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--- An expensive way to spawn a function. However, unlike spawn(), it executes on the same frame, and
-- unlike coroutines, does not obscure errors
-- @module fastSpawn
|
return function(func, ...)
assert(type(func) == "function")
local args = {...}
local count = select("#", ...)
local bindable = Instance.new("BindableEvent")
bindable.Event:Connect(function()
func(unpack(args, 1, count))
end)
bindable:Fire()
bindable:Destroy()
end
|
-- check if the player is moving and not climbing
|
humanoid.Running:Connect(function(speed)
if humanoid.MoveDirection.Magnitude > 0 and speed > 0 and humanoid:GetState() ~= Enum.HumanoidStateType.Climbing then
if oldWalkSpeed ~= humanoid.WalkSpeed then
getSoundProperties()
update()
end
currentSound.Playing = true
currentSound.Looped = true
else
currentSound:Stop()
end
end)
|
--s.Pitch = 0.7
--[[for x = 1, 50 do
s.Pitch = s.Pitch + 0.20 1.900
s:play()
wait(0.001)
end]]
--[[Chopper level 5=1.2, Chopper level 4=1.04]]
|
s.Volume=1
while s.Pitch<1 do
s.Pitch=s.Pitch+0.010
s:Play()
if s.Pitch>1 then
s.Pitch=1
end
wait(-9)
end
while true do
for x = 1, 500 do
s:play()
wait(-9)
end
end
|
--[[Weld functions]]
|
local JS = game:GetService("JointsService")
local PGS_ON = workspace:PGSIsEnabled()
function MakeWeld(x,y,type,s)
if type==nil then type="Weld" end
local W=Instance.new(type,JS)
W.Part0=x W.Part1=y
W.C0=x.CFrame:inverse()*x.CFrame
W.C1=y.CFrame:inverse()*x.CFrame
if type=="Motor" and s~=nil then
W.MaxVelocity=s
end
return W
end
function ModelWeld(a,b)
if a:IsA("BasePart") and
a.Parent.Name ~= ("Hood") then
MakeWeld(b,a,"Weld")
for i,v in pairs(a:GetChildren()) do
if v ~= nil and v:IsA("BasePart") then
ModelWeld(v,b)
end
end
elseif a:IsA("Model") then
for i,v in pairs(a:GetChildren()) do
ModelWeld(v,b)
end
end
end
function UnAnchor(a)
if a:IsA("BasePart") then a.Anchored=false end for i,v in pairs(a:GetChildren()) do UnAnchor(v) end
end
|
--- Get (or create) BindableEvent
|
function GetEvent(eventName)
--- Variables
eventName = string.lower(eventName)
local event = events[eventName]
--- Check if event already exists
if not event then
--- Create event
event = Instance.new("BindableEvent")
event.Name = eventName
events[eventName] = event
end
--
return event
end
|
--// Modules
|
local Zone = require(script['Zone'])
local module = {}
module.SpawnHB = function(data)
local part = data.part
local cf = data.cf or part.CFrame
local Shape = data.Shape or 'Square'
local size = data.size or Vector3.new(5,5,5)
local tim = data.tim
local HB = script.Storage[Shape]:Clone()
HB.Parent = workspace.World.Hitbox
HB.CFrame = cf
HB.Size = size
if tim then
game.Debris:AddItem(HB, tim)
end
return HB
end
|
--Change sound id to the id you want to play
|
debounce = false
script.Parent.Touched:connect(function(hit)
if not debounce then
debounce = true
if(hit.Parent:FindFirstChild("Humanoid")~=nil)then
local player = game.Players:GetPlayerFromCharacter(hit.Parent)
local sound = script.Parent.Sound:Clone()
sound.Parent = player.PlayerGui
sound:Play()
wait(10)--change to how long before the sound plays again after retouching it
end
debounce = false
end
end)
|
-- SETUP ICON TEMPLATE
|
local topbarPlusGui = Instance.new("ScreenGui")
topbarPlusGui.Enabled = true
topbarPlusGui.DisplayOrder = 0
topbarPlusGui.IgnoreGuiInset = true
topbarPlusGui.ResetOnSpawn = false
topbarPlusGui.Name = "TopbarPlus"
local activeItems = Instance.new("Folder")
activeItems.Name = "ActiveItems"
activeItems.Parent = topbarPlusGui
local topbarContainer = Instance.new("Frame")
topbarContainer.BackgroundTransparency = 1
topbarContainer.Name = "TopbarContainer"
topbarContainer.Position = UDim2.new(0, 0, 0, 0)
topbarContainer.Size = UDim2.new(1, 0, 0, 36)
topbarContainer.Visible = true
topbarContainer.ZIndex = 1
topbarContainer.Parent = topbarPlusGui
topbarContainer.Active = false
local iconContainer = Instance.new("Frame")
iconContainer.BackgroundTransparency = 1
iconContainer.Name = "IconContainer"
iconContainer.Position = UDim2.new(0, 104, 0, 4)
iconContainer.Visible = false
iconContainer.ZIndex = 1
iconContainer.Parent = topbarContainer
iconContainer.Active = false
local iconButton = Instance.new("TextButton")
iconButton.Name = "IconButton"
iconButton.Visible = true
iconButton.Text = ""
iconButton.ZIndex = 10--2
iconButton.BorderSizePixel = 0
iconButton.AutoButtonColor = false
iconButton.Parent = iconContainer
iconButton.Active = true
iconButton.TextTransparency = 1
iconButton.RichText = true
local iconImage = Instance.new("ImageLabel")
iconImage.BackgroundTransparency = 1
iconImage.Name = "IconImage"
iconImage.AnchorPoint = Vector2.new(0, 0.5)
iconImage.Visible = true
iconImage.ZIndex = 11--3
iconImage.ScaleType = Enum.ScaleType.Fit
iconImage.Parent = iconButton
iconImage.Active = false
local iconLabel = Instance.new("TextLabel")
iconLabel.BackgroundTransparency = 1
iconLabel.Name = "IconLabel"
iconLabel.AnchorPoint = Vector2.new(0, 0.5)
iconLabel.Position = UDim2.new(0.5, 0, 0.5, 0)
iconLabel.Text = ""
iconLabel.RichText = true
iconLabel.TextScaled = false
iconLabel.ClipsDescendants = true
iconLabel.ZIndex = 11--3
iconLabel.Active = false
iconLabel.AutoLocalize = true
iconLabel.Parent = iconButton
local fakeIconLabel = iconLabel:Clone()
fakeIconLabel.Name = "FakeIconLabel"
fakeIconLabel.AnchorPoint = Vector2.new(0, 0)
fakeIconLabel.Position = UDim2.new(0, 0, 0, 0)
fakeIconLabel.Size = UDim2.new(1, 0, 1, 0)
fakeIconLabel.TextTransparency = 1
fakeIconLabel.AutoLocalize = false
fakeIconLabel.Parent = iconLabel.Parent
local iconGradient = Instance.new("UIGradient")
iconGradient.Name = "IconGradient"
iconGradient.Enabled = true
iconGradient.Parent = iconButton
local iconCorner = Instance.new("UICorner")
iconCorner.Name = "IconCorner"
iconCorner.Parent = iconButton
local iconOverlay = Instance.new("Frame")
iconOverlay.Name = "IconOverlay"
iconOverlay.BackgroundTransparency = 1
iconOverlay.Position = iconButton.Position
iconOverlay.Size = UDim2.new(1, 0, 1, 0)
iconOverlay.Visible = true
iconOverlay.ZIndex = iconButton.ZIndex + 1
iconOverlay.BorderSizePixel = 0
iconOverlay.Parent = iconContainer
iconOverlay.Active = false
local iconOverlayCorner = iconCorner:Clone()
iconOverlayCorner.Name = "IconOverlayCorner"
iconOverlayCorner.Parent = iconOverlay
|
--[=[
DataStore manager for player that automatically saves on player leave and game close.
@server
@class PlayerDataStoreManager
]=]
|
local require = require(script.Parent.loader).load(script)
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local BaseObject = require("BaseObject")
local DataStore = require("DataStore")
local PromiseUtils = require("PromiseUtils")
local PendingPromiseTracker = require("PendingPromiseTracker")
local Maid = require("Maid")
local Promise = require("Promise")
local PlayerDataStoreManager = setmetatable({}, BaseObject)
PlayerDataStoreManager.ClassName = "PlayerDataStoreManager"
PlayerDataStoreManager.__index = PlayerDataStoreManager
|
--EQUIP ANIMATION
|
Debounce = false
Stance = "Nothing"
local KeyUsed = {}
local function KeyChecked(key)
for i=1,#KeyUsed do
if key == KeyUsed[i] then
return true
end
end
return false
end
Character = Player.Character
Mouse.KeyDown:connect(function(key)
key = string.lower(key)
if key == "y" then
SEs.ChangeVal:FireServer(k,Tool.Skrimish,not Tool.Skrimish.Value)
elseif key == "c" and not Attacking then
SEs.Crouch:FireServer(k,script.CRC,Character)
elseif Stance == "Nothing" and not Debounce then
if key == "" then
CarrySabre()
elseif key == "" then
PresentSabre()
elseif key == "" then
AtEase()
elseif key == "" then
EyeRight()
end
elseif Stance ~= "Nothing" and not Debounce
and KeyChecked(key) then
if Stance == "Carry" then
CarrySabre()
elseif Stance == "Present" then
PresentSabre()
elseif Stance == "Ease" then
AtEase()
elseif Stance == "Right" then
EyeRight()
end
end
end)
Mouse.Button1Down:connect(function()
if Stance == "Nothing" then
if not Attacking and not Blocking then
SEs.ChangeVal:FireServer(k,Tool.Direction,AttackDirection)
Attack = true
Attacking = true
if AttackDirection == "U" then
Turning = true
NeckRotation = math.rad(10)
Animate(
CFrame.new(1.5, 0, 0) * CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(10), math.rad(0)) * CFrame.new(0,1.5,0)
,CFrame.new(-1.5, 0.1+((0.6)), 0.1+((0.4))) * CFrame.fromEulerAnglesXYZ(math.rad(-20)+(math.rad(-100)), math.rad(-10), 0)* CFrame.new(0,1.5,0)
,CFrame.new(-1.5, 0.1+((0.6)), 0.1+((0.4))) * CFrame.fromEulerAnglesXYZ(math.rad(-20)+(math.rad(-100)), math.rad(-10), 0)* CFrame.new(0,1.5,0)
,CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(0,math.rad(10),0)
,0.2)
Turning = false
repeat wait() until not Attack
PlaySound(Tool.Handle.Swing)
BladeReady = true
Turning = true
NeckRotation = math.rad(-10)
Animate(
CFrame.new(1.5, 0, 0) * CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(-10), math.rad(0)) * CFrame.new(0,1.5,0)
,CFrame.new(-1.5, 0.7+((-0.3)), 0.5) * CFrame.fromEulerAnglesXYZ(math.rad(-120)+(math.rad(95)), math.rad(-10), 0)* CFrame.new(0,1.5,0)
,CFrame.new(-1.5, 0.7+((-0.3)), 0.5) * CFrame.fromEulerAnglesXYZ(math.rad(-120)+(math.rad(95)), math.rad(-10), 0)* CFrame.new(0,1.5,0)
,CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(0,math.rad(-10),0)
,0.1)
BladeReady = false
wait(0.2)
NeckRotation = math.rad(0)
Animate(
CFrame.new(1.5, 0, 0) * CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0,1.5,0)
,CFrame.new(-1.5, 0.4+((-0.3)), 0.5+((-0.4))) * CFrame.fromEulerAnglesXYZ(math.rad(-25)+(math.rad(5)), math.rad(-10), 0)* CFrame.new(0,1.5,0)
,CFrame.new(-1.5, 0.4+((-0.3)), 0.5+((-0.4))) * CFrame.fromEulerAnglesXYZ(math.rad(-25)+(math.rad(5)), math.rad(-10), 0)* CFrame.new(0,1.5,0)
,CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
,0.2)
Turning = false
elseif AttackDirection == "D" then
Turning = true
NeckRotation = math.rad(10)
Animate(
CFrame.new(1.5, 0, 0) * CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(10), math.rad(0)) * CFrame.new(0,1.5,0)
,CFrame.new(-1.5, 0.1+((-0.1)), 0.1+((-0.4))) * CFrame.fromEulerAnglesXYZ(math.rad(-20)+(math.rad(30)), math.rad(-10)+(math.rad(10)), 0)* CFrame.new(0,1.5,0)
,CFrame.new(-1.5, 0.1+((-0.1)), 0.1+((-0.4))) * CFrame.fromEulerAnglesXYZ(math.rad(-20)+(math.rad(30)), math.rad(-10)+(math.rad(10)), 0)* CFrame.new(0,1.5,0)
,CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(0,math.rad(10),0)
,0.2)
Turning = false
repeat wait() until not Attack
PlaySound(Tool.Handle.Swing)
BladeReady = true
Turning = true
NeckRotation = math.rad(-60)
Animate(
CFrame.new(1.5, 0, 0) * CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(-60), math.rad(0)) * CFrame.new(0,1.5,0)
,CFrame.new(-0.7, -0.65, 1.6+0.55) * CFrame.fromEulerAnglesXYZ(math.rad(-5), 0+(math.rad(-10)), 0)* CFrame.new(0,1.5,0)
,CFrame.new(-0.7, 0.1+1.4, 0+0.8) * CFrame.fromEulerAnglesXYZ(math.rad(5)+(math.rad(-80)), 0+(math.rad(-10)), 0)* CFrame.new(0,1.5,0)
,CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(0,math.rad(-60),0)
,0.1)
BladeReady = false
wait(0.2)
NeckRotation = 0
Animate(
CFrame.new(1.5, 0, 0) * CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0,1.5,0)
,CFrame.new(-1.5, 0+((0.1)), 0.2+((-0.1))) * CFrame.fromEulerAnglesXYZ(math.rad(-45)+(math.rad(25)), math.rad(-20)+(math.rad(10)), 0)* CFrame.new(0,1.5,0)
,CFrame.new(-1.5, 0+((0.1)), 0.2+((-0.1))) * CFrame.fromEulerAnglesXYZ(math.rad(-45)+(math.rad(25)), math.rad(-20)+(math.rad(10)), 0)* CFrame.new(0,1.5,0)
,CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
,0.3)
Turning = false
elseif AttackDirection == "L" then
Turning = true
NeckRotation = math.rad(-30)
Animate(
CFrame.new(1.5, 0, 0) * CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(-30), math.rad(0)) * CFrame.new(0,1.5,0)
,CFrame.new(-1.5+((0.7)), 0.1+((0.6)), 0.1+((-1.4))) * CFrame.fromEulerAnglesXYZ(math.rad(-20)+(math.rad(-95)), math.rad(-10)+(math.rad(10)), 0+(math.rad(-75)))* CFrame.new(0,1.5,0)
,CFrame.new(-1.5+((0.7)), 0.1+((0.6)), 0.1+((-1.4))) * CFrame.fromEulerAnglesXYZ(math.rad(-20)+(math.rad(-95)), math.rad(-10)+(math.rad(10)), 0+(math.rad(-75)))* CFrame.new(0,1.5,0)
,CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(0,math.rad(-30),0)
,0.3)
Turning = false
repeat wait() until not Attack
PlaySound(Tool.Handle.Swing)
BladeReady = true
Turning = true
NeckRotation = math.rad(20)
Animate(
CFrame.new(1.5, 0, 0) * CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(20), math.rad(0)) * CFrame.new(0,1.5,0)
,CFrame.new(-0.7, 1.12, 0.48) * CFrame.fromEulerAnglesXYZ(math.rad(-115)+(math.rad(130)), 0, math.rad(-75))* CFrame.new(0,1.5,0)
,CFrame.new(-0.7, 0.8, -1.2) * CFrame.fromEulerAnglesXYZ(math.rad(-115)+(math.rad(70)), 0, math.rad(-75))* CFrame.new(0,1.5,0)
,CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(0,math.rad(20),0)
,0.1)
BladeReady = false
wait(0.2)
NeckRotation = math.rad(0)
Animate(
CFrame.new(1.5, 0, 0) * CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0,1.5,0)
,CFrame.new(-0.9+((-0.6)), 1.2+((-1.1)), -0.9+((1))) * CFrame.fromEulerAnglesXYZ(math.rad(-55)+(math.rad(35)), 0+(math.rad(-10)), math.rad(-75)+(math.rad(75)))* CFrame.new(0,1.5,0)
,CFrame.new(-0.9+((-0.6)), 1.2+((-1.1)), -0.9+((1))) * CFrame.fromEulerAnglesXYZ(math.rad(-55)+(math.rad(35)), 0+(math.rad(-10)), math.rad(-75)+(math.rad(75)))* CFrame.new(0,1.5,0)
,CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
,0.3)
Turning = false
elseif AttackDirection == "R" then
Turning = true
NeckRotation = math.rad(10)
Animate(
CFrame.new(1.5, 0, 0) * CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(10), math.rad(0)) * CFrame.new(0,1.5,0)
,CFrame.new(-1.5+((0.3)), 0.1+((0.7)), 0.1+((0.65))) * CFrame.fromEulerAnglesXYZ(math.rad(-20)+(math.rad(-55)), math.rad(-10)+(math.rad(40)), 0+(math.rad(10)))* CFrame.new(0,1.5,0)
,CFrame.new(-1.5+((0.3)), 0.1+((0.7)), 0.1+((0.65))) * CFrame.fromEulerAnglesXYZ(math.rad(-20)+(math.rad(-55)), math.rad(-10)+(math.rad(40)), 0+(math.rad(10)))* CFrame.new(0,1.5,0)
,CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(0,math.rad(10),0)
,0.3)
Turning = false
repeat wait() until not Attack
PlaySound(Tool.Handle.Swing)
BladeReady = true
Turning = true
NeckRotation = math.rad(-30)
Animate(
CFrame.new(1.5, 0, 0) * CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(-30), math.rad(0)) * CFrame.new(0,1.5,0)
,CFrame.new(0, -1.18, 1.34) * CFrame.fromEulerAnglesXYZ(math.rad(-75)+(math.rad(90)), math.rad(30)+(math.rad(-35)), math.rad(10)+(math.rad(60)))* CFrame.new(0,1.5,0)
,CFrame.new(0, 0.1, 1.5) * CFrame.fromEulerAnglesXYZ(math.rad(-75)+(math.rad(45)), math.rad(30)+(math.rad(-35)), math.rad(10)+(math.rad(60)))* CFrame.new(0,1.5,0)
,CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(0,math.rad(-30),0)
,0.1)
BladeReady = false
wait(0.2)
NeckRotation = math.rad(0)
Animate(
CFrame.new(1.5, 0, 0) * CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0,1.5,0)
,CFrame.new(-1.5, 0.1, 0.1) * CFrame.fromEulerAnglesXYZ(math.rad(-30)+(math.rad(10)), math.rad(-5)+(math.rad(-5)), math.rad(70)+(math.rad(-70)))* CFrame.new(0,1.5,0)
,CFrame.new(-1.5, 0.1, 0.1) * CFrame.fromEulerAnglesXYZ(math.rad(-30)+(math.rad(10)), math.rad(-5)+(math.rad(-5)), math.rad(70)+(math.rad(-70)))* CFrame.new(0,1.5,0)
,CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
,0.3)
Turning = false
end
SEs.ChangeVal:FireServer(k,Tool.Direction,"")
Attacking = false
end
end
end)
Mouse.Button2Down:connect(function()
if Stance == "Nothing" then
if not Blocking and not Attacking then
SEs.ChangeVal:FireServer(k,Tool.Direction,"")
Block = true
Blocking = true
Animate(
CFrame.new(1.5, 0, 0) * CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0,1.5,0)
,CFrame.new(-1.5+((0.6)), 0.1+((0.5)), 0.1+((-1.2))) * CFrame.fromEulerAnglesXYZ(math.rad(-20)+(math.rad(-60)), math.rad(-10)+(math.rad(10)), 0+(math.rad(-65)))* CFrame.new(0,1.5,0)
,CFrame.new(-1.5+((0.6)), 0.1+((0.5)), 0.1+((-1.2))) * CFrame.fromEulerAnglesXYZ(math.rad(-20)+(math.rad(-60)), math.rad(-10)+(math.rad(10)), 0+(math.rad(-65)))* CFrame.new(0,1.5,0)
,CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
,0.2)
SEs.ChangeVal:FireServer(k,Tool.Block,true)
repeat wait() until not Block
Animate(
CFrame.new(1.5, 0, 0) * CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0,1.5,0)
,CFrame.new(-0.9+((-0.6)), 0.6+((-0.5)), -1.1+((1.2))) * CFrame.fromEulerAnglesXYZ(math.rad(-80)+(math.rad(60)), math.rad(0)+(math.rad(-10)), math.rad(-65)+(math.rad(65)))* CFrame.new(0,1.5,0)
,CFrame.new(-0.9+((-0.6)), 0.6+((-0.5)), -1.1+((1.2))) * CFrame.fromEulerAnglesXYZ(math.rad(-80)+(math.rad(60)), math.rad(0)+(math.rad(-10)), math.rad(-65)+(math.rad(65)))* CFrame.new(0,1.5,0)
,CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
,0.2)
SEs.ChangeVal:FireServer(k,Tool.Block,false)
Blocking = false
end
end
end)
Mouse.Button1Up:connect(function()
if Stance == "Nothing" then
Attack = false
end
end)
Mouse.Button2Up:connect(function()
if Stance == "Nothing" then
Block = false
end
end)
end
else
print("sh")
end
else
print("arms")
end
end
script.CRC.Changed:Connect(function()
if not script.CRC.Value then
TweenService:Create(torso.Parent.Humanoid,TweenInfo.new(0.3),
{CameraOffset = torso.Parent.Humanoid.CameraOffset + (Vector3.new(0,0,0) - torso.Parent.Humanoid.CameraOffset)}):Play()
Tool.Hig.Value = 0
Animate(
weld1C1
,weld2C1
,weld3C1
,tweldC1
,0.3)
chr.Humanoid.WalkSpeed = script.Speed.Value
else
TweenService:Create(torso.Parent.Humanoid,TweenInfo.new(0.3),
{CameraOffset = torso.Parent.Humanoid.CameraOffset + (Vector3.new(0,-1,0) - torso.Parent.Humanoid.CameraOffset)}):Play()
Tool.Hig.Value = 1
chr.Humanoid.WalkSpeed = 0
Animate(
weld1C1
,weld2C1
,weld3C1
,tweldC1
,0.3)
end
end)
function DamageHorse(Humanoid, SpeedDamage)
SEs.Damage:FireServer(k,Tool,Humanoid)
end
function DamageConstruct(Hit)
SEs.Damage:FireServer(k,Tool,Hit)
end
function IsHorse(Hit) -- This function is incredibly ugly.
