prompt
stringlengths
2
14.7k
completion
stringlengths
1
99.7k
--// Bar Colors //
local Stamina_Red_Color = Color3.new(0.619608, 0.0588235, 0) local Stamina_Yellow_Color = Color3.new(0, 0.666667, 1) local Stamina_Green_Color = Color3.new(0, 0.666667, 1) local Util = {} do function Util.IsTouchDevice() return UserInputService.TouchEnabled end function Util.Create(instanceType) return function(data) local obj = Instance.new(instanceType) for k, v in pairs(data) do if type(k) == 'number' then v.Parent = obj else obj[k] = v end end return obj end end function Util.Clamp(low, high, input) return math.max(low, math.min(high, input)) end function Util.DisconnectEvent(conn) if conn then conn:disconnect() end return nil end function Util.SetGUIInsetBounds(x1, y1, x2, y2) GuiService:SetGlobalGuiInset(x1, y1, x2, y2) end local humanoidCache = {} function Util.FindPlayerHumanoid(player) local character = player and player.Character if character then local resultHumanoid = humanoidCache[player] if resultHumanoid and resultHumanoid.Parent == character then return resultHumanoid else humanoidCache[player] = nil -- Bust Old Cache for _, child in pairs(character:GetChildren()) do if child:IsA('Humanoid') then humanoidCache[player] = child return child end end end end end end walking.Changed:Connect(function() if walking.Value == false then SprintingValue.Value = false BreathRunningStop:Play() elseif walking and Sprinting == true then SprintingValue.Value = true end end) UIS.InputBegan:Connect(function(key) if key.KeyCode == Enum.KeyCode.LeftShift then repeat wait() until Sprinting == false if (Sprinting == false) and (Stamina.Value > StaminaReductionRate) and script.LoadingBcsTAMINAis0.Value == false then TS:Create(plr.Character.Humanoid, TweenInfo.new(3), {WalkSpeed = SprintSpeed}):Play() Sprinting = true if walking.Value == true then SprintingValue.Value = true end repeat wait(StaminaReductionDelay) if walking.Value == true and SprintingValue.Value == true then Stamina.Value -= StaminaReductionRate end until Sprinting == false TS:Create(plr.Character.Humanoid, TweenInfo.new(1.2), {WalkSpeed = OriginalWalkSpeed}):Play() end end end) UserInputService.InputEnded:connect(function(inputkey) if inputkey.KeyCode == Enum.KeyCode.LeftShift then if Sprinting == true or walking.Value == false then Sprinting = false SprintingValue.Value = false TS:Create(plr.Character.Humanoid, TweenInfo.new(1.2), {WalkSpeed = OriginalWalkSpeed}):Play() end end end) if UserInputService.TouchEnabled then StaminaButton.Visible = true end StaminaButton.Button.MouseButton1Down:Connect(function() if (Sprinting == false) and (Stamina.Value > StaminaReductionRate) and script.LoadingBcsTAMINAis0.Value == false then Border.Color = Color3.new(1, 1, 1) Sprinting = true TS:Create(plr.Character.Humanoid, TweenInfo.new(3), {WalkSpeed = SprintSpeed}):Play() if walking.Value == true then SprintingValue.Value = true end repeat wait(StaminaReductionDelay) if walking.Value == true and SprintingValue.Value == true then Stamina.Value -= StaminaReductionRate end until Sprinting == false TS:Create(plr.Character.Humanoid, TweenInfo.new(1.2), {WalkSpeed = OriginalWalkSpeed}):Play() elseif Sprinting == true and Stamina.Value < 100 then BreathRunningStop:Play() Border.Color = Color3.new(0, 0, 0) SprintingValue.Value = false Sprinting = false TS:Create(plr.Character.Humanoid, TweenInfo.new(1.2), {WalkSpeed = OriginalWalkSpeed}):Play() end end) Stamina.Changed:connect(function(value) if (value < StaminaReductionRate) then Sprinting = false SprintingValue.Value = false end local Bar = script.Parent:WaitForChild('Frame_Bar') local Fill = script.Parent.Frame_Bar:WaitForChild('Frame_BarFill') Fill:TweenSize(UDim2.new(value/100,0,1,0), Enum.EasingDirection.Out, Enum.EasingStyle.Quart, .5, true) local healthColorToPosition = { [Vector3.new(Stamina_Red_Color.r, Stamina_Red_Color.g, Stamina_Red_Color.b)] = 0.1; [Vector3.new(Stamina_Yellow_Color.r, Stamina_Yellow_Color.g, Stamina_Yellow_Color.b)] = 0.5; [Vector3.new(Stamina_Green_Color.r, Stamina_Green_Color.g, Stamina_Green_Color.b)] = 0.8; } local min = 0.1 local minColor = Stamina_Red_Color local max = 0.8 local maxColor = Stamina_Green_Color local function HealthbarColorTransferFunction(staminaPercent) if staminaPercent < min then return minColor elseif staminaPercent > max then return maxColor end local numeratorSum = Vector3.new(0,0,0) local denominatorSum = 0 for colorSampleValue, samplePoint in pairs(healthColorToPosition) do local distance = staminaPercent - samplePoint if distance == 0 then return Color3.new(colorSampleValue.x, colorSampleValue.y, colorSampleValue.z) else local wi = 1 / (distance*distance) numeratorSum = numeratorSum + wi * colorSampleValue denominatorSum = denominatorSum + wi end end local result = numeratorSum / denominatorSum return Color3.new(result.x, result.y, result.z) end local staminaPercent = Stamina.Value / 100 if Stamina.Value < 3 then Border.Color = Color3.new(0, 0, 0) TS:Create(plr.Character.Humanoid, TweenInfo.new(1.2), {WalkSpeed = OriginalWalkSpeed}):Play() end staminaPercent = Util.Clamp(0, 1, staminaPercent) local staminaColor = HealthbarColorTransferFunction(staminaPercent) Fill.BackgroundColor3 = staminaColor if Stamina.Value > 99 then script.LoadingBcsTAMINAis0.Value = false SprintGui:WaitForChild("Frame_Bar"):TweenPosition(UDim2.new(0.5, 0, 1, SprintGui:WaitForChild("Frame_Bar").AbsoluteSize.Y + 1), Enum.EasingDirection.Out, Enum.EasingStyle.Quart, 0.75, true) else SprintGui:WaitForChild("Frame_Bar"):TweenPosition(UDim2.new(0.5, 0, 1, 0), Enum.EasingDirection.Out, Enum.EasingStyle.Quart, 0.25, true) if Stamina.Value < 40 then BreathRunning:Play() elseif Stamina.Value > 41 then BreathRunningStop:Play() end end end) SprintingValue.Changed:Connect(function() if SprintingValue.Value == false then script.CanFill.Value = false wait(0.01) script.CanFill.Value = false wait(0.01) script.CanFill.Value = false wait(0.01) script.CanFill.Value = false wait(0.01) script.CanFill.Value = false wait(0.01) script.CanFill.Value = false wait(0.01) script.CanFill.Value = false wait(0.01) script.CanFill.Value = false wait(0.01) script.CanFill.Value = false wait(0.01) script.CanFill.Value = false wait(0.01) script.CanFill.Value = false wait(0.01) script.CanFill.Value = false wait(0.01) script.CanFill.Value = false wait(0.01) script.CanFill.Value = false wait(0.01) script.CanFill.Value = false wait(0.01) script.CanFill.Value = false wait(0.01) script.CanFill.Value = false wait(0.01) script.CanFill.Value = false wait(0.01) script.CanFill.Value = false wait(0.01) script.CanFill.Value = false wait(0.01) script.CanFill.Value = false wait(0.01) script.CanFill.Value = false wait(0.01) script.CanFill.Value = false wait(0.01) script.CanFill.Value = false wait(0.01) script.CanFill.Value = false wait(0.01) script.CanFill.Value = false wait(0.01) script.CanFill.Value = false wait(0.01) script.CanFill.Value = false wait(0.01) script.CanFill.Value = false wait(0.01) script.CanFill.Value = false wait(0.01) script.CanFill.Value = true end end) Stamina.Changed:Connect(function() if Stamina.Value < 0 then Stamina.Value = 0 elseif Stamina.Value >= 100 then Stamina.Value = 100 end end) Stamina.Changed:Connect(function() if Stamina.Value < 3 then script.LoadingBcsTAMINAis0.Value = true elseif Stamina.Value >= 98 then script.LoadingBcsTAMINAis0.Value = false end end) while true do wait(RegenerateDelay) if (SprintingValue.Value == false) and (Stamina.Value < 100) and (script.CanFill.Value == true) then Stamina.Value = Stamina.Value + RegenerateValue end end
-- print("Script "..i.Name.." detected in "..getAncestry(i).." ("..i.className..")")
end end for x = 1, #maliciousobjects do if i.Name == maliciousobjects[x] then
-- Feed the Humanoid this script is attached to, then remove their food and attach poisonScript
if hungryHumanoid and hungryHumanoid:IsA("Humanoid") and hungryHumanoid.Parent then local food = hungryHumanoid.Parent:FindFirstChild("Food") local eatAnimTrack = hungryHumanoid:LoadAnimation(eatAnimation) if eatAnimTrack then eatAnimTrack:Play() end wait(2.2) -- Nom nom nom if food then food:Destroy() end end wait(20) script:Destroy()
--> LOCAL VARIABLES
local FlareBullet = script.Parent local Force = FlareBullet:WaitForChild("BodyVelocity") local FireSound = FlareBullet:WaitForChild("Fire") local BulletVelocity = FlareBullet:WaitForChild("BulletVelocity").Value local LookVector = FlareBullet.CFrame.lookVector local Flames = FlareBullet:WaitForChild("Flames")
--[[ CameraShakePresets.Bump CameraShakePresets.Explosion CameraShakePresets.Earthquake CameraShakePresets.BadTrip CameraShakePresets.HandheldCamera CameraShakePresets.Vibration CameraShakePresets.RoughDriving --]]
local CameraShakeInstance = require(script.Parent.CameraShakeInstance) local CameraShakePresets = { -- A high-magnitude, short, yet smooth shake. -- Should happen once. Bump = function() local c = CameraShakeInstance.new(2.5, 4, 0.1, 0.75) c.PositionInfluence = Vector3.new(0.15, 0.15, 0.15) c.RotationInfluence = Vector3.new(1, 1, 1) return c end; -- An intense and rough shake. -- Should happen once. Explosion = function() local c = CameraShakeInstance.new(3, 10, 0, 1.2) c.PositionInfluence = Vector3.new(0.25, 0.25, 0.25) c.RotationInfluence = Vector3.new(4, 1, 1) return c end; -- A continuous, rough shake -- Sustained. Earthquake = function() local c = CameraShakeInstance.new(0.6, 3.5, 2, 10) c.PositionInfluence = Vector3.new(0.25, 0.25, 0.25) c.RotationInfluence = Vector3.new(1, 1, 4) return c end; -- A bizarre shake with a very high magnitude and low roughness. -- Sustained. BadTrip = function() local c = CameraShakeInstance.new(10, 0.15, 5, 10) c.PositionInfluence = Vector3.new(0, 0, 0.15) c.RotationInfluence = Vector3.new(2, 1, 4) return c end; -- A subtle, slow shake. -- Sustained. HandheldCamera = function() local c = CameraShakeInstance.new(1, 0.25, 5, 10) c.PositionInfluence = Vector3.new(0, 0, 0) c.RotationInfluence = Vector3.new(1, 0.5, 0.5) return c end; -- A very rough, yet low magnitude shake. -- Sustained. Vibration = function() local c = CameraShakeInstance.new(0.4, 20, 2, 2) c.PositionInfluence = Vector3.new(0, 0.15, 0) c.RotationInfluence = Vector3.new(1.25, 0, 4) return c end; -- A slightly rough, medium magnitude shake. -- Sustained. RoughDriving = function() local c = CameraShakeInstance.new(1, 2, 1, 1) c.PositionInfluence = Vector3.new(0, 0, 0) c.RotationInfluence = Vector3.new(1, 1, 1) return c end; } return setmetatable({}, { __index = function(t, i) local f = CameraShakePresets[i] if (type(f) == "function") then return f() end error("No preset found with index \"" .. i .. "\"") end; })
-- Create component
local Explorer = Roact.PureComponent:extend 'Explorer' function Explorer:init(props) self:setState { Items = {}, RowHeight = 18 } -- Update batching data self.UpdateQueues = {} self.QueueTimers = {} -- Item tracking data self.LastId = 0 self.IdMap = {} self.PendingParent = {} -- Define item expanding function self.ToggleExpand = function (ItemId) return self:setState(function (State) local Item = State.Items[ItemId] Item.Expanded = not Item.Expanded return { Items = State.Items } end) end end function Explorer:didUpdate(previousProps, previousState) -- Trigger a scope change if prop changes if previousProps.Scope ~= self.props.Scope then self:UpdateScope(self.props.Scope) end end function Explorer:UpdateScope(Scope) local Core = self.props.Core local Selection = Core.Selection -- Clear previous cleanup maid if self.ScopeMaid then self.ScopeMaid:Destroy() end -- Create maid for cleanup self.ScopeMaid = Maid.new() -- Ensure new scope is defined if not Scope then return end -- Build initial tree coroutine.resume(coroutine.create(function () self:UpdateTree() -- Scroll to first selected item if #Selection.Items > 0 then local FocusedItem = Selection.IsSelected(Selection.Focus) and Selection.Focus or Selection.Items[1] self:setState({ ScrollTo = self.IdMap[FocusedItem] }) else self:setState({ ScrollTo = Roact.None }) end end)) -- Listen for new and removing items local Scope = Core.Targeting.Scope self.ScopeMaid.Add = Scope.DescendantAdded:Connect(function (Item) self:UpdateTree() end) self.ScopeMaid.Remove = Scope.DescendantRemoving:Connect(function (Item) self:UpdateTree() end) -- Listen for selected items self.ScopeMaid.Select = Selection.ItemsAdded:Connect(function (Items) self:UpdateSelection(Items) -- If single item selected, get item state local ItemId = (#Items == 1) and self.IdMap[Items[1]] -- Expand ancestors leading to item self:setState(function (State) local Changes = {} local ItemState = State.Items[ItemId] local ParentId = ItemState and self.IdMap[ItemState.Parent] local ParentState = ParentId and State.Items[ParentId] while ParentState do ParentState.Expanded = true Changes[ParentId] = ParentState ParentId = self.IdMap[ParentState.Parent] ParentState = State.Items[ParentId] end return { Items = Support.Merge(State.Items, Changes), ScrollTo = ItemId } end) end) self.ScopeMaid.Deselect = Selection.ItemsRemoved:Connect(function (Items) self:UpdateSelection(Items) end) end function Explorer:didMount() self.Mounted = true -- Create maid for cleanup on unmount self.ItemMaid = Maid.new() -- Set scope self:UpdateScope(self.props.Scope) end function Explorer:willUnmount() self.Mounted = false -- Clean up resources self.ScopeMaid:Destroy() self.ItemMaid:Destroy() end local function IsTargetable(Item) return Item:IsA 'Model' or Item:IsA 'BasePart' or Item:IsA 'Tool' or Item:IsA 'Accessory' or Item:IsA 'Accoutrement' end function Explorer.IsItemIndexable(Item) return (IsTargetable(Item) and Item.ClassName ~= 'Terrain') or Item:IsA 'Folder' end function Explorer:UpdateTree() -- Check if queue should be executed if not self:ShouldExecuteQueue('Tree') then return end -- Track order of each item local OrderCounter = 1 local IdMap = self.IdMap -- Perform update to state self:setState(function (State) local Changes = {} local Descendants = self.props.Scope:GetDescendants() local DescendantMap = Support.FlipTable(Descendants) -- Check all items in scope for Index, Item in ipairs(Descendants) do local ItemId = IdMap[Item] local ItemState = ItemId and State.Items[ItemId] -- Update reordered items if ItemState then if ItemState.Order ~= OrderCounter then ItemState = Support.CloneTable(ItemState) ItemState.Order = OrderCounter Changes[ItemId] = ItemState end OrderCounter = OrderCounter + 1 -- Update parents in case scope changed local ParentId = self.IdMap[ItemState.Parent] if not State.Items[ParentId] then self:UpdateItemParent(Item, Changes, State) end -- Introduce new items elseif self:BuildItemState(Item, self.props.Scope, OrderCounter, Changes, State) then OrderCounter = OrderCounter + 1 end end -- Remove old items from state for ItemId, Item in pairs(State.Items) do local Object = Item.Instance if not DescendantMap[Object] then -- Clear state Changes[ItemId] = Support.Blank -- Clear ID IdMap[Object] = nil -- Clean up resources self.ItemMaid[ItemId] = nil -- Update parent child counter local ParentId = Item.Parent and self.IdMap[Item.Parent] local ParentState = self:GetStagedItemState(ParentId, Changes, State) if ParentState then ParentState.Children[ItemId] = nil ParentState.Unlocked[ItemId] = nil ParentState.IsLocked = next(ParentState.Children) and not next(ParentState.Unlocked) Changes[ParentId] = ParentState self:PropagateLock(ParentState, Changes, State) end end end -- Update state return { Items = Support.MergeWithBlanks(State.Items, Changes) } end) end function Explorer:UpdateSelection(Items) local Selection = self.props.Core.Selection -- Queue changed items self:QueueUpdate('Selection', Items) -- Check if queue should be executed if not self:ShouldExecuteQueue('Selection') then return end -- Perform updates to state self:setState(function (State) local Changes = {} local Queue = self:GetUpdateQueue('Selection') for Items in pairs(Queue) do for _, Item in ipairs(Items) do local ItemId = self.IdMap[Item] if ItemId then local ItemState = Support.CloneTable(State.Items[ItemId]) ItemState.Selected = Selection.IsSelected(Item) Changes[ItemId] = ItemState end end end return { Items = Support.Merge(State.Items, Changes) } end) end function Explorer:BuildItemState(Item, Scope, Order, Changes, State) local Parent = Item.Parent local ParentId = self.IdMap[Parent] -- Check if indexable and visible in hierarchy local InHierarchy = ParentId or (Parent == Scope) if not (self.IsItemIndexable(Item) and InHierarchy) then return nil end -- Assign ID local ItemId = self.LastId + 1 self.LastId = ItemId self.IdMap[Item] = ItemId -- Check if item is a part local IsPart = Item:IsA 'BasePart' -- Create maid for cleanup when item is removed local ItemMaid = Maid.new() self.ItemMaid[ItemId] = ItemMaid -- Prepare item state local ItemState = { Id = ItemId, Name = Item.Name, IsPart = IsPart, IsLocked = IsPart and Item.Locked or nil, Class = Item.ClassName, Parent = Parent, Children = {}, Unlocked = {}, Order = Order, Expanded = nil, Instance = Item, Selected = self.props.Core.Selection.IsSelected(Item) or nil } -- Register item state into changes Changes[ItemId] = ItemState -- Update parent children local ParentState = self:GetStagedItemState(ParentId, Changes, State) if ParentState then ParentState.Children[ItemId] = true Changes[ParentId] = ParentState end -- Update children for PendingChildId in pairs(self.PendingParent[Item] or {}) do local ChildState = self:GetStagedItemState(PendingChildId, Changes, State) if ChildState then ItemState.Children[PendingChildId] = true self:PropagateLock(ChildState, Changes, State) end end -- Propagate lock to ancestors self:PropagateLock(ItemState, Changes, State) -- Listen to name changes ItemMaid.Name = Item:GetPropertyChangedSignal('Name'):Connect(function () -- Queue change self:QueueUpdate('Name', Item) -- Check if queue should be executed if not self:ShouldExecuteQueue('Name') then return end -- Perform updates to state self:setState(function (State) local Changes = {} local Queue = self:GetUpdateQueue('Name') for Item in pairs(Queue) do local ItemId = self.IdMap[Item] local ItemState = Support.CloneTable(State.Items[ItemId]) ItemState.Name = Item.Name Changes[ItemId] = ItemState end return { Items = Support.Merge(State.Items, Changes) } end) end) -- Listen to parent changes ItemMaid.Parent = Item:GetPropertyChangedSignal('Parent'):Connect(function () if not Item.Parent then return end -- Queue change self:QueueUpdate('Parent', Item) -- Check if queue should be executed if not self:ShouldExecuteQueue('Parent') then return end -- Perform updates to state self:setState(function (State) local Changes = {} local Queue = self:GetUpdateQueue('Parent') for Item in pairs(Queue) do self:UpdateItemParent(Item, Changes, State) end return { Items = Support.MergeWithBlanks(State.Items, Changes) } end) -- Update tree state self:UpdateTree() end) -- Attach part-specific listeners if IsPart then ItemMaid.Locked = Item:GetPropertyChangedSignal('Locked'):Connect(function () -- Queue change self:QueueUpdate('Lock', Item) -- Check if queue should be executed if not self:ShouldExecuteQueue('Lock') then return end -- Perform updates to state self:setState(function (State) local Changes = {} local Queue = self:GetUpdateQueue('Lock') for Item in pairs(Queue) do self:UpdateItemLock(Item, Changes, State) end return { Items = Support.MergeWithBlanks(State.Items, Changes) } end) end) end -- Indicate that item state was created return true end function Explorer:QueueUpdate(Type, Item) self.UpdateQueues[Type] = Support.Merge(self.UpdateQueues[Type] or {}, { [Item] = true }) end function Explorer:GetUpdateQueue(Type) -- Get queue local Queue = self.UpdateQueues[Type] self.UpdateQueues[Type] = nil -- Return queued items return Queue end function Explorer:ShouldExecuteQueue(Type) local ShouldExecute = self.QueueTimers[Type] or Support.CreateConsecutiveCallDeferrer(0.025) self.QueueTimers[Type] = ShouldExecute -- Wait until state updatable if ShouldExecute() and self.Mounted then return true end end function Explorer:UpdateItemLock(Item, Changes, State) -- Get staged item state local ItemId = self.IdMap[Item] local ItemState = self:GetStagedItemState(ItemId, Changes, State) if not ItemState then return end -- Update state ItemState.IsLocked = Item.Locked Changes[ItemId] = ItemState -- Propagate lock state up hierarchy self:PropagateLock(ItemState, Changes, State) end function Explorer:GetStagedItemState(ItemId, Changes, State) -- Check if item staged yet local StagedItemState = ItemId and Changes[ItemId] -- Ensure item still exists if not ItemId or (StagedItemState == Support.Blank) or not (StagedItemState or State.Items[ItemId]) then return end -- Return staged item state return StagedItemState or Support.CloneTable(State.Items[ItemId]) end function Explorer:UpdateItemParent(Item, Changes, State) -- Get staged item state local ItemId = self.IdMap[Item] local ItemState = self:GetStagedItemState(ItemId, Changes, State) if not ItemState then return end -- Get current parent ID local PreviousParentId = ItemState.Parent and self.IdMap[ItemState.Parent] -- Set new parent ID local Parent = Item.Parent local ParentId = self.IdMap[Parent] ItemState.Parent = Parent Changes[ItemId] = ItemState -- Queue parenting if parent item valid, but not yet registered if not ParentId and not (Parent == Scope) then if Parent:IsDescendantOf(Scope) then self.PendingParent[Parent] = Support.Merge(self.PendingParent[Parent] or {}, { [ItemId] = true }) end end -- Update previous parent local PreviousParentState = self:GetStagedItemState(PreviousParentId, Changes, State) if PreviousParentState then PreviousParentState.Children[ItemId] = nil PreviousParentState.Unlocked[ItemId] = nil PreviousParentState.IsLocked = next(PreviousParentState.Children) and not next(PreviousParentState.Unlocked) Changes[PreviousParentId] = PreviousParentState end -- Update new parent local ParentState = self:GetStagedItemState(ParentId, Changes, State) if ParentState then ParentState.Children[ItemId] = true Changes[ParentId] = ParentState self:PropagateLock(ItemState, Changes, State) end end function Explorer:PropagateLock(ItemState, Changes, State) -- Continue if upward propagation is possible if not ItemState.Parent then return end -- Start propagation from changed item local ItemId = ItemState.Id local ItemState = ItemState -- Get item's parent state repeat local Parent = ItemState.Parent local ParentId = Parent and self.IdMap[Parent] local ParentState = self:GetStagedItemState(ParentId, Changes, State) if ParentState then -- Update parent lock state ParentState.Unlocked[ItemId] = (not ItemState.IsLocked) and true or nil ParentState.IsLocked = next(ParentState.Children) and not next(ParentState.Unlocked) Changes[ParentId] = ParentState -- Continue propagation upwards in the hierarchy ItemId = ParentId ItemState = ParentState -- Stop propagation if parent being removed else ItemId = nil ItemState = nil end -- Stop at highest reachable point in hierarchy until not ItemState end function Explorer:render() local props = self.props local state = self.state -- Display window return new(ImageLabel, { Active = true, Layout = 'List', LayoutDirection = 'Vertical', AnchorPoint = Vector2.new(1, 0), Position = UDim2.new(1, -100, 0.6, -380/2), Width = UDim.new(0, 145), Height = 'WRAP_CONTENT', Image = 'rbxassetid://2244248341', ScaleType = 'Slice', SliceCenter = Rect.new(4, 4, 12, 12), ImageTransparency = 1 - 0.93, ImageColor = '3B3B3B' }, { -- Window header Header = new(TextLabel, { Text = ' EXPLORER', TextSize = 9, Height = UDim.new(0, 14), TextColor = 'FFFFFF', TextTransparency = 1 - 0.6/2 }, { CloseButton = new(ImageButton, { Image = 'rbxassetid://2244452978', ImageRectOffset = Vector2.new(0, 0), ImageRectSize = Vector2.new(14, 14) * 2, AspectRatio = 1, AnchorPoint = Vector2.new(1, 0.5), Position = UDim2.new(1, 0, 0.5, 0), ImageTransparency = 1 - 0.34, [Roact.Event.Activated] = props.Close }) }), -- Scrollable item list ItemList = new(ItemList, { Scope = props.Scope, Items = state.Items, ScrollTo = state.ScrollTo, Core = props.Core, IdMap = self.IdMap, RowHeight = state.RowHeight, ToggleExpand = self.ToggleExpand }) }) end return Explorer
