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--Made by Luckymaxer
Model = script.Parent Debris = game:GetService("Debris") Creator = script:FindFirstChild("Creator") Tool = script:FindFirstChild("Tool") FadeRate = 0.025 Rate = (1 / 15) Removing = false function DestroyModel() if Removing then return end Model.Name = "" for i, v in pairs(Model:GetChildren()) do if v:IsA("BasePart") then v.Transparency = 1 v.Anchored = true v.CanCollide = false for ii, vv in pairs(v:GetChildren()) do if vv:IsA("Fire") or vv:IsA("Smoke") or vv:IsA("Sparkles") or vv:IsA("Light") or vv:IsA("ParticleEmitter") then vv.Enabled = false end end end end Removing = true Debris:AddItem(Model, 1.5) end function ClearModel() if Removing then return end local Parts = {} for i, v in pairs(Model:GetChildren()) do if v:IsA("BasePart") then table.insert(Parts, v) end end if #Parts == 0 then Removing = true Model.Name = "" Debris:AddItem(Model, 0.5) end end if not Creator or not Creator.Value or not Creator.Value:IsA("Player") or not Creator.Value.Parent or not Tool or not Tool.Value or not Tool.Value.Parent then DestroyModel() return end Creator = Creator.Value Tool = Tool.Value Character = Creator.Character if not Character then DestroyModel() return end Creator.Changed:connect(function(Property) if Property == "Parent" and not Creator.Parent then DestroyModel() end end) Character.Changed:connect(function(Property) if Property == "Parent" and not Character.Parent then DestroyModel() end end) Tool.Changed:connect(function(Property) if Property == "Parent" then DestroyModel() end end) Model.ChildRemoved:connect(function(Child) ClearModel() end) wait(1) ClearModel()
-- ================================================================================ -- LOCAL FUNCTIONS -- ================================================================================
local function exit() local raceStatus = RaceManager:GetRaceStatus() if raceStatus == RaceManager.Status.WaitingForPlayers or raceStatus == RaceManager.Status.WaitingForRaceToStart then RemoveActivePlayer:FireServer() else PlayerConverter:SpeederToPlayer() end end -- exit()
-- goro7
local plr = game.Players.LocalPlayer function update() -- Calculate scale local scale = (plr.PlayerGui.MainGui.AbsoluteSize.Y + 2) / script.Parent.Parent.Size.Y.Offset if scale > 1.5 then scale = 1.5 end if scale > 0 then script.Parent.Scale = scale end end plr.PlayerGui:WaitForChild("MainGui"):GetPropertyChangedSignal("AbsoluteSize"):connect(update) update()
--[[ For each point on each line, find the values of the other sequence at that point in time through interpolation then interpolate between the known value and the learned value then use that value to create a new keypoint at the time then build a new sequence using all the keypoints generated --]]
local sortByTime = function(a, b) return a.Time < b.Time end return function(a, b, t) local keypoints = {} local addedTimes = {} for i, ap in next, a.Keypoints do local closestAbove, closestBelow for i, bp in next, b.Keypoints do if bp.Time == ap.Time then closestAbove, closestBelow = bp, bp break elseif bp.Time < ap.Time and (closestBelow == nil or bp.Time > closestBelow.Time) then closestBelow = bp elseif bp.Time > ap.Time and (closestAbove == nil or bp.Time < closestAbove.Time) then closestAbove = bp end end local bValue, bEnvelope if closestAbove == closestBelow then bValue, bEnvelope = closestAbove.Value, closestAbove.Envelope else local p = (ap.Time - closestBelow.Time)/(closestAbove.Time - closestBelow.Time) bValue = (closestAbove.Value - closestBelow.Value)*p + closestBelow.Value bEnvelope = (closestAbove.Envelope - closestBelow.Envelope)*p + closestBelow.Envelope end local interValue = (bValue - ap.Value)*t + ap.Value local interEnvelope = (bEnvelope - ap.Envelope)*t + ap.Envelope local interp = NumberSequenceKeypoint.new(ap.Time, interValue, interEnvelope) table.insert(keypoints, interp) addedTimes[ap.Time] = true end for i, bp in next, b.Keypoints do if not addedTimes[bp.Time] then local closestAbove, closestBelow for i, ap in next, a.Keypoints do if ap.Time == bp.Time then closestAbove, closestBelow = ap, ap break elseif ap.Time < bp.Time and (closestBelow == nil or ap.Time > closestBelow.Time) then closestBelow = ap elseif ap.Time > bp.Time and (closestAbove == nil or ap.Time < closestAbove.Time) then closestAbove = ap end end local aValue, aEnvelope if closestAbove == closestBelow then aValue, aEnvelope = closestAbove.Value, closestAbove.Envelope else local p = (bp.Time - closestBelow.Time)/(closestAbove.Time - closestBelow.Time) aValue = (closestAbove.Value - closestBelow.Value)*p + closestBelow.Value aEnvelope = (closestAbove.Envelope - closestBelow.Envelope)*p + closestBelow.Envelope end local interValue = (bp.Value - aValue)*t + aValue local interEnvelope = (bp.Envelope - aEnvelope)*t + aEnvelope local interp = NumberSequenceKeypoint.new(bp.Time, interValue, interEnvelope) table.insert(keypoints, interp) end end table.sort(keypoints, sortByTime) return NumberSequence.new(keypoints) end
--[[Wheel Stabilizer Gyro]]
Tune.FGyroDamp = 200 -- Front Wheel Non-Axial Dampening Tune.RGyroDamp = 200 -- Rear Wheel Non-Axial Dampening
--[=[ @param matches {Some: (value: any) -> any, None: () -> any} @return any Matches against the option. ```lua local opt = Option.Some(32) opt:Match { Some = function(num) print("Number", num) end, None = function() print("No value") end, } ``` ]=]
function Option:Match(matches) local onSome = matches.Some local onNone = matches.None assert(type(onSome) == "function", "Missing 'Some' match") assert(type(onNone) == "function", "Missing 'None' match") if self:IsSome() then return onSome(self:Unwrap()) else return onNone() end end
--////////////////////////////// Methods --//////////////////////////////////////
local methods = {} methods.__index = methods function methods:SendSystemMessage(message, extraData) local messageObj = self:InternalCreateMessageObject(message, nil, true, extraData) local success, err = pcall(function() self.eMessagePosted:Fire(messageObj) end) if not success and err then print("Error posting message: " ..err) end self:InternalAddMessageToHistoryLog(messageObj) for i, speaker in pairs(self.Speakers) do speaker:InternalSendSystemMessage(messageObj, self.Name) end return messageObj end function methods:SendSystemMessageToSpeaker(message, speakerName, extraData) local speaker = self.Speakers[speakerName] if (speaker) then local messageObj = self:InternalCreateMessageObject(message, nil, true, extraData) speaker:InternalSendSystemMessage(messageObj, self.Name) else warn(string.format("Speaker '%s' is not in channel '%s' and cannot be sent a system message", speakerName, self.Name)) end end function methods:SendMessageObjToFilters(message, messageObj, fromSpeaker) local oldMessage = messageObj.Message messageObj.Message = message self:InternalDoMessageFilter(fromSpeaker.Name, messageObj, self.Name) self.ChatService:InternalDoMessageFilter(fromSpeaker.Name, messageObj, self.Name) local newMessage = messageObj.Message messageObj.Message = oldMessage return newMessage end function methods:CanCommunicateByUserId(userId1, userId2)
--[[** creates a union type @param ... The checks to union @returns A function that will return true iff the condition is passed **--]]
function t.union(...) local checks = { ... } assert(callbackArray(checks)) return function(value) for _, check in ipairs(checks) do if check(value) then return true end end return false end end
--[[The local script included in this model can only be used if 1. The weapon is being placed in the players backpack first (i.e. the weapon is in starterpack and moves to player backpack) OR 2. The weapon is previously welded (weapon can be placed in workspace and picked up then) ]]
repeat wait() until script.Parent:FindFirstChild("Handle") local welds={} function ClearOldWelds(tbl) for _,v in pairs(tbl) do if v:IsA('Weld') then v:Destroy() end end end function Equipped() local handle=script.Parent:FindFirstChild('Handle') if not handle then return end local tble=handle:GetChildren() for _,v in pairs(script.Parent:GetChildren()) do if v:IsA('BasePart') and v~=handle then local c1 for _1,v1 in pairs(welds) do if _1==v then c1=v1 break end end if not c1 then welds[v]=v.CFrame:inverse()*handle.CFrame v.Anchored=false c1=welds[v] end local weld=Instance.new('Weld') weld.Part0=handle weld.Part1=v weld.C0=CFrame.new() weld.C1=c1 weld.Parent=handle end end ClearOldWelds(tble) handle.Anchored=false end Equipped() script.Parent.Equipped:connect(Equipped)