if Hit.Parent.Name == "Horse" then
HorseHumanoid = Hit.Parent.Humanoid
return true
elseif Hit.Parent.Parent.Name == "Horse" then
HorseHumanoid = Hit.Parent.Parent.Humanoid
return true
elseif Hit.Parent.Parent ~= game then
if Hit.Parent.Parent.Parent.Name == "Horse" then
HorseHumanoid = Hit.Parent.Parent.Parent.Humanoid
return true
elseif Hit.Parent.Parent.Parent ~= game then
if Hit.Parent.Parent.Parent.Parent.Name == "Horse" then
HorseHumanoid = Hit.Parent.Parent.Parent.Parent.Humanoid
return true
else
return false
end
else
return false
end
else
return false
end
end
local BladeDebounce = false
function Blade(Hit)
if BladeReady then
if IsHorse(Hit) and not BladeDebounce and Hit.Parent ~= Tool.Parent and HorseHumanoid.Parent:FindFirstChild("CurrentSpeed") then
if HorseHumanoid.Parent.CurrentSpeed.Value > 15 then
local WallDetection = Ray.new(Character.Torso.Position, (Tool.Blade.Position - Character.Torso.Position).unit*(Tool.Blade.Position - Character.Torso.Position).magnitude)
local Ignore = {Character, arms[2].Mweld3.Part1.Parent, Hit.Parent}
local WallHit, WallHitPos = game.Workspace:FindPartOnRayWithIgnoreList(WallDetection, Ignore)
if not WallHit then
BladeDebounce = true
DamageHorse(HorseHumanoid, true)
PlaySound(Tool.Blade.HitFlesh)
wait(0.4)
BladeDebounce = false
end
end
elseif IsHorse(Hit) and not BladeDebounce and Hit.Parent ~= Tool.Parent then
local WallDetection = Ray.new(Character.Torso.Position, (Tool.Blade.Position - Character.Torso.Position).unit*(Tool.Blade.Position - Character.Torso.Position).magnitude)
local Ignore = {Character, arms[2].Mweld3.Part1.Parent, Hit.Parent}
local WallHit, WallHitPos = game.Workspace:FindPartOnRayWithIgnoreList(WallDetection, Ignore)
if not WallHit then
BladeDebounce = true
DamageHorse(HorseHumanoid, false)
PlaySound(Tool.Blade.HitFlesh)
wait(0.4)
BladeDebounce = false
end
elseif Hit.Parent:FindFirstChild("Integrity") and not BladeDebounce then
BladeDebounce = true
DamageConstruct(Hit)
PlaySound(Tool.Blade.HitConstruct)
wait(0.4)
BladeDebounce = false
else if Hit.Parent:FindFirstChild("Humanoid") and Hit.Parent:FindFirstChild("Torso") and not BladeDebounce and Hit.Parent ~= Tool.Parent then
for _,V in ipairs(Hit.Parent:GetChildren()) do
if V:IsA("Tool") then
HitTool = V
end
end
if HitTool then
if HitTool:FindFirstChild("Direction") then
if CheckIfBlocked(HitTool.Direction.Value, Tool.Direction.Value, HitTool.Block.Value, Tool.Block.Value) and CheckIfFacing(Tool.Parent.Head,Hit.Parent.Head) > 1.5 then
if HitTool.Handle.Block.Volume == 0.5 then
HitTool.Handle.Block.Volume = 1
PlaySound(HitTool.Handle.Block,Character)
wait(0.4)
HitTool.Handle.Block.Volume = 0.5
end
else
local WallDetection = Ray.new(Character.Torso.Position, (Tool.Blade.Position - Character.Torso.Position).unit*(Tool.Blade.Position - Character.Torso.Position).magnitude)
local Ignore = {Character, arms[2].Mweld3.Part1.Parent, Hit.Parent}
local WallHit, WallHitPos = game.Workspace:FindPartOnRayWithIgnoreList(WallDetection, Ignore)
BladeDebounce = true
DamagePlayer(Hit.Parent.Humanoid,Hit)
PlaySound(Tool.Blade.HitFlesh)
wait(0.4)
BladeDebounce = false
end
else
local WallDetection = Ray.new(Character.Torso.Position, (Tool.Blade.Position - Character.Torso.Position).unit*(Tool.Blade.Position - Character.Torso.Position).magnitude)
local Ignore = {Character, arms[2].Mweld3.Part1.Parent, Hit.Parent}
local WallHit, WallHitPos = game.Workspace:FindPartOnRayWithIgnoreList(WallDetection, Ignore)
BladeDebounce = true
DamagePlayer(Hit.Parent.Humanoid,Hit)
PlaySound(Tool.Blade.HitFlesh)
wait(0.4)
BladeDebounce = false
end
else
local WallDetection = Ray.new(Character.Torso.Position, (Tool.Blade.Position - Character.Torso.Position).unit*(Tool.Blade.Position - Character.Torso.Position).magnitude)
local Ignore = {Character, arms[2].Mweld3.Part1.Parent, Hit.Parent}
local WallHit, WallHitPos = game.Workspace:FindPartOnRayWithIgnoreList(WallDetection, Ignore)
BladeDebounce = true
DamagePlayer(Hit.Parent.Humanoid,Hit)
PlaySound(Tool.Blade.HitFlesh)
wait(0.4)
BladeDebounce = false
end
end
end
end
end
function CheckIfBlocked(One,Two,BlockOne,BlockTwo)
if One == "U" and Two == "U" then
return true
elseif One == "D" and Two == "D" then
return true
elseif One == "L" and Two == "R" then
return true
elseif One == "R" and Two == "L" then
return true
elseif BlockOne or BlockTwo then
return true
end
end
function CheckIfFacing(One,Two)
local Magnitude = ((One.CFrame.lookVector*Vector3.new(1,0,1)) - (Two.CFrame.lookVector*Vector3.new(1,0,1))).magnitude
return Magnitude
end
Tool:waitForChild("Blade")
Tool.Blade.Touched:connect(Blade)
function DamagePlayer(Humanoid,Hit)
if game.Players:GetPlayerFromCharacter(Humanoid.Parent) then
if game.Players:GetPlayerFromCharacter(Humanoid.Parent).TeamColor ~= game.Players.LocalPlayer.TeamColor or Tool.TK.Value then
DamageHumanoid(Humanoid,Hit)
end
else
DamageHumanoid(Humanoid,Hit)
end
end
function DamageHumanoid(Humanoid,Hit)
if Hit.Name == "Torso" or Hit.Name == "Head" then
SEs.Damage:FireServer(k,Tool,Humanoid.Parent["Left Arm"],Player)
else
SEs.Damage:FireServer(k,Tool,Humanoid.Parent["Left Leg"],Player)
end
end
function AtEase()
local n = 6
if Stance == "Nothing" then
if not script.CRC.Value then Player.Character.Humanoid.WalkSpeed = 12 else Player.Character.Humanoid.WalkSpeed = 0 end
script.Speed.Value = 12 Debounce = true
Stance = "Ease"
Animate(
CFrame.new(1.5+((-1/6)*n), 0-((0.3/6)*n), 0-((0.8/6)*n)) * CFrame.fromEulerAnglesXYZ(math.rad(0)+(math.rad(40/6)*n), math.rad(0), 0-(math.rad(45/6)*n)) * CFrame.new(0,1.5,0)
,CFrame.new(-1.5, 0.1, 0.165-((0.065))) * CFrame.fromEulerAnglesXYZ(math.rad(-35)+(math.rad(15)), math.rad(-10), 0) * CFrame.new(0,1.5,0)
,CFrame.new(-1.5, -0.27+((0.37)), -1+((1.1))) * CFrame.fromEulerAnglesXYZ(math.rad(-123)+(math.rad(103)), math.rad(-10), 0) * CFrame.new(0,1.5,0)
,CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
,0.2)
Debounce = false
else
Debounce = true
Animate(
CFrame.new(1.5, 0, 0) * CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0,1.5,0)
,CFrame.new(-1.5, 0.1, 0.165-((0.065))) * CFrame.fromEulerAnglesXYZ(math.rad(-35)+(math.rad(15)), math.rad(-10), 0) * CFrame.new(0,1.5,0)
,CFrame.new(-1.5, -0.27+((0.37)), -1+((1.1))) * CFrame.fromEulerAnglesXYZ(math.rad(-123)+(math.rad(103)), math.rad(-10), 0) * CFrame.new(0,1.5,0)
,CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
,0.2)
if not script.CRC.Value then Player.Character.Humanoid.WalkSpeed = 16 else Player.Character.Humanoid.WalkSpeed = 0 end
script.Speed.Value = 16 Debounce = false
Stance = "Nothing"
end
end
function CarrySabre()
if Stance == "Nothing" and BladeReady == false and SwordDebounce == false and Attacking == false and Blocking == false then
Debounce = true
Stance = "Carry"
Animate(
CFrame.new(1.5, 0, 0) * CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0,1.5,0)
,CFrame.new(-1.5, 0.1-((0.37)), 0.1-((1.1))) * CFrame.fromEulerAnglesXYZ(math.rad(-20)+(math.rad(-103)), math.rad(-10), 0) * CFrame.new(0,1.5,0)
,CFrame.new(-1.5, 0.1, 0.1+((0.065))) * CFrame.fromEulerAnglesXYZ(math.rad(-20)+(math.rad(-15)), math.rad(-10), 0) * CFrame.new(0,1.5,0)
,CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
,0.2)
if not script.CRC.Value then Player.Character.Humanoid.WalkSpeed = 18 else Player.Character.Humanoid.WalkSpeed = 0 end
script.Speed.Value = 18
Debounce = false
elseif Stance == "Carry" and BladeReady == false and SwordDebounce == false and Attacking == false and Blocking == false then
Debounce = true
Animate(
CFrame.new(1.5, 0, 0) * CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0,1.5,0)
,CFrame.new(-1.5, 0.1, 0.165-((0.065))) * CFrame.fromEulerAnglesXYZ(math.rad(-35)+(math.rad(15)), math.rad(-10), 0) * CFrame.new(0,1.5,0)
,CFrame.new(-1.5, -0.27+((0.37)), -1+((1.1))) * CFrame.fromEulerAnglesXYZ(math.rad(-123)+(math.rad(103)), math.rad(-10), 0) * CFrame.new(0,1.5,0)
,CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
,0.2)
Debounce = false
if not script.CRC.Value then Player.Character.Humanoid.WalkSpeed = 16 else Player.Character.Humanoid.WalkSpeed = 0 end
script.Speed.Value = 16 Stance = "Nothing"
end
end
function PresentSabre()
if Stance == "Nothing" and BladeReady == false and SwordDebounce == false and Attacking == false and Blocking == false then
Debounce = true
Stance = "Present"
Animate(
CFrame.new(1.5, 0, 0) * CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0,1.5,0)
,CFrame.new(-1.5+((0.35)), 0.1-((1.1)), 0.1+((0.5))) * CFrame.fromEulerAnglesXYZ(math.rad(-20)+(math.rad(-70)), math.rad(-10)+(math.rad(-80)), 0) * CFrame.new(0,1.5,0)
,CFrame.new(-1.5+((0.45)), 0.1-((0.45)), 0.1+((0.35))) * CFrame.fromEulerAnglesXYZ(math.rad(-20)+(math.rad(-100)), math.rad(-10)+(math.rad(-65)), 0) * CFrame.new(0,1.5,0)
,CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
,0.3)
if not script.CRC.Value then Player.Character.Humanoid.WalkSpeed = 12 else Player.Character.Humanoid.WalkSpeed = 0 end
script.Speed.Value = 12
Debounce = false
elseif Stance == "Present" and BladeReady == false and SwordDebounce == false and Attacking == false and Blocking == false then
Debounce = true
Animate(
CFrame.new(1.5, 0, 0) * CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0,1.5,0)
,CFrame.new(-1.5, 0.1, 0.165-((0.065))) * CFrame.fromEulerAnglesXYZ(math.rad(-35)+(math.rad(15)), math.rad(-10), 0) * CFrame.new(0,1.5,0)
,CFrame.new(-1.5, -0.27+((0.37)), -1+((1.1))) * CFrame.fromEulerAnglesXYZ(math.rad(-123)+(math.rad(103)), math.rad(-10), 0) * CFrame.new(0,1.5,0)
,CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
,0.3)
Debounce = false
if not script.CRC.Value then Player.Character.Humanoid.WalkSpeed = 16 else Player.Character.Humanoid.WalkSpeed = 0 end
script.Speed.Value = 16 Stance = "Nothing"
end
end
function EyeRight()
if Stance == "Nothing" then
Debounce = true
if not script.CRC.Value then Player.Character.Humanoid.WalkSpeed = 6 else Player.Character.Humanoid.WalkSpeed = 0 end
script.Speed.Value = 6
Stance = "Right"
Turning = true
NeckRotation = math.rad(-60)
TweenService:Create(neck,TweenInfo.new(0.2),{C0=OriginalC0*CFrame.Angles(0,0,NeckRotation)}):Play()
wait(0.2)
Turning = false
if not script.CRC.Value then Player.Character.Humanoid.WalkSpeed = 6 else Player.Character.Humanoid.WalkSpeed = 0 end
script.Speed.Value = 6
Debounce = false
else
Debounce = true
Turning = true
NeckRotation = math.rad(0)
TweenService:Create(neck,TweenInfo.new(0.2),{C0=OriginalC0*CFrame.Angles(0,0,NeckRotation)}):Play()
wait(0.2)
Turning = false
Debounce = false
if not script.CRC.Value then Player.Character.Humanoid.WalkSpeed = 16 else Player.Character.Humanoid.WalkSpeed = 0 end
script.Speed.Value = 16
Stance = "Nothing"
end
end
local Speed = script.Speed
if Player.Character:WaitForChild("Humanoid") then
Player.Character.Humanoid.Changed:connect(function()
if Player.Character.Humanoid.WalkSpeed > 0 then
Speed.Value = Player.Character.Humanoid.WalkSpeed
end
if script.CRC.Value then
Player.Character.Humanoid.WalkSpeed = 0
end
end)
end
function CalcHorizontalAngle(OriginPos, AimPos) -- A-Level maths put to use!
