__y__37 = v31.y; local l__z__38 = p17.z; local v39 = -p19.z; local l__z__40 = v31.z; local v41 = p17.x * (v36 * l__z__40 - l__y__37 * v39) - -p19.x * (l__y__35 * l__z__40 - l__y__37 * l__z__38) + v31.x * (l__y__35 * v39 - v36 * l__z__38); if v41 == 0 then return u1; end; local v42 = -p19.y; local l__y__43 = v31.y; local v44 = -p19.z; local l__z__45 = v31.z; local l__y__46 = p17.y; local l__y__47 = v31.y; local l__z__48 = p17.z; local l__z__49 = v31.z; local v50 = p16 + (v32 * (v42 * l__z__45 - l__y__43 * v44) - -p19.x * (v33 * l__z__45 - l__y__43 * v34) + v31.x * (v33 * v44 - v42 * v34)) / v41 * p17; local v51 = p18 + (p17.x * (v33 * l__z__49 - l__y__47 * v34) - v32 * (l__y__46 * l__z__49 - l__y__47 * l__z__48) + v31.x * (l__y__46 * v34 - v33 * l__z__48)) / v41 * p19; if (v51 - v50).Magnitude < 0.25 then return v50 + 0.5 * (v51 - v50); end; return u1; end; function v5.SmartCircleBehavior(p20, p21) local l__unit__52 = p20.torsoPart.CFrame.upVector.unit; local l__unit__53 = p20.torsoPart.CFrame.rightVector.unit; p21[#p21 + 1] = p20.torsoPart.CFrame.p; p21[#p21 + 1] = p20.torsoPart.CFrame.p + l__unit__52; p21[#p21 + 1] = p20.torsoPart.CFrame.p - l__unit__52; p21[#p21 + 1] = p20.torsoPart.CFrame.p + l__unit__53; p21[#p21 + 1] = p20.torsoPart.CFrame.p - l__unit__53; if p20.headPart then p21[#p21 + 1] = p20.headPart.CFrame.p; end; local v54 = p20.camera.CFrame - p20.camera.CFrame.p; local v55 = Vector3.new(0, 0.5, 0) + (p20.torsoPart and p20.torsoPart.Position or p20.humanoidRootPart.Position); for v56 = 1, 24 do local v57 = u4 * v56 - 0.5 * math.pi; local v58 = v55 + v54 * (2.5 * Vector3.new(math.cos(v57), math.sin(v57), 0)); local v59 = v58 - p20.camera.CFrame.p; local v60, v61, v62 = game.Workspace:FindPartOnRayWithIgnoreList(Ray.new(v55, v58 - v55), { p20.char }, false, false); local v63 = v58; if v60 then local v64 = v61 + 0.1 * v62.unit; local v65 = v64 - v55; local l__magnitude__66 = v65.magnitude; local l__unit__67 = v65:Cross(v59).unit:Cross(v62).unit; if v65.unit:Dot(-l__unit__67) < v65.unit:Dot((v64 - p20.camera.CFrame.p).unit) then v63 = u5(v64, l__unit__67, v58, v59); if v63.Magnitude > 0 then local v68, v69, v70 = game.Workspace:FindPartOnRayWithIgnoreList(Ray.new(v64, v63 - v64), { p20.char }, false, false); if v68 then v63 = v69 + 0.1 * v70.unit; end; else v63 = v64; end; else v63 = v64; end; local v71, v72, v73 = game.Workspace:FindPartOnRayWithIgnoreList(Ray.new(v55, v63 - v55), { p20.char }, false, false); if v71 then v63 = v72 - 0.1 * (v63 - v55).unit; end; end; p21[#p21 + 1] = v63; end; end; function v5.CheckTorsoReference(p22) if p22.char then p22.torsoPart = p22.char:FindFirstChild("Torso"); if not p22.torsoPart then p22.torsoPart = p22.char:FindFirstChild("UpperTorso"); if not p22.torsoPart then p22.torsoPart = p22.char:FindFirstChild("HumanoidRootPart"); end; end; p22.headPart = p22.char:FindFirstChild("Head"); end; end; local u6 = { Head = true, ["Left Arm"] = true, ["Right Arm"] = true, ["Left Leg"] = true, ["Right Leg"] = true, LeftLowerArm = true, RightLowerArm = true, LeftUpperLeg = true, RightUpperLeg = true }; function v5.CharacterAdded(p23, p24, p25) if p25 ~= l__Players__2.LocalPlayer then return; end; if p23.childAddedConn then p23.childAddedConn:Disconnect(); p23.childAddedConn = nil; end; if p23.childRemovedConn then p23.childRemovedConn:Disconnect(); p23.childRemovedConn = nil; end; p23.char = p24; p23.trackedLimbs = {}; p23.childAddedConn = p24.ChildAdded:Connect(function(p26) if p26:IsA("BasePart") then if u6[p26.Name] then p23.trackedLimbs[p26] = true; end; if p26.Name == "Torso" or p26.Name == "UpperTorso" then p23.torsoPart = p26; end; if p26.Name == "Head" then p23.headPart = p26; end; end; end); p23.childRemovedConn = p24.ChildRemoved:Connect(function(p27) p23.trackedLimbs[p27] = nil; p23:CheckTorsoReference(); end); for v74, v75 in pairs(p23.char:GetChildren()) do if v75:IsA("BasePart") then if u6[v75.Name] then p23.trackedLimbs[v75] = true; end; if v75.Name == "Torso" or v75.Name == "UpperTorso" then p23.torsoPart = v75; end; if v75.Name == "Head" then p23.headPart = v75; end; end; end; end; local function u7(p28, ...) local v76 = {}; local v77 = ""; for v78, v79 in pairs({ ... }) do v76[v79] = true; if v77 == "" then local v80 = ""; else v80 = " or "; end; v77 = v77 .. v80 .. v79; end; local v81 = type(p28); assert(v76[v81], v77 .. " type expected, got: " .. v81); end; function v5.SetMode(p29, p30) u7(p30, "number"); for v82, v83 in pairs(u2) do if v83 == p30 then p29.mode = p30; p29.behaviorFunction = p29.behaviors[p29.mode]; return; end; end; error("Invalid mode number"); end; function v5.GetObscuredParts(p31) return p31.savedHits; end; function v5.Cleanup(p32) for v84, v85 in pairs(p32.savedHits) do v84.LocalTransparencyModifier = v85; end; end; function v5.Update(p33, p34, p35, p36) local v86 = nil; if not p33.enabled or not p33.char then return p35, p36; end; p33.camera = game.Workspace.CurrentCamera; if not p33.humanoidRootPart then local v87 = p33.char:FindFirstChildOfClass("Humanoid"); if v87 and v87.RootPart then p33.humanoidRootPart = v87.RootPart; else p33.humanoidRootPart = p33.char:FindFirstChild("HumanoidRootPart"); if not p33.humanoidRootPart then return p35, p36; end; end; local u8 = nil; u8 = p33.humanoidRootPart.AncestryChanged:Connect(function(p37, p38) if p37 == p33.humanoidRootPart and not p38 then p33.humanoidRootPart = nil; if u8 and u8.Connected then u8:Disconnect(); u8 = nil; end; end; end); end; if not p33.torsoPart then p33:CheckTorsoReference(); if not p33.torsoPart then return p35, p36; end; end; local v88 = {}; p33:behaviorFunction(v88); local v89 = { p33.char }; local u9 = {}; local v90 = 0; local v91 = {}; local v92 = {}; local v93 = 0.75; local v94 = 0.75; local v95 = p33.camera:GetPartsObscuringTarget({ p33.headPart and p33.headPart.CFrame.p or v88[1], p33.torsoPart and p33.torsoPart.CFrame.p or v88[2] }, v89); for v96 = 1, #v95 do local v97 = v95[v96]; v86 = v90 + 1; v91[v97] = true; for v98, v99 in pairs(v97:GetChildren()) do if v99:IsA("Decal") then v86 = v86 + 1; break; end; if v99:IsA("Texture") then v86 = v86 + 1; break; end; end; end; if v86 > 0 then v93 = math.pow(0.375 + 0.375 / v86, 1 / v86); v94 = math.pow(0.25 + 0.25 / v86, 1 / v86); end; local v100 = p33.camera:GetPartsObscuringTarget(v88, v89); local v101 = {}; for v102 = 1, #v100 do local v103 = v100[v102]; v101[v103] = v91[v103] and v93 or v94; if v103.Transparency < v101[v103] then u9[v103] = true; if not p33.savedHits[v103] then p33.savedHits[v103] = v103.LocalTransparencyModifier; end; end; for v104, v105 in pairs(v103:GetChildren()) do if (v105:IsA("Decal") or v105:IsA("Texture")) and v105.Transparency < v101[v103] then v101[v105] = v101[v103]; u9[v105] = true; if not p33.savedHits[v105] then p33.savedHits[v105] = v105.LocalTransparencyModifier; end; end; end; end; for v106, v107 in pairs(p33.savedHits) do if u9[v106] then v106.LocalTransparencyModifier = v106.Transparency < 1 and (v101[v106] - v106.Transparency) / (1 - v106.Transparency) or 0; else v106.LocalTransparencyModifier = v107; p33.savedHits[v106] = nil; end; end; return p35, p36; end; return v5;
--[[ Utility function to log a Fusion-specific error, without halting execution. ]]
local Package = script.Parent.Parent local Types = require(Package.Types) local messages = require(Package.Logging.messages) local function logErrorNonFatal(messageID: string, errObj: Types.Error?, ...) local formatString: string if messages[messageID] ~= nil then formatString = messages[messageID] else messageID = "unknownMessage" formatString = messages[messageID] end local errorString if errObj == nil then errorString = string.format("[Fusion] " .. formatString .. "\n(ID: " .. messageID .. ")", ...) else formatString = formatString:gsub("ERROR_MESSAGE", errObj.message) errorString = string.format("[Fusion] " .. formatString .. "\n(ID: " .. messageID .. ")\n---- Stack trace ----\n" .. errObj.trace, ...) end task.spawn(function(...) error(errorString:gsub("\n", "\n "), 0) end, ...) end return logErrorNonFatal
-- Create superfolder for all part folders
local MainPartFolder = workspace:FindFirstChild(Constants.ARCS_MAIN_FOLDER) if not MainPartFolder then MainPartFolder = Instance.new("Folder") MainPartFolder.Name = Constants.ARCS_MAIN_FOLDER MainPartFolder.Parent = workspace end
--CONFIG
local Peak = 0 -- Set this to your desired starting RPM or leave it set to 0 to choose the default peakRPM
--[[ This is a test file to demonstrate how ragdolls work. If you don't use this file, you need to manually apply the Ragdoll tag to humanoids that you want to ragdoll --]]
local Players = game:GetService("Players") local ReplicatedStorage = game:GetService("ReplicatedStorage") local StarterPack = game:GetService("StarterPack") local StarterPlayer = game:GetService("StarterPlayer") script.ClassicSword.Parent = StarterPack script.RocketLauncher.Parent = StarterPack script.KillScript.Parent = StarterPlayer.StarterCharacterScripts script.RagdollMe.Parent = StarterPlayer.StarterCharacterScripts
--- Creates a listable type from a singlular type
function Util.MakeListableType(type) local listableType = { Listable = true, Transform = type.Transform, Validate = type.Validate, Autocomplete = type.Autocomplete, Parse = function(...) return {type.Parse(...)} end } return listableType end local function encodeCommandEscape(text) return first(text:gsub("\\%$", string.char(20))) end local function decodeCommandEscape(text) return first(text:gsub(string.char(20), "$")) end
--Made by Superluck, Uploaded by FederalSignal_QCB. --Made by Superluck, Uploaded by FederalSignal_QCB. --Made by Superluck, Uploaded by FederalSignal_QCB.
wait(1) while true do script.Parent.Parent.Parent.Scripts.SoundBlock.Value.Sound2.PlaybackSpeed = script.Parent.PlaybackSpeed script.Parent.Parent.Parent.Scripts.SoundBlock.Value.Sound2.Volume = (script.Parent.Volume*2)*11 script.Parent.Parent.Parent.Scripts.SoundBlock.Value.Sound2.EmitterSize = script.Parent.EmitterSize*10 script.Parent.Parent.Parent.Scripts.SoundBlock.Value.Sound2.SoundId = script.Parent.SoundId script.Parent.Parent.Parent.Scripts.SoundBlock.Value.Sound2.Playing = script.Parent.Playing script.Parent.Parent.Parent.Scripts.SoundBlock.Value.Sound2.DistortionSoundEffect.Level = (script.Parent.Volume*1.3)*3 wait() end
-- собираем все наши размещения
local tmp = script.Parent.WorldPosition:GetChildren()
----------------------- --| Local Functions |-- -----------------------
local function LimbBehavior(castPoints) for _, limb in pairs(TrackedLimbs) do if limb.Parent then table.insert(castPoints, limb.Position) end end end local function MoveBehavior(castPoints) for i = 1, MOVE_CASTS do local position, velocity = Torso.Position, Torso.Velocity local horizontalSpeed = Vector3.new(velocity.X, 0, velocity.Z).Magnitude / 2 local offsetVector = (i - 1) * Torso.CFrame.lookVector * horizontalSpeed table.insert(castPoints, position + offsetVector) end end local function CornerBehavior(castPoints) local cframe = Torso.CFrame local centerPoint = cframe.p local rotation = cframe - centerPoint local halfSize = Character:GetExtentsSize() / 2 --NOTE: Doesn't update w/ limb animations table.insert(castPoints, centerPoint) for _, factor in pairs(CORNER_FACTORS) do table.insert(castPoints, centerPoint + (rotation * (halfSize * factor))) end end local function CircleBehavior(castPoints) local cframe = nil if Mode == MODE.CIRCLE1 then cframe = Torso.CFrame else local camCFrame = Camera.CoordinateFrame cframe = camCFrame - camCFrame.p + Torso.Position end table.insert(castPoints, cframe.p) for i = 0, CIRCLE_CASTS - 1 do local angle = (2 * math.pi / CIRCLE_CASTS) * i local offset = 3 * Vector3.new(math.cos(angle), math.sin(angle), 0) table.insert(castPoints, cframe * offset) end end local function LimbMoveBehavior(castPoints) LimbBehavior(castPoints) MoveBehavior(castPoints) end local function OnCharacterAdded(character) Character = character Torso = Character:WaitForChild('Torso') TrackedLimbs = {} for _, child in pairs(Character:GetChildren()) do if child:IsA('BasePart') and LIMB_TRACKING_SET[child.Name] then table.insert(TrackedLimbs, child) end end end local function OnWorkspaceChanged(property) if property == 'CurrentCamera' then local newCamera = workspace.CurrentCamera if newCamera then Camera = newCamera end end end
-- An object which can listen for updates on another state object.
