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-- reporters
local Src = script.Parent local ReporterGoogleAnalytics = require(Src.Reporters.GoogleAnalytics) local ReporterPlayFab = require(Src.Reporters.PlayFab)
----- Private functions -----
local function WaitForLiveAccessCheck() -- This function was created to prevent the ProfileService module yielding execution when required while IsLiveCheckActive == true do Madwork.HeartbeatWait() end end local function WaitForPendingProfileStore(profile_store) while profile_store._is_pending == true do Madwork.HeartbeatWait() end end local function RegisterIssue(error_message, profile_store_name, profile_key) -- Called when a DataStore API call errors warn("[ProfileService]: DataStore API error (Store:\"" .. profile_store_name .. "\";Key:\"" .. profile_key .. "\") - \"" .. tostring(error_message) .. "\"") table.insert(IssueQueue, os.clock()) -- Adding issue time to queue ProfileService.IssueSignal:Fire(tostring(error_message), profile_store_name, profile_key) end local function RegisterCorruption(profile_store_name, profile_key) -- Called when a corrupted profile is loaded warn("[ProfileService]: Profile corruption - ProfileStore = \"" .. profile_store_name .. "\", Key = \"" .. profile_key .. "\"") ProfileService.CorruptionSignal:Fire(profile_store_name, profile_key) end local function MockUpdateAsync(mock_data_store, profile_store_name, key, transform_function) local profile_store = mock_data_store[profile_store_name] if profile_store == nil then profile_store = {} mock_data_store[profile_store_name] = profile_store end local transform = transform_function(profile_store[key]) if transform == nil then return nil else profile_store[key] = DeepCopyTable(transform) return DeepCopyTable(profile_store[key]) end end local function IsThisSession(session_tag) return session_tag[1] == PlaceId and session_tag[2] == JobId end
--[[ Exposes an interface to set global configuration values for Roact. Configuration can only occur once, and should only be done by an application using Roact, not a library. Any keys that aren't recognized will cause errors. Configuration is only intended for configuring Roact itself, not extensions or libraries. Configuration is expected to be set immediately after loading Roact. Setting configuration values after an application starts may produce unpredictable behavior. ]]
--[=[ @private @class ScriptInfoUtils ]=]
local CollectionService = game:GetService("CollectionService") local loader = script.Parent local Utils = require(script.Parent.Utils) local BounceTemplateUtils = require(script.Parent.BounceTemplateUtils) local ScriptInfoUtils = {} ScriptInfoUtils.DEPENDENCY_FOLDER_NAME = "node_modules"; ScriptInfoUtils.ModuleReplicationTypes = Utils.readonly({ CLIENT = "client"; SERVER = "server"; SHARED = "shared"; IGNORE = "ignore"; PLUGIN = "plugin"; }) function ScriptInfoUtils.createScriptInfo(instance, name, replicationMode) assert(typeof(instance) == "Instance", "Bad instance") assert(type(name) == "string", "Bad name") assert(type(replicationMode) == "string", "Bad replicationMode") return Utils.readonly({ name = name; replicationMode = replicationMode; instance = instance; }) end function ScriptInfoUtils.createScriptInfoLookup() -- Server/client also contain shared entries return Utils.readonly({ [ScriptInfoUtils.ModuleReplicationTypes.SERVER] = {}; -- [string name] = scriptInfo [ScriptInfoUtils.ModuleReplicationTypes.CLIENT] = {}; [ScriptInfoUtils.ModuleReplicationTypes.SHARED] = {}; [ScriptInfoUtils.ModuleReplicationTypes.PLUGIN] = {}; }) end function ScriptInfoUtils.getScriptInfoLookupForMode(scriptInfoLookup, replicationMode) assert(type(scriptInfoLookup) == "table", "Bad scriptInfoLookup") assert(type(replicationMode) == "string", "Bad replicationMode") return scriptInfoLookup[replicationMode] end function ScriptInfoUtils.populateScriptInfoLookup(instance, scriptInfoLookup, lastReplicationMode) assert(typeof(instance) == "Instance", "Bad instance") assert(type(scriptInfoLookup) == "table", "Bad scriptInfoLookup") assert(type(lastReplicationMode) == "string", "Bad lastReplicationMode") if instance:IsA("Folder") then local replicationMode = ScriptInfoUtils.getFolderReplicationMode(instance.Name, lastReplicationMode) if replicationMode ~= ScriptInfoUtils.ModuleReplicationTypes.IGNORE then for _, item in pairs(instance:GetChildren()) do if not BounceTemplateUtils.isBounceTemplate(item) then if item:IsA("Folder") then ScriptInfoUtils.populateScriptInfoLookup(item, scriptInfoLookup, replicationMode) elseif item:IsA("ModuleScript") then ScriptInfoUtils.addToInfoMap(scriptInfoLookup, ScriptInfoUtils.createScriptInfo(item, item.Name, replicationMode)) end end end end elseif instance:IsA("ModuleScript") then if not BounceTemplateUtils.isBounceTemplate(instance) then if instance == loader then -- STRICT hack to support this module script as "loader" over "Nevermore" in replicated scenario ScriptInfoUtils.addToInfoMap(scriptInfoLookup, ScriptInfoUtils.createScriptInfo(instance, "loader", lastReplicationMode)) else ScriptInfoUtils.addToInfoMap(scriptInfoLookup, ScriptInfoUtils.createScriptInfo(instance, instance.Name, lastReplicationMode)) end end elseif instance:IsA("ObjectValue") then error("ObjectValue links are not supported at this time for retrieving inline module scripts") end end local AVAILABLE_IN_SHARED = { ["HoldingBindersServer"] = true; ["HoldingBindersClient"] = true; ["IKService"] = true; ["IKServiceClient"] = true; } function ScriptInfoUtils.isAvailableInShared(scriptInfo) if CollectionService:HasTag(scriptInfo.instance, "LinkToShared") then return true end -- Hack because we can't tag things in Rojo yet return AVAILABLE_IN_SHARED[scriptInfo.name] end function ScriptInfoUtils.addToInfoMap(scriptInfoLookup, scriptInfo) assert(type(scriptInfoLookup) == "table", "Bad scriptInfoLookup") assert(type(scriptInfo) == "table", "Bad scriptInfo") local replicationMode = assert(scriptInfo.replicationMode, "Bad replicationMode") local replicationMap = assert(scriptInfoLookup[replicationMode], "Bad replicationMode") ScriptInfoUtils.addToInfoMapForMode(replicationMap, scriptInfo) if replicationMode == ScriptInfoUtils.ModuleReplicationTypes.SHARED then ScriptInfoUtils.addToInfoMapForMode( scriptInfoLookup[ScriptInfoUtils.ModuleReplicationTypes.SERVER], scriptInfo) ScriptInfoUtils.addToInfoMapForMode( scriptInfoLookup[ScriptInfoUtils.ModuleReplicationTypes.CLIENT], scriptInfo) elseif ScriptInfoUtils.isAvailableInShared(scriptInfo) then ScriptInfoUtils.addToInfoMapForMode( scriptInfoLookup[ScriptInfoUtils.ModuleReplicationTypes.SHARED], scriptInfo) end end function ScriptInfoUtils.addToInfoMapForMode(replicationMap, scriptInfo) if replicationMap[scriptInfo.name] then warn(("Duplicate module %q in same package under same replication scope. Only using first one. \n- %q\n- %q") :format(scriptInfo.name, scriptInfo.instance:GetFullName(), replicationMap[scriptInfo.name].instance:GetFullName())) return end replicationMap[scriptInfo.name] = scriptInfo end function ScriptInfoUtils.getFolderReplicationMode(folderName, lastReplicationMode) assert(type(folderName) == "string", "Bad folderName") assert(type(lastReplicationMode) == "string", "Bad lastReplicationMode") --Plugin always replicates further if folderName == ScriptInfoUtils.DEPENDENCY_FOLDER_NAME then return ScriptInfoUtils.ModuleReplicationTypes.IGNORE elseif lastReplicationMode == ScriptInfoUtils.ModuleReplicationTypes.PLUGIN then return lastReplicationMode elseif folderName == "Shared" then return ScriptInfoUtils.ModuleReplicationTypes.SHARED elseif folderName == "Client" then return ScriptInfoUtils.ModuleReplicationTypes.CLIENT elseif folderName == "Server" then return ScriptInfoUtils.ModuleReplicationTypes.SERVER else return lastReplicationMode end end return ScriptInfoUtils
--[[ DEVELOPMENT HAS BEEN MOVED FROM DAVEY_BONES/SCELERATIS TO THE EPIX INCORPORATED GROUP CURRENT LOADER: https://www.roblox.com/library/7510622625/Adonis-Loader-Sceleratis-Davey-Bones-Epix CURRENT MODULE: https://www.roblox.com/library/7510592873/Adonis-MainModule --]]
--[[ Fired when Finished is entered, throwing out a player state update, as well as transitioning the player state ]]
function Transitions.onEnterFinished(stateMachine, event, from, to, playerComponent) Logger.trace(playerComponent.player.Name, " state change: ", from, " -> ", to) playerComponent:updateStatus("currentState", to) PlayerFinished.enter(stateMachine, playerComponent) end
-- delete the line above me if you already made this script's parent visible = false
uis = game:GetService("UserInputService") -- this line gets the service ismobile = uis.TouchEnabled -- this line checks if the user is on mobile script.Parent.Visible = ismobile -- this line makes the script's parent visible on mobile user screen
--[[ LOWGames Studios Date: 27 October 2022 by Elder ]]
-- local u1 = nil; coroutine.wrap(function() u1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library")); end)(); return function(p1, p2) for v1, v2 in pairs(p1) do if v2 == p2 then return v1; end; end; end;
-----------------------------------
elseif script.Parent.Parent.Parent.TrafficControl.Value == "=" then script.Parent.Parent.A.BrickColor = BrickColor.new("Medium stone grey") script.Parent.Parent.B.BrickColor = BrickColor.new("Medium stone grey") script.Parent.Parent.C.BrickColor = BrickColor.new("Medium stone grey") script.Parent.Parent.D.BrickColor = BrickColor.new("New Yeller") script.Parent.Parent.E.BrickColor = BrickColor.new("Medium stone grey") script.Parent.Parent.F.BrickColor = BrickColor.new("Medium stone grey") script.Parent.Parent.G.BrickColor = BrickColor.new("Medium stone grey") wait(0.3) script.Parent.Parent.A.BrickColor = BrickColor.new("Medium stone grey") script.Parent.Parent.B.BrickColor = BrickColor.new("Medium stone grey") script.Parent.Parent.C.BrickColor = BrickColor.new("New Yeller") script.Parent.Parent.D.BrickColor = BrickColor.new("New Yeller") script.Parent.Parent.E.BrickColor = BrickColor.new("New Yeller") script.Parent.Parent.F.BrickColor = BrickColor.new("Medium stone grey") script.Parent.Parent.G.BrickColor = BrickColor.new("Medium stone grey") wait(0.35) script.Parent.Parent.A.BrickColor = BrickColor.new("Medium stone grey") script.Parent.Parent.B.BrickColor = BrickColor.new("New Yeller") script.Parent.Parent.C.BrickColor = BrickColor.new("New Yeller") script.Parent.Parent.D.BrickColor = BrickColor.new("New Yeller") script.Parent.Parent.E.BrickColor = BrickColor.new("New Yeller") script.Parent.Parent.F.BrickColor = BrickColor.new("New Yeller") script.Parent.Parent.G.BrickColor = BrickColor.new("Medium stone grey") wait(0.35) script.Parent.Parent.A.BrickColor = BrickColor.new("New Yeller") script.Parent.Parent.B.BrickColor = BrickColor.new("New Yeller") script.Parent.Parent.C.BrickColor = BrickColor.new("New Yeller") script.Parent.Parent.D.BrickColor = BrickColor.new("New Yeller") script.Parent.Parent.E.BrickColor = BrickColor.new("New Yeller") script.Parent.Parent.F.BrickColor = BrickColor.new("New Yeller") script.Parent.Parent.G.BrickColor = BrickColor.new("New Yeller") wait(0.35) script.Parent.Parent.A.BrickColor = BrickColor.new("Medium stone grey") script.Parent.Parent.B.BrickColor = BrickColor.new("Medium stone grey") script.Parent.Parent.C.BrickColor = BrickColor.new("Medium stone grey") script.Parent.Parent.D.BrickColor = BrickColor.new("Medium stone grey") script.Parent.Parent.E.BrickColor = BrickColor.new("Medium stone grey") script.Parent.Parent.F.BrickColor = BrickColor.new("Medium stone grey") script.Parent.Parent.G.BrickColor = BrickColor.new("Medium stone grey") wait(0.35) end end
-- Modules
Utils = require(SharedModules:WaitForChild("Utilities"))
-- add a leaderboard to the game
local leaderstats = Instance.new("Folder") leaderstats.Name = "leaderstats" leaderstats.Parent = game.Players.LocalPlayer
--[[ Constructs a new ForKeys state object which maps keys of an array using a `processor` function. Optionally, a `destructor` function can be specified for cleaning up calculated keys. If omitted, the default cleanup function will be used instead. Optionally, a `meta` value can be returned in the processor function as the second value to pass data from the processor to the destructor. ]]
local Dependencies = require(script.Parent.Parent.Dependencies) local utility = Dependencies.utility local class = {} local CLASS_METATABLE = { __index = class }
-- << VARIABLES >>
local humanoidDescriptions = {} local accessoryTypes = { [8] = "HatAccessory", [41] = "HairAccessory", [42] = "FaceAccessory", [43] = "NeckAccessory", [44] = "ShouldersAccessory", [45] = "FrontAccessory", [46] = "BackAccessory", [47] = "WaistAccessory", } local correspondingBodyParts = { ["Torso"] = {"UpperTorso","LowerTorso"}; ["Left Arm"] = {"LeftHand","LeftLowerArm","LeftUpperArm"}; ["Right Arm"] = {"RightHand","RightLowerArm","RightUpperArm"}; ["Left Leg"] = {"LeftFoot","LeftLowerLeg","LeftUpperLeg"}; ["Right Leg"] = {"RightFoot","RightLowerLeg","RightUpperLeg"}; }
--EEwwwwww gross
print("Made By OfficerVargas And FPSVision") seat = script.Parent s = script
-- Editable Values
local TurboId = 240323039 local SuperId = 404779487 local BovId = 3568930062 local TurboVol = .025 --Per Psi local TurboRollOffMax = 1000 local TurboRollOffMin = 10 local SuperVol = .025 --Per Psi local SuperRollOffMax = 1000 local SuperRollOffMin = 10 local BovVol = .025 --Per Psi local BovRollOffMax = 1000 local BovRollOffMin = 10 local BovSensitivity = .5 local TurboSetPitch = 1 --Base Pitch local SuperSetPitch = .8 --Base Pitch local BovSetPitch = .7 --Base Pitch local TurboPitchIncrease = .05 --Per Psi local SuperPitchIncrease = .05 --Per Psi local BovPitchIncrease = .05 --Per Psi local FE=true
-- create beam
local beam = Instance.new("Beam") beam.Segments = 1 beam.Width0 = 0.2 beam.Width1 = 0.2 beam.Color = ColorSequence.new(Color3.new(1, 0, 0)) beam.FaceCamera = true
--[=[ Nevermore loader utility library @private @class GroupInfoUtils ]=]