local B = AimPos - OriginPos
local C = CFrame.new(Vector3.new(0,0,0), Player.Character.Head.CFrame.lookVector)*CFrame.Angles(0,math.rad(-90),0)
local D = 10*C.lookVector
local A = B.magnitude*Player.Character.Head.CFrame.lookVector
AdotB = A.X*B.X + A.Z*B.Z
magA = A.magnitude
magB = B.magnitude
Angle1 = math.deg(math.acos(AdotB/(magA*magB)))
DdotB = D.X*B.X + D.Z*B.Z
magD = D.magnitude
magB = B.magnitude
Angle2 = math.deg(math.acos(DdotB/(magD*magB)))
if Angle2 >= 90 then
Angle1 = -Angle1
end
return Angle1
end
function Unequip()
Gyro.Parent = script chr.Humanoid.AutoRotate = true
SEs.UnEquip:FireServer(Tool)
local chr = Player.Character
TweenService:Create(neck,TweenInfo.new(0.1),{C0=OriginalC0*CFrame.Angles(0,0,0)}):Play()
TweenService:Create(fakeneck,TweenInfo.new(0.1),{C0=OriginalC0*CFrame.Angles(0,0,0)}):Play()
TweenService:Create(tiltweld,TweenInfo.new(0.1),{C0=CFrame.new(0,0,0) * CFrame.Angles(0,0,0)}):Play()
script.Speed.Value = 16
chr.Humanoid.WalkSpeed = 16
Player.PlayerGui.MainGui:WaitForChild("HitMarker").Visible = false
SEs.ChangeVal:FireServer(k,Tool.Block,false)
Camera.FieldOfView = 70
|
--Aesthetics
|
Tune.SusVisible = false -- Spring Visible
Tune.WsBVisible = true -- Wishbone Visible
Tune.SusRadius = .2 -- Suspension Coil Radius
Tune.SusThickness = .1 -- Suspension Coil Thickness
Tune.SusColor = "Bright red" -- Suspension Color [BrickColor]
Tune.SusCoilCount = 6 -- Suspension Coil Count
Tune.WsColor = "Black" -- Wishbone Color [BrickColor]
Tune.WsThickness = .1 -- Wishbone Rod Thickness
|
-- adap = a
|
body.FSL.B.Light.Enabled = a
body.FSR.B.Light.Enabled = a
for i,v in pairs(body.FSL:GetChildren()) do
if v.Name ~= "B" then
v.Transparency = a and 0 or 1
end
end
for i,v in pairs(body.FSR:GetChildren()) do
if v.Name ~= "B" then
v.Transparency = a and 0 or 1
end
end
|
--// All global vars will be wiped/replaced except script
--// All guis are autonamed client.Variables.CodeName..gui.Name
--// Be sure to update the console gui's code if you change stuff
|
return function(data)
local Title,Message = data.Title,data.Message
if not Title or not Message then return end
local gTable = data.gTable
local baseClip = script.Parent.Parent.BaseClip
local messageTemplate = baseClip.Frame
local messageClone = messageTemplate
messageClone.Size = UDim2.new(1,0,0,baseClip.AbsoluteSize.Y)
messageClone.Position = UDim2.new(0,0,-1,0)
messageClone.Parent = baseClip
messageClone.Visible = true
local closeButton = messageClone:WaitForChild('TextButton')
local Top = messageClone:WaitForChild('Top')
local Body = messageClone:WaitForChild('Body')
local topTitle = Top:WaitForChild('Title')
local bodyText = Body:WaitForChild('To Name Later')
local Left = Top:WaitForChild('Left')
topTitle.Text = Title
bodyText.Text = Message
local bodyBounds_Y = bodyText.TextBounds.Y
if bodyBounds_Y < 30 then
bodyBounds_Y = 30
else
bodyBounds_Y = bodyBounds_Y + 15
end
local titleSize_Y = Top.Size.Y.Offset
messageClone.Size = UDim2.new(1,0,0,bodyBounds_Y+titleSize_Y)
local function Resize()
local toDisconnect
local Success, Message = pcall(function()
toDisconnect = gTable.BindEvent(baseClip.Changed, function(Prop)
if Prop == "AbsoluteSize" then
messageClone.Size = UDim2.new(1,0,0,baseClip.AbsoluteSize.Y)
local bodyBounds_Y = bodyText.TextBounds.Y
if bodyBounds_Y < 30 then
bodyBounds_Y = 30
else
bodyBounds_Y = bodyBounds_Y + 15
end
local titleSize_Y = Top.Size.Y.Offset
messageClone.Size = UDim2.new(1,0,0,bodyBounds_Y+titleSize_Y)
if (messageClone ~= nil and messageClone.Parent == baseClip) then
messageClone:TweenPosition(UDim2.new(0,0,0.5,-messageClone.Size.Y.Offset/2),'Out','Quint',0.5,true)
else
if toDisconnect then
toDisconnect:Disconnect()
end
return
end
end
end)
end)
if Message and toDisconnect then
toDisconnect:Disconnect()
return
end
end
gTable.CustomDestroy = function()
gTable.CustomDestroy = nil
gTable.ClearEvents()
pcall(function()
messageClone:TweenPosition(UDim2.new(0,0,1,0),'Out','Quint',0.3,true,function(Done)
if Done == Enum.TweenStatus.Completed and messageClone then
messageClone:Destroy()
elseif Done == Enum.TweenStatus.Canceled and messageClone then
messageClone:Destroy()
end
end)
wait(0.3)
end)
return gTable.Destroy()
end
gTable:Ready()
messageClone:TweenPosition(UDim2.new(0,0,0.5,-messageClone.Size.Y.Offset/2),'Out','Quint',0.5,true,function(Status)
if Status == Enum.TweenStatus.Completed then
Resize()
end
end)
gTable.BindEvent(closeButton.MouseButton1Click, function()
pcall(function()
messageClone:TweenPosition(UDim2.new(0,0,1,0),'Out','Quint',0.3,true,function(Done)
if Done == Enum.TweenStatus.Completed and messageClone then
messageClone:Destroy()
gTable:Destroy()
elseif Done == Enum.TweenStatus.Canceled and messageClone then
messageClone:Destroy()
gTable:Destroy()
end
end)
end)
end)
local waitTime = (#bodyText.Text*0.1)+1
local Position_1,Position_2 = string.find(waitTime,"%p")
if Position_1 and Position_2 then
local followingNumbers = tonumber(string.sub(waitTime,Position_1))
if followingNumbers >= 0.5 then
waitTime = tonumber(string.sub(waitTime,1,Position_1))+1
else
waitTime = tonumber(string.sub(waitTime,1,Position_1))
end
end
if waitTime > 15 then
waitTime = 15
elseif waitTime <= 1 then
waitTime = 2
end
Left.Text = waitTime..'.00'
for i=waitTime,1,-1 do
if not Left then break end
Left.Text = i..'.00'
wait(1)
end
Left.Text = "Closing.."
wait(0.3)
if messageClone then
pcall(function()
messageClone:TweenPosition(UDim2.new(0,0,1,0),'Out','Quint',0.3,true,function(Done)
if Done == Enum.TweenStatus.Completed and messageClone then
messageClone:Destroy()
gTable:Destroy()
elseif Done == Enum.TweenStatus.Canceled and messageClone then
messageClone:Destroy()
gTable:Destroy()
end
end)
end)
end
end
|
-- SERVICES --
|
local RS = game:GetService("ReplicatedStorage")
local Players = game:GetService("Players")
local TS = game:GetService("TweenService")
|
-- Define the function to open or close the window with gene-alike effect
|
local function toggleWindow()
if window.Visible then
window.Visible = false
dockbtn.Visible = false
-- Close the window by tweening back to the button position and size
window:TweenSizeAndPosition(
UDim2.new(0, 0, 0, 0),
UDim2.new(0, aFinderButton.AbsolutePosition.X, 0, aFinderButton.AbsolutePosition.Y),
'Out',
'Quad',
0.5,
false,
function()
window.Visible = false
end
)
end
end
|
-- Initialize the tool
|
local SurfaceTool = {
Name = 'Surface Tool';
Color = BrickColor.new 'Bright violet';
-- Default options
Surface = 'All';
};
|
-- Change settings like you would with any other table.
|
ChatSettings.MaximumMessageLength = 100
ChatSettings.ShowChannelsBar = true
ChatSettings.GeneralChannelName = "All"
ChatSettings.EchoMessagesInGeneralChannel = false
|
-- Script should go inside of "StarterPlayerScripts"
-- Services --
|
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
|
-- [[ Constants ]]--
|
local ZERO_VECTOR3 = Vector3.new(0, 0, 0)
local STATE_JUMPING = Enum.HumanoidStateType.Jumping
local STATE_FREEFALL = Enum.HumanoidStateType.Freefall
local STATE_LANDED = Enum.HumanoidStateType.Landed
|
-- connect events
|
Humanoid.Died:Connect(onDied)
Humanoid.Running:Connect(onRunning)
Humanoid.Jumping:Connect(onJumping)
Humanoid.Climbing:Connect(onClimbing)
Humanoid.GettingUp:Connect(onGettingUp)
Humanoid.FreeFalling:Connect(onFreeFall)
Humanoid.FallingDown:Connect(onFallingDown)
Humanoid.Seated:Connect(onSeated)
Humanoid.PlatformStanding:Connect(onPlatformStanding)
Humanoid.Swimming:Connect(onSwimming)
|
----- sink plug handler -----
|
plug.Interactive.ClickDetector.MouseClick:Connect(function()
if plugged.Value == false then
plugged.Value = true
plug.Plug.CFrame = plug.Plug.CFrame * CFrame.new(-0.054, 0, 0)
plug.Interactive.CFrame = plug.Interactive.CFrame * CFrame.new(0, 0.14, 0)
plug.Shaft.CFrame = plug.Shaft.CFrame * CFrame.new(0, 0.14, 0)
else
plugged.Value = false
plug.Plug.CFrame = plug.Plug.CFrame * CFrame.new(0.054, 0, 0)
plug.Interactive.CFrame = plug.Interactive.CFrame * CFrame.new(0, -0.14, 0)
plug.Shaft.CFrame = plug.Shaft.CFrame * CFrame.new(0, -0.14, 0)
end
end)
|
--// Variables
|
local L_1_ = script.Parent
local L_2_ = L_1_.Parent.Parent
local L_3_ = L_2_.Character
|
--[[ icon_controller:header
## Functions
#### setGameTheme
```lua
IconController.setGameTheme(theme)
```
Sets the default theme which is applied to all existing and future icons.
----
#### setDisplayOrder
```lua
IconController.setDisplayOrder(number)
```
Changes the DisplayOrder of the TopbarPlus ScreenGui to the given value.
----
#### setTopbarEnabled
```lua
IconController.setTopbarEnabled(bool)
```
When set to ``false``, hides all icons created with TopbarPlus. This can also be achieved by calling ``starterGui:SetCore("TopbarEnabled", false)``.
----
#### setGap
```lua
IconController.setGap(integer, alignment)
```
Defines the offset width (i.e. gap) between each icon for the given alignment, ``left``, ``mid``, ``right``, or all alignments if not specified.
----
#### getIcons
```lua
local arrayOfIcons = IconController.getIcons()
```
Returns all icons as an array.
----
#### getIcon
```lua
local icon = IconController.getIcon(name)
```
Returns the icon with the given name (or ``false`` if not found). If multiple icons have the same name, then one will be returned randomly.
----
## Properties
#### topbarEnabled
{read-only}
```lua
local bool = IconController.topbarEnabled
```
----
#### controllerModeEnabled
{read-only}
```lua
local bool = IconController.controllerModeEnabled
```
----
#### leftGap
{read-only}
```lua
local gapNumber = IconController.leftGap --[default: '12']
```
----
#### midGap
{read-only}
```lua
local gapNumber = IconController.midGap --[default: '12']
```
----
#### rightGap
{read-only}
```lua
local gapNumber = IconController.rightGap --[default: '12']
```
--]]
| |
-- BEHAVIOUR
--Controller support
|
coroutine.wrap(function()
-- Create PC 'Enter Controller Mode' Icon
runService.Heartbeat:Wait() -- This is required to prevent an infinite recursion
local Icon = require(iconModule)
local controllerOptionIcon = Icon.new()
:setProperty("internalIcon", true)
:setName("_TopbarControllerOption")
:setOrder(100)
:setImage(11162828670)
:setRight()
:setEnabled(false)
:setTip("Controller mode")
:setProperty("deselectWhenOtherIconSelected", false)
-- This decides what controller widgets and displays to show based upon their connected inputs
-- For example, if on PC with a controller, give the player the option to enable controller mode with a toggle
-- While if using a console (no mouse, but controller) then bypass the toggle and automatically enable controller mode
userInputService:GetPropertyChangedSignal("MouseEnabled"):Connect(IconController._determineControllerDisplay)
userInputService.GamepadConnected:Connect(IconController._determineControllerDisplay)
userInputService.GamepadDisconnected:Connect(IconController._determineControllerDisplay)
IconController._determineControllerDisplay()
-- Enable/Disable Controller Mode when icon clicked
local function iconClicked()
local isSelected = controllerOptionIcon.isSelected
local iconTip = (isSelected and "Normal mode") or "Controller mode"
controllerOptionIcon:setTip(iconTip)
IconController._enableControllerMode(isSelected)
end
controllerOptionIcon.selected:Connect(iconClicked)
controllerOptionIcon.deselected:Connect(iconClicked)
-- Hide/show topbar when indicator action selected in controller mode
userInputService.InputBegan:Connect(function(input,gpe)
if not IconController.controllerModeEnabled then return end
if input.KeyCode == Enum.KeyCode.DPadDown then
if not guiService.SelectedObject and checkTopbarEnabledAccountingForMimic() then
IconController.setTopbarEnabled(true,false)
end
elseif input.KeyCode == Enum.KeyCode.ButtonB and not IconController.disableButtonB then
if IconController.activeButtonBCallbacks == 1 and TopbarPlusGui.Indicator.Image == "rbxassetid://5278151556" then
IconController.activeButtonBCallbacks = 0
guiService.SelectedObject = nil
end
if IconController.activeButtonBCallbacks == 0 then
IconController._previousSelectedObject = guiService.SelectedObject
IconController._setControllerSelectedObject(nil)
IconController.setTopbarEnabled(false,false)
end
end
input:Destroy()
end)
-- Setup overflow icons
for alignment, detail in pairs(alignmentDetails) do
if alignment ~= "mid" then
local overflowName = "_overflowIcon-"..alignment
local overflowIcon = Icon.new()
:setProperty("internalIcon", true)
:setImage(6069276526)
:setName(overflowName)
:setEnabled(false)
detail.overflowIcon = overflowIcon
overflowIcon.accountForWhenDisabled = true
if alignment == "left" then
overflowIcon:setOrder(math.huge)
overflowIcon:setLeft()
overflowIcon:set("dropdownAlignment", "right")
elseif alignment == "right" then
overflowIcon:setOrder(-math.huge)
overflowIcon:setRight()
overflowIcon:set("dropdownAlignment", "left")
end
overflowIcon.lockedSettings = {
["iconImage"] = true,
["order"] = true,
["alignment"] = true,
}
end
end
-- This checks if voice chat is enabled
local success, enabledForUser = pcall(function() return voiceChatService:IsVoiceEnabledForUserIdAsync(localPlayer.UserId) end)
if IconController.voiceChatEnabled then
if success and enabledForUser then
voiceChatIsEnabledForUserAndWithinExperience = true
IconController.updateTopbar()
end
end
--------------- FEEL FREE TO DELETE THIS IS YOU DO NOT USE VOICE CHAT WITHIN YOUR EXPERIENCE ---------------
task.delay(5, function()
if not IconController.voiceChatEnabled and success and enabledForUser and isStudio then
end
end)
------------------------------------------------------------------------------------------------------------
if not isStudio then
local ownerId = game.CreatorId
local groupService = game:GetService("GroupService")
if game.CreatorType == Enum.CreatorType.Group then
local success, ownerInfo = pcall(function() return groupService:GetGroupInfoAsync(game.CreatorId).Owner end)
if success then
ownerId = ownerInfo.Id
end
end
local version = require(iconModule.VERSION)
if localPlayer.UserId ~= ownerId then
local marketplaceService = game:GetService("MarketplaceService")
local success, placeInfo = pcall(function() return marketplaceService:GetProductInfo(game.PlaceId) end)
if success and placeInfo then
-- Required attrbute for using TopbarPlus
-- This is not printed within stuido and to the game owner to prevent mixing with debug prints
local gameName = placeInfo.Name
print(("\n\n\n⚽ %s uses TopbarPlus %s\n🍍 TopbarPlus was developed by ForeverHD and the Nanoblox Team\n🚀 You can learn more and take a free copy by searching for 'TopbarPlus' on the DevForum\n\n"):format(gameName, version))
end
end
end
end)()
|
-- << MAIN VARIABLES >>
|
function module:SetupMainVariables(location)
main.hdAdminGroup = {
Id = 4676369;
Info = {};
}
main.hdAdminGroupInfo = {}
main.settingsBanRecords = {}
main.alphabet = {"a", "b", "c", "d", "e", "f", "g", "h", "i", "j", "k", "l", "m", "n", "o", "p", "q", "r", "s", "t", "u", "v", "w", "x", "y", "z"}
main.UserIdsFromName = {}
main.UsernamesFromUserId = {}
main.validSettings = {"Theme", "NoticeSoundId", "NoticeVolume", "NoticePitch", "ErrorSoundId", "ErrorVolume", "ErrorPitch", "AlertSoundId", "AlertVolume", "AlertPitch", "Prefix"}
main.commandInfoToShowOnClient = {"Name", "Contributors", "Prefixes", "Rank", "Aliases", "Tags", "Description", "Args", "Loopable"}
main.products = {
Donor = 5745895;
OldDonor = 2649766;
}
main.materials = {"Plastic", "Wood", "Concrete", "CorrodedMetal", "DiamondPlate", "Foil", "Grass", "Ice", "Marble", "Granite", "Brick", "Pebble", "Sand", "Fabric", "SmoothPlastic", "Metal", "WoodPlanks", "Cobblestone", "Neon", "Glass",}
main.rankTypes = {
["Auto"] = 4;
["Perm"] = 3;
["Server"] = 2;
["Temp"] = 1;
}
if location == "Server" then
main.pd = {}
main.sd = {}
main.permissions = {
specificUsers = {};
gamepasses = {};
assets = {};
groups = {};
friends = 0;
freeAdmin = 0;
vipServerOwner = 0;
vipServerPlayer = 0;
owner = true
}
main.commandInfo = {}
main.commandRanks = {}
main.infoOnAllCommands = {
Contributors = {}; --table
Tags = {}; --table
Prefixes = {}; --dictionary
Aliases = {}; --dictionary
}
main.morphNames = {}
main.toolNames = {}
main.commands = {}
main.playersRanked = {}
main.playersUnranked = {}
main.settings.UniversalPrefix = "!";
main.serverAdmins = {}
main.owner = {}
main.ownerId = game.CreatorId
if game.CreatorType == Enum.CreatorType.Group then
local ownerInfo = main.groupService:GetGroupInfoAsync(game.CreatorId).Owner
main.ownerId = ownerInfo.Id
main.ownerName = ownerInfo.Name
end