-- ROBLOX deviation: Tester type defined in file since type imports are not yet -- supported -- making Tester return type 'any' due to error with type narrowing (CLI-37948)
--[=[ Returns `true` if the property object is ready to be used. In other words, it has successfully gained connection to the server-side version and has synced in the initial value. ```lua if clientRemoteProperty:IsReady() then local value = clientRemoteProperty:Get() end ``` ]=]
function ClientRemoteProperty:IsReady(): boolean return self._ready end
------------------------------------------------------------------------ -- -- * used only in luaK:codearith() ------------------------------------------------------------------------
function luaK:constfolding(op, e1, e2) local r if not self:isnumeral(e1) or not self:isnumeral(e2) then return false end local v1 = e1.nval local v2 = e2.nval if op == "OP_ADD" then r = self:numadd(v1, v2) elseif op == "OP_SUB" then r = self:numsub(v1, v2) elseif op == "OP_MUL" then r = self:nummul(v1, v2) elseif op == "OP_DIV" then if v2 == 0 then return false end -- do not attempt to divide by 0 r = self:numdiv(v1, v2) elseif op == "OP_MOD" then if v2 == 0 then return false end -- do not attempt to divide by 0 r = self:nummod(v1, v2) elseif op == "OP_POW" then r = self:numpow(v1, v2) elseif op == "OP_UNM" then r = self:numunm(v1) elseif op == "OP_LEN" then return false -- no constant folding for 'len' else assert(0) r = 0 end if self:numisnan(r) then return false end -- do not attempt to produce NaN e1.nval = r return true end
--rope.BrickColor = BrickColor.new("Black")
rope.TopSurface = 0 rope.BottomSurface = 0 rope.formFactor = "Symmetric" rope.Name = "Rope" rope.CanCollide = false rope.Anchored = true local mesh = Instance.new("CylinderMesh") mesh.Parent = rope
--[=[ Converts a set to a list @param set table @return table ]=]
function Set.toList(set) local list = {} for value, _ in pairs(set) do table.insert(list, value) end return list end
-- Called when any relevant values of GameSettings or LocalPlayer change, forcing re-evalulation of -- current control scheme
function ControlModule:OnComputerMovementModeChange() local controlModule, success = self:SelectComputerMovementModule() if success then self:SwitchToController(controlModule) end end function ControlModule:OnTouchMovementModeChange() local touchModule, success = self:SelectTouchModule() if success then while not self.touchControlFrame do wait() end self:SwitchToController(touchModule) end end function ControlModule:CreateTouchGuiContainer() if self.touchGui then self.touchGui:Destroy() end -- Container for all touch device guis self.touchGui = Instance.new("ScreenGui") self.touchGui.Name = "TouchGui" self.touchGui.ResetOnSpawn = false self.touchGui.ZIndexBehavior = Enum.ZIndexBehavior.Sibling self:UpdateTouchGuiVisibility() self.touchControlFrame = Instance.new("Frame") self.touchControlFrame.Name = "TouchControlFrame" self.touchControlFrame.Size = UDim2.new(1, 0, 1, 0) self.touchControlFrame.BackgroundTransparency = 1 self.touchControlFrame.Parent = self.touchGui self.touchGui.Parent = self.playerGui end function ControlModule:GetClickToMoveController() if not self.controllers[ClickToMove] then self.controllers[ClickToMove] = ClickToMove.new(CONTROL_ACTION_PRIORITY) end return self.controllers[ClickToMove] end return ControlModule.new()
--[=[ @class ClientComm @client ]=]
local ClientComm = {} ClientComm.__index = ClientComm
--[[ @class ClientMain ]]
local ReplicatedFirst = game:GetService("ReplicatedFirst") local packages = ReplicatedFirst:WaitForChild("_SoftShutdownClientPackages") local SoftShutdownServiceClient = require(packages.SoftShutdownServiceClient) local serviceBag = require(packages.ServiceBag).new() serviceBag:GetService(SoftShutdownServiceClient) serviceBag:Init() serviceBag:Start()
--// This module is for stuff specific to cross server communication --// NOTE: THIS IS NOT A *CONFIG/USER* PLUGIN! ANYTHING IN THE MAINMODULE PLUGIN FOLDERS IS ALREADY PART OF/LOADED BY THE SCRIPT! DO NOT ADD THEM TO YOUR CONFIG>PLUGINS FOLDER!
return function(Vargs, GetEnv) local env = GetEnv(nil, {script = script}) setfenv(1, env) local server = Vargs.Server; local service = Vargs.Service; local Settings = server.Settings local Functions, Commands, Admin, Anti, Core, HTTP, Logs, Remote, Process, Variables, Deps = server.Functions, server.Commands, server.Admin, server.Anti, server.Core, server.HTTP, server.Logs, server.Remote, server.Process, server.Variables, server.Deps -- // Remove legacy trello board local epix_board_index = type(Settings.Trello_Secondary) == "table" and table.find(Settings.Trello_Secondary, "9HH6BEX2") if epix_board_index then table.remove(Settings.Trello_Secondary, epix_board_index) Logs:AddLog("Script", "Removed legacy trello board") end Logs:AddLog("Script", "Misc Features Module Loaded") end
-- ================================================================================ -- EVENTS -- ================================================================================
local buttonDown = Instance.new("BindableEvent") local buttonUp = Instance.new("BindableEvent") local changed = Instance.new("BindableEvent") local connected = Instance.new("BindableEvent") local disconnected = Instance.new("BindableEvent") Gamepad.ButtonDown = buttonDown.Event Gamepad.ButtonUp = buttonUp.Event Gamepad.Changed = changed.Event Gamepad.Connected = connected.Event Gamepad.Disconnected = disconnected.Event
-- If in-game, enable ctrl hotkeys for undoing and redoing
if Mode == 'Tool' then AssignHotkey({ 'LeftControl', 'Z' }, History.Undo); AssignHotkey({ 'RightControl', 'Z' }, History.Undo); AssignHotkey({ 'LeftControl', 'Y' }, History.Redo); AssignHotkey({ 'RightControl', 'Y' }, History.Redo); end; local function GetDepthFromAncestor(Item, Ancestor) -- Returns the depth of `Item` from `Ancestor` local Depth = 0 -- Go through ancestry until reaching `Ancestor` while Item ~= Ancestor do Depth = Depth + 1 Item = Item.Parent end -- Return depth return Depth end local function GetHighestParent(Items) local HighestItem, HighestItemDepth -- Calculate depth of each item & keep highest for _, Item in ipairs(Items) do local Depth = GetDepthFromAncestor(Item, game) if (not HighestItemDepth) or (Depth < HighestItemDepth) then HighestItem = Item HighestItemDepth = Depth end end -- Return parent of highest item return HighestItem and HighestItem.Parent or nil end function CloneSelection() -- Clones selected parts -- Make sure that there are items in the selection if #Selection.Items == 0 then return; end; -- Send the cloning request to the server local Clones = SyncAPI:Invoke('Clone', Selection.Items, GetHighestParent(Selection.Items)) -- Put together the history record local HistoryRecord = { Clones = Clones; Unapply = function (HistoryRecord) -- Reverts this change -- Deselect the clones Selection.Remove(HistoryRecord.Clones, false); -- Remove the clones SyncAPI:Invoke('Remove', HistoryRecord.Clones); end; Apply = function (HistoryRecord) -- Reapplies this change -- Restore the clones SyncAPI:Invoke('UndoRemove', HistoryRecord.Clones); end; }; -- Register the history record History.Add(HistoryRecord); -- Select the clones Selection.Replace(Clones); -- Flash the outlines of the new parts coroutine.wrap(Selection.FlashOutlines)(); end; function DeleteSelection() -- Deletes selected items -- Put together the history record local HistoryRecord = { Parts = Support.CloneTable(Selection.Items); Unapply = function (HistoryRecord) -- Reverts this change -- Restore the parts SyncAPI:Invoke('UndoRemove', HistoryRecord.Parts); -- Select the restored parts Selection.Replace(HistoryRecord.Parts); end; Apply = function (HistoryRecord) -- Applies this change -- Deselect the parts Selection.Remove(HistoryRecord.Parts, false); -- Remove the parts SyncAPI:Invoke('Remove', HistoryRecord.Parts); end; }; -- Deselect parts before deleting Selection.Remove(HistoryRecord.Parts, false); -- Perform the removal SyncAPI:Invoke('Remove', HistoryRecord.Parts); -- Register the history record History.Add(HistoryRecord); end;
-- My version of Promise has PascalCase, but I converted it to use lowerCamelCase for this release since obviously that's important to do.