export type Observer = PubTypes.Observer & { _changeListeners: Set<() -> ()>, _numChangeListeners: number } return nil
--[[ The reconciler is the mechanism in Roact that constructs the virtual tree that later gets turned into concrete objects by the renderer. Roact's reconciler is constructed with the renderer as an argument, which enables switching to different renderers for different platforms or scenarios. When testing the reconciler itself, it's common to use `NoopRenderer` with spies replacing some methods. The default (and only) reconciler interface exposed by Roact right now uses `RobloxRenderer`. ]]
local function createReconciler(renderer) local reconciler local mountVirtualNode local updateVirtualNode local unmountVirtualNode --[[ Unmount the given virtualNode, replacing it with a new node described by the given element. Preserves host properties, depth, and legacyContext from parent. ]] local function replaceVirtualNode(virtualNode, newElement) local hostParent = virtualNode.hostParent local hostKey = virtualNode.hostKey local depth = virtualNode.depth -- If the node that is being replaced has modified context, we need to -- use the original *unmodified* context for the new node -- The `originalContext` field will be nil if the context was unchanged local context = virtualNode.originalContext or virtualNode.context local parentLegacyContext = virtualNode.parentLegacyContext unmountVirtualNode(virtualNode) local newNode = mountVirtualNode(newElement, hostParent, hostKey, context, parentLegacyContext) -- mountVirtualNode can return nil if the element is a boolean if newNode ~= nil then newNode.depth = depth end return newNode end --[[ Utility to update the children of a virtual node based on zero or more updated children given as elements. ]] local function updateChildren(virtualNode, hostParent, newChildElements) if config.internalTypeChecks then internalAssert(Type.of(virtualNode) == Type.VirtualNode, "Expected arg #1 to be of type VirtualNode") end local removeKeys = {} -- Changed or removed children for childKey, childNode in pairs(virtualNode.children) do local newElement = ElementUtils.getElementByKey(newChildElements, childKey) local newNode = updateVirtualNode(childNode, newElement) if newNode ~= nil then virtualNode.children[childKey] = newNode else removeKeys[childKey] = true end end for childKey in pairs(removeKeys) do virtualNode.children[childKey] = nil end -- Added children for childKey, newElement in ElementUtils.iterateElements(newChildElements) do local concreteKey = childKey if childKey == ElementUtils.UseParentKey then concreteKey = virtualNode.hostKey end if virtualNode.children[childKey] == nil then local childNode = mountVirtualNode( newElement, hostParent, concreteKey, virtualNode.context, virtualNode.legacyContext ) -- mountVirtualNode can return nil if the element is a boolean if childNode ~= nil then childNode.depth = virtualNode.depth + 1 virtualNode.children[childKey] = childNode end end end end local function updateVirtualNodeWithChildren(virtualNode, hostParent, newChildElements) updateChildren(virtualNode, hostParent, newChildElements) end local function updateVirtualNodeWithRenderResult(virtualNode, hostParent, renderResult) if Type.of(renderResult) == Type.Element or renderResult == nil or typeof(renderResult) == "boolean" then updateChildren(virtualNode, hostParent, renderResult) else error(("%s\n%s"):format( "Component returned invalid children:", virtualNode.currentElement.source or "<enable element tracebacks>" ), 0) end end --[[ Unmounts the given virtual node and releases any held resources. ]] function unmountVirtualNode(virtualNode) if config.internalTypeChecks then internalAssert(Type.of(virtualNode) == Type.VirtualNode, "Expected arg #1 to be of type VirtualNode") end local kind = ElementKind.of(virtualNode.currentElement) if kind == ElementKind.Host then renderer.unmountHostNode(reconciler, virtualNode) elseif kind == ElementKind.Function then for _, childNode in pairs(virtualNode.children) do unmountVirtualNode(childNode) end elseif kind == ElementKind.Stateful then virtualNode.instance:__unmount() elseif kind == ElementKind.Portal then for _, childNode in pairs(virtualNode.children) do unmountVirtualNode(childNode) end elseif kind == ElementKind.Fragment then for _, childNode in pairs(virtualNode.children) do unmountVirtualNode(childNode) end else error(("Unknown ElementKind %q"):format(tostring(kind), 2)) end end local function updateFunctionVirtualNode(virtualNode, newElement) local children = newElement.component(newElement.props) updateVirtualNodeWithRenderResult(virtualNode, virtualNode.hostParent, children) return virtualNode end local function updatePortalVirtualNode(virtualNode, newElement) local oldElement = virtualNode.currentElement local oldTargetHostParent = oldElement.props.target local targetHostParent = newElement.props.target assert(renderer.isHostObject(targetHostParent), "Expected target to be host object") if targetHostParent ~= oldTargetHostParent then return replaceVirtualNode(virtualNode, newElement) end local children = newElement.props[Children] updateVirtualNodeWithChildren(virtualNode, targetHostParent, children) return virtualNode end local function updateFragmentVirtualNode(virtualNode, newElement) updateVirtualNodeWithChildren(virtualNode, virtualNode.hostParent, newElement.elements) return virtualNode end --[[ Update the given virtual node using a new element describing what it should transform into. `updateVirtualNode` will return a new virtual node that should replace the passed in virtual node. This is because a virtual node can be updated with an element referencing a different component! In that case, `updateVirtualNode` will unmount the input virtual node, mount a new virtual node, and return it in this case, while also issuing a warning to the user. ]] function updateVirtualNode(virtualNode, newElement, newState) if config.internalTypeChecks then internalAssert(Type.of(virtualNode) == Type.VirtualNode, "Expected arg #1 to be of type VirtualNode") end if config.typeChecks then assert( Type.of(newElement) == Type.Element or typeof(newElement) == "boolean" or newElement == nil, "Expected arg #2 to be of type Element, boolean, or nil" ) end -- If nothing changed, we can skip this update if virtualNode.currentElement == newElement and newState == nil then return virtualNode end if typeof(newElement) == "boolean" or newElement == nil then unmountVirtualNode(virtualNode) return nil end if virtualNode.currentElement.component ~= newElement.component then return replaceVirtualNode(virtualNode, newElement) end local kind = ElementKind.of(newElement) local shouldContinueUpdate = true if kind == ElementKind.Host then virtualNode = renderer.updateHostNode(reconciler, virtualNode, newElement) elseif kind == ElementKind.Function then virtualNode = updateFunctionVirtualNode(virtualNode, newElement) elseif kind == ElementKind.Stateful then shouldContinueUpdate = virtualNode.instance:__update(newElement, newState) elseif kind == ElementKind.Portal then virtualNode = updatePortalVirtualNode(virtualNode, newElement) elseif kind == ElementKind.Fragment then virtualNode = updateFragmentVirtualNode(virtualNode, newElement) else error(("Unknown ElementKind %q"):format(tostring(kind), 2)) end -- Stateful components can abort updates via shouldUpdate. If that -- happens, we should stop doing stuff at this point. if not shouldContinueUpdate then return virtualNode end virtualNode.currentElement = newElement return virtualNode end --[[ Constructs a new virtual node but not does mount it. ]] local function createVirtualNode(element, hostParent, hostKey, context, legacyContext) if config.internalTypeChecks then internalAssert(renderer.isHostObject(hostParent) or hostParent == nil, "Expected arg #2 to be a host object") internalAssert(typeof(context) == "table" or context == nil, "Expected arg #4 to be of type table or nil") internalAssert( typeof(legacyContext) == "table" or legacyContext == nil, "Expected arg #5 to be of type table or nil" ) end if config.typeChecks then assert(hostKey ~= nil, "Expected arg #3 to be non-nil") assert( Type.of(element) == Type.Element or typeof(element) == "boolean", "Expected arg #1 to be of type Element or boolean" ) end return { [Type] = Type.VirtualNode, currentElement = element, depth = 1, children = {}, hostParent = hostParent, hostKey = hostKey, -- Legacy Context API -- A table of context values inherited from the parent node legacyContext = legacyContext, -- A saved copy of the parent context, used when replacing a node parentLegacyContext = legacyContext, -- Context API -- A table of context values inherited from the parent node context = context or {}, -- A saved copy of the unmodified context; this will be updated when -- a component adds new context and used when a node is replaced originalContext = nil, } end local function mountFunctionVirtualNode(virtualNode) local element = virtualNode.currentElement local children = element.component(element.props) updateVirtualNodeWithRenderResult(virtualNode, virtualNode.hostParent, children) end local function mountPortalVirtualNode(virtualNode) local element = virtualNode.currentElement local targetHostParent = element.props.target local children = element.props[Children] assert(renderer.isHostObject(targetHostParent), "Expected target to be host object") updateVirtualNodeWithChildren(virtualNode, targetHostParent, children) end local function mountFragmentVirtualNode(virtualNode) local element = virtualNode.currentElement local children = element.elements updateVirtualNodeWithChildren(virtualNode, virtualNode.hostParent, children) end --[[ Constructs a new virtual node and mounts it, but does not place it into the tree. ]] function mountVirtualNode(element, hostParent, hostKey, context, legacyContext) if config.internalTypeChecks then internalAssert(renderer.isHostObject(hostParent) or hostParent == nil, "Expected arg #2 to be a host object") internalAssert( typeof(legacyContext) == "table" or legacyContext == nil, "Expected arg #5 to be of type table or nil" ) end if config.typeChecks then assert(hostKey ~= nil, "Expected arg #3 to be non-nil") assert( Type.of(element) == Type.Element or typeof(element) == "boolean", "Expected arg #1 to be of type Element or boolean" ) end -- Boolean values render as nil to enable terse conditional rendering. if typeof(element) == "boolean" then return nil end local kind = ElementKind.of(element) local virtualNode = createVirtualNode(element, hostParent, hostKey, context, legacyContext) if kind == ElementKind.Host then renderer.mountHostNode(reconciler, virtualNode) elseif kind == ElementKind.Function then mountFunctionVirtualNode(virtualNode) elseif kind == ElementKind.Stateful then element.component:__mount(reconciler, virtualNode) elseif kind == ElementKind.Portal then mountPortalVirtualNode(virtualNode) elseif kind == ElementKind.Fragment then mountFragmentVirtualNode(virtualNode) else error(("Unknown ElementKind %q"):format(tostring(kind), 2)) end return virtualNode end --[[ Constructs a new Roact virtual tree, constructs a root node for it, and mounts it. ]] local function mountVirtualTree(element, hostParent, hostKey) if config.typeChecks then assert(Type.of(element) == Type.Element, "Expected arg #1 to be of type Element") assert(renderer.isHostObject(hostParent) or hostParent == nil, "Expected arg #2 to be a host object") end if hostKey == nil then hostKey = "RoactTree" end local tree = { [Type] = Type.VirtualTree, [InternalData] = { -- The root node of the tree, which starts into the hierarchy of -- Roact component instances. rootNode = nil, mounted = true, }, } tree[InternalData].rootNode = mountVirtualNode(element, hostParent, hostKey) return tree end --[[ Unmounts the virtual tree, freeing all of its resources. No further operations should be done on the tree after it's been unmounted, as indicated by its the `mounted` field. ]] local function unmountVirtualTree(tree) local internalData = tree[InternalData] if config.typeChecks then assert(Type.of(tree) == Type.VirtualTree, "Expected arg #1 to be a Roact handle") assert(internalData.mounted, "Cannot unmounted a Roact tree that has already been unmounted") end internalData.mounted = false if internalData.rootNode ~= nil then unmountVirtualNode(internalData.rootNode) end end --[[ Utility method for updating the root node of a virtual tree given a new element. ]] local function updateVirtualTree(tree, newElement) local internalData = tree[InternalData] if config.typeChecks then assert(Type.of(tree) == Type.VirtualTree, "Expected arg #1 to be a Roact handle") assert(Type.of(newElement) == Type.Element, "Expected arg #2 to be a Roact Element") end internalData.rootNode = updateVirtualNode(internalData.rootNode, newElement) return tree end reconciler = { mountVirtualTree = mountVirtualTree, unmountVirtualTree = unmountVirtualTree, updateVirtualTree = updateVirtualTree, createVirtualNode = createVirtualNode, mountVirtualNode = mountVirtualNode, unmountVirtualNode = unmountVirtualNode, updateVirtualNode = updateVirtualNode, updateVirtualNodeWithChildren = updateVirtualNodeWithChildren, updateVirtualNodeWithRenderResult = updateVirtualNodeWithRenderResult, } return reconciler end return createReconciler
--[[ Creates a new promise that receives the result of this promise. The given callbacks are invoked depending on that result. ]]
function Promise.prototype:andThen(successHandler, failureHandler) self._unhandledRejection = false -- Create a new promise to follow this part of the chain return Promise.new(function(resolve, reject) -- Our default callbacks just pass values onto the next promise. -- This lets success and failure cascade correctly! local successCallback = resolve if successHandler then successCallback = createAdvancer(successHandler, resolve, reject) end local failureCallback = reject if failureHandler then failureCallback = createAdvancer(failureHandler, resolve, reject) end if self._status == Promise.Status.Started then -- If we haven't resolved yet, put ourselves into the queue table.insert(self._queuedResolve, successCallback) table.insert(self._queuedReject, failureCallback) elseif self._status == Promise.Status.Resolved then -- This promise has already resolved! Trigger success immediately. successCallback(unpack(self._values, 1, self._valuesLength)) elseif self._status == Promise.Status.Rejected then -- This promise died a terrible death! Trigger failure immediately. failureCallback(unpack(self._values, 1, self._valuesLength)) elseif self._status == Promise.Status.Cancelled then -- We don't want to call the success handler or the failure handler, -- we just reject this promise outright. reject("Promise is cancelled") end end, self) end
-- Events to listen to selection changes
Selection.ItemsAdded = Signal.new() Selection.ItemsRemoved = Signal.new() Selection.PartsAdded = Signal.new() Selection.PartsRemoved = Signal.new() Selection.FocusChanged = Signal.new() Selection.Cleared = Signal.new() Selection.Changed = Signal.new() function Selection.IsSelected(Item) -- Returns whether `Item` is selected or not -- Check and return item presence in index return Selection.ItemIndex[Item]; end; local function CollectParts(Item, Table) -- Adds parts found in `Item` to `Table` -- Collect parts if Item:IsA 'BasePart' then Table[#Table + 1] = Item -- Collect parts inside of groups else local Items = Item:GetDescendants() for _, Item in ipairs(Items) do if Item:IsA 'BasePart' then Table[#Table + 1] = Item end end end end function Selection.Add(Items, RegisterHistory) -- Adds the given items to the selection -- Get core API local Core = GetCore(); -- Go through and validate each given item local SelectableItems = {}; for _, Item in pairs(Items) do -- Make sure each item is valid and not already selected if Item.Parent and (not Selection.ItemIndex[Item]) then table.insert(SelectableItems, Item); end; end; local OldSelection = Selection.Items; -- Track parts in new selection local Parts = {} -- Go through the valid new selection items for _, Item in pairs(SelectableItems) do -- Add each valid item to the selection Selection.ItemIndex[Item] = true; CreateSelectionBoxes(Item) -- Create maid for cleaning up item listeners local ItemMaid = Maid.new() Selection.Maid[Item] = ItemMaid -- Deselect items that are destroyed ItemMaid.RemovalListener = Item.AncestryChanged:Connect(function (Object, Parent) if Parent == nil then Selection.Remove({ Item }) end end) -- Collect parts within item CollectParts(Item, Parts) -- Listen for new parts in groups local IsGroup = not Item:IsA 'BasePart' or nil ItemMaid.NewParts = IsGroup and Item.DescendantAdded:Connect(function (Descendant) if Descendant:IsA 'BasePart' then local NewRefCount = (Selection.PartIndex[Descendant] or 0) + 1 Selection.PartIndex[Descendant] = NewRefCount Selection.Parts = Support.Keys(Selection.PartIndex) if NewRefCount == 1 then Selection.PartsAdded:Fire { Descendant } end end end) ItemMaid.RemovingParts = IsGroup and Item.DescendantRemoving:Connect(function (Descendant) if Selection.PartIndex[Descendant] then local NewRefCount = (Selection.PartIndex[Descendant] or 0) - 1 Selection.PartIndex[Descendant] = (NewRefCount > 0) and NewRefCount or nil if NewRefCount == 0 then Selection.Parts = Support.Keys(Selection.PartIndex) Selection.PartsRemoved:Fire { Descendant } end end end) end -- Update selected item list Selection.Items = Support.Keys(Selection.ItemIndex); -- Create a history record for this selection change, if requested if RegisterHistory and #SelectableItems > 0 then TrackSelectionChange(OldSelection); end; -- Register references to new parts local NewParts = {} for _, Part in pairs(Parts) do local NewRefCount = (Selection.PartIndex[Part] or 0) + 1 Selection.PartIndex[Part] = NewRefCount if NewRefCount == 1 then NewParts[#NewParts + 1] = Part end end -- Update parts list if #NewParts > 0 then Selection.Parts = Support.Keys(Selection.PartIndex) Selection.PartsAdded:Fire(NewParts) end -- Fire relevant events if #SelectableItems > 0 then Selection.ItemsAdded:Fire(SelectableItems) Selection.Changed:Fire() end end; function Selection.Remove(Items, RegisterHistory) -- Removes the given items from the selection -- Go through and validate each given item local DeselectableItems = {}; for _, Item in pairs(Items) do -- Make sure each item is actually selected if Selection.IsSelected(Item) then table.insert(DeselectableItems, Item); end; end; local OldSelection = Selection.Items; -- Track parts in removing selection local Parts = {} -- Go through the valid deselectable items for _, Item in pairs(DeselectableItems) do -- Remove item from selection Selection.ItemIndex[Item] = nil; RemoveSelectionBoxes(Item) -- Stop tracking item's parts Selection.Maid[Item] = nil -- Get parts associated with item CollectParts(Item, Parts) end; -- Update selected item list Selection.Items = Support.Keys(Selection.ItemIndex); -- Create a history record for this selection change, if requested if RegisterHistory and #DeselectableItems > 0 then TrackSelectionChange(OldSelection); end; -- Clear references to removing parts local RemovingParts = {} for _, Part in pairs(Parts) do local NewRefCount = (Selection.PartIndex[Part] or 0) - 1 Selection.PartIndex[Part] = (NewRefCount > 0) and NewRefCount or nil if NewRefCount == 0 then RemovingParts[#RemovingParts + 1] = Part end end -- Update parts list if #RemovingParts > 0 then Selection.Parts = Support.Keys(Selection.PartIndex) Selection.PartsRemoved:Fire(RemovingParts) end -- Fire relevant events if #DeselectableItems > 0 then Selection.ItemsRemoved:Fire(DeselectableItems) Selection.Changed:Fire() end end; function Selection.Clear(RegisterHistory) -- Clears all items from selection -- Remove all selected items Selection.Remove(Selection.Items, RegisterHistory); -- Fire relevant events Selection.Cleared:Fire(); end; function Selection.Replace(Items, RegisterHistory) -- Replaces the current selection with the given new items -- Save old selection reference for history local OldSelection = Selection.Items; -- Find new items local NewItems = {} for _, Item in ipairs(Items) do if not Selection.ItemIndex[Item] then table.insert(NewItems, Item) end end -- Find removing items local RemovingItems = {} local NewItemIndex = Support.FlipTable(Items) for _, Item in ipairs(Selection.Items) do if not NewItemIndex[Item] then table.insert(RemovingItems, Item) end end -- Update selection if #RemovingItems > 0 then Selection.Remove(RemovingItems, false) end if #NewItems > 0 then Selection.Add(NewItems, false) end -- Create a history record for this selection change, if requested if RegisterHistory then TrackSelectionChange(OldSelection); end; end; local function IsVisible(Item) return Item:IsA 'Model' or Item:IsA 'BasePart' end local function GetVisibleFocus(Item) -- Returns a visible focus representing the item -- Return nil if no focus if not Item then return nil end -- Return focus if it's visible if IsVisible(Item) then return Item -- Return first visible item within focus if not visible itself elseif Item then return Item:FindFirstChildWhichIsA('BasePart') or Item:FindFirstChildWhichIsA('Model') or Item:FindFirstChildWhichIsA('BasePart', true) or Item:FindFirstChildWhichIsA('Model', true) end end function Selection.SetFocus(Item) -- Selects `Item` as the focused selection item -- Ensure focus has changed local Focus = GetVisibleFocus(Item) if Selection.Focus == Focus then return end -- Set new focus item Selection.Focus = Focus -- Fire relevant events Selection.FocusChanged:Fire(Focus) end function FocusOnLastSelectedPart() -- Sets the last part of the selection as the focus -- If selection is empty, clear the focus if #Selection.Items == 0 then Selection.SetFocus(nil); -- Otherwise, focus on the last part in the selection else Selection.SetFocus(Selection.Items[#Selection.Items]); end; end;
-- Create the game state machine based on the attribute of this script
local gameStateMachine = GameManager.CreateGameState(Current_Gamemode, Current_GameStateObject)
-- Create component
local ScrollingFrame = Roact.PureComponent:extend 'ScrollingFrame'
--See: https://www.roblox.com/library/265487607/Cutter
local function GetCenterOfMass(parts) local TotalMass = 0 local SumOfMasses = Vector3.new(0, 0, 0) for i = 1, #parts do local part = parts[i] TotalMass = TotalMass + part:GetMass() SumOfMasses = SumOfMasses + part:GetMass() * part.Position end return SumOfMasses/TotalMass, TotalMass end local function GetBackVector(CFrameValue) local _, _, _, _, _, r6, _, _, r9, _, _, r12 = CFrameValue:components() return Vector3.new(r6,r9,r12) end local function GetCFrameFromTopBack(CFrameAt, Top, Back) local Right = Top:Cross(Back) return CFrame.new(CFrameAt.x, CFrameAt.y, CFrameAt.z, Right.x, Top.x, Back.x, Right.y, Top.y, Back.y,Right.z, Top.z, Back.z) end local function GetRotationInXZPlane(cframe) local Back = GetBackVector(cframe) return GetCFrameFromTopBack(cframe.p, Vector3.new(0, 1, 0), Vector3.new(Back.x, 0, Back.z).unit) end
-- Handle new player join events
Players.PlayerAdded:Connect(handlePlayerAdded)
--// Bullet Physics
BulletPhysics = Vector3.new(0,55,0); -- Drop fixation: Lower number = more drop BulletSpeed = 3000; -- Bullet Speed BulletSpread = 0; -- How much spread the bullet has ExploPhysics = Vector3.new(0,20,0); -- Drop for explosive rounds ExploSpeed = 600; -- Speed for explosive rounds BulletDecay = 10000; -- How far the bullet travels before slowing down and being deleted (BUGGY)
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script.Parent:WaitForChild("Gear") script.Parent:WaitForChild("Speed") local player=game.Players.LocalPlayer local mouse=player:GetMouse() local car = script.Parent.Parent.Car.Value script.Parent.CarName.Text = car.Name car.Body.CarName.Value.VehicleSeat.HeadsUpDisplay = false local _Tune = require(car["A-Chassis Tune"]) local _pRPM = _Tune.PeakRPM local _lRPM = _Tune.Redline local currentUnits = 1 local revEnd = math.ceil(_lRPM/1000)
-- DONT EDIT NOTHING IN THE SCRIPT IF YOU DONT KNOW WHAT YOU DOING! -- This script is for iiFireGamingOfDoom.
