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--Rescripted by Luckymaxer |
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
Players = game:GetService("Players")
Debris = game:GetService("Debris")
Speed = 100
Duration = 1
NozzleOffset = Vector3.new(0, 0.4, -1.1)
Sounds = {
Fire = Handle:WaitForChild("Fire"),
Reload = Handle:WaitForChild("Reload"),
HitFade = Handle:WaitForChild("HitFade")
}
PointLight = Handle:WaitForChild("PointLight")
ServerControl = (Tool:FindFirstChild("ServerControl") or Instance.new("RemoteFunction"))
ServerControl.Name = "ServerControl"
ServerControl.Parent = Tool
ClientControl = (Tool:FindFirstChild("ClientControl") or Instance.new("RemoteFunction"))
ClientControl.Name = "ClientControl"
ClientControl.Parent = Tool
ServerControl.OnServerInvoke = (function(player, Mode, Value, arg)
if player ~= Player or Humanoid.Health == 0 or not Tool.Enabled then
return
end
if Mode == "Click" and Value then
Activated(arg)
end
end)
function InvokeClient(Mode, Value)
pcall(function()
ClientControl:InvokeClient(Player, Mode, Value)
end)
end
function TagHumanoid(humanoid, player)
local Creator_Tag = Instance.new("ObjectValue")
Creator_Tag.Name = "creator"
Creator_Tag.Value = player
Debris:AddItem(Creator_Tag, 2)
Creator_Tag.Parent = humanoid
end
function UntagHumanoid(humanoid)
for i, v in pairs(humanoid:GetChildren()) do
if v:IsA("ObjectValue") and v.Name == "creator" then
v:Destroy()
end
end
end
function FindCharacterAncestor(Parent)
if Parent and Parent ~= game:GetService("Workspace") then
local humanoid = Parent:FindFirstChild("Humanoid")
if humanoid then
return Parent, humanoid
else
return FindCharacterAncestor(Parent.Parent)
end
end
return nil
end
function GetTransparentsRecursive(Parent, PartsTable)
local PartsTable = (PartsTable or {})
for i, v in pairs(Parent:GetChildren()) do
local TransparencyExists = false
pcall(function()
local Transparency = v["Transparency"]
if Transparency then
TransparencyExists = true
end
end)
if TransparencyExists then
table.insert(PartsTable, v)
end
GetTransparentsRecursive(v, PartsTable)
end
return PartsTable
end
function SelectionBoxify(Object)
local SelectionBox = Instance.new("SelectionBox")
SelectionBox.Adornee = Object
SelectionBox.Color = BrickColor.new("Toothpaste")
SelectionBox.Parent = Object
return SelectionBox
end
local function Light(Object)
local Light = PointLight:Clone()
Light.Range = (Light.Range + 2)
Light.Parent = Object
end
function FadeOutObjects(Objects, FadeIncrement)
repeat
local LastObject = nil
for i, v in pairs(Objects) do
v.Transparency = (v.Transparency + FadeIncrement)
LastObject = v
end
wait()
until LastObject.Transparency >= 1 or not LastObject
end
function Dematerialize(character, humanoid, FirstPart)
if not character or not humanoid then
return
end
humanoid.WalkSpeed = 0
local Parts = {}
for i, v in pairs(character:GetChildren()) do
if v:IsA("BasePart") then
v.Anchored = true
table.insert(Parts, v)
elseif v:IsA("LocalScript") or v:IsA("Script") then
v:Destroy()
end
end
local SelectionBoxes = {}
local FirstSelectionBox = SelectionBoxify(FirstPart)
Light(FirstPart)
wait(0.05)
for i, v in pairs(Parts) do
if v ~= FirstPart then
table.insert(SelectionBoxes, SelectionBoxify(v))
Light(v)
end
end
local ObjectsWithTransparency = GetTransparentsRecursive(character)
FadeOutObjects(ObjectsWithTransparency, 0.1)
wait(0.5)
character:BreakJoints()
humanoid.Health = 0
Debris:AddItem(character, 2)
local FadeIncrement = 0.05
delay(0.2, function()
FadeOutObjects({FirstSelectionBox}, FadeIncrement)
if character and character.Parent then
character:Destroy()
end
end)
FadeOutObjects(SelectionBoxes, FadeIncrement)
end
function Touched(Projectile, Hit)
if not Hit or not Hit.Parent then
return
end
local character, humanoid = FindCharacterAncestor(Hit)
if character and humanoid and character ~= Character then
local ForceFieldExists = false
for i, v in pairs(character:GetChildren()) do
if v:IsA("ForceField") then
ForceFieldExists = true
end
end
if not ForceFieldExists then
if Projectile then
local HitFadeSound = Projectile:FindFirstChild(Sounds.HitFade.Name)
local torso = humanoid.Torso
if HitFadeSound and torso then
HitFadeSound.Parent = torso
HitFadeSound:Play()
end
end
Dematerialize(character, humanoid, Hit)
end
if Projectile and Projectile.Parent then
Projectile:Destroy()
end
end
end
function Equipped()
Character = Tool.Parent
Player = Players:GetPlayerFromCharacter(Character)
Humanoid = Character:FindFirstChild("Humanoid")
if not Player or not Humanoid or Humanoid.Health == 0 then
return
end
end
function Activated(target)
if Tool.Enabled and Humanoid.Health > 0 then
Tool.Enabled = false
InvokeClient("PlaySound", Sounds.Fire)
local HandleCFrame = Handle.CFrame
local FiringPoint = HandleCFrame.p + HandleCFrame:vectorToWorldSpace(NozzleOffset)
local ShotCFrame = CFrame.new(FiringPoint, target)
local LaserShotClone = BaseShot:Clone()
LaserShotClone.CFrame = ShotCFrame + (ShotCFrame.lookVector * (BaseShot.Size.Z / 2))
local BodyVelocity = Instance.new("BodyVelocity")
BodyVelocity.velocity = ShotCFrame.lookVector * Speed
BodyVelocity.Parent = LaserShotClone
LaserShotClone.Touched:connect(function(Hit)
if not Hit or not Hit.Parent then
return
end
Touched(LaserShotClone, Hit)
end)
Debris:AddItem(LaserShotClone, Duration)
LaserShotClone.Parent = game:GetService("Workspace")
wait(0.6) -- FireSound length
InvokeClient("PlaySound", Sounds.Reload)
wait(0.75) -- ReloadSound length
Tool.Enabled = true
end
end
function Unequipped()
end
BaseShot = Instance.new("Part")
BaseShot.Name = "Effect"
BaseShot.BrickColor = BrickColor.new("Toothpaste")
BaseShot.Material = Enum.Material.Plastic
BaseShot.Shape = Enum.PartType.Block
BaseShot.TopSurface = Enum.SurfaceType.Smooth
BaseShot.BottomSurface = Enum.SurfaceType.Smooth
BaseShot.FormFactor = Enum.FormFactor.Custom
BaseShot.Size = Vector3.new(0.2, 0.2, 3)
BaseShot.CanCollide = false
BaseShot.Locked = true
SelectionBoxify(BaseShot)
Light(BaseShot)
BaseShotSound = Sounds.HitFade:Clone()
BaseShotSound.Parent = BaseShot
Tool.Equipped:connect(Equipped)
Tool.Unequipped:connect(Unequipped)
--[[ ]]
|
-- GAMEPASSES |
Gamepasses = {
[0] = "Admin";
[0] = "VIP";
};
|
-------------------------------------Gun info |
ToolName="UZI"
ClipSize=30
ReloadTime=2
Firerate=.12
MinSpread=.1
MaxSpread=.1
SpreadRate=9
BaseDamage=30
automatic=true
burst=false
shot=false --Semi Automatic
BarrlePos=Vector3.new(0.5,0.4,-3)
Cursors={"http://www.roblox.com/asset/?id=52812029"}
ReloadCursor="http://www.roblox.com/asset/?id=52812038" |
--[=[
An object that can be cleaned up
@type MaidTask function | Destructable | RBXScriptConnection
@within MaidTaskUtils
]=] |
local MaidTaskUtils = {}
|
-- Listen for changes to the selection and keep the focus updated |
Selection.Changed:connect(FocusOnLastSelectedPart);
function GetCore()
-- Returns the core API
return require(script.Parent.Core);
end;
function CreateSelectionBoxes(Items)
-- Creates a SelectionBox for each given item
-- Get the core API
local Core = GetCore();
-- Only create selection boxes if in tool mode
if Core.Mode ~= 'Tool' then
return;
end;
-- Track new selection boxes
local SelectionBoxes = {};
-- Create an outline for each part
for _, Item in pairs(Items) do
-- Avoid duplicate selection boxes
if not Selection.Outlines[Item] then
-- Create the selection box
local SelectionBox = Instance.new 'SelectionBox';
SelectionBox.Name = 'BTSelectionBox';
SelectionBox.Color = Selection.Color;
SelectionBox.Adornee = Item;
SelectionBox.LineThickness = 0.025;
SelectionBox.Transparency = 0.5;
-- Register the outline
Selection.Outlines[Item] = SelectionBox;
table.insert(SelectionBoxes, SelectionBox);
end;
end;
-- Parent the selection boxes
for _, SelectionBox in pairs(SelectionBoxes) do
SelectionBox.Parent = Core.UIContainer;
end;
end;
function RemoveSelectionBoxes(Items)
-- Removes the given item's selection box
-- Only proceed if in tool mode
if GetCore().Mode ~= 'Tool' then
return;
end;
-- Remove each item's outline
for _, Item in pairs(Items) do
-- Get the item's selection box
local SelectionBox = Selection.Outlines[Item];
-- Remove the selection box if found
if SelectionBox then
SelectionBox:Destroy();
end;
-- Deregister the selection box
Selection.Outlines[Item] = nil;
end;
end;
function Selection.RecolorOutlines(Color)
-- Updates selection outline colors
-- Set `Color` as the new color
Selection.Color = Color;
-- Recolor existing outlines
for _, Outline in pairs(Selection.Outlines) do
Outline.Color = Selection.Color;
end;
end;
function Selection.FlashOutlines()
-- Flashes selection outlines for emphasis
-- Fade in from complete to normal transparency
for Transparency = 1, 0.5, -0.1 do
-- Update each outline
for _, Outline in pairs(Selection.Outlines) do
Outline.Transparency = Transparency;
end;
-- Fade over time
wait(0.1);
end;
end;
function Selection.EnableOutlines()
-- Shows selection outlines
local UIContainer = GetCore().UIContainer;
-- Show each outline
for _, Outline in pairs(Selection.Outlines) do
Outline.Parent = UIContainer;
end;
-- Hide outlines when tool is disabled
GetCore().Connections.HideOutlinesOnDisable = GetCore().Disabling:connect(Selection.HideOutlines);
end;
function Selection.EnableMultiselectionHotkeys()
-- Enables hotkeys for multiselecting
-- Determine multiselection hotkeys
local Hotkeys = Support.FlipTable { 'LeftShift', 'RightShift', 'LeftControl', 'RightControl' };
-- Get core API
local Core = GetCore();
-- Listen for matching key presses
Core.Connections.MultiselectionHotkeys = Support.AddUserInputListener('Began', 'Keyboard', false, function (Input)
if Hotkeys[Input.KeyCode.Name] then
Selection.Multiselecting = true;
end;
end);
-- Listen for matching key releases
Core.Connections.MultiselectingReleaseHotkeys = Support.AddUserInputListener('Ended', 'Keyboard', true, function (Input)
-- Get currently pressed keys
local PressedKeys = Support.GetListMembers(Support.GetListMembers(Game:GetService('UserInputService'):GetKeysPressed(), 'KeyCode'), 'Name');
-- Continue multiselection if a hotkey is still pressed
for _, PressedKey in pairs(PressedKeys) do
if Hotkeys[PressedKey] then
return;
end;
end;
-- Disable multiselection if matching key not found
Selection.Multiselecting = false;
end);
end;
function Selection.HideOutlines()
-- Hides selection outlines
-- Hide each outline
for _, Outline in pairs(Selection.Outlines) do
Outline.Parent = nil;
end;
end;
function TrackSelectionChange(OldSelection)
-- Registers a history record for a change in the selection
-- Avoid overwriting history for selection actions
if History.Index ~= #History.Stack then
return;
end;
-- Add the history record
History.Add({
Before = OldSelection;
After = Selection.Items;
Unapply = function (HistoryRecord)
-- Reverts this change
-- Restore the old selection
Selection.Replace(HistoryRecord.Before);
end;
Apply = function (HistoryRecord)
-- Reapplies this change
-- Restore the new selection
Selection.Replace(HistoryRecord.After);
end;
});
end;
return Selection;
|
------------------------- |
function onClicked()
--sensor.Disabled = true
script.Parent.ClickDetector.MaxActivationDistance = "0"
Car.Alarma.Playing = true
Car.Alarma.TimePosition = "0"
wait(10)
Car.Sound.Playing = true
Car.Sound.TimePosition = "0"
Car.BodyVelocity.velocity = Vector3.new(0, 20, 0)--hacia Arriba 4
wait(0.1)
Car.BodyVelocity.velocity = Vector3.new(0, 35, 0)
wait(3.4)
Car.BodyVelocity.velocity = Vector3.new(0, 20, 0)
wait(0.1)
Car.BodyVelocity.velocity = Vector3.new(0, 0, 0)
wait(0.1)
Car.BodyVelocity.velocity = Vector3.new(0, -80, 0) --Hacia Abajo 4
wait(0.5) |
-- Signal class |
local Signal = {}
Signal.__index = Signal
function Signal.new(janitor)
local self = setmetatable({
_handlerListHead = false,
_proxyHandler = nil,
}, Signal)
if janitor then
janitor:Add(self)
end
return self
end
function Signal.Wrap(rbxScriptSignal, janitor)
assert(typeof(rbxScriptSignal) == "RBXScriptSignal", "Argument #1 to Signal.Wrap must be a RBXScriptSignal; got " .. typeof(rbxScriptSignal))
local signal = Signal.new(janitor)
signal._proxyHandler = rbxScriptSignal:Connect(function(...)
signal:Fire(...)
end)
return signal
end
function Signal.Is(obj)
return type(obj) == "table" and getmetatable(obj) == Signal
end
function Signal:Connect(fn)
local connection = Connection.new(self, fn)
if self._handlerListHead then
connection._next = self._handlerListHead
self._handlerListHead = connection
else
self._handlerListHead = connection
end
return connection
end
function Signal:GetConnections()
local items = {}
local item = self._handlerListHead
while item do
table.insert(items, item)
item = item._next
end
return items
end
|
-- не забыть бы убрать!!!
--local Debris = game:GetService("Debris") -- это сервисная команда
--local TimeForDestroy = 10*60 -- минимальное время жизни (10 минут = 10*60) |
local turret = require(game.ServerScriptService.GAVturret)
local V1 = 10 -- скорострельность
local SPEED = 400 -- скорость снарядов
local MAX_DIST = 70 -- дистанция срабатывания
local DAMAGE = 10 -- наносимые повреждения
local TYPE = "SINGLE" -- AOE, SINGLE
wait()
me=script.Parent
pos = me.PrimaryPart
while true do
local target = turret.findNearestHead(pos,MAX_DIST) --findNearestHead()
if target ~= nil then
if target ~= nil and target.Parent ~= nil and target.Parent.Humanoid.Health>0 then
alt=turret.lookAt(target.Position,pos.Position) -- пушка только по горизотали!
me:SetPrimaryPartCFrame(alt) -- направляем туда пушку
-- вычисляем направление выстрела
alt=turret.lookAtY(target.Position,me.Rocket.Position)-- ракета (пусковой механизм) полностью ориентируется
me.Rocket.CFrame= alt
-- в снаряд суём чья турель
if me.Rocket:FindFirstChild("Owner") == nil then
tmp=me.Owner:Clone()
tmp.Parent = me.Rocket
end
turret.Fire(me.Rocket,DAMAGE,SPEED, TYPE) -- стреляем (место снаряда, повреждение) -- добавить создателя пушки
wait()
end
end
wait(V1/10)
end
|
--[[
Returns true if table is array and false for dictionary
Functions.IsArray(
table, <-- |REQ| Table
)
--]] |
return function(array)
--- Loop through "array"
for i, v in pairs(array) do
if type(i) ~= "number" or array[i] == nil then
return false
elseif i >= 10 then
break
end
end
--- Checks out! It's an array.
return true
end
|
--WeldRec(P.Parent.Lights) |
for _,v in pairs(weldedParts) do
if v:IsA("BasePart") then
v.Anchored = false
end
end
script:Destroy() |
-- [[ Services ]] |
local RunService = game:GetService("RunService")
local CollectionService = game:GetService("CollectionService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Modules = ReplicatedStorage:WaitForChild("SharedModules")
local Thread = require(Modules.Thread)
|
--[[
Higher order component that lets the wrapped component consume the InputContext.
]] |
local function withInputContext(component)
return function(props)
if props.inputContext then
warn("Child component has a prop named `inputContext` and will be overriden by InputContext.")
end
return Roact.createElement(Context.Consumer, {
render = function(inputContext)
local mergedProps = Cryo.Dictionary.join({ inputContext = inputContext }, props)
return Roact.createElement(component, mergedProps)
end,
})
end
end
local InputContext = {
Consumer = Context.Consumer,
Provider = withConfiguration(InputContextProvider),
withInputContext = withInputContext,
}
return InputContext
|
-- Variables (best not to touch these!) |
local button = script.Parent
local car = script.Parent.Parent.Car.Value
local sound = script.Parent.StartD
local startsound = script.Parent.StartChime
sound.Parent = car.DriveSeat -- What brick the start sound is playing from.
button.MouseButton1Click:connect(function() -- Event when the button is clicked
if script.Parent.Text == "Engine: OFF" then -- If the text says it's off then..
startsound:play()
wait(1)
sound:Play()
wait(2.7)
script.Parent.Parent.IsOn.Value = true -- The car is is on, or in other words, start up the car.
button.Text = "Engine: On"
script.Parent.Parent.AC6C_Stock_Gauges:TweenPosition(UDim2.new(0, 0,-0.3, 0), "Out", "Quad", 1)
wait(3)
script.Parent.Parent.FollowNotification:TweenPosition(UDim2.new(1, -200,1, -100), "Out", "Quad", 1)
script.Parent.Notif:play()
sound:stop()
startsound:Stop()
wait(3)
script.Parent.Parent.FollowNotification:TweenPosition(UDim2.new(1, 0,1, -100), "Out", "Quad", 1)
else -- If it's on then when you click the button,
script.Parent.Parent.IsOn.Value = false -- The car is turned off.
button.Text = "Engine: OFF"
script.Parent.EngineOff:play()
end -- Don't touch this.
end) -- And don't touch this either.
|
--[[Wheel Alignment]] |
--[Don't physically apply alignment to wheels]
--[Values are in degrees]
Tune.FCamber = -8
Tune.RCamber = -8
Tune.FToe = 0
Tune.RToe = 0
|
-- Set the part's initial velocity to 10 units per second in the z direction |
part.Velocity = Vector3.new(0, 0, 20)
part.Touched:Connect(function(hit)
if hit.Parent:FindFirstChild("Humanoid") then
local explosion = Instance.new("Explosion")
explosion.Position = part.Position
explosion.Parent = workspace
hit.Parent.Humanoid:TakeDamage(10)
end
end)
|
-- Mouth Animtion |
local SizeState1 = Vector3.new(0.794, 0.69, 0.949)
local SizeState2 = Vector3.new(0.794, 0.69, 0.849)
local SizeState3 = Vector3.new(0.794, 0.69, 0.749)
local SizeState4 = Vector3.new(0.794, 0.69, 0.649)
local SizeState5 = Vector3.new(0.794, 0.69, 0.549)
while true do
if not AnimDebounce then
AnimDebounce = true
for i = 1,math.random(1,5) do
Mouth.Size = SizeState1
Mouth1_2.Size = SizeState1
wait(0.05)
Mouth.Size = SizeState2
Mouth1_2.Size = SizeState2
wait(0.05)
Mouth.Size = SizeState3
Mouth1_2.Size = SizeState3
wait(0.05)
Mouth.Size = SizeState4
Mouth1_2.Size = SizeState4
wait(0.05)
Mouth.Size = SizeState5
Mouth1_2.Size = SizeState5
wait(0.5)
Mouth.Size = SizeState5
Mouth1_2.Size = SizeState5
wait(0.05)
Mouth.Size = SizeState4
Mouth1_2.Size = SizeState4
wait(0.05)
Mouth.Size = SizeState3
Mouth1_2.Size = SizeState3
wait(0.05)
Mouth.Size = SizeState2
Mouth1_2.Size = SizeState2
wait(0.05)
Mouth.Size = SizeState1
Mouth1_2.Size = SizeState1
wait(math.random(0.05,1))
end
wait(math.random(8,16))
AnimDebounce = false
end
end
|
--//Opens Door (checks ownership) |
prompt.Triggered:Connect(function(player)
if prompt.ActionText == "Close" and player.Name == owner.Value then
door.Transparency = 0
door.knob1.Transparency = 0
door.knob2.Transparency = 0
door.CanCollide = true
door2.Transparency = 1
door2.knob1.Transparency = 1
door2.knob2.Transparency = 1
prompt.ActionText = "Open"
wait(1)
elseif prompt.ActionText == "Open" and player.Name == owner.Value then
door.Transparency = 1
door.knob1.Transparency = 1
door.knob2.Transparency = 1
door2.Transparency = 0
door2.knob1.Transparency = 0
door2.knob2.Transparency = 0
door.CanCollide = false
prompt.ActionText = "Close"
wait(1)
end
end) |
-- / Gun / -- |
local Gun = script.Parent.Parent
local BodyAttach = Gun.BodyAttach
|
--[=[
@within Gamepad
@type GamepadState {[Enum.KeyCode]: InputObject}
]=] | |
--[[
Performs a right-fold of the list with the given initial value and callback.