--]]
local RaycastHitbox = { Version = "3.3", AttachmentName = "DmgPoint", DebugMode = false, WarningMessage = false }
-- you can mess with these settings
local easingtime = 0.1 --0~1 local walkspeeds = { enabled = true; walkingspeed = 16; backwardsspeed = 10; sidewaysspeed = 15; diagonalspeed = 16; runningspeed = 25; runningFOV= 100; }
-- Modules
local ModuleScripts = ReplicatedStorage.ModuleScripts local WaypointController = require(script.WaypointController) local GameSettings = require(ModuleScripts.GameSettings)
--// Handling Settings
Firerate = 60 / 80; -- 60 = 1 Minute, 700 = Rounds per that 60 seconds. DO NOT TOUCH THE 60! FireMode = 1; -- 1 = Semi, 2 = Auto, 3 = Burst, 4 = Bolt Action, 5 = Shot, 6 = Explosive
-- script to kill the teleport delay if they step off the teleporter (checked by taking the point distance from torso center to teleport pad center)
local teleDelay = script.Parent if teleDelay ~= nil then local telePos = teleDelay.Value teleDelay.Value = Vector3.new(math.huge, math.huge, math.huge) -- signals that we've retrieved this value (acts as a lock: super-gross hack; a little part of me died when I coded this D': ) local vChar = teleDelay.Parent if vChar ~= nil and telePos ~= nil then local vTorso = vChar:FindFirstChild("Torso") if vTorso ~= nil then while (vTorso.Position - telePos):Dot(vTorso.Position - telePos) < 25 do -- currently hard-coded to the right distance wait(.1) end teleDelay:remove() end end end
--// All global vars will be wiped/replaced except script --// All guis are autonamed client.Variables.CodeName..gui.Name --// Be sure to update the console gui's code if you change stuff
return function(data, env) if env then setfenv(1, env) end local client, cPcall, Pcall, Routine, service, gTable = client, cPcall, Pcall, Routine, service, gTable local gui = script.Parent.Parent local localplayer = service.Player local mouse = localplayer:GetMouse() local playergui = service.PlayerGui local storedChats = client.Variables.StoredChats local desc = gui.Desc local nohide = data.KeepChat local function Expand(ent, point) ent.MouseLeave:Connect(function(x, y) point.Visible = false end) ent.MouseMoved:Connect(function(x, y) point.Text = ent.Desc.Value point.Size = UDim2.new(0, 10000, 0, 10000) local bounds = point.TextBounds.X local rows = math.floor(bounds / 500) rows = rows + 1 if rows < 1 then rows = 1 end local newx = 500 if bounds < 500 then newx = bounds end point.Visible = true point.Size = UDim2.new(0, newx + 10, 0, rows * 20) point.Position = UDim2.new(0, x, 0, y - 40 - (rows * 20)) end) end local function UpdateChat() if gui then local globalTab = gui.Drag.Frame.Frame.Global local teamTab = gui.Drag.Frame.Frame.Team local localTab = gui.Drag.Frame.Frame.Local local adminsTab = gui.Drag.Frame.Frame.Admins local crossTab = gui.Drag.Frame.Frame.Cross local entry = gui.Entry local tester = gui.BoundTest globalTab:ClearAllChildren() teamTab:ClearAllChildren() localTab:ClearAllChildren() adminsTab:ClearAllChildren() crossTab:ClearAllChildren() local globalNum = 0 local teamNum = 0 local localNum = 0 local adminsNum = 0 local crossNum = 0 for i, v in storedChats do local clone = entry:Clone() clone.Message.Text = service.MaxLen(v.Message, 100) clone.Desc.Value = v.Message Expand(clone, desc) if not string.match(v.Player, "%S") then clone.Nameb.Text = v.Player else clone.Nameb.Text = `[{v.Player}]: ` end clone.Visible = true clone.Nameb.Font = "SourceSansBold" local color = v.Color or BrickColor.White() clone.Nameb.TextColor3 = color.Color tester.Text = `[{v.Player}]: ` local naml = tester.TextBounds.X + 5 if naml > 100 then naml = 100 end tester.Text = v.Message local mesl = tester.TextBounds.X clone.Message.Position = UDim2.new(0, naml, 0, 0) clone.Message.Size = UDim2.new(1, -(naml + 10), 1, 0) clone.Nameb.Size = UDim2.new(0, naml, 0, 20) clone.Visible = false clone.Parent = globalTab local rows = math.floor((mesl + naml) / clone.AbsoluteSize.X) rows = rows + 1 if rows < 1 then rows = 1 end if rows > 3 then rows = 3 end --rows = rows+1 clone.Parent = nil clone.Visible = true clone.Size = UDim2.new(1, 0, 0, rows * 20) if v.Private then clone.Nameb.TextColor3 = Color3.new(0.58823529411765, 0.22352941176471, 0.69019607843137) end if v.Mode == "Global" then clone.Position = UDim2.new(0, 0, 0, globalNum * 20) globalNum = globalNum + 1 if rows > 1 then globalNum = globalNum + rows - 1 end clone.Parent = globalTab elseif v.Mode == "Team" then clone.Position = UDim2.new(0, 0, 0, teamNum * 20) teamNum = teamNum + 1 if rows > 1 then teamNum = teamNum + rows - 1 end clone.Parent = teamTab elseif v.Mode == "Local" then clone.Position = UDim2.new(0, 0, 0, localNum * 20) localNum = localNum + 1 if rows > 1 then localNum = localNum + rows - 1 end clone.Parent = localTab elseif v.Mode == "Admins" then clone.Position = UDim2.new(0, 0, 0, adminsNum * 20) adminsNum = adminsNum + 1 if rows > 1 then adminsNum = adminsNum + rows - 1 end clone.Parent = adminsTab elseif v.Mode == "Cross" then clone.Position = UDim2.new(0, 0, 0, crossNum * 20) crossNum = crossNum + 1 if rows > 1 then crossNum = crossNum + rows - 1 end clone.Parent = crossTab end end globalTab.CanvasSize = UDim2.new(0, 0, 0, ((globalNum) * 20)) teamTab.CanvasSize = UDim2.new(0, 0, 0, ((teamNum) * 20)) localTab.CanvasSize = UDim2.new(0, 0, 0, ((localNum) * 20)) adminsTab.CanvasSize = UDim2.new(0, 0, 0, ((adminsNum) * 20)) crossTab.CanvasSize = UDim2.new(0, 0, 0, ((crossNum) * 20)) local glob = (((globalNum) * 20) - globalTab.AbsoluteWindowSize.Y) local tea = (((teamNum) * 20) - teamTab.AbsoluteWindowSize.Y) local loc = (((localNum) * 20) - localTab.AbsoluteWindowSize.Y) local adm = (((adminsNum) * 20) - adminsTab.AbsoluteWindowSize.Y) local cro = (((crossNum) * 20) - crossTab.AbsoluteWindowSize.Y) if glob < 0 then glob = 0 end if tea < 0 then tea = 0 end if loc < 0 then loc = 0 end if adm < 0 then adm = 0 end if cro < 0 then cro = 0 end globalTab.CanvasPosition = Vector2.new(0, glob) teamTab.CanvasPosition = Vector2.new(0, tea) localTab.CanvasPosition = Vector2.new(0, loc) adminsTab.CanvasPosition = Vector2.new(0, adm) crossTab.CanvasPosition = Vector2.new(0, cro) end end if not storedChats then client.Variables.StoredChats = {} storedChats = client.Variables.StoredChats end gTable:Ready() local bubble = gui.Bubble local toggle = gui.Toggle local drag = gui.Drag local frame = gui.Drag.Frame local frame2 = gui.Drag.Frame.Frame local box = gui.Drag.Frame.Chat local globalTab = gui.Drag.Frame.Frame.Global local teamTab = gui.Drag.Frame.Frame.Team local localTab = gui.Drag.Frame.Frame.Local local adminsTab = gui.Drag.Frame.Frame.Admins local crossTab = gui.Drag.Frame.Frame.Cross local global = gui.Drag.Frame.Global local team = gui.Drag.Frame.Team local localb = gui.Drag.Frame.Local local admins = gui.Drag.Frame.Admins local cross = gui.Drag.Frame.Cross if not nohide then client.Variables.CustomChat = true client.Variables.ChatEnabled = false service.StarterGui:SetCoreGuiEnabled('Chat', false) else drag.Position = UDim2.new(0, 10, 1, -180) end local dragger = gui.Drag.Frame.Dragger local fakeDrag = gui.Drag.Frame.FakeDragger local boxFocused = false local mode = "Global" local lastChat = 0 local lastClick = 0 local isAdmin = client.Remote.Get("CheckAdmin") if not isAdmin then admins.BackgroundTransparency = 0.8 admins.TextTransparency = 0.8 cross.BackgroundTransparency = 0.8 cross.TextTransparency = 0.8 end if client.UI.Get("HelpButton") then toggle.Position = UDim2.new(1, -90, 1, -45) end local function openGlobal() globalTab.Visible = true teamTab.Visible = false localTab.Visible = false adminsTab.Visible = false crossTab.Visible = false global.Text = "Global" mode = "Global" global.BackgroundTransparency = 0 team.BackgroundTransparency = 0.5 localb.BackgroundTransparency = 0.5 if isAdmin then admins.BackgroundTransparency = 0.5 admins.TextTransparency = 0 cross.BackgroundTransparency = 0.5 cross.TextTransparency = 0 else admins.BackgroundTransparency = 0.8 admins.TextTransparency = 0.8 cross.BackgroundTransparency = 0.8 cross.TextTransparency = 0.8 end end local function openTeam() globalTab.Visible = false teamTab.Visible = true localTab.Visible = false adminsTab.Visible = false crossTab.Visible = false team.Text = "Team" mode = "Team" global.BackgroundTransparency = 0.5 team.BackgroundTransparency = 0 localb.BackgroundTransparency = 0.5 admins.BackgroundTransparency = 0.5 if isAdmin then admins.BackgroundTransparency = 0.5 admins.TextTransparency = 0 cross.BackgroundTransparency = 0.5 cross.TextTransparency = 0 else admins.BackgroundTransparency = 0.8 admins.TextTransparency = 0.8 cross.BackgroundTransparency = 0.8 cross.TextTransparency = 0.8 end end local function openLocal() globalTab.Visible = false teamTab.Visible = false localTab.Visible = true adminsTab.Visible = false crossTab.Visible = false localb.Text = "Local" mode = "Local" global.BackgroundTransparency = 0.5 team.BackgroundTransparency = 0.5 localb.BackgroundTransparency = 0 admins.BackgroundTransparency = 0.5 if isAdmin then admins.BackgroundTransparency = 0.5 admins.TextTransparency = 0 cross.BackgroundTransparency = 0.5 cross.TextTransparency = 0 else admins.BackgroundTransparency = 0.8 admins.TextTransparency = 0.8 cross.BackgroundTransparency = 0.8 cross.TextTransparency = 0.8 end end local function openAdmins() globalTab.Visible = false teamTab.Visible = false localTab.Visible = false adminsTab.Visible = true crossTab.Visible = false admins.Text = "Admins" mode = "Admins" global.BackgroundTransparency = 0.5 team.BackgroundTransparency = 0.5 localb.BackgroundTransparency = 0.5 if isAdmin then admins.BackgroundTransparency = 0 admins.TextTransparency = 0 cross.BackgroundTransparency = 0.5 cross.TextTransparency = 0 else admins.BackgroundTransparency = 0.8 admins.TextTransparency = 0.8 cross.BackgroundTransparency = 0.8 cross.TextTransparency = 0.8 end end local function openCross() globalTab.Visible = false teamTab.Visible = false localTab.Visible = false adminsTab.Visible = false crossTab.Visible = true cross.Text = "Cross" mode = "Cross" global.BackgroundTransparency = 0.5 team.BackgroundTransparency = 0.5 localb.BackgroundTransparency = 0.5 if isAdmin then admins.BackgroundTransparency = 0.5 admins.TextTransparency = 0 cross.BackgroundTransparency = 0 cross.TextTransparency = 0 else admins.BackgroundTransparency = 0.8 admins.TextTransparency = 0.8 cross.BackgroundTransparency = 0.8 cross.TextTransparency = 0.8 end end local function fadeIn() --[[ frame.BackgroundTransparency = 0.5 frame2.BackgroundTransparency = 0.5 box.BackgroundTransparency = 0.5 for i=0.1,0.5,0.1 do --wait(0.1) frame.BackgroundTransparency = 0.5-i frame2.BackgroundTransparency = 0.5-i box.BackgroundTransparency = 0.5-i end-- Disabled ]] frame.BackgroundTransparency = 0 frame2.BackgroundTransparency = 0 box.BackgroundTransparency = 0 fakeDrag.Visible = true end local function fadeOut() --[[ frame.BackgroundTransparency = 0 frame2.BackgroundTransparency = 0 box.BackgroundTransparency = 0 for i=0.1,0.5,0.1 do --wait(0.1) frame.BackgroundTransparency = i frame2.BackgroundTransparency = i box.BackgroundTransparency = i end-- Disabled ]] frame.BackgroundTransparency = 0.7 frame2.BackgroundTransparency = 1 box.BackgroundTransparency = 1 fakeDrag.Visible = false end fadeOut() frame.MouseEnter:Connect(function() fadeIn() end) frame.MouseLeave:Connect(function() if not boxFocused then fadeOut() end end) toggle.MouseButton1Click:Connect(function() if drag.Visible then drag.Visible = false toggle.Image = "rbxassetid://417301749"--417285299" else drag.Visible = true toggle.Image = "rbxassetid://417301773"--417285351" end end) global.MouseButton1Click:Connect(function() openGlobal() end) team.MouseButton1Click:Connect(function() openTeam() end) localb.MouseButton1Click:Connect(function() openLocal() end) admins.MouseButton1Click:Connect(function() if isAdmin or tick() - lastClick > 5 then isAdmin = client.Remote.Get("CheckAdmin") if isAdmin then openAdmins() else admins.BackgroundTransparency = 0.8 admins.TextTransparency = 0.8 end lastClick = tick() end end) cross.MouseButton1Click:Connect(function() if isAdmin or tick() - lastClick > 5 then isAdmin = client.Remote.Get("CheckAdmin") if isAdmin then openCross() else cross.BackgroundTransparency = 0.8 cross.TextTransparency = 0.8 end lastClick = tick() end end) box.FocusLost:Connect(function(enterPressed) boxFocused = false if enterPressed and not client.Variables.Muted then if box.Text ~= '' and ((mode ~= "Cross" and tick() - lastChat >= 0.5) or (mode == "Cross" and tick() - lastChat >= 10)) then if not client.Variables.Muted then client.Remote.Send('ProcessCustomChat', box.Text, mode) lastChat = tick() end elseif not ((mode ~= "Cross" and tick() - lastChat >= 0.5) or (mode == "Cross" and tick() - lastChat >= 10)) then local tim if mode == "Cross" then tim = 10 - (tick() - lastChat) else tim = 0.5 - (tick() - lastChat) end tim = string.sub(tostring(tim), 1, 3) client.Handlers.ChatHandler("SpamBot", `Sending too fast! Please wait {tim} seconds.`, "System") end box.Text = "Click here or press the '/' key to chat" fadeOut() if mode ~= "Cross" then lastChat = tick() end end end) box.Focused:Connect(function() boxFocused = true if box.Text == "Click here or press the '/' key to chat" then box.Text = '' end fadeIn() end) if not nohide then service.UserInputService.InputBegan:Connect(function(InputObject) local textbox = service.UserInputService:GetFocusedTextBox() if not (textbox) and InputObject.UserInputType == Enum.UserInputType.Keyboard and InputObject.KeyCode == Enum.KeyCode.Slash then if box.Text == "Click here or press the '/' key to chat" then box.Text = '' end service.RunService.RenderStepped:Wait() box:CaptureFocus() end end) end local dragging = false local nx, ny = drag.AbsoluteSize.X, frame.AbsoluteSize.Y --450,200 local defx, defy = nx, ny mouse.Move:Connect(function(x, y) if dragging then nx = math.clamp(defx + (dragger.Position.X.Offset + 20), 1, 260) ny = math.clamp(defy + (dragger.Position.Y.Offset + 20), 1, 100) frame.Size = UDim2.new(1, 0, 0, ny) drag.Size = UDim2.new(0, nx, 0, 30) end end) dragger.DragBegin:Connect(function(init) dragging = true end) dragger.DragStopped:Connect(function(x, y) dragging = false defx = nx defy = ny dragger.Position = UDim2.new(1, -20, 1, -20) UpdateChat() end) UpdateChat()
-- Useful functions
local function vertShape(cf, size2, array) local output = {} for i = 1, #array do output[i] = cf:PointToWorldSpace(array[i] * size2) end return output end local function getCentroidFromSet(set) local sum = set[1] for i = 2, #set do sum = sum + set[2] end return sum / #set end local function classify(part) if (part.ClassName == "Part") then if (part.Shape == Enum.PartType.Block) then return "Block" elseif (part.Shape == Enum.PartType.Cylinder) then return "Cylinder" elseif (part.Shape == Enum.PartType.Ball) then return "Ball" end; elseif (part.ClassName == "WedgePart") then return "Wedge" elseif (part.ClassName == "CornerWedgePart") then return "CornerWedge" elseif (part:IsA("BasePart")) then -- mesh, CSG, truss, etc... just use block return "Block" end end
--[[ (Yields) Animates the camera to pan into a specific art spot on the wall. Target position: Center of the SurfaceSpot that we want to animate to (in studs) Parameters: - spot (Instance) - Frame of the target SurfaceSpot to animate to ]]
function CameraModule:animateToSpotAsync(spot) self.camera.CameraType = Enum.CameraType.Scriptable local adornee = self.surfaceGui.Adornee local face = self.surfaceGui.Face -- Calculate the actual position of the center of spot (in studs) local spotPosition = self:getSpotPosition(self.surfaceGui, spot) -- Make sure we're facing the surface at an offset local offset = adornee.CFrame:VectorToWorldSpace(Vector3.FromNormalId(face)) local function getDistanceToSpot(fov, size, viewportSize) local angle = math.rad(fov / 2) local opp = (size / 2) / self.surfaceGui.PixelsPerStud local distance = opp / math.tan(angle) -- Move camera back based on ratio of viewport size distance *= (viewportSize / constants.SurfaceArtSelectorItemSize) return distance end local aspectRatio = self.camera.ViewportSize.X / self.camera.ViewportSize.Y local vertical = getDistanceToSpot(self.camera.FieldOfView, spot.AbsoluteSize.Y, self.camera.ViewportSize.Y) local horizontal = getDistanceToSpot( self.camera.FieldOfView * aspectRatio, spot.AbsoluteSize.X, self.camera.ViewportSize.X ) local distance = math.max(horizontal, vertical) distance = math.clamp(distance, MIN_STUDS_OFFSET, MAX_STUDS_OFFSET) offset *= distance local upVector = self:_getUpVectorByFace(adornee.CFrame, face) local target = CFrame.lookAt(spotPosition + offset, spotPosition, upVector) -- Top view has a weird bug that turns things upside down if face == Enum.NormalId.Top then target *= CFrame.Angles(0, 0, math.pi) end self:_tweenCamera(target) end
-- body.FB.BrickColor = bool and BrickColor.new("Pearl") or BrickColor.new("Black")
body.FB.Material = bool and "Neon" or "SmoothPlastic" body.RB.BrickColor = bool and BrickColor.new("Really red") or BrickColor.new("Really red") body.RB.Material = bool and "Neon" or "SmoothPlastic" tk.Rb.BrickColor = bool and BrickColor.new("Really red") or BrickColor.new("Really red") tk.Rb.Material = bool and "Neon" or "SmoothPlastic" body.L.Light.Enabled = bool car.DriveSeat.Lights.Value = bool end end local b = '' function Toggle(dir, tog) if dir == 'Left' then body.RLeft.Material = tog and "Neon" or "SmoothPlastic" body.RLeft.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl") body.LeftIn.Transparency = tog and 0 or 1 car.Misc.FL.Door.Ind.Material = tog and "Neon" or "SmoothPlastic" car.Misc.FL.Door.Ind.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl") car.DriveSeat.LI.Value = tog elseif dir == 'Right' then body.RRight.Material = tog and "Neon" or "SmoothPlastic" body.RRight.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl") body.RightIn.Transparency = tog and 0 or 1 car.Misc.FR.Door.Ind.Material = tog and "Neon" or "SmoothPlastic" car.Misc.FR.Door.Ind.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl") car.DriveSeat.RI.Value = tog elseif dir == 'Hazards' then body.RLeft.Material = tog and "Neon" or "SmoothPlastic" body.RRight.Material = tog and "Neon" or "SmoothPlastic" body.RLeft.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl") body.RRight.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl") body.LeftIn.Transparency = tog and 0 or 1 body.RightIn.Transparency = tog and 0 or 1 car.Misc.FL.Door.Ind.Material = tog and "Neon" or "SmoothPlastic" car.Misc.FL.Door.Ind.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl") car.Misc.FR.Door.Ind.Material = tog and "Neon" or "SmoothPlastic" car.Misc.FR.Door.Ind.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl") car.DriveSeat.LI.Value = tog car.DriveSeat.RI.Value = tog end end function blink(typ) b = typ if blinking == true then blinking = false else blinking = true while blinking do Toggle(typ, true) script.Parent:FireClient(player, 'blink', .9, true) wait(1/3) Toggle(typ, false) script.Parent:FireClient(player, 'blink', 0.8, true) wait(1/3) end Toggle('Hazards', false) script.Parent:FireClient(player, 'blink', .9, false) end end script.Parent.Parent.ChildRemoved:connect(function(child) if child:IsA("Weld") and BlinkersEnabled then if blinking == true and b == 'Hazards' then return else blinking = false end end end) F.blinkers = function(dir) blink(dir) end script.Parent.OnServerEvent:connect(function(pl,Fnc,...) player = pl F[Fnc](...) end)
--SFX ID to Sound object
local Sounds = {} local SoundService = game:GetService("SoundService") do local Figure = script.Parent.Parent Head = Figure:WaitForChild("Head") while not Humanoid do for _,NewHumanoid in pairs(Figure:GetChildren()) do if NewHumanoid:IsA("Humanoid") then Humanoid = NewHumanoid break end end if Humanoid then break end Figure.ChildAdded:wait() end Sounds[SFX.Died] = Head:WaitForChild("Died") Sounds[SFX.Running] = Head:WaitForChild("Running") Sounds[SFX.Swimming] = Head:WaitForChild("Swimming") Sounds[SFX.Climbing] = Head:WaitForChild("Climbing") Sounds[SFX.Jumping] = Head:WaitForChild("Jumping") Sounds[SFX.GettingUp] = Head:WaitForChild("GettingUp") Sounds[SFX.FreeFalling] = Head:WaitForChild("FreeFalling") Sounds[SFX.Landing] = Head:WaitForChild("Landing") Sounds[SFX.Splash] = Head:WaitForChild("Splash") local DefaultServerSoundEvent = game:GetService("ReplicatedStorage"):FindFirstChild("DefaultServerSoundEvent") if DefaultServerSoundEvent then DefaultServerSoundEvent.OnClientEvent:connect(function(sound, playing, resetPosition) if UserSettings():IsUserFeatureEnabled("UserPlayCharacterLoopSoundWhenFE") then if resetPosition and sound.TimePosition ~= 0 then sound.TimePosition = 0 end if sound.IsPlaying ~= playing then sound.Playing = playing end else if sound.TimePosition ~= 0 then sound.TimePosition = 0 end if not sound.IsPlaying then sound.Playing = true end end end) end end local IsSoundFilteringEnabled = function() return game.Workspace.FilteringEnabled and SoundService.RespectFilteringEnabled end local Util Util = { --Define linear relationship between (pt1x,pt2x) and (pt2x,pt2y). Evaluate this at x. YForLineGivenXAndTwoPts = function(x,pt1x,pt1y,pt2x,pt2y) --(y - y1)/(x - x1) = m local m = (pt1y - pt2y) / (pt1x - pt2x) --float b = pt1.y - m * pt1.x; local b = (pt1y - m * pt1x) return m * x + b end; --Clamps the value of "val" between the "min" and "max" Clamp = function(val,min,max) return math.min(max,math.max(min,val)) end; --Gets the horizontal (x,z) velocity magnitude of the given part HorizontalSpeed = function(Head) local hVel = Head.Velocity + Vector3.new(0,-Head.Velocity.Y,0) return hVel.magnitude end; --Gets the vertical (y) velocity magnitude of the given part VerticalSpeed = function(Head) return math.abs(Head.Velocity.Y) end; --Setting Playing/TimePosition values directly result in less network traffic than Play/Pause/Resume/Stop --If these properties are enabled, use them. Play = function(sound) if IsSoundFilteringEnabled() then sound.CharacterSoundEvent:FireServer(true, true) end if sound.TimePosition ~= 0 then sound.TimePosition = 0 end if not sound.IsPlaying then sound.Playing = true end end; Pause = function(sound) if UserSettings():IsUserFeatureEnabled("UserPlayCharacterLoopSoundWhenFE") and IsSoundFilteringEnabled() then sound.CharacterSoundEvent:FireServer(false, false) end if sound.IsPlaying then sound.Playing = false end end; Resume = function(sound) if UserSettings():IsUserFeatureEnabled("UserPlayCharacterLoopSoundWhenFE") and IsSoundFilteringEnabled() then sound.CharacterSoundEvent:FireServer(true, false) end if not sound.IsPlaying then sound.Playing = true end end; Stop = function(sound) if UserSettings():IsUserFeatureEnabled("UserPlayCharacterLoopSoundWhenFE") and IsSoundFilteringEnabled() then sound.CharacterSoundEvent:FireServer(false, true) end if sound.IsPlaying then sound.Playing = false end if sound.TimePosition ~= 0 then sound.TimePosition = 0 end end; } do -- List of all active Looped sounds local playingLoopedSounds = {} -- Last seen Enum.HumanoidStateType local activeState = nil local fallSpeed = 0 -- Verify and set that "sound" is in "playingLoopedSounds". function setSoundInPlayingLoopedSounds(sound) for i=1, #playingLoopedSounds