wait(.1) local InputService=game:GetService("UserInputService") local Camera=game.Workspace.CurrentCamera local Player=game.Players.LocalPlayer local Character=Player.Character local Head=Character.Head local Torso=Character.Torso local RootPart=Character.HumanoidRootPart local RootJoint=RootPart.RootJoint local Neck=Torso.Neck Camera.FieldOfView=90 Camera.CameraType="Scriptable" InputService.MouseBehavior = Enum.MouseBehavior.LockCenter local v3=Vector3.new local cf=CFrame.new local components=cf().components local inverse=cf().inverse local fromAxisAngle=CFrame.fromAxisAngle local atan,atan2=math.atan,math.atan2 local acos=math.acos local function toAxisAngleFromVector(v) local z=v.z return z*z<0.99999 and v3(v.y,-v.x,0).unit*acos(-z) or v3() end local function AxisAngleLookOrientation(c,v,t)--CFrame,Vector,Tween local c=c-c.p local rv=(inverse(c)*v).unit local rz=rv.z return rz*rz<0.99999 and c*fromAxisAngle(v3(rv.y,-rv.x,0),acos(-rz)*(t or 1)) or c end local function AxisAngleLookNew(v,t)--CFrame,Vector,Tween local rv=v.unit local rz=rv.z return rz*rz<0.99999 and fromAxisAngle(v3(rv.y,-rv.x,0),acos(-rz)*(t or 1)) or cf() end local function AxisAngleLook(c,v,t)--CFrame,Vector,Tween local rv=(inverse(c)*v).unit local rz=rv.z return rz*rz<0.99999 and c*fromAxisAngle(v3(rv.y,-rv.x,0),acos(-rz)*(t or 1)) or c end local Sensitivity=0.005 local CameraDirection=Vector3.new(0,0,0) local function EulerAnglesYX(l) local x,z=l.x,l.z return atan(l.y/(x*x+z*z)^0.5),-atan2(x,-z) end local function AnglesXY(l) local z=l.z return atan2(l.y,-z),-atan2(l.x,-z) end local function MouseMoved(Input) if Input.UserInputType==Enum.UserInputType.MouseMovement then local dx,dy=Input.Delta.x*Sensitivity,Input.Delta.y*Sensitivity local m2=dx*dx+dy*dy if m2>0 then CameraDirection=(AxisAngleLookOrientation(RootPart.CFrame,CameraDirection)*fromAxisAngle(v3(-dy,-dx,0),m2^0.5)).lookVector end local RootOrientation=RootPart.CFrame-RootPart.Position local RelativeDirection=RootOrientation:inverse()*CameraDirection local AngX,AngY=AnglesXY(RelativeDirection)--RootOrientation:inverse()* if AngX<-1.57*11/12 then local y,z,c,s=RelativeDirection.y,RelativeDirection.z,math.cos(-1.57*11/12-AngX),-math.sin(-1.57*11/12-AngX) z,y=z*c-y*s,z*s+y*c CameraDirection=RootOrientation*v3(RelativeDirection.x<0 and -(1-y*y-z*z)^0.5 or (1-y*y-z*z)^0.5,y,z) elseif AngX>1.57*11/12 then local y,z,c,s=RelativeDirection.y,RelativeDirection.z,math.cos(1.57*11/12-AngX),-math.sin(1.57*11/12-AngX) z,y=z*c-y*s,z*s+y*c CameraDirection=RootOrientation*v3(RelativeDirection.x<0 and -(1-y*y-z*z)^0.5 or (1-y*y-z*z)^0.5,y,z) end end end local Mouse=Player:GetMouse() local Zoom=-0.5 Mouse.KeyDown:connect(function(k) if k=="e" then Zoom=-0.5 elseif k=="q" then Zoom=-0.5 end end) InputService.InputChanged:connect(MouseMoved) Neck.C1=cf() local _ local DirectionBound=3.14159/3 local CurrentAngY=0 local function CameraUpdate() Camera.CameraType="Scriptable" local cx,cz=CameraDirection.x,CameraDirection.z local rvx,rvz=RootPart.Velocity.x,RootPart.Velocity.z if rvx*rvx+rvz*rvz>4 and cx*rvx+cz*rvz<-0.5*(cx*cx+cz*cz)^0.5*(rvx*rvx+rvz*rvz)^0.5 then DirectionBound=math.min(DirectionBound*0.9,math.abs(CurrentAngY*0.9)) else DirectionBound=DirectionBound*0.1+3.14159/3*0.9 end local AngX,AngY=EulerAnglesYX((RootPart.CFrame-RootPart.Position):inverse()*CameraDirection) if AngY>DirectionBound then RootPart.CFrame=RootPart.CFrame*CFrame.Angles(0,AngY-DirectionBound,0) elseif AngY<-DirectionBound then RootPart.CFrame=RootPart.CFrame*CFrame.Angles(0,AngY+DirectionBound,0) end _,CurrentAngY=EulerAnglesYX((RootPart.CFrame-RootPart.Position):inverse()*CameraDirection) local CameraOrientation=AxisAngleLookNew((RootPart.CFrame-RootPart.Position):inverse()*CameraDirection,1) Neck.C0=CFrame.new(0,1,0)*CameraOrientation*CFrame.new(0,0.5,0) local PreCam=AxisAngleLook(RootPart.CFrame*cf(0,1,0),RootPart.CFrame*v3(0,1,0)+CameraDirection)*CFrame.new(0,0.825,0) if Zoom==8 then local Part,Position=Workspace:findPartOnRay(Ray.new(PreCam.p,PreCam.lookVector*-8),Character) Camera.CoordinateFrame=PreCam*CFrame.new(0,0,(Position-PreCam.p).magnitude) else Camera.CoordinateFrame=PreCam*CFrame.new(0,0,Zoom) end end game:GetService("RunService").RenderStepped:connect(CameraUpdate)
--[[Engine]]
--Torque Curve Tune.Horsepower = 984 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 1100 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 8250 -- Use sliders to manipulate values Tune.Redline = 8750 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5250 Tune.PeakSharpness = 5.8 Tune.CurveMult = 0.294 --Incline Compensation Tune.InclineComp = 1.5 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 400 -- RPM acceleration when clutch is off Tune.RevDecay = 300 -- RPM decay when clutch is off Tune.RevBounce = 450 -- RPM kickback from redline Tune.IdleThrottle = 0 -- Percent throttle at idle Tune.ClutchTol = 450 -- Clutch engagement threshold (higher = faster response, lower = more stable RPM)
--Scripted by DermonDarble
local car = script.Parent local stats = car.Configurations local Raycast = require(script.RaycastModule) local mass = 0 for i, v in pairs(car:GetChildren()) do if v:IsA("BasePart") then mass = mass + (v:GetMass() * 196.2) end end local bodyPosition = Instance.new("BodyPosition", car.Chassis) bodyPosition.MaxForce = Vector3.new() local bodyGyro = Instance.new("BodyGyro", car.Chassis) bodyGyro.MaxTorque = Vector3.new() local function UpdateThruster(thruster) -- Raycasting local hit, position = Raycast.new(thruster.Position, thruster.CFrame:vectorToWorldSpace(Vector3.new(0, -1, 0)) * stats.Height.Value) --game.Workspace:FindPartOnRay(ray, car) local thrusterHeight = (position - thruster.Position).magnitude -- Wheel local wheelWeld = thruster:FindFirstChild("WheelWeld") wheelWeld.C0 = CFrame.new(0, -math.min(thrusterHeight, stats.Height.Value * 0.8) + (wheelWeld.Part1.Size.Y / 2), 0) -- Wheel turning local offset = car.Chassis.CFrame:inverse() * thruster.CFrame local speed = car.Chassis.CFrame:vectorToObjectSpace(car.Chassis.Velocity) if offset.Z < 0 then local direction = 1 if speed.Z > 0 then direction = -1 end wheelWeld.C0 = wheelWeld.C0 * CFrame.Angles(0, (car.Chassis.RotVelocity.Y / 2) * direction, 0) end -- Particles if hit and thruster.Velocity.magnitude >= 5 then wheelWeld.Part1.ParticleEmitter.Enabled = true else wheelWeld.Part1.ParticleEmitter.Enabled = false end end car.DriveSeat.Changed:connect(function(property) if property == "Occupant" then if car.DriveSeat.Occupant then local player = game.Players:GetPlayerFromCharacter(car.DriveSeat.Occupant.Parent) if player then car.DriveSeat:SetNetworkOwner(player) local localCarScript = script.LocalCarScript:Clone() localCarScript.Parent = player.PlayerGui localCarScript.Car.Value = car localCarScript.Disabled = false end else car.DriveSeat:SetNetworkOwnershipAuto() end end end) spawn(function() while true do game:GetService("RunService").Stepped:wait() for i, part in pairs(car:GetChildren()) do if part.Name == "Thruster" then UpdateThruster(part) end end if car.DriveSeat.Occupant then bodyPosition.MaxForce = Vector3.new() bodyGyro.MaxTorque = Vector3.new() else local hit, position, normal = Raycast.new(car.Chassis.Position, car.Chassis.CFrame:vectorToWorldSpace(Vector3.new(0, -1, 0)) * stats.Height.Value) if hit and hit.CanCollide then bodyPosition.MaxForce = Vector3.new(mass / 5, math.huge, mass / 5) bodyPosition.Position = (CFrame.new(position, position + normal) * CFrame.new(0, 0, -stats.Height.Value + 0.5)).p bodyGyro.MaxTorque = Vector3.new(math.huge, 0, math.huge) bodyGyro.CFrame = CFrame.new(position, position + normal) * CFrame.Angles(-math.pi/2, 0, 0) else bodyPosition.MaxForce = Vector3.new() bodyGyro.MaxTorque = Vector3.new() end end end end)
-- Other
local MainBase = script.Parent:WaitForChild("MainBase") local BottomBase = MainBase:WaitForChild("Bottom") local WaterLoop = BottomBase:WaitForChild("WaterLoop") local IsTweeningVolumeSession = 0
--[=[ @tag Component Class `Construct` is called before the component is started, and should be used to construct the component instance. ```lua local MyComponent = Component.new({Tag = "MyComponent"}) function MyComponent:Construct() self.SomeData = 32 self.OtherStuff = "HelloWorld" end ``` ]=]
function Component:Construct() end
--/Recoil Modification
module.camRecoil = { RecoilUp = 1.1 ,RecoilTilt = 1 ,RecoilLeft = .9 ,RecoilRight = .9 } module.gunRecoil = { RecoilUp = 1.1 ,RecoilTilt = 1 ,RecoilLeft = .9 ,RecoilRight = .9 } module.AimRecoilReduction = 1 module.AimSpreadReduction = 1 module.MinRecoilPower = 1 module.MaxRecoilPower = 1 module.RecoilPowerStepAmount = 1 module.MinSpread = 1 module.MaxSpread = 1 module.AimInaccuracyStepAmount = 1 module.AimInaccuracyDecrease = 1 module.WalkMult = 1 module.MuzzleVelocityMod = 1 return module
--// Renders
local L_136_ L_81_:connect(function() if L_15_ then L_131_, L_132_ = L_131_ or 0, L_132_ or 0 if L_134_ == nil or L_133_ == nil then L_134_ = L_30_.C0 L_133_ = L_30_.C1 end local L_239_ = (math.sin(L_125_ * L_127_ / 2) * L_126_) local L_240_ = (math.sin(L_125_ * L_127_) * L_126_) local L_241_ = CFrame.new(L_239_, L_240_, 0.02) local L_242_ = (math.sin(L_121_ * L_124_ / 2) * L_123_) local L_243_ = (math.cos(L_121_ * L_124_) * L_123_) local L_244_ = CFrame.new(L_242_, L_243_, 0.02) if L_118_ then L_125_ = L_125_ + .017 if L_23_.WalkAnimEnabled == true then L_119_ = L_241_ else L_119_ = CFrame.new() end else L_125_ = 0 L_119_ = CFrame.new() end L_117_.t = Vector3.new(L_112_, L_113_, 0) local L_245_ = L_117_.p local L_246_ = L_245_.X / L_114_ * (L_46_ and L_116_ or L_115_) local L_247_ = L_245_.Y / L_114_ * (L_46_ and L_116_ or L_115_) L_5_.CFrame = L_5_.CFrame:lerp(L_5_.CFrame * L_120_, 0.2) if L_46_ then L_108_ = CFrame.Angles(math.rad(-L_246_), math.rad(L_246_), math.rad(L_247_)) * CFrame.fromAxisAngle(Vector3.new(5, 0, -1), math.rad(L_246_)) L_121_ = 0 L_122_ = CFrame.new() elseif not L_46_ then L_108_ = CFrame.Angles(math.rad(-L_247_), math.rad(-L_246_), math.rad(-L_246_)) * CFrame.fromAxisAngle(L_29_.Position, math.rad(-L_247_)) L_121_ = L_121_ + 0.017 L_122_ = L_244_ end if L_23_.SwayEnabled == true then L_30_.C0 = L_30_.C0:lerp(L_134_ * L_108_ * L_119_ * L_122_, 0.1) else L_30_.C0 = L_30_.C0:lerp(L_134_ * L_119_, 0.1) end if L_49_ and not L_52_ and L_54_ and not L_46_ and not L_48_ and not Shooting then L_30_.C1 = L_30_.C1:lerp(L_30_.C0 * L_23_.SprintPos, 0.1) elseif not L_49_ and not L_52_ and not L_54_ and not L_46_ and not L_48_ and not Shooting then L_30_.C1 = L_30_.C1:lerp(CFrame.new(), 0.1) end if L_46_ and not L_49_ then if not L_47_ then L_67_ = L_23_.AimCamRecoil L_66_ = L_23_.AimGunRecoil L_68_ = L_23_.AimKickback end if (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude < 2 then L_30_.C1 = L_30_.C1:lerp(L_30_.C0 * CFrame.new(L_105_.position), L_23_.AimSpeed) L_27_:WaitForChild('Sense'):WaitForChild('Sensitivity').Visible = true L_27_:WaitForChild('Sense'):WaitForChild('Sensitivity').Text = L_36_ L_82_.MouseDeltaSensitivity = L_36_ end elseif not L_46_ and not L_49_ and L_15_ then if (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude < 2 then L_30_.C1 = L_30_.C1:lerp(CFrame.new(L_105_.position) * L_106_, L_23_.UnaimSpeed) L_27_:WaitForChild('Sense'):WaitForChild('Sensitivity').Visible = false L_27_:WaitForChild('Sense'):WaitForChild('Sensitivity').Text = L_36_ L_82_.MouseDeltaSensitivity = L_37_ end end if Recoiling then L_120_ = CFrame.Angles(L_67_, 0, 0) --cam.CoordinateFrame = cam.CoordinateFrame * CFrame.fromEulerAnglesXYZ(math.rad(camrecoil*math.random(0,3)), math.rad(camrecoil*math.random(-1,1)), math.rad(camrecoil*math.random(-1,1))) L_30_.C0 = L_30_.C0:lerp(L_30_.C0 * CFrame.new(0, 0, L_66_) * CFrame.Angles(-math.rad(L_68_), 0, 0), 0.3) elseif not Recoiling then L_120_ = CFrame.Angles(0, 0, 0) L_30_.C0 = L_30_.C0:lerp(CFrame.new(), 0.2) end if L_47_ then L_3_:WaitForChild('Humanoid').Jump = false end if L_15_ then L_5_.FieldOfView = L_5_.FieldOfView * (1 - L_23_.ZoomSpeed) + (L_74_ * L_23_.ZoomSpeed) if (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude >= 2 then L_67_ = L_23_.AimCamRecoil L_66_ = L_23_.AimGunRecoil L_68_ = L_23_.AimKickback L_27_:WaitForChild('Sense'):WaitForChild('Sensitivity').Visible = true L_27_:WaitForChild('Sense'):WaitForChild('Sensitivity').Text = L_36_ L_82_.MouseDeltaSensitivity = L_36_ elseif (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude < 2 and not L_46_ and not L_47_ then L_67_ = L_23_.camrecoil L_66_ = L_23_.gunrecoil L_68_ = L_23_.Kickback L_27_:WaitForChild('Sense'):WaitForChild('Sensitivity').Visible = false L_27_:WaitForChild('Sense'):WaitForChild('Sensitivity').Text = L_36_ L_82_.MouseDeltaSensitivity = L_37_ end end if L_15_ and L_23_.CameraGo then --and (char.Head.Position - cam.CoordinateFrame.p).magnitude < 2 then L_4_.TargetFilter = game.Workspace local L_248_ = L_3_:WaitForChild("HumanoidRootPart").CFrame * CFrame.new(0, 1.5, 0) * CFrame.new(L_3_:WaitForChild("Humanoid").CameraOffset) L_33_.C0 = L_8_.CFrame:toObjectSpace(L_248_) L_33_.C1 = CFrame.Angles(-math.asin((L_4_.Hit.p - L_4_.Origin.p).unit.y), 0, 0) L_82_.MouseIconEnabled = false end if L_15_ and (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude >= 2 then L_4_.Icon = "http://www.roblox.com/asset?id=" .. L_23_.TPSMouseIcon L_82_.MouseIconEnabled = true if L_3_:FindFirstChild('Right Arm') and L_3_:FindFirstChild('Left Arm') then L_3_['Right Arm'].LocalTransparencyModifier = 1 L_3_['Left Arm'].LocalTransparencyModifier = 1 end end; end end)
-- Create checkpoint sound
local checkpointSound = Instance.new("Sound") checkpointSound.SoundId = "rbxassetid://4110925712" local Soundscape = game.Soundscape local RaceFinishedSound = Soundscape:FindFirstChild("RaceFinishedSound")
-- Better don't change anything. This script is WIP v.0.2 -- This screen gui doesn't work if your game has day and night loop
game:GetService("RunService").RenderStepped:Connect(function() if (Rake.Position - Character.HumanoidRootPart.Position).magnitude<70 and Debounce1 == false then Debounce1 = true NightTheme:Pause() Found:Play() FlashEffect.BackgroundTransparency = 0.6 wait(0.4) ScreenShake.Disabled = false FlashEffect.BackgroundTransparency = 1 RakeTheme:Play() end if (Rake.Position - Character.HumanoidRootPart.Position).magnitude>70 and Debounce1 == true then Debounce1 = false NightTheme:Play() ScreenShake.Disabled = true FlashEffect.BackgroundTransparency = 1 RakeTheme:Stop() end end)
-- Misc --
local CharacterTable = {} local function OnCharacterAdded(Character : Model) if table.find(CharacterTable, Character.Name) then return end CharacterTable[Character.Name] = {} CharacterTable[Character.Name].LegController = LegController.new(Character) Character.Destroying:Connect(function() CharacterTable[Character.Name].LegController:Destroy() CharacterTable[Character.Name] = nil end) end
--[[ ___ _______ _ _______ / _ |____/ ___/ / ___ ____ ___ (_)__ /__ __/ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< / / /_/ |_| \___/_//_/\_,_/___/___/_/___/ /_/ SecondLogic @ Inspare Avxnturador @ Novena ]]
local FE = workspace.FilteringEnabled local car = script.Parent.Car.Value local handler = car:WaitForChild("AC6_FE_Sounds") local _Tune = require(car["A-Chassis Tune"]) local BOVact = 0 local BOVact2 = 0 local BOV_Loudness = 5 --volume of the BOV (not exact volume so you kinda have to experiment with it) local BOV_Pitch = 1 --max pitch of the BOV (not exact so might have to mess with it) local TurboLoudness = 2 --volume of the Turbo (not exact volume so you kinda have to experiment with it also) script:WaitForChild("Whistle") script:WaitForChild("BOV") for i,v in pairs(car.DriveSeat:GetChildren()) do for _,a in pairs(script:GetChildren()) do if v.Name==a.Name then v:Stop() wait() v:Destroy() end end end car.DriveSeat.ChildRemoved:connect(function(child) if child.Name=="SeatWeld" then for i,v in pairs(car.DriveSeat:GetChildren()) do for _,a in pairs(script:GetChildren()) do if v.Name==a.Name then v:Stop() wait() v:Destroy() end end end end end) handler:FireServer("newSound","Whistle",car.DriveSeat,script.Whistle.SoundId,0,script.Whistle.Volume,true) handler:FireServer("newSound","BOV",car.DriveSeat,script.BOV.SoundId,0,script.BOV.Volume,true) handler:FireServer("playSound","Whistle") car.DriveSeat:WaitForChild("Whistle") car.DriveSeat:WaitForChild("BOV") local ticc = tick() local _TCount = 0 if _Tune.Aspiration == "Single" then _TCount = 1 elseif _Tune.Aspiration == "Double" then _TCount = 2 end while wait() do local psi = (((script.Parent.Values.Boost.Value)/(_Tune.Boost*_TCount))*2) BOVact = math.floor(psi*20) WP = (psi) WV = (psi/4)*TurboLoudness BP = (1-(-psi/20))*BOV_Pitch BV = (((-0.5+((psi/2)*BOV_Loudness)))*(1 - script.Parent.Values.Throttle.Value)) if BOVact < BOVact2 then if car.DriveSeat.BOV.IsPaused then if FE then handler:FireServer("playSound","BOV") else car.DriveSeat.BOV:Play() end end end if BOVact >= BOVact2 then if FE then handler:FireServer("stopSound","BOV") else car.DriveSeat.BOV:Stop() end end if FE then handler:FireServer("updateSound","Whistle",script.Whistle.SoundId,WP,WV) handler:FireServer("updateSound","BOV",script.BOV.SoundId,BP,BV) else car.DriveSeat.Whistle.Pitch = WP car.DriveSeat.Whistle.Volume = WV car.DriveSeat.BOV.Pitch = BP car.DriveSeat.BOV.Volume = BV end if (tick()-ticc) >= 0.1 then BOVact2 = math.floor(psi*20) ticc = tick() end end