]] |
local function foldRight(list, callback, initialValue)
local accum = initialValue
for i = #list, 1, -1 do
accum = callback(accum, list[i], i)
end
return accum
end
return foldRight
|
--[[**
ensures value is a table and all keys pass keyCheck and all values pass valueCheck
@param keyCheck The function to use to check the keys
@param valueCheck The function to use to check the values
@returns A function that will return true iff the condition is passed
**--]] |
function t.map(keyCheck, valueCheck)
assert(t.callback(keyCheck), t.callback(valueCheck))
local keyChecker = t.keys(keyCheck)
local valueChecker = t.values(valueCheck)
return function(value)
local keySuccess, keyErr = keyChecker(value)
if not keySuccess then
return false, keyErr or ""
end
local valueSuccess, valueErr = valueChecker(value)
if not valueSuccess then
return false, valueErr or ""
end
return true
end
end
do
local arrayKeysCheck = t.keys(t.integer)
--[[**
ensures value is an array and all values of the array match check
@param check The check to compare all values with
@returns A function that will return true iff the condition is passed
**--]]
function t.array(check)
assert(t.callback(check))
local valuesCheck = t.values(check)
return function(value)
local keySuccess, keyErrMsg = arrayKeysCheck(value)
if keySuccess == false then
return false, string.format("[array] %s", keyErrMsg or "")
end
-- all keys are sequential
local arraySize = #value
for key in pairs(value) do
if key < 1 or key > arraySize then
return false, string.format("[array] key %s must be sequential", tostring(key))
end
end
local valueSuccess, valueErrMsg = valuesCheck(value)
if not valueSuccess then
return false, string.format("[array] %s", valueErrMsg or "")
end
return true
end
end
end
do
local callbackArray = t.array(t.callback)
--[[**
creates a union type
@param ... The checks to union
@returns A function that will return true iff the condition is passed
**--]]
function t.union(...)
local checks = {...}
assert(callbackArray(checks))
return function(value)
for _, check in pairs(checks) do
if check(value) then
return true
end
end
return false, "bad type for union"
end
end
--[[**
creates an intersection type
@param ... The checks to intersect
@returns A function that will return true iff the condition is passed
**--]]
function t.intersection(...)
local checks = {...}
assert(callbackArray(checks))
return function(value)
for _, check in pairs(checks) do
local success, errMsg = check(value)
if not success then
return false, errMsg or ""
end
end
return true
end
end
end
do
local checkInterface = t.map(t.any, t.callback)
--[[**
ensures value matches given interface definition
@param checkTable The interface definition
@returns A function that will return true iff the condition is passed
**--]]
function t.interface(checkTable)
assert(checkInterface(checkTable))
return function(value)
local tableSuccess, tableErrMsg = t.table(value)
if tableSuccess == false then
return false, tableErrMsg or ""
end
for key, check in pairs(checkTable) do
local success, errMsg = check(value[key])
if success == false then
return false, string.format("[interface] bad value for %s:\n\t%s", tostring(key), errMsg or "")
end
end
return true
end
end
--[[**
ensures value matches given interface definition strictly
@param checkTable The interface definition
@returns A function that will return true iff the condition is passed
**--]]
function t.strictInterface(checkTable)
assert(checkInterface(checkTable))
return function(value)
local tableSuccess, tableErrMsg = t.table(value)
if tableSuccess == false then
return false, tableErrMsg or ""
end
for key, check in pairs(checkTable) do
local success, errMsg = check(value[key])
if success == false then
return false, string.format("[interface] bad value for %s:\n\t%s", tostring(key), errMsg or "")
end
end
for key in pairs(value) do
if not checkTable[key] then
return false, string.format("[interface] unexpected field '%s'", tostring(key))
end
end
return true
end
end
end
|
-- place this script into StarterPlayerScripts
-- it will not work otherwise |
local sm = Color3.fromRGB(0, 255, 255)--color of the message
local sm1 = Color3.fromRGB(255, 0, 0)--color of the message
game:GetService('Players').PlayerAdded:Connect(function(plr)
local message = ("[Server]: Player ".."'"..plr.Name.."'".." Just Joined The Game!")
game.StarterGui:SetCore("ChatMakeSystemMessage", {
Text = message;
Font = Enum.Font.SourceSansBold;
Color = sm;
FontSize = Enum.FontSize.Size18;
})
end)
game:GetSerivce('Players').PlayerRemoving:Connect(function(plr)
local message = ("[Server]: Player ".."'"..plr.Name.."'".." Just Leave The Game!")
game.StarterGui:SetCore("ChatMakeSystemMessage", {
Text = message;
Font = Enum.Font.SourceSansBold;
Color = sm1;
FontSize = Enum.FontSize.Size18;
})
end)
|
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- |
local path
local waypoint
local chaseName = nil
function GetTorso(part)
local chars = game.Workspace:GetDescendants()
local chaseRoot = nil
local chaseTorso = nil
local chasePlr = nil
local chaseHuman = nil
local mag = SearchDistance
for i = 1, #chars do
chasePlr = chars[i]
if chasePlr:IsA'Model' and not chasePlr:FindFirstChild("Enemy") and not chasePlr:FindFirstChild("Helper") then
chaseHuman = getHumanoid(chasePlr)
chaseRoot = chasePlr:FindFirstChild'HumanoidRootPart'
if chaseRoot ~= nil and chaseHuman ~= nil and chaseHuman.Health > 0 and not chaseHuman:FindFirstChild("Enemy") and not chasePlr:FindFirstChild("Helper") then
if (chaseRoot.Position - part).magnitude < mag then
chaseName = chasePlr.Name
chaseTorso = chaseRoot
mag = (chaseRoot.Position - part).magnitude
end
end
end
end
return chaseTorso
end
function GetPlayersBodyParts(t)
local torso = t
if torso then
local figure = torso.Parent
for _, v in pairs(figure:GetChildren())do
if v:IsA'Part' then
return v.Name
end
end
else
return "HumanoidRootPart"
end
end
|
-- Setting up variables |
module.Diving = false
module.DiveSlideCanceling = false
module.WallJumping = false
module.DiveSliding = false
module.Crouching = false
module.LongJumping = false
module.diveCount = 0
module.totalDives = 0
module.cananimate = true
module.GroundPounding = false
module.backflipping = false
module.canGroundPound = true
module.hitfloor = false
module.DiveSpeed = 0
module.Trail = nil
return module
|
--------------------- |
script.Parent.Parent.ll1.Transparency = 1
script.Parent.Parent.l1.Transparency = 1
script.Parent.Parent.rr1.Transparency = 1
script.Parent.Parent.h1.Transparency = 1 |
--credit to matt for fixing |
task.wait(0.1)
local Players = game:GetService("Players")
local Check = {"Player1"}
local TeamColor = BrickColor.new("Medium stone grey")
local Blacklist = {}
local seat = script.Parent
local gui = script.Car
local owner = nil
local deletetime = 30
local currTime = 30
local timerdebounce = false
local function StartTimer()
script.Parent.Parent.Sound.Timeout.Enabled = true
repeat
script.Parent.Parent.Sound.Timeout.TextLabel.Text = tostring(currTime) .. ""
script.Parent.Parent.Sound.Timeout.TextLabel.TextScaled = false
currTime -= 1
if currTime == 0 then
seat.Parent:Destroy()
end
task.wait(1)
until currTime == 0 or owner ~= nil
currTime = deletetime
script.Parent.Parent.Sound.Timeout.Enabled = false
end
local function GiveGUI(plr)
local guiClone = gui:Clone()
guiClone.Parent = plr.PlayerGui
guiClone.Frame.Seat.Value = script.Parent
guiClone.Frame.LocalScript.Disabled = false
end
script.Parent.ChildAdded:connect(function(it)
if it:IsA("Weld") and it.Name == "SeatWeld" then
print(it.Name)
local tempCharacter = it.Part1.Parent
local tempPlayer = Players:GetPlayerFromCharacter(tempCharacter)
if owner == nil and tempPlayer.TeamColor == TeamColor then
owner = tempPlayer
GiveGUI(tempPlayer)
seat:SetNetworkOwnershipAuto()
elseif owner ~= nil and tempPlayer.Name == owner.Name then
print("welcome back")
seat:SetNetworkOwnershipAuto()
else
seat.Disabled = true
print("Booted Player.")
task.wait(1.5)
seat.Disabled = false
end
elseif it:IsA("IntValue") then
owner = nil
script.Parent.Parent.Parent = game.Workspace.VehiclesFolder.UnclaimedVehicles
seat:SetNetworkOwnershipAuto()
StartTimer()
end
end)
|
-- Thanks for Meanwhile & XaXa for this script.
-- Remember this was designed for Meanwhile weapons so any other weapons might not work.
-- You have no permission to repubish this in you model even if it edited.
-- If your found then you will be ban from my place.
-- original Manofthelol Script |
Tool = script.Parent
local Mouse = true
local Spin = script.Parent.Spin.Value
local Heat = script.Parent.Heat.Value
local chamber = true
local Player = Tool.Parent
local Dist = 0.20
local firing = false
local enabled = true
local reloading = false
rotvalueB1 = 90
rotvalueB2 = 30
rotvalueB3 = 330
rotvalueB4 = 270
rotvalueB5 = 210
rotvalueB6 = 150
local arms = nil
local torso = nil
local weld33 = nil -- right arm
local weld55 = nil -- left arm
local welds = {}
function ReloadSequence()
Tool.S1.Transparency = 1
wait()
Tool.S2.Transparency = 1
wait()
Tool.S3.Transparency = 1
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(310), 0.2, math.rad(-90))
Tool.S4.Transparency = 1
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(310), 0.1, math.rad(-90))
Tool.S5.Transparency = 1
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(310), 0, math.rad(-90))
Tool.S6.Transparency = 1
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(310), -0.1, math.rad(-90))
Tool.S7.Transparency = 1
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(310), -0.2, math.rad(-90))
Tool.S8.Transparency = 1
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(310), -0.3, math.rad(-90))
Tool.S9.Transparency = 1
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(310), -0.4, math.rad(-90))
Tool.S10.Transparency = 1
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(310), -0.5, math.rad(-90))
Tool.S11.Transparency = 1
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(310), -0.6, math.rad(-90))
Tool.S12.Transparency = 1
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(310), -0.7, math.rad(-90))
local mag = Tool.Mag:clone()
mag.CFrame = Tool.Mag.CFrame
mag.CanCollide = false
mag.Parent = game.Workspace
Tool.Mag.Transparency = 1
local mag = Tool.Mag2:clone()
mag.CFrame = Tool.Mag.CFrame
mag.CanCollide = false
mag.Parent = game.Workspace
Tool.Mag2.Transparency = 1
local mag = Tool.Mag3:clone()
mag.CFrame = Tool.Mag.CFrame
mag.CanCollide = false
mag.Parent = game.Workspace
Tool.Mag3.Transparency = 1
Tool.Handle.M1:play()
wait(1)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(310), -0.8, math.rad(-90))
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(310), -0.9, math.rad(-90))
wait(.2)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(310), -1, math.rad(-90))
Tool.Mag.Transparency = 0
Tool.Mag2.Transparency = 0
Tool.Mag3.Transparency = 0
Tool.Mag.Mesh.Offset = Vector3.new(0, 0, 0.4)
Tool.Mag2.Mesh.Offset = Vector3.new(0, 0, 0.4)
Tool.Mag3.Mesh.Offset = Vector3.new(0, 0, 0.4)
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(310), -0.9, math.rad(-90))
Tool.Mag.Mesh.Offset = Vector3.new(0, 0, 0.3)
Tool.Mag2.Mesh.Offset = Vector3.new(0, 0, 0.3)
Tool.Mag3.Mesh.Offset = Vector3.new(0, 0, 0.3)
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(310), -0.8, math.rad(-90))
Tool.Mag.Mesh.Offset = Vector3.new(0, 0, 0.2)
Tool.Mag2.Mesh.Offset = Vector3.new(0, 0, 0.2)
Tool.Mag3.Mesh.Offset = Vector3.new(0, 0, 0.2)
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(310), -0.7, math.rad(-90))
Tool.Mag.Mesh.Offset = Vector3.new(0, 0, 0.1)
Tool.Mag2.Mesh.Offset = Vector3.new(0, 0, 0.1)
Tool.Mag3.Mesh.Offset = Vector3.new(0, 0, 0.1)
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(310), -0.6, math.rad(-90))
Tool.Mag.Mesh.Offset = Vector3.new(0, 0, 0)
Tool.Mag2.Mesh.Offset = Vector3.new(0, 0, 0)
Tool.Mag3.Mesh.Offset = Vector3.new(0, 0, 0)
Tool.Handle.M2:play()
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(309), -0.61, math.rad(-90))
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(308), -0.62, math.rad(-90))
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(307), -0.63, math.rad(-90))
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(306), -0.64, math.rad(-90))
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(305), -0.65, math.rad(-90))
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(304), -0.66, math.rad(-90))
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(303), -0.67, math.rad(-90))
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(302), -0.68, math.rad(-90))
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(301), -0.69, math.rad(-90))
Tool.S12.Transparency = 0
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), -0.7, math.rad(-90))
Tool.S11.Transparency = 0
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(301), -0.69, math.rad(-90))
Tool.S10.Transparency = 0
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(302), -0.68, math.rad(-90))
Tool.S9.Transparency = 0
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(303), -0.67, math.rad(-90))
Tool.S8.Transparency = 0
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(304), -0.66, math.rad(-90))
Tool.S7.Transparency = 0
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(305), -0.65, math.rad(-90))
Tool.S6.Transparency = 0
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(306), -0.64, math.rad(-90))
Tool.S5.Transparency = 0
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(307), -0.63, math.rad(-90))
Tool.S4.Transparency = 0
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(308), -0.62, math.rad(-90))
Tool.S3.Transparency = 0
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(309), -0.61, math.rad(-90))
Tool.S2.Transparency = 0
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(310), -0.6, math.rad(-90))
Tool.S1.Transparency = 0
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(310), -0.5, math.rad(-90))
wait(.03)
Tool.Mag.Mesh.Offset = Vector3.new(0, 0, 0)
Tool.Handle.M2:play()
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(310), -0.4, math.rad(-90))
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(310), -0.3, math.rad(-90))
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(310), -0.2, math.rad(-90))
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(310), -0.1, math.rad(-90))
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(310), 0, math.rad(-90))
wait(.5)
weld33.C1 = CFrame.new(-0.75, -1.2, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-70), math.rad(-35), 0)
weld55.C1 = CFrame.new(-0.35, 2, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(295), 0, math.rad(-90))
end
function ReloadSequence2()
Tool.S1.Transparency = 1
wait()
Tool.S2.Transparency = 1
wait()
Tool.S3.Transparency = 1
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(310), 0.2, math.rad(-90))
Tool.S4.Transparency = 1
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(310), 0.1, math.rad(-90))
Tool.S5.Transparency = 1
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(310), 0, math.rad(-90))
Tool.S6.Transparency = 1
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(310), -0.1, math.rad(-90))
Tool.S7.Transparency = 1
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(310), -0.2, math.rad(-90))
Tool.S8.Transparency = 1
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(310), -0.3, math.rad(-90))
Tool.S9.Transparency = 1
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(310), -0.4, math.rad(-90))
Tool.S10.Transparency = 1
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(310), -0.5, math.rad(-90))
Tool.S11.Transparency = 1
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(310), -0.6, math.rad(-90))
Tool.S12.Transparency = 1
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(310), -0.7, math.rad(-90))
local mag = Tool.Mag:clone()
mag.CFrame = Tool.Mag.CFrame
mag.CanCollide = false
mag.Parent = game.Workspace
Tool.Mag.Transparency = 1
local mag = Tool.Mag2:clone()
mag.CFrame = Tool.Mag.CFrame
mag.CanCollide = false
mag.Parent = game.Workspace
Tool.Mag2.Transparency = 1
local mag = Tool.Mag3:clone()
mag.CFrame = Tool.Mag.CFrame
mag.CanCollide = false
mag.Parent = game.Workspace
Tool.Mag3.Transparency = 1
Tool.Handle.M1:play()
wait(1)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(310), -0.8, math.rad(-90))
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(310), -0.9, math.rad(-90))
wait(.2)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(310), -1, math.rad(-90))
Tool.Mag.Transparency = 0
Tool.Mag2.Transparency = 0
Tool.Mag3.Transparency = 0
Tool.Mag.Mesh.Offset = Vector3.new(0, 0, 0.4)
Tool.Mag2.Mesh.Offset = Vector3.new(0, 0, 0.4)
Tool.Mag3.Mesh.Offset = Vector3.new(0, 0, 0.4)
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(310), -0.9, math.rad(-90))
Tool.Mag.Mesh.Offset = Vector3.new(0, 0, 0.3)
Tool.Mag2.Mesh.Offset = Vector3.new(0, 0, 0.3)
Tool.Mag3.Mesh.Offset = Vector3.new(0, 0, 0.3)
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(310), -0.8, math.rad(-90))
Tool.Mag.Mesh.Offset = Vector3.new(0, 0, 0.2)
Tool.Mag2.Mesh.Offset = Vector3.new(0, 0, 0.2)
Tool.Mag3.Mesh.Offset = Vector3.new(0, 0, 0.2)
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(310), -0.7, math.rad(-90))
Tool.Mag.Mesh.Offset = Vector3.new(0, 0, 0.1)
Tool.Mag2.Mesh.Offset = Vector3.new(0, 0, 0.1)
Tool.Mag3.Mesh.Offset = Vector3.new(0, 0, 0.1)
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(310), -0.6, math.rad(-90))
Tool.Mag.Mesh.Offset = Vector3.new(0, 0, 0)
Tool.Mag2.Mesh.Offset = Vector3.new(0, 0, 0)
Tool.Mag3.Mesh.Offset = Vector3.new(0, 0, 0)
Tool.Handle.M2:play()
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(309), -0.61, math.rad(-90))
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(308), -0.62, math.rad(-90))
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(307), -0.63, math.rad(-90))
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(306), -0.64, math.rad(-90))
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(305), -0.65, math.rad(-90))
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(304), -0.66, math.rad(-90))
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(303), -0.67, math.rad(-90))
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(302), -0.68, math.rad(-90))
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(301), -0.69, math.rad(-90))
Tool.S12.Transparency = 0
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), -0.7, math.rad(-90))
Tool.S11.Transparency = 0
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(301), -0.69, math.rad(-90))
Tool.S10.Transparency = 0
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(302), -0.68, math.rad(-90))
Tool.S9.Transparency = 0
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(303), -0.67, math.rad(-90))
Tool.S8.Transparency = 0
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(304), -0.66, math.rad(-90))
Tool.S7.Transparency = 0
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(305), -0.65, math.rad(-90))
Tool.S6.Transparency = 0
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(306), -0.64, math.rad(-90))
Tool.S5.Transparency = 0
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(307), -0.63, math.rad(-90))
Tool.S4.Transparency = 0
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(308), -0.62, math.rad(-90))
Tool.S3.Transparency = 0
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(309), -0.61, math.rad(-90))
Tool.S2.Transparency = 0
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(310), -0.6, math.rad(-90))
Tool.S1.Transparency = 0
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(310), -0.5, math.rad(-90))
wait(.03)
Tool.Mag.Mesh.Offset = Vector3.new(0, 0, 0)
Tool.Handle.M2:play()
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(310), -0.3, math.rad(-90))
wait(.5)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(310), -0.4, math.rad(-90))
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(310), -0.5, math.rad(-90))
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(310), -0.6, math.rad(-90))
Tool.Handle.Close:play()
Tool.Handle.Engine:play()