main.gameName = (game.PlaceId > 0 and main.marketplaceService:GetProductInfo(game.PlaceId, Enum.InfoType.Asset).Name) or "GameNameFailedToLoad"
main.listOfTools = {}
main.ranksAllowedToJoin = 0
main.permissionToReplyToPrivateMessage = {}
main.logs = {
command = {};
chat = {};
}
main.isStudio = main.runService:IsStudio()
main.serverBans = {}
main.blacklistedVipServerCommands = {}
main.banned = {}
main.commandBlocks = {}
--Collisions
for i = 1,3 do
main.physicsService:CreateCollisionGroup("Group"..i)
end
main.physicsService:CollisionGroupSetCollidable("Group1", "Group2", false)
elseif location == "Client" then
main.qualifiers = {"me", "all", "others", "random", "admins", "nonAdmins", "friends", "nonFriends", "NBC", "BC", "TBC", "OBC", "R6", "R15", "rthro", "nonRthro"}
main.colors = {}
main.topbarEnabled = true
main.blur = Instance.new("BlurEffect", main.camera)
main.blur.Size = 0
main.commandMenus = {}
main.commandsToDisableCompletely = {laserEyes=true}
main.commandsActive = {}
main.commandsAllowedToUse = {}
main.commandsWithMenus = {
["Type1"] = {
["laserEyes"] = {"Info", "Press and hold to activate."};
["fly"] = {"Input", "Speed"};
["fly2"] = {"Input", "Speed"};
["noclip"] = {"Input", "Speed"};
["noclip2"] = {"Input", "Speed"};
};
["Type2"] = {
["cmdbar2"] = {};
};
["Type3"] = {
["bubbleChat"] = {};
};
}
main.commandSpeeds = {
fly = 50;
fly2 = 50;
noclip = 100;
noclip2 = 25;
}
for commandName, defaultSpeed in pairs(main.commandSpeeds) do
local setting = main.settings.CommandLimits[commandName]
if setting then
local limit = setting.Limit
if defaultSpeed > limit then
main.commandSpeeds[commandName] = limit
end
end
end
main.infoFramesViewed = {
Speed = true;
}
end
table.sort(main.settings.Ranks, function(a,b) return a[1] < b[1] end)
end
return module
|
--------------------------------------------------------------------------------------
--------------------[ ANIMATIONS ]----------------------------------------------------
--------------------------------------------------------------------------------------
|
local AnimAng = {0, 0, 0, 0, 0}
local AnimCF = function(State, Ang)
if State ~= "Running" then
if (not Aimed) then
if State == "Idleing" then
return CF(
RAD(SIN(Ang)) / 2 * StanceSway,
1 + RAD(SIN(Ang * 5 / 2)) / 2 * StanceSway, 0
)
elseif State == "Walking" then
return CF(
RAD(SIN(Ang)) * 3 * StanceSway,
1 + RAD(ABS(SIN(Ang))) * -3 * StanceSway, RAD(ABS(SIN(Ang)))
) * CFANG(0, RAD(SIN(Ang)) / 5, RAD(SIN(Ang)))
end
elseif Aimed then
if State == "Idleing" then
return CF(
RAD(SIN(Ang)) / 4 * StanceSway,
1 + RAD(SIN(Ang * 5 / 2)) / 4 * StanceSway, 0
)
elseif State == "Walking" then
return CF(
RAD(SIN(Ang)) * 1.5 * StanceSway,
1 + RAD(ABS(SIN(Ang))) * -1.5 * StanceSway, RAD(ABS(SIN(Ang)))
) * CFANG(0, RAD(SIN(Ang)) / 5, RAD(SIN(Ang)))
end
end
elseif State == "Running" then
return CF(
SIN(Ang) / 5.25 * StanceSway,
0.775 + ABS(SIN(Ang)) / -14.5 * StanceSway, RAD(SIN(Ang)* -6.5 * StanceSway + -1.2)
) * CFANG(RAD(SIN(Ang)* 4.5 * StanceSway), RAD(SIN(Ang)* -8.5 ), RAD(SIN(Ang)* 1 * StanceSway))
end
end
function Animate()
local IsIdleing = false
local IsWalking = false
local IsRunning = false
spawn(function()
while Selected do
IsIdleing = Idleing and (not Walking) and (not Reloading) and (not Knifing) and Selected
IsWalking = (not Idleing) and Walking and (not Running) and (not Reloading) and (not Knifing) and Selected
IsRunning = (not Idleing) and Walking and Running and (not Aiming) and (not Knifing) and Selected
RS:wait()
end
IsIdleing = false
IsWalking = false
IsRunning = false
end)
spawn(function()
if S.PlayerAnimations then
TweenJoint(LWeld2, CF(), CFANG(0, RAD(ArmTilt), 0), Sine, 0.15)
TweenJoint(RWeld2, CF(), CFANG(0, RAD(ArmTilt), 0), Sine, 0.15)
local PreviousArmTilt = ArmTilt
while Selected do
repeat RS:wait() until ArmTilt ~= PreviousArmTilt
if (not IsRunning) and (not Aimed) and (not Reloading) and (not Knifing) and Selected then
PreviousArmTilt = ArmTilt
TweenJoint(LWeld2, CF(), CFANG(0, RAD(ArmTilt), 0), Sine, 0.15)
TweenJoint(RWeld2, CF(), CFANG(0, RAD(ArmTilt), 0), Sine, 0.15)
end
RS:wait()
end
end
end)
spawn(function()
while Selected do
if IsIdleing then
if (not Aimed) and (not Aiming) then
Gui_Clone.CrossHair.Box:TweenSizeAndPosition(
UDim2.new(0, 70, 0, 70),
UDim2.new(0, -35, 0, -35),
Enum.EasingDirection.Out,
Enum.EasingStyle.Linear,
S.PlayerAnimations and 0.15 or 0,
true
)
if S.PlayerAnimations then
TweenJoint(LWeld, ArmC0[1], S.ArmC1_UnAimed.Left, Sine, 0.15)
TweenJoint(RWeld, ArmC0[2], S.ArmC1_UnAimed.Right, Sine, 0.15)
TweenJoint(AnimWeld, AnimCF("Idleing", AnimAng[1]), CF(), Sine, 0.15)
TweenJoint(Grip, Grip.C0, CFANG(0, RAD(20), 0), Sine, 0.15)
else
if (not LWeld:FindFirstChild("TweenCode"))
and (not RWeld:FindFirstChild("TweenCode"))
and (not ABWeld:FindFirstChild("TweenCode"))
and (not AnimWeld:FindFirstChild("TweenCode")) then
LWeld.C0, LWeld.C1 = ArmC0[1], S.ArmC1_UnAimed.Left
RWeld.C0, RWeld.C1 = ArmC0[2], S.ArmC1_UnAimed.Right
AnimWeld.C0 = CF(0, 1, 0)
Grip.C1 = CFANG(0, RAD(20), 0)
end
end
elseif Aimed and (not Aiming) then
if S.PlayerAnimations then
TweenJoint(LWeld, ArmC0[1], S.ArmC1_Aimed.Left, Sine, 0.15)
TweenJoint(RWeld, ArmC0[2], S.ArmC1_Aimed.Right, Sine, 0.15)
TweenJoint(AnimWeld, AnimCF("Idleing", AnimAng[2]), CF(), Sine, 0.15)
else
if (not LWeld:FindFirstChild("TweenCode"))
and (not RWeld:FindFirstChild("TweenCode"))
and (not ABWeld:FindFirstChild("TweenCode"))
and (not AnimWeld:FindFirstChild("TweenCode")) then
LWeld.C0, LWeld.C1 = ArmC0[1], S.ArmC1_Aimed.Left
RWeld.C0, RWeld.C1 = ArmC0[2], S.ArmC1_Aimed.Right
AnimWeld.C0 = CF(0, 1, 0)
Grip.C1 = Aimed_GripCF
end
end
end
if S.PlayerAnimations then
wait(0.15)
RunTween = false
while IsIdleing do
if (not LWeld:FindFirstChild("TweenCode"))
and (not RWeld:FindFirstChild("TweenCode"))
and (not ABWeld:FindFirstChild("TweenCode"))
and (not AnimWeld:FindFirstChild("TweenCode")) then
if (not Aimed) and (not Aiming) then
AnimWeld.C0 = AnimCF("Idleing", AnimAng[1])
AnimAng[1] = AnimAng[1] + 0.03 * StanceSway
elseif Aimed and (not Aiming) then
AnimWeld.C0 = AnimCF("Idleing", AnimAng[2])
AnimAng[2] = AnimAng[2] + 0.015 * StanceSway
end
end
RS:wait()
end
AnimAng[1], AnimAng[2] = 0, 0
end
end
if IsWalking then
if (not Aimed) and (not Aiming) then
Gui_Clone.CrossHair.Box:TweenSizeAndPosition(
UDim2.new(0, 150, 0, 150),
UDim2.new(0, -75, 0, -75),
Enum.EasingDirection.Out,
Enum.EasingStyle.Linear,
S.PlayerAnimations and 0.15 or 0,
true
)
if S.PlayerAnimations then
TweenJoint(LWeld, ArmC0[1], S.ArmC1_UnAimed.Left, Sine, 0.15)
TweenJoint(RWeld, ArmC0[2], S.ArmC1_UnAimed.Right, Sine, 0.15)
TweenJoint(AnimWeld, AnimCF("Walking", AnimAng[3]), CF(), Sine, 0.15)
TweenJoint(Grip, Grip.C0, CFANG(0, RAD(20), 0), Sine, 0.15)
else
if (not LWeld:FindFirstChild("TweenCode"))
and (not RWeld:FindFirstChild("TweenCode"))
and (not ABWeld:FindFirstChild("TweenCode"))
and (not AnimWeld:FindFirstChild("TweenCode")) then
LWeld.C0, LWeld.C1 = ArmC0[1], S.ArmC1_UnAimed.Left
RWeld.C0, RWeld.C1 = ArmC0[2], S.ArmC1_UnAimed.Right
AnimWeld.C0 = CF(0, 1, 0)
Grip.C1 = CFANG(0, RAD(20), 0)
end
end
elseif Aimed and (not Aiming) then
if S.PlayerAnimations then
TweenJoint(LWeld, ArmC0[1], S.ArmC1_Aimed.Left, Sine, 0.15)
TweenJoint(RWeld, ArmC0[2], S.ArmC1_Aimed.Right, Sine, 0.15)
TweenJoint(AnimWeld, AnimCF("Walking", AnimAng[4]), CF(), Sine, 0.15)
else
if (not LWeld:FindFirstChild("TweenCode"))
and (not RWeld:FindFirstChild("TweenCode"))
and (not ABWeld:FindFirstChild("TweenCode"))
and (not AnimWeld:FindFirstChild("TweenCode")) then
LWeld.C0, LWeld.C1 = ArmC0[1], S.ArmC1_Aimed.Left
RWeld.C0, RWeld.C1 = ArmC0[2], S.ArmC1_Aimed.Right
AnimWeld.C0 = CF(0, 1, 0)
Grip.C1 = Aimed_GripCF
end
end
end
if S.PlayerAnimations then
wait(0.15)
RunTween = false
while IsWalking do
if (not LWeld:FindFirstChild("TweenCode"))
and (not RWeld:FindFirstChild("TweenCode"))
and (not ABWeld:FindFirstChild("TweenCode"))
and (not AnimWeld:FindFirstChild("TweenCode"))then
if (not Aimed) and (not Aiming) then
AnimWeld.C0 = AnimCF("Walking", AnimAng[3])
AnimAng[3] = AnimAng[3] + 0.15 * StanceSway
elseif Aimed and (not Aiming) then
AnimWeld.C0 = AnimCF("Walking", AnimAng[4])
AnimAng[4] = AnimAng[4] + 0.1 * StanceSway
end
end
RS:wait()
end
AnimAng[3], AnimAng[4] = 0, 0
end
end
if IsRunning then
Gui_Clone.CrossHair.Box:TweenSizeAndPosition(
UDim2.new(0, 200, 0, 200),
UDim2.new(0, -100, 0, -100),
Enum.EasingDirection.Out,
Enum.EasingStyle.Linear,
S.PlayerAnimations and 0.15 or 0,
true
)
local LArmCF = CF(-.2, .85 - (SIN(AnimAng[5]) + 1)/15, -0.6)
local LArmAng = CFANG(RAD(ABS(COS(AnimAng[5]))) * 10 + RAD(15), RAD(-15), RAD(-15))
local RArmCF = CF(0, (SIN(AnimAng[5]) + 1)/2, -0.5)
local RArmAng = CFANG(RAD(ABS(COS(AnimAng[5]))) * 10 + RAD(10), 0, RAD(50 + (SIN(AnimAng[5]) + 1) * 5))
if S.PlayerAnimations then
Camera.FieldOfView = 90
TweenJoint(LWeld, ArmC0[1], LArmCF * LArmAng, Sine, 1.15)
TweenJoint(RWeld, ArmC0[2], RArmCF * RArmAng, Sine, 1.15)
TweenJoint(AnimWeld, AnimCF("Running", AnimAng[5]), CF(), Sine, 0.15)
TweenJoint(Grip, Grip.C0, CFANG(0, RAD(-5), 0), Sine, 1.15)
else
LWeld.C0, LWeld.C1 = ArmC0[1], LArmCF * LArmAng
RWeld.C0, RWeld.C1 = ArmC0[2], RArmCF * RArmAng
AnimWeld.C0 = CF(0, 0.9, 0)
Grip.C1 = CFANG(0, RAD(-5), 0)
end
if S.PlayerAnimations then
RunTween = true
wait(0.15)
while IsRunning do
if (not Aiming) then
AnimWeld.C0 = AnimCF("Running", AnimAng[5])
AnimAng[5] = AnimAng[5] + 0.18
end
RS:wait()
end
Camera.FieldOfView = 90
AnimAng[5] = 0
end
end
RS:wait()
end
end)
end
|
-- x3 EGGSOPEN
|
x3EggsOpenButton.MouseEnter:Connect(function()
x3EggsOpenButton.Text = "349 R$"
x3EggsOpenButton.TextColor3 = Color3.fromRGB(0, 255, 0)
end)
x3EggsOpenButton.MouseLeave:Connect(function()
x3EggsOpenButton.Text = "BUY"
x3EggsOpenButton.TextColor3 = Color3.fromRGB(255, 255, 255)
end)
|
-- Applying text filter
|
local function getTextObject(message, fromPlayerId)
local textObject
local success, errorMessage = pcall(function()
textObject = TextService:FilterStringAsync(message, fromPlayerId, Enum.TextFilterContext.PublicChat)
end)
if success then
return textObject
elseif errorMessage then
print("Error filtering message:", errorMessage)
end
return false
end
local function getFilteredMessage(textObject, toPlayerId)
local filteredMessage
local success, errorMessage = pcall(function()
filteredMessage = textObject:GetNonChatStringForUserAsync(toPlayerId)
end)
if success then
return filteredMessage
elseif errorMessage then
print("Error filtering message:", errorMessage)
end
return false
end
local function filterText(text, fromPlayerId, toPlayerId)
local textObject = getTextObject(text, fromPlayerId)
if textObject then
local filteredObject = getFilteredMessage(textObject, toPlayerId)
return filteredObject
end
return false
end
|
--[[
Returns the system associated with name
]]
|
function SystemManager.getSystemByName(name)
return systems[name]
end
return SystemManager
|
--Text alignment default properties
|
defaults.ContainerHorizontalAlignment = "Center" -- Align,ent of text within frame container
defaults.ContainerVerticalAlignment = "Center"
defaults.TextYAlignment = "Bottom" -- Alignment of the text on the line, only makes a difference if the line has variable text sizes
|
--// Variables
|
local L_1_ = game.Players.LocalPlayer
local L_2_ = L_1_.Character
local L_3_ = L_1_:GetMouse()
local L_4_ = script:WaitForChild('EnginePart').Value.Parent.Parent
local L_5_ = L_4_:WaitForChild('Networking')
local L_6_ = L_4_:WaitForChild('Modules')
local L_7_ = require(L_6_:WaitForChild('Config_Module'))
local L_8_ = game:GetService("UserInputService")
local L_9_ = game:GetService("RunService").RenderStepped
local L_10_ = script:WaitForChild('EnginePart').Value
local L_11_ = L_10_:WaitForChild('BodyPosition')
local L_12_ = L_10_:WaitForChild('BodyGyro')
local L_13_ = L_4_:WaitForChild('Required')
local L_14_ = false
local L_15_ = true
local L_16_ = false
local L_17_ = false
local L_18_ = L_7_.RocketAmmo
local L_19_ = false
local L_20_ = false
local L_21_ = false
local L_22_ = false
local L_23_ = false
local L_24_ = false
local L_25_ = true
local L_26_ = true
local L_27_ = true
local L_28_ = L_10_.Position
local L_29_ = L_10_.CFrame
local L_30_
local L_31_ = script:WaitForChild('HeliUI')
local L_32_ = L_31_:WaitForChild('Frame')
local L_33_ = L_32_:WaitForChild('Frame')
local L_34_ = L_33_:WaitForChild('AltDisp')
local L_35_ = L_33_:WaitForChild('StatusDisp')
local L_36_ = L_32_:WaitForChild('Title')
local L_37_ = L_33_:WaitForChild('RocketAmmo')
L_37_.Text = 'ATGs: ' .. L_18_
local L_38_ = workspace:FindFirstChild('BulletModel') or Instance.new('Folder')
L_38_.Parent = workspace
local L_39_ = {
L_2_,
L_4_,
L_38_
}
|
-- gets the middle point of 2 vector3's
|
function maths:GetMidpoint3(v3,V3)
return (v3+V3)/2
end
|
--------END RIGHT DOOR --------
|
wait(0.15)
end
until game.Workspace.DoorFlashing.Value == false
end
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)
|
--Set target steering position based on current velocity
|
function Chassis.UpdateSteering(steer, currentVel)
local baseSteer = steer
local targetSteer = 0
local vehicleSeat = Chassis.GetDriverSeat()
local maxSpeed = VehicleParameters.MaxSpeed
local maxSteer = VehicleParameters.MaxSteer
local currentVelocity = vehicleSeat.Velocity
if LimitSteerAtHighVel then
local c = SteerLimit * (math.abs(currentVel)/VehicleParameters.MaxSpeed) + 1
--decrease steer value as speed increases to prevent tipping (handbrake cancels this)
steer = steer/c
end
SteeringPrismatic.TargetPosition = steer * steer * steer * maxSteer
end
function Chassis.UpdateThrottle(currentSpeed, throttle)
local targetVel = 0
local effectsThrottleState = false
local gainModifier = 0
if math.abs(throttle) < 0.1 then
-- Idling
setMotorMaxAcceleration(math.huge)
setMotorTorque(2000)
elseif math.sign(throttle * currentSpeed) > 0 or math.abs(currentSpeed) < 0.5 then
setMotorMaxAcceleration(math.huge)
local velocity = Chassis.driverSeat.Velocity
local velocityVector = velocity.Unit
local directionalVector = Chassis.driverSeat.CFrame.lookVector
local dotProd = velocityVector:Dot(directionalVector) -- Dot product is a measure of how similar two vectors are; if they're facing the same direction, it is 1, if they are facing opposite directions, it is -1, if perpendicular, it is 0
setMotorTorqueDamped(ActualDrivingTorque * throttle * throttle, dotProd, math.sign(throttle))
-- Arbitrary large number
local movingBackwards = dotProd < 0
local acceleratingBackwards = throttle < 0
local useReverse = (movingBackwards and acceleratingBackwards)
local maxSpeed = (useReverse and VehicleParameters.ReverseSpeed or VehicleParameters.MaxSpeed)
targetVel = math.sign(throttle) * maxSpeed
-- if we are approaching max speed, we should take that as an indication of throttling down, even if not from input
local maxAccelSpeed = targetVel
local speedPercent = ((maxAccelSpeed-currentSpeed)/maxAccelSpeed) -- 0 if max speed, 1 if stopped
-- lets say we start throttling down after reaching 75% of max speed, then linearly drop to 0
local function quad(x)
return math.sign(x)*(x^2)
end
local r = math.abs(velocity.Magnitude / maxSpeed*2.5) -- adding a bit to the max speed so that it sounds better (always trying to rev engines)
local desiredRPM = math.exp(-3*r*r)
gainModifier = desiredRPM
if gainModifier > 0 then
effectsThrottleState = true
end
else
-- Braking
setMotorMaxAcceleration(100)
setMotorTorque(ActualBrakingTorque * throttle * throttle)
targetVel = math.sign(throttle) * 500
end
Chassis.SetMotorVelocity(targetVel)
Effects:SetThrottleEnabled(effectsThrottleState, gainModifier)
end
local redressingState = false
local targetAttachment
function Chassis.Redress()
if redressingState then
return
end
redressingState = true
local p = Chassis.driverSeat.CFrame.Position + Vector3.new( 0,10,0 )
local xc = Chassis.driverSeat.CFrame.RightVector
xc = Vector3.new(xc.x,0,xc.z)
xc = xc.Unit
local yc = Vector3.new(0,1,0)
if not targetAttachment then
targetAttachment = RedressMount.RedressTarget
end
targetAttachment.Parent = Workspace.Terrain
targetAttachment.Position = p
targetAttachment.Axis = xc
targetAttachment.SecondaryAxis = yc
RedressMount.RedressOrientation.Enabled = true
RedressMount.RedressPosition.Enabled = true
wait(1.5)
RedressMount.RedressOrientation.Enabled = false
RedressMount.RedressPosition.Enabled = false
targetAttachment.Parent = RedressMount
wait(2)
redressingState = false
end
function Chassis.Reset() --Reset user inputs and redress (For when a player exits the vehicle)
Chassis.UpdateThrottle(1, 1) --Values must be changed to replicate to client.