do if playingLoopedSounds[i] == sound then return end end table.insert(playingLoopedSounds,sound) end -- Stop all active looped sounds except parameter "except". If "except" is not passed, all looped sounds will be stopped. function stopPlayingLoopedSoundsExcept(except) for i=#playingLoopedSounds,1,-1 do if playingLoopedSounds[i] ~= except then Util.Pause(playingLoopedSounds[i]) table.remove(playingLoopedSounds,i) end end end -- Table of Enum.HumanoidStateType to handling function local stateUpdateHandler = { [Enum.HumanoidStateType.Dead] = function() stopPlayingLoopedSoundsExcept() local sound = Sounds[SFX.Died] Util.Play(sound) end; [Enum.HumanoidStateType.RunningNoPhysics] = function(speed) stateUpdated(Enum.HumanoidStateType.Running, speed) end; [Enum.HumanoidStateType.Running] = function(speed) local sound = Sounds[SFX.Running] stopPlayingLoopedSoundsExcept(sound) if(useUpdatedLocalSoundFlag and activeState == Enum.HumanoidStateType.Freefall and fallSpeed > 0.1) then -- Play a landing sound if the character dropped from a large distance local vol = math.min(1.0, math.max(0.0, (fallSpeed - 50) / 110)) local freeFallSound = Sounds[SFX.FreeFalling] freeFallSound.Volume = vol Util.Play(freeFallSound) fallSpeed = 0 end if useUpdatedLocalSoundFlag then if speed ~= nil and speed > 0.5 then Util.Resume(sound) setSoundInPlayingLoopedSounds(sound) elseif speed ~= nil then stopPlayingLoopedSoundsExcept() end else if Util.HorizontalSpeed(Head) > 0.5 then Util.Resume(sound) setSoundInPlayingLoopedSounds(sound) else stopPlayingLoopedSoundsExcept() end end end; [Enum.HumanoidStateType.Swimming] = function(speed) local threshold if useUpdatedLocalSoundFlag then threshold = speed else threshold = Util.VerticalSpeed(Head) end if activeState ~= Enum.HumanoidStateType.Swimming and threshold > 0.1 then local splashSound = Sounds[SFX.Splash] splashSound.Volume = Util.Clamp( Util.YForLineGivenXAndTwoPts( Util.VerticalSpeed(Head), 100, 0.28, 350, 1), 0,1) Util.Play(splashSound) end do local sound = Sounds[SFX.Swimming] stopPlayingLoopedSoundsExcept(sound) Util.Resume(sound) setSoundInPlayingLoopedSounds(sound) end end; [Enum.HumanoidStateType.Climbing] = function(speed) local sound = Sounds[SFX.Climbing] if useUpdatedLocalSoundFlag then if speed ~= nil and math.abs(speed) > 0.1 then Util.Resume(sound) stopPlayingLoopedSoundsExcept(sound) else Util.Pause(sound) stopPlayingLoopedSoundsExcept(sound) end else if Util.VerticalSpeed(Head) > 0.1 then Util.Resume(sound) stopPlayingLoopedSoundsExcept(sound) else stopPlayingLoopedSoundsExcept() end end setSoundInPlayingLoopedSounds(sound) end; [Enum.HumanoidStateType.Jumping] = function() if activeState == Enum.HumanoidStateType.Jumping then return end stopPlayingLoopedSoundsExcept() local sound = Sounds[SFX.Jumping] Util.Play(sound) end; [Enum.HumanoidStateType.GettingUp] = function() stopPlayingLoopedSoundsExcept() local sound = Sounds[SFX.GettingUp] Util.Play(sound) end; [Enum.HumanoidStateType.Freefall] = function() if activeState == Enum.HumanoidStateType.Freefall then return end local sound = Sounds[SFX.FreeFalling] sound.Volume = 0 stopPlayingLoopedSoundsExcept() fallSpeed = math.max(fallSpeed, math.abs(Head.Velocity.y)) end; [Enum.HumanoidStateType.FallingDown] = function() stopPlayingLoopedSoundsExcept() end; [Enum.HumanoidStateType.Landed] = function() stopPlayingLoopedSoundsExcept() if Util.VerticalSpeed(Head) > 75 then local landingSound = Sounds[SFX.Landing] landingSound.Volume = Util.Clamp( Util.YForLineGivenXAndTwoPts( Util.VerticalSpeed(Head), 50, 0, 100, 1), 0,1) Util.Play(landingSound) end end; [Enum.HumanoidStateType.Seated] = function() stopPlayingLoopedSoundsExcept() end; } -- Handle state event fired or OnChange fired function stateUpdated(state, speed) if stateUpdateHandler[state] ~= nil then if useUpdatedLocalSoundFlag and (state == Enum.HumanoidStateType.Running or state == Enum.HumanoidStateType.Climbing or state == Enum.HumanoidStateType.Swimming or state == Enum.HumanoidStateType.RunningNoPhysics) then stateUpdateHandler[state](speed) else stateUpdateHandler[state]() end end activeState = state end Humanoid.Died:connect( function() stateUpdated(Enum.HumanoidStateType.Dead) end) Humanoid.Running:connect( function(speed) stateUpdated(Enum.HumanoidStateType.Running, speed) end) Humanoid.Swimming:connect( function(speed) stateUpdated(Enum.HumanoidStateType.Swimming, speed) end) Humanoid.Climbing:connect( function(speed) stateUpdated(Enum.HumanoidStateType.Climbing, speed) end) Humanoid.Jumping:connect( function() stateUpdated(Enum.HumanoidStateType.Jumping) end) Humanoid.GettingUp:connect( function() stateUpdated(Enum.HumanoidStateType.GettingUp) end) Humanoid.FreeFalling:connect( function() stateUpdated(Enum.HumanoidStateType.Freefall) end) Humanoid.FallingDown:connect( function() stateUpdated(Enum.HumanoidStateType.FallingDown) end) -- required for proper handling of Landed event Humanoid.StateChanged:connect(function(old, new) stateUpdated(new) end) function onUpdate(stepDeltaSeconds, tickSpeedSeconds) local stepScale = stepDeltaSeconds / tickSpeedSeconds do local sound = Sounds[SFX.FreeFalling] if activeState == Enum.HumanoidStateType.Freefall then if Head.Velocity.Y < 0 and Util.VerticalSpeed(Head) > 75 then Util.Resume(sound) --Volume takes 1.1 seconds to go from volume 0 to 1 local ANIMATION_LENGTH_SECONDS = 1.1 local normalizedIncrement = tickSpeedSeconds / ANIMATION_LENGTH_SECONDS sound.Volume = Util.Clamp(sound.Volume + normalizedIncrement * stepScale, 0, 1) else sound.Volume = 0 end else Util.Pause(sound) end end do local sound = Sounds[SFX.Running] if activeState == Enum.HumanoidStateType.Running then if Util.HorizontalSpeed(Head) < 0.5 then Util.Pause(sound) end end end end local lastTick = tick() local TICK_SPEED_SECONDS = 0.25 while true do onUpdate(tick() - lastTick,TICK_SPEED_SECONDS) lastTick = tick() wait(TICK_SPEED_SECONDS) end end
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 10 -- cooldown for use of the tool again ZoneModelName = "Spin stars and bone" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
--//Custom Functions\\--
function TagHumanoid(humanoid, player) local Creator_Tag = Instance.new("ObjectValue") Creator_Tag.Name = "Creator" Creator_Tag.Value = player debris:AddItem(Creator_Tag, 0.3) Creator_Tag.Parent = humanoid end function UntagHumanoid(humanoid) for i, v in pairs(humanoid:GetChildren()) do if v:IsA("ObjectValue") and v.Name == "creator" then v:Destroy() end end end function TextEffects(element, floatAmount, direction, style, duration) element:TweenPosition(UDim2.new(0, math.random(-40, 40), 0, -floatAmount), direction, style, duration) wait(0.5) for i = 1, 60 do element.TextTransparency = element.TextTransparency + 1/60 element.TextStrokeTransparency = element.TextStrokeTransparency + 1/60 wait(1/60) end element.TextTransparency = element.TextTransparency + 1 element.TextStrokeTransparency = element.TextStrokeTransparency + 1 element.Parent:Destroy() end function DynamicText(damage, criticalPoint, humanoid) local bill = Instance.new("BillboardGui", humanoid.Parent.Head) bill.Size = UDim2.new(0, 50, 0, 100) local part = Instance.new("TextLabel", bill) bill.AlwaysOnTop = true part.TextColor3 = Color3.fromRGB(255, 0, 0) part.Text = damage part.Font = Enum.Font.SourceSans part.TextStrokeTransparency = 0 part.Size = UDim2.new(1, 0, 1, 0) part.Position = UDim2.new(0, 0, 0, 0) part.BackgroundTransparency = 1 bill.Adornee = bill.Parent if damage < criticalPoint then part.TextSize = 28 part.TextColor3 = Color3.new(1, 0, 0) elseif damage >= criticalPoint then part.TextSize = 32 part.TextColor3 = Color3.new(1, 1, 0) end spawn(function() TextEffects(part, 85, Enum.EasingDirection.Out, Enum.EasingStyle.Quint, 0.75) end) end function DamageAndTagHumanoid(player, humanoid, damage) hit:FireClient(player) UntagHumanoid(handle) humanoid:TakeDamage(damage) TagHumanoid(humanoid, player) end
--[[ // Name: Extended GroupService // Author: Sebastian Erik Bauer (SimplyData) // Date: 25/04/2019 --]]
local GroupService = {} local RbxGroupService = game:GetService("GroupService") local DEFAULT_ROLE = "Guest" local function PagesToArray(Pages) local Array = {} local Length = 0 while true do for _, Value in ipairs(Pages:GetCurrentPage()) do Length = Length + 1 Array[Length] = Value end if Pages.IsFinished then break else Pages:AdvanceToNextPageAsync() end end return Array end
------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------
function onSwimming(speed) if speed > 1.00 then local scale = 10.0 playAnimation("swim", 0.4, Humanoid) setAnimationSpeed(speed / scale) pose = "Swimming" else playAnimation("swimidle", 0.4, Humanoid) pose = "Standing" end end function animateTool() if (toolAnim == "None") then playToolAnimation("toolnone", toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle) return end if (toolAnim == "Slash") then playToolAnimation("toolslash", 0, Humanoid, Enum.AnimationPriority.Action) return end if (toolAnim == "Lunge") then playToolAnimation("toollunge", 0, Humanoid, Enum.AnimationPriority.Action) return end end function getToolAnim(tool) for _, c in ipairs(tool:GetChildren()) do if c.Name == "toolanim" and c.className == "StringValue" then return c end end return nil end local lastTick = 0 function stepAnimate(currentTime) local amplitude = 1 local frequency = 1 local deltaTime = currentTime - lastTick lastTick = currentTime 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", 0.2, Humanoid) elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then stopAllAnimations() amplitude = 0.1 frequency = 1 setAngles = true end -- Tool Animation handling local tool = Character:FindFirstChildOfClass("Tool") if tool and tool:FindFirstChild("Handle") then local animStringValueObject = getToolAnim(tool) if animStringValueObject then toolAnim = animStringValueObject.Value -- message recieved, delete StringValue animStringValueObject.Parent = nil toolAnimTime = currentTime + .3 end if currentTime > toolAnimTime then toolAnimTime = 0 toolAnim = "None" end animateTool() else stopToolAnimations() toolAnim = "None" toolAnimInstance = nil toolAnimTime = 0 end end
-- FUNCTIONS --
return function(Character) task.delay(5, function() for i, v in pairs(Character:GetDescendants()) do if v:IsA("MeshPart") or v:IsA("Part") or v:IsA("Decal") then -- Transparency Tween -- local tweenTime = 2 local ImpTween = TS:Create(v, TweenInfo.new(tweenTime, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {Transparency = 1}) ImpTween:Play() task.delay(tweenTime, function() --print("Tween Completed - NPCDeathFX") end) end end end) end
--[[ SERVER PLUGINS' NAMES MUST START WITH "Server:" OR "Server-" CLIENT PLUGINS' NAMES MUST START WITH "Client:" OR "Client-" Plugins have full access to the server/client tables and most variables. You can use the MakePluginEvent to use the script instead of setting up an event. PlayerChatted will get chats from the custom chat and nil players. PlayerJoined will fire after the player finishes initial loading CharacterAdded will also fire after the player is loaded, it does not use the CharacterAdded event. service.Events.PlayerChatted(function(plr, msg) print(msg..' from '..plr.Name..' Example Plugin') end) service.Events.PlayerAdded(function(p) print(p.Name..' Joined! Example Plugin') end) service.Events.CharacterAdded(function(p) server.RunCommand('name',plr.Name,'BobTest Example Plugin') end) --]]
return function(Vargs) local server, service = Vargs.Server, Vargs.Service server.Commands.ExampleCommand = { Prefix = server.Settings.Prefix; -- Prefix to use for command Commands = {"example"}; -- Commands Args = {"arg1"}; -- Command arguments Description = "Example command"; -- Command Description Hidden = true; -- Is it hidden from the command list? Fun = false; -- Is it fun? AdminLevel = "Players"; -- Admin level; If using settings.CustomRanks set this to the custom rank name (eg. "Baristas") Function = function(plr,args) -- Function to run for command print("HELLO WORLD FROM AN EXAMPLE COMMAND :)") print("Player supplied args[1] "..tostring(args[1])) end } end
-- ANimation
local Sound = script:WaitForChild("Haoshoku Sound") UIS.InputBegan:Connect(function(Input) if Input.KeyCode == Enum.KeyCode.X and Debounce == 1 and Tool.Equip.Value == true and Tool.Active.Value == "None" and script.Parent.DargonOn.Value == false then Debounce = 2 Track1 = plr.Character.Humanoid:LoadAnimation(script.AnimationCharge) Track1:Play() for i = 1,math.huge do if Debounce == 2 then plr.Character.HumanoidRootPart.CFrame = CFrame.new(plr.Character.HumanoidRootPart.Position, Mouse.Hit.p) plr.Character.HumanoidRootPart.Anchored = true else break end wait() end end end) UIS.InputEnded:Connect(function(Input) if Input.KeyCode == Enum.KeyCode.X and Debounce == 2 and Tool.Equip.Value == true and Tool.Active.Value == "None" and script.Parent.DargonOn.Value == false then Debounce = 3 plr.Character.HumanoidRootPart.Anchored = false local Track2 = plr.Character.Humanoid:LoadAnimation(script.AnimationRelease) Track2:Play() Track1:Stop() Sound:Play() for i = 1,10 do wait(0.1) local mousepos = Mouse.Hit script.RemoteEvent:FireServer(mousepos,Mouse.Hit.p) end wait(0.3) Track2:Stop() wait(.5) Tool.Active.Value = "None" wait(3) Debounce = 1 end end)
--[[Engine]]
local fFD = _Tune.FinalDrive*_Tune.FDMult local fFDr = fFD*30/math.pi local cGrav = workspace.Gravity*_Tune.InclineComp/32.2 local wDRatio = wDia*math.pi/60 local cfWRot = CFrame.Angles(math.pi/2,-math.pi/2,0) local cfYRot = CFrame.Angles(0,math.pi,0) if _Tune.Aspiration == "Single" or _Tune.Aspiration == "Super" then _TCount = 1 _TPsi = _Tune.Boost elseif _Tune.Aspiration == "Double" then _TCount = 2 _TPsi = _Tune.Boost*2 end
-- ArrayScriptConnection object:
local ArrayScriptConnection = { --[[ _listener = function -- [function] _listener_table = {} -- [table] -- Table from which the function entry will be removed _disconnect_listener -- [function / nil] _disconnect_param -- [value / nil] --]] } function ArrayScriptConnection:Disconnect() local listener = self._listener if listener ~= nil then local listener_table = self._listener_table local index = table.find(listener_table, listener) if index ~= nil then table.remove(listener_table, index) end self._listener = nil end if self._disconnect_listener ~= nil then if not FreeRunnerThread then FreeRunnerThread = coroutine.create(RunEventHandlerInFreeThread) end task.spawn(FreeRunnerThread, self._disconnect_listener, self._disconnect_param) self._disconnect_listener = nil end end function MadworkScriptSignal.NewArrayScriptConnection(listener_table, listener, disconnect_listener, disconnect_param) --> [ScriptConnection] return { _listener = listener, _listener_table = listener_table, _disconnect_listener = disconnect_listener, _disconnect_param = disconnect_param, Disconnect = ArrayScriptConnection.Disconnect } end
--[=[ Returns whether a class is a signal @param value any @return boolean ]=]
function Signal.isSignal(value) return type(value) == "table" and getmetatable(value) == Signal end
-- This function is monkey patched to return MockDataStoreService during tests
local IsPlayer = {} function IsPlayer.Check(object) return typeof(object) == "Instance" and object.ClassName == "Player" end return IsPlayer
---
local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("DSG",Paint) end)
--// Events
local L_111_ = L_20_:WaitForChild('Equipped') local L_112_ = L_20_:WaitForChild('ShootEvent') local L_113_ = L_20_:WaitForChild('DamageEvent') local L_114_ = L_20_:WaitForChild('CreateOwner') local L_115_ = L_20_:WaitForChild('Stance') local L_116_ = L_20_:WaitForChild('HitEvent') local L_117_ = L_20_:WaitForChild('KillEvent') local L_118_ = L_20_:WaitForChild('AimEvent') local L_119_ = L_20_:WaitForChild('ExploEvent') local L_120_ = L_20_:WaitForChild('AttachEvent') local L_121_ = L_20_:WaitForChild('ServerFXEvent') local L_122_ = L_20_:WaitForChild('ChangeIDEvent')
-- Input begin
userInputService.InputBegan:connect(function(inputObject, gameProcessedEvent) if not gameProcessedEvent then if inputObject.KeyCode == Enum.KeyCode.W then movement = Vector2.new(movement.X, 1) elseif inputObject.KeyCode == Enum.KeyCode.A then movement = Vector2.new(-1, movement.Y) elseif inputObject.KeyCode == Enum.KeyCode.S then movement = Vector2.new(movement.X, -1) elseif inputObject.KeyCode == Enum.KeyCode.D then movement = Vector2.new(1, movement.Y) end end end)
--edit the below function to execute code when this response is chosen OR this prompt is shown --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder) delay(5,function() game.ReplicatedStorage.Events.System.NewCharacterServer:Fire(player) end) end
--local function OnEquipped(mouse) -- Mouse = mouse -- UpdateIcon() --end
--[[Engine]]
--Torque Curve Tune.Horsepower = 310 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 500 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 3900 -- Use sliders to manipulate values Tune.Redline = 4500 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 4500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 1.3 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 80 -- RPM acceleration when clutch is off Tune.RevDecay = 70 -- RPM decay when clutch is off Tune.RevBounce = 10 -- RPM kickback from redline Tune.IdleThrottle = 1 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
-- regeneration
while true do local s = wait(1) local health = Humanoid.Health if health > 0 and health < Humanoid.MaxHealth then health = health + 0.01 * s * Humanoid.MaxHealth if health * 1.05 < Humanoid.MaxHealth then Humanoid.Health = health else Humanoid.Health = Humanoid.MaxHealth end end end
-- Use module to insert latest tool
local GetLatestTool = require(script.MainModule); --require(580330877) if not GetLatestTool then return; end;
-- << RETRIEVE FRAMEWORK >>
local main = _G.HDAdminMain local commandInfoForClient = {"Contributors", "Prefixes", "Rank", "Aliases", "Tags", "Description", "Args", "Loopable"}
-- RightShoulder.DesiredAngle = (LimbDesiredAngle + ClimbFudge) -- LeftShoulder.DesiredAngle = (LimbDesiredAngle + ClimbFudge) -- RightHip.DesiredAngle = -LimbDesiredAngle -- LeftHip.DesiredAngle = -LimbDesiredAngle
end Humanoid.Died:connect(OnDied) Humanoid.Running:connect(OnRunning) Humanoid.Jumping:connect(OnJumping) Humanoid.Climbing:connect(OnClimbing) Humanoid.GettingUp:connect(OnGettingUp) Humanoid.FreeFalling:connect(OnFreeFall) Humanoid.FallingDown:connect(OnFallingDown) Humanoid.Seated:connect(OnSeated) Humanoid.PlatformStanding:connect(OnPlatformStanding) Humanoid.Swimming:connect(OnSwimming) Humanoid:ChangeState(Enum.HumanoidStateType.None) RunService.Stepped:connect(function() local _, Time = wait(0.1) Move(Time) end)
-- Roblox User Input Control Modules - each returns a new() constructor function used to create controllers as needed
local Keyboard = require(script:WaitForChild("Keyboard")) local Gamepad = require(script:WaitForChild("Gamepad")) local DynamicThumbstick = require(script:WaitForChild("DynamicThumbstick")) local FFlagUserMakeThumbstickDynamic do local success, value = pcall(function() return UserSettings():IsUserFeatureEnabled("UserMakeThumbstickDynamic") end) FFlagUserMakeThumbstickDynamic = success and value end local TouchThumbstick = FFlagUserMakeThumbstickDynamic and DynamicThumbstick or require(script:WaitForChild("TouchThumbstick"))
--[[ This function creates a meteor in a random room with windows, breaching a number of them, as well as the room. This is also where monsters would be spawned, if the spawn line of code were to be commented out. ]]
local ServerStorage = game:GetService("ServerStorage") local ReplicatedStorage = game:GetService("ReplicatedStorage") local TableUtils = require(ReplicatedStorage.Dependencies.LuaUtils.TableUtils) local RoomManager = require(ServerStorage.Source.Managers.RoomManager) local Constants = require(ReplicatedStorage.Source.Common.Constants) local MonsterManager = require(ServerStorage.Source.Managers.MonsterManager) local monstersEnabled = ReplicatedStorage.MonstersEnabled.Value math.randomseed(tick()) return function() local rooms = RoomManager.getRooms() local roomsWithWindows = TableUtils.filter( rooms, function(room) if #room:getWindows() > 0 then return true end end ) if #roomsWithWindows > 0 then local room = roomsWithWindows[math.random(1, #roomsWithWindows)] local windows = room:getWindows() local windowsToBreak = math.random(1, #windows) for i = 1, windowsToBreak do local window = windows[i] if not window then return end if window:getState() == Constants.State.Window.Normal then window:breach() else windowsToBreak = windowsToBreak + 1 end end if monstersEnabled then MonsterManager.spawnMonsterInRoom(room) end end end
--[[Simple Message Example: local url = "Url Here" local webhookService = require(game.ServerStorage.WebhookService) webhookService:createMessage(url, "Message Here") webhookService:createEmbed(url, "Title Here", "Message Here", "Image Link Here (OPTIONAL)") ]]
--------RIGHT DOOR --------
game.Workspace.doorright.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorright.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorright.l61.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorright.l42.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorright.l72.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorright.l53.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorright.l71.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorright.l31.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorright.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l22.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l32.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l33.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l43.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l51.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l41.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l73.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l52.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l63.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l62.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
---SG Is Here--- ---Please Dont Change Anything Can Dont Work If You Change--
local repStorage = game:GetService("ReplicatedStorage") local remote = repStorage:FindFirstChild("Rebirth") local button = script.Parent local debounce = false button.MouseButton1Click:Connect(function() local rebirths = game.Players.LocalPlayer.leaderstats:FindFirstChild("Rebirths") if not debounce then debounce = true local playerPoint = rebirths remote:FireServer(playerPoint) wait(0.01) debounce = false end end) repeat local rebirths = game.Players.LocalPlayer.leaderstats:FindFirstChild("Rebirths") local textButton = script.Parent textButton.Text = "".. tostring(100 * (rebirths.Value + 1)) .." Coins " wait(0.01) until script.Parent == nil
-- functions
local function HandleCharacter(character) if character then spawn(function() wait(1) for _, v in pairs(character:GetChildren()) do if v:IsA("BasePart") then v:GetPropertyChangedSignal("Size"):Connect(function() wait(2) PLAYER:Kick() end) end end end) end end local function HandlePlayer(player) player.CharacterAdded:connect(HandleCharacter) if player.Character then HandleCharacter(player.Character) end end
--math
local inf = 99999*9999*99999*9999*9999 while true do wait (5.5) sit:Play() wait (2) thud:Play() wait (1) typee:Play() script.Parent.NameDev.TextTransparency = 0 wait (0.5) typee:Play() script.Parent.Presents.TextTransparency = 0 wait (1) script.Parent.D1.TextTransparency = 0 typee:Play() wait (1) typee:Play() script.Parent.D2.TextTransparency = 0 wait (1) typee:Play() script.Parent.D3.TextTransparency = 0 wait (4) Music:Play() script.Parent.GameName.TextTransparency = 0 wait (4) Music.Volume = 1 wait (0.3) Music.Volume = 0.4 wait (0.3) Music.Volume = 0.1 wait (0.2) Music:Destroy() wait (0.5) click:Play() script.Parent.ChapterName.TextTransparency = 0 wait (4.5) start:Play() script.Parent.Visible = false wait (inf) end