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1.1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(308), -0.5, math.rad(-90))
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1.2, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(306), -0.4, math.rad(-90))
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1.3, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(304), -0.3, math.rad(-90))
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1.4, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(302), -0.2, math.rad(-90))
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1.5, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), 0.1, math.rad(-90))
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1.6, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(298), 0, math.rad(-90))
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1.7, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(296), 0, math.rad(-90))
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1.8, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(295), 0, math.rad(-90))
wait(.03)
weld55.C1 = CFrame.new(-0.35, 1.9, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(295), 0, math.rad(-90))
wait(.03)
weld33.C1 = CFrame.new(-0.75, -1.2, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-70), math.rad(-35), 0)
weld55.C1 = CFrame.new(-0.35, 2, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(295), 0, math.rad(-90))
end
function Reload()
Tool.Left.Value = Tool.Ammo.Value
if script.Parent.Ammo.Value < script.Parent.MaxAmmo.Value and reloading == false and script.Parent.StoredAmmo.Value >= 1 then
reloading = true
script.Parent.Ammo.Value = 0
ReloadChoose()
script.Parent.StoredAmmo.Value = script.Parent.StoredAmmo.Value + script.Parent.Left.Value
if script.Parent.StoredAmmo.Value >= script.Parent.MaxAmmo.Value then
script.Parent.StoredAmmo.Value = script.Parent.StoredAmmo.Value - script.Parent.MaxAmmo.Value
script.Parent.Ammo.Value = script.Parent.MaxAmmo.Value
script.Parent.Recoil.Value = 5
elseif script.Parent.StoredAmmo.Value < script.Parent.MaxAmmo.Value and script.Parent.StoredAmmo.Value >= 1 then
script.Parent.Ammo.Value = script.Parent.StoredAmmo.Value
script.Parent.StoredAmmo.Value = 0
script.Parent.Recoil.Value = 5
end
reloading = false
end
end
function ReloadChoose()
if script.Parent.Left.Value == 0 then
ReloadSequence2()
elseif script.Parent.Left.Value >= 1 then
ReloadSequence()
end
end
function Equip(mouse)
wait(.1)
print("Equipped")
if game.Players.LocalPlayer ~= nil then
Gui = Tool.OverheatBar:clone()
Gui.Parent = game.Players.LocalPlayer.PlayerGui
end
wait(0.01)
arms = {Tool.Parent:FindFirstChild("Left Arm"), Tool.Parent:FindFirstChild("Right Arm")}
torso = Tool.Parent:FindFirstChild("Torso")
if arms ~= nil and torso ~= nil then
local sh = {torso:FindFirstChild("Left Shoulder"), torso:FindFirstChild("Right Shoulder")}
if sh ~= nil then
local yes = true
if yes then
yes = false
sh[1].Part1 = nil
sh[2].Part1 = nil
falsearm1 = arms[1]:clone()
local mesh1 = Tool.Larm:clone()
mesh1.Parent = falsearm1
local armweld1 = Instance.new("Weld")
falsearm1.BrickColor = BrickColor.new("Light orange") -- this is the arm colour incase u want to change it
falsearm1.Parent = Tool
armweld1.Parent = falsearm1
armweld1.Part0 = falsearm1
armweld1.Part1 = arms[1]
falsearm2 = arms[2]:clone()
local mesh2 = Tool.Rarm:clone()
mesh2.Parent = falsearm2
local armweld2 = Instance.new("Weld")
falsearm2.BrickColor = BrickColor.new("Light orange") -- this is the 2nd arm colour incase u want to change it
falsearm2.Parent = Tool
armweld2.Parent = falsearm2
armweld2.Part0 = falsearm2
armweld2.Part1 = arms[2]
local weld1 = Instance.new("Weld") -- left arm
weld55 = weld1
weld1.Part0 = torso
weld1.Parent = torso
weld1.Part1 = arms[1]
weld1.C1 = CFrame.new(-0.35, 2, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(295), 0, math.rad(-90))
welds[1] = weld1
local weld2 = Instance.new("Weld") -- right arm
weld33 = weld2
weld2.Part0 = torso
weld2.Parent = torso
weld2.Part1 = arms[2]
weld2.C1 = CFrame.new(-0.75, -1.2, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-70), math.rad(-35), 0)
welds[2] = weld2
end
else
print("sh")
end
else
print("arms")
end
end
function Unequip(mouse)
Gui:Remove()
if arms ~= nil and torso ~= nil then
local sh = {torso:FindFirstChild("Left Shoulder"), torso:FindFirstChild("Right Shoulder")}
if sh ~= nil then
local yes = true
if yes then
yes = false
sh[1].Part1 = arms[1]
sh[2].Part1 = arms[2]
welds[1].Parent = nil
welds[2].Parent = nil
falsearm1:remove()
falsearm2:remove()
end
else
print("sh")
end
else
print("arms")
end
end
colors = {199}
local pellet = Instance.new("Part")
pellet.Name = "Bullet"
pellet.Shape = 1
pellet.formFactor = 3
pellet.BrickColor = BrickColor.new(24)
pellet.Size = Vector3.new(.2,.2,.2)
pellet.Locked = true
Tool.Equipped:connect(function(mouse)
function Shelling()
local ammo = script.Parent.Ammo
if ammo.Value == 12 then
Tool.S12.Transparency = 1
end
if ammo.Value == 11 then
Tool.S11.Transparency = 1
Tool.S12.Transparency = 1
end
if ammo.Value == 10 then
Tool.S10.Transparency = 1
Tool.S11.Transparency = 1
Tool.S12.Transparency = 1
end
if ammo.Value == 9 then
Tool.S9.Transparency = 1
Tool.S10.Transparency = 1
Tool.S11.Transparency = 1
Tool.S12.Transparency = 1
end
if ammo.Value == 8 then
Tool.S8.Transparency = 1
Tool.S9.Transparency = 1
Tool.S10.Transparency = 1
Tool.S11.Transparency = 1
Tool.S12.Transparency = 1
end
if ammo.Value == 7 then
Tool.S7.Transparency = 1
Tool.S8.Transparency = 1
Tool.S9.Transparency = 1
Tool.S10.Transparency = 1
Tool.S11.Transparency = 1
Tool.S12.Transparency = 1
end
if ammo.Value == 6 then
Tool.S6.Transparency = 1
Tool.S7.Transparency = 1
Tool.S8.Transparency = 1
Tool.S9.Transparency = 1
Tool.S10.Transparency = 1
Tool.S11.Transparency = 1
Tool.S12.Transparency = 1
end
if ammo.Value == 5 then
Tool.S5.Transparency = 1
Tool.S6.Transparency = 1
Tool.S7.Transparency = 1
Tool.S8.Transparency = 1
Tool.S9.Transparency = 1
Tool.S10.Transparency = 1
Tool.S11.Transparency = 1
Tool.S12.Transparency = 1
end
if ammo.Value == 4 then
Tool.S4.Transparency = 1
Tool.S5.Transparency = 1
Tool.S6.Transparency = 1
Tool.S7.Transparency = 1
Tool.S8.Transparency = 1
Tool.S9.Transparency = 1
Tool.S10.Transparency = 1
Tool.S11.Transparency = 1
Tool.S12.Transparency = 1
end
if ammo.Value == 3 then
Tool.S3.Transparency = 1
Tool.S4.Transparency = 1
Tool.S5.Transparency = 1
Tool.S6.Transparency = 1
Tool.S7.Transparency = 1
Tool.S8.Transparency = 1
Tool.S9.Transparency = 1
Tool.S10.Transparency = 1
Tool.S11.Transparency = 1
Tool.S12.Transparency = 1
end
if ammo.Value == 2 then
Tool.S2.Transparency = 1
Tool.S3.Transparency = 1
Tool.S4.Transparency = 1
Tool.S5.Transparency = 1
Tool.S6.Transparency = 1
Tool.S7.Transparency = 1
Tool.S8.Transparency = 1
Tool.S9.Transparency = 1
Tool.S10.Transparency = 1
Tool.S11.Transparency = 1
Tool.S12.Transparency = 1
end
if ammo.Value == 1 then
Tool.S1.Transparency = 1
Tool.S2.Transparency = 1
Tool.S3.Transparency = 1
Tool.S4.Transparency = 1
Tool.S5.Transparency = 1
Tool.S6.Transparency = 1
Tool.S7.Transparency = 1
Tool.S8.Transparency = 1
Tool.S9.Transparency = 1
Tool.S10.Transparency = 1
Tool.S11.Transparency = 1
Tool.S12.Transparency = 1
end
end
function fire(v)
if enabled == true then
Spin = Spin + 1
if Spin < 40 then
Heat = Heat + 0.2
return
else
end
if Spin >= 45 then
Spin = 45
end
Heat = Heat + 2
firing = true
local ammo = script.Parent.Ammo
if ammo.Value >= 1 then
ammo.Value = ammo.Value - 1
script.Fire:Play()
local vCharacter = Tool.Parent
local vPlayer = game.Players:playerFromCharacter(vCharacter)
local missile = Instance.new("Part")
local spawnPos = vCharacter.PrimaryPart.Position
spawnPos = spawnPos + (v * 8)
missile.Position = spawnPos
missile.Size = Vector3.new(1,1,1)
missile.Velocity = v * 500
missile.BrickColor = BrickColor.new(24)
missile.Shape = 0
missile.BottomSurface = 0
missile.TopSurface = 0
missile.Name = "Bullet"
missile.Elasticity = 0
missile.Reflectance = .3
missile.Friction = .9
missile.CanCollide = false
local force = Instance.new("BodyForce")
force.force = Vector3.new(math.random(-5, 5),math.random(95, 105),math.random(-5, 5))
force.Parent = missile
local mesh = Instance.new("SpecialMesh")
mesh.Scale = Vector3.new(.1,.1,.1)
mesh.MeshType = "Sphere"
mesh.Parent = missile
local new_script = script.Parent.Bullet:clone()
new_script.Disabled = false
new_script.Parent = missile
local creator_tag = Instance.new("ObjectValue")
creator_tag.Value = vPlayer
creator_tag.Name = "creator"
creator_tag.Parent = missile
missile.Parent = game.Workspace
cam = game.Workspace.CurrentCamera
local cam_rot = cam.CoordinateFrame - cam.CoordinateFrame.p
local cam_scroll = (cam.CoordinateFrame.p - cam.Focus.p).magnitude
local ncf = CFrame.new(cam.Focus.p)*cam_rot*CFrame.fromEulerAnglesXYZ(0.01, 0, 0)
cam.CoordinateFrame = ncf*CFrame.new(0, 0, cam_scroll)
Tool.Flash.Transparency = .5
Tool.Flash.Smoke.Enabled = true
wait()
Tool.Flash.Transparency = 1
Tool.Flash.Smoke.Enabled = false
Shelling()
elseif ammo.Value == 0 then
Reload()
end
elseif enabled == false then
end
end
end)
function KeyDownFunctions(key)
if key == "r" then
Reload()
end
end
function computeDirection(pos)
local invrtDir = 1 / math.sqrt((pos.magnitude * pos.magnitude))
local dir = Vector3.new(pos.x * invrtDir, pos.y * invrtDir, pos.z * invrtDir)
return dir
end
function check(en)
if not Tool.Enabled then
return false
end
if Tool.Enabled then
return true
end
if not enabled then
return false
end
if enabled then
return true
end
end
function onActivated()
if (not Tool.Enabled) or (not enabled) then
return
end
--Tool.Enabled = false
local character = Tool.Parent;
local humanoid = character.Humanoid
if humanoid == nil or humanoid.Health <= 0 then
Tool:Remove()
return
end
local targetPos = humanoid.TargetPoint
local lookAt = (targetPos - character.Head.Position).unit
if (check()) then
end
fire(lookAt)
wait()
onActivated()
return
--Tool.Enabled = true
end
function onButton1Up(mouse)
firing = false
enabled = false
Tool.Enabled = false
wait(.2)
firing = false
enabled = true
Tool.Enabled = true
end
function onEquippedLocal(mouse)
if mouse == nil then
print("Mouse not found")
return
end
mouse.Button1Down:connect(function() onButton1Down(mouse) end)
mouse.Button1Up:connect(function() onButton1Up(mouse)end)
mouse.KeyDown:connect(KeyDownFunctions)
end
function onEquippedLocal2(mouse)
wait(.2)
while Mouse == true do
Spin = Spin - .5
if not firing then
Heat = Heat - .75
end
mouse.Icon = "http://www.roblox.com/asset/?id=45003129"
|
-- Denotes children instances in an instance or component's property table. |
export type ChildrenKey = Symbol & {
-- name: "Children" (add this when Luau supports singleton types)
}
|
--function onSelected(mouse) |
print("1")
mouse.Icon = "rbxasset://textures\\GunCursor.png"
print("1")
mouse.KeyDown:connect(onKeyDown)
print("1")
end
print("1")
function onKeyDown(key)
if (key~=nil) then
key = key:lower()
local blade = script.Parent.Handle2
if (key=="z") then
blade.Transparency = 0.5
blade.Sound:Play()
end
if (key=="x") then
blade.Transparency = 1
blade.Sound:Play()
end
end
end
Tool.Equipped:connect(onEquippedLocal) |
-- Denotes event handlers in an instance's property table. |
export type OnEventKey = Symbol & {
-- name: "OnEvent" (add this when Luau supports singleton types)
key: string
}
|
--------END AUDIENCE BACK RIGHT-------- |
game.Workspace.rightpalette.l15.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.rightpalette.l25.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.rightpalette.l16.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.rightpalette.l26.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l32.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l41.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l53.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l62.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l71.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l33.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l42.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l51.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l63.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l72.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l22.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l31.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l43.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l52.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l61.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l73.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l32.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l41.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l53.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l62.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l71.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l33.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l42.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l51.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l63.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l72.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l22.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l31.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l43.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l52.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l61.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l73.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackleft1.Part1.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackleft1.Part2.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackleft1.Part3.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackleft1.Part4.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackleft1.Part5.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackleft1.Part6.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackleft1.Part7.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackleft1.Part8.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackleft1.Part9.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackright1.Part1.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackright1.Part2.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackright1.Part3.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackright1.Part4.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackright1.Part5.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackright1.Part6.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackright1.Part7.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackright1.Part8.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackright1.Part9.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.Lighting.flashcurrent.Value = "0"
game.Workspace.sidesquares.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.sidesquares.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.sidesquares.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.sidesquares.l14.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.sidesquares.l15.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.sidesquares.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.sidesquares.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.sidesquares.l24.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.sidesquares.l25.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.sidesquares.l31.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.sidesquares.l33.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.sidesquares.l34.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.sidesquares.l35.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.rightpalette.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.rightpalette.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.rightpalette.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.rightpalette.l22.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.rightpalette.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.rightpalette.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.rightpalette.l14.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.rightpalette.l24.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.rightpalette.l15.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.rightpalette.l25.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.rightpalette.l16.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.rightpalette.l26.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
end
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)
|
--If necessary change the last word to: |
--Signal1
--Signal1a
--Signal2
--Signal2a
--TurnSignal1
--TurnSignal1a
--TurnSignal2
--TurnSignal2a |
--[[
Gets the Context object for the current node.
]] |
function TestSession:getContext()
assert(#self.contextStack > 0, "Tried to get context from an empty stack!")
return self.contextStack[#self.contextStack]
end
function TestSession:getExpectationContext()
assert(#self.expectationContextStack > 0, "Tried to get expectationContext from an empty stack!")
return self.expectationContextStack[#self.expectationContextStack]
end
|
--------END SIDE SQUARES-------- |
game.Workspace.audiencebackleft1.Part1.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackleft1.Part2.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackleft1.Part3.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackleft1.Part4.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackleft1.Part5.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackleft1.Part6.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackleft1.Part7.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackleft1.Part8.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackleft1.Part9.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackright1.Part1.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackright1.Part2.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackright1.Part3.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackright1.Part4.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackright1.Part5.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackright1.Part6.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackright1.Part7.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackright1.Part8.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackright1.Part9.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.post1.Light.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.post2.Light.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
if game.Workspace.DoorFlashing.Value == false then
game.Workspace.DoorColored.Value = false |
--What happens with DepositBox1-- |
depositpr1.Triggered:Connect(function(plr)
if plr.Character:FindFirstChild("Drill",yeeld) then
driLL1.Transparency = 0
drilling1.Playing = true
drillingeffect1.Enabled = true
driLL1.CanCollide = true
wait(timetodrill)
driLL1.CanCollide = false
drilling1.Playing = false
drillingeffect1.Enabled = false
driLL1.Transparency = 1
explosionvault1.Enabled = true
explosionvaultsfx1.Playing = true
wait(1)
explosionvault1.Enabled = false
depositpr1.Parent.Parent.Transparency = 1
depositpr1.Parent.Parent.CanCollide = false
depositpr1.Enabled = false
wait(resetcooldown)
depositpr1.Parent.Parent.Transparency = 0
depositpr1.Parent.Parent.CanCollide = true
depositpr1.Enabled = true
end
end)
|
-- Preload animations |
function playAnimation(animName, transitionTime, humanoid)
local idleFromEmote = (animName == "idle" and emoteNames[currentAnim] ~= nil)
if (animName ~= currentAnim and not idleFromEmote) then
if (currentAnimTrack ~= nil) then
currentAnimTrack:Stop(transitionTime)
currentAnimTrack:Destroy()
end
currentAnimSpeed = 1.0
local roll = math.random(1, animTable[animName].totalWeight)
local origRoll = roll
local idx = 1
while (roll > animTable[animName][idx].weight) do
roll = roll - animTable[animName][idx].weight
idx = idx + 1
end |
--[[**
Gets an array of the given player's groups.
@param [Instance<Player>] Player The player you are checking for. Can also be their UserID.
@returns [Array] All of the groups the player is in.