local Utils = require(script.Parent.Utils) local Queue = require(script.Parent.Queue) local LoaderConstants = require(script.Parent.LoaderConstants) local GroupInfoUtils = {} function GroupInfoUtils.createGroupInfo() return Utils.readonly({ scriptInfoMap = {}; -- [name] = scriptInfo (required link packages) packageScriptInfoMap = {}; packageSet = {}; -- [packageInfo] = true (actually included packages) }) end function GroupInfoUtils.groupPackageInfos(packageInfoList, replicationMode) assert(type(packageInfoList) == "table", "Bad packageInfoList") assert(type(replicationMode) == "string", "Bad replicationMode") local queue = Queue.new() local seen = {} for _, packageInfo in pairs(packageInfoList) do if not seen[packageInfo] then seen[packageInfo] = true queue:PushRight(packageInfo) end end local built = {} local current = GroupInfoUtils.createGroupInfo() while not queue:IsEmpty() do local packageInfo = queue:PopLeft() if GroupInfoUtils.hasAnythingToReplicate(packageInfo, replicationMode) then if GroupInfoUtils.canAddPackageInfoToGroup(current, packageInfo, replicationMode) then GroupInfoUtils.addPackageInfoToGroup(current, packageInfo, replicationMode) if LoaderConstants.GROUP_EACH_PACKAGE_INDIVIDUALLY then table.insert(built, current) current = GroupInfoUtils.createGroupInfo() end elseif LoaderConstants.ALLOW_MULTIPLE_GROUPS then -- Create a new group table.insert(built, current) current = GroupInfoUtils.createGroupInfo() GroupInfoUtils.addPackageInfoToGroup(current, packageInfo, replicationMode) else -- Force generate error GroupInfoUtils.addPackageInfoToGroup(current, packageInfo, replicationMode) error("Cannot add package to group") end end for dependentPackageInfo, _ in pairs(packageInfo.dependencySet) do if not seen[dependentPackageInfo] then seen[dependentPackageInfo] = true queue:PushRight(dependentPackageInfo) end end end if next(current.packageSet) then table.insert(built, current) end return built end function GroupInfoUtils.hasAnythingToReplicate(packageInfo, replicationMode) return next(packageInfo.scriptInfoLookup[replicationMode]) ~= nil end function GroupInfoUtils.canAddScriptInfoToGroup(groupInfo, scriptInfo, scriptName, tempScriptInfoMap) assert(type(groupInfo) == "table", "Bad groupInfo") assert(type(scriptInfo) == "table", "Bad scriptInfo") assert(type(scriptName) == "string", "Bad scriptName") assert(type(tempScriptInfoMap) == "table", "Bad tempScriptInfoMap") local wouldHaveInfo = tempScriptInfoMap[scriptName] if wouldHaveInfo and wouldHaveInfo ~= scriptInfo then return false end local currentScriptInfo = groupInfo.scriptInfoMap[scriptName] if currentScriptInfo and currentScriptInfo ~= scriptInfo then return false end return true end function GroupInfoUtils.canAddPackageInfoToGroup(groupInfo, packageInfo, replicationMode) assert(type(groupInfo) == "table", "Bad groupInfo") assert(type(packageInfo) == "table", "Bad packageInfo") assert(type(replicationMode) == "string", "Bad replicationMode") local tempScriptInfoMap = {} -- Existing scripts must be added for scriptName, scriptInfo in pairs(packageInfo.scriptInfoLookup[replicationMode]) do if GroupInfoUtils.canAddScriptInfoToGroup(groupInfo, scriptInfo, scriptName, tempScriptInfoMap) then tempScriptInfoMap[scriptName] = scriptInfo else return false end end -- Dependencies are expected at parent level for dependencyPackageInfo, _ in pairs(packageInfo.dependencySet) do if not groupInfo.packageSet[dependencyPackageInfo] then -- Lookup dependencies and try to merge them -- O(p*d*s) for scriptName, scriptInfo in pairs(dependencyPackageInfo.scriptInfoLookup[replicationMode]) do if GroupInfoUtils.canAddScriptInfoToGroup(groupInfo, scriptInfo, scriptName, tempScriptInfoMap) then tempScriptInfoMap[scriptName] = scriptInfo else return false end end end end return true end function GroupInfoUtils.addScriptToGroup(groupInfo, scriptName, scriptInfo) assert(type(groupInfo) == "table", "Bad groupInfo") assert(type(scriptInfo) == "table", "Bad scriptInfo") assert(type(scriptName) == "string", "Bad scriptName") local currentScriptInfo = groupInfo.scriptInfoMap[scriptName] if currentScriptInfo and currentScriptInfo ~= scriptInfo then error(("Cannot add to package group, conflicting scriptInfo for %q already there") :format(scriptName)) end groupInfo.scriptInfoMap[scriptName] = scriptInfo end function GroupInfoUtils.addPackageInfoToGroup(groupInfo, packageInfo, replicationMode) groupInfo.packageSet[packageInfo] = true -- Existing scripts must be added for scriptName, scriptInfo in pairs(packageInfo.scriptInfoLookup[replicationMode]) do GroupInfoUtils.addScriptToGroup(groupInfo, scriptName, scriptInfo) groupInfo.packageScriptInfoMap[scriptName] = scriptInfo end -- Dependencies are expected at parent level for dependencyPackageInfo, _ in pairs(packageInfo.dependencySet) do if not groupInfo.packageSet[dependencyPackageInfo] then -- Lookup dependencies and try to merge them -- O(p*d*s) for scriptName, scriptInfo in pairs(dependencyPackageInfo.scriptInfoLookup[replicationMode]) do GroupInfoUtils.addScriptToGroup(groupInfo, scriptName, scriptInfo) end end end end return GroupInfoUtils
-- Force attachment
EjectionForce.ForcePoint = Vector3.new( 0,0,0 ) return EjectionForce
-- OTHER VARIABLES --
local player = game.Players.LocalPlayer local char = player.Character or player.CharacterAdded:Wait() local hrp = char:WaitForChild("HumanoidRootPart") local humanoid = char:WaitForChild("Humanoid")
--Simple Control System, Developed by PixleStuff --V. 1.0.0
--if false then -- local i, v = 1, 2 -- local Item = Items[i] -- local NewItem = script.Parent.Gear.ItemsScrollingFrame.ItemTemplate1:Clone() -- NewItem.Parent = script.Parent.Gear.ItemsScrollingFrame -- NewItem.Visible = true -- NewItem.Name = v.Name -- NewItem.Price.Text = v.Price -- NewItem.Icon.Image = v.Decal -- NewItem.ItemName.Text = v.Name -- NewItem.Buy.MouseButton1Click:Connect(function() -- local f = script.Parent.Gear.Item -- f.ItemName.Text = NewItem.Name -- f.ItemImage.Image = v.Decal -- f.Description.Text = v.Special -- f.Add.MouseButton1Click:Connect(function() -- table.insert(Cart,Item) -- end) -- end) --end
-- connect to RenderStepped (update every frame)
RunService.RenderStepped:Connect(function() -- make sure the character exists local character = localPlayer.Character if not character then -- disable the beam beam.Enabled = false return end -- make sure the head exists local head = character:FindFirstChild("Head") if not head then -- disable the beam beam.Enabled = false return end -- enable the beam beam.Enabled = true -- define origin and finish local origin = head.Position local finish = mouse.Hit.p -- move the attachments attachment0.Position = origin attachment1.Position = finish end)
--[[ Expand a node by setting its callback environment and then calling it. Any further it and describe calls within the callback will be added to the tree. ]]
function TestNode:expand() local originalEnv = getfenv(self.callback) local callbackEnv = setmetatable({}, { __index = originalEnv }) for key, value in pairs(self.environment) do callbackEnv[key] = value end setfenv(self.callback, callbackEnv) local success, result = xpcall(self.callback, debug.traceback) if not success then self.loadError = result end end local TestPlan = {} TestPlan.__index = TestPlan
--[[** Returns a t.union of each key in the table as a t.literal @param keyTable The table to get keys from @returns True iff the condition is satisfied, false otherwise **--]]
function t.keyOf(keyTable) local keys = {} local length = 0 for key in pairs(keyTable) do length = length + 1 keys[length] = key end return t.literal(table.unpack(keys, 1, length)) end
--local Array = require(LuauPolyfill.Array)
local isArray = require(LuauPolyfill.Array.isArray) local arrayFromString = require(LuauPolyfill.Array.from.fromString) local arrayForEach = require(LuauPolyfill.Array.forEach) local types = require(LuauPolyfill.types) type Array<T> = types.Array<T> type Object = types.Object type setCallbackFn<T> = types.setCallbackFn<T> type setCallbackFnWithThisArg<T> = types.setCallbackFnWithThisArg<T> type Set<T> = types.Set<T> local inspect = require(LuauPolyfill.util.inspect) type Set_Statics = { new: <T>(iterable: Array<T> | Set<T> | string | nil) -> Set<T>, } local Set: Set<any> & Set_Statics = ( { __iter = function(self) return next, self._array end, __tostring = function(self) local result = "Set " if #self._array > 0 then result ..= "(" .. tostring(#self._array) .. ") " end result ..= inspect(self._array) return result end, } :: any ) :: Set<any> & Set_Statics; (Set :: any).__index = Set function Set.new<T>(iterable: Array<T> | Set<T> | string | nil): Set<T> local array local map = {} if iterable ~= nil then local arrayIterable if typeof(iterable) == "table" then if isArray(iterable) then arrayIterable = table.clone(iterable) else local mt = getmetatable(iterable :: any) if mt and rawget(mt, "__iter") then arrayIterable = iterable :: Set<T> elseif _G.__DEV__ then error("cannot create array from an object-like table") end end elseif typeof(iterable) == "string" then -- TODO Luau: need overloads for `from` to avoid needing the manual cast arrayIterable = arrayFromString(iterable :: string) :: Array<string> else error(("cannot create array from value of type `%s`"):format(typeof(iterable))) end if arrayIterable then array = table.create(#arrayIterable) for _, element in arrayIterable do if not map[element] then map[element] = true table.insert(array, element) end end else array = {} end else array = {} end return (setmetatable({ size = #array, _map = map, _array = array, }, Set) :: any) :: Set<T> end function Set:add(value) if not self._map[value] then -- Luau FIXME: analyze should know self is Set<T> which includes size as a number self.size = self.size :: number + 1 self._map[value] = true table.insert(self._array, value) end return self end function Set:clear() self.size = 0 table.clear(self._map) table.clear(self._array) end function Set:delete(value): boolean if not self._map[value] then return false end -- Luau FIXME: analyze should know self is Map<K, V> which includes size as a number self.size = self.size :: number - 1 self._map[value] = nil local index = table.find(self._array, value) if index then table.remove(self._array, index) end return true end
-- functions
function onDied() stopLoopedSounds() end local fallCount = 0 local fallSpeed = 0 function onStateFall(state, sound) fallCount = fallCount + 1 if state then sound.Volume = 0 sound:Play() Spawn( function() local t = 0 local thisFall = fallCount while t < 1.5 and fallCount == thisFall do local vol = math.max(t - 0.3 , 0) sound.Volume = vol wait(0.1) t = t + 0.1 end end) else sound:Stop() end fallSpeed = math.max(fallSpeed, math.abs(Head.Velocity.Y)) end function onStateNoStop(state, sound) if state then sound:Play() end end function onRunning(speed) sClimbing:Stop() sSwimming:Stop() if (prevState == "FreeFall" and fallSpeed > 0.1) then local vol = math.min(1.0, math.max(0.0, (fallSpeed - 50) / 110)) sLanding.Volume = vol sLanding:Play() fallSpeed = 0 end if speed>0.5 then sRunning:Play() sRunning.Pitch = speed / 8.0 else sRunning:Stop() end prevState = "Run" end function onSwimming(speed) if (prevState ~= "Swim" and speed > 0.1) then local volume = math.min(1.0, speed / 350) sSplash.Volume = volume sSplash:Play() prevState = "Swim" end sClimbing:Stop() sRunning:Stop() sSwimming.Pitch = 1.6 sSwimming:Play() end function onClimbing(speed) sRunning:Stop() sSwimming:Stop() if speed>0.01 then sClimbing:Play() sClimbing.Pitch = speed / 5.5 else sClimbing:Stop() end prevState = "Climb" end
-- Note: Overrides base class GetIsJumping with get-and-clear behavior to do a single jump -- rather than sustained jumping. This is only to preserve the current behavior through the refactor.
function DynamicThumbstick:GetIsJumping() local wasJumping = self.isJumping self.isJumping = false return wasJumping end function DynamicThumbstick:EnableAutoJump(enable) -- Remove on FFlagUserDTDoesNotForceAutoJump if FFlagUserDTDoesNotForceAutoJump then return end local humanoid = LocalPlayer.Character and LocalPlayer.Character:FindFirstChildOfClass("Humanoid") if humanoid then if enable then self.shouldRevertAutoJumpOnDisable = (humanoid.AutoJumpEnabled == false) and (LocalPlayer.DevTouchMovementMode == Enum.DevTouchMovementMode.UserChoice) humanoid.AutoJumpEnabled = true elseif self.shouldRevertAutoJumpOnDisable then humanoid.AutoJumpEnabled = false end end end function DynamicThumbstick:Enable(enable, uiParentFrame) if enable == nil then return false end -- If nil, return false (invalid argument) enable = enable and true or false -- Force anything non-nil to boolean before comparison if self.enabled == enable then return true end -- If no state change, return true indicating already in requested state if enable then -- Enable if not self.thumbstickFrame then self:Create(uiParentFrame) end self:BindContextActions() if not FFlagUserDTDoesNotTrackTools then if LocalPlayer.Character then self:OnCharacterAdded(LocalPlayer.Character) else LocalPlayer.CharacterAdded:Connect(function(char) self:OnCharacterAdded(char) end) end end else ContextActionService:UnbindAction(DYNAMIC_THUMBSTICK_ACTION_NAME) -- Disable self:OnInputEnded() -- Cleanup end self.enabled = enable self.thumbstickFrame.Visible = enable end function DynamicThumbstick:OnCharacterAdded(char) -- Remove on FFlagUserDTDoesNotTrackTools assert(not FFlagUserDTDoesNotTrackTools) for _, child in ipairs(char:GetChildren()) do if child:IsA("Tool") then self.toolEquipped = child end end char.ChildAdded:Connect(function(child) if child:IsA("Tool") then self.toolEquipped = child elseif child:IsA("Humanoid") then self:EnableAutoJump(true) -- Remove on FFlagUserDTDoesNotForceAutoJump end end) char.ChildRemoved:Connect(function(child) if child == self.toolEquipped then self.toolEquipped = nil end end) self.humanoid = char:FindFirstChildOfClass("Humanoid") if self.humanoid then self:EnableAutoJump(true) -- Remove on FFlagUserDTDoesNotForceAutoJump end end
---------END RIGHT DOOR