--[[ Sets the velocity of the internal springs, overwriting the existing velocity of this Spring. This doesn't affect position. If the type doesn't match the current type of the spring, an error will be thrown. ]]
function class:setVelocity(newValue) local newType = typeof(newValue) if newType ~= self._currentType then parseError("springTypeMismatch", nil, newType, self._currentType) end self._springVelocities = unpackType(newValue, newType) SpringScheduler.add(self) end
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 10 -- cooldown for use of the tool again ZoneModelName = "Glitch void" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
--Tires
function GetTireCurve(c,x) return (((-math.abs(x^(c*2.4)))/2.4)+((-math.abs(x^2.4))/2.4))*(7/6) end function WFriction(v,val) if v.CustomPhysicalProperties == nil then v.CustomPhysicalProperties = PhysicalProperties.new(v.Material) end v.CustomPhysicalProperties = PhysicalProperties.new(0,val,0,.1,0) end Instance.new("Model",fWheel.Parts).Name = "Tires" Instance.new("Model",rWheel.Parts).Name = "Tires" for i=0,_Tune.TireCylinders do local fCyl = fWheel:Clone() fCyl.Name = "FTire" for _,a in pairs(fCyl:GetChildren()) do a:Destroy() end fCyl.Parent = fWheel.Parts.Tires if _Tune.TiresVisible or _Tune.Debug then fCyl.Transparency = 0 else fCyl.Transparency = 1 end fCyl.Size = Vector3.new(fWheel.Size.X*(i/_Tune.TireCylinders),fWheel.Size.Y+(_Tune.FProfileHeight*GetTireCurve(_Tune.FTireProfile,i/_Tune.TireCylinders)),fWheel.Size.Y+(_Tune.FProfileHeight*GetTireCurve(_Tune.FTireProfile,i/_Tune.TireCylinders))) if (i/_Tune.TireCylinders < 1/3 and _Tune.FTireCompound == 3) or (i/_Tune.TireCylinders < 1/2 and _Tune.FTireCompound == 2) then WFriction(fCyl,_Tune.FTireFriction-.1) fCyl.Name = fCyl.Name.."L" elseif i/_Tune.TireCylinders >= 1/3 and i/_Tune.TireCylinders < 2/3 and _Tune.FTireCompound == 3 then WFriction(fCyl,(_Tune.FTireFriction+(_Tune.FTireFriction-.1))/2) fCyl.Name = fCyl.Name.."M" elseif i/_Tune.TireCylinders >= 2/3 or (i/_Tune.TireCylinders >= 1/2 and _Tune.FTireCompound == 2) or _Tune.FTireCompound == 1 then WFriction(fCyl,_Tune.FTireFriction) fCyl.Name = fCyl.Name.."H" end local rCyl = rWheel:Clone() rCyl.Name = "RTire" for _,b in pairs(rCyl:GetChildren()) do b:Destroy() end rCyl.Parent = rWheel.Parts.Tires if _Tune.TiresVisible or _Tune.Debug then rCyl.Transparency = 0 else rCyl.Transparency = 1 end rCyl.Size = Vector3.new(rWheel.Size.X*(i/_Tune.TireCylinders),rWheel.Size.Y+(_Tune.RProfileHeight*GetTireCurve(_Tune.RTireProfile,i/_Tune.TireCylinders)),rWheel.Size.Y+(_Tune.RProfileHeight*GetTireCurve(_Tune.RTireProfile,i/_Tune.TireCylinders))) if (i/_Tune.TireCylinders < 1/3 and _Tune.RTireCompound == 3) or (i/_Tune.TireCylinders < 1/2 and _Tune.RTireCompound == 2) then WFriction(rCyl,_Tune.RTireFriction-.1) rCyl.Name = rCyl.Name.."L" elseif i/_Tune.TireCylinders >= 1/3 and i/_Tune.TireCylinders < 2/3 and _Tune.RTireCompound == 3 then WFriction(rCyl,(_Tune.RTireFriction+(_Tune.RTireFriction-.1))/2) rCyl.Name = rCyl.Name.."M" elseif i/_Tune.TireCylinders >= 2/3 or (i/_Tune.TireCylinders >= 1/2 and _Tune.RTireCompound == 2) or _Tune.RTireCompound == 1 then WFriction(rCyl,_Tune.RTireFriction) rCyl.Name = rCyl.Name.."H" end wait() end fWheel.CanCollide = false fWheel.Transparency = 1 rWheel.CanCollide = false rWheel.Transparency = 1
-- << SERVER RANKS >>
function module:CreateServerRanks() coroutine.wrap(function() local serverRankInfo = main.signals.RetrieveServerRanks:InvokeServer() --Organise ranks local rankPositions = {} local ranks = {} local plrRanks = {} for i, rankDetails in pairs(main.settings.Ranks) do local rankId = rankDetails[1] local rankName = rankDetails[2] table.insert(ranks, 1, {rankId, rankName, {}}) end for i,v in pairs(ranks) do rankPositions[v[1]] = i end --Split players into ranks for i, playerRankInfo in pairs(serverRankInfo) do local plr = playerRankInfo.Player local rankId = playerRankInfo.RankId local rankTypeId = playerRankInfo.RankType local rankDetail = ranks[rankPositions[rankId]] if rankDetail then table.insert(rankDetail[3], {plr, rankTypeId}) end end --Sort ranks by RankType (Perm > Server > Temp) for i, rankInfo in pairs(ranks) do local listOfPlrs = rankInfo[3] table.sort(listOfPlrs, function(a,b) return a[2] < b[2] end) end --Clear labels main:GetModule("cf"):ClearPage(pages.serverRanks) --Setup labels local rankTypesReversed = {} for a,b in pairs(main.rankTypes) do rankTypesReversed[b] = a end local labelCount = 0 for i, rankInfo in pairs(ranks) do local rankId = rankInfo[1] local rankName = rankInfo[2] local listOfPlrs = rankInfo[3] for _, playerRankDetail in pairs(listOfPlrs) do labelCount = labelCount + 1 local plr = playerRankDetail[1] local rankTypeId = playerRankDetail[2] local rankTypeName = rankTypesReversed[rankTypeId] local label = templates.admin:Clone() label.Name = "Label".. labelCount label.PlrName.Text = plr.Name label.PlrRank.Text = rankName.." ("..rankTypeName..")" label.PlayerImage.Image = main:GetModule("cf"):GetUserImage(plr.UserId) label.BackgroundColor3 = main:GetModule("cf"):GetLabelBackgroundColor(labelCount) label.Visible = true label.Parent = pages.serverRanks end end --Canvas Size pages.serverRanks.CanvasSize = UDim2.new(0, 0, 0, labelCount*templates.admin.AbsoluteSize.Y) end)() end
--------
local HitboxObject = {} local Hitbox = {} Hitbox.__index = Hitbox function Hitbox:__tostring() return string.format("Hitbox for instance %s [%s]", self.object.Name, self.object.ClassName) end function HitboxObject:new() return setmetatable({}, Hitbox) end function Hitbox:config(object, ignoreList) self.active = false self.deleted = false self.partMode = false self.debugMode = false self.points = {} self.targetsHit = {} self.endTime = 0 self.OnHit = Signal:Create() self.OnUpdate = Signal:Create() self.raycastParams = RaycastParams.new() self.raycastParams.FilterType = Enum.RaycastFilterType.Blacklist self.raycastParams.FilterDescendantsInstances = ignoreList or {} self.object = object CollectionService:AddTag(self.object, "RaycastModuleManaged") end function Hitbox:SetPoints(object, vectorPoints, groupName) if object and (object:IsA("BasePart") or object:IsA("MeshPart") or object:IsA("Attachment")) then for _, vectors in ipairs(vectorPoints) do if typeof(vectors) == "Vector3" then local Point = { IsAttachment = object:IsA("Attachment"), RelativePart = object, Attachment = vectors, LastPosition = nil, group = groupName, solver = CastVectorPoint } table.insert(self.points, Point) end end end end function Hitbox:RemovePoints(object, vectorPoints) if object then if object:IsA("BasePart") or object:IsA("MeshPart") then --- for some reason it doesn't recognize meshparts unless I add it in for i = 1, #self.points do local Point = self.points[i] for _, vectors in ipairs(vectorPoints) do if typeof(Point.Attachment) == "Vector3" and Point.Attachment == vectors and Point.RelativePart == object then self.points[i] = nil end end end end end end function Hitbox:LinkAttachments(primaryAttachment, secondaryAttachment) if primaryAttachment:IsA("Attachment") and secondaryAttachment:IsA("Attachment") then local group = primaryAttachment:FindFirstChild("Group") local Point = { RelativePart = nil, Attachment = primaryAttachment, Attachment0 = secondaryAttachment, LastPosition = nil, group = group and group.Value, solver = CastLinkAttach } table.insert(self.points, Point) end end function Hitbox:UnlinkAttachments(primaryAttachment) for i, Point in ipairs(self.points) do if Point.Attachment and Point.Attachment == primaryAttachment then table.remove(self.points, i) break end end end function Hitbox:seekAttachments(attachmentName, canWarn) if #self.points <= 0 then table.insert(self.raycastParams.FilterDescendantsInstances, workspace.Terrain.Ignore) end for _, attachment in ipairs(self.object:GetDescendants()) do if attachment:IsA("Attachment") and attachment.Name == attachmentName then local group = attachment:FindFirstChild("Group") local Point = { Attachment = attachment, RelativePart = nil, LastPosition = nil, group = group and group.Value, solver = CastAttachment } table.insert(self.points, Point) end end if canWarn then if #self.points <= 0 then warn(string.format("\n[[RAYCAST WARNING]]\nNo attachments with the name '%s' were found in %s. No raycasts will be drawn. Can be ignored if you are using SetPoints.", attachmentName, self.object.Name) ) else print(string.format("\n[[RAYCAST MESSAGE]]\n\nCreated Hitbox for %s - Attachments found: %s", self.object.Name, #self.points) ) end end end function Hitbox:Destroy() if self.deleted then return end if self.OnHit then self.OnHit:Delete() end if self.OnUpdate then self.OnUpdate:Delete() end self.points = nil self.active = false self.deleted = true end function Hitbox:HitStart(seconds) self.active = true if seconds then assert(type(seconds) == "number", "Argument #1 must be a number!") local minSeconds = 1 / 60 --- Seconds cannot be under 1/60th if seconds <= minSeconds or seconds == math.huge then seconds = minSeconds end self.endTime = clock() + seconds end end function Hitbox:HitStop() if self.deleted then return end self.active = false self.endTime = 0 table.clear(self.targetsHit) end function Hitbox:PartMode(bool) self.partMode = bool end function Hitbox:DebugMode(bool) self.debugMode = bool end return HitboxObject
-- Define the minimum and maximum size of the window
local minSize = Vector2.new(265, 394) local maxSize = Vector2.new(999, 999)
-- Events listening for seat action
for i=1, #BasketSeats do local Seat = BasketSeats[i] Seat.Changed:connect(function()DetectPlayer(Seat)end) end
--script.Parent.ChargeSphere.Enabled = true
script.Parent.ChargeGlow.Enabled = true
--[[script.Parent.ChildAdded:connect(function(child) if child:IsA("Weld") then --child.C0 = CFrame.new(-1.4,-1.3,0.2)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0) --// Reposition player if child.Part1.Name == "HumanoidRootPart" then player = game.Players:GetPlayerFromCharacter(child.Part1.Parent) if player and (not player.PlayerGui:FindFirstChild("AudioPlayer")) then --// The part after the "and" prevents multiple GUI's to be copied over. GUI.CarSeat.Value = script.Parent --// Puts a reference of the seat in this ObjectValue, now you can use this ObjectValue's value to find the car directly. GUI:Clone().Parent = player.PlayerGui --// Compact version if script.Parent.Audio.EqualizerSoundEffect.HighGain == 5 then player.PlayerGui.AudioPlayer.AudioPlayerGui.onOff.Text = "OUT" else player.PlayerGui.AudioPlayer.AudioPlayerGui.onOff.Text = "IN" end end end end end) script.Parent.ChildRemoved:connect(function(child) if child:IsA("Weld") then if child.Part1.Name == "HumanoidRootPart" then player = game.Players:GetPlayerFromCharacter(child.Part1.Parent) if player and player.PlayerGui:FindFirstChild("AudioPlayer") then player.PlayerGui:FindFirstChild("AudioPlayer"):Destroy() end end end end)]]
-- This will inject all types into this context. -- YES, THIS MEANS YOU IGNORE MISSING TYPE ERRORS. Remember: Type checking is still in beta! -- * As of release
require(script.TypeDefinitions)
--[=[ Impulses the spring, increasing velocity by the amount given. This is useful to make something shake, like a Mac password box failing. @param velocity T -- The velocity to impulse with @return () ]=]
function Spring:Impulse(velocity) self.Velocity = self.Velocity + velocity end
--CONFIG VARIABLES
local tweenTime = 1 local closeWaitTime = 3 local easingStyle = Enum.EasingStyle.Exponential local easingDirection = Enum.EasingDirection.InOut local repeats = 0 local reverse = false local delayTime = 0
--[[ Returns a new list with the reversed order of the given list ]]
local function reverse(list) local new = {} local len = #list local top = len + 1 for i = 1, len do new[i] = list[top - i] end return new end return reverse
-- Connect prompt events to handling functions
script.Parent.Triggered:Connect(onPromptTriggered) Stored.Changed:Connect(function() if not Infinite then script.Parent.ObjectText = BulletType.." | "..Stored.Value else script.Parent.ObjectText = BulletType end end)
-- the handshake is always "@3ZCGdZ5#qtH2b_DBG7f2pj-d+nqa*mQ"
--[[ ___ _______ _ _______ / _ |____/ ___/ / ___ ____ ___ (_)__ /__ __/ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< / / /_/ |_| \___/_//_/\_,_/___/___/_/___/ /_/ SecondLogic @ Inspare Avxnturador @ Novena ]]
local FE = workspace.FilteringEnabled local car = script.Parent.Car.Value local handler = car:WaitForChild("AC6_FE_Sounds") local _Tune = require(car["A-Chassis Tune"]) local BOVact = 0 local BOVact2 = 0 local BOV_Loudness = 1 --volume of the BOV (not exact volume so you kinda have to experiment with it) local BOV_Pitch = 0.9 --max pitch of the BOV (not exact so might have to mess with it) local TurboLoudness = .75 --volume of the Turbo (not exact volume so you kinda have to experiment with it also) script:WaitForChild("Whistle") script:WaitForChild("BOV") for i,v in pairs(car.DriveSeat:GetChildren()) do for _,a in pairs(script:GetChildren()) do if v.Name==a.Name then v:Stop() wait() v:Destroy() end end end car.DriveSeat.ChildRemoved:connect(function(child) if child.Name=="SeatWeld" then for i,v in pairs(car.DriveSeat:GetChildren()) do for _,a in pairs(script:GetChildren()) do if v.Name==a.Name then v:Stop() wait() v:Destroy() end end end end end) handler:FireServer("newSound","Whistle",car.DriveSeat,script.Whistle.SoundId,0,script.Whistle.Volume,true) handler:FireServer("newSound","BOV",car.DriveSeat,script.BOV.SoundId,0,script.BOV.Volume,true) handler:FireServer("playSound","Whistle") car.DriveSeat:WaitForChild("Whistle") car.DriveSeat:WaitForChild("BOV") local ticc = tick() local _TCount = 0 if _Tune.Aspiration == "Single" then _TCount = 1 elseif _Tune.Aspiration == "Double" then _TCount = 2 end while wait() do local psi = (((script.Parent.Values.Boost.Value)/(_Tune.Boost*_TCount))*2) BOVact = math.floor(psi*20) WP = (psi) WV = (psi/4)*TurboLoudness BP = (1-(-psi/20))*BOV_Pitch BV = (((-0.5+((psi/2)*BOV_Loudness)))*(1 - script.Parent.Values.Throttle.Value)) if BOVact < BOVact2 then if car.DriveSeat.BOV.IsPaused then if FE then handler:FireServer("playSound","BOV") else car.DriveSeat.BOV:Play() end end end if BOVact >= BOVact2 then if FE then handler:FireServer("stopSound","BOV") else car.DriveSeat.BOV:Stop() end end if FE then handler:FireServer("updateSound","Whistle",script.Whistle.SoundId,WP,WV) handler:FireServer("updateSound","BOV",script.BOV.SoundId,BP,BV) else car.DriveSeat.Whistle.Pitch = WP car.DriveSeat.Whistle.Volume = WV car.DriveSeat.BOV.Pitch = BP car.DriveSeat.BOV.Volume = BV end if (tick()-ticc) >= 0.1 then BOVact2 = math.floor(psi*20) ticc = tick() end end
--// end of config, actual code below
local UserInputService = game:GetService("UserInputService") local RunService = game:GetService("RunService") local TweenService = game:GetService("TweenService") local Player : Player = game.Players.LocalPlayer local Camera : Camera = workspace.CurrentCamera repeat RunService.Heartbeat:Wait() until script.Parent:IsA("Model") -- yield until Character local Character : Model = Player.Character local HumanoidRootPart : Part = Character:WaitForChild("HumanoidRootPart") local Humanoid : Humanoid = Character:WaitForChild("Humanoid") local AimOffset = script:WaitForChild("AimOffset") -- a property for other scripts to use to influence the Viewmodel offset (such as a gun aim system) local Torso : Part local RootHipJoint : Motor6D local RootOldC0 : CFrame local LeftShoulder : Motor6D local RightShoulder : Motor6D local LeftArm : Part local RightArm : Part local ArmPartsTable = {} local armTransparency = baseArmTransparency local isFirstPerson = false local Sway = Vector3.new(0,0,0) local WalkSway = CFrame.new(0,0,0) local StrafeSway = CFrame.Angles(0,0,0) local JumpSway = CFrame.new(0,0,0) local JumpSwayGoal = Instance.new("CFrameValue")
--tone hz
elseif sv.Value==3 then while s.Pitch<0.77 do s.Pitch=s.Pitch+0.010 s:Play() if s.Pitch>0.77 then s.Pitch=0.77 end wait(-9) end while true do for x = 1, 500 do s:play() wait(-9) end wait() end
-- Return an error that occurred during reporting. This error will -- define whether the test run was successful or failed.
function BaseReporter:getLastError(): (Error | nil) return self._error end exports.default = BaseReporter return exports
--[=[ An enum value used to represent the Promise's status. @interface Status @tag enum @within Promise .Started "Started" -- The Promise is executing, and not settled yet. .Resolved "Resolved" -- The Promise finished successfully. .Rejected "Rejected" -- The Promise was rejected. .Cancelled "Cancelled" -- The Promise was cancelled before it finished. ]=] --[=[ @prop Status Status @within Promise @readonly @tag enums A table containing all members of the `Status` enum, e.g., `Promise.Status.Resolved`. ]=] --[=[ A Promise is an object that represents a value that will exist in the future, but doesn't right now. Promises allow you to then attach callbacks that can run once the value becomes available (known as *resolving*), or if an error has occurred (known as *rejecting*). @class Promise @__index prototype ]=]
local Promise = { Error = Error, Status = makeEnum("Promise.Status", { "Started", "Resolved", "Rejected", "Cancelled" }), _getTime = os.clock, _timeEvent = game:GetService("RunService").Heartbeat, _unhandledRejectionCallbacks = {}, } Promise.prototype = {} Promise.__index = Promise.prototype function Promise._new(traceback, callback, parent) if parent ~= nil and not Promise.is(parent) then error("Argument #2 to Promise.new must be a promise or nil", 2) end local self = { -- The executor thread. _thread = nil, -- Used to locate where a promise was created _source = traceback, _status = Promise.Status.Started, -- A table containing a list of all results, whether success or failure. -- Only valid if _status is set to something besides Started _values = nil, -- Lua doesn't like sparse arrays very much, so we explicitly store the -- length of _values to handle middle nils. _valuesLength = -1, -- Tracks if this Promise has no error observers.. _unhandledRejection = true, -- Queues representing functions we should invoke when we update! _queuedResolve = {}, _queuedReject = {}, _queuedFinally = {}, -- The function to run when/if this promise is cancelled. _cancellationHook = nil, -- The "parent" of this promise in a promise chain. Required for -- cancellation propagation upstream. _parent = parent, -- Consumers are Promises that have chained onto this one. -- We track them for cancellation propagation downstream. _consumers = setmetatable({}, MODE_KEY_METATABLE), } if parent and parent._status == Promise.Status.Started then parent._consumers[self] = true end setmetatable(self, Promise) local function resolve(...) self:_resolve(...) end local function reject(...) self:_reject(...) end local function onCancel(cancellationHook) if cancellationHook then if self._status == Promise.Status.Cancelled then cancellationHook() else self._cancellationHook = cancellationHook end end return self._status == Promise.Status.Cancelled end self._thread = coroutine.create(function() local ok, _, result = runExecutor(self._source, callback, resolve, reject, onCancel) if not ok then reject(result[1]) end end) task.spawn(self._thread) return self end
--[[ Assert that the expectation value is the given type. expect(5).to.be.a("number") ]]
function Expectation:a(typeName) local result = (typeof(self.value) == typeName) == self.successCondition local message = formatMessage(self.successCondition, ("Expected value of type %q, got value %q of type %s"):format( typeName, tostring(self.value), type(self.value) ), ("Expected value not of type %q, got value %q of type %s"):format( typeName, tostring(self.value), type(self.value) ) ) assertLevel(result, message, 3) self:_resetModifiers() return self end
--[=[ Rejects the promise with the values given @param ... T -- Params to reject with ]=]
function Promise:Reject(...) self:_reject({...}, select("#", ...)) end function Promise:_reject(values, valuesLength) if not self._pendingExecuteList then return end self._rejected = values self._valuesLength = valuesLength local list = self._pendingExecuteList self._pendingExecuteList = nil for _, data in pairs(list) do self:_executeThen(unpack(data)) end -- Check for uncaught exceptions if self._unconsumedException and self._valuesLength > 0 then coroutine.resume(coroutine.create(function() -- Yield to end of frame, giving control back to Roblox. -- This is the equivalent of giving something back to a task manager. RunService.Heartbeat:Wait() if self._unconsumedException then if ENABLE_TRACEBACK then warn(("[Promise] - Uncaught exception in promise\n\n%q\n\n%s") :format(tostring(self._rejected[1]), self._source)) else warn(("[Promise] - Uncaught exception in promise: %q") :format(tostring(self._rejected[1]))) end end end)) end end
--[[ Takes a table and returns the field count ]]
return function(t) local fieldCount = 0 for _ in pairs(t) do fieldCount = fieldCount + 1 end return fieldCount end
--[[ CameraShakePresets.Bump CameraShakePresets.Explosion CameraShakePresets.Earthquake CameraShakePresets.BadTrip CameraShakePresets.HandheldCamera CameraShakePresets.Vibration CameraShakePresets.RoughDriving --]]
local CameraShakeInstance = require(script.Parent.CameraShakeInstance) local CameraShakePresets = { -- A high-magnitude, short, yet smooth shake. -- Should happen once. Bump = function() local c = CameraShakeInstance.new(2.5, 4, 0.1, 0.75) c.PositionInfluence = Vector3.new(0.15, 0.15, 0.15) c.RotationInfluence = Vector3.new(1, 1, 1) return c end; -- An intense and rough shake. -- Should happen once. Explosion = function() local c = CameraShakeInstance.new(2.5, 6, 0, 0.9) c.PositionInfluence = Vector3.new(0.25, 0.25, 0.25) c.RotationInfluence = Vector3.new(3.5, 1, 1) return c end; Dash = function() local c = CameraShakeInstance.new(2, 5, 0, 0.85) c.PositionInfluence = Vector3.new(0.15, 0.15, 0.15) c.RotationInfluence = Vector3.new(2, 1, 1) return c end; IceZ = function() local c = CameraShakeInstance.new(2.5, 6, 0, 0.9) c.PositionInfluence = Vector3.new(0.3, 0.3, 0.3) c.RotationInfluence = Vector3.new(3.5, 1, 1) return c end; LightningStrike = function() local c = CameraShakeInstance.new(2.5, 6, 0, 0.9) c.PositionInfluence = Vector3.new(0.25, 0.25, 0.25) c.RotationInfluence = Vector3.new(3.5, 1, 1) return c end; Hit = function() local c = CameraShakeInstance.new(1, 3, 0.1, 1) c.PositionInfluence = Vector3.new(0.1, 0.1, 0.1) c.RotationInfluence = Vector3.new(2, 1.05, 1.05) return c end; Twerk = function() local c = CameraShakeInstance.new(15, 20, 0.1, 10) c.PositionInfluence = Vector3.new(0.5, 0.5, 0.5) c.RotationInfluence = Vector3.new(4, 4, 4) return c end; -- A continuous, rough shake -- Sustained. Earthquake = function() local c = CameraShakeInstance.new(0.6, 3.5, 2, 10) c.PositionInfluence = Vector3.new(0.25, 0.25, 0.25) c.RotationInfluence = Vector3.new(1, 1, 4) return c end; -- A bizarre shake with a very high magnitude and low roughness. -- Sustained. BadTrip = function() local c = CameraShakeInstance.new(10, 0.15, 5, 10) c.PositionInfluence = Vector3.new(0, 0, 0.15) c.RotationInfluence = Vector3.new(2, 1, 4) return c end; -- A subtle, slow shake. -- Sustained. HandheldCamera = function() local c = CameraShakeInstance.new(1, 0.25, 5, 10) c.PositionInfluence = Vector3.new(0, 0, 0) c.RotationInfluence = Vector3.new(1, 0.5, 0.5) return c end; -- A very rough, yet low magnitude shake. -- Sustained. Vibration = function() local c = CameraShakeInstance.new(0.4, 20, 2, 2) c.PositionInfluence = Vector3.new(0, 0.15, 0) c.RotationInfluence = Vector3.new(1.25, 0, 4) return c end; -- A slightly rough, medium magnitude shake. -- Sustained. RoughDriving = function() local c = CameraShakeInstance.new(1, 2, 1, 1) c.PositionInfluence = Vector3.new(0, 0, 0) c.RotationInfluence = Vector3.new(1, 1, 1) return c end; } return setmetatable({}, { __index = function(t, i) local f = CameraShakePresets[i] if (type(f) == "function") then return f() end error("No preset found with index \"" .. i .. "\"") end; })