**--]] |
function GroupService:GetGroupsAsync(Player)
local UserId = (typeof(Player) == "Instance" and Player:IsA("Player")) and Player.UserId or type(Player) == "number" and Player
local Success, Groups = pcall(RbxGroupService.GetGroupsAsync, RbxGroupService, UserId)
return Success and Groups or {}
end
|
------------Horn |
model = script.Parent
wait(0.5)
currentP = "Off"
script.Parent.Events.Horn.OnServerEvent:Connect( function(player, pattern)
if script.Parent.Values.Horn.Value == true then
script.Parent.Values.Horn.Value = false
else
script.Parent.Values.Horn.Value = true
end
end)
|
-- ROBLOX deviation: this is a built-in flow type, and very complex. we fudge this with `any`
-- type ElementRef<
-- C extends keyof JSX.IntrinsicElements
-- | React.ForwardRefExoticComponent<any>
-- | (new (props: any) -> React.Component<any, {}, any>)
-- | ((props: any, context?: any) -> ReactElement | null)
-- > = "ref" extends keyof ComponentPropsWithRef<C>
-- ? NonNullable<ComponentPropsWithRef<C>["ref"]> extends Ref<infer Instance>
-- ? Instance
-- : never
-- : never | |
--------------------) Settings |
Damage = 0 -- the ammout of health the player or mob will take
Cooldown = 1 -- cooldown for use of the tool again
ZoneModelName = "Nightmare spin tentacle" -- name the zone model
MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage |
--------------------[ FIRING FUNCTIONS ]---------------------------------------------- |
function Fire_Gun()
local FireSound = Main:FindFirstChild("FireSound")
local FlashGui = Main:FindFirstChild("ParticleFX")
local FlashFX = Main:FindFirstChild("FlashFX")
if FireSound then FireSound:Play() end
local MockSpread = (
((not Aimed) and CurrentSpread <= S.Spread.Max and Idleing)
and CurrentSpread * S.Spread.Multiplier or CurrentSpread
)
CurrentSpread = (MockSpread >= S.Spread.Max and S.Spread.Max or MockSpread)
----------------------------------------------------------------------------------
for _ = 1, (S.GunType.Shot and S.ShotAmount or 1) do
local BSpread = CFANG(
RAD(RAND(-CurrentSpread, CurrentSpread) / 20),
RAD(RAND(-CurrentSpread, CurrentSpread) / 20),
RAD(RAND(-CurrentSpread, CurrentSpread) / 20)
)
local OriginCF = (Aimed and (S.GuiScope and Head.CFrame or Handle.CFrame) or Head.CFrame)
local OriginPos = Main.CFrame.p
local Direction = (CF(OriginCF.p, OriginCF.p + OriginCF.lookVector) * BSpread).lookVector
if S.InstantHit then
local HitObj, HitPos = AdvRayCast(Main.CFrame.p, Direction, S.BulletRange)
local HitHumanoid = nil
if HitObj then
if S.GunType.Explosive then
if S.ExplosionSound ~= "" then
local SoundPart = Instance.new("Part")
SoundPart.Transparency = 1
SoundPart.Anchored = true
SoundPart.CanCollide = false
SoundPart.CFrame = CFrame.new(HitPos)
SoundPart.Parent = game.Workspace
local Sound = Instance.new("Sound")
Sound.Pitch = S.ExplosionSoundPitch
Sound.SoundId = S.ExplosionSound
Sound.Volume = S.ExplosionSoundVolume
Sound.Parent = SoundPart
Sound:Play()
delay(1 / 20, function()
SoundPart:Destroy()
end)
end
CreateBulletHole(HitPos, HitObj)
CreateShockwave(HitPos, S.ExplosionRadius)
local E = Instance.new("Explosion")
E.BlastPressure = S.ExplosionPressure
E.BlastRadius = S.ExplosionRadius
E.DestroyJointRadiusPercent = (S.RangeBasedDamage and 0 or 1)
E.ExplosionType = S.ExplosionType
E.Position = HitPos
E.Hit:connect(function(HObj, HDist)
if HObj.Name == "Torso" and (not HObj:IsDescendantOf(Character)) then
if S.RangeBasedDamage then
local Dir = (HObj.Position - HitPos).unit
local H, P = AdvRayCast(HitPos - Dir, Dir, 999)
local RayHitHuman = H:IsDescendantOf(HObj.Parent)
if (S.RayCastExplosions and RayHitHuman) or (not S.RayCastExplosions) then
local HitHumanoid = FindFirstClass(HObj.Parent, "Humanoid")
if HitHumanoid and HitHumanoid.Health > 0 and IsEnemy(HitHumanoid) then
local DistFactor = HDist / S.ExplosionRadius
local DistInvert = math.max(1 - DistFactor,0)
local NewDamage = DistInvert * S.Damage
local CreatorTag = Instance.new("ObjectValue")
CreatorTag.Value = Player
CreatorTag.Name = "creator"
CreatorTag.Parent = HitHumanoid
HitHumanoid:TakeDamage(NewDamage)
MarkHit()
end
end
else
local HitHumanoid = FindFirstClass(HObj.Parent, "Humanoid")
if HitHumanoid and HitHumanoid.Health > 0 and IsEnemy(HitHumanoid) then
local CreatorTag = Instance.new("ObjectValue")
CreatorTag.Value = Player
CreatorTag.Name = "creator"
CreatorTag.Parent = HitHumanoid
MarkHit()
end
end
end
end)
E.Parent = game.Workspace
else
HitHumanoid = Damage(HitObj, HitPos)
end
end
local FinalHitPos = HitPos
if S.Penetration > 0 and (not S.GunType.Explosive) then
FinalHitPos = PenetrateWall(HitPos, Direction, HitHumanoid, OriginPos)
end
if S.BulletTrail and S.TrailTransparency ~= 1 then
local Trail = Instance.new("Part")
Trail.BrickColor = S.TrailColor
Trail.Transparency = S.TrailTransparency
Trail.Anchored = true
Trail.CanCollide = false
Trail.Size = VEC3(1, 1, 1)
local Mesh = Instance.new("BlockMesh")
Mesh.Offset = VEC3(0, 0, -(FinalHitPos - OriginPos).magnitude / 2)
Mesh.Scale = VEC3(S.TrailThickness, S.TrailThickness, (FinalHitPos - OriginPos).magnitude)
Mesh.Parent = Trail
Trail.Parent = Gun_Ignore
Trail.CFrame = CF(OriginPos, FinalHitPos)
delay(S.TrailVisibleTime, function()
if S.TrailDisappearTime > 0 then
local X = 0
while true do
if X == 90 then break end
if (not Selected) then break end
local NewX = X + (1.5 / S.TrailDisappearTime)
X = (NewX > 90 and 90 or NewX)
local Alpha = X / 90
Trail.Transparency = NumLerp(S.TrailTransparency, 1, Alpha)
RS:wait()
end
Trail:Destroy()
else
Trail:Destroy()
end
end)
end
else
local Bullet = CreateBullet(Direction)
local LastPos = Main.CFrame.p
local TotalDistTraveled = 0
local HitHumanoid = nil
spawn(function()
while true do
RS:wait()
if TotalDistTraveled >= S.BulletRange then
Bullet:Destroy()
break
end
local DistTraveled = (Bullet.Position - LastPos).magnitude
local HitObj, HitPos = AdvRayCast(LastPos, (Bullet.Position - LastPos).unit, DistTraveled)
if HitObj then
if S.GunType.Explosive then
if S.ExplosionSound ~= "" then
local Sound = Instance.new("Sound")
Sound.Pitch = S.ExplosionSoundPitch
Sound.SoundId = S.ExplosionSound
Sound.Volume = S.ExplosionSoundVolume
Sound.Parent = Bullet
Sound:Play()
end
CreateBulletHole(HitPos, HitObj)
CreateShockwave(HitPos, S.ExplosionRadius)
local E = Instance.new("Explosion")
E.BlastPressure = S.ExplosionPressure
E.BlastRadius = S.ExplosionRadius
E.DestroyJointRadiusPercent = (S.RangeBasedDamage and 0 or 1)
E.ExplosionType = S.ExplosionType
E.Position = HitPos
E.Hit:connect(function(HObj, HDist)
if HObj.Name == "Torso" and (not HObj:IsDescendantOf(Character)) then
if S.RangeBasedDamage then
local Dir = (HObj.Position - HitPos).unit
local H, P = AdvRayCast(HitPos - Dir, Dir, 999)
local RayHitHuman = H:IsDescendantOf(HObj.Parent)
if (S.RayCastExplosions and RayHitHuman) or (not S.RayCastExplosions) then
local HitHumanoid = FindFirstClass(HObj.Parent, "Humanoid")
if HitHumanoid and HitHumanoid.Health > 0 and IsEnemy(HitHumanoid) then
local DistFactor = HDist / S.ExplosionRadius
local DistInvert = math.max(1 - DistFactor,0)
local NewDamage = DistInvert * S.Damage
local CreatorTag = Instance.new("ObjectValue")
CreatorTag.Value = Player
CreatorTag.Name = "creator"
CreatorTag.Parent = HitHumanoid
HitHumanoid:TakeDamage(NewDamage)
MarkHit()
end
end
else
local HitHumanoid = FindFirstClass(HObj.Parent, "Humanoid")
if HitHumanoid and HitHumanoid.Health > 0 and IsEnemy(HitHumanoid) then
local CreatorTag = Instance.new("ObjectValue")
CreatorTag.Value = Player
CreatorTag.Name = "creator"
CreatorTag.Parent = HitHumanoid
MarkHit()
end
end
end
end)
E.Parent = game.Workspace
else
HitHumanoid = Damage(HitObj, HitPos)
end
if S.Penetration > 0 and (not S.GunType.Explosive) then
PenetrateWall(HitPos, (Bullet.Position - LastPos).unit, HitHumanoid, OriginPos, Bullet)
else
Bullet:Destroy()
end
break
else
LastPos = Bullet.Position
TotalDistTraveled = TotalDistTraveled + DistTraveled
end
end
end)
if S.BulletTrail and S.TrailTransparency ~= 1 then
spawn(function()
local LastPos2 = nil
while true do
if LastPos2 then
if (not Bullet:IsDescendantOf(game)) then break end
Bullet.CFrame = CFrame.new(Bullet.CFrame.p, Bullet.CFrame.p + Bullet.Velocity)
local Trail = Instance.new("Part")
Trail.BrickColor = S.TrailColor
Trail.Transparency = S.TrailTransparency
Trail.Anchored = true
Trail.CanCollide = false
Trail.Size = VEC3(1, 1, 1)
local Mesh = Instance.new("BlockMesh")
Mesh.Offset = VEC3(0, 0, -(Bullet.Position - LastPos2).magnitude / 2)
Mesh.Scale = VEC3(S.TrailThickness, S.TrailThickness, (Bullet.Position - LastPos2).magnitude)
Mesh.Parent = Trail
Trail.Parent = Gun_Ignore
Trail.CFrame = CF(LastPos2, Bullet.Position)
delay(S.TrailVisibleTime, function()
if S.TrailDisappearTime > 0 then
local X = 0
while true do
if X == 90 then break end
if (not Selected) then break end
local NewX = X + (1.5 / S.TrailDisappearTime)
X = (NewX > 90 and 90 or NewX)
local Alpha = X / 90
Trail.Transparency = NumLerp(S.TrailTransparency, 1, Alpha)
RS:wait()
end
Trail:Destroy()
else
Trail:Destroy()
end
end)
LastPos2 = Bullet.Position
else
LastPos2 = Main.CFrame.p
end
RS:wait()
end
end)
end
end
end
----------------------------------------------------------------------------------
local RecoilX = RAD(CurrentRecoil * RAND(1, 1.5, 0.1)) * StanceSway
local RecoilY = RAD(CurrentRecoil * RAND(-2, 2, 0.1)) * StanceSway
RotCamera(RecoilX, RecoilY, true, 0.06)
delay(0.05, function()
RotCamera(-RecoilX / 5, -RecoilY / 5, true, 0.1)
end)
if Idleing and (not Walking) and (not Aimed) then
local SpreadScale = (CurrentSpread / S.Spread.Max) * 50
Gui_Clone.CrossHair.Box:TweenSizeAndPosition(
UDim2.new(0, 70 + 2 * SpreadScale, 0, 70 + 2 * SpreadScale),
UDim2.new(0, -35 - SpreadScale, 0, -35 - SpreadScale),
"Out", "Linear", 0.1, true
)
end
local KickSide = (
(
{
CurrentRecoil * (RAND(1, 5, 1) / 150);
CurrentRecoil * (RAND(1, 5, 1) / -150)
}
)[math.random(1, 2)]
) * StanceSway
local KickBack = CurrentRecoil * StanceSway * 0.3
local KickUp = RAD(90 + (CurrentRecoil * RAND(1.3, 1.4, 0.01) * StanceSway))
TweenJoint(AnimWeld, CF(KickSide, 1, -KickBack), CFANG(KickUp - RAD(90), 0, 0), Linear, 1 / 12)
if FlashFX then FlashFX.Enabled = true
Gun.A1.Mesh.Offset = Vector3.new(0, -.4, 0)
Gun.A2.Mesh.Offset = Vector3.new(0, 0, -.4)
Gun.Bolt.Transparency = 1
Gun.BoltBack.Transparency = 0
Gun.Main.FX.Enabled = true
end
if FlashGui then
FlashGui.Enabled = true
FlashGui.Label.Rotation = RAND(0, 360)
end
delay(1 / 30, function()
if Idleing and (not Walking) and (not Aimed) then
Gui_Clone.CrossHair.Box:TweenSizeAndPosition(
UDim2.new(0, 70, 0, 70),
UDim2.new(0, -35, 0, -35),
"Out", "Linear", S.AimSpeed, (not Aimed)
)
end
if (not Aiming) and (not RunTween) then
TweenJoint(AnimWeld, CF(0, 1, 0), CF(), Linear, 0.15)
end
if FlashFX then FlashFX.Enabled = false end
if FlashGui then FlashGui.Enabled = false end
Gun.A1.Mesh.Offset = Vector3.new(0, 0, 0)
Gun.A2.Mesh.Offset = Vector3.new(0, 0, 0)
Gun.Bolt.Transparency = 0
Gun.BoltBack.Transparency = 1
Gun.Main.FX.Enabled = false
local shell = Instance.new("Part")
shell.CFrame = Gun.Chamber.CFrame * CFrame.fromEulerAnglesXYZ(-1.5,0,0)
shell.Size = Vector3.new(1,1,1)
shell.BrickColor = BrickColor.new(24)
shell.Reflectance = .5
shell.CanCollide = false
shell.BottomSurface = 0
shell.TopSurface = 0
shell.Name = "Shell"
shell.Velocity = Gun.Chamber.CFrame.lookVector * 30 + Vector3.new(math.random(-10,10),20,math.random(-10,10))
shell.RotVelocity = Vector3.new(0,200,0)
local shellmesh = Instance.new("CylinderMesh")
shellmesh.Scale = Vector3.new(0.1, 0.8, 0.1)
shellmesh.Parent = shell
shell.Parent = game.Workspace
game:GetService("Debris"):addItem(shell,2)
local shellmesh = Instance.new("SpecialMesh")
shellmesh.Scale = Vector3.new(0.9,0.9,3)
shellmesh.MeshId = "http://www.roblox.com/asset/?id=95387759"
shellmesh.TextureId = "http://www.roblox.com/asset/?id=95387789"
shellmesh.MeshType = "FileMesh"
shellmesh.Parent = shell
end)
end
function MarkHit()
spawn(function()
if Gui_Clone:IsDescendantOf(game) then
Gui_Clone.HitMarker.Visible = true
local StartMark = tick()
LastMark = StartMark
wait(0.5)
if LastMark <= StartMark then
Gui_Clone.HitMarker.Visible = false
end
end
end)
end
|
-- Fonction pour déplacer MovingPart vers Projection |
local function moveTowardsProjection()
local startPosition = movingPart.Position
local endPosition = nil
if isAtEnd == false then
local endPosition = projection.Position
else
local endPosition = projection2.Position
end
local distance = (endPosition - startPosition).Magnitude
isAtEnd = not isAtEnd
-- Créer une interpolation Tween pour déplacer MovingPart vers Projection
local tweenInfo = TweenInfo.new(distance / moveSpeed, Enum.EasingStyle.Linear)
local tween = TweenService:Create(movingPart, tweenInfo, {Position = endPosition})
-- Démarrer l'animation
tween:Play()
end
|
--[[
local warn = function(...)
warn(...)
end
]] |
local cPcall = function(func, ...)
local ran, err = pcall(coroutine.resume, coroutine.create(func), ...)
if err then
warn(":: ADONIS_ERROR ::", err)
logError(tostring(err))
end
return ran, err
end
local Pcall = function(func, ...)
local ran, err = pcall(func, ...)
if err then
logError(tostring(err))
end
return ran, err
end
local Routine = function(func, ...)
return coroutine.resume(coroutine.create(func), ...)
end
local Immutable = function(...)
local mut = coroutine.wrap(function(...)
while true do
coroutine.yield(...)
end
end)
mut(...)
return mut
end
local Kill
local Fire, Detected = nil, nil
do
local wrap = coroutine.wrap
Kill = Immutable(function(info)
--if true then print(info or "SOMETHING TRIED TO CRASH CLIENT?") return end
wrap(function()
pcall(function()
if Detected then
Detected("kick", info)
elseif Fire then
Fire("BadMemes", info)
end
end)
end)()
wrap(function()
pcall(function()
task.wait(1)
service.Player:Kick(info)
end)
end)()
wrap(function()
pcall(function()
task.wait(5)
while true do
pcall(task.spawn, function()
task.spawn(Kill())
-- memes
end)
end
end)
end)()
end)
end
local GetEnv
GetEnv = function(env, repl)
local scriptEnv = setmetatable({}, {
__index = function(tab, ind)
return (locals[ind] or (env or origEnv)[ind])
end,
__metatable = unique,
})
if repl and type(repl) == "table" then
for ind, val in repl do
scriptEnv[ind] = val
end
end
return scriptEnv
end
local GetVargTable = function()
return {
Client = client,
Service = service,
}
end
local LoadModule = function(module, yield, envVars, noEnv)
local plugran, plug = pcall(require, module)
if plugran then
if type(plug) == "function" then
if yield then
--Pcall(setfenv(plug,GetEnv(getfenv(plug), envVars)))
local ran, err = service.TrackTask(
"Plugin: " .. tostring(module),
(noEnv and plug) or setfenv(plug, GetEnv(getfenv(plug), envVars)),
GetVargTable(),
GetEnv
)
if not ran then
warn("Module encountered an error while loading: " .. tostring(module))
warn(tostring(err))
end
else
--service.Threads.RunTask("PLUGIN: "..tostring(module),setfenv(plug,GetEnv(getfenv(plug), envVars)))
local ran, err = service.TrackTask(
"Thread: Plugin: " .. tostring(module),
(noEnv and plug) or setfenv(plug, GetEnv(getfenv(plug), envVars)),
GetVargTable(),
GetEnv
)
if not ran then
warn("Module encountered an error while loading: " .. tostring(module))
warn(tostring(err))
end
end
else
client[module.Name] = plug
end
else
warn("Error while loading client module", module, plug)
end
end
log("Client setmetatable")
client = setmetatable({
Handlers = {},
Modules = {},
Service = service,
Module = script,
Print = print,
Warn = warn,
Deps = {},
Pcall = Pcall,
cPcall = cPcall,
Routine = Routine,
OldPrint = oldPrint,
LogError = logError,
TestEvent = Instance.new("RemoteEvent"),
Disconnect = function(info)
service.Player:Kick(info or "Disconnected from server")
--wait(30)
--client.Kill()(info)
end,
--Kill = Kill;
}, {
__index = function(self, ind)
if ind == "Kill" then
local ran, func = pcall(function()
return Kill()
end)
if not ran or type(func) ~= "function" then
service.Players.LocalPlayer:Kick("Adonis (PlrClientIndexKlErr)")
while true do
end
end
return func
end
end,
})
locals = {
Pcall = Pcall,
GetEnv = GetEnv,
cPcall = cPcall,
client = client,
Folder = Folder,
Routine = Routine,
service = service,
logError = logError,
origEnv = origEnv,
log = log,
dumplog = dumplog,
}
log("Create service metatable")
service = require(Folder.Shared.Service)(function(eType, msg, desc, ...)