--[[Engine]]
--Torque Curve Tune.Horsepower = 10000 -- [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 = 350 -- 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)
--[[ Creates a new cooldown, with specified cooldownTime. cooldown:hasExpired returns true or false depending on if the cooldown has expired or not. There is also an optional callbackFunction that will be called as soon as the cooldown expires. ]]
function Cooldown.new(cooldownTime, callbackFunction) local startTick = tick() local cooldownObject = { _endTick = startTick + cooldownTime } setmetatable(cooldownObject, {__index = Cooldown}) if callbackFunction then delay(cooldownTime, callbackFunction) end return cooldownObject end function Cooldown:hasExpired() return self._endTick < tick() and true or false end return Cooldown
-- ROBLOX deviation END
local testResultModule = require(Packages.JestTestResult) type AggregatedResult = testResultModule.AggregatedResult type TestCaseResult = testResultModule.TestCaseResult local jestTypesModule = require(Packages.JestTypes) type Config_ProjectConfig = jestTypesModule.Config_ProjectConfig type Config_GlobalConfig = jestTypesModule.Config_GlobalConfig type Config_Path = jestTypesModule.Config_Path local jestUtilModule = require(Packages.JestUtil) local formatTime = jestUtilModule.formatTime local pluralize = jestUtilModule.pluralize local typesModule = require(CurrentModule.types) type SummaryOptions = typesModule.SummaryOptions type Test = typesModule.Test local relativePath local renderTime local PROGRESS_BAR_WIDTH = 40 local function printDisplayName(config: Config_ProjectConfig): string local displayName = config.displayName -- ROBLOX deviation: Lua Chalk doesn't support chaining. Using nested calls local white = function(...) return chalk.reset(chalk.inverse(chalk.white(...))) end if not Boolean.toJSBoolean(displayName) then return "" end local name, color if displayName ~= nil then name, color = displayName.name, displayName.color end local chosenColor = function(...) if Boolean.toJSBoolean(color) and chalk[color] ~= nil then return chalk.reset(chalk.inverse(chalk[color](...))) else return white(...) end end -- ROBLOX deviation: chalk.supportsColor isn't defined so we'll assume -- it supports colors unless it is explicitly set to false return if chalk.supportsColor == nil or chalk.supportsColor == true then chosenColor((" %s "):format(name)) else name end exports.printDisplayName = printDisplayName local function trimAndFormatPath( pad: number, config: Config_ProjectConfig | Config_GlobalConfig, testPath: Config_Path, columns: number ): string local maxLength = columns - pad local relative = relativePath(config, testPath) local basename = relative.basename local dirname = relative.dirname -- ROBLOX deviation START: assert pathLength is valid -- length is ok local pathLength = utf8.len(dirname .. path.sep .. basename) assert(pathLength ~= nil) if pathLength <= maxLength then -- ROBLOX deviation END return slash(chalk.dim(dirname .. path.sep) .. chalk.bold(basename)) end -- ROBLOX deviation START: assert basenameLength is valid -- we can fit trimmed dirname and full basename local basenameLength = utf8.len(basename) assert(basenameLength) if basenameLength + 4 < maxLength then local dirnameLength = maxLength - 4 - basenameLength dirname = "..." .. String.slice( dirname, (utf8.len(dirname) :: number) - dirnameLength + 1, (utf8.len(dirname) :: number) + 1 ) return slash(chalk.dim(dirname .. path.sep) .. chalk.bold(basename)) end if basenameLength + 4 == maxLength then return slash(chalk.dim("..." .. path.sep) .. chalk.bold(basename)) end -- can't fit dirname, but can fit trimmed basename return slash(chalk.bold("..." .. String.slice(basename, basenameLength - maxLength - 4, basenameLength + 1))) -- ROBLOX deviation END end exports.trimAndFormatPath = trimAndFormatPath local function formatTestPath(config: Config_GlobalConfig | Config_ProjectConfig, testPath: Config_Path): string local ref = relativePath(config, testPath) local dirname, basename = ref.dirname, ref.basename return slash(chalk.dim(dirname .. path.sep) .. chalk.bold(basename)) end exports.formatTestPath = formatTestPath function relativePath( config: Config_GlobalConfig | Config_ProjectConfig, testPath: Config_Path ): { basename: string, dirname: string } -- this function can be called with ProjectConfigs or GlobalConfigs. GlobalConfigs -- do not have config.cwd, only config.rootDir. Try using config.cwd, fallback -- to config.rootDir. (Also, some unit just use config.rootDir, which is ok) testPath = path:relative( Boolean.toJSBoolean((config :: Config_ProjectConfig).cwd) and (config :: Config_ProjectConfig).cwd or config.rootDir, testPath ) local dirname = path:dirname(testPath) local basename = path:basename(testPath) return { basename = basename, dirname = dirname } end exports.relativePath = relativePath local function getValuesCurrentTestCases(currentTestCases: Array<{ test: Test, testCaseResult: TestCaseResult }>?) if currentTestCases == nil then currentTestCases = {} end local numFailingTests = 0 local numPassingTests = 0 local numPendingTests = 0 local numTodoTests = 0 local numTotalTests = 0 Array.forEach(currentTestCases :: Array<{ test: Test, testCaseResult: TestCaseResult }>, function(testCase) local condition_ = testCase.testCaseResult.status if condition_ == "failed" then numFailingTests = numFailingTests + 1 elseif condition_ == "passed" then numPassingTests = numPassingTests + 1 elseif condition_ == "skipped" then numPendingTests = numPendingTests + 1 elseif condition_ == "todo" then numTodoTests = numTodoTests + 1 end numTotalTests += 1 end) return { numFailingTests = numFailingTests, numPassingTests = numPassingTests, numPendingTests = numPendingTests, numTodoTests = numTodoTests, numTotalTests = numTotalTests, } end local function getSummary(aggregatedResults: AggregatedResult, options: SummaryOptions?): string local runTime = (DateTime.now().UnixTimestampMillis - aggregatedResults.startTime) / 1000 if options ~= nil and options.roundTime then runTime = math.floor(runTime) end local valuesForCurrentTestCases = getValuesCurrentTestCases( if options ~= nil then options.currentTestCases else nil ) local estimatedTime = options ~= nil and options.estimatedTime or 0 local snapshotResults = aggregatedResults.snapshot local snapshotsAdded = snapshotResults.added local snapshotsFailed = snapshotResults.unmatched local snapshotsOutdated = snapshotResults.unchecked local snapshotsFilesRemoved = snapshotResults.filesRemoved local snapshotsDidUpdate = snapshotResults.didUpdate local snapshotsPassed = snapshotResults.matched local snapshotsTotal = snapshotResults.total local snapshotsUpdated = snapshotResults.updated local suitesFailed = aggregatedResults.numFailedTestSuites or 0 local suitesPassed = aggregatedResults.numPassedTestSuites or 0 local suitesPending = aggregatedResults.numPendingTestSuites or 0 local suitesRun = suitesFailed + suitesPassed local suitesTotal = aggregatedResults.numTotalTestSuites or 0 local testsFailed = aggregatedResults.numFailedTests or 0 local testsPassed = aggregatedResults.numPassedTests or 0 local testsPending = aggregatedResults.numPendingTests or 0 local testsTodo = aggregatedResults.numTodoTests or 0 local testsTotal = aggregatedResults.numTotalTests or 0 local width = options ~= nil and options.width or 0 local suites = chalk.bold("Test Suites: ") .. (if suitesFailed > 0 then chalk.bold(chalk.red(("%d failed"):format(suitesFailed))) .. ", " else "") .. (if suitesPending > 0 then chalk.bold(chalk.yellow(("%d skipped"):format(suitesPending))) .. ", " else "") .. (if suitesPassed > 0 then chalk.bold(chalk.green(("%d passed"):format(suitesPassed))) .. ", " else "") .. (if suitesRun ~= suitesTotal then tostring(suitesRun) .. " of " .. tostring(suitesTotal) else tostring(suitesTotal)) .. " total" local updatedTestsFailed = testsFailed + valuesForCurrentTestCases.numFailingTests local updatedTestsPending = testsPending + valuesForCurrentTestCases.numPendingTests local updatedTestsTodo = testsTodo + valuesForCurrentTestCases.numTodoTests local updatedTestsPassed = testsPassed + valuesForCurrentTestCases.numPassingTests local updatedTestsTotal = testsTotal + valuesForCurrentTestCases.numTotalTests local tests = chalk.bold("Tests: ") .. (if updatedTestsFailed > 0 then chalk.bold(chalk.red(("%d failed"):format(updatedTestsFailed))) .. ", " else "") .. (if updatedTestsPending > 0 then chalk.bold(chalk.yellow(("%d skipped"):format(updatedTestsPending))) .. ", " else "") .. (if updatedTestsTodo > 0 then chalk.bold(chalk.magenta(("%d todo"):format(updatedTestsTodo))) .. ", " else "") .. (if updatedTestsPassed > 0 then chalk.bold(chalk.green(("%d passed"):format(updatedTestsPassed))) .. ", " else "") .. ("%d total"):format(updatedTestsTotal) local snapshots = chalk.bold("Snapshots: ") .. (if snapshotsFailed > 0 then chalk.bold(chalk.red(("%d failed"):format(snapshotsFailed))) .. ", " else "") .. (if Boolean.toJSBoolean(snapshotsOutdated) and not snapshotsDidUpdate then chalk.bold(chalk.yellow(("%d obsolete"):format(snapshotsOutdated))) .. ", " else "") .. (if Boolean.toJSBoolean(snapshotsOutdated) and snapshotsDidUpdate then chalk.bold(chalk.green(("%d removed"):format(snapshotsOutdated))) .. ", " else "") .. (if Boolean.toJSBoolean(snapshotsFilesRemoved) and not snapshotsDidUpdate then chalk.bold(chalk.yellow((pluralize("file", snapshotsFilesRemoved)) .. " obsolete")) .. ", " else "") .. (if Boolean.toJSBoolean(snapshotsFilesRemoved) and snapshotsDidUpdate then chalk.bold(chalk.green((pluralize("file", snapshotsFilesRemoved)) .. " removed")) .. ", " else "") .. (if Boolean.toJSBoolean(snapshotsUpdated) then chalk.bold(chalk.green(("%d updated"):format(snapshotsUpdated))) .. ", " else "") .. (if Boolean.toJSBoolean(snapshotsAdded) then chalk.bold(chalk.green(("%d written"):format(snapshotsAdded))) .. ", " else "") .. (if Boolean.toJSBoolean(snapshotsPassed) then chalk.bold(chalk.green(("%d passed"):format(snapshotsPassed))) .. ", " else "") .. ("%d total"):format(snapshotsTotal) local time = renderTime(runTime, estimatedTime, width) return Array.join({ suites, tests, snapshots, time }, "\n") end exports.getSummary = getSummary function renderTime(runTime: number, estimatedTime: number, width: number) -- If we are more than one second over the estimated time, highlight it. local renderedTime = if Boolean.toJSBoolean(estimatedTime) and runTime >= estimatedTime + 1 then chalk.bold(chalk.yellow(formatTime(runTime, 0))) else formatTime(runTime, 0) local time = chalk.bold("Time:") .. (" %s"):format(renderedTime) if runTime < estimatedTime then time ..= (", estimated %s"):format(formatTime(estimatedTime, 0)) end -- Only show a progress bar if the test run is actually going to take -- some time. if Boolean.toJSBoolean(estimatedTime > 2 and runTime < estimatedTime and width) then local availableWidth = math.min(PROGRESS_BAR_WIDTH, width) local length = math.min(math.floor(runTime / estimatedTime * availableWidth), availableWidth) if availableWidth >= 2 then time ..= "\n" .. chalk.green("\u{2588}"):rep(length) .. tostring( chalk.white("\u{2588}"):rep(availableWidth - length) ) end end return time end
--Initialize Chassis
local ScriptsFolder = Car:FindFirstChild("Scripts") local Chassis = require(ScriptsFolder:WaitForChild("Chassis")) Chassis.InitializeDrivingValues() Chassis.Reset()
-- declarations
local Figure = script.Parent local Torso = waitForChild(Figure, "Torso") local RightShoulder = waitForChild(Torso, "Right Shoulder") local LeftShoulder = waitForChild(Torso, "Left Shoulder") local RightHip = waitForChild(Torso, "Right Hip") local LeftHip = waitForChild(Torso, "Left Hip") local Humanoid = waitForChild(Figure, "Merch") local pose = "Standing" local toolAnim = "None" local toolAnimTime = 0 local isSeated = false
-- Keep a container for temporary connections
Tools.NewPart.Connections = {};
--[=[ Starts the timer and fires off the Tick event immediately. Will do nothing if the timer is already running. ```lua timer:StartNow() ``` ]=]
function Timer:StartNow() if self._runHandle then return end self.Tick:Fire() self:Start() end
--[[** matches given tuple against tuple type definition @param ... The type definition for the tuples @returns A function that will return true iff the condition is passed **--]]
function t.tuple(...) local checks = { ... } return function(...) local args = { ... } for i, check in ipairs(checks) do local success = check(args[i]) if success == false then return false end end return true end end
---------------------------------------------
SignalValues.Signal1.Value = 1 SignalValues.Signal1a.Value = 1 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 1 PedValues.PedSignal2a.Value = 1 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(26)--Green Time (BEGIN SIGNAL1 GREEN) SignalValues.Signal1.Value = 1 SignalValues.Signal1a.Value = 1 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 2 PedValues.PedSignal2a.Value = 2 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(6) -- Green Time + Time for flashing pedestrian signals SignalValues.Signal1.Value = 2 SignalValues.Signal1a.Value = 2 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(4) -- Yellow Time SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(2)-- ALL RED SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 1 SignalValues.Signal2a.Value = 1 PedValues.PedSignal1.Value = 1 PedValues.PedSignal1a.Value = 1 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(26)--Green Time (BEGIN SIGNAL2 GREEN) SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 1 SignalValues.Signal2a.Value = 1 PedValues.PedSignal1.Value = 2 PedValues.PedSignal1a.Value = 2 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(6) -- Green Time + Time for flashing pedestrian signals SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 2 SignalValues.Signal2a.Value = 2 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(4) -- Yellow Time SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(2)-- ALL RED SignalValues.Signal1.Value = 1 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 1 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(10)--Green Time (BEGIN SIGNAL1 PROTECTED TURN GREEN) TurnValues.TurnSignal1.Value = 2 wait(4)--Yield Time (YIELD SIGNAL1 PROTECTED TURN GREEN) TurnValues.TurnSignal1.Value = 3 SignalValues.Signal1a.Value = 3 wait(2)-- Clearance SignalValues.Signal1.Value = 1 SignalValues.Signal1a.Value = 1 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(10) -- Green Time + Time for Signal1a SignalValues.Signal1.Value = 2 SignalValues.Signal1a.Value = 2 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(4) -- Yellow Time SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(2)-- ALL RED SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 1 SignalValues.Signal2a.Value = 1 PedValues.PedSignal1.Value = 1 PedValues.PedSignal1a.Value = 1 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(26)--Green Time (BEGIN SIGNAL2 GREEN) SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 1 SignalValues.Signal2a.Value = 1 PedValues.PedSignal1.Value = 2 PedValues.PedSignal1a.Value = 2 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(6) -- Green Time + Time for flashing pedestrian signals SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 2 SignalValues.Signal2a.Value = 2 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(4) -- Yellow Time SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(2)-- ALL RED SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 1 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 1 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(10)--Green Time (BEGIN SIGNAL1a PROTECTED TURN GREEN) TurnValues.TurnSignal1a.Value = 2 wait(4)--Yield Time (YIELD SIGNAL1a PROTECTED TURN GREEN) TurnValues.TurnSignal1a.Value = 3 SignalValues.Signal1.Value = 3 wait(2)-- All Red Cycle SignalValues.Signal1.Value = 1 SignalValues.Signal1a.Value = 1 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(10) -- Green Time + Time for Signal1a SignalValues.Signal1.Value = 2 SignalValues.Signal1a.Value = 2 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(4) -- Yellow Time SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(2)-- ALL RED SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 1 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 1 TurnValues.TurnSignal2a.Value = 3 wait(10)--Green Time (BEGIN SIGNAL2 PROTECTED TURN GREEN) TurnValues.TurnSignal2.Value = 2 wait(4)--Yield Time (YIELD SIGNAL2 PROTECTED TURN GREEN) TurnValues.TurnSignal2.Value = 3 SignalValues.Signal2a.Value = 3 wait(2)-- All Red Cycle SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 1 SignalValues.Signal2a.Value = 1 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(10) -- Green Time + Time for Signal2a SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 2 SignalValues.Signal2a.Value = 2 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(4) -- Yellow Time SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(2)--ALL RED end
--Modified by Ricalou, 20/10/2013 17:10 -- NO TOUCHY TOUCHY!