--// Damage Settings
BaseDamage = 22; -- Torso Damage LimbDamage = 19; -- Arms and Legs ArmorDamage = 19; -- How much damage is dealt against armor (Name the armor "Armor") HeadDamage = 27; -- If you set this to 100, there's a chance the player won't die because of the heal script
--[=[ Returns whether or not a value is a LinearValue object. @param value any -- A value to check @return boolean -- True if a linear value, false otherwise ]=]
function LinearValue.isLinear(value) return type(value) == "table" and getmetatable(value) == LinearValue end
--[[Transmission]]
Tune.TransModes = {"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 = "RPM" --[[ [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 = 3.9 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 3.16 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 2.43 , -- Reverse, Neutral, and 1st gear are required --[[ 2 ]] 1.53 , --[[ 3 ]] 1 , } Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
-- -- Narrowing this type here lets us appease the type checker while still -- -- counting on types for the rest of this file -- local loadmodule: (ModuleScript) -> (any, string) = debug["loadmodule"] -- local moduleFunction, errorMessage = loadmodule(scriptInstance) -- assert(moduleFunction ~= nil, errorMessage)
--// All global vars will be wiped/replaced except script --// All guis are autonamed codeName..gui.Name
return function(data, env) if env then setfenv(1, env) end local player = service.Players.LocalPlayer local playergui = player.PlayerGui local gui = script.Parent.Parent local frame = gui.Frame local text = gui.Frame.TextBox local scroll = gui.Frame.ScrollingFrame local players = gui.Frame.PlayerList local entry = gui.Entry local BindEvent = gTable.BindEvent local opened = false local scrolling = false local scrollOpen = false local debounce = false local settings = client.Remote.Get("Setting",{"SplitKey","ConsoleKeyCode","BatchKey","Prefix"}) local splitKey = settings.SplitKey local consoleKey = settings.ConsoleKeyCode local batchKey = settings.BatchKey local prefix = settings.Prefix local commands = client.Remote.Get('FormattedCommands') or {} local tweenInfo = TweenInfo.new(0.15)----service.SafeTweenSize(frame,UDim2.new(1,0,0,40),nil,nil,0.3,nil,function() if scrollOpen then frame.Size = UDim2.new(1,0,0,140) end end) local scrollOpenTween = service.TweenService:Create(frame, tweenInfo, { Size = UDim2.new(1, 0, 0, 140); }) local scrollCloseTween = service.TweenService:Create(frame, tweenInfo, { Size = UDim2.new(1, 0, 0, 40); }) local consoleOpenTween = service.TweenService:Create(frame, tweenInfo, { Position = UDim2.new(0, 0, 0, 0); }) local consoleCloseTween = service.TweenService:Create(frame, tweenInfo, { Position = UDim2.new(0, 0, 0, -200); }) frame.Position = UDim2.new(0,0,0,-200) frame.Visible = false frame.Size = UDim2.new(1,0,0,40) scroll.Visible = false if client.Variables.ConsoleOpen then if client.Variables.ChatEnabled then service.StarterGui:SetCoreGuiEnabled("Chat",true) end if client.Variables.PlayerListEnabled then service.StarterGui:SetCoreGuiEnabled('PlayerList',true) end if client.UI.Get("Notif") then client.UI.Get("Notif",nil,true).Object.LABEL.Visible = true end local scr = client.UI.Get("Chat",nil,true) if scr then scr.Object.Drag.Visible = true end local scr = client.UI.Get("PlayerList",nil,true) if scr then scr.Object.Drag.Visible = true end local scr = client.UI.Get("HintHolder",nil,true) if scr then scr.Object.Frame.Visible = true end end client.Variables.ChatEnabled = service.StarterGui:GetCoreGuiEnabled("Chat") client.Variables.PlayerListEnabled = service.StarterGui:GetCoreGuiEnabled('PlayerList') local function close() if gui:IsDescendantOf(game) and not debounce then debounce = true scroll:ClearAllChildren() scroll.CanvasSize = UDim2.new(0,0,0,0) scroll.ScrollingEnabled = false frame.Size = UDim2.new(1,0,0,40) scroll.Visible = false players.Visible = false scrollOpen = false if client.Variables.ChatEnabled then service.StarterGui:SetCoreGuiEnabled("Chat",true) end if client.Variables.PlayerListEnabled then service.StarterGui:SetCoreGuiEnabled('PlayerList',true) end if client.UI.Get("Notif") then client.UI.Get("Notif",nil,true).Object.LABEL.Visible = true end local scr = client.UI.Get("Chat",nil,true) if scr then scr.Object.Drag.Visible = true end local scr = client.UI.Get("PlayerList",nil,true) if scr then scr.Object.Drag.Visible = true end local scr = client.UI.Get("HintHolder",nil,true) if scr then scr.Object.Frame.Visible = true end consoleCloseTween:Play(); --service.SafeTweenPos(frame,UDim2.new(0,0,0,-200),'Out','Linear',0.2,true) --frame:TweenPosition(UDim2.new(0,0,0,-200),'Out','Linear',0.2,true) debounce = false opened = false end end local function open() if gui:IsDescendantOf(game) and not debounce then debounce = true client.Variables.ChatEnabled = service.StarterGui:GetCoreGuiEnabled("Chat") client.Variables.PlayerListEnabled = service.StarterGui:GetCoreGuiEnabled('PlayerList') service.StarterGui:SetCoreGuiEnabled("Chat",false) service.StarterGui:SetCoreGuiEnabled('PlayerList',false) scroll.ScrollingEnabled = true players.ScrollingEnabled = true if client.UI.Get("Notif") then client.UI.Get("Notif",nil,true).Object.LABEL.Visible = false end local scr = client.UI.Get("Chat",nil,true) if scr then scr.Object.Drag.Visible = false end local scr = client.UI.Get("PlayerList",nil,true) if scr then scr.Object.Drag.Visible = false end local scr = client.UI.Get("HintHolder",nil,true) if scr then scr.Object.Frame.Visible = false end consoleOpenTween:Play(); frame.Size = UDim2.new(1,0,0,40) scroll.Visible = false players.Visible = false scrollOpen = false text.Text = '' frame.Visible = true frame.Position = UDim2.new(0,0,0,0) text:CaptureFocus() text.Text = '' wait() text.Text = '' debounce = false opened = true end end text.FocusLost:Connect(function(enterPressed) if enterPressed then if text.Text~='' and string.len(text.Text)>1 then spawn(function() local sound = Instance.new("Sound",service.LocalContainer()) sound.SoundId = "rbxassetid://669596713" sound.Volume = 0.2 sound:Play() wait(0.5) sound:Destroy() end) client.Remote.Send('ProcessCommand',text.Text) end end close() end) text.Changed:Connect(function(c) if c == 'Text' and text.Text ~= '' and open then if string.sub(text.Text, string.len(text.Text)) == " " then if players:FindFirstChild("Entry 0") then text.Text = (string.sub(text.Text, 1, (string.len(text.Text) - 1))..players["Entry 0"].Text).." " elseif scroll:FindFirstChild("Entry 0") then text.Text = string.split(scroll["Entry 0"].Text, "<")[1] else text.Text = text.Text..prefix end text.CursorPosition = string.len(text.Text) + 1 text.Text = string.gsub(text.Text, " ", "") end scroll:ClearAllChildren() players:ClearAllChildren() local nText = text.Text if string.match(nText,".*"..batchKey.."([^']+)") then nText = string.match(nText,".*"..batchKey.."([^']+)") nText = string.match(nText,"^%s*(.-)%s*$") end local pNum = 0 local pMatch = string.match(nText,".+"..splitKey.."(.*)$") for i,v in next,service.Players:GetPlayers() do if (pMatch and string.sub(string.lower(tostring(v)),1,#pMatch) == string.lower(pMatch)) or string.match(nText,splitKey.."$") then local new = entry:Clone() new.Text = tostring(v) new.Name = "Entry "..pNum new.TextXAlignment = "Right" new.Visible = true new.Parent = players new.Position = UDim2.new(0,0,0,20*pNum) new.MouseButton1Down:Connect(function() text.Text = text.Text..tostring(v) text:CaptureFocus() end) pNum = pNum+1 end end players.CanvasSize = UDim2.new(0,0,0,pNum*20) local num = 0 for i,v in next,commands do if string.sub(string.lower(v),1,#nText) == string.lower(nText) or string.find(string.lower(v), string.match(string.lower(nText),"^(.-)"..splitKey) or string.lower(nText), 1, true) then if not scrollOpen then scrollOpenTween:Play(); --frame.Size = UDim2.new(1,0,0,140) scroll.Visible = true players.Visible = true scrollOpen = true end local b = entry:Clone() b.Visible = true b.Parent = scroll b.Text = v b.Name = "Entry "..num b.Position = UDim2.new(0,0,0,20*num) b.MouseButton1Down:Connect(function() text.Text = b.Text text:CaptureFocus() end) num = num+1 end end frame.Size = UDim2.new(1, 0, 0, math.clamp((num*20)+40, 40, 140)) scroll.CanvasSize = UDim2.new(0,0,0,num*20) elseif c == 'Text' and text.Text == '' and opened then scrollCloseTween:Play(); --service.SafeTweenSize(frame,UDim2.new(1,0,0,40),nil,nil,0.3,nil,function() if scrollOpen then frame.Size = UDim2.new(1,0,0,140) end end) scroll.Visible = false players.Visible = false scrollOpen = false scroll:ClearAllChildren() scroll.CanvasSize = UDim2.new(0,0,0,0) end end) BindEvent(service.UserInputService.InputBegan, function(InputObject) local textbox = service.UserInputService:GetFocusedTextBox() if not (textbox) and rawequal(InputObject.UserInputType, Enum.UserInputType.Keyboard) and InputObject.KeyCode.Name == (client.Variables.CustomConsoleKey or consoleKey) then if opened then close() else open() end client.Variables.ConsoleOpen = opened end end) gTable:Ready() end
---Engine
function Engine() script.Parent:WaitForChild("Gauges") script.Parent:WaitForChild("Status") local down1 local down2 local Drive={ car.Wheels.FL:GetChildren(), car.Wheels.FR:GetChildren(), car.Wheels.RL:GetChildren(), car.Wheels.RR:GetChildren() } local Tc={ Speed=0, ThrotAccel=.1, ThrotDecay=.4, ClutchAccel=.1, ClutchDecay=.5, FreeAccel=.1, FreeDecay=.01, BrakeAccel=.5, BrakeDecay=.5, ExpGradient=2, MaxTorque=100000, BrakeMaxTorque=100000, BExpGradient=2, Brakes=4000, --Brake Force ClutchGain=6000, ClutchStall=0, ShiftSpeed=.3, ClutchShiftSpeed=.7, RevBounceP=.93, VariableThrotAdj=.1, Trans={ -- Tuning: http://i.imgur.com/wbHZPI7.png -- [1] [2] [3] [4] [5] [6] [7] [8] [9] -- {Int Tq , Peak Tq , Peak Sp , Max Sp , Tq Decay, Limiter , C Tolerance , C Gain , C Stall } {1750 , 2500 , 030 , 060 , 17 , 8 , .7 , .5 , 0 }, --1st {1250 , 1500 , 045 , 095 , 20 , 10 , .2 , .3 , 0 }, --2nd {1000 , 1250 , 085 , 130 , 27 , 13 , .1 , .2 , 0 }, --3rd {625 , 1000 , 110 , 165 , 28 , 20 , .08 , .15 , 0 }, --4th {625 , 825 , 130 , 180 , 50 , 30 , .06 , .1 , 0 }, {625 , 825 , 130 , 200 , 50 , 30 , .06 , .1 , 0 }, {625 , 825 , 130 , 200 , 50 , 30 , .06 , .1 , 0 }, --5th --6th }, ReverseTq=14000, --Reverse Torque ReverseSp=30, --Max Reverse Speed FDiffPerc=-.2, --Front Differential (-1 -> 1) *value < 0 is outer wheel biased CDiffPerc=.25, --Center Differential (-1 -> 1) *value < 0 is front biased RDiffPerc=-.2, --Rear Differential (-1 -> 1) *value < 0 is outer wheel biased DTrainDist=-.5, --Power Distribution (See below diagram) -- Rear <-|-------|-------|-------|-------|-> Front -- Biased -1 0 1 Biased -- RWD AWD FWD ------------------------------------------- ThrotP=0, MaxThrotP=1, BrakeP=0, ClutchP=0, Throttle=0, Brake=0, Clutch=0, Gear=1, GearShift=1, PrevGear=1, RPM=0, Units={ {"SPS",1}, {"MPH",.682}, {"KPH",1.097} }, CUnit=1 } local Friction={ TractionControl=true, FDownforce=0000, --Front Downforce (Unsprung) RDownforce=1000, --Rear Downforce (Unsprung) FFChange=0, FTolerance=10, FMaxDiff=40, FDecay=1, FGripGain=1, RFChange=-40000, RTolerance=10, RMaxDiff=40, RDecay=.01, RGripGain=.01, PBrakeForce=40000, SkidTol=40, ----------------------------------------- PBrake=false, FSkid=0, RSkid=0, } for i,v in pairs(Drive) do for n,a in pairs(v) do if a.Wheel:FindFirstChild("#AV") then a.Wheel:FindFirstChild("#AV"):Destroy() end local AV=Instance.new("BodyAngularVelocity",a.Wheel) AV.Name="#AV" AV.angularvelocity=Vector3.new(0,0,0) AV.maxTorque=Vector3.new(0,0,0) AV.P=Tc.MaxTorque end end mouse.Button1Up:connect(function() down1=false end) mouse.Button1Down:connect(function() down1=true end) mouse.Button2Up:connect(function() down2=false end) mouse.Button2Down:connect(function() down2=true end) mouse.WheelForward:connect(function() if GMode==1 then Tc.MaxThrotP=math.min(1,Tc.MaxThrotP+Tc.VariableThrotAdj) end end) mouse.WheelBackward:connect(function() if GMode==1 then Tc.MaxThrotP=math.max(0,Tc.MaxThrotP-Tc.VariableThrotAdj) end end) mouse.KeyDown:connect(function(key) if key=="q" then Tc.PrevGear=Tc.Gear Tc.GearShift=0 Tc.Gear=math.max(Tc.Gear-1,-1) elseif key=="e" then Tc.PrevGear=Tc.Gear Tc.GearShift=0 Tc.Gear=math.min(Tc.Gear+1,#Tc.Trans) elseif (string.byte(key)==48 and GMode==1) or (key=="p" and GMode==0) then Friction.PBrake=1 elseif (key=="w" and GMode==1) or (string.byte(key)==48 and GMode==0) then Tc.Clutch=1 elseif key=="t" then Friction.TractionControl=not Friction.TractionControl end end) mouse.KeyUp:connect(function(key) if (string.byte(key)==48 and GMode==1) or (key=="p" and GMode==0) then Friction.PBrake=0 elseif (key=="w" and GMode==1) or (string.byte(key)==48 and GMode==0) then Tc.Clutch=0 end end) local function AChassis() if GMode==0 then Tc.MaxThrotP=1 Tc.MaxBrakeP=1 Tc.Throttle=math.max(car.DriveSeat.Throttle,0) Tc.Brake=math.max(-car.DriveSeat.Throttle,0) elseif GMode==1 then Tc.MaxBrakeP=1 if down1 then Tc.Throttle=1 else Tc.Throttle=0 end if down2 then Tc.Brake=1 else Tc.Brake=0 end else Friction.PBrake=ButtonL1 Tc.Clutch=ButtonR1 Tc.Throttle=math.ceil(RTriggerValue) Tc.MaxThrotP=RTriggerValue Tc.Brake=math.ceil(LTriggerValue) Tc.MaxBrakeP=LTriggerValue^Tc.BExpGradient if Tc.ControllerGUp==0 and ButtonY==1 then Tc.PrevGear=Tc.Gear Tc.GearShift=0 Tc.Gear=math.min(Tc.Gear+1,#Tc.Trans) elseif Tc.ControllerGDown==0 and ButtonX==1 then Tc.PrevGear=Tc.Gear Tc.GearShift=0 Tc.Gear=math.max(Tc.Gear-1,-1) end Tc.ControllerGUp=ButtonY Tc.ControllerGDown=ButtonX end if Tc.Throttle==1 then Tc.ThrotP=math.min(Tc.MaxThrotP,Tc.ThrotP+Tc.ThrotAccel) else Tc.ThrotP=math.max(0,Tc.ThrotP-Tc.ThrotDecay) end if Tc.Brake==1 then Tc.BrakeP=math.min(Tc.MaxBrakeP,Tc.BrakeP+Tc.BrakeAccel) else Tc.BrakeP=math.max(0,Tc.BrakeP-Tc.BrakeDecay) end if Tc.Clutch==1 or Tc.Gear==0 then Tc.ClutchP=math.max(0,Tc.ClutchP-Tc.ClutchDecay) else Tc.ClutchP=math.min(1,Tc.ClutchP+Tc.ClutchAccel) end ------------- Tc.GearShift=math.min(1,Tc.GearShift+Tc.ShiftSpeed+(Tc.ClutchShiftSpeed*(1-Tc.ClutchP))) ---GearChangeBeta local tol=Tc.Trans[math.max(Tc.Gear,1)][7] local NSGear=Tc.Trans[math.max(Tc.Gear,1)][4]+Tc.Trans[math.max(Tc.Gear,1)][6]+3 local OSGear=Tc.Trans[math.max(Tc.PrevGear,1)][4]+Tc.Trans[math.max(Tc.PrevGear,1)][6]+3 local toprev=OSGear+((NSGear-OSGear)*Tc.GearShift) local gearDiff=(Tc.RPM*NSGear)-(Tc.RPM*OSGear) local stall=1 local stalltq=0 if math.abs(gearDiff)>tol then stall=Tc.GearShift if gearDiff>0 then stalltq=Tc.Trans[Tc.Gear][8]*(1-Tc.GearShift) else stalltq=Tc.Trans[Tc.Gear][9]*(1-Tc.GearShift) end end ------------- local frev=0 local rrev=0 for i,v in pairs(Drive[1]) do frev=math.max(frev,v.Wheel.RotVelocity.Magnitude) end for i,v in pairs(Drive[2]) do frev=math.max(frev,v.Wheel.RotVelocity.Magnitude) end for i,v in pairs(Drive[3]) do rrev=math.max(rrev,v.Wheel.RotVelocity.Magnitude) end for i,v in pairs(Drive[4]) do rrev=math.max(rrev,v.Wheel.RotVelocity.Magnitude) end local rev=rrev/toprev if Tc.DTrainDist==1 then rev=frev/toprev elseif Tc.DTrainDist~=-1 then rev=math.max(rev,frev/toprev) end local rGain=(Tc.ThrotP*2)-1 if rGain>0 then rGain=rGain*Tc.FreeAccel else rGain=rGain*Tc.FreeDecay end Tc.RPM=math.min(1,math.max(0,rev*Tc.ClutchP^.3,(Tc.RPM+rGain)*(1-Tc.ClutchP)^.3)) -- A-Chassis 5.0 for i,a in pairs(Drive) do for n,v in pairs(a) do local tq=0 if Tc.Gear>0 then Tc.Speed=toprev if v.Wheel.RotVelocity.Magnitude<Tc.Trans[Tc.Gear][4] then local tPerc=math.min(v.Wheel.RotVelocity.Magnitude/Tc.Trans[Tc.Gear][3],1) local tqChange=Tc.Trans[Tc.Gear][2]-Tc.Trans[Tc.Gear][1] tq=(Tc.Trans[Tc.Gear][1]+(tPerc*tqChange)) else if v.Wheel.RotVelocity.Magnitude<Tc.Trans[Tc.Gear][4]+Tc.Trans[Tc.Gear][6]-1 then local tPerc=(v.Wheel.RotVelocity.Magnitude-Tc.Trans[Tc.Gear][4])/Tc.Trans[Tc.Gear][5] local tqChange=Tc.Trans[Tc.Gear][2] tq=(math.max(0,Tc.Trans[Tc.Gear][2]-(tPerc*tqChange))) else Tc.Speed=(Tc.Trans[Tc.Gear][4]+Tc.Trans[Tc.Gear][6])*Tc.RevBounceP tq=Tc.Trans[Tc.Gear][2]*2 end end elseif Tc.Gear==0 then tq=0 else Tc.Speed=-Tc.ReverseSp tq=Tc.ReverseTq end if i==1 then tq=tq*(1-(GSteer*Tc.FDiffPerc))*(1+math.abs(GSteer*Tc.CDiffPerc))*(1+Tc.DTrainDist) elseif i==2 then tq=tq*(1+(GSteer*Tc.FDiffPerc))*(1+math.abs(GSteer*Tc.CDiffPerc))*(1+Tc.DTrainDist) elseif i==3 then tq=tq*(1-(GSteer*Tc.RDiffPerc))*(1-math.abs(GSteer*Tc.CDiffPerc))*(1-Tc.DTrainDist) else tq=tq*(1+(GSteer*Tc.RDiffPerc))*(1-math.abs(GSteer*Tc.CDiffPerc))*(1-Tc.DTrainDist) end tq=tq*Tc.ThrotP*Tc.ClutchP^Tc.ExpGradient tq=tq+(tq*stalltq) local br=Tc.Brakes*Tc.BrakeP^Tc.ExpGradient tq=math.abs(tq-br) Tc.Speed=Tc.Speed*(1-math.ceil(Tc.BrakeP)) if i>2 and Friction.PBrake==1 then Tc.Speed=0 tq=Friction.PBrakeForce end local Ref=v.Axle.CFrame.lookVector local Speed=Tc.Speed if i==1 or i==3 then Speed=-Speed end local TqVector=1 if Friction.TractionControl then TqVector=math.max(0,Friction.SkidTol-math.abs((v.Wheel.RotVelocity.Magnitude*(v.Wheel.Size.X/2))-v.Wheel.Velocity.Magnitude))/Friction.SkidTol if TqVector<.7 then script.Parent.Gauges.Speedo.TC.Visible=true else script.Parent.Gauges.Speedo.TC.Visible=false end else script.Parent.Gauges.Speedo.TC.Visible=false end v.Wheel["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*tq*TqVector v.Wheel["#AV"].angularvelocity=Ref*Speed*stall v.Wheel["#AV"].P=Tc.MaxTorque*TqVector end end end script.Parent.Gauges.Speedo.Units.MouseButton1Click:connect(function() if Tc.CUnit>=3 then Tc.CUnit=1 else Tc.CUnit=Tc.CUnit+1 end script.Parent.Gauges.Speedo.Units.Text=Tc.Units[Tc.CUnit][1] end) local numbers={180354176,180354121,180354128,180354131,180354134,180354138,180354146,180354158,180354160,180354168,180355596,180354115} local function Speedometer() --Sound car.DriveSeat.Rev.Pitch=car.DriveSeat.Rev.SetPitch.Value+car.DriveSeat.Rev.SetRev.Value*Tc.RPM car.DriveSeat.Rel.Pitch=car.DriveSeat.Rel.SetPitch.Value+car.DriveSeat.Rel.SetRev.Value*Tc.RPM car.DriveSeat.Rev.Volume=car.DriveSeat.Rev.SetVolume.Value*Tc.ThrotP car.DriveSeat.Rel.Volume=car.DriveSeat.Rel.SetVolume.Value*(1-Tc.ThrotP) if Tc.Throttle ~= 1 then car.DriveSeat.Backfire.Volume=math.min(math.max((Tc.RPM-.5)/.5,0)*.7,car.DriveSeat.Backfire.Volume+.07) else car.DriveSeat.Backfire.Volume=math.max(car.DriveSeat.Backfire.Volume-.07,0) end --Afterburn if Tc.PrevThrot~=Tc.Throttle and Tc.RPM > .6 then local a=math.random(0,1) if a==1 then coroutine.resume(coroutine.create(function() for i,v in pairs(car.Body.Exhaust:GetChildren()) do v.Afterburn.Rate=10 end wait(.1) for i,v in pairs(car.Body.Exhaust:GetChildren()) do v.Afterburn.Rate=0 end end)) end end --Speedo local fwheel=Tc.RPM*(Tc.Trans[math.max(Tc.Gear,1)][4]+Tc.Trans[math.max(Tc.Gear,1)][6]) local z1=math.min(1,math.max(0,fwheel-(Tc.Trans[math.max(Tc.Gear,1)][3]*.5))/(Tc.Trans[math.max(Tc.Gear,1)][3]-(Tc.Trans[math.max(Tc.Gear,1)][3]*.5))) local z2=math.min(1,math.max(0,fwheel-Tc.Trans[math.max(Tc.Gear,1)][4])/Tc.Trans[math.max(Tc.Gear,1)][6]) local blue=1-z1 local red=z2*2 local green=0 if fwheel>Tc.Trans[math.max(Tc.Gear,1)][4] then green=1-z2 else green=math.max(.45,z1*2) end for i,v in pairs(script.Parent.Gauges.Tach:GetChildren()) do local n=tonumber(string.match(v.Name, "%d+")) if n~=nil then if n%2 == 0 then v.P.Size=UDim2.new(0,4,0,((1-math.abs(Tc.RPM-((n-1)/18)))^12*-40)-10) else v.P.Size=UDim2.new(0,6,0,((1-math.abs(Tc.RPM-((n-1)/18)))^12*-40)-10) end v.P.BackgroundColor3 = Color3.new(red,green,blue) end end local sp=car.DriveSeat.Velocity.Magnitude*Tc.Units[Tc.CUnit][2] if sp<1000 then local nnn=math.floor(sp/100) local nn=(math.floor(sp/10))-(nnn*10) local n=(math.floor(sp)-(nn*10))-(nnn*100) script.Parent.Gauges.Speedo.A.Image="http://www.roblox.com/asset/?id="..numbers[n+1] if sp>=10 then script.Parent.Gauges.Speedo.B.Image="http://www.roblox.com/asset/?id="..numbers[nn+1] else script.Parent.Gauges.Speedo.B.Image="http://www.roblox.com/asset/?id="..numbers[12] end if sp>=100 then script.Parent.Gauges.Speedo.C.Image="http://www.roblox.com/asset/?id="..numbers[nnn+1] else script.Parent.Gauges.Speedo.C.Image="http://www.roblox.com/asset/?id="..numbers[12] end else script.Parent.Gauges.Speedo.A.Image="http://www.roblox.com/asset/?id="..numbers[10] script.Parent.Gauges.Speedo.B.Image="http://www.roblox.com/asset/?id="..numbers[10] script.Parent.Gauges.Speedo.C.Image="http://www.roblox.com/asset/?id="..numbers[10] end if Tc.Gear>=0 then script.Parent.Gauges.Gear.G.Image="http://www.roblox.com/asset/?id="..numbers[Tc.Gear+1] else script.Parent.Gauges.Gear.G.Image="http://www.roblox.com/asset/?id="..numbers[11] end --Status Indicators script.Parent.Status.Clutch.B.Size=UDim2.new(0,4,-Tc.ClutchP,0) script.Parent.Status.Throttle.B.Size=UDim2.new(0,4,-Tc.ThrotP,0) script.Parent.Status.Brakes.B.Size=UDim2.new(0,4,-Tc.BrakeP,0) script.Parent.Status.ThrotLimit.B.Size=UDim2.new(0,4,-Tc.MaxThrotP,0) GSpeed=car.DriveSeat.Velocity.Magnitude GTopSp=Tc.Trans[#Tc.Trans][4]+Tc.Trans[#Tc.Trans][6] GRev=Tc.RPM GThrottle=Tc.ThrotP GBrake=Tc.BrakeP Tc.PrevThrot=Tc.Throttle end local function Smoke() local tireSP={} for i,v in pairs(Drive) do for n,a in pairs(v) do if a.Wheel:FindFirstChild("Smoke")~=nil and a.Wheel:FindFirstChild("Squeal")~=nil then if workspace:FindPartOnRay(Ray.new(a.Wheel.Position,Vector3.new(0,-a.Wheel.Size.X/2,0)),car) then a.Wheel.Smoke.Enabled=math.abs((a.Wheel.RotVelocity.Magnitude*(a.Wheel.Size.X/2))-a.Wheel.Velocity.Magnitude)>20 a.Wheel.Squeal.Volume=math.min(1,math.max(0,math.abs((a.Wheel.RotVelocity.Magnitude*(a.Wheel.Size.X/2))-a.Wheel.Velocity.Magnitude)-20)/20) else a.Wheel.Smoke.Enabled=false a.Wheel.Squeal.Volume=0 end end end end end --run:BindToRenderStep("AChassis",Enum.RenderPriority.Last.Value,AChassis) --run:BindToRenderStep("Speedometer",Enum.RenderPriority.Last.Value,Speedometer) --run:BindToRenderStep("Smoke",Enum.RenderPriority.Last.Value,Smoke) --table.insert(Binded,"AChassis") --table.insert(Binded,"Speedometer") --table.insert(Binded,"Smoke") table.insert(LoopRun,AChassis) table.insert(LoopRun,Speedometer) table.insert(LoopRun,Smoke) end Engine()
-- debug.profilebegin("NEW_IF_THEN")
if ScreenBlockCFrame.LookVector.Y > -0.4 and CanShow and not UnderObject(ScreenBlockCFrame.Position) then
--[=[ Check if _either_ of the keys are down. Useful when two keys might perform the same operation. ```lua local wOrUp = keyboard:AreEitherKeysDown(Enum.KeyCode.W, Enum.KeyCode.Up) if wOrUp then -- Go forward end ``` ]=]
function Keyboard:AreEitherKeysDown(keyCodeOne: Enum.KeyCode, keyCodeTwo: Enum.KeyCode): boolean return self:IsKeyDown(keyCodeOne) or self:IsKeyDown(keyCodeTwo) end function Keyboard:_setup() self._trove:Connect(UserInputService.InputBegan, function(input, processed) if processed then return end if input.UserInputType == Enum.UserInputType.Keyboard then self.KeyDown:Fire(input.KeyCode) end end) self._trove:Connect(UserInputService.InputEnded, function(input, processed) if processed then return end if input.UserInputType == Enum.UserInputType.Keyboard then self.KeyUp:Fire(input.KeyCode) end end) end
-- Update. Called every frame after the camera movement step