game.Workspace.backdoorleft.p1.CFrame = game.Workspace.backdoorleft.p1.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.backdoorleft.p2.CFrame = game.Workspace.backdoorleft.p2.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.backdoorleft.p3.CFrame = game.Workspace.backdoorleft.p3.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.backdoorleft.p4.CFrame = game.Workspace.backdoorleft.p4.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.backdoorleft.p5.CFrame = game.Workspace.backdoorleft.p5.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.backdoorleft.p6.CFrame = game.Workspace.backdoorleft.p6.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.backdoorleft.p7.CFrame = game.Workspace.backdoorleft.p7.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.backdoorleft.p8.CFrame = game.Workspace.backdoorleft.p8.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.backdoorleft.p9.CFrame = game.Workspace.backdoorleft.p9.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.backdoorleft.p10.CFrame = game.Workspace.backdoorleft.p10.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.backdoorleft.p11.CFrame = game.Workspace.backdoorleft.p11.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.backdoorleft.p12.CFrame = game.Workspace.backdoorleft.p12.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.backdoorleft.p13.CFrame = game.Workspace.backdoorleft.p13.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.backdoorleft.p14.CFrame = game.Workspace.backdoorleft.p14.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.backdoorleft.p15.CFrame = game.Workspace.backdoorleft.p15.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.backdoorleft.p16.CFrame = game.Workspace.backdoorleft.p16.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.backdoorleft.p17.CFrame = game.Workspace.backdoorleft.p17.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.backdoorleft.p18.CFrame = game.Workspace.backdoorleft.p18.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.backdoorleft.p19.CFrame = game.Workspace.backdoorleft.p19.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0) game.Workspace.backdoorleft.p20.CFrame = game.Workspace.backdoorleft.p20.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
--Made by Stickmasterluke
local sp=script.Parent local tauntcooldown=10 local originalgrip=CFrame.Angles(math.pi/2,0,0)+Vector3.new(0,-.25,-1.4) local currentgrip=originalgrip local debris=game:GetService("Debris") local enabled=true local taunting=false local lasttaunt=0 function waitfor(parent,name) while true do local child=parent:FindFirstChild(name) if child~=nil then return child end wait() end end waitfor(sp,"Handle") function onButton1Down(mouse) if not enabled then return end enabled=false mouse.Icon="rbxasset://textures\\GunWaitCursor.png" wait(.75) mouse.Icon="rbxasset://textures\\GunCursor.png" enabled=true end function swordUp() currentgrip=originalgrip end function swordOut() currentgrip=originalgrip*CFrame.Angles(math.pi/4,.4,0) end function spinsword(spintime) delay(0,function() local startspin=tick() local endspin=startspin+spintime while tick()<endspin do sp.Grip=currentgrip*CFrame.Angles(math.pi*2*((tick()-startspin)/spintime),0,0) wait() end sp.Grip=currentgrip end) end sp.Equipped:connect(function(mouse) equipped=true local currentlast=lastequipped if mouse==nil then print("Mouse not found") return end mouse.Icon="rbxasset://textures\\GunCursor.png" mouse.Button1Down:connect(function() onButton1Down(mouse) end) waitfor(sp,"Taunting") waitfor(sp,"Taunt") --[[waitfor(sp,"Summon") mouse.KeyDown:connect(function(key) key=string.lower(key) if key=="l" or key=="t" or key=="g" or key=="e" then local h=sp.Parent:FindFirstChild("Humanoid") if h~=nil and (not sp.Taunting.Value) and lasttaunt+tauntcooldown<tick() then lasttaunt=tick() sp.Taunting.Value=true h.WalkSpeed=0 tauntanim=h:LoadAnimation(sp.Taunt) tauntanim:Play() wait(4) sp.Summon.Value=not sp.Summon.Value wait(1) h.WalkSpeed=16 sp.Taunting.Value=false end end end) --]] end) sp.Unequipped:connect(function() equipped=false end) waitfor(sp,"RunAnim") sp.RunAnim.Changed:connect(function() local h=sp.Parent:FindFirstChild("Humanoid") local t=sp.Parent:FindFirstChild("Torso") local anim=sp:FindFirstChild(sp.RunAnim.Value) if anim and t and h then theanim=h:LoadAnimation(anim) if theanim and h.Health>0 then theanim:Play() if sp.RunAnim.Value=="RightSlash" or sp.RunAnim.Value=="LeftSlash" or sp.RunAnim.Value=="OverHeadSwing" then spinsword(.5) end if sp.RunAnim.Value=="OverHeadSwing" then wait(.25) swordOut() wait(.5) swordUp() sp.Grip=currentgrip elseif sp.RunAnim.Value=="OverHeadSwingFast" then wait(.125) swordOut() wait(.25) swordUp() sp.Grip=currentgrip end end end end) function tagHumanoid(humanoid,player) for i,v in ipairs(humanoid:GetChildren()) do if v.Name=="creator" then v:remove() end end local creator_tag=Instance.new("ObjectValue") creator_tag.Value=player creator_tag.Name="creator" creator_tag.Parent=humanoid debris:AddItem(creator_tag,1) end
--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.TurnSignal local rightfront = car.Body.Lights.Right.TurnSignal local signalblinktime = 0.32 local neonleft = car.Body.Lights.Left.TurnSignal2 local neonright = car.Body.Lights.Right.TurnSignal2 local off = BrickColor.New("Mid ray") local on = BrickColor.New("New Yeller") 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)
--[=[ Returns an array of all enum items. @return {EnumItem} @since v2.0.0 ]=]
function EnumList:GetEnumItems() return self[LIST_KEY] end
--Services--
local MS = game:GetService("MarketplaceService") local P = game:GetService("Players")
------------------------------------------------------------------- -----------------------[MEDSYSTEM]--------------------------------- -------------------------------------------------------------------
Evt.Ombro.OnServerEvent:Connect(function(Player,Vitima) local Nombre for SKP_001, SKP_002 in pairs(game.Players:GetChildren()) do if SKP_002:IsA('Player') and SKP_002 ~= Player and SKP_002.Name == Vitima then if SKP_002.Team == Player.Team then Nombre = Player.Name else Nombre = "Someone" end Evt.Ombro:FireClient(SKP_002,Nombre) end end end) Evt.Target.OnServerEvent:Connect(function(Player,Vitima) Player.Character.Saude.Variaveis.PlayerSelecionado.Value = Vitima end) Evt.Render.OnServerEvent:Connect(function(Player,Status,Vitima) if Vitima == "N/A" then Player.Character.Saude.Stances.Rendido.Value = Status else local VitimaTop = game.Players:FindFirstChild(Vitima) if VitimaTop.Character.Saude.Stances.Algemado.Value == false then VitimaTop.Character.Saude.Stances.Rendido.Value = Status VitimaTop.Character.Saude.Variaveis.HitCount.Value = 0 end end end) Evt.Drag.OnServerEvent:Connect(function(player) local Human = player.Character.Humanoid local enabled = Human.Parent.Saude.Variaveis.Doer local MLs = Human.Parent.Saude.Variaveis.MLs local Caido = Human.Parent.Saude.Stances.Caido local Item = Human.Parent.Saude.Kit.Epinefrina local target = Human.Parent.Saude.Variaveis.PlayerSelecionado if Caido.Value == false and target.Value ~= "N/A" then local player2 = game.Players:FindFirstChild(target.Value) local PlHuman = player2.Character.Humanoid local Sangrando = PlHuman.Parent.Saude.Stances.Sangrando local MLs = PlHuman.Parent.Saude.Variaveis.MLs local Dor = PlHuman.Parent.Saude.Variaveis.Dor local Ferido = PlHuman.Parent.Saude.Stances.Ferido local PlCaido = PlHuman.Parent.Saude.Stances.Caido local Sang = PlHuman.Parent.Saude.Variaveis.Sangue if enabled.Value == false then if PlCaido.Value == true or PlCaido.Parent.Algemado.Value == true then enabled.Value = true coroutine.wrap(function() while target.Value ~= "N/A" and PlCaido.Value == true and PlHuman.Health > 0 and Human.Health > 0 and Human.Parent.Saude.Stances.Caido.Value == false or target.Value ~= "N/A" and PlCaido.Parent.Algemado.Value == true do wait() pcall(function() player2.Character.Torso.Anchored ,player2.Character.Torso.CFrame = true,Human.Parent.Torso.CFrame*CFrame.new(0,0.75,1.5)*CFrame.Angles(math.rad(0), math.rad(0), math.rad(90)) enabled.Value = true end) end pcall(function() player2.Character.Torso.Anchored=false enabled.Value = false end) end)() enabled.Value = false end end end end) Evt.Squad.OnServerEvent:Connect(function(Player,SquadName,SquadColor) Player.Character.Saude.FireTeam.SquadName.Value = SquadName Player.Character.Saude.FireTeam.SquadColor.Value = SquadColor end) Evt.Afogar.OnServerEvent:Connect(function(Player) Player.Character.Humanoid.Health = 0 end)
--Cboehme
function onclick() script.Parent.ImageTransparency = 0.1 wait(.05) script.Parent.ImageTransparency = 0 end script.Parent.MouseButton1Click:connect(onclick)
--Button size
local ButtonSX = Button.Size.X.Scale local ButtonSY = Button.Size.Y.Scale Button.MouseEnter:Connect(function(x,y) --HolaMousee Button:TweenSize( UDim2.new(ButtonSX + 0.021 , 0,ButtonSY + 0.018, 0), Enum.EasingDirection.Out, Enum.EasingStyle.Back, 0.2, true ) end) Button.MouseLeave:Connect(function(x,y) --AdiosMousee Button:TweenSize( UDim2.new(ButtonSX, 0,ButtonSY, 0), Enum.EasingDirection.Out, Enum.EasingStyle.Back, 0.2, true ) end) Button.MouseButton1Down:Connect(function(x,y) --Holding mouse Button:TweenSize( UDim2.new(ButtonSX - 0.021 , 0,ButtonSY - 0.018 , 0), Enum.EasingDirection.Out, Enum.EasingStyle.Back, 0.15, true ) end) Button.MouseButton1Up:Connect(function(x,y) --Holding mouse Button:TweenSize( UDim2.new(ButtonSX + 0.021,0, ButtonSY + 0.018,0), Enum.EasingDirection.Out, Enum.EasingStyle.Back, 0.15, true ) end)
-- Set the callback; this can only be done once by one script on the server!
MarketplaceService.ProcessReceipt = processReceipt
-- 28-36
module.Subcategory.Bundles = 37 module.Subcategory.AnimationBundles = 38 module.Subcategory.EmoteAnimations = 39 module.Subcategory.CommunityCreations = 40 module.Subcategory.Melee = 41 module.Subcategory.Ranged = 42 module.Subcategory.Explosive = 43 module.Subcategory.PowerUp = 44 module.Subcategory.Navigation = 45 module.Subcategory.Musical = 46 module.Subcategory.Social = 47 module.Subcategory.Building = 48 module.Subcategory.Transport = 49 module.AssetType = {} module.AssetType.None = 0 module.AssetType["T-Shirt"] = 2 module.AssetType.Hat = 8 module.AssetType.Shirt = 11 module.AssetType.Pants = 12 module.AssetType.Head = 17 module.AssetType.Face = 18 module.AssetType.Gear = 19 module.AssetType.Arms = 25 module.AssetType.Legs = 26 module.AssetType.Torso = 27 module.AssetType.RightArm = 28 module.AssetType.LeftArm = 29 module.AssetType.LeftLeg = 30 module.AssetType.RightLeg = 31 module.AssetType.HairAccessory = 41 module.AssetType.FaceAccessory = 42 module.AssetType.NeckAccessory = 43 module.AssetType.ShoulderAccessory = 44 module.AssetType.FrontAccessory = 45 module.AssetType.BackAccessory = 46 module.AssetType.WaistAccessory = 47 module.AssetType.ClimbAnimation = 48 module.AssetType.DeathAnimation = 49 module.AssetType.FallAnimation = 50 module.AssetType.IdleAnimation = 51 module.AssetType.JumpAnimation = 52 module.AssetType.RunAnimation = 53 module.AssetType.SwimAnimation = 54 module.AssetType.WalkAnimation = 55 module.AssetType.PoseAnimation = 56 module.AssetType.EmoteAnimation = 61 function module.GetOptionName(section, value) for k, v in pairs(module[section]) do if v == value then return k end end end return module
-- -- Adapted from -- Tweener's easing functions (Penner's Easing Equations) -- and http://code.google.com/p/tweener/ (jstweener javascript version) -- https://easings.net/ for visuals
--[[Transmission]]
Tune.TransModes = {"Auto","Semi"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "Speed" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = -200 -- Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 -- Automatic downshift point (relative to peak RPM, positive = Under-rev) Tune.ShiftTime = .3 -- The time delay in which you initiate a shift and the car changes gear --Gear Ratios Tune.FinalDrive = 4.5 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 3.70 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 3.53 , -- Reverse, Neutral, and 1st gear are required --[[ 2 ]] 2.04 , --[[ 3 ]] 1.38 , --[[ 4 ]] 1.03 , --[[ 5 ]] 0.81 , --[[ 6 ]] 0.64 , } Tune.FDMult = 1.5 -- Ratio multiplier (keep this at 1 if car is not struggling with torque)
------------------------------------------------------------------------ -- decodes a 4-char little-endian string into an instruction struct ------------------------------------------------------------------------
function luaP:DecodeInst(x) local byte = string.byte local i = {} local I = byte(x, 1) local op = I % 64 i.OP = op I = byte(x, 2) * 4 + (I - op) / 64 -- 2 bits of c0 left local a = I % 256 i.A = a I = byte(x, 3) * 4 + (I - a) / 256 -- 2 bits of c1 left local c = I % 512 i.C = c i.B = byte(x, 4) * 2 + (I - c) / 512 -- 1 bits of c2 left local opmode = self.OpMode[tonumber(string.sub(self.opmodes[op + 1], 7, 7))] if opmode ~= "iABC" then i.Bx = i.B * 512 + i.C end return i end
-- ROBLOX deviation: omitting prettyFormat import
local function serialize(val: string): string -- Return the string itself, not escaped nor enclosed in double quote marks. local ansiLookupTable = { [chalk.inverse.open] = "<i>", [chalk.inverse.close] = "</i>", [chalk.bold.open] = "<b>", [chalk.dim.open] = "<d>", [chalk.green.open] = "<g>", [chalk.red.open] = "<r>", [chalk.yellow.open] = "<y>", [chalk.bgYellow.open] = "<Y>", [chalk.bold.close] = "</>", [chalk.dim.close] = "</>", [chalk.green.close] = "</>", [chalk.red.close] = "</>", [chalk.yellow.close] = "</>", [chalk.bgYellow.close] = "</>", } return val:gsub(ansiRegex, function(match) if ansiLookupTable[match] then return ansiLookupTable[match] else return match end end) end local function test(val: any) return typeof(val) == "string" end return { serialize = serialize, test = test, }
---------------------------------------Function end here.
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 local targetPos = humanoid.TargetPoint local lookAt = (targetPos - character.Head.Position).unit if (check()) then fire(lookAt) wait(0.0003) onActivated() end return --Tool.Enabled = true end script.Parent.Activated:connect(onActivated)
-- Gradually regenerates the Humanoid's Health over time.
local REGEN_RATE = .25/100 -- Regenerate this fraction of MaxHealth per second. local REGEN_STEP = .25 -- Wait this long between each regeneration step.