--Set up teleport arrival.
TeleportService.LocalPlayerArrivedFromTeleport:Connect(function(Gui,Data) if Data and Data.IsTemporaryServer then --If it is a temporary server, keep showing the Gui, wait, then teleport back. Gui.Parent = Players.LocalPlayer:WaitForChild("PlayerGui",10^99) StarterGui:SetCore("TopbarEnabled",false) StarterGui:SetCoreGuiEnabled("All",false) task.wait(5) TeleportService:Teleport(Data.PlaceId,Players.LocalPlayer,nil,Gui) else --If the player is arriving back from a temporary server, remove the Gui. if Gui and Gui.Name == "SoftShutdownGui" then Gui:Destroy() end end end)
--//Script\\--
function whileTouching() --wait(4) script.Parent.AutomaticT.Disabled = false script.Parent.Lighted.Disabled = false end function letGo() script.Parent.AutomaticT.Disabled = true script.Parent.Lighted.Disabled = true script.Parent.LightedOff.Disabled = false end
-- ROBLOX TODO: fix PrettyFormat types imports
type PrettyFormatOptions = PrettyFormat_.PrettyFormatOptions local chalk = require(Packages.ChalkLua) local getType = require(Packages.JestGetType).getType local cleanupSemanticModule = require(CurrentModule.CleanupSemantic) local DIFF_DELETE = cleanupSemanticModule.DIFF_DELETE local DIFF_EQUAL = cleanupSemanticModule.DIFF_EQUAL local DIFF_INSERT = cleanupSemanticModule.DIFF_INSERT local Diff = cleanupSemanticModule.Diff export type Diff = cleanupSemanticModule.Diff local normalizeDiffOptions = require(CurrentModule.NormalizeDiffOptions).normalizeDiffOptions local diffLinesRaw = require(CurrentModule.DiffLines).diffLinesRaw local diffLinesUnified = require(CurrentModule.DiffLines).diffLinesUnified local diffLinesUnified2 = require(CurrentModule.DiffLines).diffLinesUnified2 local diffStringsRaw = require(CurrentModule.PrintDiffs).diffStringsRaw local diffStringsUnified = require(CurrentModule.PrintDiffs).diffStringsUnified local typesModule = require(CurrentModule.types) export type DiffOptions = typesModule.DiffOptions export type DiffOptionsColor = typesModule.DiffOptionsColor local NO_DIFF_MESSAGE = require(CurrentModule.Constants).NO_DIFF_MESSAGE local SIMILAR_MESSAGE = require(CurrentModule.Constants).SIMILAR_MESSAGE
--Sets up touched events for Behaviours
function setupTouchedEvents(character) local parts = character:GetChildren() for i = 1, #parts do if parts[i]:isA("BasePart") then parts[i].Touched:connect(characterTouchedBrick) end end end function characterAdded(newCharacter) local humanoid = newCharacter:WaitForChild("Humanoid") humanoid.WalkSpeed = 0 local splashScreen = player.PlayerGui:WaitForChild("StartScreen") setupTouchedEvents(newCharacter) if UserInputService.TouchEnabled == false then splashScreen.StartInstructions.StartLabel.Text = "Press Space to Start" end if reviving == true then reviving = false splashScreen:Destroy() humanoid.WalkSpeed = characterWalkSpeed end end player.CharacterAdded:connect(characterAdded) function checkReviving(addedGui) if addedGui.Name == "RevivingGUI" then reviving = true end end player.PlayerGui.ChildAdded:connect(checkReviving) if UserInputService.TouchEnabled then UserInputService.ModalEnabled = true UserInputService.TouchStarted:connect(function(inputObject, gameProcessedEvent) if gameProcessedEvent == false then doJump = true end end) UserInputService.TouchEnded:connect(function() doJump = false end) else ContextActionService:BindAction("Jump", function(action, userInputState, inputObject) doJump = (userInputState == Enum.UserInputState.Begin) end, false, Enum.KeyCode.Space, Enum.KeyCode.ButtonA) end game:GetService("RunService").RenderStepped:connect(function() if player.Character ~= nil then if player.Character:FindFirstChild("Humanoid") then if doJump == true then jump() end player.Character.Humanoid:Move(Vector3.new(0,0,-1), false) end end end)
--heroking--
local door = script.Parent local door1 = door.Door1 local door2 = door.Door2 local ret1 = door1.CFrame local ret2 = door2.CFrame local spd = script.Parent.Parent.Speed.Value for i = 1, 58/(15*spd) do wait() door1.CFrame = door1.CFrame+spd*door1.CFrame.lookVector door2.CFrame = door2.CFrame-spd*door1.CFrame.lookVector end wait(2) for i = 1, 58/(15*spd) do wait() door1.CFrame = door1.CFrame-spd*door1.CFrame.lookVector door2.CFrame = door2.CFrame+spd*door1.CFrame.lookVector end door2.CFrame = ret2 door1.CFrame = ret1 wait() script:remove()
-- for debuging animations dont delete
wait() local rake = script.Parent.Parent if rake:FindFirstChild("DebugAnimateSource") and rake:FindFirstChild("AnimateSource") then if script.Debug.Value == true then rake.DebugAnimateSource.Disabled = false rake.AnimateSource:Destroy() else rake.DebugAnimateSource:Destroy() rake.AnimateSource.Disabled = false end script:Destroy() else script:Destroy() end
-- Note: DotProduct check in CoordinateFrame::lookAt() prevents using values within about -- 8.11 degrees of the +/- Y axis, that's why these limits are currently 80 degrees
local MIN_Y = math.rad(-80) local MAX_Y = math.rad(80) local TOUCH_ADJUST_AREA_UP = math.rad(30) local TOUCH_ADJUST_AREA_DOWN = math.rad(-15) local TOUCH_SENSITIVTY_ADJUST_MAX_Y = 2.1 local TOUCH_SENSITIVTY_ADJUST_MIN_Y = 0.5 local VR_ANGLE = math.rad(15) local VR_LOW_INTENSITY_ROTATION = Vector2.new(math.rad(15), 0) local VR_HIGH_INTENSITY_ROTATION = Vector2.new(math.rad(45), 0) local VR_LOW_INTENSITY_REPEAT = 0.1 local VR_HIGH_INTENSITY_REPEAT = 0.4 local ZERO_VECTOR2 = Vector2.new(0,0) local ZERO_VECTOR3 = Vector3.new(0,0,0) local TOUCH_SENSITIVTY = Vector2.new(0.00945 * math.pi, 0.003375 * math.pi) local MOUSE_SENSITIVITY = Vector2.new( 0.002 * math.pi, 0.0015 * math.pi ) local SEAT_OFFSET = Vector3.new(0,5,0) local VR_SEAT_OFFSET = Vector3.new(0,4,0) local HEAD_OFFSET = Vector3.new(0,1.5,0) local R15_HEAD_OFFSET = Vector3.new(0, 1.5, 0) local R15_HEAD_OFFSET_NO_SCALING = Vector3.new(0, 2, 0) local HUMANOID_ROOT_PART_SIZE = Vector3.new(2, 2, 1) local GAMEPAD_ZOOM_STEP_1 = 0 local GAMEPAD_ZOOM_STEP_2 = 10 local GAMEPAD_ZOOM_STEP_3 = 20 local PAN_SENSITIVITY = 20 local ZOOM_SENSITIVITY_CURVATURE = 0.5 local abs = math.abs local sign = math.sign local FFlagUserCameraToggle do local success, result = pcall(function() return UserSettings():IsUserFeatureEnabled("UserCameraToggle") end) FFlagUserCameraToggle = success and result end local FFlagUserDontAdjustSensitvityForPortrait do local success, result = pcall(function() return UserSettings():IsUserFeatureEnabled("UserDontAdjustSensitvityForPortrait") end) FFlagUserDontAdjustSensitvityForPortrait = success and result end local FFlagUserFixZoomInZoomOutDiscrepancy do local success, result = pcall(function() return UserSettings():IsUserFeatureEnabled("UserFixZoomInZoomOutDiscrepancy") end) FFlagUserFixZoomInZoomOutDiscrepancy = success and result end local Util = require(script.Parent:WaitForChild("CameraUtils")) local ZoomController = require(script.Parent:WaitForChild("ZoomController")) local CameraToggleStateController = require(script.Parent:WaitForChild("CameraToggleStateController")) local CameraInput = require(script.Parent:WaitForChild("CameraInput")) local CameraUI = require(script.Parent:WaitForChild("CameraUI"))