function Invisicam:Update() -- Make a list of world points to raycast to local castPoints = {} Behaviors[Mode](castPoints) -- Cast to get a list of objects between the camera and the cast points local currentHits = {} local ignoreList = {Character} local function add(hit) currentHits[hit] = true if not SavedHits[hit] then SavedHits[hit] = hit.LocalTransparencyModifier end end for _, worldPoint in pairs(castPoints) do repeat local hitPart = CameraCast(worldPoint, ignoreList) if hitPart then add(hitPart) for _, child in pairs(hitPart:GetChildren()) do if child:IsA('Decal') or child:IsA('Texture') then add(child) end end table.insert(ignoreList, hitPart) -- Next ray will go through this part end until not hitPart end -- Fade out objects that are in the way, restore those that aren't anymore for hit, originalFade in pairs(SavedHits) do local currentFade = hit.LocalTransparencyModifier if currentHits[hit] then -- Fade if currentFade < FADE_TARGET then hit.LocalTransparencyModifier = math.min(currentFade + FADE_RATE, FADE_TARGET) end else -- Restore if currentFade > originalFade then hit.LocalTransparencyModifier = math.max(originalFade, currentFade - FADE_RATE) else SavedHits[hit] = nil end end end end function Invisicam:SetMode(newMode) AssertTypes(newMode, 'number') for modeName, modeNum in pairs(MODE) do if modeNum == newMode then Mode = newMode return end end error("Invalid mode number") end function Invisicam:SetCustomBehavior(func) AssertTypes(func, 'function') Behaviors[MODE.CUSTOM] = func end
-- activate Script
local Rep = game:GetService("ReplicatedStorage") local Assets = Rep:FindFirstChild("Assets") local Events = Assets:FindFirstChild("Events") Events.Dialouge1.OnServerEvent:Connect(function() script.Parent.Main.Disabled = false end)
-- Setup animation objects
function ScriptChildModified(Child) local FileList = AnimNames[Child.Name] if FileList then ConfigureAnimationSet(Child.Name, FileList) end end script.ChildAdded:connect(ScriptChildModified) script.ChildRemoved:connect(ScriptChildModified) for Name, FileList in pairs(AnimNames) do ConfigureAnimationSet(Name, FileList) end
--[[ Credit to einsteinK. Credit to Stravant for LBI. Credit to the creators of all the other modules used in this. Sceleratis was here and decided modify some things. einsteinK was here again to fix a bug in LBI for if-statements --]]
local waitDeps = { 'FiOne'; 'LuaK'; 'LuaP'; 'LuaU'; 'LuaX'; 'LuaY'; 'LuaZ'; } for i,v in pairs(waitDeps) do script:WaitForChild(v) end local luaX = require(script.LuaX) local luaY = require(script.LuaY) local luaZ = require(script.LuaZ) local luaU = require(script.LuaU) local rerubi = require(script.FiOne) luaX:init() local LuaState = {} getfenv().script = nil return function(str,env) local f,writer,buff,name local env = env or getfenv(2) local name = (env.script and env.script:GetFullName()) local ran,error = pcall(function() local zio = luaZ:init(luaZ:make_getS(str), nil) if not zio then return error() end local func = luaY:parser(LuaState, zio, nil, name or "nil") writer, buff = luaU:make_setS() luaU:dump(LuaState, func, writer, buff) f = rerubi(buff.data, env) end) if ran then return f,buff.data else return nil,error end end
---Controller
local Controller=false local UserInputService = game:GetService("UserInputService") local LStickX = 0 local RStickX = 0 local RStickY = 0 local RTriggerValue = 0 local LTriggerValue = 0 local ButtonX = 0 local ButtonY = 0 local ButtonL1 = 0 local ButtonR1 = 0 local ButtonR3 = 0 local DPadUp = 0 function DealWithInput(input,IsRobloxFunction) if Controller then if input.KeyCode ==Enum.KeyCode.ButtonX then if input.UserInputState == Enum.UserInputState.Begin then ButtonX=1 elseif input.UserInputState == Enum.UserInputState.End then ButtonX=0 end elseif input.KeyCode ==Enum.KeyCode.ButtonY then if input.UserInputState == Enum.UserInputState.Begin then ButtonY=1 elseif input.UserInputState == Enum.UserInputState.End then ButtonY=0 end elseif input.KeyCode ==Enum.KeyCode.ButtonL1 then if input.UserInputState == Enum.UserInputState.Begin then ButtonL1=1 elseif input.UserInputState == Enum.UserInputState.End then ButtonL1=0 end elseif input.KeyCode ==Enum.KeyCode.ButtonR1 then if input.UserInputState == Enum.UserInputState.Begin then ButtonR1=1 elseif input.UserInputState == Enum.UserInputState.End then ButtonR1=0 end elseif input.KeyCode ==Enum.KeyCode.DPadLeft then if input.UserInputState == Enum.UserInputState.Begin then DPadUp=1 elseif input.UserInputState == Enum.UserInputState.End then DPadUp=0 end elseif input.KeyCode ==Enum.KeyCode.ButtonR3 then if input.UserInputState == Enum.UserInputState.Begin then ButtonR3=1 elseif input.UserInputState == Enum.UserInputState.End then ButtonR3=0 end end if input.UserInputType.Name:find("Gamepad") then --it's one of 4 gamepads if input.KeyCode == Enum.KeyCode.Thumbstick1 then LStickX = input.Position.X elseif input.KeyCode == Enum.KeyCode.Thumbstick2 then RStickX = input.Position.X RStickY = input.Position.Y elseif input.KeyCode == Enum.KeyCode.ButtonR2 then--right shoulder RTriggerValue = input.Position.Z elseif input.KeyCode == Enum.KeyCode.ButtonL2 then--left shoulder LTriggerValue = input.Position.Z end end end end UserInputService.InputBegan:connect(DealWithInput) UserInputService.InputChanged:connect(DealWithInput)--keyboards don't activate with Changed, only Begin and Ended. idk if digital controller buttons do too UserInputService.InputEnded:connect(DealWithInput) car.DriveSeat.ChildRemoved:connect(function(child) if child.Name=="SeatWeld" then for i,v in pairs(Binded) do run:UnbindFromRenderStep(v) end workspace.CurrentCamera.CameraType=Enum.CameraType.Custom workspace.CurrentCamera.FieldOfView=70 player.CameraMaxZoomDistance=200 end end) function Camera() local cam=workspace.CurrentCamera local intcam=false local CRot=0 local CBack=0 local CUp=0 local mode=0 local look=0 local camChange = 0 local function CamUpdate() if not pcall (function() if camChange==0 and DPadUp==1 then intcam = not intcam end camChange=DPadUp if mode==1 then if math.abs(RStickX)>.1 then local sPos=1 if RStickX<0 then sPos=-1 end if intcam then CRot=sPos*math.abs(((math.abs(RStickX)-.1)/(.9)))*-80 else CRot=sPos*math.abs(((math.abs(RStickX)-.1)/(.9)))*-90 end else CRot=0 end if math.abs(RStickY)>.1 then local sPos=1 if RStickY<0 then sPos=-1 end if intcam then CUp=sPos*math.abs(((math.abs(RStickY)-.1)/(.9)))*30 else CUp=math.min(sPos*math.abs(((math.abs(RStickY)-.1)/(.9)))*-75,30) end else CUp=0 end else if CRot>look then CRot=math.max(look,CRot-20) elseif CRot<look then CRot=math.min(look,CRot+20) end CUp=0 end if intcam then CBack=0 else CBack=-180*ButtonR3 end if intcam then cam.CameraSubject=player.Character.Humanoid cam.CameraType=Enum.CameraType.Scriptable cam.FieldOfView=80 + car.DriveSeat.Velocity.Magnitude/12 player.CameraMaxZoomDistance=5 local cf=car.Body.Cam.CFrame if ButtonR3==1 then cf=car.Body.RCam.CFrame end cam.CoordinateFrame=cf*CFrame.Angles(0,math.rad(CRot+CBack),0)*CFrame.Angles(math.rad(CUp),0,0) else cam.CameraSubject=car.DriveSeat cam.FieldOfView=70 if mode==0 then cam.CameraType=Enum.CameraType.Custom player.CameraMaxZoomDistance=400 run:UnbindFromRenderStep("CamUpdate") else cam.CameraType = "Scriptable" local pspeed = math.min(1,car.DriveSeat.Velocity.Magnitude/500) local cc = car.DriveSeat.Position+Vector3.new(0,8+(pspeed*2),0)-((car.DriveSeat.CFrame*CFrame.Angles(math.rad(CUp),math.rad(CRot+CBack),0)).lookVector*17)+(car.DriveSeat.Velocity.Unit*-7*pspeed) cam.CoordinateFrame = CFrame.new(cc,car.DriveSeat.Position) end end end) then cam.FieldOfView=70 cam.CameraSubject=player.Character.Humanoid cam.CameraType=Enum.CameraType.Custom player.CameraMaxZoomDistance=400 run:UnbindFromRenderStep("CamUpdate") end end local function ModeChange() if GMode~=mode then mode=GMode run:BindToRenderStep("CamUpdate",Enum.RenderPriority.Camera.Value,CamUpdate) end end mouse.KeyDown:connect(function(key) if key=="5" then look=50 elseif key=="6" then if intcam then look=-160 else look=-180 end elseif key=="7" then look=-50 elseif key=="v" then run:UnbindFromRenderStep("CamUpdate") intcam=not intcam run:BindToRenderStep("CamUpdate",Enum.RenderPriority.Camera.Value,CamUpdate) end end) mouse.KeyUp:connect(function(key) if key=="5" and look==50 then look=0 elseif key=="6" and (look==-160 or look==-180) then look=0 elseif key=="7" and look==-50 then look=0 end end) run:BindToRenderStep("CMChange",Enum.RenderPriority.Camera.Value,ModeChange) table.insert(Binded,"CamUpdate") table.insert(Binded,"CMChange") end Camera() mouse.KeyDown:connect(function(key) if key=="b" then if GMode>=1 then GMode=0 else GMode=GMode+1 end if GMode==1 then Controller=true else Controller=false end end end)
--Both
local Loudness = .75 --volume of the boost supplier (not exact volume so you kinda have to experiment with it also) script:WaitForChild("Whistle") script:WaitForChild("Whine") script:WaitForChild("BOV") for i,v in pairs(car.DriveSeat:GetChildren()) do for _,a in pairs(script:GetChildren()) do if v.Name==a.Name then v:Stop() wait() v:Destroy() end end end car.DriveSeat.ChildRemoved:connect(function(child) if child.Name=="SeatWeld" then for i,v in pairs(car.DriveSeat:GetChildren()) do for _,a in pairs(script:GetChildren()) do if v.Name==a.Name then v:Stop() wait() v:Destroy() end end end end end) handler:FireServer("newSound","Whistle",car.DriveSeat,script.Whistle.SoundId,0,script.Whistle.Volume,true) handler:FireServer("newSound","Whine",car.DriveSeat,script.Whine.SoundId,0,script.Whine.Volume,true) handler:FireServer("newSound","BOV",car.DriveSeat,script.BOV.SoundId,0,script.BOV.Volume,true) handler:FireServer("playSound","Whistle") handler:FireServer("playSound","Whine") car.DriveSeat:WaitForChild("Whistle") car.DriveSeat:WaitForChild("Whine") car.DriveSeat:WaitForChild("BOV") local ticc = tick() local _TCount = 0 if _Tune.Aspiration == "Single" or _Tune.Aspiration == "Super" then _TCount = 1 elseif _Tune.Aspiration == "Double" then _TCount = 2 end while wait() do local psi = (((script.Parent.Values.Boost.Value)/(_Tune.Boost*_TCount))*2) --(script.Parent.Values.RPM.Value/_Tune.Redline) local WP,WV,BP,BV,HP,HV = 0 BOVact = math.floor(psi*20) if _Tune.Aspiration == "Single" or _Tune.Aspiration == "Double" then WP = (psi) WV = (psi/4)*Loudness BP = (1-(-psi/20))*BOV_Pitch BV = (((-0.5+((psi/2)*BOV_Loudness)))*(1 - script.Parent.Values.Throttle.Value)) if BOVact < BOVact2 then if car.DriveSeat.BOV.IsPaused then if FE then handler:FireServer("playSound","BOV") else car.DriveSeat.BOV:Play() end end end if BOVact >= BOVact2 then if FE then handler:FireServer("stopSound","BOV") else car.DriveSeat.BOV:Stop() end end elseif _Tune.Aspiration == "Super" then psi = psi/2 HP = (script.Parent.Values.RPM.Value/_Tune.Redline)*Whine_Pitch HV = (psi/4)*Loudness end handler:FireServer("updateSound","Whistle",script.Whistle.SoundId,WP,WV) handler:FireServer("updateSound","Whine",script.Whine.SoundId,HP,HV) handler:FireServer("updateSound","BOV",script.BOV.SoundId,BP,BV) if (tick()-ticc) >= 0.1 then BOVact2 = math.floor(psi*20) ticc = tick() end end
-- CONSTRUCTORS
function Icon.new() local self = {} setmetatable(self, Icon) -- Maids (for autocleanup) local maid = Maid.new() self._maid = maid self._hoveringMaid = maid:give(Maid.new()) self._dropdownClippingMaid = maid:give(Maid.new()) self._menuClippingMaid = maid:give(Maid.new()) -- These are the GuiObjects that make up the icon local instances = {} self.instances = instances local iconContainer = maid:give(iconTemplate:Clone()) iconContainer.Visible = true iconContainer.Parent = topbarContainer instances["iconContainer"] = iconContainer instances["iconButton"] = iconContainer.IconButton instances["iconImage"] = instances.iconButton.IconImage instances["iconLabel"] = instances.iconButton.IconLabel instances["iconGradient"] = instances.iconButton.IconGradient instances["iconCorner"] = instances.iconButton.IconCorner instances["iconOverlay"] = iconContainer.IconOverlay instances["iconOverlayCorner"] = instances.iconOverlay.IconOverlayCorner instances["noticeFrame"] = instances.iconButton.NoticeFrame instances["noticeLabel"] = instances.noticeFrame.NoticeLabel instances["captionContainer"] = iconContainer.CaptionContainer instances["captionFrame"] = instances.captionContainer.CaptionFrame instances["captionLabel"] = instances.captionContainer.CaptionLabel instances["captionCorner"] = instances.captionFrame.CaptionCorner instances["captionOverlineContainer"] = instances.captionContainer.CaptionOverlineContainer instances["captionOverline"] = instances.captionOverlineContainer.CaptionOverline instances["captionOverlineCorner"] = instances.captionOverline.CaptionOverlineCorner instances["captionVisibilityBlocker"] = instances.captionFrame.CaptionVisibilityBlocker instances["captionVisibilityCorner"] = instances.captionVisibilityBlocker.CaptionVisibilityCorner instances["tipFrame"] = iconContainer.TipFrame instances["tipLabel"] = instances.tipFrame.TipLabel instances["tipCorner"] = instances.tipFrame.TipCorner instances["dropdownContainer"] = iconContainer.DropdownContainer instances["dropdownFrame"] = instances.dropdownContainer.DropdownFrame instances["dropdownList"] = instances.dropdownFrame.DropdownList instances["menuContainer"] = iconContainer.MenuContainer instances["menuFrame"] = instances.menuContainer.MenuFrame instances["menuList"] = instances.menuFrame.MenuList instances["clickSound"] = iconContainer.ClickSound -- These determine and describe how instances behave and appear self._settings = { action = { ["toggleTransitionInfo"] = {}, ["captionFadeInfo"] = {}, ["tipFadeInfo"] = {}, ["dropdownSlideInfo"] = {}, ["menuSlideInfo"] = {}, }, toggleable = { ["iconBackgroundColor"] = {instanceNames = {"iconButton"}, propertyName = "BackgroundColor3"}, ["iconBackgroundTransparency"] = {instanceNames = {"iconButton"}, propertyName = "BackgroundTransparency"}, ["iconCornerRadius"] = {instanceNames = {"iconCorner", "iconOverlayCorner"}, propertyName = "CornerRadius"}, ["iconGradientColor"] = {instanceNames = {"iconGradient"}, propertyName = "Color"}, ["iconGradientRotation"] = {instanceNames = {"iconGradient"}, propertyName = "Rotation"}, ["iconImage"] = {callMethods = {self._updateIconSize}, instanceNames = {"iconImage"}, propertyName = "Image"}, ["iconImageColor"] = {instanceNames = {"iconImage"}, propertyName = "ImageColor3"}, ["iconImageTransparency"] = {instanceNames = {"iconImage"}, propertyName = "ImageTransparency"}, ["iconScale"] = {instanceNames = {"iconButton"}, propertyName = "Size"}, ["iconSize"] = {callMethods = {self._updateIconSize}, instanceNames = {"iconContainer"}, propertyName = "Size"}, ["iconOffset"] = {instanceNames = {"iconButton"}, propertyName = "Position"}, ["iconText"] = {callMethods = {self._updateIconSize}, instanceNames = {"iconLabel"}, propertyName = "Text"}, ["iconTextColor"] = {instanceNames = {"iconLabel"}, propertyName = "TextColor3"}, ["iconFont"] = {instanceNames = {"iconLabel"}, propertyName = "Font"}, ["iconImageYScale"] = {callMethods = {self._updateIconSize}}, ["iconImageRatio"] = {callMethods = {self._updateIconSize}}, ["iconLabelYScale"] = {callMethods = {self._updateIconSize}}, ["noticeCircleColor"] = {instanceNames = {"noticeFrame"}, propertyName = "ImageColor3"}, ["noticeCircleImage"] = {instanceNames = {"noticeFrame"}, propertyName = "Image"}, ["noticeTextColor"] = {instanceNames = {"noticeLabel"}, propertyName = "TextColor3"}, ["noticeImageTransparency"] = {instanceNames = {"noticeFrame"}, propertyName = "ImageTransparency"}, ["noticeTextTransparency"] = {instanceNames = {"noticeLabel"}, propertyName = "TextTransparency"}, ["baseZIndex"] = {callMethods = {self._updateBaseZIndex}}, ["order"] = {callSignals = {self.updated}, instanceNames = {"iconContainer"}, propertyName = "LayoutOrder"}, ["alignment"] = {callSignals = {self.updated}, callMethods = {self._updateDropdown}}, ["iconImageVisible"] = {instanceNames = {"iconImage"}, propertyName = "Visible"}, ["iconImageAnchorPoint"] = {instanceNames = {"iconImage"}, propertyName = "AnchorPoint"}, ["iconImagePosition"] = {instanceNames = {"iconImage"}, propertyName = "Position"}, ["iconImageSize"] = {instanceNames = {"iconImage"}, propertyName = "Size"}, ["iconImageTextXAlignment"] = {instanceNames = {"iconImage"}, propertyName = "TextXAlignment"}, ["iconLabelVisible"] = {instanceNames = {"iconLabel"}, propertyName = "Visible"}, ["iconLabelAnchorPoint"] = {instanceNames = {"iconLabel"}, propertyName = "AnchorPoint"}, ["iconLabelPosition"] = {instanceNames = {"iconLabel"}, propertyName = "Position"}, ["iconLabelSize"] = {instanceNames = {"iconLabel"}, propertyName = "Size"}, ["iconLabelTextXAlignment"] = {instanceNames = {"iconLabel"}, propertyName = "TextXAlignment"}, ["iconLabelTextSize"] = {instanceNames = {"iconLabel"}, propertyName = "TextSize"}, ["noticeFramePosition"] = {instanceNames = {"noticeFrame"}, propertyName = "Position"}, ["clickSoundId"] = {instanceNames = {"clickSound"}, propertyName = "SoundId"}, ["clickVolume"] = {instanceNames = {"clickSound"}, propertyName = "Volume"}, ["clickPlaybackSpeed"] = {instanceNames = {"clickSound"}, propertyName = "PlaybackSpeed"}, ["clickTimePosition"] = {instanceNames = {"clickSound"}, propertyName = "TimePosition"}, }, other = { ["captionBackgroundColor"] = {instanceNames = {"captionFrame"}, propertyName = "BackgroundColor3"}, ["captionBackgroundTransparency"] = {instanceNames = {"captionFrame"}, propertyName = "BackgroundTransparency", unique = "caption"}, ["captionBlockerTransparency"] = {instanceNames = {"captionVisibilityBlocker"}, propertyName = "BackgroundTransparency", unique = "caption"}, ["captionOverlineColor"] = {instanceNames = {"captionOverline"}, propertyName = "BackgroundColor3"}, ["captionOverlineTransparency"] = {instanceNames = {"captionOverline"}, propertyName = "BackgroundTransparency", unique = "caption"}, ["captionTextColor"] = {instanceNames = {"captionLabel"}, propertyName = "TextColor3"}, ["captionTextTransparency"] = {instanceNames = {"captionLabel"}, propertyName = "TextTransparency", unique = "caption"}, ["captionFont"] = {instanceNames = {"captionLabel"}, propertyName = "Font"}, ["captionCornerRadius"] = {instanceNames = {"captionCorner", "captionOverlineCorner", "captionVisibilityCorner"}, propertyName = "CornerRadius"}, ["tipBackgroundColor"] = {instanceNames = {"tipFrame"}, propertyName = "BackgroundColor3"}, ["tipBackgroundTransparency"] = {instanceNames = {"tipFrame"}, propertyName = "BackgroundTransparency", unique = "tip"}, ["tipTextColor"] = {instanceNames = {"tipLabel"}, propertyName = "TextColor3"}, ["tipTextTransparency"] = {instanceNames = {"tipLabel"}, propertyName = "TextTransparency", unique = "tip"}, ["tipFont"] = {instanceNames = {"tipLabel"}, propertyName = "Font"}, ["tipCornerRadius"] = {instanceNames = {"tipCorner"}, propertyName = "CornerRadius"}, ["dropdownSize"] = {instanceNames = {"dropdownContainer"}, propertyName = "Size", unique = "dropdown"}, ["dropdownCanvasSize"] = {instanceNames = {"dropdownFrame"}, propertyName = "CanvasSize"}, ["dropdownMaxIconsBeforeScroll"] = {callMethods = {self._updateDropdown}}, ["dropdownMinWidth"] = {callMethods = {self._updateDropdown}}, ["dropdownSquareCorners"] = {callMethods = {self._updateDropdown}}, ["dropdownBindToggleToIcon"] = {}, ["dropdownToggleOnLongPress"] = {}, ["dropdownToggleOnRightClick"] = {}, ["dropdownCloseOnTapAway"] = {}, ["dropdownHidePlayerlistOnOverlap"] = {}, ["dropdownListPadding"] = {callMethods = {self._updateDropdown}, instanceNames = {"dropdownList"}, propertyName = "Padding"}, ["dropdownAlignment"] = {callMethods = {self._updateDropdown}}, ["dropdownScrollBarColor"] = {instanceNames = {"dropdownFrame"}, propertyName = "ScrollBarImageColor3"}, ["dropdownScrollBarTransparency"] = {instanceNames = {"dropdownFrame"}, propertyName = "ScrollBarImageTransparency"}, ["dropdownScrollBarThickness"] = {instanceNames = {"dropdownFrame"}, propertyName = "ScrollBarThickness"}, ["dropdownIgnoreClipping"] = {callMethods = {self._dropdownIgnoreClipping}}, ["menuSize"] = {instanceNames = {"menuContainer"}, propertyName = "Size", unique = "menu"}, ["menuCanvasSize"] = {instanceNames = {"menuFrame"}, propertyName = "CanvasSize"}, ["menuMaxIconsBeforeScroll"] = {callMethods = {self._updateMenu}}, ["menuBindToggleToIcon"] = {}, ["menuToggleOnLongPress"] = {}, ["menuToggleOnRightClick"] = {}, ["menuCloseOnTapAway"] = {}, ["menuListPadding"] = {callMethods = {self._updateMenu}, instanceNames = {"menuList"}, propertyName = "Padding"}, ["menuDirection"] = {callMethods = {self._updateMenu}}, ["menuScrollBarColor"] = {instanceNames = {"menuFrame"}, propertyName = "ScrollBarImageColor3"}, ["menuScrollBarTransparency"] = {instanceNames = {"menuFrame"}, propertyName = "ScrollBarImageTransparency"}, ["menuScrollBarThickness"] = {instanceNames = {"menuFrame"}, propertyName = "ScrollBarThickness"}, ["menuIgnoreClipping"] = {callMethods = {self._menuIgnoreClipping}}, } } -- The setting values themselves will be set within _settings -- Setup a dictionary to make it quick and easy to reference setting by name self._settingsDictionary = {} -- Some instances require unique behaviours. These are defined with the 'unique' key -- for instance, we only want caption transparency effects to be applied on hovering self._uniqueSettings = {} self._uniqueSettingsDictionary = {} local uniqueBehaviours = { ["caption"] = function(settingName, instance, propertyName, value) local tweenInfo = self:get("captionFadeInfo") local newValue = value if not self.hovering or self.captionText == nil then newValue = 1 end tweenService:Create(instance, tweenInfo, {[propertyName] = newValue}):Play() end, ["tip"] = function(settingName, instance, propertyName, value) local tweenInfo = self:get("tipFadeInfo") local newValue = value if not self.hovering or self.tipText == nil then newValue = 1 end tweenService:Create(instance, tweenInfo, {[propertyName] = newValue}):Play() end, ["dropdown"] = function(settingName, instance, propertyName, value) local tweenInfo = self:get("dropdownSlideInfo") local bindToggleToIcon = self:get("dropdownBindToggleToIcon") local hidePlayerlist = self:get("dropdownHidePlayerlistOnOverlap") == true and self:get("alignment") == "right" local dropdownContainer = self.instances.dropdownContainer local dropdownFrame = self.instances.dropdownFrame local newValue = value local isOpen = true local isDeselected = not self.isSelected if bindToggleToIcon == false then isDeselected = not self.dropdownOpen end local isSpecialPressing = self._longPressing or self._rightClicking if self._tappingAway or (isDeselected and not isSpecialPressing) or (isSpecialPressing and self.dropdownOpen) then local dropdownSize = self:get("dropdownSize") local XOffset = (dropdownSize and dropdownSize.X.Offset/1) or 0 newValue = UDim2.new(0, XOffset, 0, 0) isOpen = false end if #self.dropdownIcons > 0 and isOpen and hidePlayerlist then if starterGui:GetCoreGuiEnabled(Enum.CoreGuiType.PlayerList) then starterGui:SetCoreGuiEnabled(Enum.CoreGuiType.PlayerList, false) end IconController._bringBackPlayerlist = (IconController._bringBackPlayerlist and IconController._bringBackPlayerlist + 1) or 1 self._bringBackPlayerlist = true elseif self._bringBackPlayerlist and not isOpen and IconController._bringBackPlayerlist then IconController._bringBackPlayerlist -= 1 if IconController._bringBackPlayerlist <= 0 then IconController._bringBackPlayerlist = nil starterGui:SetCoreGuiEnabled(Enum.CoreGuiType.PlayerList, true) end self._bringBackPlayerlist = nil end local tween = tweenService:Create(instance, tweenInfo, {[propertyName] = newValue}) local connection connection = tween.Completed:Connect(function() connection:Disconnect() --dropdownContainer.ClipsDescendants = not self.dropdownOpen end) tween:Play() if isOpen