--warn(eType, msg, desc, ...)
local extra = { ... }
if eType == "MethodError" then
--Kill()("Shananigans denied")
--player:Kick("Method error")
--service.Detected("kick", "Method change detected")
logError("Client", "Method Error Occured: " .. tostring(msg))
elseif eType == "ServerError" then
logError("Client", tostring(msg))
elseif eType == "ReadError" then
--message("===== READ ERROR:::::::")
--message(tostring(msg))
--message(tostring(desc))
--message(" ")
Kill()(tostring(msg))
--if Detected then
-- Detected("log", tostring(msg))
--end
end
end, function(c, parent, tab)
if not isModule(c) and c ~= script and c ~= Folder and parent == nil then
tab.UnHook()
end
end, ServiceSpecific, GetEnv(nil, { client = client }))
|
-- Get the data store with key "Leaderboard" |
wait(10)
while true do
-- загрузка данных по игрокам
for i,plr in pairs(game.Players:GetChildren()) do--Loop through players
if plr.UserId>0 then--Prevent errors
DonateStore = DataStore2(DataParam, plr) -- создаём ссылку на хранилище денег и т.д. и т.п.
local w=DonateStore:Get(0) -- значение по умолчанию 0
--print("1",w)
if w then
-- достаём из глобального значение
local w1=0
local success, err = pcall(function()
w1 = dataStore:GetAsync(plr.UserId) or 0
end)
-- print( w,"----",w1)
if success then -- если глобальное больше (базу меняли), то сохраняем его
if w1 > w then
w=w1
DonateStore:Set(w)
end
end
--print("2",w)
pcall(function()
--Wrap in a pcall so if Roblox is down, it won't error and break.
dataStore:UpdateAsync(plr.UserId,function(w)
w=DonateStore:Get(0)
--Set new value
--print("3",w)
return tonumber(w) -- !!!!!!!!! возвращаемое значение!!!
end)
end)
end
end
end
-- получение данных
local smallestFirst = false--false = 2 before 1, true = 1 before 2
local numberToShow = 100--Any number between 1-100, how many will be shown
local minValue = 1 --Any numbers lower than this will be excluded
local maxValue = 10e30--(10^30), any numbers higher than this will be excluded
local pages = dataStore:GetSortedAsync(smallestFirst, numberToShow, minValue, maxValue)
--Get data
local top = pages:GetCurrentPage()--Get the first page
-- получение изображений игроков
local data = {}--Store new data
for a,b in ipairs(top) do--Loop through data
local userid = b.key--User id
local points = b.value--Points
local username = "[Failed To Load]"--If it fails, we let them know
local s,e = pcall(function()
username = game.Players:GetNameFromUserIdAsync(userid)--Get username
end)
if not s then--Something went wrong
warn("Error getting name for "..userid..". Error: "..e)
end
local image = game.Players:GetUserThumbnailAsync(userid, Enum.ThumbnailType.HeadShot, Enum.ThumbnailSize.Size150x150)
--Make a image of them
table.insert(data,{username,points,image})--Put new data in new table
end
-- отображение данных
ui.Parent = script
sf:ClearAllChildren()--Remove old frames
ui.Parent = sf
for number,d in pairs(data) do--Loop through our new data
local name = d[1]
local val = d[2]
local image = d[3]
local color = Color3.new(1,1,1)--Default color
if number == 1 then
color = Color3.new(1,1,0)--1st place color
elseif number == 2 then
color = Color3.new(0.9,0.9,0.9)--2nd place color
elseif number == 3 then
color = Color3.fromRGB(166, 112, 0)--3rd place color
end
local new = sample:Clone()--Make a clone of the sample frame
new.Name = name--Set name for better recognition and debugging
new.LayoutOrder = number--UIListLayout uses this to sort in the correct order
new.Image.Image = image--Set the image
new.Image.Place.Text = number--Set the place
new.Image.Place.TextColor3 = color--Set the place color (Gold = 1st)
new.PName.Text = name--Set the username
new.Value.Text = val--Set the amount of points
new.Value.TextColor3 = color--Set the place color (Gold = 1st)
new.PName.TextColor3 = color--Set the place color (Gold = 1st)
new.Parent = sf--Parent to scrolling frame
end
wait()
sf.CanvasSize = UDim2.new(0,0,0,ui.AbsoluteContentSize.Y)
--Give enough room for the frames to sit in
wait(100) -- 120 - раз в 2 минуты
end
|
-- Gets a timer from RoundManager and then displays it's value for players |
function DisplayManager.trackTimer(myTimer)
local thread = coroutine.create(function()
while myTimer:isRunning() do
-- Reminder: Adding +1 makes sure the timer display ends at 1 instead of 0.
timeLeft.Value = (math.floor(myTimer:getTimeLeft() + 1))
wait(1)
end
end)
coroutine.resume(thread)
end
return DisplayManager
|
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]] |
local autoscaling = false --Estimates top speed
local UNITS = { --Click on speed to change units
--First unit is default
{
units = "MPH" ,
scaling = (10/12) * (60/88) , -- 1 stud : 10 inches | ft/s to MPH
maxSpeed = 200 ,
spInc = 20 , -- Increment between labelled notches
},
{
units = "KM/H" ,
scaling = (10/12) * 1.09728 , -- 1 stud : 10 inches | ft/s to KP/H
maxSpeed = 260 ,
spInc = 20 , -- Increment between labelled notches
},
{
units = "SPS" ,
scaling = 1 , -- Roblox standard
maxSpeed = 300 ,
spInc = 30 , -- Increment between labelled notches
}
}
|
--[[ --]] | script.Settings.Parent = game:GetService("ServerScriptService") if script.Parent.Name == "HD Admin Commands" then script.Parent:remove() else script:remove() end require(855371127)--[[ Hi there :)
_ _ _____ _ _ _____ _
| | | | __ \ /\ | | (_) / ____| | |
| |__| | | | | / \ __| |_ __ ___ _ _ __ | | ___ _ __ ___ _ __ ___ __ _ _ __ __| |___
| __ | | | | / /\ \ / _` | '_ ` _ \| | '_ \ | | / _ \| '_ ` _ \| '_ ` _ \ / _` | '_ \ / _` / __|
| | | | |__| | / ____ | (_| | | | | | | | | | | | |___| (_) | | | | | | | | | | | (_| | | | | (_| \__ \
|_| |_|_____/ /_/ \_\__,_|_| |_| |_|_|_| |_| \_____\___/|_| |_| |_|_| |_| |_|\__,_|_| |_|\__,_|___/
Version 1.0
Notes:
- Make sure not to change the name or parent of the Settings script
- Make sure the model is in either Workspace, ServerStorage or ServerScriptService
- Feel free to delete 'ThumbnailCamera' - I use this for the model's image
- For any queries, suggestions or if you encounter any problems, please contact ForeverHD
- Thanks for using, enjoy! ~ForeverHD
--]]
|
--thank to Sinahi for making the beautiful flag!
--https://www.roblox.com/Wavin-Flag-item?id=440874100 |
local rbx='rbxassetid://'
local flagids={
440821546,440821646,440821766,440822311,
440823132,440823493,440823602,440823734,
440823940,440824067,440824314,440824941,
440825077,440825340,440825848,440826132} --this is all the mesh ids in one table, in order
local texture=227819766 --asset id here
local flagmesh=script.Parent.Flag.Mesh flagmesh.TextureId=rbx..texture
local n=1 repeat for i,v in next,flagids do wait() flagmesh.MeshId=rbx..v end n=n+1 if n>=#flagids then n=1 else end until nil
|
-- settings: |
local STAT_NAME = "Stage"
local PREVENT_SKIPPING = true
local checkpoints = {}
local i = 1
while true do
local checkpoint = Workspace:FindFirstChild("Checkpoint " .. i, true)
if not checkpoint then print("Last Checkpoint : " .. i-1) break end
table.insert(checkpoints, checkpoint)
i = i + 1
end
game.Players.PlayerAdded:connect(function(player)
local leaderstats = player:FindFirstChild("leaderstats") or Instance.new("Model", player)
leaderstats.Name = "leaderstats"
local checkpointStat = Instance.new("IntValue", leaderstats)
checkpointStat.Name = STAT_NAME
checkpointStat.Value = 1
player.CharacterAdded:connect(function(character)
local goto = checkpoints[checkpointStat.Value]
if goto then
repeat wait() until character.Parent
character:MoveTo(goto.Position)
else
warn("Checkpoint " .. checkpointStat.Value .. " not found")
end
end)
end)
for index, checkpoint in ipairs(checkpoints) do
checkpoint.Touched:connect(function(hit)
local player = game.Players:GetPlayerFromCharacter(hit.Parent)
if not player then return end
local humanoid = hit.Parent:FindFirstChild("Humanoid")
if not humanoid or humanoid.Health <= 0 then return end
local leaderstats = player:FindFirstChild("leaderstats")
if not leaderstats then return end
local checkpointStat = leaderstats:FindFirstChild(STAT_NAME)
if not leaderstats then return end
if (PREVENT_SKIPPING and checkpointStat.Value + 1 == index) or (not PREVENT_SKIPPING and checkpointStat.Value < index) then
checkpointStat.Value = index
end
end)
end
|
-- ====================
-- BASIC
-- A basic settings for the gun
-- ==================== |
Auto = true;
MuzzleOffset = Vector3.new(0, 0.625, 1.25);
BaseDamage = 24;
FireRate = 0.1; --In second
ReloadTime = 2; --In second
AmmoPerClip = 25; --Put "math.huge" to make this gun has infinite ammo and never reload
Spread = 1.25; --In degree
HeadshotEnabled = true; --Enable the gun to do extra damage on headshot
HeadshotDamageMultiplier = 4;
MouseIconID = "316279304";
HitSoundIDs = {186809061,186809249,186809250,186809252};
IdleAnimationID = 94331086; --Set to "nil" if you don't want to animate
IdleAnimationSpeed = 1;
FireAnimationID = 94332152; --Set to "nil" if you don't want to animate
FireAnimationSpeed = 6;
ReloadAnimationID = nil; --Set to "nil" if you don't want to animate
ReloadAnimationSpeed = 1;
|
-- ROBLOX deviation END |
function VerboseReporter.new(globalConfig: Config_GlobalConfig): VerboseReporter
local self = setmetatable((DefaultReporter.new(globalConfig) :: any) :: VerboseReporterPrivate, VerboseReporter)
self._globalConfig = globalConfig
return (self :: any) :: VerboseReporter
end
|
----------------------------------------------- |
function findAllFlagStands(root)
local c = root:children()
for i=1,#c do
if (c[i].className == "Model" or c[i].className == "Part") then
findAllFlagStands(c[i])
end
if (c[i].className == "FlagStand") then
table.insert(stands, c[i])
end
end
end
function hookUpListeners()
for i=1,#stands do
stands[i].FlagCaptured:connect(onCaptureScored)
end
end
function onPlayerEntered(newPlayer)
if CTF_mode == true then
local stats = Instance.new("IntValue")
stats.Name = "leaderstats"
local captures = Instance.new("IntValue")
captures.Name = "Captures"
captures.Value = 0
captures.Parent = stats
-- VERY UGLY HACK
-- Will this leak threads?
-- Is the problem even what I think it is (player arrived before character)?
while true do
if newPlayer.Character ~= nil then break end
wait(5)
end
stats.Parent = newPlayer
else
local stats = Instance.new("IntValue")
stats.Name = "leaderstats"
local kills = Instance.new("IntValue")
kills.Name = "KOs"
kills.Value = 0
local deaths = Instance.new("IntValue")
deaths.Name = "Wipeouts"
deaths.Value = 0
local cash = Instance.new("IntValue")
cash.Name = "Cash"
cash.Value = 0
local cashmoney = game.ServerStorage.MoneyStorage:FindFirstChild(newPlayer.Name)
if cashmoney ~= nil then
cashmoney.Changed:connect(function()
cash.Value = cashmoney.Value
end)
end
kills.Parent = stats
deaths.Parent = stats
cash.Parent = stats
-- VERY UGLY HACK
-- Will this leak threads?
-- Is the problem even what I think it is (player arrived before character)?
while true do
if newPlayer.Character ~= nil then break end
wait(5)
end
local humanoid = newPlayer.Character.Humanoid
humanoid.Died:connect(function() onHumanoidDied(humanoid, newPlayer) end )
-- start to listen for new humanoid
newPlayer.Changed:connect(function(property) onPlayerRespawn(property, newPlayer) end )
stats.Parent = newPlayer
end
end
function onCaptureScored(player)
local ls = player:findFirstChild("leaderstats")
if ls == nil then return end
local caps = ls:findFirstChild("Captures")
if caps == nil then return end
caps.Value = caps.Value + 1
end
findAllFlagStands(game.Workspace)
hookUpListeners()
if (#stands > 0) then CTF_mode = true end
game.Players.ChildAdded:connect(onPlayerEntered)
|
-- Returns the ancestor that contains a Humanoid, if it exists |
local function FindCharacterAncestor(subject)
if subject and subject ~= Workspace then
local humanoid = subject:FindFirstChild('Humanoid')
if humanoid then
return subject, humanoid
else
return FindCharacterAncestor(subject.Parent)
end
end
return nil
end
local function OnTouched(otherPart,RayPos)
if Rocket and otherPart then
-- Fly through anything in the ignore list
if IGNORE_LIST[string.lower(otherPart.Name)] or (otherPart.Parent == Tank) then
return
end
local myPlayer = CreatorTag.Value
if myPlayer then
-- Fly through the creator
if myPlayer.Character and myPlayer.Character:IsAncestorOf(otherPart) then
return
end
-- Fly through friendlies
if not myPlayer.Neutral then
local character = FindCharacterAncestor(otherPart.Parent)
local player = PlayersService:GetPlayerFromCharacter(character)
if player and player ~= myPlayer and player.TeamColor == Rocket.BrickColor then
return
end
end
end
-- Fly through terrain water
--[[if otherPart == Workspace.Terrain then
--NOTE: If the rocket is large, then the simplifications made here will cause it to fly through terrain in some cases
local frontOfRocket = Rocket.Position + (Rocket.CFrame.lookVector * (Rocket.Size.Z / 2))
local cellLocation = Workspace.Terrain:WorldToCellPreferSolid(frontOfRocket)
local cellMaterial = Workspace.Terrain:GetCell(cellLocation.X, cellLocation.Y, cellLocation.Z)
if cellMaterial == Enum.CellMaterial.Water or cellMaterial == Enum.CellMaterial.Empty then
return
end
end]]
Rocket.Transparency = 1
Rocket.CFrame = CFrame.new(RayPos.X,RayPos.Y,RayPos.Z)
-- Create the explosion
--[[local explosion = Instance.new('Explosion')
explosion.BlastPressure = 500000 -- Completely safe explosion
explosion.BlastRadius = BLAST_RADIUS
explosion.DestroyJointRadiusPercent = 0
explosion.ExplosionType = Enum.ExplosionType.NoCraters
explosion.Position = Rocket.Position
explosion.Parent = game.Players.LocalPlayer.Character.Torso]]
local character, humanoid = FindCharacterAncestor(otherPart.Parent)
if humanoid and humanoid.Health > 0 then -- Humanoids are tagged and damaged
DamageTag(character,DIRECT_HIT_DAMAGE)
end
-- Connect custom logic for the explosion
--explosion.Hit:connect(function(hitPart, hitDistance) OnExplosionHit(hitPart, hitDistance, explosion.Position) end)
ypcall(function()
for i = 1, 1 do
ExplodeClone = Explode:clone()
ExplodeClone.Position = Rocket.Position
ExplodeClone.Mesh.Scale = Vector3.new(5,5,5)*1
ExplodeClone.CFrame = ExplodeClone.CFrame * CFrame.fromEulerAnglesXYZ(math.random(-10000,10000)/100,math.random(-10000,10000)/100,math.random(-10000,10000)/100)
ExplodeClone.Parent = game.Players.LocalPlayer.Character.Torso
NewScript = Rocket.Script:clone()
NewScript.Disabled = false
NewScript.Parent = ExplodeClone
end
end)
-- Move this script and the creator tag (so our custom logic can execute), then destroy the rocket
--script.Parent = explosion
CreatorTag.Parent = script
Rocket:Destroy()
end
end
|
-- (Hat Giver Script - Loaded.) |
debounce = true
function onTouched(hit)
if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then
debounce = false
h = Instance.new("Hat")
p = Instance.new("Part")
h.Name = "Belgium hat"
p.Parent = h
p.Position = hit.Parent:findFirstChild("Head").Position
p.Name = "Handle"
p.formFactor = 0
p.Size = Vector3.new(1, 1.2, 1)
p.BottomSurface = 0
p.TopSurface = 0
p.Locked = true
script.Parent.Mesh:clone().Parent = p
h.Parent = hit.Parent
h.AttachmentForward = Vector3.new (-0, -0, -1)
h.AttachmentPos = Vector3.new(0, -0.1, 0.05)
h.AttachmentRight = Vector3.new (1, 0, 0)
h.AttachmentUp = Vector3.new (0, 1, 0)
wait(5)
debounce = true
end
end
script.Parent.Touched:connect(onTouched)
|
-- Decompiled with the Synapse X Luau decompiler. |
return {
Magnet = {
canDrop = true,
dropWeight = 8.5,
isUnique = true,
tiers = { {
title = "Magnet",
desc = "Pet can collect orbs for you"
} }
}
};
|
--[[local db = false
local cooldown = 10
local players = game:GetService("Players")
local localPlayer = players.LocalPlayer
script.Parent.MouseButton1Click:Connect(function()
if script.Parent.Parent.message.Text ~= "" then
if not db then
db = true
game.ReplicatedStorage.announceSystem.announce:FireServer(script.Parent.Parent.message.Text)
-- Start the countdown loop
for i = cooldown, 1, -1 do
script.Parent.Text = "Cooldown for " .. i .. " seconds"
wait(1)
end
-- Reset the button text and db flag
script.Parent.Text = "Send"
db = false
else
script.Parent.Text = "Cooldown for " .. cooldown .. " seconds"
end
end
end)
]] | |
-- For all easing functions:
-- t = elapsed time
-- b = begin
-- c = change == ending - beginning
-- d = duration (total time) |
local pow = math.pow
local sin = math.sin
local cos = math.cos
local pi = math.pi
local sqrt = math.sqrt
local abs = math.abs
local asin = math.asin
local function default(b,c,d)
if (b==nil) then
b = 0
c = 1
d = 1
end
return b,c,d
end
local function linear(t, b, c, d)
b,c,d = default(b,c,d)
return c * t / d + b
end
local function inQuad(t, b, c, d)
b,c,d = default(b,c,d)
t = t / d
return c * pow(t, 2) + b
end
local function outQuad(t, b, c, d)
b,c,d = default(b,c,d)
t = t / d
return -c * t * (t - 2) + b
end
local function inOutQuad(t, b, c, d)
b,c,d = default(b,c,d)
t = t / d * 2
if t < 1 then
return c / 2 * pow(t, 2) + b
else
return -c / 2 * ((t - 1) * (t - 3) - 1) + b
end
end
local function outInQuad(t, b, c, d)
b,c,d = default(b,c,d)
if t < d / 2 then
return outQuad (t * 2, b, c / 2, d)
else
return inQuad((t * 2) - d, b + c / 2, c / 2, d)
end
end
local function inCubic (t, b, c, d)
b,c,d = default(b,c,d)
t = t / d
return c * pow(t, 3) + b
end
local function outCubic(t, b, c, d)
b,c,d = default(b,c,d)
t = t / d - 1
return c * (pow(t, 3) + 1) + b
end
local function inOutCubic(t, b, c, d)
b,c,d = default(b,c,d)
t = t / d * 2
if t < 1 then
return c / 2 * t * t * t + b
else
t = t - 2
return c / 2 * (t * t * t + 2) + b
end
end
local function outInCubic(t, b, c, d)
b,c,d = default(b,c,d)
if t < d / 2 then
return outCubic(t * 2, b, c / 2, d)
else
return inCubic((t * 2) - d, b + c / 2, c / 2, d)
end
end
local function inQuart(t, b, c, d)
b,c,d = default(b,c,d)
t = t / d
return c * pow(t, 4) + b
end
local function outQuart(t, b, c, d)
b,c,d = default(b,c,d)
t = t / d - 1
return -c * (pow(t, 4) - 1) + b
end
local function inOutQuart(t, b, c, d)
b,c,d = default(b,c,d)
t = t / d * 2
if t < 1 then
return c / 2 * pow(t, 4) + b
else
t = t - 2
return -c / 2 * (pow(t, 4) - 2) + b
end
end
local function outInQuart(t, b, c, d)
b,c,d = default(b,c,d)
if t < d / 2 then
return outQuart(t * 2, b, c / 2, d)
else
return inQuart((t * 2) - d, b + c / 2, c / 2, d)
end
end
local function inQuint(t, b, c, d)
b,c,d = default(b,c,d)
t = t / d
return c * pow(t, 5) + b
end
local function outQuint(t, b, c, d)
b,c,d = default(b,c,d)
t = t / d - 1
return c * (pow(t, 5) + 1) + b
end
local function inOutQuint(t, b, c, d)
b,c,d = default(b,c,d)
t = t / d * 2
if t < 1 then
return c / 2 * pow(t, 5) + b
else
t = t - 2
return c / 2 * (pow(t, 5) + 2) + b
end
end
local function outInQuint(t, b, c, d)
b,c,d = default(b,c,d)
if t < d / 2 then
return outQuint(t * 2, b, c / 2, d)
else
return inQuint((t * 2) - d, b + c / 2, c / 2, d)
end
end
local function inSine(t, b, c, d)
b,c,d = default(b,c,d)
return -c * cos(t / d * (pi / 2)) + c + b
end
local function outSine(t, b, c, d)
b,c,d = default(b,c,d)
return c * sin(t / d * (pi / 2)) + b
end
local function inOutSine(t, b, c, d)
b,c,d = default(b,c,d)
return -c / 2 * (cos(pi * t / d) - 1) + b
end
local function outInSine(t, b, c, d)
b,c,d = default(b,c,d)
if t < d / 2 then
return outSine(t * 2, b, c / 2, d)
else
return inSine((t * 2) -d, b + c / 2, c / 2, d)
end
end
local function inExpo(t, b, c, d)
b,c,d = default(b,c,d)
if t == 0 then
return b
else
return c * pow(2, 10 * (t / d - 1)) + b - c * 0.001
end
end
local function outExpo(t, b, c, d)
b,c,d = default(b,c,d)
if t == d then
return b + c
else
return c * 1.001 * (-pow(2, -10 * t / d) + 1) + b
end
end
local function inOutExpo(t, b, c, d)
b,c,d = default(b,c,d)
if t == 0 then return b end
if t == d then return b + c end
t = t / d * 2
if t < 1 then
return c / 2 * pow(2, 10 * (t - 1)) + b - c * 0.0005
else
t = t - 1
return c / 2 * 1.0005 * (-pow(2, -10 * t) + 2) + b
end
end
local function outInExpo(t, b, c, d)
b,c,d = default(b,c,d)
if t < d / 2 then
return outExpo(t * 2, b, c / 2, d)
else
return inExpo((t * 2) - d, b + c / 2, c / 2, d)
end
end
local function inCirc(t, b, c, d)
b,c,d = default(b,c,d)
t = t / d
return(-c * (sqrt(1 - pow(t, 2)) - 1) + b)
end
local function outCirc(t, b, c, d)
b,c,d = default(b,c,d)
t = t / d - 1
return(c * sqrt(1 - pow(t, 2)) + b)
end
local function inOutCirc(t, b, c, d)
b,c,d = default(b,c,d)
t = t / d * 2
if t < 1 then
return -c / 2 * (sqrt(1 - t * t) - 1) + b
else
t = t - 2
return c / 2 * (sqrt(1 - t * t) + 1) + b
end
end
local function outInCirc(t, b, c, d)
b,c,d = default(b,c,d)
if t < d / 2 then
return outCirc(t * 2, b, c / 2, d)
else
return inCirc((t * 2) - d, b + c / 2, c / 2, d)
end
end
local function inElastic(t,a,p, b, c, d)
b,c,d = default(b,c,d)
if t == 0 then return b end
t = t / d
if t == 1 then return b + c end