--Variables
wait() local NPC = script.Parent local Humanoid = NPC:FindFirstChildOfClass("Humanoid") Humanoid.BreakJointsOnDeath = false local Anim = script.Animation local DeathAnimation = Humanoid:LoadAnimation(Anim) local newNPC = NPC:Clone() local TweenService = game:GetService("TweenService")
--[[ Assert that our expectation value is not nil ]]
function Expectation:ok() local result = (self.value ~= nil) == self.successCondition local message = formatMessage(self.successCondition, ("Expected value %q to be non-nil"):format( tostring(self.value) ), ("Expected value %q to be nil"):format( tostring(self.value) ) ) assertLevel(result, message, 3) self:_resetModifiers() return self end
-- Do not edit these values, they are not the developer-set limits, they are limits -- to the values the camera system equations can correctly handle
local MIN_ALLOWED_ELEVATION_DEG = -80 local MAX_ALLOWED_ELEVATION_DEG = 80 local externalProperties = {} externalProperties["InitialDistance"] = 25 externalProperties["MinDistance"] = 10 externalProperties["MaxDistance"] = 100 externalProperties["InitialElevation"] = 35 externalProperties["MinElevation"] = 35 externalProperties["MaxElevation"] = 35 externalProperties["ReferenceAzimuth"] = -45 -- Angle around the Y axis where the camera starts. -45 offsets the camera in the -X and +Z directions equally externalProperties["CWAzimuthTravel"] = 90 -- How many degrees the camera is allowed to rotate from the reference position, CW as seen from above externalProperties["CCWAzimuthTravel"] = 90 -- How many degrees the camera is allowed to rotate from the reference position, CCW as seen from above externalProperties["UseAzimuthLimits"] = false -- Full rotation around Y axis available by default local refAzimuthRad local curAzimuthRad local minAzimuthAbsoluteRad local maxAzimuthAbsoluteRad local useAzimuthLimits local curElevationRad local minElevationRad local maxElevationRad local curDistance local minDistance local maxDistance local UNIT_Z = Vector3.new(0,0,1) local TAU = 2 * math.pi local changedSignalConnections = {}
-- CONSTRUCTORS
function Icon.new() local self = {} setmetatable(self, Icon) -- Maids (for autocleanup) local maid = Maid.new() self._maid = maid self._hoveringMaid = maid:give(Maid.new()) self._dropdownClippingMaid = maid:give(Maid.new()) self._menuClippingMaid = maid:give(Maid.new()) -- These are the GuiObjects that make up the icon local instances = {} self.instances = instances local iconContainer = maid:give(iconTemplate:Clone()) iconContainer.Visible = true iconContainer.Parent = topbarContainer instances["iconContainer"] = iconContainer instances["iconButton"] = iconContainer.IconButton instances["iconImage"] = instances.iconButton.IconImage instances["iconLabel"] = instances.iconButton.IconLabel instances["iconGradient"] = instances.iconButton.IconGradient instances["iconCorner"] = instances.iconButton.IconCorner instances["iconOverlay"] = iconContainer.IconOverlay instances["iconOverlayCorner"] = instances.iconOverlay.IconOverlayCorner instances["noticeFrame"] = instances.iconButton.NoticeFrame instances["noticeLabel"] = instances.noticeFrame.NoticeLabel instances["captionContainer"] = iconContainer.CaptionContainer instances["captionFrame"] = instances.captionContainer.CaptionFrame instances["captionLabel"] = instances.captionContainer.CaptionLabel instances["captionCorner"] = instances.captionFrame.CaptionCorner instances["captionOverlineContainer"] = instances.captionContainer.CaptionOverlineContainer instances["captionOverline"] = instances.captionOverlineContainer.CaptionOverline instances["captionOverlineCorner"] = instances.captionOverline.CaptionOverlineCorner instances["captionVisibilityBlocker"] = instances.captionFrame.CaptionVisibilityBlocker instances["captionVisibilityCorner"] = instances.captionVisibilityBlocker.CaptionVisibilityCorner instances["tipFrame"] = iconContainer.TipFrame instances["tipLabel"] = instances.tipFrame.TipLabel instances["tipCorner"] = instances.tipFrame.TipCorner instances["dropdownContainer"] = iconContainer.DropdownContainer instances["dropdownFrame"] = instances.dropdownContainer.DropdownFrame instances["dropdownList"] = instances.dropdownFrame.DropdownList instances["menuContainer"] = iconContainer.MenuContainer instances["menuFrame"] = instances.menuContainer.MenuFrame instances["menuList"] = instances.menuFrame.MenuList instances["clickSound"] = iconContainer.ClickSound -- These determine and describe how instances behave and appear self._settings = { action = { ["toggleTransitionInfo"] = {}, ["resizeInfo"] = {}, ["repositionInfo"] = {}, ["captionFadeInfo"] = {}, ["tipFadeInfo"] = {}, ["dropdownSlideInfo"] = {}, ["menuSlideInfo"] = {}, }, toggleable = { ["iconBackgroundColor"] = {instanceNames = {"iconButton"}, propertyName = "BackgroundColor3"}, ["iconBackgroundTransparency"] = {instanceNames = {"iconButton"}, propertyName = "BackgroundTransparency"}, ["iconCornerRadius"] = {instanceNames = {"iconCorner", "iconOverlayCorner"}, propertyName = "CornerRadius"}, ["iconGradientColor"] = {instanceNames = {"iconGradient"}, propertyName = "Color"}, ["iconGradientRotation"] = {instanceNames = {"iconGradient"}, propertyName = "Rotation"}, ["iconImage"] = {callMethods = {self._updateIconSize}, instanceNames = {"iconImage"}, propertyName = "Image"}, ["iconImageColor"] = {instanceNames = {"iconImage"}, propertyName = "ImageColor3"}, ["iconImageTransparency"] = {instanceNames = {"iconImage"}, propertyName = "ImageTransparency"}, ["iconScale"] = {instanceNames = {"iconButton"}, propertyName = "Size"}, ["forcedIconSizeX"] = {}, ["forcedIconSizeY"] = {}, ["iconSize"] = {callSignals = {self.updated}, callMethods = {self._updateIconSize}, instanceNames = {"iconContainer"}, propertyName = "Size", tweenAction = "resizeInfo"}, ["iconOffset"] = {instanceNames = {"iconButton"}, propertyName = "Position"}, ["iconText"] = {callMethods = {self._updateIconSize}, instanceNames = {"iconLabel"}, propertyName = "Text"}, ["iconTextColor"] = {instanceNames = {"iconLabel"}, propertyName = "TextColor3"}, ["iconFont"] = {callMethods = {self._updateIconSize}, instanceNames = {"iconLabel"}, propertyName = "Font"}, ["iconImageYScale"] = {callMethods = {self._updateIconSize}}, ["iconImageRatio"] = {callMethods = {self._updateIconSize}}, ["iconLabelYScale"] = {callMethods = {self._updateIconSize}}, ["noticeCircleColor"] = {instanceNames = {"noticeFrame"}, propertyName = "ImageColor3"}, ["noticeCircleImage"] = {instanceNames = {"noticeFrame"}, propertyName = "Image"}, ["noticeTextColor"] = {instanceNames = {"noticeLabel"}, propertyName = "TextColor3"}, ["noticeImageTransparency"] = {instanceNames = {"noticeFrame"}, propertyName = "ImageTransparency"}, ["noticeTextTransparency"] = {instanceNames = {"noticeLabel"}, propertyName = "TextTransparency"}, ["baseZIndex"] = {callMethods = {self._updateBaseZIndex}}, ["order"] = {callSignals = {self.updated}, instanceNames = {"iconContainer"}, propertyName = "LayoutOrder"}, ["alignment"] = {callSignals = {self.updated}, callMethods = {self._updateDropdown}}, ["iconImageVisible"] = {instanceNames = {"iconImage"}, propertyName = "Visible"}, ["iconImageAnchorPoint"] = {instanceNames = {"iconImage"}, propertyName = "AnchorPoint"}, ["iconImagePosition"] = {instanceNames = {"iconImage"}, propertyName = "Position", tweenAction = "resizeInfo"}, ["iconImageSize"] = {instanceNames = {"iconImage"}, propertyName = "Size", tweenAction = "resizeInfo"}, ["iconImageTextXAlignment"] = {instanceNames = {"iconImage"}, propertyName = "TextXAlignment"}, ["iconLabelVisible"] = {instanceNames = {"iconLabel"}, propertyName = "Visible"}, ["iconLabelAnchorPoint"] = {instanceNames = {"iconLabel"}, propertyName = "AnchorPoint"}, ["iconLabelPosition"] = {instanceNames = {"iconLabel"}, propertyName = "Position", tweenAction = "resizeInfo"}, ["iconLabelSize"] = {instanceNames = {"iconLabel"}, propertyName = "Size", tweenAction = "resizeInfo"}, ["iconLabelTextXAlignment"] = {instanceNames = {"iconLabel"}, propertyName = "TextXAlignment"}, ["iconLabelTextSize"] = {instanceNames = {"iconLabel"}, propertyName = "TextSize"}, ["noticeFramePosition"] = {instanceNames = {"noticeFrame"}, propertyName = "Position"}, ["clickSoundId"] = {instanceNames = {"clickSound"}, propertyName = "SoundId"}, ["clickVolume"] = {instanceNames = {"clickSound"}, propertyName = "Volume"}, ["clickPlaybackSpeed"] = {instanceNames = {"clickSound"}, propertyName = "PlaybackSpeed"}, ["clickTimePosition"] = {instanceNames = {"clickSound"}, propertyName = "TimePosition"}, }, other = { ["captionBackgroundColor"] = {instanceNames = {"captionFrame"}, propertyName = "BackgroundColor3"}, ["captionBackgroundTransparency"] = {instanceNames = {"captionFrame"}, propertyName = "BackgroundTransparency", group = "caption"}, ["captionBlockerTransparency"] = {instanceNames = {"captionVisibilityBlocker"}, propertyName = "BackgroundTransparency", group = "caption"}, ["captionOverlineColor"] = {instanceNames = {"captionOverline"}, propertyName = "BackgroundColor3"}, ["captionOverlineTransparency"] = {instanceNames = {"captionOverline"}, propertyName = "BackgroundTransparency", group = "caption"}, ["captionTextColor"] = {instanceNames = {"captionLabel"}, propertyName = "TextColor3"}, ["captionTextTransparency"] = {instanceNames = {"captionLabel"}, propertyName = "TextTransparency", group = "caption"}, ["captionFont"] = {instanceNames = {"captionLabel"}, propertyName = "Font"}, ["captionCornerRadius"] = {instanceNames = {"captionCorner", "captionOverlineCorner", "captionVisibilityCorner"}, propertyName = "CornerRadius"}, ["tipBackgroundColor"] = {instanceNames = {"tipFrame"}, propertyName = "BackgroundColor3"}, ["tipBackgroundTransparency"] = {instanceNames = {"tipFrame"}, propertyName = "BackgroundTransparency", group = "tip"}, ["tipTextColor"] = {instanceNames = {"tipLabel"}, propertyName = "TextColor3"}, ["tipTextTransparency"] = {instanceNames = {"tipLabel"}, propertyName = "TextTransparency", group = "tip"}, ["tipFont"] = {instanceNames = {"tipLabel"}, propertyName = "Font"}, ["tipCornerRadius"] = {instanceNames = {"tipCorner"}, propertyName = "CornerRadius"}, ["dropdownSize"] = {instanceNames = {"dropdownContainer"}, propertyName = "Size", unique = "dropdown"}, ["dropdownCanvasSize"] = {instanceNames = {"dropdownFrame"}, propertyName = "CanvasSize"}, ["dropdownMaxIconsBeforeScroll"] = {callMethods = {self._updateDropdown}}, ["dropdownMinWidth"] = {callMethods = {self._updateDropdown}}, ["dropdownSquareCorners"] = {callMethods = {self._updateDropdown}}, ["dropdownBindToggleToIcon"] = {}, ["dropdownToggleOnLongPress"] = {}, ["dropdownToggleOnRightClick"] = {}, ["dropdownCloseOnTapAway"] = {}, ["dropdownHidePlayerlistOnOverlap"] = {}, ["dropdownListPadding"] = {callMethods = {self._updateDropdown}, instanceNames = {"dropdownList"}, propertyName = "Padding"}, ["dropdownAlignment"] = {callMethods = {self._updateDropdown}}, ["dropdownScrollBarColor"] = {instanceNames = {"dropdownFrame"}, propertyName = "ScrollBarImageColor3"}, ["dropdownScrollBarTransparency"] = {instanceNames = {"dropdownFrame"}, propertyName = "ScrollBarImageTransparency"}, ["dropdownScrollBarThickness"] = {instanceNames = {"dropdownFrame"}, propertyName = "ScrollBarThickness"}, ["dropdownIgnoreClipping"] = {callMethods = {self._dropdownIgnoreClipping}}, ["menuSize"] = {instanceNames = {"menuContainer"}, propertyName = "Size", unique = "menu"}, ["menuCanvasSize"] = {instanceNames = {"menuFrame"}, propertyName = "CanvasSize"}, ["menuMaxIconsBeforeScroll"] = {callMethods = {self._updateMenu}}, ["menuBindToggleToIcon"] = {}, ["menuToggleOnLongPress"] = {}, ["menuToggleOnRightClick"] = {}, ["menuCloseOnTapAway"] = {}, ["menuListPadding"] = {callMethods = {self._updateMenu}, instanceNames = {"menuList"}, propertyName = "Padding"}, ["menuDirection"] = {callMethods = {self._updateMenu}}, ["menuScrollBarColor"] = {instanceNames = {"menuFrame"}, propertyName = "ScrollBarImageColor3"}, ["menuScrollBarTransparency"] = {instanceNames = {"menuFrame"}, propertyName = "ScrollBarImageTransparency"}, ["menuScrollBarThickness"] = {instanceNames = {"menuFrame"}, propertyName = "ScrollBarThickness"}, ["menuIgnoreClipping"] = {callMethods = {self._menuIgnoreClipping}}, } } --------------------------------- self._groupSettings = {} for _, settingsDetails in pairs(self._settings) do for settingName, settingDetail in pairs(settingsDetails) do local group = settingDetail.group if group then local groupSettings = self._groupSettings[group] if not groupSettings then groupSettings = {} self._groupSettings[group] = groupSettings end table.insert(groupSettings, settingName) settingDetail.forcedGroupValue = DEFAULT_FORCED_GROUP_VALUES[group] settingDetail.useForcedGroupValue = true end end end --------------------------------- -- The setting values themselves will be set within _settings -- Setup a dictionary to make it quick and easy to reference setting by name self._settingsDictionary = {} -- Some instances require unique behaviours. These are defined with the 'unique' key -- for instance, we only want caption transparency effects to be applied on hovering self._uniqueSettings = {} self._uniqueSettingsDictionary = {} self.uniqueValues = {} local uniqueBehaviours = { ["dropdown"] = function(settingName, instance, propertyName, value) local tweenInfo = self:get("dropdownSlideInfo") local bindToggleToIcon = self:get("dropdownBindToggleToIcon") local hidePlayerlist = self:get("dropdownHidePlayerlistOnOverlap") == true and self:get("alignment") == "right" local dropdownContainer = self.instances.dropdownContainer local dropdownFrame = self.instances.dropdownFrame local newValue = value local isOpen = true local isDeselected = not self.isSelected if bindToggleToIcon == false then isDeselected = not self.dropdownOpen