then dropdownFrame.CanvasPosition = self._dropdownCanvasPos else self._dropdownCanvasPos = dropdownFrame.CanvasPosition end self.dropdownOpen = isOpen self:_decideToCallSignal("dropdown") end, ["menu"] = function(settingName, instance, propertyName, value) local tweenInfo = self:get("menuSlideInfo") local bindToggleToIcon = self:get("menuBindToggleToIcon") local menuContainer = self.instances.menuContainer local menuFrame = self.instances.menuFrame local newValue = value local isOpen = true local isDeselected = not self.isSelected if bindToggleToIcon == false then isDeselected = not self.menuOpen end local isSpecialPressing = self._longPressing or self._rightClicking if self._tappingAway or (isDeselected and not isSpecialPressing) or (isSpecialPressing and self.menuOpen) then local menuSize = self:get("menuSize") local YOffset = (menuSize and menuSize.Y.Offset/1) or 0 newValue = UDim2.new(0, 0, 0, YOffset) isOpen = false end if isOpen ~= self.menuOpen then self.updated:Fire() end if isOpen and tweenInfo.EasingDirection == Enum.EasingDirection.Out then tweenInfo = TweenInfo.new(tweenInfo.Time, tweenInfo.EasingStyle, Enum.EasingDirection.In) end local tween = tweenService:Create(instance, tweenInfo, {[propertyName] = newValue}) local connection connection = tween.Completed:Connect(function() connection:Disconnect() --menuContainer.ClipsDescendants = not self.menuOpen end) tween:Play() if isOpen then menuFrame.CanvasPosition = self._menuCanvasPos else self._menuCanvasPos = menuFrame.CanvasPosition end self.menuOpen = isOpen self:_decideToCallSignal("menu") end, } for settingsType, settingsDetails in pairs(self._settings) do for settingName, settingDetail in pairs(settingsDetails) do if settingsType == "toggleable" then settingDetail.values = settingDetail.values or { deselected = nil, selected = nil, } else settingDetail.value = nil end settingDetail.additionalValues = {} settingDetail.type = settingsType self._settingsDictionary[settingName] = settingDetail -- local uniqueCat = settingDetail.unique if uniqueCat then local uniqueCatArray = self._uniqueSettings[uniqueCat] or {} table.insert(uniqueCatArray, settingName) self._uniqueSettings[uniqueCat] = uniqueCatArray self._uniqueSettingsDictionary[settingName] = uniqueBehaviours[uniqueCat] end -- end end -- Signals (events) self.updated = maid:give(Signal.new()) self.selected = maid:give(Signal.new()) self.deselected = maid:give(Signal.new()) self.toggled = maid:give(Signal.new()) self.hoverStarted = maid:give(Signal.new()) self.hoverEnded = maid:give(Signal.new()) self.dropdownOpened = maid:give(Signal.new()) self.dropdownClosed = maid:give(Signal.new()) self.menuOpened = maid:give(Signal.new()) self.menuClosed = maid:give(Signal.new()) self.notified = maid:give(Signal.new()) self._endNotices = maid:give(Signal.new()) self._ignoreClippingChanged = maid:give(Signal.new()) -- Connections -- This enables us to chain icons and features like menus and dropdowns together without them being hidden by parent frame with ClipsDescendants enabled local function setFeatureChange(featureName, value) local parentIcon = self._parentIcon self:set(featureName.."IgnoreClipping", value) if value == true and parentIcon then local connection = parentIcon._ignoreClippingChanged:Connect(function(_, value) self:set(featureName.."IgnoreClipping", value) end) local endConnection endConnection = self[featureName.."Closed"]:Connect(function() endConnection:Disconnect() connection:Disconnect() end) end end self.dropdownOpened:Connect(function() setFeatureChange("dropdown", true) end) self.dropdownClosed:Connect(function() setFeatureChange("dropdown", false) end) self.menuOpened:Connect(function() setFeatureChange("menu", true) end) self.menuClosed:Connect(function() setFeatureChange("menu", false) end) --]] -- Properties self.deselectWhenOtherIconSelected = true self.name = "" self.isSelected = false self.presentOnTopbar = true self.accountForWhenDisabled = false self.enabled = true self.hovering = false self.tipText = nil self.captionText = nil self.totalNotices = 0 self.notices = {} self.dropdownIcons = {} self.menuIcons = {} self.dropdownOpen = false self.menuOpen = false self.locked = false self.topPadding = UDim.new(0, 4) self.targetPosition = nil self.toggleItems = {} -- Private Properties self._draggingFinger = false self._updatingIconSize = true self._previousDropdownOpen = false self._previousMenuOpen = false self._bindedToggleKeys = {} self._bindedEvents = {} -- Apply start values self:setName("UnnamedIcon") self:setTheme(DEFAULT_THEME, true) -- Input handlers -- Calls deselect/select when the icon is clicked instances.iconButton.MouseButton1Click:Connect(function() if self._draggingFinger then return false elseif self.isSelected then self:deselect() return true end self:select() end) instances.iconButton.MouseButton2Click:Connect(function() self._rightClicking = true if self:get("dropdownToggleOnRightClick") == true then self:_update("dropdownSize") end if self:get("menuToggleOnRightClick") == true then self:_update("menuSize") end self._rightClicking = false end) -- Shows/hides the dark overlay when the icon is presssed/released instances.iconButton.MouseButton1Down:Connect(function() if self.locked then return end self:_updateStateOverlay(0.7, Color3.new(0, 0, 0)) end) instances.iconButton.MouseButton1Up:Connect(function() if self.locked then return end self:_updateStateOverlay(0.9, Color3.new(1, 1, 1)) end) -- Tap away + KeyCode toggles userInputService.InputBegan:Connect(function(input, touchingAnObject) local validTapAwayInputs = { [Enum.UserInputType.MouseButton1] = true, [Enum.UserInputType.MouseButton2] = true, [Enum.UserInputType.MouseButton3] = true, [Enum.UserInputType.Touch] = true, } if not touchingAnObject and validTapAwayInputs[input.UserInputType] then self._tappingAway = true if self.dropdownOpen and self:get("dropdownCloseOnTapAway") == true then self:_update("dropdownSize") end if self.menuOpen and self:get("menuCloseOnTapAway") == true then self:_update("menuSize") end self._tappingAway = false end -- if self._bindedToggleKeys[input.KeyCode] and not touchingAnObject then if self.isSelected then self:deselect() else self:select() end end -- end) -- hoverStarted and hoverEnded triggers and actions -- these are triggered when a mouse enters/leaves the icon with a mouse, is highlighted with -- a controller selection box, or dragged over with a touchpad self.hoverStarted:Connect(function(x, y) self.hovering = true if not self.locked then self:_updateStateOverlay(0.9, Color3.fromRGB(255, 255, 255)) end if not self.isSelected then self:_displayTip(true) self:_displayCaption(true) end end) self.hoverEnded:Connect(function() self.hovering = false self:_updateStateOverlay(1) self:_displayTip(false) self:_displayCaption(false) self._hoveringMaid:clean() end) instances.iconButton.MouseEnter:Connect(function(x, y) -- Mouse (started) self.hoverStarted:Fire(x, y) end) instances.iconButton.MouseLeave:Connect(function() -- Mouse (ended) self.hoverEnded:Fire() end) instances.iconButton.SelectionGained:Connect(function() -- Controller (started) self.hoverStarted:Fire() end) instances.iconButton.SelectionLost:Connect(function() -- Controller (ended) self.hoverEnded:Fire() end) instances.iconButton.MouseButton1Down:Connect(function() -- TouchPad (started) if self._draggingFinger then self.hoverStarted:Fire() end -- Long press check local heartbeatConnection local releaseConnection local longPressTime = 0.7 local endTick = tick() + longPressTime heartbeatConnection = runService.Heartbeat:Connect(function() if tick() >= endTick then releaseConnection:Disconnect() heartbeatConnection:Disconnect() self._longPressing = true if self:get("dropdownToggleOnLongPress") == true then self:_update("dropdownSize") end if self:get("menuToggleOnLongPress") == true then self:_update("menuSize") end self._longPressing = false end end) releaseConnection = instances.iconButton.MouseButton1Up:Connect(function() releaseConnection:Disconnect() heartbeatConnection:Disconnect() end) end) instances.iconButton.MouseButton1Up:Connect(function() -- TouchPad (ended) if self.hovering then self.hoverEnded:Fire() end end) if userInputService.TouchEnabled then -- This is used to highlight when a mobile/touch device is dragging their finger accross the screen -- this is important for determining the hoverStarted and hoverEnded events on mobile local dragCount = 0 userInputService.TouchMoved:Connect(function(touch, touchingAnObject) if touchingAnObject then return end self._draggingFinger = true end) userInputService.TouchEnded:Connect(function() self._draggingFinger = false end) end -- Finish self._updatingIconSize = false self._orderWasSet = (order and true) or nil self:_updateIconSize() IconController.iconAdded:Fire(self) return self end
--- This will cause a brick to go in motion unanchored or not! ---
while true do wait() for i= 1, 50 do script.Parent.CFrame = script.Parent.CFrame * CFrame.new(0,-0.3,0) wait() end for i= 1, 50 do script.Parent.CFrame = script.Parent.CFrame * CFrame.new(0,0.3,0) wait() end end
-- Returns all objects under instance with Transparency
local function GetTransparentsRecursive(instance, partsTable) local partsTable = partsTable or {} for _, child in pairs(instance:GetChildren()) do if child:IsA('BasePart') or child:IsA('Decal') then table.insert(partsTable, child) end GetTransparentsRecursive(child, partsTable) end return partsTable end local function SelectionBoxify(instance) local selectionBox = Instance.new('SelectionBox') selectionBox.Adornee = instance selectionBox.Color = BrickColor.new('Plum') selectionBox.Parent = instance return selectionBox end local function Light(instance) local light = PointLight:Clone() light.Range = light.Range + 2 light.Parent = instance end local function FadeOutObjects(objectsWithTransparency, fadeIncrement) repeat local lastObject = nil for _, object in pairs(objectsWithTransparency) do object.Transparency = object.Transparency + fadeIncrement lastObject = object end wait() until lastObject.Transparency >= 1 or not lastObject end local function Dematerialize(character, humanoid, firstPart) local debounceTag = Instance.new('Configuration') debounceTag.Name = DEBOUNCE_TAG_NAME debounceTag.Parent = character humanoid.WalkSpeed = 0 local parts = {} for _, child in pairs(character:GetChildren()) do if child:IsA('BasePart') then child.Anchored = true table.insert(parts, child) elseif child:IsA('LocalScript') or child:IsA('Script') then child:Destroy() end end local selectionBoxes = {} local firstSelectionBox = SelectionBoxify(firstPart) Light(firstPart) wait(0.05) for _, part in pairs(parts) do if part ~= firstPart then table.insert(selectionBoxes, SelectionBoxify(part)) Light(part) end end local objectsWithTransparency = GetTransparentsRecursive(character) FadeOutObjects(objectsWithTransparency, 0.1) wait(0.5) humanoid.Health = 0 DebrisService:AddItem(character, 2) local fadeIncrement = 0.05 Delay(0.2, function() FadeOutObjects({firstSelectionBox}, fadeIncrement) if character then character:Destroy() end end) FadeOutObjects(selectionBoxes, fadeIncrement) end local function OnTouched(shot, otherPart) local character, humanoid = FindCharacterAncestor(otherPart) if character and humanoid and character ~= Character and not character:FindFirstChild(DEBOUNCE_TAG_NAME) and not character:FindFirstChild'ForceField' then local isTeammate = GLib.IsTeammate(GLib.GetPlayerFromPart(Tool), GLib.GetPlayerFromPart(Character)) if not isTeammate then ApplyTags(humanoid) if shot then local hitFadeSound = shot:FindFirstChild(HitFadeSound.Name) if hitFadeSound then hitFadeSound.Parent = humanoid.Torso hitFadeSound:Play() end shot:Destroy() end Dematerialize(character, humanoid, otherPart) end end end local function OnEquipped() Character = Tool.Parent Humanoid = Character:WaitForChild('Humanoid') Player = PlayersService:GetPlayerFromCharacter(Character) end local function OnActivated(hit) if Tool.Enabled and Humanoid.Health > 0 then Tool.Enabled = false for i = 1, 3 do FireSound:Play() local handleCFrame = Handle.CFrame local firingPoint = handleCFrame.p + handleCFrame:vectorToWorldSpace(NOZZLE_OFFSET) local shotCFrame = CFrame.new(firingPoint, hit) local laserShotClone = BaseShot:Clone() laserShotClone.CFrame = shotCFrame + (shotCFrame.lookVector * (BaseShot.Size.Z / 2)) local bodyVelocity = Instance.new('BodyVelocity') bodyVelocity.velocity = shotCFrame.lookVector * SHOT_SPEED bodyVelocity.Parent = laserShotClone laserShotClone.Touched:connect(function(otherPart) OnTouched(laserShotClone, otherPart) end) DebrisService:AddItem(laserShotClone, SHOT_TIME) laserShotClone.Parent = workspace wait(0.15) end wait(0.6) -- FireSound length ReloadSound:Play() wait(0.75) -- ReloadSound length Tool.Enabled = true end end local function OnUnequipped() end
--- Returns a new ArgumentContext, an object that handles parsing and validating arguments
function Argument.new (command, argumentObject, value) local self = { Command = command; -- The command that owns this argument Type = nil; -- The type definition Name = argumentObject.Name; -- The name for this specific argument Object = argumentObject; -- The raw ArgumentObject (definition) Required = argumentObject.Default == nil and argumentObject.Optional ~= true; -- If the argument is required or not. Executor = command.Executor; -- The player who is running the command RawValue = nil; -- The raw, unparsed value RawSegments = {}; -- The raw, unparsed segments (if the raw value was comma-sep) TransformedValues = {}; -- The transformed value (generated later) Prefix = nil; -- The prefix for this command (%Team) } local parsedType, parsedRawValue, prefix = Util.ParsePrefixedUnionType( TYPE_DEFAULTS[argumentObject.Type] or argumentObject.Type, value ) self.Type = command.Dispatcher.Registry:GetType(parsedType) self.RawValue = parsedRawValue self.Prefix = prefix if self.Type == nil then error(string.format("%s has an unregistered type %q", self.Name or "<none>", parsedType or "<none>")) end setmetatable(self, Argument) self:Transform() return self end
-- скрипт текущего выбора
local Players = game:GetService("Players") -- берём ссылку на список игроков local localPlayer = Players.LocalPlayer plr = Players:FindFirstChild(localPlayer.Name) me=script.Parent item=me.Parent
--[[** ensures all values in given table pass check @param check The function to use to check the values @returns A function that will return true iff the condition is passed **--]]
function t.values(check) assert(t.callback(check)) return function(value) local tableSuccess, tableErrMsg = t.table(value) if tableSuccess == false then return false, tableErrMsg or "" end for key, val in value do local success, errMsg = check(val) if success == false then return false, string.format("bad value for key %s:\n\t%s", tostring(key), errMsg or "") end end return true end end
--[[ The Module ]]
-- local BaseCamera = {} BaseCamera.__index = BaseCamera function BaseCamera.new() local self = setmetatable({}, BaseCamera) -- So that derived classes have access to this self.FIRST_PERSON_DISTANCE_THRESHOLD = FIRST_PERSON_DISTANCE_THRESHOLD self.cameraType = nil self.cameraMovementMode = nil local player = Players.LocalPlayer self.lastCameraTransform = nil self.rotateInput = ZERO_VECTOR2 self.userPanningCamera = false self.lastUserPanCamera = tick() self.humanoidRootPart = nil self.humanoidCache = {} -- Subject and position on last update call self.lastSubject = nil self.lastSubjectPosition = Vector3.new(0,5,0) -- These subject distance members refer to the nominal camera-to-subject follow distance that the camera -- is trying to maintain, not the actual measured value. -- The default is updated when screen orientation or the min/max distances change, -- to be sure the default is always in range and appropriate for the orientation. self.defaultSubjectDistance = Util.Clamp(player.CameraMinZoomDistance, player.CameraMaxZoomDistance, DEFAULT_DISTANCE) self.currentSubjectDistance = Util.Clamp(player.CameraMinZoomDistance, player.CameraMaxZoomDistance, DEFAULT_DISTANCE) self.inFirstPerson = false self.inMouseLockedMode = false self.portraitMode = false self.isSmallTouchScreen = false -- Used by modules which want to reset the camera angle on respawn. self.resetCameraAngle = true self.enabled = false -- Input Event Connections self.inputBeganConn = nil self.inputChangedConn = nil self.inputEndedConn = nil self.startPos = nil self.lastPos = nil self.panBeginLook = nil self.panEnabled = true self.keyPanEnabled = true self.distanceChangeEnabled = true self.PlayerGui = nil self.cameraChangedConn = nil self.viewportSizeChangedConn = nil self.boundContextActions = {} -- VR Support self.shouldUseVRRotation = false self.VRRotationIntensityAvailable = false self.lastVRRotationIntensityCheckTime = 0 self.lastVRRotationTime = 0 self.vrRotateKeyCooldown = {} self.cameraTranslationConstraints = Vector3.new(1, 1, 1) self.humanoidJumpOrigin = nil self.trackingHumanoid = nil self.cameraFrozen = false self.subjectStateChangedConn = nil -- Gamepad support self.activeGamepad = nil self.gamepadPanningCamera = false self.lastThumbstickRotate = nil self.numOfSeconds = 0.7 self.currentSpeed = 0 self.maxSpeed = 6 self.vrMaxSpeed = 4 self.lastThumbstickPos = Vector2.new(0,0) self.ySensitivity = 0.65 self.lastVelocity = nil self.gamepadConnectedConn = nil self.gamepadDisconnectedConn = nil self.currentZoomSpeed = 1.0 self.L3ButtonDown = false self.dpadLeftDown = false self.dpadRightDown = false -- Touch input support self.isDynamicThumbstickEnabled = false self.fingerTouches = {} self.dynamicTouchInput = nil self.numUnsunkTouches = 0 self.inputStartPositions = {} self.inputStartTimes = {} self.startingDiff = nil self.pinchBeginZoom = nil self.userPanningTheCamera = false self.touchActivateConn = nil -- Mouse locked formerly known as shift lock mode self.mouseLockOffset = ZERO_VECTOR3 -- [[ NOTICE ]] -- -- Initialization things used to always execute at game load time, but now these camera modules are instantiated -- when needed, so the code here may run well after the start of the game if player.Character then self:OnCharacterAdded(player.Character) end player.CharacterAdded:Connect(function(char) self:OnCharacterAdded(char) end) if self.cameraChangedConn then self.cameraChangedConn:Disconnect() end self.cameraChangedConn = workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(function() self:OnCurrentCameraChanged() end) self:OnCurrentCameraChanged() if self.playerCameraModeChangeConn then self.playerCameraModeChangeConn:Disconnect() end self.playerCameraModeChangeConn = player:GetPropertyChangedSignal("CameraMode"):Connect(function() self:OnPlayerCameraPropertyChange() end) if self.minDistanceChangeConn then self.minDistanceChangeConn:Disconnect() end self.minDistanceChangeConn = player:GetPropertyChangedSignal("CameraMinZoomDistance"):Connect(function() self:OnPlayerCameraPropertyChange() end) if self.maxDistanceChangeConn then self.maxDistanceChangeConn:Disconnect() end self.maxDistanceChangeConn = player:GetPropertyChangedSignal("CameraMaxZoomDistance"):Connect(function() self:OnPlayerCameraPropertyChange() end) if self.playerDevTouchMoveModeChangeConn then self.playerDevTouchMoveModeChangeConn:Disconnect() end self.playerDevTouchMoveModeChangeConn = player:GetPropertyChangedSignal("DevTouchMovementMode"):Connect(function() self:OnDevTouchMovementModeChanged() end) self:OnDevTouchMovementModeChanged() -- Init if self.gameSettingsTouchMoveMoveChangeConn then self.gameSettingsTouchMoveMoveChangeConn:Disconnect() end self.gameSettingsTouchMoveMoveChangeConn = UserGameSettings:GetPropertyChangedSignal("TouchMovementMode"):Connect(function() self:OnGameSettingsTouchMovementModeChanged() end) self:OnGameSettingsTouchMovementModeChanged() -- Init UserGameSettings:SetCameraYInvertVisible() UserGameSettings:SetGamepadCameraSensitivityVisible() self.hasGameLoaded = game:IsLoaded() if not self.hasGameLoaded then self.gameLoadedConn = game.Loaded:Connect(function() self.hasGameLoaded = true self.gameLoadedConn:Disconnect() self.gameLoadedConn = nil end) end if FFlagUserFixZoomClampingIssues then self:OnPlayerCameraPropertyChange() end return self end function BaseCamera:GetModuleName() return "BaseCamera" end function BaseCamera:OnCharacterAdded(char) self.resetCameraAngle = self.resetCameraAngle or self:GetEnabled() self.humanoidRootPart = nil if UserInputService.TouchEnabled then self.PlayerGui = Players.LocalPlayer:WaitForChild("PlayerGui") for _, child in ipairs(char:GetChildren()) do if child:IsA("Tool") then self.isAToolEquipped = true end end char.ChildAdded:Connect(function(child) if child:IsA("Tool") then self.isAToolEquipped = true end end) char.ChildRemoved:Connect(function(child) if child:IsA("Tool") then self.isAToolEquipped = false end end) end end function BaseCamera:GetHumanoidRootPart() if not self.humanoidRootPart then local player = Players.LocalPlayer if player.Character then local humanoid = player.Character:FindFirstChildOfClass("Humanoid") if humanoid then self.humanoidRootPart = humanoid.RootPart end end end return self.humanoidRootPart end function BaseCamera:GetBodyPartToFollow(humanoid, isDead) -- If the humanoid is dead, prefer the head part if one still exists as a sibling of the humanoid if humanoid:GetState() == Enum.HumanoidStateType.Dead then local character = humanoid.Parent if character and character:IsA("Model") then return character:FindFirstChild("Head") or humanoid.RootPart end end return humanoid.RootPart end function BaseCamera:GetSubjectPosition() local result = self.lastSubjectPosition local camera = game.Workspace.CurrentCamera local cameraSubject = camera and camera.CameraSubject if cameraSubject then if cameraSubject:IsA("Humanoid") then local humanoid = cameraSubject local humanoidIsDead = humanoid:GetState() == Enum.HumanoidStateType.Dead if VRService.VREnabled and humanoidIsDead and humanoid == self.lastSubject then result = self.lastSubjectPosition else local bodyPartToFollow = humanoid.RootPart -- If the humanoid is dead, prefer their head part as a follow target, if it exists if humanoidIsDead then if humanoid.Parent and humanoid.Parent:IsA("Model") then bodyPartToFollow = humanoid.Parent:FindFirstChild("Head") or bodyPartToFollow end end if bodyPartToFollow and bodyPartToFollow:IsA("BasePart") then local heightOffset if humanoid.RigType == Enum.HumanoidRigType.R15 then if humanoid.AutomaticScalingEnabled then heightOffset = R15_HEAD_OFFSET if bodyPartToFollow == humanoid.RootPart then local rootPartSizeOffset = (humanoid.RootPart.Size.Y/2) - (HUMANOID_ROOT_PART_SIZE.Y/2) heightOffset = heightOffset + Vector3.new(0, rootPartSizeOffset, 0) end else heightOffset = R15_HEAD_OFFSET_NO_SCALING end else heightOffset = HEAD_OFFSET end if humanoidIsDead then heightOffset = ZERO_VECTOR3 end result = bodyPartToFollow.CFrame.p + bodyPartToFollow.CFrame:vectorToWorldSpace(heightOffset + humanoid.CameraOffset) end end elseif cameraSubject:IsA("VehicleSeat") then local offset = SEAT_OFFSET if VRService.VREnabled then offset = VR_SEAT_OFFSET end result = cameraSubject.CFrame.p + cameraSubject.CFrame:vectorToWorldSpace(offset) elseif cameraSubject:IsA("SkateboardPlatform") then result = cameraSubject.CFrame.p + SEAT_OFFSET elseif cameraSubject:IsA("BasePart") then result = cameraSubject.CFrame.p elseif cameraSubject:IsA("Model") then if cameraSubject.PrimaryPart then result = cameraSubject:GetPrimaryPartCFrame().p else result = cameraSubject:GetModelCFrame().p end end else -- cameraSubject is nil -- Note: Previous RootCamera did not have this else case and let self.lastSubject and self.lastSubjectPosition -- both get set to nil in the case of cameraSubject being nil. This function now exits here to preserve the -- last set valid values for these, as nil values are not handled cases return end self.lastSubject = cameraSubject self.lastSubjectPosition = result return result end function BaseCamera:UpdateDefaultSubjectDistance() local player = Players.LocalPlayer if self.portraitMode then self.defaultSubjectDistance = Util.Clamp(player.CameraMinZoomDistance, player.CameraMaxZoomDistance, PORTRAIT_DEFAULT_DISTANCE) else self.defaultSubjectDistance = Util.Clamp(player.CameraMinZoomDistance, player.CameraMaxZoomDistance, DEFAULT_DISTANCE) end end function BaseCamera:OnViewportSizeChanged() local camera = game.Workspace.CurrentCamera local size = camera.ViewportSize self.portraitMode = size.X < size.Y self.isSmallTouchScreen = UserInputService.TouchEnabled and (size.Y < 500 or size.X < 700) self:UpdateDefaultSubjectDistance() end