--[=[ Observables are like an [signal](/api/Signal), except they do not execute code until the observable is subscribed to. This follows the standard Rx API surface for an observable. Observables use a [Subscription](/api/Subscription) to emit values. ```lua -- Constucts an observable which will emit a, b, c via a subscription local observable = Observable.new(function(sub) print("Connected") sub:Fire("a") sub:Fire("b") sub:Fire("c") sub:Complete() -- ends stream end) local sub1 = observable:Subscribe() --> Connected local sub2 = observable:Subscribe() --> Connected local sub3 = observable:Subscribe() --> Connected sub1:Destroy() sub2:Destroy() sub3:Destroy() ``` Note that emitted values may be observed like this ```lua observable:Subscribe(function(value) print("Got ", value) end) --> Got a --> Got b --> Got c ``` Note that also, observables return a [MaidTask](/api/MaidTask) which should be used to clean up the resulting subscription. ```lua maid:GiveTask(observable:Subscribe(function(value) -- do work here! end)) ``` Observables over signals are nice because observables may be chained and manipulated via the Pipe operation. :::tip You should always clean up the subscription using a [Maid](/api/Maid), otherwise you may memory leak. ::: @class Observable ]=]
local require = require(script.Parent.loader).load(script) local Subscription = require("Subscription") local ENABLE_STACK_TRACING = false local Observable = {} Observable.ClassName = "Observable" Observable.__index = Observable
--local doubleJumpMod = require(extraMods.DoubleJump)
local chestDisplayMod = require(extraMods.Chest.ChestDisplay) local safeZoneMod = require(UIMods.SafeZone.SafeZoneMod) local petMoveClient = require(modules.Pet.PetClientMovement) local petClientMod = require(modules.Pet.PetClient) local classBoostDisplay = require(UIMods.WeaponShop.ClassBoostDisplay) local skillShopMod = require(UIMods.SkillsShop.SkillsShopHandler) local settingsMod = require(UIMods.Settings.SettingsHandler) local islandsMod = require(modules.Zones.ZoneUpdate) local bossRewardsDisplayMod = require(extraMods.BossRewardDisplay) local sellClientMod = require(UIMods.Sell.SellClient) local statsUIMod = require(UIMods.Stats.StatsUIMod) local indexUIMod = require(UIMods.Index.IndexUIMod) local hoopClient = require(extraMods.HoopClient) local dmgTextMod = require(extraMods.DamageText) local colorChangeMod = require(extraMods.ColorChange) local boostClientMod = require(UIMods.Boosts.BoostClient) local shirtBuyMod = require(extraMods.Shirts.ShirtBuying) local gemBoostMod = require(UIMods.Boosts.GemBoosts) local mainUIMod = require(UIMods.UIMain) petClientMod:Int(plr) mainUIMod:Int() deviceMod:Int(plr) chestDisplayMod:Int() boostClientMod:Int(plr) displayStatsMod:Int(plr) rotateObectsMod:Int() showStatsMod:Int() codeUIMod:Int() weaponShop:Int(plr) eggClientMod:Int(plr) safeZoneMod:Int(plr) settingsMod:Int(plr) skillShopMod:Int(plr) petMoveClient:Int(plr) shirtBuyMod:Int(plr) classBoostDisplay:Int(plr) bossRewardsDisplayMod:Int(plr) sellClientMod:Int(plr) indexUIMod:Int(plr) hoopClient:Int(plr) dmgTextMod:Int() rShopMod:Int(plr) colorChangeMod:Int() gemBoostMod:Int(plr) islandsMod:Int(plr) statsUIMod:Int(plr)
--[[ Notes: Transparency Modifier is what is the end result when "zooming in", it can be changed to whatever you like. Camera Offset is changed to allow the player to see at lower angles without clipping the view with the torso. This may or maynot effect certian tools if they change the players camera position IE crouching or crawling. Use: Place into StarterPlayer.StarterChacterScripts --]]
local character = (game.Players.LocalPlayer.Character or game.Players.LocalPlayer.CharacterAdded:wait()) game:GetService("RunService").RenderStepped:connect(function() if (character:FindFirstChild("RightUpperArm") and character:FindFirstChild("LeftUpperArm")) then character:FindFirstChild("RightUpperArm").LocalTransparencyModifier = 0 character:FindFirstChild("LeftUpperArm").LocalTransparencyModifier = 0 character:FindFirstChild("RightLowerArm").LocalTransparencyModifier = 0 character:FindFirstChild("LeftLowerArm").LocalTransparencyModifier = 0 character:FindFirstChild("RightHand").LocalTransparencyModifier = 0 character:FindFirstChild("LeftHand").LocalTransparencyModifier = 0 character:FindFirstChild("RightUpperLeg").LocalTransparencyModifier = 0 character:FindFirstChild("LeftUpperLeg").LocalTransparencyModifier = 0 character:FindFirstChild("RightLowerLeg").LocalTransparencyModifier = 0 character:FindFirstChild("LeftLowerLeg").LocalTransparencyModifier = 0 character:FindFirstChild("RightFoot").LocalTransparencyModifier = 0 character:FindFirstChild("LeftFoot").LocalTransparencyModifier = 0 --character:FindFirstChild("Humanoid").CameraOffset = Vector3.new(0,0,-1) end end)
--////////////////////////////// Methods --//////////////////////////////////////
local methods = {} methods.__index = methods function methods:CreateGuiObjects(targetParent) self.ChatBarParentFrame = targetParent local backgroundImagePixelOffset = 7 local textBoxPixelOffset = 5 local BaseFrame = Instance.new("Frame") BaseFrame.Selectable = false BaseFrame.Size = UDim2.new(1, 0, 1, 0) BaseFrame.BackgroundTransparency = 0.6 BaseFrame.BorderSizePixel = 0 BaseFrame.BackgroundColor3 = ChatSettings.ChatBarBackGroundColor BaseFrame.Parent = targetParent local BoxFrame = Instance.new("Frame") BoxFrame.Selectable = false BoxFrame.Name = "BoxFrame" BoxFrame.BackgroundTransparency = 0.6 BoxFrame.BorderSizePixel = 0 BoxFrame.BackgroundColor3 = ChatSettings.ChatBarBoxColor BoxFrame.Size = UDim2.new(1, -backgroundImagePixelOffset * 2, 1, -backgroundImagePixelOffset * 2) BoxFrame.Position = UDim2.new(0, backgroundImagePixelOffset, 0, backgroundImagePixelOffset) BoxFrame.Parent = BaseFrame local TextBoxHolderFrame = Instance.new("Frame") TextBoxHolderFrame.BackgroundTransparency = 1 TextBoxHolderFrame.Size = UDim2.new(1, -textBoxPixelOffset * 2, 1, -textBoxPixelOffset * 2) TextBoxHolderFrame.Position = UDim2.new(0, textBoxPixelOffset, 0, textBoxPixelOffset) TextBoxHolderFrame.Parent = BoxFrame local TextBox = Instance.new("TextBox") TextBox.Selectable = ChatSettings.GamepadNavigationEnabled TextBox.Name = "ChatBar" TextBox.BackgroundTransparency = 1 TextBox.Size = UDim2.new(1, 0, 1, 0) TextBox.Position = UDim2.new(0, 0, 0, 0) TextBox.TextSize = ChatSettings.ChatBarTextSize TextBox.Font = ChatSettings.ChatBarFont TextBox.TextColor3 = ChatSettings.ChatBarTextColor TextBox.TextTransparency = 0.4 TextBox.TextStrokeTransparency = 1 TextBox.ClearTextOnFocus = false TextBox.TextXAlignment = Enum.TextXAlignment.Left TextBox.TextYAlignment = Enum.TextYAlignment.Top TextBox.TextWrapped = true TextBox.Text = "" TextBox.Parent = TextBoxHolderFrame local MessageModeTextButton = Instance.new("TextButton") MessageModeTextButton.Selectable = false MessageModeTextButton.Name = "MessageMode" MessageModeTextButton.BackgroundTransparency = 1 MessageModeTextButton.Position = UDim2.new(0, 0, 0, 0) MessageModeTextButton.TextSize = ChatSettings.ChatBarTextSize MessageModeTextButton.Font = ChatSettings.ChatBarFont MessageModeTextButton.TextXAlignment = Enum.TextXAlignment.Left MessageModeTextButton.TextWrapped = true MessageModeTextButton.Text = "" MessageModeTextButton.Size = UDim2.new(0, 0, 0, 0) MessageModeTextButton.TextYAlignment = Enum.TextYAlignment.Center MessageModeTextButton.TextColor3 = self:GetDefaultChannelNameColor() MessageModeTextButton.Visible = true MessageModeTextButton.Parent = TextBoxHolderFrame local TextLabel = Instance.new("TextLabel") TextLabel.Selectable = false TextLabel.TextWrapped = true TextLabel.BackgroundTransparency = 1 TextLabel.Size = TextBox.Size TextLabel.Position = TextBox.Position TextLabel.TextSize = TextBox.TextSize TextLabel.Font = TextBox.Font TextLabel.TextColor3 = TextBox.TextColor3 TextLabel.TextTransparency = TextBox.TextTransparency TextLabel.TextStrokeTransparency = TextBox.TextStrokeTransparency TextLabel.TextXAlignment = TextBox.TextXAlignment TextLabel.TextYAlignment = TextBox.TextYAlignment TextLabel.Text = "This value needs to be set with :SetTextLabelText()" TextLabel.Parent = TextBoxHolderFrame self.GuiObject = BaseFrame self.TextBox = TextBox self.TextLabel = TextLabel self.GuiObjects.BaseFrame = BaseFrame self.GuiObjects.TextBoxFrame = BoxFrame self.GuiObjects.TextBox = TextBox self.GuiObjects.TextLabel = TextLabel self.GuiObjects.MessageModeTextButton = MessageModeTextButton self:AnimGuiObjects() self:SetUpTextBoxEvents(TextBox, TextLabel, MessageModeTextButton) if self.UserHasChatOff then self:DoLockChatBar() end self.eGuiObjectsChanged:Fire() end
--local Torso = Figure:WaitForChild("Torso") --local RightShoulder = Torso:WaitForChild("Right Shoulder") --local LeftShoulder = Torso:WaitForChild("Left Shoulder") --local RightHip = Torso:WaitForChild("Right Hip") --local LeftHip = Torso:WaitForChild("Left Hip") --local Neck = Torso:WaitForChild("Neck")
local Humanoid = Figure:WaitForChild("Humanoid") local pose = "Standing" local EMOTE_TRANSITION_TIME = 0.1 local userAnimateScaleRunSuccess, userAnimateScaleRunValue = pcall(function() return UserSettings():IsUserFeatureEnabled("UserAnimateScaleRun") end) local userAnimateScaleRun = userAnimateScaleRunSuccess and userAnimateScaleRunValue local function getRigScale() if userAnimateScaleRun then return Figure:GetScale() else return 1 end end local currentAnim = "" local currentAnimInstance = nil local currentAnimTrack = nil local currentAnimKeyframeHandler = nil local currentAnimSpeed = 1.0 local animTable = {} local animNames = { idle = { { id = "http://www.roblox.com/asset/?id=180435571", weight = 9 }, { id = "http://www.roblox.com/asset/?id=180435792", weight = 1 } }, walk = { { id = "http://www.roblox.com/asset/?id=180426354", weight = 10 } }, run = { { id = "run.xml", weight = 10 } }, jump = { { id = "http://www.roblox.com/asset/?id=125750702", weight = 10 } }, fall = { { id = "http://www.roblox.com/asset/?id=180436148", weight = 10 } }, climb = { { id = "http://www.roblox.com/asset/?id=180436334", weight = 10 } }, sit = { { id = "http://www.roblox.com/asset/?id=178130996", weight = 10 } }, toolnone = { { id = "http://www.roblox.com/asset/?id=182393478", weight = 10 } }, toolslash = { { id = "http://www.roblox.com/asset/?id=129967390", weight = 10 }
-- BrailleGen 3D BETA