local config = script.Parent.Configuration script.Parent.Touched:connect(function(part) if part.Parent and Game:GetService('Players'):GetPlayerFromCharacter(part.Parent) then local player = Game:GetService('Players'):GetPlayerFromCharacter(part.Parent) if player:GetRankInGroup(config.GroupId.Value) >= config.RankId.Value then script.Parent.CanCollide = false wait(0.3) script.Parent.CanCollide = true end end end)
--Apply Power
function Engine() --Horsepower Curve local HP=_Tune2.Horsepower.Value/100 local HP_B=((_Tune2.Horsepower.Value*((_TPsi)*(_Tune.CompressRatio/10))/7.5)/2)/100 local Peak=_Tune.PeakRPM/1000 local Sharpness=_Tune.PeakSharpness local CurveMult=_Tune.CurveMult local EQ=_Tune.EqPoint/1000 --Horsepower Curve function curveHP(RPM) RPM=RPM/1000 return ((-(RPM-Peak)^2)*math.min(HP/(Peak^2),CurveMult^(Peak/HP))+HP)*(RPM-((RPM^Sharpness)/(Sharpness*Peak^(Sharpness-1)))) end local PeakCurveHP = curveHP(_Tune.PeakRPM) function curvePSI(RPM) RPM=RPM/1000 return ((-(RPM-Peak)^2)*math.min(HP_B/(Peak^2),CurveMult^(Peak/HP_B))+HP_B)*(RPM-((RPM^Sharpness)/(Sharpness*Peak^(Sharpness-1)))) end local PeakCurvePSI = curvePSI(_Tune.PeakRPM) --Plot Current Horsepower function GetCurve(x,gear) local hp=(math.max(curveHP(x)/(PeakCurveHP/HP),0))*100 return hp,((hp*(EQ/x))*_Tune.Ratios[gear+2]*fFD*hpScaling)*1000 end --Plot Current Boost (addition to Horsepower) function GetPsiCurve(x,gear) local hp=(math.max(curvePSI(x)/(PeakCurvePSI/HP_B),0))*100 return hp,((hp*(EQ/x))*_Tune.Ratios[gear+2]*fFD*hpScaling)*1000 end --Output Cache local HPCache = {} local PSICache = {} for gear,ratio in pairs(_Tune.Ratios) do local nhpPlot = {} local bhpPlot = {} for rpm = math.floor(_Tune.IdleRPM/100),math.ceil((_Tune.Redline+100)/100) do local ntqPlot = {} local btqPlot = {} ntqPlot.Horsepower,ntqPlot.Torque = GetCurve(rpm*100,gear-2) btqPlot.Horsepower,btqPlot.Torque = GetPsiCurve(rpm*100,gear-2) hp1,tq1 = GetCurve((rpm+1)*100,gear-2) hp2,tq2 = GetPsiCurve((rpm+1)*100,gear-2) ntqPlot.HpSlope = (hp1 - ntqPlot.Horsepower) btqPlot.HpSlope = (hp2 - btqPlot.Horsepower) ntqPlot.TqSlope = (tq1 - ntqPlot.Torque) btqPlot.TqSlope = (tq2 - btqPlot.Torque) nhpPlot[rpm] = ntqPlot bhpPlot[rpm] = btqPlot end table.insert(HPCache,nhpPlot) table.insert(PSICache,bhpPlot) end --Neutral Gear if _CGear==0 then _ClutchOn = false end --Car Is Off local revMin = _Tune.IdleRPM if not _IsOn then revMin = 0 _CGear = 0 _ClutchOn = false _GThrot = _Tune.IdleThrottle/100 end --Determine RPM local maxSpin=0 local maxCount=0 for i,v in pairs(Drive) do maxSpin = maxSpin + v.RotVelocity.Magnitude maxCount = maxCount + 1 end maxSpin=maxSpin/maxCount if _ClutchOn then local aRPM = math.max(math.min(maxSpin*_Tune.Ratios[_CGear+2]*fFDr,_Tune.Redline+100),revMin) local clutchP = math.min(math.abs(aRPM-_RPM)/_Tune.ClutchTol,.9) _RPM = _RPM*clutchP + aRPM*(1-clutchP) else if _GThrot-(_Tune.IdleThrottle/100)>0 then if _RPM>_Tune.Redline then _RPM = _RPM-_Tune.RevBounce*2 else _RPM = math.min(_RPM+_Tune.RevAccel*_GThrot,_Tune.Redline+100) end else _RPM = math.max(_RPM-_Tune.RevDecay,revMin) end end --Rev Limiter _spLimit = (_Tune.Redline+100)/(fFDr*_Tune.Ratios[_CGear+2]) if _RPM>_Tune.Redline then if _CGear<#_Tune.Ratios-2 then _RPM = _RPM-_Tune.RevBounce else _RPM = _RPM-_Tune.RevBounce*.5 end end local TPsi = _TPsi/_TCount if _Tune.Aspiration ~= "Super" then local HP2_B=((_Tune2.Horsepower.Value*((_TPsi)*(_Tune.CompressRatio/10))/7.5)/2)/100 _Boost = _Boost + ((((((_HP*(_GThrot*1.2)/_Tune2.Horsepower.Value)/8)-(((_Boost/TPsi*(TPsi/15)))))*((8/_Tune.TurboSize)*2))/TPsi)*15) if _Boost < 0.05 then _Boost = 0.05 elseif _Boost > 2 then _Boost = 2 end else if _GThrot>sthrot then sthrot=math.min(_GThrot,sthrot+_Tune.Sensitivity) elseif _GThrot<sthrot then sthrot=math.max(_GThrot,sthrot-_Tune.Sensitivity) end _Boost = (_RPM/_Tune.Redline)*(.5+(1.5*sthrot)) end local cTq = HPCache[_CGear+2][math.floor(math.min(_Tune.Redline,math.max(_Tune.IdleRPM,_RPM))/100)] _NH = cTq.Horsepower+(cTq.HpSlope*((_RPM-math.floor(_RPM/100))/1000)%1) _NT = cTq.Torque+(cTq.TqSlope*((_RPM-math.floor(_RPM/100))/1000)%1) if _Tune.Aspiration ~= "Natural" then local bTq = PSICache[_CGear+2][math.floor(math.min(_Tune.Redline,math.max(_Tune.IdleRPM,_RPM))/100)] _BH = bTq.Horsepower+(bTq.HpSlope*((_RPM-math.floor(_RPM/100))/1000)%1) _BT = bTq.Torque+(bTq.TqSlope*((_RPM-math.floor(_RPM/100))/1000)%1) _HP = _NH + (_BH*(_Boost/2)) _OutTorque = _NT + (_BT*(_Boost/2)) else _HP = _NH _OutTorque = _NT end local iComp =(car.DriveSeat.CFrame.lookVector.y)*cGrav if _CGear==-1 then iComp=-iComp end _OutTorque = _OutTorque*math.max(1,(1+iComp)) --Average Rotational Speed Calculation local fwspeed=0 local fwcount=0 local rwspeed=0 local rwcount=0 for i,v in pairs(car.Wheels:GetChildren()) do if v.Name=="FL" or v.Name=="FR" or v.Name == "F" then fwspeed=fwspeed+v.RotVelocity.Magnitude fwcount=fwcount+1 elseif v.Name=="RL" or v.Name=="RR" or v.Name == "R" then rwspeed=rwspeed+v.RotVelocity.Magnitude rwcount=rwcount+1 end end fwspeed=fwspeed/fwcount rwspeed=rwspeed/rwcount local cwspeed=(fwspeed+rwspeed)/2 --Update Wheels for i,v in pairs(car.Wheels:GetChildren()) do --Reference Wheel Orientation local Ref=(CFrame.new(v.Position-((v.Arm.CFrame*cfWRot).lookVector),v.Position)*cfYRot).lookVector local aRef=1 local diffMult=1 if v.Name=="FL" or v.Name=="RL" then aRef=-1 end --Differential/Torque-Vectoring if v.Name=="FL" or v.Name=="FR" then diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-fwspeed)/fwspeed)/(math.max(_Tune.FDiffSlipThres,1)/100))*((_Tune.FDiffLockThres-50)/50)))) if _Tune.Config == "AWD" then diffMult=math.max(0,math.min(1,diffMult*(1+((((fwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50))))) end elseif v.Name=="RL" or v.Name=="RR" then diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-rwspeed)/rwspeed)/(math.max(_Tune.RDiffSlipThres,1)/100))*((_Tune.RDiffLockThres-50)/50)))) if _Tune.Config == "AWD" then diffMult=math.max(0,math.min(1,diffMult*(1+((((rwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50))))) end end _TCSActive = false _ABSActive = false --Output if _PBrake and (v.Name=="RR" or v.Name=="RL") then --PBrake v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*PBrakeForce v["#AV"].angularvelocity=Vector3.new() else --Apply Power if _GBrake==0 then local driven = false for _,a in pairs(Drive) do if a==v then driven = true end end if driven then local on=1 if not script.Parent.IsOn.Value then on=0 end local clutch=1 if not _ClutchOn then clutch=0 end local throt = _GThrot * _GThrotShift local tq = _OutTorque --Apply AWD Vectoring if _Tune.Config == "AWD" then local bias = (_Tune.TorqueVector+1)/2 if v.Name=="FL" or v.Name=="FR" then tq = tq*(1-bias) elseif v.Name=="RL" or v.Name=="RR" then tq = tq*bias end end --Apply TCS tqTCS = 1 if _TCS then tqTCS = 1-(math.min(math.max(0,math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.TCSThreshold)/_Tune.TCSGradient,1)*(1-(_Tune.TCSLimit/100))) end if tqTCS < 1 then _TCSAmt = tqTCS _TCSActive = true end --Update Forces local dir=1 if _CGear==-1 then dir = -1 end v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*tq*(1+(v.RotVelocity.Magnitude/60)^1.15)*throt*tqTCS*diffMult*on*clutch v["#AV"].angularvelocity=Ref*aRef*_spLimit*dir else v["#AV"].maxTorque=Vector3.new() v["#AV"].angularvelocity=Vector3.new() end --Brakes else local brake = _GBrake --Apply ABS local tqABS = 1 if _ABS and math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.ABSThreshold>0 then tqABS = 0 end _ABSActive = (tqABS<1) --Update Forces if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*FBrakeForce*brake*tqABS else v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*RBrakeForce*brake*tqABS end v["#AV"].angularvelocity=Vector3.new() end end end end
-- Hydration (when unsupported)
export type SuspenseInstance = any return { supportsHydration = false, canHydrateInstance = shim, canHydrateTextInstance = shim, canHydrateSuspenseInstance = shim, isSuspenseInstancePending = shim, isSuspenseInstanceFallback = shim, registerSuspenseInstanceRetry = shim, getNextHydratableSibling = shim, getFirstHydratableChild = shim, hydrateInstance = shim, hydrateTextInstance = shim, hydrateSuspenseInstance = shim, getNextHydratableInstanceAfterSuspenseInstance = shim, commitHydratedContainer = shim, commitHydratedSuspenseInstance = shim, clearSuspenseBoundary = shim, clearSuspenseBoundaryFromContainer = shim, didNotMatchHydratedContainerTextInstance = shim, didNotMatchHydratedTextInstance = shim, didNotHydrateContainerInstance = shim, didNotHydrateInstance = shim, didNotFindHydratableContainerInstance = shim, didNotFindHydratableContainerTextInstance = shim, didNotFindHydratableContainerSuspenseInstance = shim, didNotFindHydratableInstance = shim, didNotFindHydratableTextInstance = shim, didNotFindHydratableSuspenseInstance = shim, }
--Handle changes
Character.DescendantAdded:Connect(Render) Character.DescendantRemoving:Connect(Render)
--------------------------------------------------
script.Parent.Values.Gear.Changed:connect(function() local gearText = script.Parent.Values.Gear.Value if gearText == 0 then gearText = "N" car.Body.Dash.DashSc.G.Gear.Text = "N" car.DriveSeat.Filter:FireServer('reverse',false) elseif gearText == -1 then gearText = "R" car.Body.Dash.DashSc.G.Gear.Text = "R" car.DriveSeat.Filter:FireServer('reverse',true) end car.Body.Dash.DashSc.G.Gear.Text = gearText end)
--Accelerate module(part of physics module)
local e=2.718281828459045 local d=1 local s=1 local p0=0 local v0=0*p0 local p1=p0 local v1=v0 local t0=tick() local function posvel(d,s,p0,v0,p1,v1,x) if s==0 then return p0 elseif d<1-1e-8 then local h=(1-d*d)^0.5 local c1=(p0-p1+2*d/s*v1) local c2=d/h*(p0-p1)+v0/(h*s)+(2*d*d-1)/(h*s)*v1 local co=math.cos(h*s*x) local si=math.sin(h*s*x) local ex=e^(d*s*x) return co/ex*c1+si/ex*c2+p1+(x-2*d/s)*v1, s*(co*h-d*si)/ex*c2-s*(co*d+h*si)/ex*c1+v1 elseif d<1+1e-8 then local c1=p0-p1+2/s*v1 local c2=p0-p1+(v0+v1)/s local ex=e^(s*x) return (c1+c2*s*x)/ex+p1+(x-2/s)*v1, v1-s/ex*(c1+(s*x-1)*c2) else local h=(d*d-1)^0.5 local a=(v1-v0)/(2*s*h) local b=d/s*v1-(p1-p0)/2 local c1=(1-d/h)*b+a local c2=(1+d/h)*b-a local co=e^(-(h+d)*s*x) local si=e^((h-d)*s*x) return c1*co+c2*si+p1+(x-2*d/s)*v1, si*(h-d)*s*c2-co*(d+h)*s*c1+v1 end end local function targposvel(p1,v1,x) return p1+x*v1,v1 end local self={} function self:accelerate(a) local time=tick() local p,v=posvel(d,s,p0,v0,p1,v1,time-t0) local tp,tv=targposvel(p1,v1,time-t0) p0,v0=p,v+a p1,v1=tp,tv t0=time return setmetatable(self) end
-- params : ...
frame = script.Parent.Parent click = function() local folder = script.Parent:FindFirstChild(script.Parent.Name) local children = frame:GetChildren() for i = 1, #children do if children[i].ClassName == "TextButton" and children[i].Name ~= "MainMenu" then children[i].Visible = false end end children = folder:GetChildren() local Xoffset = 0 local Yoffset = 70 for i = 1, #children do local HH = frame.Parent.TextButton2:clone() HH.Parent = frame.SubButtons local HE = children[i]:clone() HE.Parent = HH HH.Name = HE.Name HH.Text = HH.Name HH.Size = UDim2.new(0, 100, 0, 50) HH.Position = UDim2.new(0, Xoffset, 0, Yoffset) HH.Visible = true Xoffset = Xoffset + 100 if Xoffset == 200 then Xoffset = 0 Yoffset = Yoffset + 50 end end end script.Parent.MouseButton1Click:connect(click)
--Func
local function loadModule(module) local module = require(module) if (module.Init) then module.Init() end return module end local function loadModules (Parent, arraySoFar) for _, obj in pairs(Parent:GetChildren()) do
--// This method is to be used with the new filter API. This method takes the --// TextFilterResult objects and converts them into the appropriate string --// messages for each player.
function methods:InternalSendFilteredMessageWithFilterResult(inMessageObj, channelName) local messageObj = ShallowCopy(inMessageObj) local oldFilterResult = messageObj.FilterResult local player = self:GetPlayer() local msg = "" pcall(function() if (messageObj.IsFilterResult) then if (player) then msg = oldFilterResult:GetChatForUserAsync(player.UserId) else msg = oldFilterResult:GetNonChatStringForBroadcastAsync() end else msg = oldFilterResult end end) --// Messages of 0 length are the result of two users not being allowed --// to chat, or GetChatForUserAsync() failing. In both of these situations, --// messages with length of 0 should not be sent. if (#msg > 0) then messageObj.Message = msg messageObj.FilterResult = nil self:InternalSendFilteredMessage(messageObj, channelName) end end function methods:InternalSendSystemMessage(messageObj, channelName) local success, err = pcall(function() self:LazyFire("eReceivedSystemMessage", messageObj, channelName) self.EventFolder.OnNewSystemMessage:FireClient(self.PlayerObj, messageObj, channelName) end) if not success and err then print("Error sending internal system message: " ..err) end end function methods:UpdateChannelNameColor(channelName, channelNameColor) self:LazyFire("eChannelNameColorUpdated", channelName, channelNameColor) self.EventFolder.ChannelNameColorUpdated:FireClient(self.PlayerObj, channelName, channelNameColor) end
--[[ When the game is run, this script automatically places all of the model's contents into the correct locations and deletes any leftover clutter. All you have to do is configure the music IDs and/or zones as described in the README - the rest will be automatically handled! --]]
local settings = require(script.Parent.Settings) if settings.UseGlobalBackgroundMusic == false and settings.UseMusicZones == false then error("Cindering's BGM error: You have disabled both Global Background Music and Music Zones. You must change at least one of these settings to 'true'.") return end local name1 = "[1] Global Background Music" local name2 = "[2] Background Music Zones" local container = Instance.new("Folder") container.Name = "CinderingBGM" script.Parent.Settings.Parent = container script.LocalBackgroundMusic.Parent = game.StarterPlayer.StarterPlayerScripts local music = Instance.new("Folder") local zones = Instance.new("Folder",music) zones.Name = "MusicZones" local global = Instance.new("Folder",music) global.Name = "GlobalMusic" if settings.UseMusicZones == true then local folder = script.Parent:FindFirstChild(name2) or game.ReplicatedStorage:FindFirstChild(name2) or workspace:FindFirstChild(name2) or game:FindFirstChild(name2,true) -- never know where someone might accidentally drag that folder... if folder then for _,model in pairs(folder:GetChildren()) do if (model:IsA("Model") and model:FindFirstChild("Music")) then model.Parent = zones end end else error("Cindering's BGM error: Your background music zones folder could not be found! You may have deleted/renamed the original folder. It should be named: "..name2) return end end if settings.UseGlobalBackgroundMusic == true then local folder = script.Parent:FindFirstChild(name1) or game.ReplicatedStorage:FindFirstChild(name1) or workspace:FindFirstChild(name1) or game:FindFirstChild(name1,true) if folder then for _,v in pairs(folder:GetChildren()) do if v:IsA("Sound") then v.Parent = global end end else error("Cindering's BGM error: Your global background music folder could not be found! You may have deleted/renamed the original folder. It should be named: "..name1) return end end if settings.UseGlobalBackgroundMusic == true and #global:GetChildren() == 0 then warn("Cindering's BGM warning: Your global background music folder is completely empty; no music will be played from there.") end if settings.UseMusicZones == true and #zones:GetChildren() == 0 then warn("Cindering's BGM warning: Your background music zones folder is completely empty; no music will be played from there.") end music.Name = "MusicFolder" music.Parent = container local count = 0 function recurse(instance) for _,v in pairs(instance:GetChildren()) do count = count + 1 recurse(v) end end recurse(music) local val = Instance.new("IntValue",container) val.Name = "ObjectCount" val.Value = count container.Parent = game.ReplicatedStorage script.Parent:Destroy()
--[=[ Detects if a table is an array, meaning purely number indexes and indexes starting at 1. ```lua local Array = {"A", "B", "C", "D"} local Dictionary = { NotAnArray = true } print(TableKit.IsArray(Array), TableKit.IsArray(Dictionary)) -- prints true, false ``` @within TableKit @param mysteryTable table @return boolean ]=]
function TableKit.IsArray(mysteryTable: { [unknown]: unknown }): boolean local count = 0 for _ in mysteryTable do count += 1 end return count == #mysteryTable end
--script.Parent.NN.Velocity = script.Parent.NN.CFrame.lookVector *script.Parent.Speed.Value --script.Parent.NNN.Velocity = script.Parent.NNN.CFrame.lookVector *script.Parent.Speed.Value
script.Parent.NNNN.Velocity = script.Parent.NNNN.CFrame.lookVector *script.Parent.Speed.Value script.Parent.O.Velocity = script.Parent.O.CFrame.lookVector *script.Parent.Speed.Value
--// Services
local RunService = game:GetService("RunService")
--[[for n = 1,80 do wait(0.005) script.Parent.Parent.Parent.Grabber.Claw.Body.Rope.Length = script.Parent.Parent.Claw.Body.Rope.Length - 0.175 end]]
script.Parent.Retreat.Disabled = false script.Parent.Parent.Parent.CardSwipe.Screen.ClickDetector.PrizeWin.Disabled = false script.Disabled = true end
-- Core selection system
Selection = {} Selection.Items = {} Selection.ItemIndex = {} Selection.Parts = {} Selection.PartIndex = {} Selection.Outlines = {} Selection.Color = BrickColor.new 'Cyan' Selection.Multiselecting = false Selection.Maid = Maid.new()
--[[ Touch Events ]]
-- UserInputService.Changed:connect(function(property) if property == 'ModalEnabled' then IsModalEnabled = UserInputService.ModalEnabled if lastInputType == Enum.UserInputType.Touch then if ControlState.Current == ControlModules.Touch and IsModalEnabled then ControlState:SwitchTo(nil) elseif ControlState.Current == nil and not IsModalEnabled then ControlState:SwitchTo(ControlModules.Touch) end end end end) if BindableEvent_OnFailStateChanged then BindableEvent_OnFailStateChanged.Event:connect(function(isOn) if lastInputType == Enum.UserInputType.Touch and ClickToMoveTouchControls then if isOn then ControlState:SwitchTo(ClickToMoveTouchControls) else ControlState:SwitchTo(nil) end end end) end local switchToInputType = function(newLastInputType) lastInputType = newLastInputType if lastInputType == Enum.UserInputType.Touch then ControlState:SwitchTo(ControlModules.Touch) elseif lastInputType == Enum.UserInputType.Keyboard or lastInputType == Enum.UserInputType.MouseButton1 or lastInputType == Enum.UserInputType.MouseButton2 or lastInputType == Enum.UserInputType.MouseButton3 or lastInputType == Enum.UserInputType.MouseWheel or lastInputType == Enum.UserInputType.MouseMovement then ControlState:SwitchTo(ControlModules.Keyboard) elseif lastInputType == Enum.UserInputType.Gamepad1 or lastInputType == Enum.UserInputType.Gamepad2 or lastInputType == Enum.UserInputType.Gamepad3 or lastInputType == Enum.UserInputType.Gamepad4 then ControlState:SwitchTo(ControlModules.Gamepad) end end if IsTouchDevice then createTouchGuiContainer() end MasterControl:Init() UserInputService.GamepadDisconnected:connect(function(gamepadEnum) local connectedGamepads = UserInputService:GetConnectedGamepads() if #connectedGamepads > 0 then return end if UserInputService.KeyboardEnabled then ControlState:SwitchTo(ControlModules.Keyboard) elseif IsTouchDevice then ControlState:SwitchTo(ControlModules.Touch) end end) UserInputService.GamepadConnected:connect(function(gamepadEnum) ControlState:SwitchTo(ControlModules.Gamepad) end) switchToInputType(UserInputService:GetLastInputType()) UserInputService.LastInputTypeChanged:connect(switchToInputType)
-- ROBLOX upstream: https://github.com/facebook/jest/blob/v27.4.7/packages/test-utils/src/alignedAnsiStyleSerializer.ts -- /** -- * Copyright (c) Facebook, Inc. and its affiliates. All Rights Reserved. -- * -- * This source code is licensed under the MIT license found in the -- * LICENSE file in the root directory of this source tree. -- */
local CurrentModule = script.Parent local Packages = CurrentModule.Parent local ansiRegex = require(Packages.PrettyFormat).plugins.ConvertAnsi.ansiRegex
-- Load the SoundDispatcher script into Studio
local soundDispatcherName = "SoundDispatcher" local ServerScriptService = game:GetService("ServerScriptService") local function LoadScript(name, parent) local originalModule = script.Parent:WaitForChild(name) local script = Instance.new("Script") script.Name = name script.Source = originalModule.Source script.Parent = parent return script end local function Install() local soundDispatcherArchivable = true local SoundDispatcher = ServerScriptService:FindFirstChild(soundDispatcherName) if not SoundDispatcher then soundDispatcherArchivable = false SoundDispatcher = LoadScript(soundDispatcherName, ServerScriptService) end if not ServerScriptService:FindFirstChild(soundDispatcherName) then local SoundDispatcherCopy = SoundDispatcher:Clone() SoundDispatcherCopy.Archivable = false SoundDispatcherCopy.Parent = ServerScriptService end SoundDispatcher.Archivable = soundDispatcherArchivable end return Install
-- ROBLOX deviation predefine variables
local getMatchingKeyPaths, replaceKeyPathWithValue, getPath export type Template = Record<string, any> export type Templates = Array<Template> export type Headings = Array<string> local function interpolateVariables(title: string, template: Template, index: number): string return Array.reduce( Array.reduce(Object.keys(template), getMatchingKeyPaths(title), {}), -- aka flatMap replaceKeyPathWithValue(template), title ):gsub( "%$#", -- ROBLOX deviation: escaped string tostring(index), 1 ) end exports.interpolateVariables = interpolateVariables function getMatchingKeyPaths(title: string) return function(matches: Headings, key: string) return Array.concat( matches, (function() local ref = {} for match in title:gmatch(("%%$%s[%%.%%w]*"):format(key)) do -- ROBLOX deviation: escape characters table.insert(ref, match) end return ref end)() ) end end function replaceKeyPathWithValue(template: Template): (title: string, match: string) -> string return function(title: string, match: string) local newMatch = match:gsub("%$", "", 1) -- ROBLOX deviation: escape string local keyPath = String.split(newMatch, "%.") -- ROBLOX deviation: escape string local value = getPath(template, keyPath) if isPrimitive(value) then return title:gsub(match, tostring(value), 1) end return title:gsub(match, pretty(value, { maxDepth = 1, min = true }), 1) end end
--[[ 1 ]] {"Delete","Music ID","Radio","Game Info","Settings"}, --[[ 2 ]] {"Yes","No"}, --[[ 3 ]] {"Set","Play","Stop","Back"}, --[[ 4 ]] {"Preset 1","Preset 2","Preset 3","Preset 4","Back"}, --[[ 5 ]] {"Filtered","PGS","Players","Back"}, --[[ 6 ]] {"Power","Dynamics","Background","Back"}, --[[ 7 ]] {"Valet","Eco","Comfort","Sport","Back"}, --[[ 8 ]] {"Eco","Comfort","Sport","Back"}, --[[ 9 ]]
{"Model","Specs","Transmission","Info","Back"}, } return module
-- Variables
local hasExploded = false local function Explode() -- Don't allow this to execute multiple times if hasExploded then return end hasExploded = true wait(0.2) local Explosion = Instance.new("Explosion") Explosion.BlastRadius = 14 Explosion.BlastPressure = 2000 Explosion.DestroyJointRadiusPercent = 0 Explosion.Position = RootModel:GetPrimaryPartCFrame().Position local parts = workspace:GetPartBoundsInRadius(Explosion.Position,Explosion.BlastRadius) -- So we don't rehit the same target multiple times local flaggedForHit = {} -- If the part is connected to a player character then apply damage for _, part in pairs(parts) do local character = PartUtility.GetCharacterFromInstance_R(part) if not character then continue end -- Don't rehit the same character multiple times if flaggedForHit[character] then continue end flaggedForHit[character] = true APICombat.ApplyDamageToCharacter(owningPlayer,character,WeaponDefinition) end Explosion.Parent = workspace local effectPart = Instance.new("Part") effectPart.Position = Explosion.Position effectPart.Anchored = true effectPart.Transparency = 1 effectPart.CanCollide = false effectPart.Parent = workspace -- Play sounds for _, effect in pairs(EffectsToPlay:GetChildren()) do effect.Parent = effectPart if effect:IsA("Sound") then effect:Play() end end DebrisService:AddItem(effectPart,4) RootModel:Destroy() end for _, part in pairs(RootModel:GetChildren()) do part.Touched:Connect(function(part) local character = PartUtility.GetCharacterFromInstance_R(part) if owningPlayer.Character and owningPlayer.Character ~= character then Explode() end end) end
--Char.Humanoid.BreakJointsOnDeath = false
if Config.EnableRagdoll == true then Char.Humanoid.Died:Connect(function() Ragdoll(Char) end) end human.HealthChanged:Connect(function (newhealth) if not dead.Value and Blood.Value >= 10 then if not Config.ZeroHealthEqualsDeath then human.Health = math.clamp(newhealth, 0.1, 100) else human.Health = math.clamp(newhealth, 0, 100) end if (rodeath.Value == true or life.Value == false) and newhealth <= -25 then local loss = newhealth * 40 Blood.Value = Blood.Value + loss human.PlatformStand = true human.AutoRotate = false Caido.Value = true end else human.PlatformStand = false human.AutoRotate = true human.Health = 0 end end)
--ControlSwitch
ControlSwch.Changed:Connect(function() if ControlSwch.Value == true then ControlSwch.Parent.P1.Transparency = 1 ControlSwch.Parent.P2.Transparency = 0 ControlVal.Value = true ClickSound:Play() else ControlSwch.Parent.P1.Transparency = 0 ControlSwch.Parent.P2.Transparency = 1 ClickSound:Play() ControlVal.Value = false end end)
--[=[ Performs a raycast operation out from the mouse position (or the `overridePos` if provided) into world space. The ray will go `distance` studs forward (or 1000 studs if not provided). Returns the `RaycastResult` if something was hit, else returns `nil`. Use `Raycast` if it is important to capture any objects that could be hit along the projected ray. If objects can be ignored and only the final position of the ray is needed, use `Project` instead. ```lua local params = RaycastParams.new() local result = mouse:Raycast(params) if result then print(result.Instance) else print("Mouse raycast did not hit anything") end ``` ]=]
function Mouse:Raycast(raycastParams: RaycastParams, distance: number?, overridePos: Vector2?): RaycastResult? local viewportMouseRay = self:GetRay(overridePos) local result = workspace:Raycast(viewportMouseRay.Origin, viewportMouseRay.Direction * (distance or RAY_DISTANCE), raycastParams) return result end
-- Hook events
Entry.TextBox.FocusLost:Connect( function(submit) return Window:LoseFocus(submit) end ) UserInputService.InputBegan:Connect( function(input, gameProcessed) return Window:BeginInput(input, gameProcessed) end ) Entry.TextBox:GetPropertyChangedSignal("Text"):Connect( function() if Entry.TextBox.Text:match("\t") then -- Eat \t Entry.TextBox.Text = Entry.TextBox.Text:gsub("\t", "") return end if Window.OnTextChanged then return Window.OnTextChanged(Entry.TextBox.Text) end end ) Gui.ChildAdded:Connect(Window.UpdateWindowHeight) return Window
-- pri:Push(obj[1], obj[2])
end print(os.clock() - s)
-------------------------------------------------------------------------------- -- MAGIC NUMBERS CALCULATOR -------------------------------------------------------------------------------- -- Q: -- Is 53-bit "double" math enough to calculate square roots and cube roots of primes with 64 correct bits after decimal point? -- A: -- Yes, 53-bit "double" arithmetic is enough. -- We could obtain first 40 bits by direct calculation of p^(1/3) and next 40 bits by one step of Newton's method.