Chassis.UpdateSteering(1, 0) --i.e. setting vel to 0 when it is 0 wont update to clients
Chassis.EnableHandbrake()
setMotorTorque(ActualBrakingTorque)
Chassis.SetMotorVelocity(0)
Chassis.UpdateSteering(0, 0)
RedressMount.RedressOrientation.Enabled = true
RedressMount.RedressPosition.Enabled = true
RedressMount.RedressOrientation.Enabled = false
RedressMount.RedressPosition.Enabled = false
redressingState = false
end
return Chassis
|
--[[Weld functions]]
|
local JS = game:GetService("JointsService")
local PGS_ON = workspace:PGSIsEnabled()
function MakeWeld(x,y,type,s)
if type==nil then type="Weld" end
local W=Instance.new(type,JS)
W.Part0=x W.Part1=y
W.C0=x.CFrame:inverse()*x.CFrame
W.C1=y.CFrame:inverse()*x.CFrame
if type=="Motor" and s~=nil then
W.MaxVelocity=s
end
return W
end
function ModelWeld(a,b)
if a:IsA("BasePart") and
a.Parent.Name ~= ("Lights") then
MakeWeld(b,a,"Weld")
for i,v in pairs(a:GetChildren()) do
if v ~= nil and v:IsA("BasePart") then
ModelWeld(v,b)
end
end
elseif a:IsA("Model") then
for i,v in pairs(a:GetChildren()) do
ModelWeld(v,b)
end
end
end
function UnAnchor(a)
if a:IsA("BasePart") then a.Anchored=false end for i,v in pairs(a:GetChildren()) do UnAnchor(v) end
end
|
--[[ Version ]]
|
module.MajorVersion = 0
module.MinorVersion = 7
|
----------------------------------------------------------------------------------------------------
--------------------=[ CFRAME ]=--------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
|
,EnableHolster = false
,HolsterTo = 'Torso' -- Put the name of the body part you wanna holster to
,HolsterPos = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0))
,RightArmPos = CFrame.new(-0.85, -0.2, -1.2) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) --Server
,LeftArmPos = CFrame.new(1.05,0.9,-1.4) * CFrame.Angles(math.rad(-100),math.rad(25),math.rad(-20)) --server
,ServerGunPos = CFrame.new(-.3, -1, -0.4) * CFrame.Angles(math.rad(-90), math.rad(-90), math.rad(0))
,GunPos = CFrame.new(0.15, -0.15, 1) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0))
,RightPos = CFrame.new(-.65, -0.2, -1) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) --Client
,LeftPos = CFrame.new(1.2,0.1,-1.6) * CFrame.Angles(math.rad(-120),math.rad(35),math.rad(-20)) --Client
}
return Config
|
-- Class
|
local RadioButtonGroupClass = {}
RadioButtonGroupClass.__index = RadioButtonGroupClass
RadioButtonGroupClass.__type = "RadioButtonLabel"
function RadioButtonGroupClass:__tostring()
return RadioButtonGroupClass.__type
end
|
-- Kind of messy right? Lol.
|
function onChat(msg,newPlayer)
if script.Chat5.Value == "" then
script.Chat5.Value = newPlayer.Name..": "..msg
elseif script.Chat5.Value ~= "" then
if script.Chat4.Value == "" then
script.Chat4.Value = newPlayer.Name..": "..msg
elseif script.Chat4.Value ~= "" then
if script.Chat3.Value == "" then
script.Chat3.Value = newPlayer.Name..": "..msg
elseif script.Chat3.Value ~= "" then
if script.Chat2.Value == "" then
script.Chat2.Value = newPlayer.Name..": "..msg
elseif script.Chat2.Value ~= "" then
if script.Chat1.Value == "" then
script.Chat1.Value = newPlayer.Name..": "..msg
elseif script.Chat1.Value ~= "" then
script.Chat1.Value = script.Chat2.Value
script.Chat2.Value = script.Chat3.Value
script.Chat3.Value = script.Chat4.Value
script.Chat4.Value = script.Chat5.Value
script.Chat5.Value = newPlayer.Name..": "..msg
end
end
end
end
end
end
function onEnter(newPlayer)
newPlayer.Chatted:connect(function(msg) onChat(msg,newPlayer) end)
end
game.Players.ChildAdded:connect(onEnter)
|
-- Get core tools
|
local CoreTools = Tool:WaitForChild 'Tools';
|
--[[
Function called when leaving the state
]]
|
function PlayerPreGameReady.onLeave(stateMachine, serverPlayer, event, from, to)
local element = playerStatusBoard:FindFirstChild(serverPlayer.player.Name)
if element then
element:Destroy()
end
end
return PlayerPreGameReady
|
--Precalculated paths
|
local t,f,n=true,false,{}
local r={
[58]={{32,33,36,37,35,39,41,30,56,58},t},
[49]={{32,31,29,28,44,45,49},t},
[16]={n,f},
[19]={{32,33,36,37,35,39,41,30,56,58,20,19},t},
[59]={{32,33,36,37,35,39,41,59},t},
[63]={{32,33,36,37,35,39,41,30,56,58,23,62,63},t},
[34]={{32,34},t},
[21]={{32,33,36,37,35,39,41,30,56,58,20,21},t},
[48]={{32,31,29,28,44,45,49,48},t},
[27]={{32,31,29,28,27},t},
[14]={n,f},
[31]={{32,31},t},
[56]={{32,33,36,37,35,39,41,30,56},t},
[29]={{32,31,29},t},
[13]={n,f},
[47]={{32,31,29,28,44,45,49,48,47},t},
[12]={n,f},
[45]={{32,31,29,28,44,45},t},
[57]={{32,33,36,37,35,39,41,30,56,57},t},
[36]={{32,33,36},t},
[25]={{32,31,29,28,27,26,25},t},
[71]={{32,33,36,37,35,39,41,59,61,71},t},
[20]={{32,33,36,37,35,39,41,30,56,58,20},t},
[60]={{32,33,36,37,35,39,41,60},t},
[8]={n,f},
[4]={n,f},
[75]={{32,33,36,37,35,39,41,59,61,71,72,76,73,75},t},
[22]={{32,33,36,37,35,39,41,30,56,58,20,21,22},t},
[74]={{32,33,36,37,35,39,41,59,61,71,72,76,73,74},t},
[62]={{32,33,36,37,35,39,41,30,56,58,23,62},t},
[1]={n,f},
[6]={n,f},
[11]={n,f},
[15]={n,f},
[37]={{32,33,36,37},t},
[2]={n,f},
[35]={{32,33,36,37,35},t},
[53]={{32,31,29,28,44,45,49,48,47,52,53},t},
[73]={{32,33,36,37,35,39,41,59,61,71,72,76,73},t},
[72]={{32,33,36,37,35,39,41,59,61,71,72},t},
[33]={{32,33},t},
[69]={{32,33,36,37,35,39,41,60,69},t},
[65]={{32,33,36,37,35,39,41,30,56,58,20,19,66,64,65},t},
[26]={{32,31,29,28,27,26},t},
[68]={{32,33,36,37,35,39,41,30,56,58,20,19,66,64,67,68},t},
[76]={{32,33,36,37,35,39,41,59,61,71,72,76},t},
[50]={{32,31,29,28,44,45,49,48,47,50},t},
[66]={{32,33,36,37,35,39,41,30,56,58,20,19,66},t},
[10]={n,f},
[24]={{32,31,29,28,27,26,25,24},t},
[23]={{32,33,36,37,35,39,41,30,56,58,23},t},
[44]={{32,31,29,28,44},t},
[39]={{32,33,36,37,35,39},t},
[32]={{32},t},
[3]={n,f},
[30]={{32,33,36,37,35,39,41,30},t},
[51]={{32,31,29,28,44,45,49,48,47,50,51},t},
[18]={n,f},
[67]={{32,33,36,37,35,39,41,30,56,58,20,19,66,64,67},t},
[61]={{32,33,36,37,35,39,41,59,61},t},
[55]={{32,31,29,28,44,45,49,48,47,52,53,54,55},t},
[46]={{32,31,29,28,44,45,49,48,47,46},t},
[42]={{32,33,36,37,35,38,42},t},
[40]={{32,33,36,37,35,40},t},
[52]={{32,31,29,28,44,45,49,48,47,52},t},
[54]={{32,31,29,28,44,45,49,48,47,52,53,54},t},
[43]={n,f},
[7]={n,f},
[9]={n,f},
[41]={{32,33,36,37,35,39,41},t},
[17]={n,f},
[38]={{32,33,36,37,35,38},t},
[28]={{32,31,29,28},t},
[5]={n,f},
[64]={{32,33,36,37,35,39,41,30,56,58,20,19,66,64},t},
}
return r
|
-- ClientRemoteSignal
-- Stephen Leitnick
-- December 20, 2021
|
local Signal = require(script.Parent.Parent.Parent.Signal)
local Types = require(script.Parent.Parent.Types)
|
--[=[
Converts text to have a ... after it if it's too long.
@param str string
@param characterLimit number
@return string
]=]
|
function String.elipseLimit(str: string, characterLimit: number): string
if #str > characterLimit then
str = str:sub(1, characterLimit-3).."..."
end
return str
end
|
--//Backfire//--
--(Instructions)
--1: Put your ExhaustH into the 'Body' of the car.
--2: Make sure you exhaust is seperated into 2 meshes, the inside and the outer exhaust.
--3: Name the inside of the exhaust (the black part) 'Hot1'
--4: Put this script into the 'Plugins'
--5: Now when you rev your exhaust will heat up.
|
local randomability = math.random (1, 10)
--[[
if script.Parent.Values.RPM.Value > 9400 and randomability <=1 and script.Parent.Values.Throttle.Value ~= 1 then
car.Body.Exhaust.BFLight1.SpotLight.Enabled = true
wait (0.03)
car.Body.Exhaust.BFLight1.SpotLight.Enabled = false
wait (0.07)
end
]]
if script.Parent.Values.RPM.Value > 5000 then
if FE then
handler:FireServer("heat1")
else
car.Body.ExhaustH.Hot1.Decal.Transparency = math.min(car.Body.ExhaustH.Hot1.Decal.Transparency+.005,1)
car.Body.ExhaustH.Hot2.Decal.Transparency = math.min(car.Body.ExhaustH.Hot1.Decal.Transparency+.005,1)
end
else
if FE then
handler:FireServer("heat2")
else
car.Body.ExhaustH.Hot1.Decal.Transparency = math.max(car.Body.ExhaustH.Hot1.Decal.Transparency-.01,0)
car.Body.ExhaustH.Hot2.Decal.Transparency = math.max(car.Body.ExhaustH.Hot1.Decal.Transparency-.01,0)
end
end
if car.Body.ExhaustH.Hot1.Decal.Transparency > .8 then
if FE then
handler:FireServer("heat3")
else
car.Body.ExhaustH.Hot1.Spark.Enabled = true
car.Body.ExhaustH.Hot2.Spark.Enabled = true
end
else
if FE then
handler:FireServer("heat4")
else
car.Body.ExhaustH.Hot1.Spark.Enabled = false
car.Body.ExhaustH.Hot2.Spark.Enabled = false
end
end
|
--//Script
--Plaka()
--CarColor()
|
Stats.Locked.Changed:Connect(function()
ToogleLock(Stats.Locked.Value)
end)
Stats.Color.Changed:Connect(function()
CarColor()
end)
Fuel = script.Parent.Parent.Stats.Fuel
MainPart = script.Parent.Parent.Body.Main
while wait(.5) do
if oldpos == nil then
oldpos = MainPart.Position
else
newpos = MainPart.Position
Fuel.Value = Fuel.Value - (oldpos - newpos).Magnitude/150
oldpos = newpos
end
end
|
--/Recoil Modification
|
module.camRecoil = {
RecoilUp = 1
,RecoilTilt = 0.75
,RecoilLeft = 0.8
,RecoilRight = 0.8
}
module.gunRecoil = {
RecoilUp = 1
,RecoilTilt = 0.75
,RecoilLeft = 0.8
,RecoilRight = 0.8
}
module.AimRecoilReduction = 1
module.AimSpreadReduction = 1
module.MinRecoilPower = 1
module.MaxRecoilPower = 1
module.RecoilPowerStepAmount = 1
module.MinSpread = 1
module.MaxSpread = 1
module.AimInaccuracyStepAmount = 1
module.AimInaccuracyDecrease = 1
module.WalkMult = 1
module.MuzzleVelocityMod = 1
return module
|
-- Disable StarterGui
|
repeat
success = pcall(function()
StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, false)
StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.EmotesMenu, false)
StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.PlayerList, false)
StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.SelfView, false)
end)
if not success then
task.wait(1)
end
until success
|
-- Shift keys
|
local shiftKeyL = Enum.KeyCode.LeftShift
local shiftKeyR = Enum.KeyCode.RightShift
|
--[=[
Use to test that the given GuiObject or Rect is left, center, or right
aligned with the other GuiObject or Rect.
This can be especially useful to determine if a given pair of elements are
under the influence of the same `UIListLayout`.
```lua
expect(a).toBeAlignedVertically(b, Enum.VerticalAlignment.Top) -- Jest
expect(a).to.be.alignedVertically(b, Enum.VerticalAlignment.Top) -- TestEZ
```
.png)
```lua
expect(a).toBeAlignedVertically(b, Enum.VerticalAlignment.Bottom) -- Jest
expect(a).to.be.alignedVertically(b, Enum.VerticalAlignment.Bottom) -- TestEZ
```
.png)
@tag alignment
@within CollisionMatchers2D
]=]
|
local function alignedVertically(a: GuiObject | Rect, b: GuiObject | Rect, verticalAlignment: Enum.VerticalAlignment)
local aRect = toRect(a)
local bRect = toRect(b)
if verticalAlignment == Enum.VerticalAlignment.Top then
return returnValue(aRect.Min.Y == bRect.Min.Y, "", "")
elseif verticalAlignment == Enum.VerticalAlignment.Center then
local aMiddle = (aRect.Min + aRect.Max) / 2
local bMiddle = (bRect.Min + bRect.Max) / 2
return returnValue(aMiddle.Y == bMiddle.Y, "", "")
elseif verticalAlignment == Enum.VerticalAlignment.Bottom then
return returnValue(aRect.Max.Y == bRect.Max.Y, "", "")
end
return returnValue(false, "Invalid VerticalAlignment!")
end
return alignedVertically
|
--//VIPERGUTZ
--//TASER ANIMATIONS
|
local Tool = script.Parent
local IdleAnimation
local IdleTrack = nil
IdleAnimation = Tool:WaitForChild("Idle")
script.Parent.Equipped:Connect(function(mouse)
local MyCharacter = Tool.Parent
local MyPlayer = game:GetService('Players'):GetPlayerFromCharacter(MyCharacter)
local MyHumanoid = MyCharacter:FindFirstChild('Humanoid')
if IdleAnimation then
IdleTrack = MyHumanoid:LoadAnimation(IdleAnimation)
IdleTrack.Priority = Enum.AnimationPriority.Movement
end
if IdleTrack then
IdleTrack:Play()
end
end)
script.Parent.Unequipped:Connect(function(mouse)
if IdleTrack then
IdleTrack:Stop()
end
end)
|
---------------------------------------------
|
while true do
Sound1:Play()
Sound1.Ended:Wait()
wait(5)
Sound2:Play()
Sound2.Ended:Wait()
wait(5)
Sound3:Play()
Sound3.Ended:Wait()
wait(5)
Sound4:Play()
Sound4.Ended:Wait()
wait(5)
end
|
--[[
Main RenderStep Update. The camera controller and occlusion module both have opportunities
to set and modify (respectively) the CFrame and Focus before it is set once on CurrentCamera.
The camera and occlusion modules should only return CFrames, not set the CFrame property of
CurrentCamera directly.
--]]
|
function CameraModule:Update(dt)
if self.activeCameraController then
self.activeCameraController:UpdateMouseBehavior()
local newCameraCFrame, newCameraFocus = self.activeCameraController:Update(dt)
self.activeCameraController:ApplyVRTransform()
if self.activeOcclusionModule then
newCameraCFrame, newCameraFocus = self.activeOcclusionModule:Update(dt, newCameraCFrame, newCameraFocus)
end
-- Here is where the new CFrame and Focus are set for this render frame
game.Workspace.CurrentCamera.CFrame = newCameraCFrame
game.Workspace.CurrentCamera.Focus = newCameraFocus
-- Update to character local transparency as needed based on camera-to-subject distance
if self.activeTransparencyController then
self.activeTransparencyController:Update()
end
if CameraInput.getInputEnabled() then
CameraInput.resetInputForFrameEnd()
end
end
end
|
--[[Transmission]]
|
Tune.TransModes = {"Auto", "Semi", "Manual"} --[[
[Modes]
"Auto" : Automatic shifting
"Semi" : Clutchless manual shifting, dual clutch transmission
"Manual" : Manual shifting with clutch
>Include within brackets
eg: {"Semi"} or {"Auto", "Manual"}
>First mode is default mode ]]
--Automatic Settings
Tune.AutoShiftMode = "Speed" --[[
[Modes]
"Speed" : Shifts based on wheel speed
"RPM" : Shifts based on RPM ]]
Tune.AutoUpThresh = -300 --Automatic upshift point (relative to peak RPM, positive = Over-rev)
Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev)
--Gear Ratios
Tune.FinalDrive = 3.06 -- Gearing determines top speed and wheel torque
Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed
--[[Reverse]] 3.70 , -- Copy and paste a ratio to add a gear
--[[Neutral]] 0 , -- Ratios can also be deleted
--[[ 1 ]] 3.53 , -- Reverse, Neutral, and 1st gear are required
--[[ 2 ]] 2.04 ,
--[[ 3 ]] 1.38 ,
--[[ 4 ]] 1.03 ,
--[[ 5 ]] 0.81 ,
--[[ 6 ]] 0.64 ,
}
Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
|
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]]
|
local FE = workspace.FilteringEnabled
local car = script.Parent.Car.Value
local _Tune = require(car["A-Chassis Tune"])
local on = 0
script:WaitForChild("Rev")
script:WaitForChild("Turbo")
if not FE then
for i,v in pairs(car.DriveSeat:GetChildren()) do
for _,a in pairs(script:GetChildren()) do
if v.Name==a.Name then v:Stop() wait() v:Destroy() end
end
end
for i,v in pairs(script:GetChildren()) do
v.Parent=car.DriveSeat
end
car.DriveSeat.Rev:Play()
car.DriveSeat.Turbo:Play()
while wait() do
local _RPM = script.Parent.Values.RPM.Value
if not car.DriveSeat.IsOn.Value then on=math.max(on-.015,0) else on=1 end
car.DriveSeat.Rev.Pitch = (car.DriveSeat.Rev.SetPitch.Value + car.DriveSeat.Rev.SetRev.Value*_RPM/_Tune.Redline)*on^2
car.DriveSeat.Turbo.Pitch = (car.DriveSeat.Turbo.SetPitch.Value + car.DriveSeat.Turbo.SetRev.Value*_RPM/_Tune.Redline)*on^2
end
else
local handler = car.AC6_FE_Sounds
handler:FireServer("newSound","Rev",car.DriveSeat,script.Rev.SoundId,0,script.Rev.Volume,true)
handler:FireServer("playSound","Rev")
handler:FireServer("newSound","Turbo",car.DriveSeat,script.Turbo.SoundId,0,script.Turbo.Volume,true)
handler:FireServer("playSound","Turbo")
local pitch=0
local pitch2=0
while wait() do
local _RPM = script.Parent.Values.RPM.Value
if not car.DriveSeat.IsOn.Value then on=math.max(on-.015,0) else on=1 end
pitch = (script.Rev.SetPitch.Value + script.Rev.SetRev.Value*_RPM/_Tune.Redline)*on^2
pitch2 = (script.Turbo.SetPitch.Value + script.Turbo.SetRev.Value*_RPM/_Tune.Redline)*on^2
handler:FireServer("updateSound","Rev",script.Rev.SoundId,pitch,script.Rev.Volume)
handler:FireServer("updateSound","Turbo",script.Turbo.SoundId,pitch2,script.Turbo.Volume)
end
end
|
-- Decompiled with the Synapse X Luau decompiler.
|
local v1 = false;
for v2, v3 in pairs(script.Parent.Side:GetDescendants()) do
if v3:IsA("TextButton") or v3:IsA("ImageButton") then
local u1 = v1;
v3.Activated:Connect(function()
if u1 == false then
u1 = true;
local l__Size__4 = v3.Parent.Size;
v3.Parent:TweenSize(l__Size__4 + UDim2.new(-0.05, -0, -0.05, -0), "In", "Quad", 0.05, true);
wait(0.1);
v3.Parent:TweenSize(l__Size__4 + UDim2.new(0, 0, 0, 0), "In", "Quad", 0.05, true);
wait(0.1);
u1 = false;
end;
end);
end;
end;
|
-- ROBLOX upstream: https://github.com/facebook/jest/blob/v27.4.7/packages/jest-types/src/Transform.ts
--[[*
* Copyright (c) Facebook, Inc. and its affiliates. All Rights Reserved.