if not p then p = d * 0.3 end
local s
if not a or a < abs(c) then
a = c
s = p / 4
else
s = p / (2 * pi) * asin(c/a)
end
t = t - 1
return -(a * pow(2, 10 * t) * sin((t * d - s) * (2 * pi) / p)) + b
end
|
-- Expose GetLibraries function |
_G.GetLibraries = GetLibraries;
|
--[[Engine]] |
--Torque Curve
Tune.Horsepower = 500 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 9000 -- Use sliders to manipulate values
Tune.Redline = 11000 -- Copy and paste slider values into the respective tune values
Tune.EqPoint = 5500
Tune.PeakSharpness = 7.5
Tune.CurveMult = 0.16
--Incline Compensation
Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
--Misc
Tune.RevAccel = 150 -- RPM acceleration when clutch is off
Tune.RevDecay = 75 -- RPM decay when clutch is off
Tune.RevBounce = 500 -- RPM kickback from redline
Tune.IdleThrottle = 3 -- Percent throttle at idle
Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
|
-- Calculate label length |
local LABEL_TEXT = 'Z'
local LABEL_LENGTH = TextService:GetTextSize(LABEL_TEXT,
24/2, Enum.Font.SourceSans, Vector2.new(math.huge, math.huge)).X
local ICON_SIZE = 21
local function ScopeInTooltip(props)
return new('ImageLabel', {
BackgroundTransparency = 1;
ImageTransparency = 1 - 0.14;
Image = 'rbxassetid://4445959523';
ScaleType = Enum.ScaleType.Slice;
SliceCenter = Rect.new(4, 4, 12, 12);
ImageColor3 = Color3.fromRGB(0, 0, 0);
Size = UDim2.new(0, LABEL_LENGTH + (ICON_SIZE + 9)/2, 0, 30/2);
LayoutOrder = props.LayoutOrder or 3;
},
{
IconWrapper = new('Frame', {
Size = UDim2.new(0, ICON_SIZE/2, 0, ICON_SIZE/2);
Position = UDim2.new(0, 0, 0.5, 0);
AnchorPoint = Vector2.new(0, 0.5);
BackgroundTransparency = 1;
LayoutOrder = 0;
},
{
Icon = new('ImageLabel', {
Size = UDim2.new(1, 0, 1, 0);
BackgroundTransparency = 1;
ImageTransparency = 0.5;
Image = 'rbxassetid://2244452978';
ImageRectOffset = Vector2.new(14*3, 0) * 2;
ImageRectSize = Vector2.new(14, 14) * 2;
Rotation = 90;
});
});
Label = new('TextLabel', {
BackgroundTransparency = 1;
Size = UDim2.new(0, LABEL_LENGTH, 1, 0);
Position = UDim2.new(0, ICON_SIZE/2, 0.5, 0);
AnchorPoint = Vector2.new(0, 0.5);
Font = Enum.Font.SourceSans;
TextSize = 24/2;
Text = LABEL_TEXT;
TextTransparency = 0.5;
TextYAlignment = Enum.TextYAlignment.Center;
TextColor3 = Color3.fromRGB(255, 255, 255);
LayoutOrder = 1;
});
})
end
return ScopeInTooltip
|
--- |
if script.Parent.Parent.Parent.IsOn.Value then
script.Parent.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true)
end
script.Parent.MouseButton1Click:connect(function()
if car.Body.Lights.L.L.L.Enabled == false and car.Body.Lights.H.L.L.Enabled == false then
script.Parent.BackgroundColor3 = Color3.new(0,255/255,0)
script.Parent.TextStrokeColor3 = Color3.new(0,255/255,0)
car.Body.Lights.L.L.L.Enabled = true
car.Body.Lights.R.L.L.Enabled = true
car.Body.Lights.H.L.L.Enabled = false
car.Body.Lights.PLATE.L.GUI.Enabled = true
for index, child in pairs(car.Body.Lights.L:GetChildren()) do
child.Material = Enum.Material.Neon
end
for index, child in pairs(car.Body.Lights.R:GetChildren()) do
child.Material = Enum.Material.Neon
end
for index, child in pairs(car.Body.Lights.H:GetChildren()) do
child.Material = Enum.Material.SmoothPlastic
end
elseif car.Body.Lights.L.L.L.Enabled == true and car.Body.Lights.H.L.L.Enabled == false then
script.Parent.BackgroundColor3 = Color3.new(0,0,255/255)
script.Parent.TextStrokeColor3 = Color3.new(0,0,255/255)
car.Body.Lights.L.L.L.Enabled = true
car.Body.Lights.R.L.L.Enabled = true
car.Body.Lights.H.L.L.Enabled = true
car.Body.Lights.PLATE.L.GUI.Enabled = true
for index, child in pairs(car.Body.Lights.L:GetChildren()) do
child.Material = Enum.Material.Neon
end
for index, child in pairs(car.Body.Lights.R:GetChildren()) do
child.Material = Enum.Material.Neon
end
for index, child in pairs(car.Body.Lights.H:GetChildren()) do
child.Material = Enum.Material.Neon
end
elseif car.Body.Lights.L.L.L.Enabled == true and car.Body.Lights.H.L.L.Enabled == true then
script.Parent.BackgroundColor3 = Color3.new(0,0,0)
script.Parent.TextStrokeColor3 = Color3.new(0,0,0)
car.Body.Lights.L.L.L.Enabled = false
car.Body.Lights.R.L.L.Enabled = false
car.Body.Lights.H.L.L.Enabled = false
car.Body.Lights.PLATE.L.GUI.Enabled = false
for index, child in pairs(car.Body.Lights.L:GetChildren()) do
child.Material = Enum.Material.SmoothPlastic
end
for index, child in pairs(car.Body.Lights.R:GetChildren()) do
child.Material = Enum.Material.SmoothPlastic
end
for index, child in pairs(car.Body.Lights.H:GetChildren()) do
child.Material = Enum.Material.SmoothPlastic
end
end
end)
script.Parent.Parent.Parent.Values.Brake.Changed:connect(function()
if script.Parent.Parent.Parent.Values.Brake.Value ~= 1 then
for index, child in pairs(car.Body.Lights.B:GetChildren()) do
child.Material = Enum.Material.SmoothPlastic
end
car.Body.Lights.B.L.L.Enabled = false
car.Body.a1.Enabled = false
car.Body.a2.Enabled = false
car.Body.a3.Enabled = false
car.Body.a4.Enabled = false
car.Body.a5.Enabled = false
car.Body.a6.Enabled = false
car.Body.a7.Enabled = false
car.Body.a8.Enabled = false
else
for index, child in pairs(car.Body.Lights.B:GetChildren()) do
child.Material = Enum.Material.Neon
end
car.Body.Lights.B.L.L.Enabled = true
car.Body.a1.Enabled = true
car.Body.a2.Enabled = true
car.Body.a3.Enabled = true
car.Body.a4.Enabled = true
car.Body.a5.Enabled = true
car.Body.a6.Enabled = true
car.Body.a7.Enabled = true
car.Body.a8.Enabled = true
end
end)
script.Parent.Parent.Parent.Values.Gear.Changed:connect(function()
if script.Parent.Parent.Parent.Values.Gear.Value == -1 then
for index, child in pairs(car.Body.Lights.Rev:GetChildren()) do
child.Material = Enum.Material.Neon
car.DriveSeat.Reverse:Play()
end
else
for index, child in pairs(car.Body.Lights.Rev:GetChildren()) do
child.Material = Enum.Material.SmoothPlastic
car.DriveSeat.Reverse:Stop()
end
end
end)
while wait() do
if (car.DriveSeat.Velocity.magnitude/40)+0.300 < 1.3 then
car.DriveSeat.Reverse.Pitch = (car.DriveSeat.Velocity.magnitude/40)+0.300
car.DriveSeat.Reverse.Volume = (car.DriveSeat.Velocity.magnitude/150)
else
car.DriveSeat.Reverse.Pitch = 1.3
car.DriveSeat.Reverse.Volume = .2
end
end
|
--- SERVICES/DIRECTORIES --- |
Players = game:GetService("Players")
ServerScriptService = game:GetService("ServerScriptService")
ServerStorage = game:GetService("ServerStorage")
ReplicatedStorage = game:GetService("ReplicatedStorage")
|
--[[ Public API ]] | --
function Thumbstick:Enable()
Enabled = true
ThumbstickFrame.Visible = true
local humanoid = MasterControl:GetHumanoid()
enableAutoJump(humanoid)
end
function Thumbstick:Disable()
Enabled = false
if RevertAutoJumpEnabledToFalse then
local humanoid = MasterControl:GetHumanoid()
if humanoid then
humanoid.AutoJumpEnabled = false
end
end
ThumbstickFrame.Visible = false
OnMoveTouchEnded()
end
function Thumbstick:GetInputObject()
return MoveTouchObject
end
function Thumbstick:Create(parentFrame)
if ThumbstickFrame then
ThumbstickFrame:Destroy()
ThumbstickFrame = nil
if OnTouchMovedCn then
OnTouchMovedCn:disconnect()
OnTouchMovedCn = nil
end
if OnTouchEndedCn then
OnTouchEndedCn:disconnect()
OnTouchEndedCn = nil
end
if OnRenderSteppedCn then
OnRenderSteppedCn:disconnect()
OnRenderSteppedCn = nil
end
if TouchActivateCn then
TouchActivateCn:disconnect()
TouchActivateCn = nil
end
end
local ThumbstickSize = 45
local ThumbstickRingSize = 20
local MiddleSize = 10
local MiddleSpacing = MiddleSize + 4
local RadiusOfDeadZone = 2
local RadiusOfMaxSpeed = 50
local screenSize = parentFrame.AbsoluteSize
local isBigScreen = math.min(screenSize.x, screenSize.y) > 500
if isBigScreen then
ThumbstickSize = ThumbstickSize * 2
ThumbstickRingSize = ThumbstickRingSize * 2
MiddleSize = MiddleSize * 2
MiddleSpacing = MiddleSpacing * 2
RadiusOfDeadZone = RadiusOfDeadZone * 2
RadiusOfMaxSpeed = RadiusOfMaxSpeed * 2
end
local color = Color3.fromRGB(255, 255, 255)
local function layoutThumbstickFrame(portraitMode)
if portraitMode then
ThumbstickFrame.Size = UDim2.new(1, 0, 0.4, 0)
ThumbstickFrame.Position = UDim2.new(0, 0, 0.6, 0)
GestureArea.Size = UDim2.new(1, 0, 0.6, 0)
GestureArea.Position = UDim2.new(0, 0, 0, 0)
else
ThumbstickFrame.Size = UDim2.new(0.4, 0, 2/3, 0)
ThumbstickFrame.Position = UDim2.new(0, 0, 1/3, 0)
GestureArea.Size = UDim2.new(1, 0, 1, 0)
GestureArea.Position = UDim2.new(0, 0, 0, 0)
end
end
GestureArea = Instance.new("Frame")
GestureArea.Name = "GestureArea"
GestureArea.Active = false
GestureArea.Visible = true
GestureArea.BackgroundTransparency = 1
GestureArea.BackgroundColor3 = Color3.fromRGB(0, 0, 0)
ThumbstickFrame = Instance.new('Frame')
ThumbstickFrame.Name = "DynamicThumbstickFrame"
ThumbstickFrame.Active = false
ThumbstickFrame.Visible = false
ThumbstickFrame.BackgroundTransparency = 1.0
ThumbstickFrame.BackgroundColor3 = Color3.fromRGB(0, 0, 0)
layoutThumbstickFrame()
StartImage = Instance.new("ImageLabel")
StartImage.Name = "ThumbstickStart"
StartImage.Visible = true
StartImage.BackgroundTransparency = 1
StartImage.Image = TOUCH_CONTROLS_SHEET
StartImage.ImageRectOffset = Vector2.new(1,1)
StartImage.ImageRectSize = Vector2.new(144, 144)
StartImage.ImageColor3 = Color3.new(0, 0, 0)
StartImage.AnchorPoint = Vector2.new(0.5, 0.5)
StartImage.Position = UDim2.new(0, ThumbstickRingSize * 3.3, 1, -ThumbstickRingSize * 2.8)
StartImage.Size = UDim2.new(0, ThumbstickRingSize * 3.7, 0, ThumbstickRingSize * 3.7)
StartImage.ZIndex = 10
StartImage.Parent = ThumbstickFrame
EndImage = Instance.new("ImageLabel")
EndImage.Name = "ThumbstickEnd"
EndImage.Visible = true
EndImage.BackgroundTransparency = 1
EndImage.Image = TOUCH_CONTROLS_SHEET
EndImage.ImageRectOffset = Vector2.new(1,1)
EndImage.ImageRectSize = Vector2.new(144, 144)
EndImage.AnchorPoint = Vector2.new(0.5, 0.5)
EndImage.Position = StartImage.Position
EndImage.Size = UDim2.new(0, ThumbstickSize * 0.8, 0, ThumbstickSize * 0.8)
EndImage.ZIndex = 10
EndImage.Parent = ThumbstickFrame
for i = 1, NUM_MIDDLE_IMAGES do
MiddleImages[i] = Instance.new("ImageLabel")
MiddleImages[i].Name = "ThumbstickMiddle"
MiddleImages[i].Visible = false
MiddleImages[i].BackgroundTransparency = 1
MiddleImages[i].Image = TOUCH_CONTROLS_SHEET
MiddleImages[i].ImageRectOffset = Vector2.new(1,1)
MiddleImages[i].ImageRectSize = Vector2.new(144, 144)
MiddleImages[i].ImageTransparency = MIDDLE_TRANSPARENCIES[i]
MiddleImages[i].AnchorPoint = Vector2.new(0.5, 0.5)
MiddleImages[i].ZIndex = 9
MiddleImages[i].Parent = ThumbstickFrame
end
local CameraChangedConn = nil
local function onCurrentCameraChanged()
if CameraChangedConn then
CameraChangedConn:Disconnect()
CameraChangedConn = nil
end
local newCamera = workspace.CurrentCamera
if newCamera then
local function onViewportSizeChanged()
local size = newCamera.ViewportSize
local portraitMode = size.X < size.Y
layoutThumbstickFrame(portraitMode)
end
CameraChangedConn = newCamera:GetPropertyChangedSignal("ViewportSize"):Connect(onViewportSizeChanged)
onViewportSizeChanged()
end
end
workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(onCurrentCameraChanged)
if workspace.CurrentCamera then
onCurrentCameraChanged()
end
MoveTouchObject = nil
local MoveTouchStartTime = nil
local MoveTouchStartPosition = nil
local startImageFadeTween, endImageFadeTween, middleImageFadeTweens = nil, nil, {}
local function fadeThumbstick(visible)
if not visible and MoveTouchObject then
return
end
if IsFirstTouch then return end
if startImageFadeTween then
startImageFadeTween:Cancel()
end
if endImageFadeTween then
endImageFadeTween:Cancel()
end
for i = 1, #MiddleImages do
if middleImageFadeTweens[i] then
middleImageFadeTweens[i]:Cancel()
end
end
if visible then
startImageFadeTween = TweenService:Create(StartImage, ThumbstickFadeTweenInfo, { ImageTransparency = 0 })
startImageFadeTween:Play()
endImageFadeTween = TweenService:Create(EndImage, ThumbstickFadeTweenInfo, { ImageTransparency = 0.2 })
endImageFadeTween:Play()
for i = 1, #MiddleImages do
middleImageFadeTweens[i] = TweenService:Create(MiddleImages[i], ThumbstickFadeTweenInfo, { ImageTransparency = MIDDLE_TRANSPARENCIES[i] })
middleImageFadeTweens[i]:Play()
end
else
startImageFadeTween = TweenService:Create(StartImage, ThumbstickFadeTweenInfo, { ImageTransparency = 1 })
startImageFadeTween:Play()
endImageFadeTween = TweenService:Create(EndImage, ThumbstickFadeTweenInfo, { ImageTransparency = 1 })
endImageFadeTween:Play()
for i = 1, #MiddleImages do
middleImageFadeTweens[i] = TweenService:Create(MiddleImages[i], ThumbstickFadeTweenInfo, { ImageTransparency = 1 })
middleImageFadeTweens[i]:Play()
end
end
end
local function fadeThumbstickFrame(fadeDuration, fadeRatio)
FadeInAndOutHalfDuration = fadeDuration * 0.5
FadeInAndOutBalance = fadeRatio
TweenInAlphaStart = tick()
end
local function doMove(direction)
MasterControl:AddToPlayerMovement(-currentMoveVector)
currentMoveVector = direction
-- Scaled Radial Dead Zone
local inputAxisMagnitude = currentMoveVector.magnitude
if inputAxisMagnitude < RadiusOfDeadZone then
currentMoveVector = Vector3.new()
else
currentMoveVector = currentMoveVector.unit*(1 - math.max(0, (RadiusOfMaxSpeed - currentMoveVector.magnitude)/RadiusOfMaxSpeed))
currentMoveVector = Vector3.new(currentMoveVector.x, 0, currentMoveVector.y)
end
MasterControl:AddToPlayerMovement(currentMoveVector)
end
local function layoutMiddleImages(startPos, endPos)
local startDist = (ThumbstickSize / 2) + MiddleSize
local vector = endPos - startPos
local distAvailable = vector.magnitude - (ThumbstickRingSize / 2) - MiddleSize
local direction = vector.unit
local distNeeded = MiddleSpacing * NUM_MIDDLE_IMAGES
local spacing = MiddleSpacing
if distNeeded < distAvailable then
spacing = distAvailable / NUM_MIDDLE_IMAGES
end
for i = 1, NUM_MIDDLE_IMAGES do
local image = MiddleImages[i]
local distWithout = startDist + (spacing * (i - 2))
local currentDist = startDist + (spacing * (i - 1))
if distWithout < distAvailable then
local pos = endPos - direction * currentDist
local exposedFraction = math.clamp(1 - ((currentDist - distAvailable) / spacing), 0, 1)
image.Visible = true
image.Position = UDim2.new(0, pos.X, 0, pos.Y)
image.Size = UDim2.new(0, MiddleSize * exposedFraction, 0, MiddleSize * exposedFraction)
else
image.Visible = false
end
end
end
local function moveStick(pos)
local startPos = Vector2.new(MoveTouchStartPosition.X, MoveTouchStartPosition.Y) - ThumbstickFrame.AbsolutePosition
local endPos = Vector2.new(pos.X, pos.Y) - ThumbstickFrame.AbsolutePosition
local relativePosition = endPos - startPos
local length = relativePosition.magnitude
local maxLength = ThumbstickFrame.AbsoluteSize.X
length = math.min(length, maxLength)
relativePosition = relativePosition*length
EndImage.Position = UDim2.new(0, endPos.X, 0, endPos.Y)
layoutMiddleImages(startPos, endPos)
end
-- input connections
ThumbstickFrame.InputBegan:connect(function(inputObject)
if inputObject.UserInputType ~= Enum.UserInputType.Touch or inputObject.UserInputState ~= Enum.UserInputState.Begin then
return
end
if MoveTouchObject then
return
end
if IsFirstTouch then
IsFirstTouch = false
local tweenInfo = TweenInfo.new(0.5, Enum.EasingStyle.Quad, Enum.EasingDirection.Out,0,false,0)
TweenService:Create(StartImage, tweenInfo, {Size = UDim2.new(0, 0, 0, 0)}):Play()
TweenService:Create(EndImage, tweenInfo, {Size = UDim2.new(0, ThumbstickSize, 0, ThumbstickSize), ImageColor3 = Color3.new(0,0,0)}):Play()
end
MoveTouchObject = inputObject
MoveTouchStartTime = tick()
MoveTouchStartPosition = inputObject.Position
local startPosVec2 = Vector2.new(inputObject.Position.X - ThumbstickFrame.AbsolutePosition.X, inputObject.Position.Y - ThumbstickFrame.AbsolutePosition.Y)
StartImage.Visible = true
StartImage.Position = UDim2.new(0, startPosVec2.X, 0, startPosVec2.Y)
EndImage.Visible = true
EndImage.Position = StartImage.Position
fadeThumbstick(true)
moveStick(inputObject.Position)
if FadeInAndOutBackground then
local playerGui = LocalPlayer:FindFirstChildOfClass("PlayerGui")
local hasFadedBackgroundInOrientation = false
-- only fade in/out the background once per orientation
if playerGui then
if playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.LandscapeLeft or
playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.LandscapeRight then
hasFadedBackgroundInOrientation = HasFadedBackgroundInLandscape
HasFadedBackgroundInLandscape = true
elseif playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.Portrait then
hasFadedBackgroundInOrientation = HasFadedBackgroundInPortrait
HasFadedBackgroundInPortrait = true
end
end
if not hasFadedBackgroundInOrientation then
FadeInAndOutHalfDuration = FADE_IN_OUT_HALF_DURATION_DEFAULT
FadeInAndOutBalance = FADE_IN_OUT_BALANCE_DEFAULT
TweenInAlphaStart = tick()
end
end
end)
OnTouchMovedCn = UserInputService.TouchMoved:connect(function(inputObject, isProcessed)
if inputObject == MoveTouchObject then
local direction = Vector2.new(inputObject.Position.x - MoveTouchStartPosition.x, inputObject.Position.y - MoveTouchStartPosition.y)
if math.abs(direction.x) > 0 or math.abs(direction.y) > 0 then
doMove(direction)
moveStick(inputObject.Position)
end
end
end)
OnMoveTouchEnded = function(inputObject)
if inputObject then
local direction = Vector2.new(inputObject.Position.x - MoveTouchStartPosition.x, inputObject.Position.y - MoveTouchStartPosition.y)
end
MoveTouchObject = nil
fadeThumbstick(false)
MasterControl:AddToPlayerMovement(-currentMoveVector)
currentMoveVector = Vector3.new(0,0,0)
end
OnRenderSteppedCn = RunService.RenderStepped:Connect(function(step)
if TweenInAlphaStart ~= nil then
local delta = tick() - TweenInAlphaStart
local fadeInTime = (FadeInAndOutHalfDuration * 2 * FadeInAndOutBalance)
ThumbstickFrame.BackgroundTransparency = 1 - FadeInAndOutMaxAlpha*math.min(delta/fadeInTime, 1)
if delta > fadeInTime then
TweenOutAlphaStart = tick()
TweenInAlphaStart = nil
end
elseif TweenOutAlphaStart ~= nil then
local delta = tick() - TweenOutAlphaStart
local fadeOutTime = (FadeInAndOutHalfDuration * 2) - (FadeInAndOutHalfDuration * 2 * FadeInAndOutBalance)
ThumbstickFrame.BackgroundTransparency = 1 - FadeInAndOutMaxAlpha + FadeInAndOutMaxAlpha*math.min(delta/fadeOutTime, 1)
if delta > fadeOutTime then
TweenOutAlphaStart = nil
end
end
end)
OnTouchEndedCn = UserInputService.TouchEnded:connect(function(inputObject, isProcessed)
if inputObject == MoveTouchObject then
OnMoveTouchEnded(inputObject)
end
end)
GuiService.MenuOpened:connect(function()
if MoveTouchObject then
OnMoveTouchEnded(nil)
end
end)
local playerGui = LocalPlayer:FindFirstChildOfClass("PlayerGui")
while not playerGui do
LocalPlayer.ChildAdded:wait()
playerGui = LocalPlayer:FindFirstChildOfClass("PlayerGui")
end
local playerGuiChangedConn = nil
local originalScreenOrientationWasLandscape = playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.LandscapeLeft or
playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.LandscapeRight
local function longShowBackground()
FadeInAndOutHalfDuration = 2.5
FadeInAndOutBalance = 0.05
TweenInAlphaStart = tick()
end
playerGuiChangedConn = playerGui.Changed:connect(function(prop)
if prop == "CurrentScreenOrientation" then
if (originalScreenOrientationWasLandscape and playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.Portrait) or
(not originalScreenOrientationWasLandscape and playerGui.CurrentScreenOrientation ~= Enum.ScreenOrientation.Portrait) then
playerGuiChangedConn:disconnect()
longShowBackground()
if originalScreenOrientationWasLandscape then
HasFadedBackgroundInPortrait = true
else
HasFadedBackgroundInLandscape = true
end
end
end
end)
GestureArea.Parent = parentFrame.Parent
ThumbstickFrame.Parent = parentFrame
spawn(function()
if game:IsLoaded() then
longShowBackground()
else
game.Loaded:wait()
longShowBackground()
end
end)
end
return Thumbstick
|
--Valve Properties |
local BOVsound = car.DriveSeat.BOV
BOVsound.Volume = 3 --Bov Volume
BOVsound.Pitch = 1 -- Pitch [Don't change this]
BOVsound.SoundId = "rbxassetid://337982546" --Sound
local CPSI = 0
local Values = script.Parent.Parent:FindFirstChild("A-Chassis Interface")
local Throttle = Values.Values.Throttle.Value
local CurrentGear = Values.Values.Gear.Value
local CurrentRPM = Values.Values.RPM.Value
local _Tune = require(car["A-Chassis Tune"])
local MaxRPM = _Tune.Redline
Values.Values.TPSI.Value = PSI
local DEADBOOST = PSI - 0.5
local active = false
local boom = true
|
-- Only called on the server |
function Grid:_onAddGridObject(player, objectTypeName, cellId)
local objectType = self.objectTypes[objectTypeName]
local placed = self.contentsManager:add(objectType, cellId)
if not placed then
AddGridObjectRejected:FireClient(player, objectTypeName, cellId)
end
end
|
--[[**
<description>
Run this once to combine all keys provided into one "main key".