Align = true This = script.Parent Btn = This.Parent Lift = Btn.Parent.Parent.Parent Config = require(Lift.CustomLabel) Characters = require(script.Characters) CustomLabel = Config["CUSTOMFLOORLABEL"][tonumber(Btn.Name)] function ChangeFloor(SF) if Align == true then if string.len(SF) == 1 then SetLabel(1,SF,0.045) SetLabel(2,"NIL",0) SetLabel(3,"NIL",0) SetLabel(4,"NIL",0) elseif string.len(SF) == 2 then SetLabel(1,SF:sub(1,1),0.03) SetLabel(2,SF:sub(2,2),0.03) SetLabel(3,"NIL",0) SetLabel(4,"NIL",0) elseif string.len(SF) == 3 then SetLabel(1,SF:sub(1,1),0.015) SetLabel(2,SF:sub(2,2),0.015) SetLabel(3,SF:sub(3,3),0.015) SetLabel(4,"NIL",0) elseif string.len(SF) == 4 then SetLabel(1,SF:sub(1,1),0) SetLabel(2,SF:sub(2,2),0) SetLabel(3,SF:sub(3,3),0) SetLabel(4,SF:sub(4,4),0) end else if string.len(SF) == 1 then SetLabel(1,SF,0) SetLabel(2,"NIL",0) SetLabel(3,"NIL",0) SetLabel(4,"NIL",0) elseif string.len(SF) == 2 then SetLabel(1,SF:sub(1,1),0) SetLabel(2,SF:sub(2,2),0) SetLabel(3,"NIL",0) SetLabel(4,"NIL",0) elseif string.len(SF) == 3 then SetLabel(1,SF:sub(1,1),0) SetLabel(2,SF:sub(2,2),0) SetLabel(3,SF:sub(3,3),0) SetLabel(4,"NIL",0) elseif string.len(SF) == 4 then SetLabel(1,SF:sub(1,1),0) SetLabel(2,SF:sub(2,2),0) SetLabel(3,SF:sub(3,3),0) SetLabel(4,SF:sub(4,4),0) end end end function SetLabel(ID,CHAR,OFFSET) if This:FindFirstChild("BR"..ID) and Characters[CHAR] ~= nil then for i,l in pairs(Characters[CHAR]) do This["BR"..ID].Mesh.MeshId = "rbxassetid://"..l end if CHAR == "A" or CHAR == "1" then This["BR"..ID].Mesh.Offset = Vector3.new(OFFSET-0.006, 0, -0.014) elseif CHAR == "B" or CHAR == "2" then This["BR"..ID].Mesh.Offset = Vector3.new(OFFSET-0.006, 0, -0.006) elseif CHAR == "C" or CHAR == "3" then This["BR"..ID].Mesh.Offset = Vector3.new(OFFSET, 0, -0.014) elseif CHAR == "D" or CHAR == "4" or CHAR == "E" or CHAR == "5" or CHAR == "F" or CHAR == "6" or CHAR == "G" or CHAR == "7" or CHAR == "H" or CHAR == "8" or CHAR == "I" or CHAR == "9" or CHAR == "J" or CHAR == "0" then This["BR"..ID].Mesh.Offset = Vector3.new(OFFSET, 0, -0.006) elseif CHAR == "K" or CHAR == "L" then This["BR"..ID].Mesh.Offset = Vector3.new(OFFSET-0.006, 0, 0) elseif CHAR == "." or CHAR == "+" then This["BR"..ID].Mesh.Offset = Vector3.new(OFFSET, 0, 0.006) elseif CHAR == "-" then This["BR"..ID].Mesh.Offset = Vector3.new(OFFSET, 0, 0.014) elseif CHAR == ";" then This["BR"..ID].Mesh.Offset = Vector3.new(OFFSET, 0, 0.006) elseif CHAR == "*" then This["BR"..ID].Mesh.Offset = Vector3.new(OFFSET+0.006, 0, 0) else This["BR"..ID].Mesh.Offset = Vector3.new(OFFSET, 0, 0) end end end if CustomLabel then if string.find(string.sub(CustomLabel,1,1), "%d") ~= nil then if string.len(CustomLabel) == 1 then ChangeFloor("$"..CustomLabel) elseif string.find(string.sub(CustomLabel,2,2), "%a") ~= nil then ChangeFloor("$"..string.sub(CustomLabel,1,1)..";"..string.sub(CustomLabel,2,2)) else ChangeFloor("$"..CustomLabel) end elseif string.find(CustomLabel, "%d") == nil then if string.len(CustomLabel) == 1 then ChangeFloor(";"..CustomLabel) elseif string.find(string.sub(CustomLabel,2,2), "%d") ~= nil then ChangeFloor(";"..string.sub(CustomLabel,1,1).."$"..string.sub(CustomLabel,2,2)) else ChangeFloor(";"..CustomLabel) end else ChangeFloor(string.sub(CustomLabel,1,1).."$"..string.sub(CustomLabel,2,2)) end else ChangeFloor("$"..Btn.Name) end script:Destroy()
--!native
local CollisionModule = {} local sin = math.sin local cos = math.cos local sqrt = math.sqrt local tan = math.tan local floor = math.floor local rad = math.rad local max = math.max local min = math.min local huge = math.huge local abs = math.abs local sign = math.sign local pi = math.pi local function GetBoundingBox(points, offset) offset = offset or Vector3.zero local minX, minY, minZ = huge, huge, huge local maxX, maxY, maxZ = -huge, -huge, -huge for _, point in pairs(points) do local x, y, z = unpack(point) x = x + offset.X y = y + offset.Y z = z + offset.Z minX = min(minX, x) minY = min(minY, y) minZ = min(minZ, z) maxX = max(maxX, x) maxY = max(maxY, y) maxZ = max(maxZ, z) end return { Min = Vector3.new(minX, minY, minZ), Max = Vector3.new(maxX, maxY, maxZ) } end local function IsPointInsideModel(model, point) local bounds = GetBoundingBox(model.points) return point.X >= bounds.Min.X and point.X <= bounds.Max.X and point.Y >= bounds.Min.Y and point.Y <= bounds.Max.Y and point.Z >= bounds.Min.Z and point.Z <= bounds.Max.Z end local function DoesRayIntersectModel(ray, model) local origin = ray.Origin local direction = ray.Direction local intersectionPoint = nil -- Check if the ray's origin is inside the model if IsPointInsideModel(model, origin) then intersectionPoint = origin return true, intersectionPoint end -- Check for intersections with each model point local points = model.points for _, vertex in pairs(points) do local point = Vector3.new(vertex[1], vertex[2], vertex[3]) local hitDistance = (point - origin):Dot(direction) if hitDistance >= 0 and IsPointInsideModel(model, origin + hitDistance * direction) then intersectionPoint = origin + hitDistance * direction return true, intersectionPoint end end return false, nil end local function CalculateMouseRay(mouseX, mouseY, Camera, viewportWidth, viewportHeight) local cameraCFrame = Camera:GetCFrame() local cameraInverseCFrame = cameraCFrame:Inverse() local mousePosition = Vector3.new(mouseX, mouseY, 0) local mouseRayDirection = (mousePosition - Vector3.new(viewportWidth / 2, viewportHeight / 2, 0)) / sqrt(viewportWidth ^ 2 + viewportHeight ^ 2) * 2 local mouseRayWorldDirection = (cameraInverseCFrame * mouseRayDirection).unit return Ray.new(Camera.Position, mouseRayWorldDirection) end local function GetIntersectionPoint(ray, model) local origin = ray.Origin local direction = ray.Direction local closestDistance = huge local intersectionPoint = nil -- Check for intersections with each model point local points = model.points for _, vertex in pairs(points) do local point = Vector3.new(vertex[1], vertex[2], vertex[3]) local hitDistance = (point - origin):Dot(direction) if hitDistance >= 0 and IsPointInsideModel(model, origin + hitDistance * direction) then -- Update the closest intersection point if this point is closer to the ray's origin if hitDistance < closestDistance then closestDistance = hitDistance intersectionPoint = origin + hitDistance * direction end end end return intersectionPoint end local function CalculateSurfaceNormal(model, hitPoint) local points = model.points local normalsSum = Vector3.zero local closestNormal = Vector3.zero local closestDistance = huge for _, triangle in pairs(model.triangles) do local vertex1 = Vector3.new(points[triangle[1]][1], points[triangle[1]][2], points[triangle[1]][3]) local vertex2 = Vector3.new(points[triangle[2]][1], points[triangle[2]][2], points[triangle[2]][3]) local vertex3 = Vector3.new(points[triangle[3]][1], points[triangle[3]][2], points[triangle[3]][3]) local edge1 = vertex2 - vertex1 local edge2 = vertex3 - vertex1 local normal = edge1:Cross(edge2).unit local distanceToPlane = normal:Dot(vertex1 - hitPoint) if abs(distanceToPlane) < 0.001 then normalsSum = normalsSum + normal end if distanceToPlane < closestDistance then closestNormal = normal closestDistance = distanceToPlane end end if normalsSum.Magnitude == 0 then return closestNormal.unit else return normalsSum.unit end end function CollisionModule.Raycast(origin, direction, whitelist) local ray = Ray.new(origin, direction) -- Check for collisions with each model in the whitelist for _, model in pairs(whitelist) do local doesIntersect, intersectionPoint = DoesRayIntersectModel(ray, model) if doesIntersect then return model.Name, intersectionPoint end end return nil, nil end function CollisionModule.RaycastWithNormals(origin, direction, blacklist, registry) local ray = Ray.new(origin, direction) local hitModel, hitPoint, surfaceNormal = nil, nil, nil local closestDistance = huge for i, model in pairs(registry) do if table.find(blacklist, model.Name) == nil then local doesIntersect, intersectionPoint = DoesRayIntersectModel(ray, model) if doesIntersect then local hitDistance = (intersectionPoint - origin).Magnitude if hitDistance < closestDistance then hitModel = model hitPoint = intersectionPoint surfaceNormal = CalculateSurfaceNormal(model, hitPoint) closestDistance = hitDistance end end end end return hitModel, hitPoint, surfaceNormal end function CollisionModule.AABBCollision(model1, model2, offset) local bounds1 = GetBoundingBox(model1.points, offset) local bounds2 = GetBoundingBox(model2.points) -- Check for collision along each axis (X, Y, Z) local collisionX = bounds1.Min.X <= bounds2.Max.X and bounds1.Max.X >= bounds2.Min.X local collisionY = bounds1.Min.Y <= bounds2.Max.Y and bounds1.Max.Y >= bounds2.Min.Y local collisionZ = bounds1.Min.Z <= bounds2.Max.Z and bounds1.Max.Z >= bounds2.Min.Z -- If there's a collision along all three axes, there's a collision if collisionX and collisionY and collisionZ then -- Calculate the collision normal (direction of collision) local collisionNormal = Vector3.new(0, 0, 0) -- Determine which side was hit based on the minimum penetration depth along each axis local minPenetrationX = min(bounds1.Max.X - bounds2.Min.X, bounds2.Max.X - bounds1.Min.X) local minPenetrationY = min(bounds1.Max.Y - bounds2.Min.Y, bounds2.Max.Y - bounds1.Min.Y) local minPenetrationZ = min(bounds1.Max.Z - bounds2.Min.Z, bounds2.Max.Z - bounds1.Min.Z) -- Find the axis with the minimum penetration depth local minPenetration = min(minPenetrationX, minPenetrationY, minPenetrationZ) if minPenetration == minPenetrationX then collisionNormal = Vector3.new(sign(bounds1.Max.X - bounds2.Min.X), 0, 0) elseif minPenetration == minPenetrationY then collisionNormal = Vector3.new(0, sign(bounds1.Max.Y - bounds2.Min.Y), 0) else collisionNormal = Vector3.new(0, 0, sign(bounds1.Max.Z - bounds2.Min.Z)) end return true, collisionNormal end return false, nil, 0 end function CollisionModule.IsModelInside(model1, model2) local bounds1 = GetBoundingBox(model1.points) local bounds2 = GetBoundingBox(model2.points) return bounds1.Min.X >= bounds2.Min.X and bounds1.Min.Y >= bounds2.Min.Y and bounds1.Min.Z >= bounds2.Min.Z and bounds1.Max.X <= bounds2.Max.X and bounds1.Max.Y <= bounds2.Max.Y and bounds1.Max.Z <= bounds2.Max.Z end return CollisionModule
--[[** wraps a callback in an assert with checkArgs @param callback The function to wrap @param checkArgs The functon to use to check arguments in the assert @returns A function that first asserts using checkArgs and then calls callback **--]]
function t.wrap(callback, checkArgs) assert(checkWrap(callback, checkArgs)) return function(...) assert(checkArgs(...)) return callback(...) end end end
--[[ TODO: Clone and toss the tool handle and display, putting them into a new model and into workspace.Debris. When the handle is touched by a descendant of workspace.Enemies, trap them ]]
-- ================================================================================ -- SETTINGS -- ================================================================================
GameSettings.intermissionDuration = 10 -- Duration of intermission in seconds GameSettings.roundDuration = 60 -- Durationof race in seconds GameSettings.countdownDuration = 3 -- Race countdown at starting line in seconds GameSettings.minimumPlayers = 1 -- Minimum number of players for a race to start GameSettings.transitionEnd = 3 -- Duration of time between end of race and beginning of -- next intermission
--[=[ @param andThenFn (value: any) -> Option @return value: Option If the option holds a value, then the `andThenFn` function is called with the held value of the option, and then the resultant Option returned by the `andThenFn` is returned. Otherwise, None is returned. ```lua local optA = Option.Some(32) local optB = optA:AndThen(function(num) return Option.Some(num * 2) end) print(optB:Expect("Expected number")) --> 64 ``` ]=]
function Option:AndThen(andThenFn) if self:IsSome() then local result = andThenFn(self:Unwrap()) Option.Assert(result) return result else return Option.None end end
--[=[ Returns a unique render name for every call, which can be used with the `BindToRenderStep` method optionally. ```lua shake:BindToRenderStep(Shake.NextRenderName(), ...) ``` ]=]
function Shake.NextRenderName(): string renderId += 1 return ("__shake_%.4i__"):format(renderId) end
-- Adjust the movement of the firefly, allowing them to roam around.