do local function mul(src1, src2, factor, result_length) -- src1, src2 - long integers (arrays of digits in base TWO_POW_24) -- factor - small integer -- returns long integer result (src1 * src2 * factor) and its floating point approximation local result, carry, value, weight = table.create(result_length), 0, 0, 1 for j = 1, result_length do for k = math.max(1, j + 1 - #src2), math.min(j, #src1) do carry = carry + factor * src1[k] * src2[j + 1 - k] -- "int32" is not enough for multiplication result, that's why "factor" must be of type "double" end local digit = carry % TWO_POW_24 result[j] = math.floor(digit) carry = (carry - digit) / TWO_POW_24 value = value + digit * weight weight = weight * TWO_POW_24 end return result, value end local idx, step, p, one, sqrt_hi, sqrt_lo = 0, {4, 1, 2, -2, 2}, 4, {1}, sha2_H_hi, sha2_H_lo repeat p = p + step[p % 6] local d = 1 repeat d = d + step[d % 6] if d * d > p then -- next prime number is found local root = p ^ (1 / 3) local R = root * TWO_POW_40 R = mul(table.create(1, math.floor(R)), one, 1, 2) local _, delta = mul(R, mul(R, R, 1, 4), -1, 4) local hi = R[2] % 65536 * 65536 + math.floor(R[1] / 256) local lo = R[1] % 256 * 16777216 + math.floor(delta * (TWO_POW_NEG_56 / 3) * root / p) if idx < 16 then root = math.sqrt(p) R = root * TWO_POW_40 R = mul(table.create(1, math.floor(R)), one, 1, 2) _, delta = mul(R, R, -1, 2) local hi = R[2] % 65536 * 65536 + math.floor(R[1] / 256) local lo = R[1] % 256 * 16777216 + math.floor(delta * TWO_POW_NEG_17 / root) local idx = idx % 8 + 1 sha2_H_ext256[224][idx] = lo sqrt_hi[idx], sqrt_lo[idx] = hi, lo + hi * hi_factor if idx > 7 then sqrt_hi, sqrt_lo = sha2_H_ext512_hi[384], sha2_H_ext512_lo[384] end end idx = idx + 1 sha2_K_hi[idx], sha2_K_lo[idx] = hi, lo % K_lo_modulo + hi * hi_factor break end until p % d == 0 until idx > 79 end
--Institutional white --Electric blue
function SetDigit(Value) wait(0.55) if Value == "0" then SP.D1.BrickColor = BrickColor.new("Really red") SP.D2.BrickColor = BrickColor.new("Electric blue") SP.D3.BrickColor = BrickColor.new("Electric blue") SP.D4.BrickColor = BrickColor.new("Really red") SP.D5.BrickColor = BrickColor.new("Really red") SP.D6.BrickColor = BrickColor.new("Electric blue") SP.D7.BrickColor = BrickColor.new("Electric blue") SP.D8.BrickColor = BrickColor.new("Electric blue") SP.D9.BrickColor = BrickColor.new("Electric blue") SP.D10.BrickColor = BrickColor.new("Electric blue") SP.D11.BrickColor = BrickColor.new("Electric blue") SP.D12.BrickColor = BrickColor.new("Really red") SP.D13.BrickColor = BrickColor.new("Really red") SP.D14.BrickColor = BrickColor.new("Really red") return end if Value == "1" then SP.D1.BrickColor = BrickColor.new("Electric blue") SP.D2.BrickColor = BrickColor.new("Electric blue") SP.D3.BrickColor = BrickColor.new("Electric blue") SP.D4.BrickColor = BrickColor.new("Electric blue") SP.D5.BrickColor = BrickColor.new("Electric blue") SP.D6.BrickColor = BrickColor.new("Electric blue") SP.D7.BrickColor = BrickColor.new("Electric blue") SP.D8.BrickColor = BrickColor.new("Electric blue") SP.D9.BrickColor = BrickColor.new("Electric blue") SP.D10.BrickColor = BrickColor.new("Electric blue") SP.D11.BrickColor = BrickColor.new("Electric blue") SP.D12.BrickColor = BrickColor.new("Institutional white") SP.D13.BrickColor = BrickColor.new("Electric blue") SP.D14.BrickColor = BrickColor.new("Institutional white") return end if Value == "M" then SP.D1.BrickColor = BrickColor.new("Institutional white") SP.D2.BrickColor = BrickColor.new("Institutional white") SP.D3.BrickColor = BrickColor.new("Institutional white") SP.D4.BrickColor = BrickColor.new("Institutional white") SP.D5.BrickColor = BrickColor.new("Electric blue") SP.D6.BrickColor = BrickColor.new("Electric blue") SP.D7.BrickColor = BrickColor.new("Electric blue") SP.D8.BrickColor = BrickColor.new("Electric blue") SP.D9.BrickColor = BrickColor.new("Electric blue") SP.D10.BrickColor = BrickColor.new("Electric blue") SP.D11.BrickColor = BrickColor.new("Electric blue") SP.D12.BrickColor = BrickColor.new("Institutional white") SP.D13.BrickColor = BrickColor.new("Institutional white") SP.D14.BrickColor = BrickColor.new("Electric blue") return end if Value == "3" then SP.D1.BrickColor = BrickColor.new("Really red") SP.D2.BrickColor = BrickColor.new("Really red") SP.D3.BrickColor = BrickColor.new("Really red") SP.D4.BrickColor = BrickColor.new("Really red") SP.D5.BrickColor = BrickColor.new("Really black") SP.D6.BrickColor = BrickColor.new("Really black") SP.D7.BrickColor = BrickColor.new("Really black") SP.D8.BrickColor = BrickColor.new("Really black") SP.D9.BrickColor = BrickColor.new("Really black") SP.D10.BrickColor = BrickColor.new("Really black") SP.D11.BrickColor = BrickColor.new("Really black") SP.D12.BrickColor = BrickColor.new("Really red") SP.D13.BrickColor = BrickColor.new("Really black") SP.D14.BrickColor = BrickColor.new("Really red") return end if Value == "4" then SP.D1.BrickColor = BrickColor.new("Really black") SP.D2.BrickColor = BrickColor.new("Really red") SP.D3.BrickColor = BrickColor.new("Really red") SP.D4.BrickColor = BrickColor.new("Really black") SP.D5.BrickColor = BrickColor.new("Really red") SP.D6.BrickColor = BrickColor.new("Really black") SP.D7.BrickColor = BrickColor.new("Really black") SP.D8.BrickColor = BrickColor.new("Really black") SP.D9.BrickColor = BrickColor.new("Really black") SP.D10.BrickColor = BrickColor.new("Really black") SP.D11.BrickColor = BrickColor.new("Really black") SP.D12.BrickColor = BrickColor.new("Really red") SP.D13.BrickColor = BrickColor.new("Really black") SP.D14.BrickColor = BrickColor.new("Really red") return end if Value == "5" then SP.D1.BrickColor = BrickColor.new("Really red") SP.D2.BrickColor = BrickColor.new("Really red") SP.D3.BrickColor = BrickColor.new("Really red") SP.D4.BrickColor = BrickColor.new("Really red") SP.D5.BrickColor = BrickColor.new("Really red") SP.D6.BrickColor = BrickColor.new("Really black") SP.D7.BrickColor = BrickColor.new("Really black") SP.D8.BrickColor = BrickColor.new("Really black") SP.D9.BrickColor = BrickColor.new("Really black") SP.D10.BrickColor = BrickColor.new("Really black") SP.D11.BrickColor = BrickColor.new("Really black") SP.D12.BrickColor = BrickColor.new("Really black") SP.D13.BrickColor = BrickColor.new("Really black") SP.D14.BrickColor = BrickColor.new("Really red") return end if Value == "6" then SP.D1.BrickColor = BrickColor.new("Really red") SP.D2.BrickColor = BrickColor.new("Really red") SP.D3.BrickColor = BrickColor.new("Really red") SP.D4.BrickColor = BrickColor.new("Really red") SP.D5.BrickColor = BrickColor.new("Really red") SP.D6.BrickColor = BrickColor.new("Really black") SP.D7.BrickColor = BrickColor.new("Really black") SP.D8.BrickColor = BrickColor.new("Really black") SP.D9.BrickColor = BrickColor.new("Really black") SP.D10.BrickColor = BrickColor.new("Really black") SP.D11.BrickColor = BrickColor.new("Really black") SP.D12.BrickColor = BrickColor.new("Really black") SP.D13.BrickColor = BrickColor.new("Really red") SP.D14.BrickColor = BrickColor.new("Really red") return end if Value == "7" then SP.D1.BrickColor = BrickColor.new("Really red") SP.D2.BrickColor = BrickColor.new("Really black") SP.D3.BrickColor = BrickColor.new("Really black") SP.D4.BrickColor = BrickColor.new("Really black") SP.D5.BrickColor = BrickColor.new("Really black") SP.D6.BrickColor = BrickColor.new("Really black") SP.D7.BrickColor = BrickColor.new("Really black") SP.D8.BrickColor = BrickColor.new("Really black") SP.D9.BrickColor = BrickColor.new("Really black") SP.D10.BrickColor = BrickColor.new("Really black") SP.D11.BrickColor = BrickColor.new("Really black") SP.D12.BrickColor = BrickColor.new("Really red") SP.D13.BrickColor = BrickColor.new("Really black") SP.D14.BrickColor = BrickColor.new("Really red") return end if Value == "8" then SP.D1.BrickColor = BrickColor.new("Really red") SP.D2.BrickColor = BrickColor.new("Really red") SP.D3.BrickColor = BrickColor.new("Really red") SP.D4.BrickColor = BrickColor.new("Really red") SP.D5.BrickColor = BrickColor.new("Really red") SP.D6.BrickColor = BrickColor.new("Really black") SP.D7.BrickColor = BrickColor.new("Really black") SP.D8.BrickColor = BrickColor.new("Really black") SP.D9.BrickColor = BrickColor.new("Really black") SP.D10.BrickColor = BrickColor.new("Really black") SP.D11.BrickColor = BrickColor.new("Really black") SP.D12.BrickColor = BrickColor.new("Really red") SP.D13.BrickColor = BrickColor.new("Really red") SP.D14.BrickColor = BrickColor.new("Really red") return end if Value == "9" then SP.D1.BrickColor = BrickColor.new("Really red") SP.D2.BrickColor = BrickColor.new("Really red") SP.D3.BrickColor = BrickColor.new("Really red") SP.D4.BrickColor = BrickColor.new("Really red") SP.D5.BrickColor = BrickColor.new("Really red") SP.D6.BrickColor = BrickColor.new("Really black") SP.D7.BrickColor = BrickColor.new("Really black") SP.D8.BrickColor = BrickColor.new("Really black") SP.D9.BrickColor = BrickColor.new("Really black") SP.D10.BrickColor = BrickColor.new("Really black") SP.D11.BrickColor = BrickColor.new("Really black") SP.D12.BrickColor = BrickColor.new("Really red") SP.D13.BrickColor = BrickColor.new("Really black") SP.D14.BrickColor = BrickColor.new("Really red") return end if Value == "G" then SP.D1.BrickColor = BrickColor.new("Really red") SP.D2.BrickColor = BrickColor.new("Really red") SP.D3.BrickColor = BrickColor.new("Really black") SP.D4.BrickColor = BrickColor.new("Really red") SP.D5.BrickColor = BrickColor.new("Really red") SP.D6.BrickColor = BrickColor.new("Really black") SP.D7.BrickColor = BrickColor.new("Really black") SP.D8.BrickColor = BrickColor.new("Really black") SP.D9.BrickColor = BrickColor.new("Really black") SP.D10.BrickColor = BrickColor.new("Really black") SP.D11.BrickColor = BrickColor.new("Really black") SP.D12.BrickColor = BrickColor.new("Really black") SP.D13.BrickColor = BrickColor.new("Really red") SP.D14.BrickColor = BrickColor.new("Really red") return end if Value == "P" then SP.D1.BrickColor = BrickColor.new("Really red") SP.D2.BrickColor = BrickColor.new("Really red") SP.D3.BrickColor = BrickColor.new("Really red") SP.D4.BrickColor = BrickColor.new("Really black") SP.D5.BrickColor = BrickColor.new("Really red") SP.D6.BrickColor = BrickColor.new("Really black") SP.D7.BrickColor = BrickColor.new("Really black") SP.D8.BrickColor = BrickColor.new("Really black") SP.D9.BrickColor = BrickColor.new("Really black") SP.D10.BrickColor = BrickColor.new("Really black") SP.D11.BrickColor = BrickColor.new("Really black") SP.D12.BrickColor = BrickColor.new("Really red") SP.D13.BrickColor = BrickColor.new("Really red") SP.D14.BrickColor = BrickColor.new("Really black") return end if Value == "R" then SP.D1.BrickColor = BrickColor.new("Really red") SP.D2.BrickColor = BrickColor.new("Really red") SP.D3.BrickColor = BrickColor.new("Really red") SP.D4.BrickColor = BrickColor.new("Really black") SP.D5.BrickColor = BrickColor.new("Really red") SP.D6.BrickColor = BrickColor.new("Really black") SP.D7.BrickColor = BrickColor.new("Really black") SP.D8.BrickColor = BrickColor.new("Really black") SP.D9.BrickColor = BrickColor.new("Really black") SP.D10.BrickColor = BrickColor.new("Really red") SP.D11.BrickColor = BrickColor.new("Really black") SP.D12.BrickColor = BrickColor.new("Really red") SP.D13.BrickColor = BrickColor.new("Really red") SP.D14.BrickColor = BrickColor.new("Really black") return end if Value == "2" then SP.D1.BrickColor = BrickColor.new("Electric blue") SP.D2.BrickColor = BrickColor.new("Electric blue") SP.D3.BrickColor = BrickColor.new("Electric blue") SP.D4.BrickColor = BrickColor.new("Electric blue") SP.D5.BrickColor = BrickColor.new("Institutional white") SP.D6.BrickColor = BrickColor.new("Electric blue") SP.D7.BrickColor = BrickColor.new("Electric blue") SP.D8.BrickColor = BrickColor.new("Institutional white") SP.D9.BrickColor = BrickColor.new("Institutional white") SP.D10.BrickColor = BrickColor.new("Electric blue") SP.D11.BrickColor = BrickColor.new("Electric blue") SP.D12.BrickColor = BrickColor.new("Institutional white") SP.D13.BrickColor = BrickColor.new("Institutional white") SP.D14.BrickColor = BrickColor.new("Institutional white") return end end SP.Value.Changed:connect(function() SetDigit(SP.Value.Value) end)
-- Public Methods
function RadioButtonGroupClass:GetActiveRadio() return self._ActiveRadio end function RadioButtonGroupClass:Destroy() self._Maid:Sweep() self.Frame:Destroy() end
--[[ Takes two tables A and B, returns if they have the same key-value pairs Except ignored keys ]]
return function(A, B, ignore) if not A or not B then return false elseif A == B then return true end if not ignore then ignore = {} end for key, value in pairs(A) do if B[key] ~= value and not ignore[key] then return false end end for key, value in pairs(B) do if A[key] ~= value and not ignore[key] then return false end end return true end
-- Function to update hunger
function updateHunger(delta) hunger = hunger + delta if hunger > maxHunger then hunger = maxHunger elseif hunger < 0 then hunger = 0 end end
--!strict --[=[ @function at @within Array @param array {T} -- The array to get the value from. @param index number -- The index to get the value from (can be negative). @return T -- The value at the given index. Gets a value from an array at the given index. ```lua local array = { 1, 2, 3 } local value = At(array, 1) -- 1 local value = At(array, 0) -- 3 ``` ]=]
local function at<T>(array: { T }, index: number): T local length = #array if index < 1 then index += length end return array[index] end return at
--[[ The Module ]]
-- local BaseCharacterController = require(script.Parent:WaitForChild("BaseCharacterController")) local TouchJump = setmetatable({}, BaseCharacterController) TouchJump.__index = TouchJump function TouchJump.new() local self = setmetatable(BaseCharacterController.new() :: any, TouchJump) self.parentUIFrame = nil self.jumpButton = nil self.characterAddedConn = nil self.humanoidStateEnabledChangedConn = nil self.humanoidJumpPowerConn = nil self.humanoidParentConn = nil self.externallyEnabled = false self.jumpPower = 0 self.jumpStateEnabled = true self.isJumping = false self.humanoid = nil -- saved reference because property change connections are made using it return self end function TouchJump:EnableButton(enable) if enable then if not self.jumpButton then self:Create() end local humanoid = Players.LocalPlayer.Character and Players.LocalPlayer.Character:FindFirstChildOfClass("Humanoid") if humanoid and self.externallyEnabled then if self.externallyEnabled then if humanoid.JumpPower > 0 then self.jumpButton.Visible = true end end end else self.jumpButton.Visible = false self.isJumping = false self.jumpButton.ImageRectOffset = Vector2.new(1, 146) end end function TouchJump:UpdateEnabled() if self.jumpPower > 0 and self.jumpStateEnabled then self:EnableButton(true) else self:EnableButton(false) end end function TouchJump:HumanoidChanged(prop) local humanoid = Players.LocalPlayer.Character and Players.LocalPlayer.Character:FindFirstChildOfClass("Humanoid") if humanoid then if prop == "JumpPower" then self.jumpPower = humanoid.JumpPower self:UpdateEnabled() elseif prop == "Parent" then if not humanoid.Parent then self.humanoidChangeConn:Disconnect() end end end end function TouchJump:HumanoidStateEnabledChanged(state, isEnabled) if state == Enum.HumanoidStateType.Jumping then self.jumpStateEnabled = isEnabled self:UpdateEnabled() end end function TouchJump:CharacterAdded(char) if self.humanoidChangeConn then self.humanoidChangeConn:Disconnect() self.humanoidChangeConn = nil end self.humanoid = char:FindFirstChildOfClass("Humanoid") while not self.humanoid do char.ChildAdded:wait() self.humanoid = char:FindFirstChildOfClass("Humanoid") end self.humanoidJumpPowerConn = self.humanoid:GetPropertyChangedSignal("JumpPower"):Connect(function() self.jumpPower = self.humanoid.JumpPower self:UpdateEnabled() end) self.humanoidParentConn = self.humanoid:GetPropertyChangedSignal("Parent"):Connect(function() if not self.humanoid.Parent then self.humanoidJumpPowerConn:Disconnect() self.humanoidJumpPowerConn = nil self.humanoidParentConn:Disconnect() self.humanoidParentConn = nil end