Internally, this means that data will be stored in a table with the key mainKey.
This is used to get around the 2-DataStore2 reliability caveat.
</description>
<parameter name = "mainKey">
The key that will be used to house the table.
</parameter>
<parameter name = "...">
All the keys to combine under one table.
</parameter>
**--]] |
function DataStore2.Combine(mainKey, ...)
for _, name in ipairs({...}) do
combinedDataStoreInfo[name] = mainKey
end
end
function DataStore2.ClearCache()
DataStoreCache = {}
end
function DataStore2.SaveAll(Player)
if DataStoreCache[Player] then
for _, dataStore in pairs(DataStoreCache[Player]) do
if dataStore.combinedStore == nil then
dataStore:Save()
end
end
end
end
DataStore2.SaveAllAsync = Promise.promisify(DataStore2.SaveAll)
function DataStore2.PatchGlobalSettings(patch)
for key, value in pairs(patch) do
assert(Settings[key] ~= nil, "No such key exists: " .. key)
-- TODO: Implement type checking with this when osyris' t is in
Settings[key] = value
end
end
function DataStore2.__call(_, dataStoreName, Player)
assert(
typeof(dataStoreName) == "string" and IsPlayer.Check(Player),
("DataStore2() API call expected {string dataStoreName, Player Player}, got {%s, %s}")
:format(
typeof(dataStoreName),
typeof(Player)
)
)
if DataStoreCache[Player] and DataStoreCache[Player][dataStoreName] then
return DataStoreCache[Player][dataStoreName]
elseif combinedDataStoreInfo[dataStoreName] then
local dataStore = DataStore2(combinedDataStoreInfo[dataStoreName], Player)
dataStore:BeforeSave(function(combinedData)
for key in pairs(combinedData) do
if combinedDataStoreInfo[key] then
local combinedStore = DataStore2(key, Player)
local value = combinedStore:Get(nil, true)
if value ~= nil then
if combinedStore.combinedBeforeSave then
value = combinedStore.combinedBeforeSave(clone(value))
end
combinedData[key] = value
end
end
end
return combinedData
end)
local combinedStore = setmetatable({
combinedName = dataStoreName,
combinedStore = dataStore,
}, {
__index = function(_, key)
return CombinedDataStore[key] or dataStore[key]
end,
})
if not DataStoreCache[Player] then
DataStoreCache[Player] = {}
end
DataStoreCache[Player][dataStoreName] = combinedStore
return combinedStore
end
local dataStore = {
Name = dataStoreName,
UserId = Player.UserId,
callbacks = {},
beforeInitialGet = {},
afterSave = {},
bindToClose = {},
}
dataStore.savingMethod = SavingMethods[Settings.SavingMethod].new(dataStore)
setmetatable(dataStore, DataStoreMetatable)
local saveFinishedEvent, isSaveFinished = Instance.new("BindableEvent"), false
local bindToCloseEvent = Instance.new("BindableEvent")
local bindToCloseCallback = function()
if not isSaveFinished then
-- Defer to avoid a race between connecting and firing "saveFinishedEvent"
Promise.defer(function()
bindToCloseEvent:Fire() -- Resolves the Promise.race to save the data
end)
saveFinishedEvent.Event:Wait()
end
local value = dataStore:Get(nil, true)
for _, bindToClose in ipairs(dataStore.bindToClose) do
bindToClose(Player, value)
end
end
local success, errorMessage = pcall(function()
game:BindToClose(function()
if bindToCloseCallback == nil then
return
end
bindToCloseCallback()
end)
end)
if not success then
warn("DataStore2 could not BindToClose", errorMessage)
end
Promise.race({
Promise.fromEvent(bindToCloseEvent.Event),
Promise.fromEvent(Player.AncestryChanged, function()
return not Player:IsDescendantOf(game)
end),
}):andThen(function()
dataStore:SaveAsync():andThen(function()
print("Player "..Player.Name.." left, saved", dataStoreName, ":", dataStore["value"])
end):catch(function(error)
-- TODO: Something more elegant
warn("error when Player left!", error)
end):finally(function()
isSaveFinished = true
saveFinishedEvent:Fire()
end)
--Give a long delay for people who haven't figured out the cache :^(
return Promise.delay(40):andThen(function()
DataStoreCache[Player] = nil
bindToCloseCallback = nil
end)
end)
if not DataStoreCache[Player] then
DataStoreCache[Player] = {}
end
DataStoreCache[Player][dataStoreName] = dataStore
return dataStore
end
DataStore2.Constants = Constants
return setmetatable(DataStore2, DataStore2)
|
--[[
A 'Symbol' is an opaque marker type that can be used to signify unique
statuses. Symbols have the type 'userdata', but when printed to the console,
the name of the symbol is shown.
]] |
local Symbol = {}
|
-- Modules |
local Engine = require(script:WaitForChild("Engine"))
local ReplicatedModuleScripts = ReplicatedStorage:FindFirstChild("ModuleScripts")
local PlayerConverter = require(ReplicatedModuleScripts:FindFirstChild("PlayerConverter"))
|
--[Funkcje] |
function onClicked()
if legansio == false then
g1.Transparency = 1
g2.Transparency = 0
wait(0.1)
g2.Transparency = 1
g3.Transparency = 0
pala2.Transparency = 0
wait(0.1)
g3.Transparency = 1
pala3.Transparency = 0
g4.Transparency = 0
wait(0.1)
g5.Transparency = 0
g4.Transparency = 1
wait(0.1)
pala4.Transparency = 0
g5.Transparency = 1
g6.Transparency = 0
wait(0.1)
g6.Transparency = 1
g7.Transparency = 0
wait(0.1)
g7.Transparency = 1
g8.Transparency = 0
pala5.Transparency = 0
wait(0.1)
g8.Transparency = 1
g9.Transparency = 0
wait(0.1)
g9.Transparency = 1
g10.Transparency = 0
wait(0.1)
g10.Transparency = 1
g11.Transparency = 0
pala6.Transparency = 0
wait(0.1)
g11.Transparency = 1
g12.Transparency = 0
wait(0.1)
g12.Transparency = 1
g13.Transparency = 0
wait(0.1)
g13.Transparency = 1
g14.Transparency = 0
wait(0.1)
g14.Transparency = 1
s1.Transparency = 0
pala7.Transparency = 0
wait(1)
s1.Transparency = 1
wait(0.1)
q1.Transparency = 0
l1.Transparency = 0
p1.Transparency = 0
sp1.Transparency = 0
sl1.Transparency = 0
wait(2)
l1.Transparency = 1
sl1.Transparency = 1
l2.Transparency = 0
sl2.Transparency = 0
wait(0.1)
l2.Transparency = 1
sl2.Transparency = 1
l3.Transparency = 0
sl3.Transparency = 0
wait(0.1)
l3.Transparency = 1
sl3.Transparency = 1
l4.Transparency = 0
sl4.Transparency = 0
wait(0.1)
l4.Transparency = 1
sl4.Transparency = 1
l5.Transparency = 0
sl5.Transparency = 0
wait(0.1)
l5.Transparency = 1
sl5.Transparency = 1
l6.Transparency = 0
sl6.Transparency = 0
wait(0.1)
l6.Transparency = 1
sl6.Transparency = 1
l7.Transparency = 0
sl7.Transparency = 0
wait(1)
wait(2)
p1.Transparency = 1
sp1.Transparency = 1
p2.Transparency = 0
sp2.Transparency = 0
wait(0.1)
p2.Transparency = 1
sp2.Transparency = 1
p3.Transparency = 0
sp3.Transparency = 0
wait(0.1)
p3.Transparency = 1
sp3.Transparency = 1
p4.Transparency = 0
sp4.Transparency = 0
wait(0.1)
p4.Transparency = 1
sp4.Transparency = 1
p5.Transparency = 0
sp5.Transparency = 0
wait(0.1)
p5.Transparency = 1
sp5.Transparency = 1
p6.Transparency = 0
sp6.Transparency = 0
wait(0.1)
p6.Transparency = 1
sp6.Transparency = 1
p7.Transparency = 0
sp7.Transparency = 0
wait(1)
sl7.Material="Neon"
sp7.Material="Neon"
sl7.SurfaceLight.Enabled = true
sp7.SurfaceLight.Enabled = true
end
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)
|
--Made on September 4 2021 |
local pp = script.Parent.PPPart.ProximityPrompt
pp.Triggered:Connect(function()
script.Parent:Destroy()
end)
|
-- Implements Javascript's `Array.prototype.forEach` as defined below
-- https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/forEach |
return function<T, U>(t: Array<T>, callback: callbackFn<T> | callbackFnWithThisArg<T, U>, thisArg: U?): ()
if typeof(t) ~= "table" then
error(string.format("Array.forEach called on %s", typeof(t)))
end
if typeof(callback) ~= "function" then
error("callback is not a function")
end
local len = #t
local k = 1
while k <= len do
local kValue = t[k]
if thisArg ~= nil then
(callback :: callbackFnWithThisArg<T, U>)(thisArg, kValue, k, t)
else
(callback :: callbackFn<T>)(kValue, k, t)
end
if #t < len then
-- don't iterate on removed items, don't iterate more than original length
len = #t
end
k += 1
end
end
|
--------------------) Settings |
Damage = 0 -- the ammout of health the player or mob will take
Cooldown = 10 -- cooldown for use of the tool again
ZoneModelName = "Fatal error string" -- name the zone model
MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage |
--[[Brakes]] |
Tune.ABSEnabled = true -- Implements ABS
Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS)
Tune.FBrakeForce = 4000 -- Front brake force
Tune.RBrakeForce = 3000 -- 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]
|
-- |
function Portal.new(surfaceGUI)
local self = setmetatable({}, Portal)
self.SurfaceGUI = surfaceGUI
self.Camera = Instance.new("Camera", surfaceGUI)
self.ViewportFrame = VPF:Clone()
self.ViewportFrame.CurrentCamera = self.Camera
self.ViewportFrame.Parent = surfaceGUI
return self
end
function Portal.fromPart(part, enum, parent)
local surfaceGUI = Instance.new("SurfaceGui")
surfaceGUI.Face = enum
surfaceGUI.Adornee = part
surfaceGUI.ClipsDescendants = true
surfaceGUI.Parent = parent
return Portal.new(surfaceGUI)
end
|
--Prompt GetValidPrompt
--* returns the first valid prompt for this response. |
function Response:GetValidPrompt()
local validPrompts = {}
for _, prompt in pairs(self:GetPrompts()) do
if prompt:IsValid() then
table.insert(validPrompts, prompt)
end
end
table.sort(validPrompts, function(a, b) return a.Priority > b.Priority end)
return validPrompts[1]
end
|
--[[
Returns true if the given HumanoidDescription has the item described in itemInfo equipped.
]] |
local MerchBooth = script:FindFirstAncestor("MerchBooth")
local types = require(MerchBooth.types)
local isAccessory = require(MerchBooth.Modules.isAccessory)
local isClassicClothing = require(MerchBooth.Modules.isClassicClothing)
local isItemEquipped = function(description: HumanoidDescription, itemInfo: types.ItemInfo)
if isAccessory(itemInfo.assetType) then
for _, accessory in ipairs(description:GetAccessories(true)) do
if accessory.AssetId == itemInfo.assetId then
return true
end
end
elseif isClassicClothing(itemInfo.assetType) then
if
description.GraphicTShirt == itemInfo.assetId
or description.Shirt == itemInfo.assetId
or description.Pants == itemInfo.assetId
then
return true
end
end
return false
end
return isItemEquipped
|
------------------------- |
function onClicked()
FX.ROLL.BrickColor = BrickColor.new("CGA brown")
FX.ROLL.loop.Disabled = true
R.Function1.Disabled = true
FX.ECHO.BrickColor = BrickColor.new("CGA brown")
FX.ECHO.loop.Disabled = true
FX.GATE.BrickColor = BrickColor.new("CGA brown")
FX.GATE.loop.Disabled = true
FX.PHASER.BrickColor = BrickColor.new("CGA brown")
FX.PHASER.loop.Disabled = true
FX.SLIPROLL.BrickColor = BrickColor.new("CGA brown")
FX.SLIPROLL.loop.Disabled = true
FX.FILTER.BrickColor = BrickColor.new("CGA brown")
FX.FILTER.loop.Disabled = true
FX.SENDRETURN.BrickColor = BrickColor.new("Really red")
FX.SENDRETURN.loop.Disabled = true
FX.TRANS.BrickColor = BrickColor.new("CGA brown")
FX.TRANS.loop.Disabled = true
FX.MultiTapDelay.BrickColor = BrickColor.new("CGA brown")
FX.MultiTapDelay.loop.Disabled = true
FX.DELAY.BrickColor = BrickColor.new("CGA brown")
FX.DELAY.loop.Disabled = true
FX.REVROLL.BrickColor = BrickColor.new("CGA brown")
FX.REVROLL.loop.Disabled = true
R.loop.Disabled = false
R.Function2.Disabled = false
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)
|
--Active |
Values.Gear.Changed:Connect(function(Value)
local TextLabel = Dash.Gear.TextValue
if Value == -1 then TextLabel.Text = "R"
elseif Value == 0 then TextLabel.Text = "N"
else TextLabel.Text = Value end
end)
Values.RPM.Changed:Connect(function(Value)
for i = 1, 30 do
if Value >= (_Tune.Redline - 500) / 30 * i then
Dash.Tach.ln[i].BackgroundTransparency = 0
else
Dash.Tach.ln[i].BackgroundTransparency = 0.7
end
end
for i = 1, 3 do
if Value > _Tune.Redline - i * 750 then
Dash.Parent.Parent.Parent["RPM"..i].Material = "Neon"
else
Dash.Parent.Parent.Parent["RPM"..i].Material = "SmoothPlastic"
end
end
end)
Values.Velocity.Changed:Connect(function(Value)
Dash.Speed.TextValue.Text = math.floor(Value.Magnitude * Speed_Units)
end)
Values.PBrake.Changed:Connect(function() CheckValue(Values.PBrake) end)
Values.ABS.Changed:Connect(function() CheckValue(Values.ABS) end)
Values.TCS.Changed:Connect(function() CheckValue(Values.TCS) end)
Values.ABSActive.Changed:Connect(function(Value)
wait()
if Values.ABS.Value == true then
if Dash.ABS.ImageTransparency == 0 then
Dash.ABS.ImageTransparency = 0.7
else
Dash.ABS.ImageTransparency = 0
end
end
end)
Values.TCSActive.Changed:Connect(function(Value)
wait()
if Values.TCS.Value == true then
if Dash.TCS.ImageTransparency == 0 then
Dash.TCS.ImageTransparency = 0.7
else
Dash.TCS.ImageTransparency = 0
end
end
end)
Values.Horsepower.Changed:Connect(function(Value)
if Value > tonumber(Dash.HP.TextValue.Text) then
Dash.HP.TextValue.Text = math.floor(Value)
end
end)
Values.Torque.Changed:Connect(function(Value)
if Value > tonumber(Dash.TQ.TextValue.Text) then
Dash.TQ.TextValue.Text = math.floor(Value)
end
end)
game.Players.LocalPlayer.Character.Humanoid.Touched:Connect(function(part)
if part.Name == "Start" and part.Parent.Name == "Wes_Timing_System_3" then
local timeStart = tick()
wait()
if Dash.Time.TextValue.Text ~= "--:---.---" then
game["Run Service"]:UnbindFromRenderStep("GaugeTimer")
wait(3)
end
local function updateTimer()
local value = tick() - timeStart
value = math.floor(value*1000)/1000
local min = math.floor(value/60)
local sec = math.floor(value)-60*min
local milisec = math.floor((value-sec-min*60)*1000+0.5)
if min > 0 and min < 10 then min = "0"..tostring(min)
elseif min < 1 then min = "00" end
if sec > 0 and sec < 10 then sec = "0"..tostring(sec)
elseif sec < 1 then sec = "00" end
if string.len(tostring(milisec)) == 2 then milisec = tostring(milisec).."0"
elseif string.len(tostring(milisec)) == 1 then milisec = tostring(milisec).."00" end
Dash.Time.TextValue.Text = min..":"..sec.."."..milisec
end
game["Run Service"]:BindToRenderStep("GaugeTimer",50,updateTimer)
end
end)
|
--[[
Used to set a handler for when the promise resolves, rejects, or is
cancelled. Returns a new promise chained from this promise.