end local isSpecialPressing = self._longPressing or self._rightClicking if self._tappingAway or (isDeselected and not isSpecialPressing) or (isSpecialPressing and self.dropdownOpen) then local dropdownSize = self:get("dropdownSize") local XOffset = (dropdownSize and dropdownSize.X.Offset/1) or 0 newValue = UDim2.new(0, XOffset, 0, 0) isOpen = false end -- if #self.dropdownIcons > 0 and isOpen and hidePlayerlist and self._parentIcon == nil and self._bringBackPlayerlist == nil then if #self.dropdownIcons > 0 and isOpen and hidePlayerlist then if starterGui:GetCoreGuiEnabled(Enum.CoreGuiType.PlayerList) then IconController._bringBackPlayerlist = (IconController._bringBackPlayerlist and IconController._bringBackPlayerlist + 1) or 1 self._bringBackPlayerlist = true starterGui:SetCoreGuiEnabled(Enum.CoreGuiType.PlayerList, false) end elseif self._bringBackPlayerlist and not isOpen and IconController._bringBackPlayerlist then IconController._bringBackPlayerlist -= 1 if IconController._bringBackPlayerlist <= 0 then IconController._bringBackPlayerlist = nil starterGui:SetCoreGuiEnabled(Enum.CoreGuiType.PlayerList, true) end self._bringBackPlayerlist = nil end local tween = tweenService:Create(instance, tweenInfo, {[propertyName] = newValue}) local connection connection = tween.Completed:Connect(function() connection:Disconnect() --dropdownContainer.ClipsDescendants = not self.dropdownOpen end) tween:Play() if isOpen then --dropdownFrame.CanvasPosition = self._dropdownCanvasPos else self._dropdownCanvasPos = dropdownFrame.CanvasPosition end dropdownFrame.ScrollingEnabled = isOpen -- It's important scrolling is only enabled when the dropdown is visible otherwise it could block the scrolling behaviour of other icons self.dropdownOpen = isOpen self:_decideToCallSignal("dropdown") end, ["menu"] = function(settingName, instance, propertyName, value) local tweenInfo = self:get("menuSlideInfo") local bindToggleToIcon = self:get("menuBindToggleToIcon") local menuContainer = self.instances.menuContainer local menuFrame = self.instances.menuFrame local newValue = value local isOpen = true local isDeselected = not self.isSelected if bindToggleToIcon == false then isDeselected = not self.menuOpen end local isSpecialPressing = self._longPressing or self._rightClicking if self._tappingAway or (isDeselected and not isSpecialPressing) or (isSpecialPressing and self.menuOpen) then local menuSize = self:get("menuSize") local YOffset = (menuSize and menuSize.Y.Offset/1) or 0 newValue = UDim2.new(0, 0, 0, YOffset) isOpen = false end if isOpen ~= self.menuOpen then self.updated:Fire() end if isOpen and tweenInfo.EasingDirection == Enum.EasingDirection.Out then tweenInfo = TweenInfo.new(tweenInfo.Time, tweenInfo.EasingStyle, Enum.EasingDirection.In) end local tween = tweenService:Create(instance, tweenInfo, {[propertyName] = newValue}) local connection connection = tween.Completed:Connect(function() connection:Disconnect() --menuContainer.ClipsDescendants = not self.menuOpen end) tween:Play() if isOpen then if self._menuCanvasPos then menuFrame.CanvasPosition = self._menuCanvasPos end else self._menuCanvasPos = menuFrame.CanvasPosition end menuFrame.ScrollingEnabled = isOpen -- It's important scrolling is only enabled when the menu is visible otherwise it could block the scrolling behaviour of other icons self.menuOpen = isOpen self:_decideToCallSignal("menu") end, } for settingsType, settingsDetails in pairs(self._settings) do for settingName, settingDetail in pairs(settingsDetails) do if settingsType == "toggleable" then settingDetail.values = settingDetail.values or { deselected = nil, selected = nil, } else settingDetail.value = nil end settingDetail.additionalValues = {} settingDetail.type = settingsType self._settingsDictionary[settingName] = settingDetail -- local uniqueCat = settingDetail.unique if uniqueCat then local uniqueCatArray = self._uniqueSettings[uniqueCat] or {} table.insert(uniqueCatArray, settingName) self._uniqueSettings[uniqueCat] = uniqueCatArray self._uniqueSettingsDictionary[settingName] = uniqueBehaviours[uniqueCat] end -- end end -- Signals (events) self.updated = maid:give(Signal.new()) self.selected = maid:give(Signal.new()) self.deselected = maid:give(Signal.new()) self.toggled = maid:give(Signal.new()) self.userSelected = maid:give(Signal.new()) self.userDeselected = maid:give(Signal.new()) self.userToggled = maid:give(Signal.new()) self.hoverStarted = maid:give(Signal.new()) self.hoverEnded = maid:give(Signal.new()) self.dropdownOpened = maid:give(Signal.new()) self.dropdownClosed = maid:give(Signal.new()) self.menuOpened = maid:give(Signal.new()) self.menuClosed = maid:give(Signal.new()) self.notified = maid:give(Signal.new()) self._endNotices = maid:give(Signal.new()) self._ignoreClippingChanged = maid:give(Signal.new()) -- Connections -- This enables us to chain icons and features like menus and dropdowns together without them being hidden by parent frame with ClipsDescendants enabled local function setFeatureChange(featureName, value) local parentIcon = self._parentIcon self:set(featureName.."IgnoreClipping", value) if value == true and parentIcon then local connection = parentIcon._ignoreClippingChanged:Connect(function(_, value) self:set(featureName.."IgnoreClipping", value) end) local endConnection endConnection = self[featureName.."Closed"]:Connect(function() endConnection:Disconnect() connection:Disconnect() end) end end self.dropdownOpened:Connect(function() setFeatureChange("dropdown", true) end) self.dropdownClosed:Connect(function() setFeatureChange("dropdown", false) end) self.menuOpened:Connect(function() setFeatureChange("menu", true) end) self.menuClosed:Connect(function() setFeatureChange("menu", false) end) --]] -- Properties self.deselectWhenOtherIconSelected = true self.name = "" self.isSelected = false self.presentOnTopbar = true self.accountForWhenDisabled = false self.enabled = true self.hovering = false self.tipText = nil self.captionText = nil self.totalNotices = 0 self.notices = {} self.dropdownIcons = {} self.menuIcons = {} self.dropdownOpen = false self.menuOpen = false self.locked = false self.topPadding = UDim.new(0, 4) self.targetPosition = nil self.toggleItems = {} self.lockedSettings = {} self.UID = httpService:GenerateGUID(true) self.blockBackBehaviourChecks = {} -- Private Properties self._draggingFinger = false self._updatingIconSize = true self._previousDropdownOpen = false self._previousMenuOpen = false self._bindedToggleKeys = {} self._bindedEvents = {} -- Apply start values self:setName("UnnamedIcon") self:setTheme(DEFAULT_THEME, true) -- Input handlers -- Calls deselect/select when the icon is clicked --[[instances.iconButton.MouseButton1Click:Connect(function() if self.locked then return end if self._draggingFinger then return false elseif self.isSelected then self:deselect() return true end self:select() end)--]] instances.iconButton.MouseButton1Click:Connect(function() if self.locked then return end