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
]]
| |
--[[Output Scaling Factor]]
|
local hpScaling = _Tune.WeightScaling*10
local FBrakeForce = _Tune.FBrakeForce
local RBrakeForce = _Tune.RBrakeForce
local PBrakeForce = _Tune.PBrakeForce
if not workspace:PGSIsEnabled() then
hpScaling = _Tune.LegacyScaling*10
FBrakeForce = _Tune.FLgcyBForce
RBrakeForce = _Tune.RLgcyBForce
PBrakeForce = _Tune.LgcyPBForce
end
|
----------------------------------------------------------------------
--------------------[ BLOOD HANDLING ]--------------------------------
----------------------------------------------------------------------
|
local createBlood = script:WaitForChild("createBlood")
createBlood.OnServerEvent:connect(function(_, H, P, D, gunIgnore, S)
local bloodCF = CF(P, P + D) * CFANG(RAD(-90), 0, 0)
local Blood = Instance.new("Part")
Blood.Transparency = 1
Blood.Anchored = true
Blood.CanCollide = false
Blood.FormFactor = "Custom"
Blood.Size = V3(0.2, 1, 0.2)
Blood.TopSurface = 0
Blood.BottomSurface = 0
local Particles = Instance.new("ParticleEmitter")
Particles.Color = ColorSequence.new(S.bloodSettings.Color)
Particles.LightEmission = 0
Particles.Size = NumberSequence.new(S.bloodSettings.Size)
Particles.Texture = S.bloodSettings.Texture
Particles.Transparency = NumberSequence.new(
{
NumberSequenceKeypoint.new(0, S.bloodSettings.startTransparency);
NumberSequenceKeypoint.new(1, 1);
}
)
Particles.EmissionDirection = Enum.NormalId.Top
Particles.Lifetime = NumberRange.new(S.bloodSettings.Lifetime - 0.05, S.bloodSettings.Lifetime + 0.05)
Particles.Rate = S.bloodSettings.Rate
Particles.Rotation = NumberRange.new(0, 90)
Particles.Speed = NumberRange.new(S.bloodSettings.Speed)
Particles.VelocitySpread = S.bloodSettings.Spread
Particles.Parent = Blood
Blood.Parent = gunIgnore
Blood.CFrame = bloodCF
if (not H.Anchored) then
local Weld = Instance.new("Weld", Blood)
Weld.Part0 = H
Weld.Part1 = Blood
Weld.C0 = H.CFrame:toObjectSpace(bloodCF)
Blood.Anchored = false
end
delay(0.15, function()
Particles.Enabled = false
wait(S.bloodSettings.Lifetime + 0.05)
Blood:Destroy()
end)
end)
|
---------------------------------
|
local button = script.Parent
local startcolor = button.BrickColor
local DB = false
local toolfolder = button.Parent["Place Tool in Here! <<"]
local toolstorage = {}
for i, tool in pairs(toolfolder:GetChildren()) do
table.insert(toolstorage, tool:clone())
end
toolfolder:Destroy()
local block = button.Parent:FindFirstChild("Block")
if block ~= nil then
if block:FindFirstChild("NameDisplay") then
if block.NameDisplay.TextLabel.Text == "Custom Giver!" then
if #toolstorage > 0 then
block.NameDisplay.TextLabel.Text = toolstorage[1].Name
else
block.NameDisplay.TextLabel.Text = ""
end
end
end
end
button.Touched:connect(function(hit)
if DB then return end
if hit == nil then return end
if hit.Parent == nil then return end
local player = game.Players:GetPlayerFromCharacter(hit.Parent)
if player ~= nil then
if player:FindFirstChild("Backpack") then
local allow = true
if #allow_team > 0 then
local teams = game:GetService("Teams"):GetChildren()
if #teams > 0 then
allow = false
for i, team in pairs(teams) do
for i, allowedteamname in pairs(allow_team) do
if team.Name == allowedteamname then
if player.TeamColor == team.TeamColor then
allow = true
end
end
end
end
end
end
if not allow_duplicates then
for i, tool in pairs(toolstorage) do
if player.Backpack:FindFirstChild(tool.Name) then
allow = false
end
end
end
if allow then
DB = true
button.BrickColor = BrickColor.new("Black")
for i, tool in pairs(toolstorage) do
local newtool = tool:clone()
newtool.Parent = player.Backpack
end
wait(2)
button.BrickColor = startcolor
DB = false
end
end
end
end)
|
---[[ Message Types ]]
|
module.MessageTypeDefault = "Message"
module.MessageTypeSystem = "System"
module.MessageTypeMeCommand = "MeCommand"
module.MessageTypeWelcome = "Welcome"
module.MessageTypeSetCore = "SetCore"
module.MessageTypeWhisper = "Whisper"
|
-- functions
|
function stopAllAnimations()
local oldAnim = currentAnim
-- return to idle If finishing an emote
if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then
oldAnim = "idle"
end
currentAnim = ""
if (currentAnimKeyframeHandler ~= nil) then
currentAnimKeyframeHandler:disconnect()
end
if (oldAnimTrack ~= nil) then
oldAnimTrack:Stop()
oldAnimTrack:Destroy()
oldAnimTrack = nil
end
if (currentAnimTrack ~= nil) then
currentAnimTrack:Stop()
currentAnimTrack:Destroy()
currentAnimTrack = nil
end
return oldAnim
end
function keyFrameReachedFunc(frameName)
if (frameName == "End") then
-- print("Keyframe : ".. frameName)
local repeatAnim = stopAllAnimations()
playAnimation(repeatAnim, 0.0, Humanoid)
end
end
|
--[[ The Class ]]
|
--
local BaseCharacterController = require(script.Parent:WaitForChild("BaseCharacterController"))
local VRNavigation = setmetatable({}, BaseCharacterController)
VRNavigation.__index = VRNavigation
function VRNavigation.new(CONTROL_ACTION_PRIORITY)
local self = setmetatable(BaseCharacterController.new() :: any, VRNavigation)
self.CONTROL_ACTION_PRIORITY = CONTROL_ACTION_PRIORITY
self.navigationRequestedConn = nil
self.heartbeatConn = nil
self.currentDestination = nil
self.currentPath = nil
self.currentPoints = nil
self.currentPointIdx = 0
self.expectedTimeToNextPoint = 0
self.timeReachedLastPoint = tick()
self.moving = false
self.isJumpBound = false
self.moveLatch = false
self.userCFrameEnabledConn = nil
return self
end
function VRNavigation:SetLaserPointerMode(mode)
pcall(function()
StarterGui:SetCore("VRLaserPointerMode", mode)
end)
end
function VRNavigation:GetLocalHumanoid()
local character = LocalPlayer.Character
if not character then
return
end
for _, child in pairs(character:GetChildren()) do
if child:IsA("Humanoid") then
return child
end
end
return nil
end
function VRNavigation:HasBothHandControllers()
return VRService:GetUserCFrameEnabled(Enum.UserCFrame.RightHand) and VRService:GetUserCFrameEnabled(Enum.UserCFrame.LeftHand)
end
function VRNavigation:HasAnyHandControllers()
return VRService:GetUserCFrameEnabled(Enum.UserCFrame.RightHand) or VRService:GetUserCFrameEnabled(Enum.UserCFrame.LeftHand)
end
function VRNavigation:IsMobileVR()
return UserInputService.TouchEnabled
end
function VRNavigation:HasGamepad()
return UserInputService.GamepadEnabled
end
function VRNavigation:ShouldUseNavigationLaser()
--Places where we use the navigation laser:
-- mobile VR with any number of hands tracked
-- desktop VR with only one hand tracked
-- desktop VR with no hands and no gamepad (i.e. with Oculus remote?)
--using an Xbox controller with a desktop VR headset means no laser since the user has a thumbstick.
--in the future, we should query thumbstick presence with a features API
if self:IsMobileVR() then
return true
else
if self:HasBothHandControllers() then
return false
end
if not self:HasAnyHandControllers() then
return not self:HasGamepad()
end
return true
end
end
function VRNavigation:StartFollowingPath(newPath)
currentPath = newPath
currentPoints = currentPath:GetPointCoordinates()
currentPointIdx = 1
moving = true
timeReachedLastPoint = tick()
local humanoid = self:GetLocalHumanoid()
if humanoid and humanoid.Torso and #currentPoints >= 1 then
local dist = (currentPoints[1] - humanoid.Torso.Position).magnitude
expectedTimeToNextPoint = dist / humanoid.WalkSpeed
end
movementUpdateEvent:Fire("targetPoint", self.currentDestination)
end
function VRNavigation:GoToPoint(point)
currentPath = true
currentPoints = { point }
currentPointIdx = 1
moving = true
local humanoid = self:GetLocalHumanoid()
local distance = (humanoid.Torso.Position - point).magnitude
local estimatedTimeRemaining = distance / humanoid.WalkSpeed
timeReachedLastPoint = tick()
expectedTimeToNextPoint = estimatedTimeRemaining
movementUpdateEvent:Fire("targetPoint", point)
end
function VRNavigation:StopFollowingPath()
currentPath = nil
currentPoints = nil
currentPointIdx = 0
moving = false
self.moveVector = ZERO_VECTOR3
end
function VRNavigation:TryComputePath(startPos: Vector3, destination: Vector3)
local numAttempts = 0
local newPath = nil
while not newPath and numAttempts < 5 do
newPath = PathfindingService:ComputeSmoothPathAsync(startPos, destination, MAX_PATHING_DISTANCE)
numAttempts = numAttempts + 1
if newPath.Status == Enum.PathStatus.ClosestNoPath or newPath.Status == Enum.PathStatus.ClosestOutOfRange then
newPath = nil
break
end
if newPath and newPath.Status == Enum.PathStatus.FailStartNotEmpty then
startPos = startPos + (destination - startPos).Unit
newPath = nil
end
if newPath and newPath.Status == Enum.PathStatus.FailFinishNotEmpty then
destination = destination + Vector3.new(0, 1, 0)
newPath = nil
end
end
return newPath
end
function VRNavigation:OnNavigationRequest(destinationCFrame: CFrame, inputUserCFrame: CFrame)
local destinationPosition = destinationCFrame.Position
local lastDestination = self.currentDestination
if not IsFiniteVector3(destinationPosition) then
return
end
self.currentDestination = destinationPosition
local humanoid = self:GetLocalHumanoid()
if not humanoid or not humanoid.Torso then
return
end
local currentPosition = humanoid.Torso.Position
local distanceToDestination = (self.currentDestination - currentPosition).magnitude
if distanceToDestination < NO_PATH_THRESHOLD then
self:GoToPoint(self.currentDestination)
return
end
if not lastDestination or (self.currentDestination - lastDestination).magnitude > RECALCULATE_PATH_THRESHOLD then
local newPath = self:TryComputePath(currentPosition, self.currentDestination)
if newPath then
self:StartFollowingPath(newPath)
if PathDisplay then
PathDisplay.setCurrentPoints(self.currentPoints)
PathDisplay.renderPath()
end
else
self:StopFollowingPath()
if PathDisplay then
PathDisplay.clearRenderedPath()
end
end
else
if moving then
self.currentPoints[#currentPoints] = self.currentDestination
else
self:GoToPoint(self.currentDestination)
end
end
end
function VRNavigation:OnJumpAction(actionName, inputState, inputObj)
if inputState == Enum.UserInputState.Begin then
self.isJumping = true
end
return Enum.ContextActionResult.Sink
end
function VRNavigation:BindJumpAction(active)
if active then
if not self.isJumpBound then
self.isJumpBound = true
ContextActionService:BindActionAtPriority("VRJumpAction", (function() return self:OnJumpAction() end), false,
self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.ButtonA)
end
else
if self.isJumpBound then
self.isJumpBound = false
ContextActionService:UnbindAction("VRJumpAction")
end
end
end
function VRNavigation:ControlCharacterGamepad(actionName, inputState, inputObject)
if inputObject.KeyCode ~= Enum.KeyCode.Thumbstick1 then return end
if inputState == Enum.UserInputState.Cancel then
self.moveVector = ZERO_VECTOR3
return
end
if inputState ~= Enum.UserInputState.End then
self:StopFollowingPath()
if PathDisplay then
PathDisplay.clearRenderedPath()
end
if self:ShouldUseNavigationLaser() then
self:BindJumpAction(true)
self:SetLaserPointerMode("Hidden")
end
if inputObject.Position.magnitude > THUMBSTICK_DEADZONE then
self.moveVector = Vector3.new(inputObject.Position.X, 0, -inputObject.Position.Y)
if self.moveVector.magnitude > 0 then
self.moveVector = self.moveVector.unit * math.min(1, inputObject.Position.magnitude)
end
self.moveLatch = true
end
else
self.moveVector = ZERO_VECTOR3
if self:ShouldUseNavigationLaser() then
self:BindJumpAction(false)
self:SetLaserPointerMode("Navigation")
end
if self.moveLatch then
self.moveLatch = false
movementUpdateEvent:Fire("offtrack")
end
end
return Enum.ContextActionResult.Sink
end
function VRNavigation:OnHeartbeat(dt)
local newMoveVector = self.moveVector
local humanoid = self:GetLocalHumanoid()
if not humanoid or not humanoid.Torso then
return
end
if self.moving and self.currentPoints then
local currentPosition = humanoid.Torso.Position
local goalPosition = currentPoints[1]
local vectorToGoal = (goalPosition - currentPosition) * XZ_VECTOR3
local moveDist = vectorToGoal.magnitude
local moveDir = vectorToGoal / moveDist
if moveDist < POINT_REACHED_THRESHOLD then
local estimatedTimeRemaining = 0
local prevPoint = currentPoints[1]
for i, point in pairs(currentPoints) do
if i ~= 1 then
local dist = (point - prevPoint).magnitude
prevPoint = point
estimatedTimeRemaining = estimatedTimeRemaining + (dist / humanoid.WalkSpeed)
end
end
table.remove(currentPoints, 1)
currentPointIdx = currentPointIdx + 1
if #currentPoints == 0 then
self:StopFollowingPath()
if PathDisplay then
PathDisplay.clearRenderedPath()
end
return
else
if PathDisplay then
PathDisplay.setCurrentPoints(currentPoints)
PathDisplay.renderPath()
end
local newGoal = currentPoints[1]
local distanceToGoal = (newGoal - currentPosition).magnitude
expectedTimeToNextPoint = distanceToGoal / humanoid.WalkSpeed
timeReachedLastPoint = tick()
end
else
local ignoreTable = {
(game.Players.LocalPlayer :: Player).Character,
workspace.CurrentCamera
}
local obstructRay = Ray.new(currentPosition - Vector3.new(0, 1, 0), moveDir * 3)
local obstructPart, obstructPoint, obstructNormal = workspace:FindPartOnRayWithIgnoreList(obstructRay, ignoreTable)
if obstructPart then
local heightOffset = Vector3.new(0, 100, 0)
local jumpCheckRay = Ray.new(obstructPoint + moveDir * 0.5 + heightOffset, -heightOffset)
local jumpCheckPart, jumpCheckPoint, jumpCheckNormal = workspace:FindPartOnRayWithIgnoreList(jumpCheckRay, ignoreTable)
local heightDifference = jumpCheckPoint.Y - currentPosition.Y
if heightDifference < 6 and heightDifference > -2 then
humanoid.Jump = true
end
end
local timeSinceLastPoint = tick() - timeReachedLastPoint
if timeSinceLastPoint > expectedTimeToNextPoint + OFFTRACK_TIME_THRESHOLD then
self:StopFollowingPath()
if PathDisplay then
PathDisplay.clearRenderedPath()
end
movementUpdateEvent:Fire("offtrack")
end
newMoveVector = self.moveVector:Lerp(moveDir, dt * 10)
end
end
if IsFiniteVector3(newMoveVector) then
self.moveVector = newMoveVector
end
end
function VRNavigation:OnUserCFrameEnabled()
if self:ShouldUseNavigationLaser() then
self:BindJumpAction(false)
self:SetLaserPointerMode("Navigation")
else
self:BindJumpAction(true)
self:SetLaserPointerMode("Hidden")
end
end
function VRNavigation:Enable(enable)
self.moveVector = ZERO_VECTOR3
self.isJumping = false
if enable then
self.navigationRequestedConn = VRService.NavigationRequested:Connect(function(destinationCFrame, inputUserCFrame) self:OnNavigationRequest(destinationCFrame, inputUserCFrame) end)
self.heartbeatConn = RunService.Heartbeat:Connect(function(dt) self:OnHeartbeat(dt) end)
ContextActionService:BindAction("MoveThumbstick", (function(actionName, inputState, inputObject) return self:ControlCharacterGamepad(actionName, inputState, inputObject) end),
false, self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.Thumbstick1)
ContextActionService:BindActivate(Enum.UserInputType.Gamepad1, Enum.KeyCode.ButtonR2)
self.userCFrameEnabledConn = VRService.UserCFrameEnabled:Connect(function() self:OnUserCFrameEnabled() end)
self:OnUserCFrameEnabled()
VRService:SetTouchpadMode(Enum.VRTouchpad.Left, Enum.VRTouchpadMode.VirtualThumbstick)
VRService:SetTouchpadMode(Enum.VRTouchpad.Right, Enum.VRTouchpadMode.ABXY)
self.enabled = true
else
-- Disable
self:StopFollowingPath()
ContextActionService:UnbindAction("MoveThumbstick")
ContextActionService:UnbindActivate(Enum.UserInputType.Gamepad1, Enum.KeyCode.ButtonR2)
self:BindJumpAction(false)
self:SetLaserPointerMode("Disabled")
if self.navigationRequestedConn then
self.navigationRequestedConn:Disconnect()
self.navigationRequestedConn = nil
end
if self.heartbeatConn then
self.heartbeatConn:Disconnect()
self.heartbeatConn = nil
end
if self.userCFrameEnabledConn then
self.userCFrameEnabledConn:Disconnect()
self.userCFrameEnabledConn = nil
end
self.enabled = false
end
end
return VRNavigation
|
--use this to determine if you want this human to be harmed or not, returns boolean
|
function boom()
wait(1.5)
Used = true
Object.Anchored = true
Object.Transparency = 1
Object.CanCollide = false
Object.Explode:Play()
Explode()
end
boom()
|
-------- OMG HAX
|
r = game:service("RunService")
local damage = 0
local slash_damage = 0
sword = script.Parent.Handle
Tool = script.Parent
local SlashSound = Instance.new("Sound")
SlashSound.SoundId = "0"
SlashSound.Parent = sword
SlashSound.Volume = 1
local UnsheathSound = Instance.new("Sound")
UnsheathSound.SoundId = "0"
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)
|
--Allows users to earn commissions from avatar items in their games.