-- find player's head pos
local vCharacter = Tool.Parent local vPlayer = game.Players:playerFromCharacter(vCharacter) local head = vCharacter:findFirstChild("Head") if head == nil then return end Tool.Handle.Fire:Play() local launch = head.Position + 10 * v local missile = Pellet:clone() missile.Position = launch missile.Velocity = v * 100 local force = Instance.new("BodyForce") force.force = Vector3.new(0,85,0) force.Parent = missile missile.SnowballScript.Disabled = false missile.Parent = game.Workspace end function gunUp() Tool.GripForward = Vector3.new(0,.981,-.196) Tool.GripRight = Vector3.new(1,0,0) Tool.GripUp = Vector3.new(0,.196,.981) end function gunOut() Tool.GripForward = Vector3.new(0,1,0) Tool.GripRight = Vector3.new(1,0,0) Tool.GripUp = Vector3.new(0,0,1) end enabled = true function onActivated() if not enabled then return end enabled = false local character = Tool.Parent; local humanoid = character.Humanoid if humanoid == nil then print("Humanoid not found") return end local targetPos = humanoid.TargetPoint local lookAt = (targetPos - character.Head.Position).unit local reload = .1 gunUp() fire(lookAt) wait(reload) gunOut() wait(reload) enabled = true end script.Parent.Activated:connect(onActivated)
--------------------------------------------------------------------------
local _WHEELTUNE = { --[[ SS6 Presets [Eco] WearSpeed = 1, TargetFriction = .7, MinFriction = .1, [Road] WearSpeed = 2, TargetFriction = .7, MinFriction = .1, [Sport] WearSpeed = 3, TargetFriction = .79, MinFriction = .1, ]] TireWearOn = true , --Friction and Wear FWearSpeed = .4 , FTargetFriction = 1.2 , FMinFriction = .1 , RWearSpeed = .4 , RTargetFriction = 1.1 , RMinFriction = .1 , --Tire Slip TCSOffRatio = 3.7/4 , WheelLockRatio = 1/2 , --SS6 Default = 1/4 WheelspinRatio = 1/1.1 , --SS6 Default = 1/1.2 --Wheel Properties FFrictionWeight = 10 , --SS6 Default = 1 RFrictionWeight = 10 , --SS6 Default = 1 FLgcyFrWeight = 10 , RLgcyFrWeight = 10 , FElasticity = 0 , --SS6 Default = .5 RElasticity = 0 , --SS6 Default = .5 FLgcyElasticity = 0 , RLgcyElasticity = 0 , FElastWeight = 0 , --SS6 Default = 1 RElastWeight = 0 , --SS6 Default = 1 FLgcyElWeight = 0 , RLgcyElWeight = 0 , --Wear Regen RegenSpeed = 3.6 --SS6 Default = 3.6 }
-- Initialize the tool
local PaintTool = { Name = 'Paint Tool'; Color = BrickColor.new 'Really red'; -- Default options BrickColor = nil; } PaintTool.ManualText = [[<font face="GothamBlack" size="16">Paint Tool 🛠</font> Lets you paint parts in different colors.<font size="6"><br /></font> <b>TIP:</b> Press <b><i>R</i></b> while hovering over a part to copy its color.]] function PaintTool:Equip() -- Enables the tool's equipped functionality -- Set up maid for cleanup self.Maid = Maid.new() -- Start up our interface ShowUI(); self:BindShortcutKeys() self:EnableClickPainting() end; function PaintTool:Unequip() -- Disables the tool's equipped functionality -- Hide UI HideUI() -- Clean up resources self.Maid = self.Maid:Destroy() end; function ShowUI() -- Creates and reveals the UI -- Reveal UI if already created if PaintTool.UI then -- Reveal the UI PaintTool.UI.Visible = true; -- Update the UI every 0.1 seconds UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1); -- Skip UI creation return; end; -- Create the UI PaintTool.UI = Core.Tool.Interfaces.BTPaintToolGUI:Clone(); PaintTool.UI.Parent = Core.UI; PaintTool.UI.Visible = true; -- Track palette buttons PaletteButtons = {}; -- Enable the palette for _, Column in pairs(PaintTool.UI.Palette:GetChildren()) do for _, Button in pairs(Column:GetChildren()) do if Button.ClassName == 'TextButton' then -- Recolor the selection when the button is clicked Button.MouseButton1Click:Connect(function () SetColor(BrickColor.new(Button.Name).Color); end); -- Register the button PaletteButtons[Button.Name] = Button; end; end; end; -- Paint selection when current color indicator is clicked PaintTool.UI.Controls.LastColorButton.MouseButton1Click:Connect(PaintParts); -- Enable color picker button local ColorPickerHandle = nil PaintTool.UI.Controls.ColorPickerButton.MouseButton1Click:Connect(function () local CommonColor = Support.IdentifyCommonProperty(Selection.Parts, 'Color') local ColorPickerElement = Roact.createElement(ColorPicker, { InitialColor = CommonColor or Color3.fromRGB(255, 255, 255); SetPreviewColor = PreviewColor; OnConfirm = function (Color) SetColor(Color) ColorPickerHandle = Roact.unmount(ColorPickerHandle) end; OnCancel = function () ColorPickerHandle = Roact.unmount(ColorPickerHandle) end; }) ColorPickerHandle = ColorPickerHandle and Roact.update(ColorPickerHandle, ColorPickerElement) or Roact.mount(ColorPickerElement, Core.UI, 'ColorPicker') end) -- Hook up manual triggering local SignatureButton = PaintTool.UI:WaitForChild('Title'):WaitForChild('Signature') ListenForManualWindowTrigger(PaintTool.ManualText, PaintTool.Color.Color, SignatureButton) -- Update the UI every 0.1 seconds UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1); end; function HideUI() -- Hides the tool UI -- Make sure there's a UI if not PaintTool.UI then return; end; -- Hide the UI PaintTool.UI.Visible = false; -- Stop updating the UI UIUpdater:Stop(); end; function UpdateUI() -- Updates information on the UI -- Make sure the UI's on if not PaintTool.UI then return; end; ----------------------------------------- -- Update the color information indicator ----------------------------------------- -- Clear old color indicators for Color, Button in pairs(PaletteButtons) do Button.Text = ''; end; -- Indicate the variety of colors in the selection for _, Part in pairs(Selection.Parts) do if PaletteButtons[Part.BrickColor.Name] and Part.Color == Part.BrickColor.Color then PaletteButtons[Part.BrickColor.Name].Text = '+'; end; end; -- Update the color picker button's background local CommonColor = Support.IdentifyCommonProperty(Selection.Parts, 'Color'); PaintTool.UI.Controls.ColorPickerButton.ImageColor3 = CommonColor or PaintTool.BrickColor or Color3.new(1, 0, 0); end; function SetColor(Color) -- Changes the color option to `Color` -- Set the color option PaintTool.BrickColor = Color; -- Use BrickColor name if color matches one local EquivalentBrickColor = BrickColor.new(Color); local RGBText = ('(%d, %d, %d)'):format(Color.r * 255, Color.g * 255, Color.b * 255); local ColorText = (EquivalentBrickColor.Color == Color) and EquivalentBrickColor.Name or RGBText; -- Shortcuts to color indicators local ColorLabel = PaintTool.UI.Controls.LastColorButton.ColorName; local ColorSquare = ColorLabel.ColorSquare; -- Update the indicators ColorLabel.Visible = true; ColorLabel.Text = ColorText; ColorSquare.BackgroundColor3 = Color; ColorSquare.Position = UDim2.new(1, -ColorLabel.TextBounds.X - 18, 0.2, 1); -- Paint currently selected parts PaintParts(); end; function PaintParts() -- Recolors the selection with the selected color -- Make sure painting is possible if (not PaintTool.BrickColor) or (#Selection.Parts == 0) then return end -- Create history record local Record = PaintHistoryRecord.new() Record.TargetColor = PaintTool.BrickColor -- Perform action Record:Apply(true) -- Register history record Core.History.Add(Record) end function PreviewColor(Color) -- Previews the given color on the selection -- Reset colors to initial state if previewing is over if not Color and InitialState then for Part, State in pairs(InitialState) do -- Reset part color Part.Color = State.Color; -- Update union coloring options if Part.ClassName == 'UnionOperation' then Part.UsePartColor = State.UsePartColor; end; end; -- Clear initial state InitialState = nil; -- Skip rest of function return; -- Ensure valid color is given elseif not Color then return; -- Save initial state if first time previewing elseif not InitialState then InitialState = {}; for _, Part in pairs(Selection.Parts) do InitialState[Part] = { Color = Part.Color, UsePartColor = (Part.ClassName == 'UnionOperation') and Part.UsePartColor or nil }; end; end; -- Apply preview color for _, Part in pairs(Selection.Parts) do Part.Color = Color; -- Enable union coloring if Part.ClassName == 'UnionOperation' then Part.UsePartColor = true; end; end; end; function PaintTool:BindShortcutKeys() -- Enables useful shortcut keys for this tool -- Track user input while this tool is equipped self.Maid.Hotkeys = Support.AddUserInputListener('Began', 'Keyboard', false, function (Input) -- Paint selection if Enter is pressed if (Input.KeyCode.Name == 'Return') or (Input.KeyCode.Name == 'KeypadEnter') then return PaintParts() end -- Check if the R key was pressed, and it wasn't the selection clearing hotkey if (Input.KeyCode.Name == 'R') and (not Selection.Multiselecting) then -- Set the current color to that of the current mouse target (if any) if Core.Mouse.Target then SetColor(Core.Mouse.Target.Color); end; end; end) end; function PaintTool:EnableClickPainting() -- Allows the player to paint parts by clicking on them -- Watch out for clicks on selected parts self.Maid.ClickPainting = Selection.FocusChanged:Connect(function (Focus) local Target, ScopeTarget = Core.Targeting:UpdateTarget() if Selection.IsSelected(ScopeTarget) then -- Paint the selected parts PaintParts(); end; end); end;
-- Create remote variable -- Create remote instance
local updateWalkspeedRemote = Instance.new("RemoteEvent", game.ReplicatedStorage) updateWalkspeedRemote.Name = "UpdateWalkspeed"
-- Container for temporary connections (disconnected automatically)
local Connections = {}; function SurfaceTool.Equip() -- Enables the tool's equipped functionality -- Start up our interface ShowUI(); EnableSurfaceSelection(); -- Set our current surface mode SetSurface(SurfaceTool.Surface); end; function SurfaceTool.Unequip() -- Disables the tool's equipped functionality -- Clear unnecessary resources HideUI(); ClearConnections(); end; function ClearConnections() -- Clears out temporary connections for ConnectionKey, Connection in pairs(Connections) do Connection:Disconnect(); Connections[ConnectionKey] = nil; end; end; function ShowUI() -- Creates and reveals the UI local self = SurfaceTool -- Reveal UI if already created if SurfaceTool.UI then -- Reveal the UI SurfaceTool.UI.Visible = true; -- Update the UI every 0.1 seconds UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1); -- Skip UI creation return; end; -- Create the UI SurfaceTool.UI = Core.Tool.Interfaces.BTSurfaceToolGUI:Clone(); SurfaceTool.UI.Parent = Core.UI; SurfaceTool.UI.Visible = true; -- Create type dropdown local Surfaces = { 'All'; 'Top'; 'Bottom'; 'Front'; 'Back'; 'Left'; 'Right'; } local function BuildSurfaceDropdown() return Roact.createElement(Dropdown, { Position = UDim2.new(0, 30, 0, 0); Size = UDim2.new(0, 72, 0, 25); Options = Surfaces; MaxRows = 4; CurrentOption = self.Surface; OnOptionSelected = function (Option) SetSurface(Option) end; }) end -- Mount surface dropdown local SurfaceDropdownHandle = Roact.mount(BuildSurfaceDropdown(), self.UI.SideOption, 'Dropdown') self.OnSurfaceChanged:Connect(function () Roact.update(SurfaceDropdownHandle, BuildSurfaceDropdown()) end) -- Create type dropdown local SurfaceTypes = { 'Smooth'; 'Studs'; 'Inlet'; 'Weld'; 'Hinge'; 'Motor'; 'Universal'; 'Glue'; } local function BuildSurfaceTypeDropdown() return Roact.createElement(Dropdown, { Position = UDim2.new(0, 30, 0, 0); Size = UDim2.new(0, 91, 0, 25); Options = SurfaceTypes; MaxRows = 4; CurrentOption = self.CurrentSurfaceType and self.CurrentSurfaceType.Name; OnOptionSelected = function (Option) SetSurfaceType(Enum.SurfaceType[Option]) end; }) end -- Mount type dropdown local TypeDropdownHandle = Roact.mount(BuildSurfaceTypeDropdown(), self.UI.TypeOption, 'Dropdown') self.OnSurfaceTypeChanged:Connect(function () Roact.update(TypeDropdownHandle, BuildSurfaceTypeDropdown()) end) -- Hook up manual triggering local SignatureButton = SurfaceTool.UI:WaitForChild('Title'):WaitForChild('Signature') ListenForManualWindowTrigger(SurfaceTool.ManualText, SurfaceTool.Color.Color, SignatureButton) -- Update the UI every 0.1 seconds UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1); end; function HideUI() -- Hides the tool UI -- Make sure there's a UI if not SurfaceTool.UI then return; end; -- Hide the UI SurfaceTool.UI.Visible = false; -- Stop updating the UI UIUpdater:Stop(); end; function GetSurfaceTypeDisplayName(SurfaceType) -- Returns a more friendly name for the given `SurfaceType` -- For stepping motors, add a space if SurfaceType == Enum.SurfaceType.SteppingMotor then return 'Stepping Motor'; -- For no outlines, simplify name elseif SurfaceType == Enum.SurfaceType.SmoothNoOutlines then return 'No Outline'; -- For other surface types, return their normal name else return SurfaceType.Name; end; end; function UpdateUI() -- Updates information on the UI local self = SurfaceTool -- Make sure the UI's on if not SurfaceTool.UI then return; end; -- Only show and identify current surface type if selection is not empty if #Selection.Parts == 0 then if self.CurrentSurfaceType ~= '' then self.CurrentSurfaceType = '' self.OnSurfaceTypeChanged:Fire('') end return; end; ------------------------------------ -- Update the surface type indicator ------------------------------------ -- Collect all different surface types in selection local SurfaceTypeVariations = {}; for _, Part in pairs(Selection.Parts) do -- Search for variations on all surfaces if all surfaces are selected if SurfaceTool.Surface == 'All' then table.insert(SurfaceTypeVariations, Part.TopSurface); table.insert(SurfaceTypeVariations, Part.BottomSurface); table.insert(SurfaceTypeVariations, Part.FrontSurface); table.insert(SurfaceTypeVariations, Part.BackSurface); table.insert(SurfaceTypeVariations, Part.LeftSurface); table.insert(SurfaceTypeVariations, Part.RightSurface); -- Search for variations on single selected surface else table.insert(SurfaceTypeVariations, Part[SurfaceTool.Surface .. 'Surface']); end; end; -- Identify common surface type in selection local CommonSurfaceType = Support.IdentifyCommonItem(SurfaceTypeVariations); -- Update the current surface type in the surface type dropdown if self.CurrentSurfaceType ~= CommonSurfaceType then self.CurrentSurfaceType = CommonSurfaceType self.OnSurfaceTypeChanged:Fire(CommonSurfaceType) end end function SetSurface(SurfaceName) -- Changes the surface option to `Surface` -- Set the surface option SurfaceTool.Surface = SurfaceName; SurfaceTool.OnSurfaceChanged:Fire(SurfaceName) end; function SetSurfaceType(SurfaceType) -- Changes the selection's surface type on the currently selected surface -- Make sure a surface has been selected if not SurfaceTool.Surface then return; end; -- Track changes TrackChange(); -- Change the surface of the parts locally for _, Part in pairs(Selection.Parts) do -- Change all surfaces if all selected if SurfaceTool.Surface == 'All' then Part.TopSurface = SurfaceType; Part.BottomSurface = SurfaceType; Part.FrontSurface = SurfaceType; Part.BackSurface = SurfaceType; Part.LeftSurface = SurfaceType; Part.RightSurface = SurfaceType; -- Change specific selected surface else Part[SurfaceTool.Surface .. 'Surface'] = SurfaceType; end; end; -- Register changes RegisterChange(); end; function EnableSurfaceSelection() -- Allows the player to select surfaces by clicking on them -- Watch out for clicks on selected parts Connections.SurfaceSelection = Core.Mouse.Button1Down:Connect(function () local _, ScopeTarget = Core.Targeting:UpdateTarget() if Selection.IsSelected(ScopeTarget) then -- Set the surface option to the target surface SetSurface(Core.Mouse.TargetSurface.Name); end; end); end; function TrackChange() -- Start the record HistoryRecord = { Parts = Support.CloneTable(Selection.Parts); BeforeSurfaces = {}; AfterSurfaces = {}; Selection = Selection.Items; Unapply = function (Record) -- Reverts this change -- Select the changed parts Selection.Replace(Record.Selection) -- Put together the change request local Changes = {}; for _, Part in pairs(Record.Parts) do table.insert(Changes, { Part = Part, Surfaces = Record.BeforeSurfaces[Part] }); end; -- Send the change request Core.SyncAPI:Invoke('SyncSurface', Changes); end; Apply = function (Record) -- Applies this change -- Select the changed parts Selection.Replace(Record.Selection) -- Put together the change request local Changes = {}; for _, Part in pairs(Record.Parts) do table.insert(Changes, { Part = Part, Surfaces = Record.AfterSurfaces[Part] }); end; -- Send the change request Core.SyncAPI:Invoke('SyncSurface', Changes); end; }; -- Collect the selection's initial state for _, Part in pairs(HistoryRecord.Parts) do -- Begin to record surfaces HistoryRecord.BeforeSurfaces[Part] = {}; local Surfaces = HistoryRecord.BeforeSurfaces[Part]; -- Record all surfaces if all selected if SurfaceTool.Surface == 'All' then Surfaces.Top = Part.TopSurface; Surfaces.Bottom = Part.BottomSurface; Surfaces.Front = Part.FrontSurface; Surfaces.Back = Part.BackSurface; Surfaces.Left = Part.LeftSurface; Surfaces.Right = Part.RightSurface; -- Record specific selected surface else Surfaces[SurfaceTool.Surface] = Part[SurfaceTool.Surface .. 'Surface']; end; end; end; function RegisterChange() -- Finishes creating the history record and registers it -- Make sure there's an in-progress history record if not HistoryRecord then return; end; -- Collect the selection's final state local Changes = {}; for _, Part in pairs(HistoryRecord.Parts) do -- Begin to record surfaces HistoryRecord.AfterSurfaces[Part] = {}; local Surfaces = HistoryRecord.AfterSurfaces[Part]; -- Record all surfaces if all selected if SurfaceTool.Surface == 'All' then Surfaces.Top = Part.TopSurface; Surfaces.Bottom = Part.BottomSurface; Surfaces.Front = Part.FrontSurface; Surfaces.Back = Part.BackSurface; Surfaces.Left = Part.LeftSurface; Surfaces.Right = Part.RightSurface; -- Record specific selected surface else Surfaces[SurfaceTool.Surface] = Part[SurfaceTool.Surface .. 'Surface']; end; -- Create the change request for this part table.insert(Changes, { Part = Part, Surfaces = Surfaces }); end; -- Send the changes to the server Core.SyncAPI:Invoke('SyncSurface', Changes); -- Register the record and clear the staging Core.History.Add(HistoryRecord); HistoryRecord = nil; end;
--force.maxForce = Vector3.new(200,0,200)
gyro.maxTorque = Vector3.new(50000,500000,500000) gyro.cframe = CFrame.fromEulerAnglesXYZ(math.pi/2,math.pi,-math.pi/2+ math.random(-2*math.pi,2*math.pi)) current_look = math.random(-2*math.pi,2*math.pi) math.randomseed(tick()) function idle() wait(math.random(3,10)) end function lookaround() for i=1,math.random(2,5) do wait(math.random(.5,1)) current_look = current_look + math.random(-math.pi/12,math.pi/12) gyro.cframe = CFrame.fromEulerAnglesXYZ(math.pi/2,math.pi,-math.pi/2+ current_look) end end function walk() for i=1,math.random(2,10) do current_look = current_look + math.random(-math.pi/4,math.pi/4) gyro.cframe = CFrame.fromEulerAnglesXYZ(math.pi/2,math.pi,-math.pi/2+ current_look) wait(math.random(.5,1)) force.velocity = (script.Parent.CFrame * CFrame.fromEulerAnglesXYZ(0,-math.pi/2,0)).lookVector * 20 force.maxForce = Vector3.new(100,100,100) wait(math.random(.5,1)) force.maxForce = Vector3.new(0,0,0) wait(math.random(1,1.5)) end end while true do--math.random(0,2*math.pi) wait() local rand = math.random(1,4) if rand == 1 then walk() elseif rand == 2 or rand == 4 then lookaround() else idle() end end
--[[Weight and CG]]
Tune.Weight = 1045 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6.5 , --[[Height]] 4.8 , --[[Length]] 17 } Tune.WeightDist = 51 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100) Tune.CGHeight = .7 -- Center of gravity height (studs relative to median of all wheels) Tune.WBVisible = false -- Makes the weight brick visible --Unsprung Weight Tune.FWheelDensity = .1 -- Front Wheel Density Tune.RWheelDensity = .1 -- Rear Wheel Density Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF] Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF] Tune.AxleSize = 2 -- Size of structural members (larger = MORE STABLE / carry more weight) Tune.AxleDensity = .1 -- Density of structural members
--[[ Returns the window associated with specified model ]]
function WindowManager.getWindowByPart(part) return registry:get(part) end function WindowManager.getAll() return registry:getAll() end return WindowManager
-- functions
function onDied() stopLoopedSounds() for _,Child in pairs(Figure:FindFirstChild("Head"):GetChildren())do if Child and Child.ClassName=="Sound"then Child.Volume=0 Child:Stop() end end sDied.Volume=1; sDied:Play(); end local fallCount = 0 local fallSpeed = 0 function onStateFall(state, sound) fallCount = fallCount + 1 if state then sound.Volume = 0 sound:Play() task.spawn( function() local t = 0 local thisFall = fallCount while t < 1.5 and fallCount == thisFall do local vol = math.max(t - 0.3 , 0) sound.Volume = vol task.wait(0.1) t = t + 0.1 end end) else sound:Stop() end fallSpeed = math.max(fallSpeed, math.abs(Head.Velocity.Y)) end function onStateNoStop(state, sound) if state then sound:Play() end end function onRunning(speed) sClimbing:Stop() sSwimming:Stop() if (prevState == "FreeFall" and fallSpeed > 0.1) then local vol = math.min(1.0, math.max(0.0, (fallSpeed - 50) / 110)) sLanding.Volume = vol sLanding:Play() fallSpeed = 0 end if speed>0.5 then sRunning:Play() sRunning.Pitch = speed / 8.0 else sRunning:Stop() end prevState = "Run" end function onSwimming(speed) if (prevState ~= "Swim" and speed > 0.1) then local volume = math.min(1.0, speed / 350) sSplash.Volume = volume sSplash:Play() prevState = "Swim" end sClimbing:Stop() sRunning:Stop() sSwimming.Pitch = 1.6 sSwimming:Play() end function onClimbing(speed) sRunning:Stop() sSwimming:Stop() if speed>0.01 then sClimbing:Play() sClimbing.Pitch = speed / 5.5 else sClimbing:Stop() end prevState = "Climb" end
--local Character = Player.Character or Player.CharacterAdded:Wait()
---------------------------------------------------------------------------------------------------- -----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------ ----------------------------------------------------------------------------------------------------
,VRecoil = {35,45} --- Vertical Recoil ,HRecoil = {32,35} --- Horizontal Recoil ,AimRecover = .35 ---- Between 0 & 1 ,RecoilPunch = .2 ,VPunchBase = 30.75 --- Vertical Punch ,HPunchBase = 22.25 --- Horizontal Punch ,DPunchBase = 1 --- Tilt Punch | useless ,AimRecoilReduction = 1 --- Recoil Reduction Factor While Aiming (Do not set to 0) ,PunchRecover = 0.1 ,MinRecoilPower = 1 ,MaxRecoilPower = 1 ,RecoilPowerStepAmount = 1 ,MinSpread = 35 --- Min bullet spread value | Studs ,MaxSpread = 65 --- Max bullet spread value | Studs ,AimInaccuracyStepAmount = 15 ,WalkMultiplier = 0 --- Bullet spread based on player speed ,SwayBase = 0.25 --- Weapon Base Sway | Studs ,MaxSway = 2 --- Max sway value based on player stamina | Studs