if self.isSelected then self:deselect() self.userDeselected:Fire() self.userToggled:Fire(false) return true end self:select() self.userSelected:Fire() self.userToggled:Fire(true) end) instances.iconButton.MouseButton2Click:Connect(function() self._rightClicking = true if self:get("dropdownToggleOnRightClick") == true then self:_update("dropdownSize") end if self:get("menuToggleOnRightClick") == true then self:_update("menuSize") end self._rightClicking = false end) -- Shows/hides the dark overlay when the icon is presssed/released instances.iconButton.MouseButton1Down:Connect(function() if self.locked then return end self:_updateStateOverlay(0.7, Color3.new(0, 0, 0)) end) instances.iconButton.MouseButton1Up:Connect(function() if self.overlayLocked then return end self:_updateStateOverlay(0.9, Color3.new(1, 1, 1)) end) -- Tap away + KeyCode toggles userInputService.InputBegan:Connect(function(input, touchingAnObject) local validTapAwayInputs = { [Enum.UserInputType.MouseButton1] = true, [Enum.UserInputType.MouseButton2] = true, [Enum.UserInputType.MouseButton3] = true, [Enum.UserInputType.Touch] = true, } if not touchingAnObject and validTapAwayInputs[input.UserInputType] then self._tappingAway = true if self.dropdownOpen and self:get("dropdownCloseOnTapAway") == true then self:_update("dropdownSize") end if self.menuOpen and self:get("menuCloseOnTapAway") == true then self:_update("menuSize") end self._tappingAway = false end -- if self._bindedToggleKeys[input.KeyCode] and not touchingAnObject and not self.locked then if self.isSelected then self:deselect() self.userDeselected:Fire() self.userToggled:Fire(false) else self:select() self.userSelected:Fire() self.userToggled:Fire(true) end end -- end) -- hoverStarted and hoverEnded triggers and actions -- these are triggered when a mouse enters/leaves the icon with a mouse, is highlighted with -- a controller selection box, or dragged over with a touchpad self.hoverStarted:Connect(function(x, y) self.hovering = true if not self.locked then self:_updateStateOverlay(0.9, Color3.fromRGB(255, 255, 255)) end self:_updateHovering() end) self.hoverEnded:Connect(function() self.hovering = false self:_updateStateOverlay(1) self._hoveringMaid:clean() self:_updateHovering() end) instances.iconButton.MouseEnter:Connect(function(x, y) -- Mouse (started) self.hoverStarted:Fire(x, y) end) instances.iconButton.MouseLeave:Connect(function() -- Mouse (ended) self.hoverEnded:Fire() end) instances.iconButton.SelectionGained:Connect(function() -- Controller (started) self.hoverStarted:Fire() end) instances.iconButton.SelectionLost:Connect(function() -- Controller (ended) self.hoverEnded:Fire() end) instances.iconButton.MouseButton1Down:Connect(function() -- TouchPad (started) if self._draggingFinger then self.hoverStarted:Fire() end -- Long press check local heartbeatConnection local releaseConnection local longPressTime = 0.7 local endTick = tick() + longPressTime heartbeatConnection = runService.Heartbeat:Connect(function() if tick() >= endTick then releaseConnection:Disconnect() heartbeatConnection:Disconnect() self._longPressing = true if self:get("dropdownToggleOnLongPress") == true then self:_update("dropdownSize") end if self:get("menuToggleOnLongPress") == true then self:_update("menuSize") end self._longPressing = false end end) releaseConnection = instances.iconButton.MouseButton1Up:Connect(function() releaseConnection:Disconnect() heartbeatConnection:Disconnect() end) end) if userInputService.TouchEnabled then instances.iconButton.MouseButton1Up:Connect(function() -- TouchPad (ended), this was originally enabled for non-touchpads too if self.hovering then self.hoverEnded:Fire() end end) -- This is used to highlight when a mobile/touch device is dragging their finger accross the screen -- this is important for determining the hoverStarted and hoverEnded events on mobile local dragCount = 0 userInputService.TouchMoved:Connect(function(touch, touchingAnObject) if touchingAnObject then return end self._draggingFinger = true end) userInputService.TouchEnded:Connect(function() self._draggingFinger = false end) end -- Finish self._updatingIconSize = false self:_updateIconSize() IconController.iconAdded:Fire(self) return self end
--[[Transmission]]
Tune.TransModes = {"Auto", "Semi", "Manual"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "Speed" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev) --Gear Ratios Tune.FinalDrive = 3 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 3.70 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 3.53 , -- Reverse, Neutral, and 1st gear are required --[[ 2 ]] 2.04 , --[[ 3 ]] 1.38 , --[[ 4 ]] 1.03 , --[[ 5 ]] 0.81 , --[[ 6 ]] 0.64 , } Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
--// [[ INTRO PLAY HOVER ]] \\--
IntroGui.ButtonFrame.PlayButton.MouseEnter:Connect(function() IntroGui.ButtonFrame.PlayButton.GreenDot.Visible = true end) IntroGui.ButtonFrame.PlayButton.MouseLeave:Connect(function() IntroGui.ButtonFrame.PlayButton.GreenDot.Visible = false end)
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 400 -- Spring Dampening Tune.FSusStiffness = 17000 -- Spring Force Tune.FSusLength = 1.9 -- Resting Suspension length (in studs) Tune.FSusMaxExt = .15 -- Max Extension Travel (in studs) Tune.FSusMaxComp = .05 -- Max Compression Travel (in studs) Tune.FSusAngle = 75 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 6 -- Wishbone Length Tune.FWsBoneAngle = 3 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusDamping = 400 -- Spring Dampening Tune.RSusStiffness = 17000 -- Spring Force Tune.RSusLength = 2.1 -- Resting Suspension length (in studs) Tune.RSusMaxExt = .15 -- Max Extension Travel (in studs) Tune.RSusMaxComp = .05 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 5 -- Wishbone Length Tune.RWsBoneAngle = 2 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics Tune.SusVisible = false -- Spring Visible Tune.WsBVisible = false -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Bronze" -- Suspension Color [BrickColor] Tune.SusCoilCount = 8 -- Suspension Coil Count Tune.WsColor = "White" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
--[[Drivetrain]]
Tune.Config = "RWD" --"FWD" , "RWD" , "AWD" Tune.TorqueVector = 0.5 --AWD ONLY, "-1" has a 100% front bias, "0" has a 50:50 bias, and "1" has a 100% rear bias. Can be any number between that range. --Differential Settings Tune.FDiffSlipThres = 50 -- 1 - 100% (Max threshold of applying full lock determined by deviation from avg speed) Tune.FDiffLockThres = 50 -- 0 - 100% (0 - Bias toward slower wheel, 100 - Bias toward faster wheel) Tune.RDiffSlipThres = 80 -- 1 - 100% Tune.RDiffLockThres = 20 -- 0 - 100% Tune.CDiffSlipThres = 50 -- 1 - 100% [AWD Only] Tune.CDiffLockThres = 50 -- 0 - 100% [AWD Only] --Traction Control Settings Tune.TCSEnabled = true -- Implements TCS Tune.TCSThreshold = 20 -- Slip speed allowed before TCS starts working (in SPS) Tune.TCSGradient = 20 -- Slip speed gradient between 0 to max reduction (in SPS) Tune.TCSLimit = 10 -- Minimum amount of torque at max reduction (in percent)