local Fly = script.Parent while true do -- Alter the flies movement direction every once a while to make it roam around Fly.BodyVelocity.velocity = Vector3.new(math.random(-100,100)*0.5,math.random(-100,100)*0.1,math.random(-100,100)*0.5) wait(math.random(10,25)*0.1) end
--This module is for any client FX related to the Lab's door
local WoodenBarrierFX = {} local tweenService = game:GetService("TweenService") local tweenInfo = TweenInfo.new(1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut) function WoodenBarrierFX.BREAK(plank) if not plank then return end plank.Transparency = 1 local plankClone = plank:Clone() plankClone.Transparency = 0 plankClone.CanCollide = false plankClone.CanTouch = false plankClone.Massless = true plankClone.Anchored = true local smoke = script.Smoke:Clone() smoke.Parent = plankClone plankClone.Parent = workspace.Ignore tweenService:Create(plankClone, TweenInfo.new(2, Enum.EasingStyle.Sine, Enum.EasingDirection.In), {Transparency = 1}):Play() game.Debris:AddItem(plankClone, 2) plankClone.CFrame = plank.CFrame local velo = plank.CFrame.UpVector * (-25 - math.random() * 10) plankClone.Anchored = false plankClone.Velocity = velo + Vector3.new(0, 25 + math.random() * 10, 0) plankClone.RotVelocity = Vector3.new(math.random() * 20 - 10, math.random() * 20 - 10, math.random() * 20 - 10) smoke:Emit(60) end function WoodenBarrierFX.BUILD(plank) if not plank then return end plank.Transparency = 1 local plankClone = plank:Clone() plankClone.Transparency = 1 plankClone.CanCollide = false plankClone.CanTouch = false plankClone.Massless = true local smoke = script.Smoke:Clone() smoke.Parent = plankClone local sparks = script.Sparks:Clone() sparks.Parent = plankClone plankClone.Parent = workspace.Ignore game.Debris:AddItem(plankClone, 3) local midCf = plank.CFrame * CFrame.new(0, -5, 0) local startCf = midCf - Vector3.new(0, 5, 0) local endCf = plank.CFrame plankClone.CFrame = startCf tweenService:Create(plankClone, TweenInfo.new(0.4, Enum.EasingStyle.Back, Enum.EasingDirection.Out), {Position = midCf.Position}):Play() tweenService:Create(plankClone, TweenInfo.new(0.2), {Transparency = 0}):Play() local originOrientation = plankClone.Orientation local start = tick() while tick() - start <= 0.5 do plankClone.Orientation = originOrientation + Vector3.new(math.random() * 6 - 3, math.random() * 6 - 3, math.random() * 6 - 3) wait() end tweenService:Create(plankClone, TweenInfo.new(0.1, Enum.EasingStyle.Cubic, Enum.EasingDirection.In), {CFrame = endCf}):Play() delay(0.1, function() smoke:Emit(60) sparks:Emit(30) end) wait(0.5) plank.Transparency = 0 end return WoodenBarrierFX
-- Disconnect all handlers. Since we use a linked list it suffices to clear the -- reference to the head handler.
function Signal.DisconnectAll(self: ClassType) self._handlerListHead = nil end
--[[ To quickly get pre-generated tables for player status models ]]
local PlayerStatusModel = {} function PlayerStatusModel.generate(currentState) return { currentState = currentState } end function PlayerStatusModel.generateBot() return { isBot = true } end return PlayerStatusModel
--Please keep my name in there. ;)
bannedlist = { "someoneyouhate","noob"}--If you want someone not to be able to enter your place, put thier name in here.
--[[ Ser is a serialization/deserialization utility module that is used by Knit to automatically serialize/deserialize values passing through remote functions and remote events. Ser.Classes = { [ClassName] = { Serialize = (value) -> serializedValue Deserialize = (value) => deserializedValue } } Ser.SerializeArgs(...) -> table Ser.SerializeArgsAndUnpack(...) -> Tuple Ser.DeserializeArgs(...) -> table Ser.DeserializeArgsAndUnpack(...) -> Tuple Ser.Serialize(value: any) -> any Ser.Deserialize(value: any) -> any Ser.UnpackArgs(args: table) -> Tuple --]]
type Args = { n: number, [any]: any, } local Option = require(script.Parent.Option) local Ser = {} Ser.Classes = { Option = { Serialize = function(opt) return opt:Serialize() end; Deserialize = Option.Deserialize; }; } function Ser.SerializeArgs(...: any): Args local args = table.pack(...) for i,arg in ipairs(args) do if type(arg) == "table" then local ser = Ser.Classes[arg.ClassName] if ser then args[i] = ser.Serialize(arg) end end end return args end function Ser.SerializeArgsAndUnpack(...: any): ...any local args = Ser.SerializeArgs(...) return table.unpack(args, 1, args.n) end function Ser.DeserializeArgs(...: any): Args local args = table.pack(...) for i,arg in ipairs(args) do if (type(arg) == "table") then local ser = Ser.Classes[arg.ClassName] if (ser) then args[i] = ser.Deserialize(arg) end end end return args end function Ser.DeserializeArgsAndUnpack(...: any): ...any local args = Ser.DeserializeArgs(...) return table.unpack(args, 1, args.n) end function Ser.Serialize(value: any): any if (type(value) == "table") then local ser = Ser.Classes[value.ClassName] if (ser) then value = ser.Serialize(value) end end return value end function Ser.Deserialize(value: any): any if (type(value) == "table") then local ser = Ser.Classes[value.ClassName] if (ser) then value = ser.Deserialize(value) end end return value end function Ser.UnpackArgs(args: Args): ...any return table.unpack(args, 1, args.n) end return Ser
--!strict --[=[ @function push @within Array @param array {T} -- The array to push an element to. @param ... ...T -- The elements to push. @return {T} -- The array with the pushed elements. Adds elements to the end of the array. #### Aliases `append` ```lua local array = { 1, 2, 3 } local new = Push(array, 4, 5, 6) -- { 1, 2, 3, 4, 5, 6 } ``` ]=]
local function push<T>(array: { T }, ...: T): { T } local result = {} for index, value in ipairs(array) do table.insert(result, value) end for _, value in ipairs({ ... }) do table.insert(result, value) end return result end return push
-- originalEndWaypoint is optional, causes the waypoint to tween from that position.
function ClickToMoveDisplay.CreatePathDisplay(wayPoints, originalEndWaypoint) createPathCount = createPathCount + 1 local trailDots = createTrailDots(wayPoints, originalEndWaypoint) local function removePathBeforePoint(wayPointNumber) -- kill all trailDots before and at wayPointNumber for i = #trailDots, 1, -1 do local trailDot = trailDots[i] if trailDot.ClosestWayPoint <= wayPointNumber then trailDot:Destroy() trailDots[i] = nil else break end end end local reiszeTrailDotsUpdateName = "ClickToMoveResizeTrail" ..createPathCount local function resizeTrailDots() if #trailDots == 0 then RunService:UnbindFromRenderStep(reiszeTrailDotsUpdateName) return end local cameraPos = Workspace.CurrentCamera.CFrame.p for i = 1, #trailDots do local trailDotImage = trailDots[i].DisplayModel:FindFirstChild("TrailDotImage") if trailDotImage then local distanceToCamera = (trailDots[i].DisplayModel.Position - cameraPos).magnitude trailDotImage.Size = getTrailDotScale(distanceToCamera, TrailDotSize) end end end RunService:BindToRenderStep(reiszeTrailDotsUpdateName, Enum.RenderPriority.Camera.Value - 1, resizeTrailDots) local function removePath() removePathBeforePoint(#wayPoints) end return removePath, removePathBeforePoint end local lastFailureWaypoint = nil function ClickToMoveDisplay.DisplayFailureWaypoint(position) if lastFailureWaypoint then lastFailureWaypoint:Hide() end local failureWaypoint = FailureWaypoint.new(position) lastFailureWaypoint = failureWaypoint coroutine.wrap(function() failureWaypoint:RunFailureTween() failureWaypoint:Destroy() failureWaypoint = nil end)() end function ClickToMoveDisplay.CreateEndWaypoint(position) return EndWaypoint.new(position) end function ClickToMoveDisplay.PlayFailureAnimation() local myHumanoid = findPlayerHumanoid() if myHumanoid then local animationTrack = getFailureAnimationTrack(myHumanoid) animationTrack:Play() end end function ClickToMoveDisplay.CancelFailureAnimation() if lastFailureAnimationTrack ~= nil and lastFailureAnimationTrack.IsPlaying then lastFailureAnimationTrack:Stop() end end function ClickToMoveDisplay.SetWaypointTexture(texture) TrailDotIcon = texture TrailDotTemplate, EndWaypointTemplate, FailureWaypointTemplate = CreateWaypointTemplates() end function ClickToMoveDisplay.GetWaypointTexture() return TrailDotIcon end function ClickToMoveDisplay.SetWaypointRadius(radius) TrailDotSize = Vector2.new(radius, radius) TrailDotTemplate, EndWaypointTemplate, FailureWaypointTemplate = CreateWaypointTemplates() end function ClickToMoveDisplay.GetWaypointRadius() return TrailDotSize.X end function ClickToMoveDisplay.SetEndWaypointTexture(texture) EndWaypointIcon = texture TrailDotTemplate, EndWaypointTemplate, FailureWaypointTemplate = CreateWaypointTemplates() end function ClickToMoveDisplay.GetEndWaypointTexture() return EndWaypointIcon end function ClickToMoveDisplay.SetWaypointsAlwaysOnTop(alwaysOnTop) WaypointsAlwaysOnTop = alwaysOnTop TrailDotTemplate, EndWaypointTemplate, FailureWaypointTemplate = CreateWaypointTemplates() end function ClickToMoveDisplay.GetWaypointsAlwaysOnTop() return WaypointsAlwaysOnTop end return ClickToMoveDisplay
--Made by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") Debris = game:GetService("Debris") UserInputService = game:GetService("UserInputService") RbxUtility = LoadLibrary("RbxUtility") Create = RbxUtility.Create Animations = { Sit = {Animation = Tool:WaitForChild("Sit"), FadeTime = nil, Weight = nil, Speed = nil, Duration = nil}, } AnimationTracks = {} Controls = { Forward = { Down = false, Keys = {Key = "w", ByteKey = 17} }, Backward = { Down = false, Keys = {Key = "s", ByteKey = 18} }, Left = { Down = false, Keys = {Key = "a", ByteKey = 20} }, Right = { Down = false, Keys = {Key = "d", ByteKey = 19} } } Rate = (1 / 60) Gravity = 196.20 Speed = { Acceleration = 20, Deceleration = 20, MovementSpeed = {Min = 35, Max = 35}, TurnSpeed = { Speed = {Min = 3, Max = 3}, TurnAlpha = 0.5, AlphaDampening = 0.2 }, Pitch = {Min = 40, Max = 40} } MaxSpeed = { --Maximum speed which the vehicle can move and turn at. Movement = Speed.MovementSpeed, Turn = Speed.TurnSpeed.Speed, Pitch = Speed.Pitch, Acceleration = Speed.Acceleration, Deceleration = Speed.Deceleration } CurrentSpeed = { --The speed which the vehicle is moving and turning at. Movement = 0, Turn = 0, Pitch = 0 } ToolEquipped = false function SetAnimation(mode, value) if mode == "PlayAnimation" and value and ToolEquipped and Humanoid then for i, v in pairs(AnimationTracks) do if v.Animation == value.Animation then v.AnimationTrack:Stop() table.remove(Animations, i) end end local AnimationTrack = Humanoid:LoadAnimation(value.Animation) table.insert(AnimationTracks, {Animation = value.Animation, AnimationTrack = AnimationTrack}) AnimationTrack:Play(value.FadeTime, value.Weight, value.Speed) elseif mode == "StopAnimation" and value then for i, v in pairs(AnimationTracks) do if v.Animation == value.Animation then v.AnimationTrack:Stop(value.FadeTime) table.remove(Animations, i) end end end end function ThrustUpdater() Humanoid.WalkSpeed = 0 Humanoid.AutoRotate = false Humanoid.PlatformStand = true if Controls.Forward.Down then --Handle acceleration CurrentSpeed.Pitch = math.min(MaxSpeed.Pitch.Max, (CurrentSpeed.Pitch + Speed.TurnSpeed.TurnAlpha)) end if Controls.Backward.Down then --Handle deceleration, if speed is more than 0, decrease quicker. CurrentSpeed.Pitch = math.min(MaxSpeed.Pitch.Min, (CurrentSpeed.Pitch - Speed.TurnSpeed.TurnAlpha)) end if Controls.Left.Down then --Handle left turn speed CurrentSpeed.Turn = math.min(MaxSpeed.Turn.Min, (CurrentSpeed.Turn + Speed.TurnSpeed.TurnAlpha)) end if Controls.Right.Down then --Handle right turn speed CurrentSpeed.Turn = math.max(-MaxSpeed.Turn.Max, (CurrentSpeed.Turn - Speed.TurnSpeed.TurnAlpha)) end if math.abs(CurrentSpeed.Turn) > Speed.TurnSpeed.AlphaDampening then CurrentSpeed.Turn = (CurrentSpeed.Turn - ((Speed.TurnSpeed.AlphaDampening) * (math.abs(CurrentSpeed.Turn) / CurrentSpeed.Turn))) else CurrentSpeed.Turn = 0 end if math.abs(CurrentSpeed.Pitch) > Speed.TurnSpeed.AlphaDampening then CurrentSpeed.Pitch = (CurrentSpeed.Pitch - (Speed.TurnSpeed.AlphaDampening * (math.abs(CurrentSpeed.Pitch) / CurrentSpeed.Pitch))) else CurrentSpeed.Pitch = 0 end local LeanAmount = (-CurrentSpeed.Turn * (math.pi / 6) / 1.5) local Direction = Torso.CFrame.lookVector local XZDirection = Vector3.new(Direction.X, 0, Direction.Z).Unit ThrustForce.velocity = (Direction * CurrentSpeed.Movement) local XZNormal = (CFrame.Angles(0, (math.pi / 2), 0) * XZDirection) if math.abs(Direction.Y) > 0.85 then RotationForce.angularvelocity = (TurnGyro.cframe * Vector3.new(0, CurrentSpeed.Turn, 0)) CurrentSpeed.Pitch = 0 elseif not Controls.Forward.Down and not Controls.Backward.Down and not Controls.Left.Down and not Controls.Right.Down then local TurnForce = (CurrentSpeed.Pitch + (math.sin(tick() * 4) * 3)) RotationForce.angularvelocity = (TurnGyro.cframe * Vector3.new((TurnForce * XZNormal.X), CurrentSpeed.Turn, (TurnForce * XZNormal.Z))) else RotationForce.angularvelocity = (TurnGyro.cframe * Vector3.new((CurrentSpeed.Pitch * XZNormal.X), CurrentSpeed.Turn, (CurrentSpeed.Pitch * XZNormal.Z))) end TurnGyro.cframe = CFrame.Angles((LeanAmount * XZDirection.X), 0, (LeanAmount * XZDirection.Z)) wait(Rate) end function SetUpMovement() for i, v in pairs(CurrentSpeed) do CurrentSpeed[i] = 0 end CurrentSpeed.Movement = MaxSpeed.Movement.Max for i, v in pairs(Controls) do v.Down = false end SetAnimation("PlayAnimation", Animations.Sit) TurnGyro = Create("BodyGyro"){ maxTorque = Vector3.new(math.huge, 0, math.huge), Parent = Torso, } ThrustForce = Create("BodyVelocity"){ maxForce = Vector3.new(math.huge, math.huge, math.huge), velocity = Vector3.new(0, 0, 0), Parent = Torso, } RotationForce = Create("BodyAngularVelocity"){ maxTorque = Vector3.new(math.huge, math.huge, math.huge), angularvelocity = Vector3.new(0, 0, 0), Parent = Torso, } Spawn(function() while CheckIfAlive() and TurnGyro.Parent and ThrustForce.Parent and RotationForce.Parent and ToolEquipped do ThrustUpdater() wait() end end) end function KeyPress(Key, Down) local ByteKey = string.byte(Key) for i, v in pairs(Controls) do if v.Keys.Key == Key or v.Keys.ByteKey == ByteKey then v.Down = Down end end end function CheckIfAlive() return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent and Player and Player.Parent) and true) or false) end function Equipped(Mouse) Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") Torso = Character:FindFirstChild("Torso") if not CheckIfAlive() then return end ToolEquipped = true Mouse.KeyDown:connect(function(Key) KeyPress(Key, true) end) Mouse.KeyUp:connect(function(Key) KeyPress(Key, false) end) Spawn(SetUpMovement) Humanoid:ChangeState(Enum.HumanoidStateType.None) end function Unequipped() for i, v in pairs(Controls) do v.Down = false end for i, v in pairs(AnimationTracks) do if v and v.AnimationTrack then v.AnimationTrack:Stop() end end for i, v in pairs({TurnGyro, ThrustForce, RotationForce}) do if tostring(v) == "Connection" then v:disconnect() elseif type(v) == "userdata" and v.Parent then Debris:AddItem(v, 0) end end if CheckIfAlive() then Humanoid.WalkSpeed = 16 Humanoid.AutoRotate = true Humanoid.PlatformStand = false Humanoid:ChangeState(Enum.HumanoidStateType.Freefall) end AnimationTracks = {} ToolEquipped = false end Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)
-- initialize camera shaker object
local camShake = CameraShaker.new(Enum.RenderPriority.Camera.Value, function(shakeCf) camera.CFrame = camera.CFrame * shakeCf end) camShake:Start() local CameraShake = {} function CameraShake.ShakeOnce() if not tool:GetAttribute('CameraShake') then return end -- CameraShaker:ShakeOnce(magnitude, roughness [, fadeInTime, fadeOutTime, posInfluence, rotInfluence]) camShake:ShakeOnce(5, 20 , 0, 1.5, Vector3.new(.5,.5,.5), Vector3.new()) end function CameraShake.ShakeSustain() if not tool:GetAttribute('CameraShake') then return end camShake:ShakeSustain(CameraShaker.Presets.Earthquake) end function CameraShake.StopSustained() if not tool:GetAttribute('CameraShake') then return end camShake:StopSustained(1) end return CameraShake
-- Wait for tool to load completely
while not (Support.GetDescendantCount(Tool) >= TotalCount) do wait(0.1); end;
-- Instancing method caching
local vec3 = Vector3.new local vec2 = Vector2.new local cframe = CFrame.new local angles = CFrame.Angles
--[[ Creates a new controller associated with the specified vehicle. ]]
function VehicleSoundComponent.new(model, controller) local component = { model = model, controller = controller } setmetatable(component, {__index = VehicleSoundComponent}) component:setup() return component end
-- Updated 10/14/2014 - Updated to 1.0.3 --- Now handles joints semi-acceptably. May be rather hacky with some joints. :/
local NEVER_BREAK_JOINTS = false -- If you set this to true it will never break joints (this can create some welding issues, but can save stuff like hinges). local function CallOnChildren(Instance, FunctionToCall) -- Calls a function on each of the children of a certain object, using recursion. FunctionToCall(Instance) for _, Child in next, Instance:GetChildren() do CallOnChildren(Child, FunctionToCall) end end local function GetNearestParent(Instance, ClassName) -- Returns the nearest parent of a certain class, or returns nil local Ancestor = Instance repeat Ancestor = Ancestor.Parent if Ancestor == nil then return nil end until Ancestor:IsA(ClassName) return Ancestor end local function GetBricks(StartInstance) local List = {} -- if StartInstance:IsA("BasePart") then -- List[#List+1] = StartInstance -- end CallOnChildren(StartInstance, function(Item) if Item:IsA("BasePart") then List[#List+1] = Item; end end) return List end local function Modify(Instance, Values) -- Modifies an Instance by using a table. assert(type(Values) == "table", "Values is not a table"); for Index, Value in next, Values do if type(Index) == "number" then Value.Parent = Instance else Instance[Index] = Value end end return Instance end local function Make(ClassType, Properties) -- Using a syntax hack to create a nice way to Make new items. return Modify(Instance.new(ClassType), Properties) end local Surfaces = {"TopSurface", "BottomSurface", "LeftSurface", "RightSurface", "FrontSurface", "BackSurface"} local HingSurfaces = {"Hinge", "Motor", "SteppingMotor"} local function HasWheelJoint(Part) for _, SurfaceName in pairs(Surfaces) do for _, HingSurfaceName in pairs(HingSurfaces) do if Part[SurfaceName].Name == HingSurfaceName then return true end end end return false end local function ShouldBreakJoints(Part) --- We do not want to break joints of wheels/hinges. This takes the utmost care to not do this. There are -- definitely some edge cases. if NEVER_BREAK_JOINTS then return false end if HasWheelJoint(Part) then return false end local Connected = Part:GetConnectedParts() if #Connected == 1 then return false end for _, Item in pairs(Connected) do if HasWheelJoint(Item) then return false elseif not Item:IsDescendantOf(script.Parent) then return false end end return true end local function WeldTogether(Part0, Part1, JointType, WeldParent) --- Weld's 2 parts together -- @param Part0 The first part -- @param Part1 The second part (Dependent part most of the time). -- @param [JointType] The type of joint. Defaults to weld. -- @param [WeldParent] Parent of the weld, Defaults to Part0 (so GC is better). -- @return The weld created. JointType = JointType or "Weld" local RelativeValue = Part1:FindFirstChild("qRelativeCFrameWeldValue") local NewWeld = Part1:FindFirstChild("qCFrameWeldThingy") or Instance.new(JointType) Modify(NewWeld, { Name = "qCFrameWeldThingy"; Part0 = Part0; Part1 = Part1; C0 = CFrame.new();--Part0.CFrame:inverse(); C1 = RelativeValue and RelativeValue.Value or Part1.CFrame:toObjectSpace(Part0.CFrame); --Part1.CFrame:inverse() * Part0.CFrame;-- Part1.CFrame:inverse(); Parent = Part1; }) if not RelativeValue then RelativeValue = Make("CFrameValue", { Parent = Part1; Name = "qRelativeCFrameWeldValue"; Archivable = true; Value = NewWeld.C1; }) end return NewWeld end local function WeldParts(Parts, MainPart, JointType, DoNotUnanchor) -- @param Parts The Parts to weld. Should be anchored to prevent really horrible results. -- @param MainPart The part to weld the model to (can be in the model). -- @param [JointType] The type of joint. Defaults to weld. -- @parm DoNotUnanchor Boolean, if true, will not unachor the model after cmopletion. for _, Part in pairs(Parts) do if ShouldBreakJoints(Part) then Part:BreakJoints() end end for _, Part in pairs(Parts) do if Part ~= MainPart then WeldTogether(MainPart, Part, JointType, MainPart) end end if not DoNotUnanchor then for _, Part in pairs(Parts) do Part.Anchored = false end MainPart.Anchored = false end end local function PerfectionWeld() local Tool = GetNearestParent(script, "Tool") local Parts = GetBricks(script.Parent) local PrimaryPart = Tool and Tool:FindFirstChild("Handle") and Tool.Handle:IsA("BasePart") and Tool.Handle or script.Parent:IsA("Model") and script.Parent.PrimaryPart or Parts[1] if PrimaryPart then WeldParts(Parts, PrimaryPart, "Weld", false) else warn("qWeld - Unable to weld part") end return Tool end local Tool = PerfectionWeld() if Tool and script.ClassName == "Script" then --- Don't bother with local scripts script.Parent.AncestryChanged:connect(function() PerfectionWeld() end) end
-- Helper function to lazily instantiate a controller if it does not yet exist, -- disable the active controller if it is different from the on being switched to, -- and then enable the requested controller. The argument to this function must be -- a reference to one of the control modules, i.e. Keyboard, Gamepad, etc.