| |
--// Renders
|
local L_167_
L_109_:connect(function()
if L_15_ then
L_162_, L_163_ = L_162_ or 0, L_163_ or 0
if L_165_ == nil or L_164_ == nil then
L_165_ = L_45_.C0
L_164_ = L_45_.C1
end
local L_275_ = (math.sin(L_156_ * L_158_ / 2) * L_157_)
local L_276_ = (math.sin(L_156_ * L_158_) * L_157_)
local L_277_ = CFrame.new(L_275_, L_276_, 0.02)
local L_278_ = (math.sin(L_156_ * L_158_ / 2) * L_157_)
local L_279_ = (math.sin(L_156_ * L_158_) * L_157_)
local L_280_ = CFrame.new(L_275_, L_276_, 0.02) * CFrame.Angles((math.cos(L_156_ * L_158_) * L_157_), (math.cos(L_156_ * L_158_ / 2) * L_157_), 0)
local L_281_ = (math.sin(L_152_ * L_155_ / 2) * L_154_)
local L_282_ = (math.cos(L_152_ * L_155_) * L_154_)
local L_283_ = CFrame.new(L_281_, L_282_, 0.02)
if L_149_ then
L_156_ = L_156_ + .017
if L_24_.WalkAnimEnabled == true then
L_150_ = L_280_
else
L_150_ = CFrame.new()
end
else
L_156_ = 0
L_150_ = CFrame.new()
end
L_148_.t = Vector3.new(L_143_, L_144_, 0)
local L_284_ = L_148_.p
local L_285_ = L_284_.X / L_145_ * (L_64_ and L_147_ or L_146_)
local L_286_ = L_284_.Y / L_145_ * (L_64_ and L_147_ or L_146_)
L_5_.CFrame = L_5_.CFrame:lerp(L_5_.CFrame * L_151_, 0.2)
if L_64_ then
L_139_ = CFrame.Angles(math.rad(-L_285_), math.rad(L_285_), math.rad(L_286_)) * CFrame.fromAxisAngle(Vector3.new(5, 0, -1), math.rad(L_285_))
L_152_ = 0
L_153_ = CFrame.new()
elseif not L_64_ then
L_139_ = CFrame.Angles(math.rad(-L_286_), math.rad(-L_285_), math.rad(-L_285_)) * CFrame.fromAxisAngle(L_44_.Position, math.rad(-L_286_))
L_152_ = L_152_ + 0.017
L_153_ = L_283_
end
if L_24_.SwayEnabled == true then
L_45_.C0 = L_45_.C0:lerp(L_165_ * L_139_ * L_150_ * L_153_, 0.1)
else
L_45_.C0 = L_45_.C0:lerp(L_165_ * L_150_, 0.1)
end
if L_67_ and not L_70_ and L_72_ and not L_64_ and not L_66_ and not Shooting then
L_45_.C1 = L_45_.C1:lerp(L_45_.C0 * L_24_.SprintPos, 0.1)
elseif not L_67_ and not L_70_ and not L_72_ and not L_64_ and not L_66_ and not Shooting and not L_79_ then
L_45_.C1 = L_45_.C1:lerp(CFrame.new() * L_137_, 0.05)
end
if L_64_ and not L_67_ then
if not L_65_ then
L_90_ = L_24_.AimCamRecoil
L_89_ = L_24_.AimGunRecoil
L_91_ = L_24_.AimKickback
elseif L_65_ then
if L_93_ == 1 then
L_90_ = L_24_.AimCamRecoil / 1.5
L_89_ = L_24_.AimGunRecoil / 1.5
L_91_ = L_24_.AimKickback / 1.5
end
if L_93_ == 2 then
L_90_ = L_24_.AimCamRecoil / 2
L_89_ = L_24_.AimGunRecoil / 2
L_91_ = L_24_.AimKickback / 2
end
end
if (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude < 2 then
L_45_.C1 = L_45_.C1:lerp(L_45_.C0 * L_56_.CFrame:toObjectSpace(L_44_.CFrame), L_24_.AimSpeed)
L_42_:WaitForChild('Sense'):WaitForChild('Sensitivity').Visible = true
L_42_:WaitForChild('Sense'):WaitForChild('Sensitivity').Text = L_51_
L_110_.MouseDeltaSensitivity = L_51_
end
elseif not L_64_ and not L_67_ and L_15_ and not L_79_ then
if (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude < 2 then
L_45_.C1 = L_45_.C1:lerp(CFrame.new() * L_137_, L_24_.UnaimSpeed)
L_42_:WaitForChild('Sense'):WaitForChild('Sensitivity').Visible = false
L_42_:WaitForChild('Sense'):WaitForChild('Sensitivity').Text = L_51_
L_110_.MouseDeltaSensitivity = L_52_
end
if not L_65_ then
L_90_ = L_24_.camrecoil
L_89_ = L_24_.gunrecoil
L_91_ = L_24_.Kickback
elseif L_65_ then
if L_93_ == 1 then
L_90_ = L_24_.camrecoil / 1.5
L_89_ = L_24_.gunrecoil / 1.5
L_91_ = L_24_.Kickback / 1.5
end
if L_93_ == 2 then
L_90_ = L_24_.camrecoil / 2
L_89_ = L_24_.gunrecoil / 2
L_91_ = L_24_.Kickback / 2
end
end
end
if Recoiling then
if not L_64_ then
L_151_ = CFrame.fromEulerAnglesXYZ(math.rad(L_90_ * math.random(0, L_24_.CamShake)), math.rad(L_90_ * math.random(-L_24_.CamShake, L_24_.CamShake)), math.rad(L_90_ * math.random(-L_24_.CamShake, L_24_.CamShake)))--CFrame.Angles(camrecoil,0,0)
else
L_151_ = CFrame.fromEulerAnglesXYZ(math.rad(L_90_ * math.random(0, L_24_.AimCamShake)), math.rad(L_90_ * math.random(-L_24_.AimCamShake, L_24_.AimCamShake)), math.rad(L_90_ * math.random(-L_24_.AimCamShake, L_24_.AimCamShake)))
end
--cam.CoordinateFrame = cam.CoordinateFrame * CFrame.fromEulerAnglesXYZ(math.rad(camrecoil*math.random(0,3)), math.rad(camrecoil*math.random(-1,1)), math.rad(camrecoil*math.random(-1,1)))
L_45_.C0 = L_45_.C0:lerp(L_45_.C0 * CFrame.new(0, 0, L_89_) * CFrame.Angles(-math.rad(L_91_), 0, 0), 0.3)
elseif not Recoiling then
L_151_ = CFrame.Angles(0, 0, 0)
L_45_.C0 = L_45_.C0:lerp(CFrame.new(), 0.2)
end
if L_65_ then
L_3_:WaitForChild('Humanoid').Jump = false
end
if L_15_ then
L_5_.FieldOfView = L_5_.FieldOfView * (1 - L_24_.ZoomSpeed) + (L_97_ * L_24_.ZoomSpeed)
if (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude >= 2 then
L_90_ = L_24_.AimCamRecoil
L_89_ = L_24_.AimGunRecoil
L_91_ = L_24_.AimKickback
L_42_:WaitForChild('Sense'):WaitForChild('Sensitivity').Visible = true
L_42_:WaitForChild('Sense'):WaitForChild('Sensitivity').Text = L_51_
L_110_.MouseDeltaSensitivity = L_51_
elseif (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude < 2 and not L_64_ and not L_65_ then
L_90_ = L_24_.camrecoil
L_89_ = L_24_.gunrecoil
L_91_ = L_24_.Kickback
L_42_:WaitForChild('Sense'):WaitForChild('Sensitivity').Visible = false
L_42_:WaitForChild('Sense'):WaitForChild('Sensitivity').Text = L_51_
L_110_.MouseDeltaSensitivity = L_52_
end
end
if L_15_ and L_24_.CameraGo then --and (char.Head.Position - cam.CoordinateFrame.p).magnitude < 2 then
L_4_.TargetFilter = game.Workspace
local L_287_ = L_3_:WaitForChild("HumanoidRootPart").CFrame * CFrame.new(0, 1.5, 0) * CFrame.new(L_3_:WaitForChild("Humanoid").CameraOffset)
L_48_.C0 = L_8_.CFrame:toObjectSpace(L_287_)
L_48_.C1 = CFrame.Angles(-math.asin((L_4_.Hit.p - L_4_.Origin.p).unit.y), 0, 0)
L_110_.MouseIconEnabled = false
end
if L_15_ and (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude >= 2 then
if L_4_.Icon ~= "http://www.roblox.com/asset?id=" .. L_24_.TPSMouseIcon then
L_4_.Icon = "http://www.roblox.com/asset?id=" .. L_24_.TPSMouseIcon
end
L_110_.MouseIconEnabled = true
if L_3_:FindFirstChild('Right Arm') and L_3_:FindFirstChild('Left Arm') then
L_3_['Right Arm'].LocalTransparencyModifier = 1
L_3_['Left Arm'].LocalTransparencyModifier = 1
end
end;
end
end)
|
-- play a random sound selected from children
|
local sounds:{Sound}=script:GetChildren()
while task.wait(math.random(1,10)) do
local sound=sounds[math.random(1,#sounds)]
sound.Parent=script.Parent
sound:Play()
end
|
-- VisualComponents by Travis, modified for native visuals.
|
local RS = game:GetService("RunService")
local panels = {}
wait(5)
function SetUp()
for _,v in pairs(game.Workspace.VisualComponents.Panels:GetChildren()) do
local temp = {}
for image = 1,8 do
table.insert(temp,v.VisualScreen.Main["Image"..image])
end
table.insert(panels,temp)
end
end
SetUp()
local len = #panels
local max = 3000
local max8 = max/8;
for i,v in pairs(workspace.VisualComponents.Panels:GetChildren()) do
RS.RenderStepped:connect(function()
v.VisualScreen.Main.Image1.Visible = workspace.VisualComponents.Values.On.Value
v.VisualScreen.Main.Image2.Visible = workspace.VisualComponents.Values.On.Value
v.VisualScreen.Main.Image3.Visible = workspace.VisualComponents.Values.On.Value
v.VisualScreen.Main.Image4.Visible = workspace.VisualComponents.Values.On.Value
v.VisualScreen.Main.Image5.Visible = workspace.VisualComponents.Values.On.Value
v.VisualScreen.Main.Image6.Visible = workspace.VisualComponents.Values.On.Value
v.VisualScreen.Main.Image7.Visible = workspace.VisualComponents.Values.On.Value
v.VisualScreen.Main.Image8.Visible = workspace.VisualComponents.Values.On.Value
end)
end
RS.RenderStepped:connect(function(delta)
local t = script.Value.Value
local tempArr = {}
for image = 1,8 do
tempArr[image] = (t + image) * max8 % max
end
for index = 1,len do
local temp2 = panels[index]
for key, value in pairs(tempArr) do
temp2[key].Size = UDim2.new(0,value*10000,0,value*10000)
end
end
end)
|
--[[Susupension]]
|
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled
--Front Suspension
Tune.FSusDamping = 500 -- Spring Dampening
Tune.FSusStiffness = 9000 -- Spring Force
Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening)
Tune.FSusLength = 2 -- Suspension length (in studs)
Tune.FPreCompress = .4 -- Pre-compression adds resting length force
Tune.FExtensionLim = .4 -- Max Extension Travel (in studs)
Tune.FCompressLim = .4 -- Max Compression Travel (in studs)
Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal)
Tune.FWsBoneLen = 5 -- Wishbone Length
Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal)
Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel)
--[[Lateral]] -.4 , -- positive = outward
--[[Vertical]] -.5 , -- positive = upward
--[[Forward]] 0 } -- positive = forward
--Rear Suspension
Tune.RSusDamping = 500 -- Spring Dampening
Tune.RSusStiffness = 9000 -- Spring Force
Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening)
Tune.RSusLength = 2 -- Suspension length (in studs)
Tune.RPreCompress = .4 -- Pre-compression adds resting length force
Tune.RExtensionLim = .4 -- Max Extension Travel (in studs)
Tune.RCompressLim = .4 -- Max Compression Travel (in studs)
Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal)
Tune.RWsBoneLen = 5 -- Wishbone Length
Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal)
Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel)
--[[Lateral]] -.4 , -- positive = outward
--[[Vertical]] -.5 , -- positive = upward
--[[Forward]] 0 } -- positive = forward
--Aesthetics
Tune.SusVisible = true -- Spring Visible
Tune.WsBVisible = false -- Wishbone Visible
Tune.SusRadius = .2 -- Suspension Coil Radius
Tune.SusThickness = .1 -- Suspension Coil Thickness
Tune.SusColor = "Really black" -- Suspension Color [BrickColor]
Tune.SusCoilCount = 6 -- Suspension Coil Count
Tune.WsColor = "Black" -- Wishbone Color [BrickColor]
Tune.WsThickness = .1 -- Wishbone Rod Thickness
|
--yep
|
goal.Transparency = 1
door.PrimaryPart.Transparency = 1
local function tweenModel(model, CF, info)
local CFrameValue = Instance.new("CFrameValue")
CFrameValue.Value = model:GetPrimaryPartCFrame()
CFrameValue:GetPropertyChangedSignal("Value"):Connect(function()
model:SetPrimaryPartCFrame(CFrameValue.Value)
end)
local tween = tweenService:Create(CFrameValue, info, {Value = CF})
tween:Play()
tween.Completed:Connect(function()
CFrameValue:Destroy()
end)
end
local function onClicked()
if canOpen then
canOpen = false
if open then
open = false
tweenModel(door, origCFrame, TweenInfo.new(downtime))
else
open = true
tweenModel(door, goal.CFrame, TweenInfo.new(uptime))
end
wait(waitTime + uptime)
canOpen = true
end
end
clickDetector.MouseButton1Click:connect(onClicked)
|
-- Constructor
|
Constructor.new = function(data, public)
local proxy = newproxy(true)
local metatable = getmetatable(proxy)
for index, value in data do metatable[index] = value end
metatable.__index = Index
metatable.__newindex = NewIndex
metatable.__public = public or {}
return proxy, metatable
end
|
-- tableUtil.Assign(Table target, ...Table sources)
|
local function Assign(target, ...)
for _,src in ipairs({...}) do
for k,v in pairs(src) do
target[k] = v
end
end
return target
end
local function Print(tbl, label, deepPrint)
assert(type(tbl) == "table", "First argument must be a table")
assert(label == nil or type(label) == "string", "Second argument must be a string or nil")
label = (label or "TABLE")
local strTbl = {}
local indent = " - "
-- Insert(string, indentLevel)
local function Insert(s, l)
strTbl[#strTbl + 1] = (indent:rep(l) .. s .. "\n")
end
local function AlphaKeySort(a, b)
return (tostring(a.k) < tostring(b.k))
end
local function PrintTable(t, lvl, lbl)
Insert(lbl .. ":", lvl - 1)
local nonTbls = {}
local tbls = {}
local keySpaces = 0
for k,v in pairs(t) do
if (type(v) == "table") then
table.insert(tbls, {k = k, v = v})
else
table.insert(nonTbls, {k = k, v = "[" .. typeof(v) .. "] " .. tostring(v)})
end
local spaces = #tostring(k) + 1
if (spaces > keySpaces) then
keySpaces = spaces
end
end
table.sort(nonTbls, AlphaKeySort)
table.sort(tbls, AlphaKeySort)
for _,v in ipairs(nonTbls) do
Insert(tostring(v.k) .. ":" .. (" "):rep(keySpaces - #tostring(v.k)) .. v.v, lvl)
end
if (deepPrint) then
for _,v in ipairs(tbls) do
PrintTable(v.v, lvl + 1, tostring(v.k) .. (" "):rep(keySpaces - #tostring(v.k)) .. " [Table]")
end
else
for _,v in ipairs(tbls) do
Insert(tostring(v.k) .. ":" .. (" "):rep(keySpaces - #tostring(v.k)) .. "[Table]", lvl)
end
end
end
PrintTable(tbl, 1, label)
print(table.concat(strTbl, ""))
end
local function Reverse(tbl)
local n = #tbl
local tblRev = table.create(n)
for i = 1,n do
tblRev[i] = tbl[n - i + 1]
end
return tblRev
end
local function Shuffle(tbl)
assert(type(tbl) == "table", "First argument must be a table")
local rng = Random.new()
for i = #tbl, 2, -1 do
local j = rng:NextInteger(1, i)
tbl[i], tbl[j] = tbl[j], tbl[i]
end
end
local function IsEmpty(tbl)
return (next(tbl) == nil)
end
local function EncodeJSON(tbl)
return http:JSONEncode(tbl)
end
local function DecodeJSON(str)
return http:JSONDecode(str)
end
local function FastRemoveFirstValue(t, v)
local index = IndexOf(t, v)
if (index) then
FastRemove(t, index)
return true, index
end
return false, nil
end
TableUtil.Copy = CopyTable
TableUtil.CopyShallow = CopyTableShallow
TableUtil.Sync = Sync
TableUtil.FastRemove = FastRemove
TableUtil.FastRemoveFirstValue = FastRemoveFirstValue
TableUtil.Print = Print
TableUtil.Map = Map
TableUtil.Filter = Filter
TableUtil.Reduce = Reduce
TableUtil.Assign = Assign
TableUtil.IndexOf = IndexOf
TableUtil.Reverse = Reverse
TableUtil.Shuffle = Shuffle
TableUtil.IsEmpty = IsEmpty
TableUtil.EncodeJSON = EncodeJSON
TableUtil.DecodeJSON = DecodeJSON
return TableUtil
|
-- Complete list of default art assets provided
|
return {
BloxyAward = {
name = "Bloxy Award",
assetId = "rbxassetid://7322500962",
},
RobloxStudioBlue = {
name = "Roblox Studio in Blue",
assetId = "rbxassetid://7322508294",
},
RobloxStudioGrey = {
name = "Roblox Studio in Grey",
assetId = "rbxassetid://7322513437",
},
ShootingStar = {
name = "Shooting Star",
assetId = "rbxassetid://7322516002",
},
DespacitoSpider = {
name = "DespacitoSpider",
assetId = "rbxassetid://7337695014",
},
BigHeadNoob = {
name = "Big Head Noob",
assetId = "rbxassetid://7322517479",
},
RoundHeadNoob = {
name = "Round Head Noob",
assetId = "rbxassetid://7337696808",
},
FemalePirate = {
name = "Female Pirate",
assetId = "rbxassetid://7337690429",
},
RichNoob = {
name = "Rich Noob",
assetId = "rbxassetid://7337685806",
},
BuildermanSayingHi = {
name = "Builderman Saying Hi",
assetId = "rbxassetid://7337688743",
},
TeddyBearClawMachine = {
name = "Teddy Bear Claw Machine",
assetId = "rbxassetid://7337691467",
},
NoobInAMecha = {
name = "Noob In A Mecha",
assetId = "rbxassetid://7337703782",
},
BaconHairNoob = {
name = "BaconHairNoob",
assetId = "rbxassetid://7337705040",
},
HotDog = {
name = "Hot Dog",
assetId = "rbxassetid://7337693237",
},
FrenchFries = {
name = "French Fries",
assetId = "rbxassetid://7337698666",
},
RobloxSprayPaint = {
name = "Roblox Spray Paint",
assetId = "rbxassetid://7322547665",
},
MeltyFaceSprayPaint = {
name = "Melty Face Spray Paint",
assetId = "rbxassetid://7322550149",
},
}
|
-- Removes old Motor6Ds and builds the rig from the attachments in the parts
-- Call this with nil, HumanoidRootPart
|
function buildRigFromAttachments(last, part)
for _, attachment in pairs(part:GetChildren()) do
if attachment:IsA("Attachment") and string.find(attachment.Name, "RigAttachment") then
for _, sibling in pairs(part.Parent:GetChildren()) do
if sibling ~= part and sibling ~= last then
local matchingAttachment = sibling:FindFirstChild(attachment.Name)
if matchingAttachment then
buildJoint(attachment, matchingAttachment)
-- Continue the recursive tree traversal building joints
buildRigFromAttachments(part, matchingAttachment.Parent)
end
end
end
end
end
end
local function getOldCharacterMesh(character, newCharacterMesh)
for _, obj in pairs(character:GetChildren()) do
if obj:IsA("CharacterMesh") and obj.BodyPart == newCharacterMesh.BodyPart then
return obj
end
end
return nil
end
|
--[[ if Figure.Raise.Value == true then
RightShoulder.MaxVelocity = 0.05
RightShoulder:SetDesiredAngle(3)
elseif Figure.Cast.Value == true then
RightShoulder.MaxVelocity = 0.65
RightShoulder:SetDesiredAngle(1)
else]]
|
RightShoulder.MaxVelocity = 0.25
RightShoulder:SetDesiredAngle(1.5)
|
---------------
-- Constants --
---------------
|
local USE_STACKING_TRANSPARENCY = true -- Multiple items between the subject and camera get transparency values that add up to TARGET_TRANSPARENCY
local TARGET_TRANSPARENCY = 0.75 -- Classic Invisicam's Value, also used by new invisicam for parts hit by head and torso rays
local TARGET_TRANSPARENCY_PERIPHERAL = 0.5 -- Used by new SMART_CIRCLE mode for items not hit by head and torso rays
local MODE = {
CUSTOM = 1, -- Whatever you want!