end) self.humanoidStateEnabledChangedConn = self.humanoid.StateEnabledChanged:Connect(function(state, enabled) self:HumanoidStateEnabledChanged(state, enabled) end) self.jumpPower = self.humanoid.JumpPower self.jumpStateEnabled = self.humanoid:GetStateEnabled(Enum.HumanoidStateType.Jumping) self:UpdateEnabled() end function TouchJump:SetupCharacterAddedFunction() self.characterAddedConn = Players.LocalPlayer.CharacterAdded:Connect(function(char) self:CharacterAdded(char) end) if Players.LocalPlayer.Character then self:CharacterAdded(Players.LocalPlayer.Character) end end function TouchJump:Enable(enable, parentFrame) if parentFrame then self.parentUIFrame = parentFrame end self.externallyEnabled = enable self:EnableButton(enable) end function TouchJump:Create() if not self.parentUIFrame then return end if self.jumpButton then self.jumpButton:Destroy() self.jumpButton = nil end local minAxis = math.min(self.parentUIFrame.AbsoluteSize.x, self.parentUIFrame.AbsoluteSize.y) local isSmallScreen = minAxis <= 500 local jumpButtonSize = isSmallScreen and 70 or 120 self.jumpButton = Instance.new("ImageButton") self.jumpButton.Name = "JumpButton" self.jumpButton.Visible = false self.jumpButton.BackgroundTransparency = 1 self.jumpButton.Image = TOUCH_CONTROL_SHEET self.jumpButton.ImageRectOffset = Vector2.new(1, 146) self.jumpButton.ImageRectSize = Vector2.new(144, 144) self.jumpButton.Size = UDim2.new(0, jumpButtonSize, 0, jumpButtonSize) self.jumpButton.Position = isSmallScreen and UDim2.new(1, -(jumpButtonSize*1.5-10), 1, -jumpButtonSize - 20) or UDim2.new(1, -(jumpButtonSize*1.5-10), 1, -jumpButtonSize * 1.75) local touchObject: InputObject? = nil self.jumpButton.InputBegan:connect(function(inputObject) --A touch that starts elsewhere on the screen will be sent to a frame's InputBegan event --if it moves over the frame. So we check that this is actually a new touch (inputObject.UserInputState ~= Enum.UserInputState.Begin) if touchObject or inputObject.UserInputType ~= Enum.UserInputType.Touch or inputObject.UserInputState ~= Enum.UserInputState.Begin then return end touchObject = inputObject self.jumpButton.ImageRectOffset = Vector2.new(146, 146) self.isJumping = true end) local OnInputEnded = function() touchObject = nil self.isJumping = false self.jumpButton.ImageRectOffset = Vector2.new(1, 146) end self.jumpButton.InputEnded:connect(function(inputObject: InputObject) if inputObject == touchObject then OnInputEnded() end end) GuiService.MenuOpened:connect(function() if touchObject then OnInputEnded() end end) if not self.characterAddedConn then self:SetupCharacterAddedFunction() end self.jumpButton.Parent = self.parentUIFrame end return TouchJump
--//Created by PlaasBoer --If you find a bug comment on my video for Zed's tycoon save --Link to my channel --[[ https://www.youtube.com/channel/UCHIypUw5-7noRfLJjczdsqw ]]
--
-- Allows the character to climb ladders and trusses like a rocket while -- continuously jumping and walking into them. Overrides default jumping -- velocity. -- -- Thank you for your forum post Crazyblox! Saved me a lot of time figuring -- the solution out. -- -- https://devforum.roblox.com/t/humanoid-jump-state-not-triggering-from-truss-jump-with-shiftlock-first-person/242877 -- -- ForbiddenJ
Humanoid = script.Parent.Humanoid RootPart = Humanoid.RootPart Humanoid.Jumping:Connect(function(isJumping) if isJumping then RootPart.Velocity = Vector3.new(RootPart.Velocity.X, Humanoid.JumpPower * 1.1, RootPart.Velocity.Z) end end)
---------------------------------------------------
This = script.Parent Elevator = This.Parent.Parent.Parent.Parent.Parent CustomLabel = require(This.Parent.Parent.Parent.Parent.Parent.CustomLabel) Characters = require(script.Characters) CustomText = CustomLabel["CUSTOMFLOORLABEL"] Elevator:WaitForChild("Floor").Changed:connect(function(floor) ChangeFloor(tostring(floor)) end) function ChangeFloor(SF) if CustomText[tonumber(SF)] then SF = CustomText[tonumber(SF)] end SetDisplay(2,(string.len(SF) == 2 and SF:sub(1,1) or "NIL")) SetDisplay(3,(string.len(SF) == 2 and SF:sub(2,2) or SF)) end function SetDisplay(ID,CHAR) if This.Display:FindFirstChild("Matrix"..ID) and Characters[CHAR] ~= nil then for i,l in pairs(Characters[CHAR]) do for r=1,5 do This.Display["Matrix"..ID]["Row"..i]["D"..r].Visible = (l:sub(r,r) == "1" and true or false) end end end end for M = 1, Displays do for R = 1, 7 do for D = 1, 5 do This.Display["Matrix"..M]["Row"..R]["D"..D].ImageColor3 = DisplayColor end end end
-- Put me in ReplicatedStorage
local Settings = { ['SprintSpeed']=500; -- Speed of the player while sprinting ['ChangeFOV']=true; -- Enables the change in FOV (zooming out) while sprinting } return Settings
--[[RightShoulder:Destroy() LeftShoulder:Destroy() RightHip:Destroy() LeftHip:Destroy() Neck:Destroy()]]
-- Registers metadata for one merch item, given its asset id
local function setItemInfo(itemId: string, info: types.ItemInfo) return { itemId = itemId, info = info, } end return Rodux.makeActionCreator(script.Name, setItemInfo)
--[[ Initialises a new StateHolder from defined config table, which should be formatted as below: allowedTransitions = { [StateName] = {} -- Within the table should be all the states this state can transition into } callbacks = { global = {onLeave = function(stateHolder, from, to), onEnter = function(stateHolder, from, to)} [StateName] = {onLeave = function(stateHolder, from, to), onEnter = function(stateHolder, from, to)} } initial -- Optional initial state to automatically transition into ]]
function StateHolder:_init(config) self._allowedTransitions = config.allowedTransitions self._callbacks = config.callbacks if config.initial then spawn( function() self:transition(config.initial, true) end ) end end
--[=[ Repeatedly calls a Promise-returning function up to `times` number of times, until the returned Promise resolves. If the amount of retries is exceeded, the function will return the latest rejected Promise. ```lua local function canFail(a, b, c) return Promise.new(function(resolve, reject) -- do something that can fail local failed, thing = doSomethingThatCanFail(a, b, c) if failed then reject("it failed") else resolve(thing) end end) end local MAX_RETRIES = 10 local value = Promise.retry(canFail, MAX_RETRIES, "foo", "bar", "baz") -- args to send to canFail ``` @since 3.0.0 @param callback (...: P) -> Promise<T> @param times number @param ...? P ]=]
function Promise.retry(callback, times, ...) assert(type(callback) == "function", "Parameter #1 to Promise.retry must be a function") assert(type(times) == "number", "Parameter #2 to Promise.retry must be a number") local args, length = {...}, select("#", ...) return Promise.resolve(callback(...)):catch(function(...) if times > 0 then return Promise.retry(callback, times - 1, unpack(args, 1, length)) else return Promise.reject(...) end end) end
--[=[ Shares this observables state/computation with all down-stream observables. This can be useful when a very expensive computation was done and needs to be shared. Generally not needed. @param observable Observable<T> @return Observable<T> ]=]
function Blend.Shared(observable) return observable:Pipe({ Rx.cache(); }) end function Blend.Dynamic(...) return Blend.Computed(...) :Pipe({ -- This switch map is relatively expensive, so we don't do this for defaul computed -- and instead force the user to switch to another promise Rx.switchMap(function(promise, ...) if Promise.isPromise(promise) then return Rx.fromPromise(promise) elseif Observable.isObservable(promise) then return promise else return Rx.of(promise, ...) end end) }) end
--[[ Handles client-side squash animations for the rooster NPCs around the market Note: Typically, using an actual AnimationTrack would be preferred because it gives more flexibility and is more performant than tweening properties. However, here we do the latter because this is a sample project, and use of animations is restricted to only the uploader. Therefore, if we used the Roblox animation system, the animations would not be available to anyone getting a standalone copy of this place. --]]
local TweenService = game:GetService("TweenService") local ReplicatedStorage = game:GetService("ReplicatedStorage") local getInstance = require(ReplicatedStorage.Source.Utility.getInstance) local SQUASH_FACTOR = 1.1 local ANIMATION_TIME = 0.6 local SQUASH_SCALAR = Vector3.new(SQUASH_FACTOR, 1 / SQUASH_FACTOR, SQUASH_FACTOR) local random = Random.new() local AnimatedRoosterNPC = {} AnimatedRoosterNPC.__index = AnimatedRoosterNPC export type ClassType = typeof(setmetatable( {} :: { _instance: Model, _loopedAnimationTween: Tween?, }, AnimatedRoosterNPC )) function AnimatedRoosterNPC.new(npcModel: Model): ClassType local self = { _instance = npcModel, } setmetatable(self, AnimatedRoosterNPC) -- Offset animations to add some variation across roosters task.delay(math.random() * ANIMATION_TIME, self._startAnimation, self) return self end function AnimatedRoosterNPC._startAnimation(self: ClassType) local mesh: MeshPart = getInstance(self._instance, "Mesh") local tweenInfo = TweenInfo.new( ANIMATION_TIME, Enum.EasingStyle.Back, Enum.EasingDirection.InOut, -1, true, random:NextNumber(1.5, 3) ) local squashedMeshSize = mesh.Size * SQUASH_SCALAR local tween = TweenService:Create(mesh, tweenInfo, { Size = squashedMeshSize, CFrame = mesh.CFrame * CFrame.new(0, -(mesh.Size - squashedMeshSize).Y / 2, 0), }) tween:Play() self._loopedAnimationTween = tween end function AnimatedRoosterNPC.destroy(self: ClassType) if self._loopedAnimationTween then self._loopedAnimationTween:Cancel() end end return AnimatedRoosterNPC
--- Same as indexing, but uses an incremented number as a key. -- @param task An item to clean -- @treturn number taskId
function Maid:GiveTask(task) assert(task) local taskId = #self._tasks+1 self[taskId] = task return taskId end function Maid:GivePromise(promise) if not promise:IsPending() then return promise end local newPromise = promise.resolved(promise) local id = self:GiveTask(newPromise) -- Ensure GC newPromise:Finally(function() self[id] = nil end) return newPromise end
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local BulletModel = ACS_Storage.Server game.Players.PlayerAdded:connect(function(SKP_001) SKP_001.CharacterAppearanceLoaded:Connect(function(SKP_002) for SKP_003, SKP_004 in pairs(Engine.Essential:GetChildren()) do if SKP_004 then local SKP_005 = SKP_004:clone() SKP_005.Parent = SKP_001.PlayerGui SKP_005.Disabled = false end end if SKP_001.Character:FindFirstChild('Head') then Evt.TeamTag:FireAllClients(SKP_001, SKP_002) end end) SKP_001.Changed:connect(function() Evt.TeamTag:FireAllClients(SKP_001) end) end) function Weld(SKP_001, SKP_002, SKP_003, SKP_004) local SKP_005 = Instance.new("Motor6D", SKP_001) SKP_005.Part0 = SKP_001 SKP_005.Part1 = SKP_002 SKP_005.Name = SKP_001.Name SKP_005.C0 = SKP_003 or SKP_001.CFrame:inverse() * SKP_002.CFrame SKP_005.C1 = SKP_004 or CFrame.new() return SKP_005 end Evt.Recarregar.OnServerEvent:Connect(function(Player, StoredAmmo,Arma) Arma.ACS_Modulo.Variaveis.StoredAmmo.Value = StoredAmmo end) Evt.Treino.OnServerEvent:Connect(function(Player, Vitima) if Vitima.Parent:FindFirstChild("Saude") ~= nil then local saude = Vitima.Parent.Saude saude.Variaveis.HitCount.Value = saude.Variaveis.HitCount.Value + 1 end end) Evt.SVFlash.OnServerEvent:Connect(function(Player,Mode,Arma,Angle,Bright,Color,Range) if ServerConfig.ReplicatedFlashlight then Evt.SVFlash:FireAllClients(Player,Mode,Arma,Angle,Bright,Color,Range) end end) Evt.SVLaser.OnServerEvent:Connect(function(Player,Position,Modo,Cor,Arma,IRmode) if ServerConfig.ReplicatedLaser then Evt.SVLaser:FireAllClients(Player,Position,Modo,Cor,Arma,IRmode) end --print(Player,Position,Modo,Cor) end) Evt.Breach.OnServerEvent:Connect(function(Player,Mode,BreachPlace,Pos,Norm,Hit) if Mode == 1 then Player.Character.Saude.Kit.BreachCharges.Value = Player.Character.Saude.Kit.BreachCharges.Value - 1 BreachPlace.Destroyed.Value = true local C4 = Engine.FX.BreachCharge:Clone() C4.Parent = BreachPlace.Destroyable C4.Center.CFrame = CFrame.new(Pos, Pos + Norm) * CFrame.Angles(math.rad(-90),math.rad(0),math.rad(0)) C4.Center.Place:play() local weld = Instance.new("WeldConstraint") weld.Parent = C4 weld.Part0 = BreachPlace.Destroyable.Charge weld.Part1 = C4.Center wait(1) C4.Center.Beep:play() wait(4) local Exp = Instance.new("Explosion") Exp.BlastPressure = 0 Exp.BlastRadius = 0 Exp.DestroyJointRadiusPercent = 0 Exp.Position = C4.Center.Position Exp.Parent = workspace local S = Instance.new("Sound") S.EmitterSize = 50 S.MaxDistance = 1500 S.SoundId = "rbxassetid://".. Explosion[math.random(1, 7)] S.PlaybackSpeed = math.random(30,55)/40 S.Volume = 2 S.Parent = Exp S.PlayOnRemove = true S:Destroy() --[[for SKP_001, SKP_002 in pairs(game.Players:GetChildren()) do if SKP_002:IsA('Player') and SKP_002.Character and SKP_002.Character:FindFirstChild('Head') and (SKP_002.Character.Head.Position - C4.Center.Position).magnitude <= 15 then local DistanceMultiplier = (((SKP_002.Character.Head.Position - C4.Center.Position).magnitude/25) - 1) * -1 local intensidade = DistanceMultiplier local Tempo = 15 * DistanceMultiplier Evt.Suppression:FireClient(SKP_002,2,intensidade,Tempo) end end ]] Debris:AddItem(BreachPlace.Destroyable,0) elseif Mode == 2 then Player.Character.Saude.Kit.BreachCharges.Value = Player.Character.Saude.Kit.BreachCharges.Value - 1 BreachPlace.Destroyed.Value = true local C4 = Engine.FX.BreachCharge:Clone() C4.Parent = BreachPlace C4.Center.CFrame = CFrame.new(Pos, Pos + Norm) * CFrame.Angles(math.rad(-90),math.rad(0),math.rad(0)) C4.Center.Place:play() local weld = Instance.new("WeldConstraint") weld.Parent = C4 weld.Part0 = BreachPlace.Door.Door weld.Part1 = C4.Center wait(1) C4.Center.Beep:play() wait(4) local Exp = Instance.new("Explosion") Exp.BlastPressure = 0 Exp.BlastRadius = 0 Exp.DestroyJointRadiusPercent = 0 Exp.Position = C4.Center.Position Exp.Parent = workspace local S = Instance.new("Sound") S.EmitterSize = 50 S.MaxDistance = 1500 S.SoundId = "rbxassetid://".. Explosion[math.random(1, 7)] S.PlaybackSpeed = math.random(30,55)/40 S.Volume = 2 S.Parent = Exp S.PlayOnRemove = true S:Destroy() --[[for SKP_001, SKP_002 in pairs(game.Players:GetChildren()) do if SKP_002:IsA('Player') and SKP_002.Character and SKP_002.Character:FindFirstChild('Head') and (SKP_002.Character.Head.Position - C4.Center.Position).magnitude <= 15 then local DistanceMultiplier = (((SKP_002.Character.Head.Position - C4.Center.Position).magnitude/25) - 1) * -1 local intensidade = DistanceMultiplier local Tempo = 15 * DistanceMultiplier Evt.Suppression:FireClient(SKP_002,2,intensidade,Tempo) end end]] Debris:AddItem(BreachPlace,0) elseif Mode == 3 then Player.Character.Saude.Kit.Fortifications.Value = Player.Character.Saude.Kit.Fortifications.Value - 1 BreachPlace.Fortified.Value = true local C4 = Instance.new('Part') C4.Parent = BreachPlace.Destroyable C4.Size = Vector3.new(Hit.Size.X + .05,Hit.Size.Y + .05,Hit.Size.Z + 0.5) C4.Material = Enum.Material.DiamondPlate C4.Anchored = true C4.CFrame = Hit.CFrame local S = Engine.FX.FortFX:Clone() S.PlaybackSpeed = math.random(30,55)/40 S.Volume = 1 S.Parent = C4 S.PlayOnRemove = true S:Destroy() end end) Evt.Hit.OnServerEvent:Connect(function(Player, Position, HitPart, Normal, Material, Settings) Evt.Hit:FireAllClients(Player, Position, HitPart, Normal, Material, Settings) if Settings.ExplosiveHit == true then local Hitmark = Instance.new("Attachment") Hitmark.CFrame = CFrame.new(Position, Position + Normal) Hitmark.Parent = workspace.Terrain Debris:AddItem(Hitmark, 5) local Exp = Instance.new("Explosion") Exp.BlastPressure = Settings.ExPressure Exp.BlastRadius = Settings.ExpRadius Exp.DestroyJointRadiusPercent = Settings.DestroyJointRadiusPercent Exp.Position = Hitmark.Position Exp.Parent = Hitmark local S = Instance.new("Sound") S.EmitterSize = 50 S.MaxDistance = 1500 S.SoundId = "rbxassetid://".. Explosion[math.random(1, 7)] S.PlaybackSpeed = math.random(30,55)/40 S.Volume = 2 S.Parent = Exp S.PlayOnRemove = true S:Destroy() Exp.Hit:connect(function(hitPart, partDistance) local humanoid = hitPart.Parent and hitPart.Parent:FindFirstChild("Humanoid") if humanoid