function ControlModule:SwitchToController(controlModule) if not controlModule then if self.activeController then self.activeController:Enable(false) end self.activeController = nil self.activeControlModule = nil else if not self.controllers[controlModule] then self.controllers[controlModule] = controlModule.new(CONTROL_ACTION_PRIORITY) end if self.activeController ~= self.controllers[controlModule] then if self.activeController then self.activeController:Enable(false) end self.activeController = self.controllers[controlModule] self.activeControlModule = controlModule -- Only used to check if controller switch is necessary if self.touchControlFrame then self.activeController:Enable(true, self.touchControlFrame) else if self.activeControlModule == ClickToMove then -- For ClickToMove, when it is the player's choice, we also enable the full keyboard controls. -- When the developer is forcing click to move, the most keyboard controls (WASD) are not available, only spacebar to jump. self.activeController:Enable(true, Players.LocalPlayer.DevComputerMovementMode == Enum.DevComputerMovementMode.UserChoice) else self.activeController:Enable(true) end end if self.touchControlFrame and (self.activeControlModule == TouchThumbpad or self.activeControlModule == TouchThumbstick or self.activeControlModule == ClickToMove or self.activeControlModule == DynamicThumbstick) then if not self.controllers[TouchJump] then self.controllers[TouchJump] = TouchJump.new() end self.touchJumpController = self.controllers[TouchJump] self.touchJumpController:Enable(true, self.touchControlFrame) else if self.touchJumpController then self.touchJumpController:Enable(false) end end end end end function ControlModule:OnLastInputTypeChanged(newLastInputType) if lastInputType == newLastInputType then warn("LastInputType Change listener called with current type.") end lastInputType = newLastInputType if lastInputType == Enum.UserInputType.Touch then -- TODO: Check if touch module already active local touchModule, success = self:SelectTouchModule() if success then while not self.touchControlFrame do wait() end self:SwitchToController(touchModule) end elseif computerInputTypeToModuleMap[lastInputType] ~= nil then local computerModule = self:SelectComputerMovementModule() if computerModule then self:SwitchToController(computerModule) end end end
--[[ Given a Model in 3D space, this function figures out how far the camera has to be pushed back to fit the model within the viewport. Check out this great video demonstrating the implementation: https://youtu.be/2J-2v_UqNDw ]]
local function getDepthToFitObject(fov: number, instance: Instance) local size: Vector3 if instance:IsA("Model") then local _, boxSize = instance:GetBoundingBox() size = boxSize elseif instance:IsA("BasePart") then size = instance.Size else local part = instance:FindFirstChildWhichIsA("BasePart") size = part.Size end local sizeY = math.abs(size.Y) local sizeZ = math.abs(size.Z) return (sizeY / (math.tan(math.rad(fov / 2)) * 2)) + (sizeZ / 2) end local defaultProps = { size = UDim2.fromScale(1, 1), previewRotationSpeed = 15, rotation = 120, zoomRange = NumberRange.new(-DEPTH_PADDING, 5), -- studs zoomIncrement = 2.5, -- studs -- Mocks spring = Otter.spring, UserInputService = UserInputService, RunService = RunService, } export type Props = typeof(defaultProps) & { itemInfo: types.ItemInfo, previewMode: string, size: UDim2?, previewRotationSpeed: number?, rotation: number?, previewAvatar: Model?, UserInputService: UserInputService, RunService: RunService, } local ItemViewport = Roact.Component:extend("ItemViewport") ItemViewport.defaultProps = defaultProps function ItemViewport:init() self.isUserRotating = false self.isUserPinching = false self.zoomOffset = 0 self.zoomMotor = Otter.createSingleMotor(self.zoomOffset) self.zoomMotor:onStep(function(value: number) self.zoomOffset = value end) self.rotation = self.props.rotation self.viewportCamera = Instance.new("Camera") self.lastViewportInputPosition = Vector3.new() self.viewportRef = Roact.createRef() self.heartbeatFunction = function(delta: number) local viewport: ViewportFrame = self.viewportRef:getValue() local viewportCamera: Camera = self.viewportCamera local viewportObject = viewport and viewport:FindFirstChildWhichIsA("Instance") if not viewportObject then return end local rotationSpeed = self.props.previewRotationSpeed if not self.isUserRotating then rotationSpeed = rotationSpeed * 0.95 + rotationSpeed * 0.05 self.rotation = (self.rotation + delta * rotationSpeed) % 360 end local props: Props = self.props local rotation = CFrame.Angles(0, math.rad(self.rotation), 0) local position = getInstanceCenter(viewportObject) local depth = getDepthToFitObject(viewportCamera.FieldOfView, viewportObject) depth = math.clamp(depth, props.zoomRange.Min, props.zoomRange.Max) viewportCamera.CFrame = CFrame.new(position) * rotation * CFrame.new(0, 0, depth + DEPTH_PADDING + self.zoomOffset) end self.zoom = function(direction: number) local props: Props = self.props local goal = math.clamp(self.zoomOffset - (props.zoomIncrement * direction), props.zoomRange.Min, props.zoomRange.Max) self.zoomMotor:setGoal(props.spring(goal, constants.Springs.Zippy)) end self.inputBegan = function(_, input: InputObject) if input.UserInputType == Enum.UserInputType.MouseWheel then self.zoom(input.Position.Z) end if self.isUserPinching then return end if input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch then self.isUserRotating = true self:setState({ viewportInput = true }) self.lastViewportInputPosition = input.Position end end self.inputEnded = function(_rbx, input: InputObject) if self.isUserRotating then self.isUserRotating = false if input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch then self:setState({ viewportInput = false }) end end end self.inputChanged = function(_rbx, input: InputObject) if input.UserInputType == Enum.UserInputType.MouseWheel then self.zoom(input.Position.Z) end if self.isUserRotating and not self.isUserPinching then if input.UserInputType == Enum.UserInputType.MouseMovement or input.UserInputType == Enum.UserInputType.Touch then local delta = input.Position - self.lastViewportInputPosition -- input.Delta doesn't seem to work self.lastViewportInputPosition = input.Position self.rotation = self.rotation - delta.X end end end local lastPinchDistance: number self.touchPinch = function(_rbx, touchPositions: { Vector2 }, _scale, _velocity, state: Enum.UserInputState) if not touchPositions[2] or state == Enum.UserInputState.End then self.isUserPinching = false return end self.isUserPinching = true local pinchDistance = (touchPositions[1] - touchPositions[2]).Magnitude if state == Enum.UserInputState.Change then local props: Props = self.props local pinchDelta = pinchDistance - lastPinchDistance local goal = self.zoomOffset - (props.zoomIncrement * pinchDelta * PINCH_DELTA_TO_ZOOM_DELTA) self.zoomOffset = math.clamp(goal, props.zoomRange.Min, props.zoomRange.Max) end lastPinchDistance = pinchDistance end self.updateViewportItem = function() local props: Props = self.props local viewport: ViewportFrame = self.viewportRef:getValue() viewport:ClearAllChildren() if not props.itemInfo then return end if props.previewMode == enums.PreviewModes.Object then if props.itemInfo.viewportObject then local clone = props.itemInfo.viewportObject:Clone() clone.Parent = viewport else warn("Merch booth item preview: could not find item viewport object") end else if props.previewAvatar then local clone = props.previewAvatar:Clone() clone.Parent = viewport else warn("Merch booth item preview: could not find preview avatar") end end end end function ItemViewport:render() return Roact.createElement("ViewportFrame", { Active = true, LayoutOrder = self.props.LayoutOrder, Size = self.props.size, BackgroundTransparency = 1, CurrentCamera = self.viewportCamera, [Roact.Event.InputBegan] = self.inputBegan, [Roact.Event.InputEnded] = self.inputEnded, [Roact.Event.InputChanged] = self.inputChanged, [Roact.Event.TouchPinch] = self.touchPinch, [Roact.Ref] = self.viewportRef, }, { HeartbeatEventConnection = Roact.createElement(ExternalEventConnection, { event = self.props.RunService.Heartbeat, callback = self.heartbeatFunction, }), }) end function ItemViewport:didMount() self.updateViewportItem() end function ItemViewport:didUpdate(previousProps: Props) local props: Props = self.props if previousProps.itemInfo ~= props.itemInfo or previousProps.previewMode ~= props.previewMode or props.previewAvatar ~= previousProps.previewAvatar then self.updateViewportItem() end end return ItemViewport
--[=[ Constructs a new ClassName. ```lua ``` @class ClassName ]=]
local class = {} do end
--[[ Create a copy of a list doing a combination filter and map. If callback returns nil for any item, it is considered filtered from the list. Any other value is considered the result of the 'map' operation. ]]
function Functional.FilterMap(list, callback) local new = {} for key = 1, #list do local value = list[key] local result = callback(value, key) if result ~= nil then table.insert(new, result) end end return new end
--[[ ___ __ _ _ _ __ __ _ _ |_ _| _ __ / _| (_) _ __ (_) | |_ ___ | \/ | (_) _ __ (_) _ __ __ _ | | | '_ \ | |_ | | | '_ \ | | | __| / _ \ | |\/| | | | | '_ \ | | | '_ \ / _` | | | | | | | | _| | | | | | | | | | |_ | __/ | | | | | | | | | | | | | | | | | (_| | |___| |_| |_| |_| |_| |_| |_| |_| \__| \___| |_| |_| |_| |_| |_| |_| |_| |_| \__, | ____ _ __ _ _ / ___| __ _ _ __ ___ ___ | |/ / (_) | |_ | | _ / _` | | '_ ` _ \ / _ \ | ' / | | | __| | |_| | | (_| | | | | | | | | __/ | . \ | | | |_ \____| \__,_| |_| |_| |_| \___| |_|\_\ |_| \__| |___/ ____ _ _ ____ ____ ____ ____ ____ __ __ ( _ \( \/ ) ( _ \( ___)( _ \( ___)(_ ) /__\ /__\ ) _ < \ / ) _ < )__) ) / )__) / /_ /(__)\ /(__)\ (____/ (__) (____/(____)(_)\_)(____)(____)(__)(__)(__)(__) V4 Based on the popular mining game Azure Mines https://www.roblox.com/games/428114181/Azure-Mines/ GUIDED VIDEO TUTORIAL: 🎥 youtube.com/watch?v=_wBfwupqmt8 ^ (Made for v2. The command step is slightly different. If you need help, check the description of the video for resources. Make sure you read and follow the set-up instructions below very carefully.) Contained within this kit is everything you need to set up a fully-functional infinite mining game within minutes. Follow these instructions and you'll be set to go in no time! Watch out for new versions of the kit and join our Infinite Mining Games community for announcements, news, help, and to share your creations. If you enjoy the kit please consider leaving a 👍 Thumbs Up and ⭐ Favorite the model to help others find it. If you are a developer, please consider releasing your own old projects to the public domain as kits. It could make an enormous impact on the life of a young creator who discovers it. https://www.roblox.com/library/4920625917/Infinite-Mining-Game-Kit-by-berezaa SET-UP INSTRUCTIONS STEP #1: The Infinite Mining Game Kit expects everything to be at a certain position. Enter the following command in your "Run a command" output at the bottom of Roblox Studio: --> workspace["Infinite Mining Game Kit v4 by berezaa"]:SetPrimaryPartCFrame( CFrame.new(86.3270645, 5013.8042, 74.279068, -0.258819073, 0, 0.965925813, 0, 1, 0, -0.965925813, 0, -0.258819073)) You'll notice that everything is now gone. Point your camera directly upwards and you'll see the map. You can fly your camera towards it or teleport there directly using the command: --> workspace.CurrentCamera.CFrame = CFrame.new(85, 5030, 75) STEP #2: At this point, everything is positioned where it will be in the real game and all of the ores and building components are laid out in the workspace. You may want to save a copy of the place so you can easily edit the ores and building components before setting up the game with the following steps. STEP #3: Re-parent the contents of each folder into the game service of the same name. For example, open the kit, right-click the folder named ReplicatedStorage and "Select Children". Then right-click again and "Cut". Find the real ReplicatedStorage service in your Explorer, right-click and "Paste Into" Be careful with the Workspace folder, as using "Cut" and "Paste Into" may cause the parts to be re-positioned, which will break things. Instead, right-click the Workspace folder and "Select Children". Then use your mouse to drag all of the selected children into the real workspace (Planet earth icon). This should prevent anything from being automatically displaced by Roblox. It may be a good idea to do the Workspace folder last. NOTE: For the StarterPlayer folder, you will need to follow the instructions above for both of the StarterPlayerScripts and StarterCharacterScripts folders individually. Roblox has special folders for this, so make sure you are moving the contents from those folders into the correct Roblox folders. If the game is stuck on a dark screen when you are trying to play, messing up this step is the most common reason why. STEP #4: Make sure your game is published. Go to "File -> Publish to Roblox" to confirm. If the option is greyed out that means you are not published. Use "File -> Publish to Roblox as" to create a new place for your mining game. Next go to "Home -> Game Settings -> Options" and turn on "Enable Studio Access to API Services." You may also go to "Game Settings -> Avatar" and set "Avatar Type" to "R6" and "Collision" to "Inner Box". You should know that changing the avatar settings is not required for the kit to work, but the kit is designed with classic avatars in mind. NOTE: If you are not able to test in Studio, you may need to visit the "Create" tab on the Roblox website and go to "Game Settings" of the new game you have created. Once you are there, toggle the "Allow studio access to API" setting. Also note that "game settings" are different from "place settings". Finally, "File -> Publish to Roblox" one more time. And you're done! Go to "Test -> Play" to try out the game in Roblox Studio, or go to the Roblox website and play your game there. If you have any questions, feel free to PM berezaa on Roblox. Please follow me @berezaagames for dev content Once you've made sure everything works, you can extend the functionality of the game by adding new levels of base machines, new pickaxes, new ores and more without any scripting required. Have fun! Want to try making a more advanced game? Miner's Haven's full source file is available for use. Get it here: devforum.roblox.com/t/miners-haven-open-sourced/350767 ]]
return "the favor"
--//Shifting//-
if key == "1" then carSeat.Wheels.FR.Spring.Stiffness = 8000 carSeat.Wheels.FL.Spring.Stiffness = 8000 carSeat.Wheels.RR.Spring.Stiffness = 8000 carSeat.Wheels.RL.Spring.Stiffness = 8000 carSeat.Wheels.FR.Spring.MinLength = 1.6 carSeat.Wheels.FL.Spring.MinLength = 1.6 carSeat.Wheels.RR.Spring.MinLength = 1.6 carSeat.Wheels.RL.Spring.MinLength = 1.6 car.DriveSeat.Air:Play() wait(0.1) carSeat.Wheels.FR.Spring.Stiffness = 7000 carSeat.Wheels.FL.Spring.Stiffness = 7000 carSeat.Wheels.RR.Spring.Stiffness = 7000 carSeat.Wheels.RL.Spring.Stiffness = 7000 carSeat.Wheels.FR.Spring.MinLength = 1.575 carSeat.Wheels.FL.Spring.MinLength = 1.575 carSeat.Wheels.RR.Spring.MinLength = 1.575 carSeat.Wheels.RL.Spring.MinLength = 1.575 wait(0.1) carSeat.Wheels.FR.Spring.Stiffness = 6000 carSeat.Wheels.FL.Spring.Stiffness = 6000 carSeat.Wheels.RR.Spring.Stiffness = 6000 carSeat.Wheels.RL.Spring.Stiffness = 6000 carSeat.Wheels.FR.Spring.MinLength = 1.560 carSeat.Wheels.FL.Spring.MinLength = 1.560 carSeat.Wheels.RR.Spring.MinLength = 1.560 carSeat.Wheels.RL.Spring.MinLength = 1.560 wait(0.1) carSeat.Wheels.FR.Spring.Stiffness = 5000 carSeat.Wheels.FL.Spring.Stiffness = 5000 carSeat.Wheels.RR.Spring.Stiffness = 5000 carSeat.Wheels.RL.Spring.Stiffness = 5000 carSeat.Wheels.FR.Spring.MinLength = 1.545 carSeat.Wheels.FL.Spring.MinLength = 1.545 carSeat.Wheels.RR.Spring.MinLength = 1.545 carSeat.Wheels.RL.Spring.MinLength = 1.545 car.DriveSeat.Air:Stop() elseif key == "2" then car.DriveSeat.Air:Play() carSeat.Wheels.FR.Spring.Stiffness = 5000 carSeat.Wheels.FL.Spring.Stiffness = 5000 carSeat.Wheels.RR.Spring.Stiffness = 5000 carSeat.Wheels.RL.Spring.Stiffness = 5000 carSeat.Wheels.FR.Spring.MinLength = 1.545 carSeat.Wheels.FL.Spring.MinLength = 1.545 carSeat.Wheels.RR.Spring.MinLength = 1.545 carSeat.Wheels.RL.Spring.MinLength = 1.545 wait(0.1) carSeat.Wheels.FR.Spring.Stiffness = 6000 carSeat.Wheels.FL.Spring.Stiffness = 6000 carSeat.Wheels.RR.Spring.Stiffness = 6000 carSeat.Wheels.RL.Spring.Stiffness = 6000 carSeat.Wheels.FR.Spring.MinLength = 1.560 carSeat.Wheels.FL.Spring.MinLength = 1.560 carSeat.Wheels.RR.Spring.MinLength = 1.560 carSeat.Wheels.RL.Spring.MinLength = 1.560 wait(0.1) carSeat.Wheels.FR.Spring.Stiffness = 7000 carSeat.Wheels.FL.Spring.Stiffness = 7000 carSeat.Wheels.RR.Spring.Stiffness = 7000 carSeat.Wheels.RL.Spring.Stiffness = 7000 carSeat.Wheels.FR.Spring.MinLength = 1.575 carSeat.Wheels.FL.Spring.MinLength = 1.575 carSeat.Wheels.RR.Spring.MinLength = 1.575 carSeat.Wheels.RL.Spring.MinLength = 1.575 wait(0.1) carSeat.Wheels.FR.Spring.Stiffness = 8000 carSeat.Wheels.FL.Spring.Stiffness = 8000 carSeat.Wheels.RR.Spring.Stiffness = 8000 carSeat.Wheels.RL.Spring.Stiffness = 8000 carSeat.Wheels.FR.Spring.MinLength = 1.6 carSeat.Wheels.FL.Spring.MinLength = 1.6 carSeat.Wheels.RR.Spring.MinLength = 1.6 carSeat.Wheels.RL.Spring.MinLength = 1.6 car.DriveSeat.Air:Stop() end end)
--------END DJ BACKLIGHT--------
end script.Parent.ClickDetector.MouseClick:connect(onClicked)
--Put in ServerScriptService
game.Players.PlayerAdded:connect(function(player) player.CharacterAdded:connect(function(character) script.RagdollClient:Clone().Parent = character character:WaitForChild("Humanoid").Died:connect(function() character.UpperTorso:SetNetworkOwner(player) end) end) end)
--[[ Package link auto-generated by Rotriever ]]
local PackageIndex = script.Parent.Parent.Parent._Index local Package = require(PackageIndex["ExternalEventConnection"]["ExternalEventConnection"]) return Package
-- game.Workspace.Points:ClearAllChildren() -- local ps = path:GetPointCoordinates() -- for _, point in pairs(ps) do -- local part = Instance.new("Part", game.Workspace.Points) -- part.CanCollide = false -- part.Anchored = true -- part.FormFactor = Enum.FormFactor.Custom -- part.Size = Vector3.new(1,1,1) -- part.Position = point -- end
currentPointIndex = 1 lastTargetPos = target end if path then local points = path:GetPointCoordinates() if currentPointIndex < #points then local currentPoint = points[currentPointIndex] if not character:FindFirstChild("HumanoidRootPart") then return end local distance = (character.HumanoidRootPart.Position - currentPoint).magnitude if distance < NextPointThreshold then currentPointIndex = currentPointIndex + 1 end character.Humanoid:MoveTo(points[currentPointIndex]) if points[currentPointIndex].Y - character.HumanoidRootPart.Position.Y > JumpThreshold then character.Humanoid.Jump = true end else character.Humanoid:MoveTo(target) end end end return this end return PathfindingUtility
-- Variables (best not to touch these!)
local button = script.Parent local car = script.Parent.Parent.Car.Value local sound = script.Parent.Start sound.Parent = car.DriveSeat -- What brick the start sound is playing from. button.MouseButton1Click:connect(function() -- Event when the button is clicked if script.Parent.Text == "Engine: Off" then -- If the text says it's off then.. sound:Play() -- Startup sound plays.. wait(1.2) -- For realism. Okay? script.Parent.Parent.IsOn.Value = true -- The car is is on, or in other words, start up the car. button.Text = "Engine: On" -- You don't really need this, but I would keep it. else -- If it's on then when you click the button, script.Parent.Parent.IsOn.Value = false -- The car is turned off. button.Text = "Engine: Off" end -- Don't touch this. end) -- And don't touch this either.