LIMBS = 2, -- Track limbs
MOVEMENT = 3, -- Track movement
CORNERS = 4, -- Char model corners
CIRCLE1 = 5, -- Circle of casts around character
CIRCLE2 = 6, -- Circle of casts around character, camera relative
LIMBMOVE = 7, -- LIMBS mode + MOVEMENT mode
SMART_CIRCLE = 8, -- More sample points on and around character
CHAR_OUTLINE = 9,
}
Invisicam.MODE = MODE
local STARTING_MODE = MODE.SMART_CIRCLE
local LIMB_TRACKING_SET = {
-- Common to R6, R15
['Head'] = true,
-- R6 Only
['Left Arm'] = true,
['Right Arm'] = true,
['Left Leg'] = true,
['Right Leg'] = true,
-- R15 Only
['LeftLowerArm'] = true,
['RightLowerArm'] = true,
['LeftUpperLeg'] = true,
['RightUpperLeg'] = true
}
local CORNER_FACTORS = {
Vector3.new(1,1,-1),
Vector3.new(1,-1,-1),
Vector3.new(-1,-1,-1),
Vector3.new(-1,1,-1)
}
local CIRCLE_CASTS = 10
local MOVE_CASTS = 3
local SMART_CIRCLE_CASTS = 24
local SMART_CIRCLE_INCREMENT = 2.0 * math.pi / SMART_CIRCLE_CASTS
local CHAR_OUTLINE_CASTS = 24
|
--Precalculated paths
|
local t,f,n=true,false,{}
local r={
[58]={{28,29,31,32,34,35,39,41,30,56,58},t},
[49]={{28,44,45,49},t},
[16]={n,f},
[19]={{28,29,31,32,34,35,39,41,30,56,58,20,19},t},
[59]={{28,29,31,32,34,35,39,41,59},t},
[63]={{28,29,31,32,34,35,39,41,30,56,58,23,62,63},t},
[34]={{28,29,31,32,34},t},
[21]={{28,29,31,32,34,35,39,41,30,56,58,20,21},t},
[48]={{28,44,45,49,48},t},
[27]={{28,27},t},
[14]={n,f},
[31]={{28,29,31},t},
[56]={{28,29,31,32,34,35,39,41,30,56},t},
[29]={{28,29},t},
[13]={n,f},
[47]={{28,44,45,49,48,47},t},
[12]={n,f},
[45]={{28,44,45},t},
[57]={{28,29,31,32,34,35,39,41,30,56,57},t},
[36]={{28,29,31,32,33,36},t},
[25]={{28,27,26,25},t},
[71]={{28,29,31,32,34,35,39,41,59,61,71},t},
[20]={{28,29,31,32,34,35,39,41,30,56,58,20},t},
[60]={{28,29,31,32,34,35,39,41,60},t},
[8]={n,f},
[4]={n,f},
[75]={{28,29,31,32,34,35,39,41,59,61,71,72,76,73,75},t},
[22]={{28,29,31,32,34,35,39,41,30,56,58,20,21,22},t},
[74]={{28,29,31,32,34,35,39,41,59,61,71,72,76,73,74},t},
[62]={{28,29,31,32,34,35,39,41,30,56,58,23,62},t},
[1]={n,f},
[6]={n,f},
[11]={n,f},
[15]={n,f},
[37]={{28,29,31,32,33,36,37},t},
[2]={n,f},
[35]={{28,29,31,32,34,35},t},
[53]={{28,44,45,49,48,47,52,53},t},
[73]={{28,29,31,32,34,35,39,41,59,61,71,72,76,73},t},
[72]={{28,29,31,32,34,35,39,41,59,61,71,72},t},
[33]={{28,29,31,32,33},t},
[69]={{28,29,31,32,34,35,39,41,60,69},t},
[65]={{28,29,31,32,34,35,39,41,30,56,58,20,19,66,64,65},t},
[26]={{28,27,26},t},
[68]={{28,29,31,32,34,35,39,41,30,56,58,20,19,66,64,67,68},t},
[76]={{28,29,31,32,34,35,39,41,59,61,71,72,76},t},
[50]={{28,44,45,49,48,47,50},t},
[66]={{28,29,31,32,34,35,39,41,30,56,58,20,19,66},t},
[10]={n,f},
[24]={{28,27,26,25,24},t},
[23]={{28,29,31,32,34,35,39,41,30,56,58,23},t},
[44]={{28,44},t},
[39]={{28,29,31,32,34,35,39},t},
[32]={{28,29,31,32},t},
[3]={n,f},
[30]={{28,29,31,32,34,35,39,41,30},t},
[51]={{28,44,45,49,48,47,50,51},t},
[18]={n,f},
[67]={{28,29,31,32,34,35,39,41,30,56,58,20,19,66,64,67},t},
[61]={{28,29,31,32,34,35,39,41,59,61},t},
[55]={{28,44,45,49,48,47,52,53,54,55},t},
[46]={{28,44,45,49,48,47,46},t},
[42]={{28,29,31,32,34,35,38,42},t},
[40]={{28,29,31,32,34,35,40},t},
[52]={{28,44,45,49,48,47,52},t},
[54]={{28,44,45,49,48,47,52,53,54},t},
[43]={n,f},
[7]={n,f},
[9]={n,f},
[41]={{28,29,31,32,34,35,39,41},t},
[17]={n,f},
[38]={{28,29,31,32,34,35,38},t},
[28]={{28},t},
[5]={n,f},
[64]={{28,29,31,32,34,35,39,41,30,56,58,20,19,66,64},t},
}
return r
|
-- Decompiled with the Synapse X Luau decompiler.
|
local v1 = {};
v1.__index = v1;
v1.ClassName = "Signal";
function v1.new()
local v2 = setmetatable({}, v1);
v2._bindableEvent = Instance.new("BindableEvent");
v2._argData = nil;
v2._argCount = nil;
return v2;
end;
function v1.Fire(p1, ...)
p1._argData = { ... };
p1._argCount = select("#", ...);
p1._bindableEvent:Fire();
p1._argData = nil;
p1._argCount = nil;
end;
function v1.Connect(p2, p3)
if type(p3) ~= "function" then
error(("connect(%s)"):format(typeof(p3)), 2);
end;
return p2._bindableEvent.Event:Connect(function()
p3(unpack(p2._argData, 1, p2._argCount));
end);
end;
function v1.Wait(p4)
p4._bindableEvent.Event:Wait();
assert(p4._argData, "Missing arg data, likely due to :TweenSize/Position corrupting threadrefs.");
return unpack(p4._argData, 1, p4._argCount);
end;
function v1.Destroy(p5)
if p5._bindableEvent then
p5._bindableEvent:Destroy();
p5._bindableEvent = nil;
end;
p5._argData = nil;
p5._argCount = nil;
end;
function v1.Disconnect(p6)
p6:Destroy();
end;
return v1;
|
-----------------
--| Functions |--
-----------------
|
local function OnActivated()
local myModel = MyPlayer.Character
if Tool.Enabled and myModel and myModel:FindFirstChildOfClass("Humanoid") and myModel.Humanoid.Health > 0 then
Tool.Enabled = false
local Pos = MouseLoc:InvokeClient(MyPlayer)
-- Create a clone of Rocket and set its color
local rocketClone = Rocket:Clone()
DebrisService:AddItem(rocketClone, 30)
rocketClone.BrickColor = MyPlayer.TeamColor
-- Position the rocket clone and launch!
local spawnPosition = (ToolHandle.CFrame * CFrame.new(5, 0, 0)).p
rocketClone.CFrame = CFrame.new(spawnPosition, Pos) --NOTE: This must be done before assigning Parent
rocketClone.CanQuery =false
rocketClone.Parent = workspace
task.spawn(function()
while rocketClone.Parent == workspace and task.wait(.0) do
local Pos = MouseLoc:InvokeClient(MyPlayer)
print(Pos)
rocketClone.CFrame = CFrame.lookAt(rocketClone.Position,Pos)
rocketClone.CFrame *= CFrame.new(0,0,-ROCKET_SPEED)
end
end)
wait(RELOAD_TIME)
Tool.Enabled = true
end
end
function OnEquipped()
MyPlayer = PlayersService:GetPlayerFromCharacter(Tool.Parent)
end
|
-------------------------
|
function onClicked()
Car.BodyVelocity.maxForce = Vector3.new(math.huge, math.huge, math.huge)
Car.BodyVelocity.velocity = Vector3.new(0, -10, 0)
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)
|
--!nonstrict
--[[
LegacyCamera - Implements legacy controller types: Attach, Fixed, Watch
2018 Camera Update - AllYourBlox
--]]
|
local ZERO_VECTOR2 = Vector2.new()
local PITCH_LIMIT = math.rad(80)
local Util = require(script.Parent:WaitForChild("CameraUtils"))
local CameraInput = require(script.Parent:WaitForChild("CameraInput"))
|
--[[
Converts a yielding function into a Promise-returning one.
]]
|
function Promise.promisify(callback)
return function(...)
return Promise._try(debug.traceback(nil, 2), callback, ...)
end
end
|
--[[function Communication:EffectWriter()
local CommunicationServer = Knit.GetService("Communication")
CommunicationServer.EffectWriter:Connect(function(Module, Model)
require(script.Parent.Parent.Effects[Module]):Init(Model)
end)
end]]
|
function Communication:KnitInit()
ReplicaController.ReplicaOfClassCreated(`States{Players.LocalPlayer.UserId}`, function(replica)
self["States"] = replica
end)
ReplicaController.RequestData()
end
return Communication
|
--[[for x = 1, 50 do
s.Pitch = s.Pitch + 0.01
s:play()
wait(0.001)
end]]
|
for x = 100, 120 do
s:play()
wait(0.001)
end
for x = 100, 210 do
s.Pitch = s.Pitch - 0.0031
s:play()
wait(0.001)
end
wait()
end
|
-- How many times per second the gun can fire
|
local FireRate = 1 / 2
|
--[[
Chains a Promise from this one that is resolved if this Promise is
resolved, and rejected if it is not resolved.
]]
|
function Promise.prototype:now(rejectionValue)
local traceback = debug.traceback(nil, 2)
if self._status == Promise.Status.Resolved then
return self:_andThen(traceback, function(...)
return ...
end)
else
return Promise.reject(rejectionValue == nil and Error.new({
kind = Error.Kind.NotResolvedInTime,
error = "This Promise was not resolved in time for :now()",
context = ":now() was called at:\n\n" .. traceback,
}) or rejectionValue)
end
end
|
--------------------) Settings
|
Damage = 0 -- the ammout of health the player or mob will take
Cooldown = 0.5 -- cooldown for use of the tool again
ZoneModelName = "Make it bomb" -- name the zone model
MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
|
--------END BACKLIGHTS--------
|
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)
|
---------------------------------------
|
local toCopy=model.Part4
local spd=script.Speed:Clone()
spd.Parent = toCopy
spd.Value = 0.15
local die=script.Died:Clone()
die.Parent = toCopy
die.Disabled = false
local scr=script.MovedBlock:Clone()
scr.Parent = toCopy
scr.Disabled = false
while true do
wait(1)
local tmp = toCopy.Speed.Value - 0.03
if tmp < 0.01 then
tmp = 0.2
end
toCopy.Speed.Value = tmp
end
|
--[[
This script prevents Blue from colliding with players. Without this script,
Blue can push players, quite often into lava!
This script uses collision groups to prevent player/Blue collisions. This allows
players and Blue to still collide with the environment while not colliding
with each other.
--]]
| |
--[[Weight and CG]]
|
Tune.Weight = 4689 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]] 8.5 ,
--[[Height]] 5.5 ,
--[[Length]] 21 }
Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
Tune.CGHeight = 1.9 -- Center of gravity height (studs relative to median of all wheels)
Tune.WBVisible = false -- Makes the weight brick visible
--Unsprung Weight
Tune.FWheelDensity = .1 -- Front Wheel Density
Tune.RWheelDensity = .1 -- Rear Wheel Density
Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF]
Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF]
Tune.AxleSize = 2 -- Size of structural members (larger = MORE STABLE / carry more weight)
Tune.AxleDensity = .1 -- Density of structural members
|
-- Offset of arrow above part in studs
|
local OFFSET = 5
|
-- Variables
|
local poolSizeMultiplier = getSetting("Pool size multiplier") or 1
playerService.PlayerAdded:Connect(function (plr)
if not workspace:FindFirstChild("Blood") then
folder = Instance.new("Folder", workspace)
folder.Name = "Blood"
end
local charFolder = Instance.new("Folder", folder)
charFolder.Name = plr.Name
plr.CharacterAdded:Connect(function (char)
local humanoid = char:WaitForChild("Humanoid")
humanoid.Died:Connect(function ()
pcall(function ()
local torso = char:FindFirstChild("Torso") or char:FindFirstChild("UpperTorso") or nil
local root = char:FindFirstChild("HumanoidRootPart") or nil
local base
local function bloodPool (part, limbCenter)
local pool = Instance.new("Part", charFolder)
pool.CanCollide = false
pool.BrickColor = BrickColor.new("Crimson")
pool.Material = Enum.Material.Sand
pool.Transparency = .2
pool.CastShadow = false
pool.Shape = "Cylinder"
pool.Anchored = true
pool.Size = Vector3.new(.1, 0, 0)
pool.CFrame = part.CFrame
if limbCenter then
pool.CFrame = CFrame.new(torso.Position.X + math.random(-4, 4), base.Position.Y - (base.Size.Y / 2) + math.random(0, .2), torso.Position.Z + math.random(-4, 4))
else
pool.CFrame = CFrame.new(torso.Position.X + math.random(-4, 4), base.Position.Y + (base.Size.Y / 2), torso.Position.Z + math.random(-4, 4))
end
pool.Orientation = Vector3.new(0, 0, 90)
tweenService:Create(pool, TweenInfo.new(math.random(.4, 4), Enum.EasingStyle.Linear, Enum.EasingDirection.Out), {Size = Vector3.new(.1, math.random(3, 7) * poolSizeMultiplier, math.random(3, 7) *poolSizeMultiplier)}):Play()
debris:AddItem(pool, 9)
end
if char.Humanoid.RigType == Enum.HumanoidRigType.R6 then
wait(.2)
if not char:FindFirstChild("Head") and workspace:FindFirstChild(plr.Name .. "-2") then
char = workspace[plr.Name .. "-2"]
end
end
repeat wait() until math.floor(torso.Velocity.Magnitude) == 0
local baseBlacklist = char:GetChildren()
pcall(function ()
for _,plr in pairs(game:GetService("Players"):GetPlayers()) do
if plr.Character then
for _,v in pairs(plr.Character:GetChildren()) do
if v:IsA("BasePart") then
table.insert(baseBlacklist, v)
elseif v:IsA("Accoutrement") then
table.insert(baseBlacklist, v:FindFirstChildWhichIsA("BasePart"))
elseif v:IsA("Tool") and v:FindFirstChild("Handle") then
table.insert(baseBlacklist, v.Handle)
end
end
end
if workspace:FindFirstChild(plr.Name .. "-2") then
for _,p in pairs(workspace[plr.Name .. "-2"]:GetChildren()) do
if p:IsA("BasePart") then
table.insert(baseBlacklist, p)
elseif p:IsA("Accoutrement") then
table.insert(baseBlacklist, p:FindFirstChildWhichIsA("BasePart"))
end
end
end
end
end)
if type(baseBlacklist) == "table" then
local limbCenter = false
base = workspace:FindPartsInRegion3WithIgnoreList(Region3.new(torso.Position - torso.Size * 2, torso.Position + torso.Size * 2), baseBlacklist, 1)[1]
if not base then
if char:FindFirstChild("Left Leg") then
base = char["Left Leg"]
limbCenter = true
elseif char:FindFirstChild("LeftFoot") then
base = char["LeftFoot"]
limbCenter = true
end
end
if base then
for _,limb in pairs(char:GetChildren()) do
if limb:IsA("BasePart") and limb.Name ~= "HumanoidRootPart" then
bloodPool(limb, limbCenter)
end
end
end
end
end)
end)
end)
end)
playerService.PlayerRemoving:Connect(function (plr)
if folder:FindFirstChild(plr.Name) then
folder[plr.Name]:Destroy()
end
end)
|
-- Start library manager
|
require(Tool:WaitForChild 'LibraryManager')
|
--Made by Repressed_Memories
-- Edited by Truenus
|
local component = script.Parent.Parent
local car = script.Parent.Parent.Parent.Parent.Car.Value
local mouse = game.Players.LocalPlayer:GetMouse()
local leftsignal = "z"
local rightsignal = "c"
local hazards = "x"
local hazardson = false
local lefton = false
local righton = false
local leftlight = car.Body.Lights.Left.TurnSignal.TSL
local rightlight = car.Body.Lights.Right.TurnSignal.TSL
local leftfront = car.Body.Lights.Left.TurnSignal2
local rightfront = car.Body.Lights.Right.TurnSignal2
local signalblinktime = 0.32
local neonleft = car.Body.Lights.Left.TurnSignal
local neonright = car.Body.Lights.Right.TurnSignal
local off = BrickColor.New("Mid gray")
local on = BrickColor.New("Deep orange")
mouse.KeyDown:connect(function(lkey)
local key = string.lower(lkey)
if key == leftsignal then
if lefton == false then
lefton = true
repeat
neonleft.BrickColor = on
leftlight.Enabled = true
neonleft.Material = "Neon"
leftfront.Material = "Neon"
component.TurnSignal:play()
wait(signalblinktime)
neonleft.BrickColor = off
component.TurnSignal:play()
neonleft.Material = "SmoothPlastic"
leftfront.Material = "SmoothPlastic"
leftlight.Enabled = false
wait(signalblinktime)
until
lefton == false or righton == true
elseif lefton == true or righton == true then
lefton = false
component.TurnSignal:stop()
leftlight.Enabled = false
end
elseif key == rightsignal then
if righton == false then
righton = true
repeat
neonright.BrickColor = on
rightlight.Enabled = true
neonright.Material = "Neon"
rightfront.Material = "Neon"
component.TurnSignal:play()
wait(signalblinktime)
neonright.BrickColor = off
component.TurnSignal:play()
neonright.Material = "SmoothPlastic"
rightfront.Material = "SmoothPlastic"
rightlight.Enabled = false
wait(signalblinktime)
until
righton == false or lefton == true
elseif righton == true or lefton == true then
righton = false
component.TurnSignal:stop()
rightlight.Enabled = false
end
elseif key == hazards then
if hazardson == false then
hazardson = true
repeat
neonright.BrickColor = on
neonleft.BrickColor = on
neonright.Material = "Neon"
rightfront.Material = "Neon"
neonleft.Material = "Neon"
leftfront.Material = "Neon"
component.TurnSignal:play()
rightlight.Enabled = true
leftlight.Enabled = true
wait(signalblinktime)
neonright.BrickColor = off
neonleft.BrickColor = off
component.TurnSignal:play()
neonright.Material = "SmoothPlastic"
rightfront.Material = "SmoothPlastic"
neonleft.Material = "SmoothPlastic"
leftfront.Material = "SmoothPlastic"
rightlight.Enabled = false
leftlight.Enabled = false
wait(signalblinktime)
until
hazardson == false
elseif hazardson == true then
hazardson = false
component.TurnSignal:stop()
rightlight.Enabled = false
leftlight.Enabled = false
end
end
end)
|
--// Settings //--
|
Prompt.Triggered:Connect(function(plr)
plr.leaderstats.Coins.Value = plr.leaderstats.Coins.Value + amount
end)
|
--/Recoil Modification
|
module.camRecoil = {
RecoilUp = 1
,RecoilTilt = 1
,RecoilLeft = 1
,RecoilRight = 1
}
module.gunRecoil = {
RecoilUp = 1
,RecoilTilt = 1
,RecoilLeft = 1
,RecoilRight = 1
}
module.AimRecoilReduction = 1
module.AimSpreadReduction = 1
module.MinRecoilPower = 0.5
module.MaxRecoilPower = 0.5
module.RecoilPowerStepAmount = 1
module.MinSpread = 0.5
module.MaxSpread = 0.5
module.AimInaccuracyStepAmount = 1
module.AimInaccuracyDecrease = 1
module.WalkMult = 1
module.MuzzleVelocityMod = 1
return module
|
--while wait(5) do timeFix() end --This will cause the timeFix() function to run once every second.
| |
--Creates a server-side buffer. Inherits the base buffer class.
|
function BufferCreator:CreateServerBuffer(BufferName)
local BufferFolder = Instance.new("Folder")
BufferFolder.Name = BufferName
BufferFolder.Parent = Tool
local Buffer = CreateBuffer(BufferFolder)
local Player
--Adds an item to the buffer.
function Buffer:AddItem(NewItem)
NewItem.Parent = BufferFolder
local Part = (NewItem:IsA("BasePart") and NewItem) or NewItem:FindFirstChildWhichIsA("BasePart",true)
if Part then
--Add a position lock.
local HoldPos = Vector3.new(math.random(-1000,1000),100000,math.random(-1000,1000))
Part.CFrame = CFrame.new(HoldPos)
local PositionLock = Instance.new("BodyPosition")
PositionLock.Position = HoldPos
PositionLock.MaxForce = Vector3.new(math.huge,math.huge,math.huge)
PositionLock.Name = "BufferPositionLock"
PositionLock.Parent = Part
--Set the network ownership to the client so it can control physics.
if Part:IsDescendantOf(game.Workspace) and not Part.Anchored and Player then
Part:SetNetworkOwner(Player)
end
end
end
--Sets the network ownership of the buffer.
function Buffer:SetCurrentPlayer(NewPlayer)
Player = NewPlayer
for _,Item in pairs(BufferFolder:GetChildren()) do
local Part = (Item:IsA("BasePart") and Item) or Item:FindFirstChildWhichIsA("BasePart",true)
if Part and Part:IsDescendantOf(game.Workspace) and not Part.Anchored and Player then
Part:SetNetworkOwner(NewPlayer)
end
end
end
--Return the buffer class.
return Buffer
end
|
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