then local distance_factor = partDistance / Settings.ExpRadius -- get the distance as a value between 0 and 1 distance_factor = 1 - distance_factor -- flip the amount, so that lower == closer == more damage if distance_factor > 0 then humanoid:TakeDamage(Settings.ExplosionDamage*distance_factor) -- 0: no damage; 1: max damage end end end) end --[[for SKP_001, SKP_002 in pairs(game.Players:GetChildren()) do if SKP_002:IsA('Player') and SKP_002 ~= Player and SKP_002.Character and SKP_002.Character:FindFirstChild('Head') and (SKP_002.Character.Head.Position - Hitmark.WorldPosition).magnitude <= Settings.SuppressMaxDistance then Evt.Suppression:FireClient(SKP_002,1,10,5) end end ]] end) Evt.LauncherHit.OnServerEvent:Connect(function(Player, Position, HitPart, Normal) Evt.LauncherHit:FireAllClients(Player, Position, HitPart, Normal) end) Evt.Whizz.OnServerEvent:Connect(function(Player, Vitima) Evt.Whizz:FireClient(Vitima) end) Evt.Suppression.OnServerEvent:Connect(function(Player, Vitima) Evt.Suppression:FireClient(Vitima,1,10,5) end) Evt.ServerBullet.OnServerEvent:connect(function(Player, BulletCF, Tracer, Force, BSpeed, Direction, TracerColor,Ray_Ignore,BulletFlare,BulletFlareColor) Evt.ServerBullet:FireAllClients(Player, BulletCF, Tracer, Force, BSpeed, Direction, TracerColor,Ray_Ignore,BulletFlare,BulletFlareColor) end) Evt.Equipar.OnServerEvent:Connect(function(Player,Arma) local Torso = Player.Character:FindFirstChild('Torso') local Head = Player.Character:FindFirstChild('Head') local HumanoidRootPart = Player.Character:FindFirstChild('HumanoidRootPart') if Player.Character:FindFirstChild('Holst' .. Arma.Name) then Player.Character['Holst' .. Arma.Name]:Destroy() end local ServerGun = GunModelServer:FindFirstChild(Arma.Name):clone() ServerGun.Name = 'S' .. Arma.Name local Settings = require(Arma.ACS_Modulo.Variaveis:WaitForChild("Settings")) Arma.ACS_Modulo.Variaveis.BType.Value = Settings.BulletType AnimBase = Instance.new("Part", Player.Character) AnimBase.FormFactor = "Custom" AnimBase.CanCollide = false AnimBase.Transparency = 1 AnimBase.Anchored = false AnimBase.Name = "AnimBase" AnimBase.Size = Vector3.new(0.1, 0.1, 0.1) AnimBaseW = Instance.new("Motor6D") AnimBaseW.Part0 = AnimBase AnimBaseW.Part1 = Head AnimBaseW.Parent = AnimBase AnimBaseW.Name = "AnimBaseW" RA = Player.Character['Right Arm'] LA = Player.Character['Left Arm'] RightS = Player.Character.Torso:WaitForChild("Right Shoulder") LeftS = Player.Character.Torso:WaitForChild("Left Shoulder") Right_Weld = Instance.new("Motor6D") Right_Weld.Name = "RAW" Right_Weld.Part0 = RA Right_Weld.Part1 = AnimBase Right_Weld.Parent = AnimBase Right_Weld.C0 = Settings.RightArmPos Player.Character.Torso:WaitForChild("Right Shoulder").Part1 = nil Left_Weld = Instance.new("Motor6D") Left_Weld.Name = "LAW" Left_Weld.Part0 = LA Left_Weld.Part1 = AnimBase Left_Weld.Parent = AnimBase Left_Weld.C0 = Settings.LeftArmPos Player.Character.Torso:WaitForChild("Left Shoulder").Part1 = nil ServerGun.Parent = Player.Character for SKP_001, SKP_002 in pairs(ServerGun:GetChildren()) do if SKP_002:IsA('BasePart') and SKP_002.Name ~= 'Grip' then local SKP_003 = Instance.new('WeldConstraint') SKP_003.Parent = SKP_002 SKP_003.Part0 = SKP_002 SKP_003.Part1 = ServerGun.Grip end; end local SKP_004 = Instance.new('Motor6D') SKP_004.Name = 'GripW' SKP_004.Parent = ServerGun.Grip SKP_004.Part0 = ServerGun.Grip SKP_004.Part1 = Player.Character['Right Arm'] SKP_004.C1 = Settings.ServerGunPos for L_74_forvar1, L_75_forvar2 in pairs(ServerGun:GetChildren()) do if L_75_forvar2:IsA('BasePart') then L_75_forvar2.Anchored = false L_75_forvar2.CanCollide = false end end end) Evt.SilencerEquip.OnServerEvent:Connect(function(Player,Arma,Silencer) local Arma = Player.Character['S' .. Arma.Name] local Fire if Silencer then Arma.Silenciador.Transparency = 0 else Arma.Silenciador.Transparency = 1 end end) Evt.Desequipar.OnServerEvent:Connect(function(Player,Arma,Settings) if Settings.EnableHolster and Player.Character and Player.Character.Humanoid and Player.Character.Humanoid.Health > 0 then if Player.Backpack:FindFirstChild(Arma.Name) then local SKP_001 = GunModelServer:FindFirstChild(Arma.Name):clone() SKP_001.PrimaryPart = SKP_001.Grip SKP_001.Parent = Player.Character SKP_001.Name = 'Holst' .. Arma.Name for SKP_002, SKP_003 in pairs(SKP_001:GetDescendants()) do if SKP_003:IsA('BasePart') and SKP_003.Name ~= 'Grip' then Weld(SKP_003, SKP_001.Grip) end if SKP_003:IsA('BasePart') and SKP_003.Name == 'Grip' then Weld(SKP_003, Player.Character[Settings.HolsterTo], CFrame.new(), Settings.HolsterPos) end end for SKP_004, SKP_005 in pairs(SKP_001:GetDescendants()) do if SKP_005:IsA('BasePart') then SKP_005.Anchored = false SKP_005.CanCollide = false end end end end if Player.Character:FindFirstChild('S' .. Arma.Name) ~= nil then Player.Character['S' .. Arma.Name]:Destroy() Player.Character.AnimBase:Destroy() end if Player.Character.Torso:FindFirstChild("Right Shoulder") ~= nil then Player.Character.Torso:WaitForChild("Right Shoulder").Part1 = Player.Character['Right Arm'] end if Player.Character.Torso:FindFirstChild("Left Shoulder") ~= nil then Player.Character.Torso:WaitForChild("Left Shoulder").Part1 = Player.Character['Left Arm'] end if Player.Character.Torso:FindFirstChild("Neck") ~= nil then Player.Character.Torso:WaitForChild("Neck").C0 = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) Player.Character.Torso:WaitForChild("Neck").C1 = CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) end end) Evt.Holster.OnServerEvent:Connect(function(Player,Arma) if Player.Character:FindFirstChild('Holst' .. Arma.Name) then Player.Character['Holst' .. Arma.Name]:Destroy() end end) Evt.HeadRot.OnServerEvent:connect(function(Player, Rotacao, Offset, Equipado) Evt.HeadRot:FireAllClients(Player, Rotacao, Offset, Equipado) end) local TS = game:GetService('TweenService') Evt.Atirar.OnServerEvent:Connect(function(Player,FireRate,Anims,Arma) Evt.Atirar:FireAllClients(Player,FireRate,Anims,Arma) end) Evt.Stance.OnServerEvent:Connect(function(Player,stance,Settings,Anims) if Player.Character.Humanoid.Health > 0 and Player.Character.AnimBase:FindFirstChild("RAW") ~= nil and Player.Character.AnimBase:FindFirstChild("LAW") ~= nil then local Right_Weld = Player.Character.AnimBase:WaitForChild("RAW") local Left_Weld = Player.Character.AnimBase:WaitForChild("LAW") if stance == 0 then TS:Create(Right_Weld, TweenInfo.new(.3), {C0 = Settings.RightArmPos} ):Play() TS:Create(Left_Weld, TweenInfo.new(.3), {C0 = Settings.LeftArmPos} ):Play() elseif stance == 2 then TS:Create(Right_Weld, TweenInfo.new(.3), {C0 = Anims.RightAim} ):Play() TS:Create(Left_Weld, TweenInfo.new(.3), {C0 = Anims.LeftAim} ):Play() elseif stance == 1 then TS:Create(Right_Weld, TweenInfo.new(.3), {C0 = Anims.RightHighReady} ):Play() TS:Create(Left_Weld, TweenInfo.new(.3), {C0 = Anims.LeftHighReady} ):Play() elseif stance == -1 then TS:Create(Right_Weld, TweenInfo.new(.3), {C0 = Anims.RightLowReady} ):Play() TS:Create(Left_Weld, TweenInfo.new(.3), {C0 = Anims.LeftLowReady} ):Play() elseif stance == -2 then TS:Create(Right_Weld, TweenInfo.new(.3), {C0 = Anims.RightPatrol} ):Play() TS:Create(Left_Weld, TweenInfo.new(.3), {C0 = Anims.LeftPatrol} ):Play() elseif stance == 3 then TS:Create(Right_Weld, TweenInfo.new(.3), {C0 = Anims.RightSprint} ):Play() TS:Create(Left_Weld, TweenInfo.new(.3), {C0 = Anims.LeftSprint} ):Play() end end end) Evt.Damage.OnServerEvent:Connect(function(Player,VitimaHuman,Dano,DanoColete,DanoCapacete) if VitimaHuman ~= nil then if VitimaHuman.Parent:FindFirstChild("Saude") ~= nil then local Colete = VitimaHuman.Parent.Saude.Protecao.VestVida local Capacete = VitimaHuman.Parent.Saude.Protecao.HelmetVida Colete.Value = Colete.Value - DanoColete Capacete.Value = Capacete.Value - DanoCapacete end VitimaHuman:TakeDamage(Dano) end end) Evt.CreateOwner.OnServerEvent:Connect(function(Player,VitimaHuman) local c = Instance.new("ObjectValue") c.Name = "creator" c.Value = Player game.Debris:AddItem(c, 3) c.Parent = VitimaHuman end)
--[[ Provides an array of all item IDs in a specified parent, sorted by lowest purchase cost first, and alphabetical DisplayName second. This is used for items in the game meant to be displayed in a UI, such as pots and plants. --]]
local ReplicatedStorage = game:GetService("ReplicatedStorage") local Sift = require(ReplicatedStorage.Dependencies.Sift) local Attribute = require(ReplicatedStorage.Source.SharedConstants.Attribute) local ContainerByCategory = require(ReplicatedStorage.Source.SharedConstants.ContainerByCategory) local ItemCategory = require(ReplicatedStorage.Source.SharedConstants.ItemCategory) local getAttribute = require(ReplicatedStorage.Source.Utility.getAttribute) local function getSortedIdsInCategory(itemCategory: ItemCategory.EnumType) local models = ContainerByCategory[itemCategory]:GetChildren() local sortedModels: { Instance } = Sift.Array.sort(models, function(itemA: Instance, itemB: Instance) -- Coin bundles don't have Display Names or Purchase Costs if itemCategory == ItemCategory.CoinBundles then local itemAValue: number = getAttribute(itemA, Attribute.CoinBundleSize) local itemBValue: number = getAttribute(itemB, Attribute.CoinBundleSize) return itemAValue < itemBValue else local itemAName: number = getAttribute(itemA, Attribute.DisplayName) local itemBName: number = getAttribute(itemB, Attribute.DisplayName) local itemAValue: number = getAttribute(itemA, Attribute.PurchaseCost) local itemBValue: number = getAttribute(itemB, Attribute.PurchaseCost) -- Sort by cost first, alphabetical display name second if itemAValue == itemBValue then return itemAName < itemBName else return itemAValue < itemBValue end end end) -- Convert the array of models to an array of item IDs local sortedItemIds: { string } = Sift.Array.map(sortedModels, function(itemModel: Instance) return itemModel.Name end) return sortedItemIds end return getSortedIdsInCategory
--[[ = Sonic Onset Adventure Client = Source: ControlScript/Player/Input/TouchButton.lua Purpose: Mobile Touch Button class Author(s): Regan "CD/TheGreenDeveloper" Green (badia modded 🤑) --]]
local touch_button = {} local gui_service = game:GetService("GuiService") local uis = game:GetService("UserInputService")
-- Electric Engine
Tune.Electric = false Tune.E_Redline = 1600 Tune.E_Trans1 = 4000 Tune.E_Trans2 = 9000
--http://robloxdev.com/code-sample/Weld-Code-Sample-1
local function Weld(part0, part1, parent) local weld = Instance.new("WeldConstraint") weld.Part0 = part0 weld.Part1 = part1 weld.Parent = parent or part0 return weld end local function WeldParts(parts, main, unanchor) for i,v in pairs(parts) do Weld(main, v) end if not unanchor then for i = 1, #parts do parts[i].Anchored = false end main.Anchored = false end end
-- Function to check whether the player can send an invite
local function canSendGameInvite(sendingPlayer) local success, canSend = pcall(function() return SocialService:CanSendGameInviteAsync(sendingPlayer) end) return success and canSend end button.Activated:Connect(function() local canInvite = canSendGameInvite(player) if canInvite then local success, errorMessage = pcall(function() SocialService:PromptGameInvite(player) end) end end)
----------------- --| Functions |-- -----------------
function DamageTag(parent,damage) DmgTag = script.DamageTag:clone() DmgTag.Damage.Value = damage DmgTag.creator.Value = game.Players.LocalPlayer DmgTag.Disabled = false DmgTag.Parent = parent end
-- Libraries
local Roact = require(Vendor:WaitForChild('Roact'))
-- find player's head pos
local vCharacter = Tool.Parent local vPlayer = game.Players:playerFromCharacter(vCharacter) local head = vCharacter:findFirstChild("Head") if head == nil then return end local launch = head.Position + 10 * v local missile = pie:clone() missile.CFrame = CFrame.new(launch, launch + v) missile.Velocity = v * 50 local force = Instance.new("BodyForce") force.force = Vector3.new(0,240,0) force.Parent = missile if (turbo) then missile.Velocity = v * 100 force.force = Vector3.new(0,45,0) end local ps = script.Parent.PieScript:Clone() ps.Parent = missile missile.PieScript.Disabled = false local creator_tag = Instance.new("ObjectValue") creator_tag.Value = vCharacter creator_tag.Name = "creator" creator_tag.Parent = missile missile.Parent = game.Workspace end function rndDir() return Vector3.new(math.random() - .5, math.random() - .5, math.random() - .5).unit end Tool.Enabled = true function onActivated() if not Tool.Enabled then return end Tool.Enabled = false local character = Tool.Parent; local humanoid = character.Humanoid if humanoid == nil then print("Humanoid not found") return end if loaded==true then loaded=false local targetPos = humanoid.TargetPoint local lookAt = (targetPos - character.Head.Position).unit fire(lookAt, isTurbo(character) ) if (isTurbo(character) == true) then wait(.1) Tool.Parent.Torso["Right Shoulder"].MaxVelocity = 0.6 Tool.Parent.Torso["Right Shoulder"].DesiredAngle = -3.6 wait(.1) fire(lookAt * .9 + rndDir() * .1, isTurbo(character) ) Tool.Parent.Torso["Right Shoulder"].MaxVelocity = 0.6 Tool.Parent.Torso["Right Shoulder"].DesiredAngle = -3.6 wait(.1) fire(lookAt * .8 + rndDir() * .2, isTurbo(character) ) wait(.1) else wait(.3) end Tool.Enabled = true elseif loaded==false then Tool.Parent.Torso["Right Shoulder"].MaxVelocity = 0.6 Tool.Parent.Torso["Right Shoulder"].DesiredAngle = -3.6 wait(.1) Tool.Handle.Transparency=0 wait(.1) loaded=true end Tool.Enabled = true end script.Parent.Activated:connect(onActivated)
-- Replica destruction:
rev_ReplicaDestroy.OnClientEvent:Connect(function(replica_id) -- (replica_id) local replica = Replicas[replica_id] DestroyReplicaAndDescendantsRecursive(replica) end) return ReplicaController
------------------------------------------------------------------------
ltime = math.random(100,2000) print (ltime) for i=1,ltime do wait() local bewl = script.Parent:FindFirstChild("Bool") if bewl then local ignoreList = {} local ray = Ray.new(script.Parent.Part8.Position, missile.CFrame.lookVector * 999) local hit game.Workspace:FindPartOnRayWithIgnoreList(ray, ignoreList, false) local pos = script.Parent.Bool.Position local line = Instance.new("Part") line.Name = "Line" line.FormFactor = "Symmetric" line.Size = Vector3.new(1, 1, 1) line.BrickColor = BrickColor.new("White") line.Transparency = 0 line.CanCollide = false line.Anchored = true line.Locked = true line.TopSurface, line.BottomSurface = 0, 0 line.CFrame = CFrame.new(script.Parent.Part8.Position:lerp(pos, 0.5), pos) local mesh = Instance.new("BlockMesh", line) mesh.Scale = Vector3.new(0.03, 0.03, (script.Parent.Part8.Position - pos).magnitude) game.Debris:AddItem(line,0.08) line.Parent = script.Parent wait(0.001) else print("No bool") break end end local bewl = script.Parent:FindFirstChild("Bool") if bewl then bewl:Destroy() local character = script.Parent.Parent local player = game.Players:GetPlayerFromCharacter(character) if player then script.Parent.Handle.Sound:Play() local ItemDirectory = game.ServerStorage.Assets.MobDrops.Fishing local FRAP = ItemDirectory:GetChildren()[math.random(1,#ItemDirectory:GetChildren())]:clone() FRAP.Parent = player.Backpack FRAP.Handle.CFrame =script.Parent.Handle.CFrame + Vector3.new(math.random(-5, 5), 3, math.random(-5, 5)) end end
-- Decompiled with the Synapse X Luau decompiler.
local function u1(p1, p2, p3) local v1 = p3.X * p3.Y; local l__ImageRectSize__2 = p1.ImageRectSize; p2 = math.clamp(p2, 1, v1); local v3 = math.ceil(p2 / v1 * p3.Y); p1.ImageRectOffset = Vector2.new(l__ImageRectSize__2.X * (-1 + (p2 - p3.X * (v3 - 1))), l__ImageRectSize__2.Y * (-1 + v3)); end; local l__RunService__2 = game:GetService("RunService"); return function(p4, p5, p6, p7, p8, p9) local v4 = Vector2.new(p5, p6); local v5 = tick(); u1(p4, p5 * p6, v4); p4.Visible = true; local u3 = v5; local u4 = p7 and 60; local u5 = 0; local u6 = v4.X * v4.Y; local u7 = p8; task.defer(function() while p4 and p4.Parent do if 1 / u4 <= tick() - u3 then u3 = tick(); u5 = u5 + 1; if u6 < u5 then u5 = 0; if not u7 then if p9 then p9(); return; else break; end; end; end; u1(p4, u5, v4); end; l__RunService__2.RenderStepped:Wait(); end; end); return function() u7 = false; end; end;