--[[ * Used to print values in error messages. ]]
local function inspect(value, options: InspectOptions?): string local inspectOptions: InspectOptions = options or { depth = DEFAULT_RECURSIVE_DEPTH } local depth = inspectOptions.depth or DEFAULT_RECURSIVE_DEPTH inspectOptions.depth = if depth >= 0 then depth else DEFAULT_RECURSIVE_DEPTH return formatValue(value, {}, inspectOptions :: FormatOptions) end local function isIndexKey(k, contiguousLength) return type(k) == "number" and k <= contiguousLength -- nothing out of bounds and 1 <= k -- nothing illegal for array indices and math.floor(k) == k -- no float keys end local function getTableLength(tbl) local length = 1 local value = rawget(tbl, length) while value ~= nil do length += 1 value = rawget(tbl, length) end return length - 1 end local function sortKeysForPrinting(a: any, b) local typeofA = type(a) local typeofB = type(b) -- strings and numbers are sorted numerically/alphabetically if typeofA == typeofB and (typeofA == "number" or typeofA == "string") then return a < b end -- sort the rest by type name return typeofA < typeofB end local function rawpairs(t) return next, t, nil end local function getFragmentedKeys(tbl) local keys = {} local keysLength = 0 local tableLength = getTableLength(tbl) for key, _ in rawpairs(tbl) do if not isIndexKey(key, tableLength) then keysLength = keysLength + 1 keys[keysLength] = key end end table.sort(keys, sortKeysForPrinting) return keys, keysLength, tableLength end function formatValue(value, seenValues, options: FormatOptions) local valueType = typeof(value) if valueType == "string" then return HttpService:JSONEncode(value) -- deviation: format numbers like in JS elseif valueType == "number" then if value ~= value then return "NaN" elseif value == math.huge then return "Infinity" elseif value == -math.huge then return "-Infinity" else return tostring(value) end elseif valueType == "function" then local result = "[function" local functionName = debug.info(value :: (any) -> any, "n") if functionName ~= nil and functionName ~= "" then result ..= " " .. functionName end return result .. "]" elseif valueType == "table" then -- ROBLOX TODO: parameterize inspect with the library-specific NULL sentinel. maybe function generics? -- if value == NULL then -- return 'null' -- end return formatObjectValue(value, seenValues, options) else return tostring(value) end end function formatObjectValue(value, previouslySeenValues, options: FormatOptions) if table.find(previouslySeenValues, value) ~= nil then return "[Circular]" end local seenValues = { unpack(previouslySeenValues) } table.insert(seenValues, value) if typeof(value.toJSON) == "function" then local jsonValue = value:toJSON(value) if jsonValue ~= value then if typeof(jsonValue) == "string" then return jsonValue else return formatValue(jsonValue, seenValues, options) end end elseif Array.isArray(value) then return formatArray(value, seenValues, options) end return formatObject(value, seenValues, options) end function formatObject(object, seenValues, options: FormatOptions) local result = "" local mt = getmetatable(object) if mt and rawget(mt, "__tostring") then return tostring(object) end local fragmentedKeys, fragmentedKeysLength, keysLength = getFragmentedKeys(object) if keysLength == 0 and fragmentedKeysLength == 0 then result ..= "{}" return result end if #seenValues > options.depth then result ..= "[" .. getObjectTag(object) .. "]" return result end local properties = {} for i = 1, keysLength do local value = formatValue(object[i], seenValues, options) table.insert(properties, value) end for i = 1, fragmentedKeysLength do local key = fragmentedKeys[i] local value = formatValue(object[key], seenValues, options) table.insert(properties, key .. ": " .. value) end result ..= "{ " .. table.concat(properties, ", ") .. " }" return result end function formatArray(array: Array<any>, seenValues: Array<any>, options: FormatOptions): string local length = #array if length == 0 then return "[]" end if #seenValues > options.depth then return "[Array]" end local len = math.min(MAX_ARRAY_LENGTH, length) local remaining = length - len local items = {} for i = 1, len do items[i] = (formatValue(array[i], seenValues, options)) end if remaining == 1 then table.insert(items, "... 1 more item") elseif remaining > 1 then table.insert(items, ("... %s more items"):format(tostring(remaining))) end return "[" .. table.concat(items, ", ") .. "]" end function getObjectTag(_object): string -- local tag = Object.prototype.toString -- .call(object) -- .replace("") -- .replace("") -- if tag == "Object" and typeof(object.constructor) == "function" then -- local name = object.constructor.name -- if typeof(name) == "string" and name ~= "" then -- return name -- end -- end -- return tag return "Object" end return inspect
-- 2
module.SortAggregation.PastWeek = 3 module.SortAggregation.PastMonth = 4 module.SortAggregation.AllTime = 5 module.SortType = {} module.SortType.Relevance = 0 module.SortType.Favorited = 1 module.SortType.Sales = 2 module.SortType.Updated = 3 module.SortType.PriceAsc = 4 module.SortType.PriceDesc = 5 module.Subcategory = {} module.Subcategory.Featured = 0 module.Subcategory.All = 1 module.Subcategory.Collectibles = 2 module.Subcategory.Clothing = 3 module.Subcategory.BodyParts = 4 module.Subcategory.Gear = 5
------------------------------------------------------------------------------------
local WaitTime = 1 -- Change this to the amount of time it takes for the button to re-enable. local modelname = "Tren" -- If your model is not named this, then make the purple words the same name as the model!
--// This section of code waits until all of the necessary RemoteEvents are found in EventFolder. --// I have to do some weird stuff since people could potentially already have pre-existing --// things in a folder with the same name, and they may have different class types. --// I do the useEvents thing and set EventFolder to useEvents so I can have a pseudo folder that --// the rest of the code can interface with and have the guarantee that the RemoteEvents they want --// exist with their desired names.
local FILTER_MESSAGE_TIMEOUT = 60 local RunService = game:GetService("RunService") local ReplicatedStorage = game:GetService("ReplicatedStorage") local Chat = game:GetService("Chat") local StarterGui = game:GetService("StarterGui") local DefaultChatSystemChatEvents = ReplicatedStorage:WaitForChild("DefaultChatSystemChatEvents") local EventFolder = ReplicatedStorage:WaitForChild("DefaultChatSystemChatEvents") local clientChatModules = Chat:WaitForChild("ClientChatModules") local ChatConstants = require(clientChatModules:WaitForChild("ChatConstants")) local ChatSettings = require(clientChatModules:WaitForChild("ChatSettings")) local messageCreatorModules = clientChatModules:WaitForChild("MessageCreatorModules") local MessageCreatorUtil = require(messageCreatorModules:WaitForChild("Util")) local numChildrenRemaining = 10 -- #waitChildren returns 0 because it's a dictionary local waitChildren = { OnNewMessage = "RemoteEvent", OnMessageDoneFiltering = "RemoteEvent", OnNewSystemMessage = "RemoteEvent", OnChannelJoined = "RemoteEvent", OnChannelLeft = "RemoteEvent", OnMuted = "RemoteEvent", OnUnmuted = "RemoteEvent", OnMainChannelSet = "RemoteEvent", SayMessageRequest = "RemoteEvent", GetInitDataRequest = "RemoteFunction", }
--// wonuf
wait() local WeldHoldPart = script.Parent.Parent.Part function weld(c1,c2) local w = Instance.new("Weld") w.Part0 = c1 w.Part1 = c2 w.C1 = c2.CFrame:inverse() * c1.CFrame w.Parent = c1 c2.Anchored = false end function scan(obj) for _,v in pairs(obj:GetChildren()) do if v:IsA('BasePart') then weld(WeldHoldPart, v) scan(v) elseif v:IsA('Model') then scan(v) end end end scan(script.Parent)
-- byte stm_byte(Stream S) -- @S - Stream object to read from
local function stm_byte(S) local idx = S.index local bt = S.source:byte(idx, idx) S.index = idx + 1 return bt end
-- Define the function to open or close the window with gene-alike effect
local function toggleWindow() if window.Visible then window.Visible = false opened.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
-- Gradually regenerates the Humanoid's Health over time.
local REGEN_RATE = 1000/1000 -- Regenerate this fraction of MaxHealth per second. local REGEN_STEP = 0.1 -- Wait this long between each regeneration step.
--Public developer facing functions
function ClickToMove:SetShowPath(value) ShowPath = value end function ClickToMove:GetShowPath() return ShowPath end function ClickToMove:SetWaypointTexture(texture) ClickToMoveDisplay.SetWaypointTexture(texture) end function ClickToMove:GetWaypointTexture() return ClickToMoveDisplay.GetWaypointTexture() end function ClickToMove:SetWaypointRadius(radius) ClickToMoveDisplay.SetWaypointRadius(radius) end function ClickToMove:GetWaypointRadius() return ClickToMoveDisplay.GetWaypointRadius() end function ClickToMove:SetEndWaypointTexture(texture) ClickToMoveDisplay.SetEndWaypointTexture(texture) end function ClickToMove:GetEndWaypointTexture() return ClickToMoveDisplay.GetEndWaypointTexture() end function ClickToMove:SetWaypointsAlwaysOnTop(alwaysOnTop) ClickToMoveDisplay.SetWaypointsAlwaysOnTop(alwaysOnTop) end function ClickToMove:GetWaypointsAlwaysOnTop() return ClickToMoveDisplay.GetWaypointsAlwaysOnTop() end function ClickToMove:SetFailureAnimationEnabled(enabled) PlayFailureAnimation = enabled end function ClickToMove:GetFailureAnimationEnabled() return PlayFailureAnimation end function ClickToMove:SetIgnoredPartsTag(tag) UpdateIgnoreTag(tag) end function ClickToMove:GetIgnoredPartsTag() return CurrentIgnoreTag end function ClickToMove:SetUseDirectPath(directPath) UseDirectPath = directPath end function ClickToMove:GetUseDirectPath() return UseDirectPath end function ClickToMove:SetAgentSizeIncreaseFactor(increaseFactorPercent) AgentSizeIncreaseFactor = 1.0 + (increaseFactorPercent / 100.0) end function ClickToMove:GetAgentSizeIncreaseFactor() return (AgentSizeIncreaseFactor - 1.0) * 100.0 end function ClickToMove:SetUnreachableWaypointTimeout(timeoutInSec) UnreachableWaypointTimeout = timeoutInSec end function ClickToMove:GetUnreachableWaypointTimeout() return UnreachableWaypointTimeout end function ClickToMove:SetUserJumpEnabled(jumpEnabled) self.jumpEnabled = jumpEnabled if self.touchJumpController then self.touchJumpController:Enable(jumpEnabled) end end function ClickToMove:GetUserJumpEnabled() return self.jumpEnabled end function ClickToMove:MoveTo(position, showPath, useDirectPath) local character = Player.Character if character == nil then return false end local thisPather = Pather(position, Vector3.new(0, 1, 0), useDirectPath) if thisPather and thisPather:IsValidPath() then if FFlagUserClickToMoveFollowPathRefactor then -- Clean up previous path CleanupPath() end HandleMoveTo(thisPather, position, nil, character, showPath) return true end return false end return ClickToMove
---[[ Chat Behaviour Settings ]]
module.WindowDraggable = true module.WindowResizable = true module.ShowChannelsBar = false module.GamepadNavigationEnabled = false module.AllowMeCommand = false -- Me Command will only be effective when this set to true module.ShowUserOwnFilteredMessage = true --Show a user the filtered version of their message rather than the original.
-----------------------------------
elseif script.Parent.Parent.Parent.TrafficControl.Value == "" then for i = 1,#grp1 do grp1[i].Lighto.Enabled = false end for i = 1,#grp1 do grp1[i].Transparency = 1 end for i = 1,#grp2 do grp2[i].Lighto.Enabled = false end for i = 1,#grp2 do grp2[i].Transparency = 1 end for i = 1,#grp3 do grp3[i].Lighto.Enabled = false end for i = 1,#grp3 do grp3[i].Transparency = 1 end for i = 1,#grp4 do grp4[i].Transparency = 0 end for i = 1,#grp4 do grp4[i].Lighto.Enabled = true end end end
-- Arms
character.LeftUpperArm.Material = Material character.RightUpperArm.Material = Material character.LeftLowerArm.Material = Material character.RightLowerArm.Material = Material
--[[** Adds an `Object` to Janitor for later cleanup, where `MethodName` is the key of the method within `Object` which should be called at cleanup time. If the `MethodName` is `true` the `Object` itself will be called instead. If passed an index it will occupy a namespace which can be `Remove()`d or overwritten. Returns the `Object`. @param [t:any] Object The object you want to clean up. @param [t:string|true?] MethodName The name of the method that will be used to clean up. If not passed, it will first check if the object's type exists in TypeDefaults, and if that doesn't exist, it assumes `Destroy`. @param [t:any?] Index The index that can be used to clean up the object manually. @returns [t:any] The object that was passed. **--]]
function Janitor.__index:Add(Object, MethodName, Index) if Index then self:Remove(Index) local This = self[IndicesReference] if not This then This = {} self[IndicesReference] = This end This[Index] = Object end MethodName = MethodName or TypeDefaults[typeof(Object)] or "Destroy" if type(Object) ~= "function" and not Object[MethodName] then warn(string.format(METHOD_NOT_FOUND_ERROR, tostring(Object), tostring(MethodName), debug.traceback(nil, 2))) end self[Object] = MethodName return Object end
---------------------------------------------------------------------- --------------------[ TWEENJOINT HANDLING ]--------------------------- ----------------------------------------------------------------------
local createTweenIndicator = script:WaitForChild("createTweenIndicator") function createTweenIndicator.OnServerInvoke(_, Joint, newCode) local tweenIndicator = nil if (not Joint:findFirstChild("tweenCode")) then --If the joint isn't being tweened, then tweenIndicator = Instance.new("IntValue") tweenIndicator.Name = "tweenCode" tweenIndicator.Value = newCode tweenIndicator.Parent = Joint else tweenIndicator = Joint.tweenCode tweenIndicator.Value = newCode --If the joint is already being tweened, this will change the code, and the tween loop will stop end return tweenIndicator end local lerpCF = script:WaitForChild("lerpCF") function lerpCF.OnServerInvoke(_, Joint, Prop, startCF, endCF, Alpha) spawn(function() Joint[Prop] = startCF:lerp(endCF, Alpha) end) end local deleteTweenIndicator = script:WaitForChild("deleteTweenIndicator") function deleteTweenIndicator.OnServerInvoke(_, tweenIndicator, newCode) if tweenIndicator.Value == newCode then --If this tween functions was the last one called on a joint then it will remove the code tweenIndicator:Destroy() end end
-- list of account names allowed to go through the door.
permission = { "Februar92", "Lumpizerstoerer" } --Put your friends name's here. You can add more. function checkOkToLetIn(name) for i = 1,#permission do -- convert strings to all upper case, otherwise we will let in, -- "Telamon," but not, "tELAMON," or, "telamon." -- Why? Because, "Telamon," is how it is spelled in the permissions. if (string.upper(name) == string.upper(permission[i])) then return true end end return false end local Door = script.Parent function onTouched(hit) print("Door Hit") local human = hit.Parent:findFirstChild("Humanoid") if (human ~= nil ) then -- a human has touched this door! print("Human touched door") -- test the human's name against the permission list if (checkOkToLetIn(human.Parent.Name)) then print("Human passed test") Door.Transparency = 0.5 Door.CanCollide = false wait(1.5) -- this is how long the door is open Door.CanCollide = true Door.Transparency = 0 else human.Health= 0 -- delete this line of you want a non-killing VIP door end end end script.Parent.Touched:connect(onTouched)
---
local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Lilac",Paint) end)
-- Darken Functions
local function darkenScreen() darken.Visible = true TweenService:Create(darken, Bar_Button_TweenInfo, {BackgroundTransparency = 0.3}):Play() end local function lightenScreen() TweenService:Create(darken, Bar_Button_TweenInfo, {BackgroundTransparency = 1}):Play() task.wait(0.3) darken.Visible = false end
--[[Engine]]
--Torque Curve Tune.Horsepower = 670 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 800 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 8000 -- Use sliders to manipulate values Tune.Redline = 9000 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 6100 Tune.PeakSharpness = 3.8 Tune.CurveMult = 0.07 --Incline Compensation Tune.InclineComp = 1.5 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 450 -- RPM acceleration when clutch is off Tune.RevDecay = 150 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response, lower = more stable RPM)
-- Game services
local Configurations = require(game.ServerStorage.Configurations) local DisplayManager = require(script.Parent.DisplayManager)
--[[ alexnewtron 2014 ]]
-- local c = { p = game.Players.LocalPlayer, h = game.Players.LocalPlayer.Character:findFirstChild("Humanoid"), debris=game:GetService("Debris"), c = script:WaitForChild("creator") }; function c.r() for i,v in ipairs(c.h:GetChildren()) do if v.Name=="creator" then v:Destroy() end end local creator_tag=Instance.new("ObjectValue"); creator_tag.Value=c.c.Value; creator_tag.Name="creator"; creator_tag.Parent=c.h; end if (c.h ~= nil) then for i=1, 5 do c.r(); c.h:TakeDamage(13); wait(1.5); end end script:Destroy();