]] |
function Promise.prototype:_finally(traceback, finallyHandler, onlyOk)
if not onlyOk then
self._unhandledRejection = false
end
-- Return a promise chained off of this promise
return Promise._new(traceback, function(resolve, reject)
local finallyCallback = resolve
if finallyHandler then
finallyCallback = createAdvancer(
traceback,
finallyHandler,
resolve,
reject
)
end
if onlyOk then
local callback = finallyCallback
finallyCallback = function(...)
if self._status == Promise.Status.Rejected then
return resolve(self)
end
return callback(...)
end
end
if self._status == Promise.Status.Started then
-- The promise is not settled, so queue this.
table.insert(self._queuedFinally, finallyCallback)
else
-- The promise already settled or was cancelled, run the callback now.
finallyCallback(self._status)
end
end, self)
end
function Promise.prototype:finally(finallyHandler)
assert(
finallyHandler == nil or type(finallyHandler) == "function",
string.format(ERROR_NON_FUNCTION, "Promise:finally")
)
return self:_finally(debug.traceback(nil, 2), finallyHandler)
end
Promise.prototype.Finally = Promise.prototype.finally
|
---Set Free Camera |
function module.SetFreeCamera(Player,Target)
local camera = workspace.CurrentCamera
camera.CameraType = Enum.CameraType.Custom
camera.CameraSubject = Target
end
return module
|
--BOV-- |
script.Parent.Parent.Values.RPM.Changed:connect(function()
local t = 0
t = (totalPSI*10)
BOVact = math.floor(t)
end)
script.Parent.Parent.Values.RPM.Changed:connect(function()
wait(0.1)
local t2 = 0
t2 = (totalPSI*10)
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)
|
--[[ Script Variables ]] | --
while not Players.LocalPlayer do
task.wait()
end
local lastInputType = nil
local LocalPlayer = Players.LocalPlayer
local PlayerGui = LocalPlayer:WaitForChild('PlayerGui')
local IsTouchDevice = UserInputService.TouchEnabled
local UserMovementMode = IsTouchDevice and GameSettings.TouchMovementMode or GameSettings.ComputerMovementMode
local DevMovementMode = IsTouchDevice and LocalPlayer.DevTouchMovementMode or LocalPlayer.DevComputerMovementMode
local IsUserChoice = (IsTouchDevice and DevMovementMode == Enum.DevTouchMovementMode.UserChoice) or (DevMovementMode == Enum.DevComputerMovementMode.UserChoice)
local TouchGui = nil
local TouchControlFrame = nil
local IsModalEnabled = UserInputService.ModalEnabled
local BindableEvent_OnFailStateChanged = nil
local isJumpEnabled = false
|
--|| VARIABLES ||-- |
local Player = Players.LocalPlayer
local Character = script.Parent
local Humanoid = Character:WaitForChild("Humanoid")
local HumanoidRootPart = Character:WaitForChild("HumanoidRootPart")
local Torso = Character:WaitForChild("Torso")
local RootJoint = HumanoidRootPart.RootJoint
local LeftHipJoint = Torso["Left Hip"]
local RightHipJoint = Torso["Right Hip"]
local function Lerp(a, b, c)
return a + (b - a) * c
end
local Force = nil
local Direction = nil
local Value1 = 0
local Value2 = 0
local RootJointC0 = RootJoint.C0
local LeftHipJointC0 = LeftHipJoint.C0
local RightHipJointC0 = RightHipJoint.C0
RunService.RenderStepped:Connect(function()
--> To get the force, we multiply the velocity by 1,0,1, we don't want the Y value so we set y to 0
Force = HumanoidRootPart.Velocity * Vector3.new(1,0,1)
if Force.Magnitude > 2 then
--> This represents the direction
Direction = Force.Unit
Value1 = HumanoidRootPart.CFrame.RightVector:Dot(Direction)
Value2 = HumanoidRootPart.CFrame.LookVector:Dot(Direction)
else
Value1 = 0
Value2 = 0
end
--> the values being multiplied are how much you want to rotate by
RootJoint.C0 = RootJoint.C0:Lerp(RootJointC0 * CFrame.Angles(math.rad(Value2 * 5), math.rad(-Value1 * 5), 0), 0.2)
end)
|
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
-- Place this into StarterGui or StarterPack --
-- CREDIT --
-- EvelienSterk; for the initial script --
-- SawyerDGamer; some stuff ripped from his panner script --
-- iytgggggg; showing it all into this script and then some :) --
-- UPDATE: turned it into r15, made it so you can swim right in water --
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- | |
--// # key, Cruise |
mouse.KeyDown:connect(function(key)
if key=="b" then
veh.Lightbar.middle.Beep:Play()
veh.Lightbar.Remotes.CruiseEvent:FireServer(true)
end
end)
|
--- Sends an event message to a player |
function Command:SendEvent(player, event, ...)
assert(typeof(player) == "Instance", "Argument #1 must be a Player")
assert(player:IsA("Player"), "Argument #1 must be a Player")
assert(type(event) == "string", "Argument #2 must be a string")
if IsServer then
self.Dispatcher.Cmdr.RemoteEvent:FireClient(player, event, ...)
elseif self.Dispatcher.Cmdr.Events[event] then
assert(player == Players.LocalPlayer, "Event messages can only be sent to the local player on the client.")
self.Dispatcher.Cmdr.Events[event](...)
end
end
|
-------- OMG HAX |
r = game:service("RunService")
local damage = 5
local slash_damage = 12
sword = script.Parent.Handle
Tool = script.Parent
local SlashSound = Instance.new("Sound")
SlashSound.SoundId = "http://www.roblox.com/asset/?id=12814239"
SlashSound.Parent = sword
SlashSound.Volume = 1
local UnsheathSound = Instance.new("Sound")
UnsheathSound.SoundId = "http://www.roblox.com/asset/?id=12813086"
UnsheathSound.Parent = sword
UnsheathSound.Volume = 1
function blow(hit)
local humanoid = hit.Parent:findFirstChild("Humanoid")
local vCharacter = Tool.Parent
local vPlayer = game.Players:playerFromCharacter(vCharacter)
local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character
if humanoid~=nil and humanoid ~= hum and hum ~= nil then
-- final check, make sure sword is in-hand
local right_arm = vCharacter:FindFirstChild("Right Arm")
if (right_arm ~= nil) then
local joint = right_arm:FindFirstChild("RightGrip")
if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
tagHumanoid(humanoid, vPlayer)
humanoid:TakeDamage(damage)
wait(1)
untagHumanoid(humanoid)
end
end
end
end
function tagHumanoid(humanoid, player)
local creator_tag = Instance.new("ObjectValue")
creator_tag.Value = player
creator_tag.Name = "creator"
creator_tag.Parent = humanoid
end
function untagHumanoid(humanoid)
if humanoid ~= nil then
local tag = humanoid:findFirstChild("creator")
if tag ~= nil then
tag.Parent = nil
end
end
end
function attack()
damage = slash_damage
SlashSound:play()
local anim = Instance.new("StringValue")
anim.Name = "toolanim"
anim.Value = "Slash"
anim.Parent = Tool
end
function swordUp()
Tool.GripForward = Vector3.new(-1,0,0)
Tool.GripRight = Vector3.new(0,1,0)
Tool.GripUp = Vector3.new(0,0,1)
end
function swordOut()
Tool.GripForward = Vector3.new(0,0,1)
Tool.GripRight = Vector3.new(0,-1,0)
Tool.GripUp = Vector3.new(-1,0,0)
end
Tool.Enabled = true
function onActivated()
if not Tool.Enabled then
return
end
Tool.Enabled = false
local character = Tool.Parent;
local humanoid = character.Humanoid
if humanoid == nil then
print("Humanoid not found")
return
end
attack()
wait(1)
Tool.Enabled = true
end
function onEquipped()
UnsheathSound:play()
end
script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)
connection = sword.Touched:connect(blow)
|
--- Skill |
local UIS = game:GetService("UserInputService")
local plr = game.Players.LocalPlayer
local Mouse = plr:GetMouse()
local Debounce = true
Player = game.Players.LocalPlayer
UIS.InputBegan:Connect(function(Input)
if Input.KeyCode == Enum.KeyCode.Z and Debounce == true and Tool.Equip.Value == true and Tool.Active.Value == "None" then
Debounce = false
Tool.Active.Value = "FireFist"
wait(0.1)
Track1 = Player.Character.Humanoid:LoadAnimation(script.Anim01)
Track1:Play()
wait(0.15)
script.Fire:FireServer(plr)
local hum = Player.Character.Humanoid
for i = 1,30 do
wait()
hum.CameraOffset = Vector3.new(
math.random(-1,1),
math.random(-1,1),
math.random(-1,1)
)
end
hum.CameraOffset = Vector3.new(0,0,0)
wait(0.15)
Tool.Active.Value = "None"
wait(2)
Debounce = true
end
end)
|
--[=[
@within Gamepad
@prop SupportsVibration boolean
@readonly
Flag to indicate if the currently-active gamepad supports
haptic motor vibration.
It is safe to use the motor methods on the gamepad without
checking this value, but nothing will happen if the motors
are not supported.
]=] | |
--Update Function |
function update()
local count = 0
local t = frame.Search.Text
local abssizey
for _, v in pairs(scroll:GetChildren()) do
if v.ClassName=="TextButton" then
v.Visible = v.Text:sub(1, t:len()):lower()==t:lower()
abssizey=v.AbsoluteSize.Y
if v.Visible then
count = count + 1
end
end
end
local csize = (count*abssizey)
scroll.CanvasSize = UDim2.new(0, 0, 0, csize)
end
|
-- Increase chase speed every specified interval |
while true do
wait(increaseInterval)
increaseChaseSpeed()
end
|
--Make sure the mouse is on the canvas |
canvas.MouseEnter:Connect(function()
uis.MouseIconEnabled = false
cursor.Visible = true
local zoom = (workspace.CurrentCamera.CFrame.Position - game.Players.LocalPlayer.Character.Head.Position).Magnitude
game.Players.LocalPlayer.CameraMinZoomDistance = zoom
game.Players.LocalPlayer.CameraMaxZoomDistance = zoom
end)
canvas.MouseLeave:Connect(function()
uis.MouseIconEnabled = true
cursor.Visible = false
game.Players.LocalPlayer.CameraMinZoomDistance = 0.5
game.Players.LocalPlayer.CameraMaxZoomDistance = 128
end)
|
-- Tags -- |
local pantsId = script.Parent.Parent.Pants.PantsTemplate
local shirtId = script.Parent.Parent.Shirt.ShirtTemplate
local cPart = script.Parent
local cDetector = script.Parent.ProximityPrompt
local function onClicked(player)
if player.Team.TeamColor == BrickColor.new("Mint")then
local foundShirt = player.Character:FindFirstChild("Shirt") -- Tries to find Shirt
if not foundShirt then -- if there is no shirt
print("No shirt found, creating for "..player.Name)
local newShirt = Instance.new("Shirt",player.Character)
newShirt.Name = "Shirt"
else if foundShirt then -- if there is a shirt
print("Shirt found, reconstructing for "..player.Name)
player.Character.Shirt:remove()
local newShirt = Instance.new("Shirt",player.Character)
newShirt.Name = "Shirt"
end
end
local foundPants = player.Character:FindFirstChild("Pants") -- Tries to find Pants
if not foundPants then -- if there are no pants
print("No pants found, creating for "..player.Name)
local newPants = Instance.new("Pants",player.Character)
newPants.Name = "Pants"
else if foundPants then -- if there are pants
print("Pants found, reconstructing for "..player.Name)
player.Character.Pants:remove()
local newPants = Instance.new("Pants",player.Character)
newPants.Name = "Pants"
end
end
player.Character.Shirt.ShirtTemplate = shirtId
player.Character.Pants.PantsTemplate = pantsId
end
end
|
--|| VARIABLES ||-- |
local Player = Players.LocalPlayer
local Character = script.Parent
local Humanoid = Character:WaitForChild"Humanoid"
local HumanoidRootPart = Character.HumanoidRootPart
local Torso = Character.Torso
local RootJoint = HumanoidRootPart.RootJoint
local LeftHipJoint = Torso["Left Hip"]
local RightHipJoint = Torso["Right Hip"]
local function Lerp(a, b, c)
return a + (b - a) * c
end
local Force = nil
local Direction = nil
local Value1 = 0
local Value2 = 0
local RootJointC0 = RootJoint.C0
local LeftHipJointC0 = LeftHipJoint.C0
local RightHipJointC0 = RightHipJoint.C0
RunService.RenderStepped:Connect(function()
--> To get the force, we multiply the velocity by 1,0,1, we don't want the Y value so we set y to 0
Force = HumanoidRootPart.Velocity * Vector3.new(1,0,1)
if Force.Magnitude > 2 then
--> This represents the direction
Direction = Force.Unit
Value1 = HumanoidRootPart.CFrame.RightVector:Dot(Direction)
Value2 = HumanoidRootPart.CFrame.LookVector:Dot(Direction)
else
Value1 = 0
Value2 = 0
end
--> the values being multiplied are how much you want to rotate by
RootJoint.C0 = RootJoint.C0:Lerp(RootJointC0 * CFrame.Angles(math.rad(Value2 * 5), math.rad(-Value1 * 5), 0), 0.2)
end)
|
-- not working -- |
script.Parent = nil
ClockTime = true
GeographicLatitude = true
FogColor = true
Color = 206,255,252
DynamicLighting = true
SimulatedShadows = true
DarkAmbient = false
AmbientBrightness = 1
Fog = true
FogDistance = 3000
if Fog then
game.Lighting.FogEnd = FogDistance
end
if DarkAmbient and DynamicLighting then
game.Lighting.OutdoorAmbient = Color3.new(AmbientBrightness/255, AmbientBrightness/255, AmbientBrightness/255)
end
if DynamicLighting then
game.Lighting.GlobalShadows = true
if SimulatedShadows then
game.Lighting.Brightness = 1
game.Lighting.Ambient = Color3.new(0/255, 0/255, 0/255)
game.Lighting.ShadowColor = Color3.new(61/255, 61/255, 61/255)
end
if FogColor then
game.Lighting.FogColor = FogColor
end
if Color then
game.Lighting.FogColor = Color
end
if GeographicLatitude then
game.Lighting.GeographicLatitude = 51
end
if ClockTime then
game.Lighting.ClockTime = 12
end
|
---- Services |
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local RunService = game:GetService("RunService")
local PlayersService = game:GetService("Players")
|
--[[
Add a new describe node with the given method as a callback. Generates or
reuses all the describe nodes along the path.
]] |
function TestPlan:addRoot(path, method, instance)
local curNode = self
for i = #path, 1, -1 do
local nextNode = nil
for _, child in ipairs(curNode.children) do
if child.phrase == path[i] then
nextNode = child
break
end
end
if nextNode == nil then
local filePath = getFilePathFromInstance(instance)
nextNode = curNode:addChild(path[i], TestEnum.NodeType.Describe, nil, filePath)
end
curNode = nextNode
end
curNode.isRoot = true
curNode.instance = instance
curNode.callback = method
curNode:expand()
end
|
-- << CONFIGURATION >> |
local rankAndBelowToRemove = "Mod"
local successColor = Color3.fromRGB(0,255,0)
local errorColor = Color3.fromRGB(255,0,0)
|
--// WebPanel module uploaded as a group model due to there being multiple maintainers
--// Module source available at https://www.roblox.com/library/6289861017/WebPanel-Module |
return function(Vargs, GetEnv)
local env = GetEnv(nil, {script = script})
setfenv(1, env)
local server = Vargs.Server;
local service = Vargs.Service;
local Settings = server.Settings
local Functions, Commands, Admin, Anti, Core, HTTP, Logs, Remote, Process, Variables, Deps =
server.Functions, server.Commands, server.Admin, server.Anti, server.Core, server.HTTP, server.Logs, server.Remote, server.Process, server.Variables, server.Deps
--[[
settings.WebPanel_Enabled = true;
wait(1)
settings.WebPanel_ApiKey = _G.ADONIS_WEBPANEL_TESTING_APIKEY;
--]]
--// Note: This will only run/be required if the WebPanel_Enabled setting is true at server startup
if Settings.WebPanel_Enabled then
local ran, WebModFunc = pcall(require, 6289861017)
if ran and type(WebModFunc) == "function" then
task.defer(WebModFunc, Vargs, env)
elseif not ran then
warn("Unexpected error while loading WebPanel!", tostring(WebModFunc))
end
end
Logs:AddLog("Script", "WebPanel Module Loaded");
end
|
--// All global vars will be wiped/replaced except script |
return function(data, env)
if env then
setfenv(1, env)
end
local gui = script.Parent.Parent--client.UI.Prepare(script.Parent.Parent)
local frame = gui.Frame
local frame2 = frame.Frame
local msg = frame2.Message
local ttl = frame2.Title
local gIndex = data.gIndex
local gTable = data.gTable
local title = data.Title
local message = data.Message
local scroll = data.Scroll
local tim = data.Time
local gone = false
if not data.Message or not data.Title then gTable:Destroy() end
ttl.Text = title
msg.Text = message
ttl.TextTransparency = 1
msg.TextTransparency = 1
ttl.TextStrokeTransparency = 1
msg.TextStrokeTransparency = 1
frame.BackgroundTransparency = 1
local log = {
Type = "Small Screen Message";
Title = title;
Message = message;
Icon = "rbxassetid://7501175708";
Time = os.date("%X");
Function = nil;
}
table.insert(client.Variables.CommunicationsHistory, log)
service.Events.CommsPanel:Fire(log)
local fadeSteps = 10
local blurSize = 10
local textFade = 0.1
local strokeFade = 0.5
local frameFade = 0.3
local blurStep = blurSize/fadeSteps
local frameStep = frameFade/fadeSteps
local textStep = 0.1
local strokeStep = 0.1
local function fadeIn()
gTable:Ready()
for i = 1,fadeSteps do
if msg.TextTransparency>textFade then
msg.TextTransparency = msg.TextTransparency-textStep
ttl.TextTransparency = ttl.TextTransparency-textStep
end
if msg.TextStrokeTransparency>strokeFade then
msg.TextStrokeTransparency = msg.TextStrokeTransparency-strokeStep
ttl.TextStrokeTransparency = ttl.TextStrokeTransparency-strokeStep
end
if frame.BackgroundTransparency>frameFade then
frame.BackgroundTransparency = frame.BackgroundTransparency-frameStep
frame2.BackgroundTransparency = frame.BackgroundTransparency
end
service.Wait("Stepped")
end
end
local function fadeOut()
if not gone then
gone = true
for i = 1,fadeSteps do
if msg.TextTransparency<1 then
msg.TextTransparency = msg.TextTransparency+textStep
ttl.TextTransparency = ttl.TextTransparency+textStep
end
if msg.TextStrokeTransparency<1 then
msg.TextStrokeTransparency = msg.TextStrokeTransparency+strokeStep
ttl.TextStrokeTransparency = ttl.TextStrokeTransparency+strokeStep
end
if frame.BackgroundTransparency<1 then
frame.BackgroundTransparency = frame.BackgroundTransparency+frameStep
frame2.BackgroundTransparency = frame.BackgroundTransparency
end
service.Wait("Stepped")
end
service.UnWrap(gui):Destroy()
end
end
gTable.CustomDestroy = function()
fadeOut()
end
fadeIn()
if not tim then
local _,time = message:gsub(" ","")
time = math.clamp(time/2,4,11)+1
wait(time)
else
wait(tim)
end
if not gone then
fadeOut()
end
end
|