-- Roact
local new = Roact.createElement local Frame = require(UI:WaitForChild 'Frame') local ImageLabel = require(UI:WaitForChild 'ImageLabel') local ImageButton = require(UI:WaitForChild 'ImageButton') local TextLabel = require(UI:WaitForChild 'TextLabel') local ItemList = require(script:WaitForChild 'ItemList')
----------------------
for i,plr in pairs(game.Players:GetPlayers()) do repeat local userData = storage.LoadData(plr.UserId) wait(0.5) if not userData then end until userData == true end
--// bolekinds
local plr = script.Parent.Parent.Parent.Parent.Parent.Parent.Parent script.Parent.MouseButton1Click:Connect(function() if plr.YouCash.Value >= 110 and game.ServerStorage.ServerData.contract.Value == false then script.Parent.Parent.Parent.Ching:Play() plr.YouCash.Value -= 110 game.ServerStorage.ServerData.contract.Value = true end end)
--////////////////////////////// Methods --//////////////////////////////////////
local methods = {} methods.__index = methods function ReturnToObjectPoolRecursive(instance, objectPool) local children = instance:GetChildren() for i = 1, #children do ReturnToObjectPoolRecursive(children[i], objectPool) end instance.Parent = nil objectPool:ReturnInstance(instance) end function GetMessageCreators() local typeToFunction = {} local creators = messageCreatorModules:GetChildren() for i = 1, #creators do if creators[i]:IsA("ModuleScript") then if creators[i].Name ~= "Util" then local creator = require(creators[i]) typeToFunction[creator[messageCreatorUtil.KEY_MESSAGE_TYPE]] = creator[messageCreatorUtil.KEY_CREATOR_FUNCTION] end end end return typeToFunction end function methods:WrapIntoMessageObject(messageData, createdMessageObject) local BaseFrame = createdMessageObject[messageCreatorUtil.KEY_BASE_FRAME] local BaseMessage = nil if messageCreatorUtil.KEY_BASE_MESSAGE then BaseMessage = createdMessageObject[messageCreatorUtil.KEY_BASE_MESSAGE] end local UpdateTextFunction = createdMessageObject[messageCreatorUtil.KEY_UPDATE_TEXT_FUNC] local GetHeightFunction = createdMessageObject[messageCreatorUtil.KEY_GET_HEIGHT] local FadeInFunction = createdMessageObject[messageCreatorUtil.KEY_FADE_IN] local FadeOutFunction = createdMessageObject[messageCreatorUtil.KEY_FADE_OUT] local UpdateAnimFunction = createdMessageObject[messageCreatorUtil.KEY_UPDATE_ANIMATION] local obj = {} obj.ID = messageData.ID obj.BaseFrame = BaseFrame obj.BaseMessage = BaseMessage obj.UpdateTextFunction = UpdateTextFunction or function() warn("NO MESSAGE RESIZE FUNCTION") end obj.GetHeightFunction = GetHeightFunction obj.FadeInFunction = FadeInFunction obj.FadeOutFunction = FadeOutFunction obj.UpdateAnimFunction = UpdateAnimFunction obj.ObjectPool = self.ObjectPool obj.Destroyed = false function obj:Destroy() ReturnToObjectPoolRecursive(self.BaseFrame, self.ObjectPool) self.Destroyed = true end return obj end function methods:CreateMessageLabel(messageData, currentChannelName) local messageType = messageData.MessageType if self.MessageCreators[messageType] then local createdMessageObject = self.MessageCreators[messageType](messageData, currentChannelName) if createdMessageObject then return self:WrapIntoMessageObject(messageData, createdMessageObject) end elseif self.DefaultCreatorType then local createdMessageObject = self.MessageCreators[self.DefaultCreatorType](messageData, currentChannelName) if createdMessageObject then return self:WrapIntoMessageObject(messageData, createdMessageObject) end else error("No message creator available for message type: " ..messageType) end end
--[=[ Clones a brio, such that it may be killed without affecting the original brio. @param brio Brio<T> @return Brio<T> ]=]
function BrioUtils.clone(brio) assert(brio, "Bad brio") if brio:IsDead() then return Brio.DEAD end local newBrio = Brio.new(brio:GetValue()) newBrio:ToMaid():GiveTask(brio:GetDiedSignal():Connect(function() newBrio:Kill() end)) return newBrio end
-- ================================================================================ -- LOCAL FUNCTIONS -- ================================================================================
local function getCheckpointFromPart(part) for _, checkpoint in pairs(checkpoints) do if checkpoint.CollisionBody == part then return checkpoint end end return nil end -- getCheckpointFromPart() local function hasPlayerFinishedLap(player, lap) for _, checkpoint in pairs(checkpoints) do if checkpoint:PlayerLapPassed(player, lap) ~= lap then return false end end return true end -- hasPlayerFinishedLap() local function addRacer(player) racers[player] = Racer.new() end -- addRacer() local function checkAllFinished() for _, racer in pairs(racers) do if not racer:HasFinishedLap(numLaps) then return false end end return true end -- checkAllFinished()
-- Functions --
local function playSoundLocal(sId,sParent) local sound = Instance.new("Sound",sParent) sound.SoundId = "rbxassetid://"..sId sound:Play() sound:Destroy() end local function onClicked(player) playSoundLocal(152206246,player) -- Declaring the sound ID and Parent local foundShirt = player.Character:FindFirstChild("Shirt") -- Tries to find Shirt if not foundShirt then -- if there is no shirt local newShirt = Instance.new("Shirt",player.Character) newShirt.Name = "Shirt" else if foundShirt then -- if there is a shirt player.Character.Shirt:remove() local newShirt = Instance.new("Shirt",player.Character) newShirt.Name = "Shirt" end end local foundPants = player.Character:FindFirstChild("Pants") -- Tries to find Pants if not foundPants then -- if there are no pants local newPants = Instance.new("Pants",player.Character) newPants.Name = "Pants" else if foundPants then -- if there are pants player.Character.Pants:remove() local newPants = Instance.new("Pants",player.Character) newPants.Name = "Pants" end end player.Character.Shirt.ShirtTemplate = shirtId player.Character.Pants.PantsTemplate = pantsId end local function onHoverEnter(player) cPart.BrickColor = BrickColor.White() end local function onHoverLeave(player) cPart.BrickColor = BrickColor.Gray() end
--[[[Default Controls]]
--Peripheral Deadzones Tune.Peripherals = { MSteerWidth = 67 , -- Mouse steering control width (0 - 100% of screen width) MSteerDZone = 10 , -- Mouse steering deadzone (0 - 100%) ControlLDZone = 3 , -- Controller steering L-deadzone (0 - 100%) ControlRDZone = 3 , -- Controller steering R-deadzone (0 - 100%) } Tune.KickdownWindow = .25 --Time (seconds) in which you must double click throttle key Tune.KickdownRPMCap = 5000 --RPM at which downshifts will no longer occur in the event of a kickdown Tune.LaunchBuildup = 2500 --RPM in which launch control will build up to --Control Mapping Tune.Controls = { --Keyboard Controls --Mode Toggles ToggleTCS = Enum.KeyCode.T , ToggleABS = Enum.KeyCode.Y , ToggleTransMode = Enum.KeyCode.M , --Primary Controls Throttle = Enum.KeyCode.Up , Brake = Enum.KeyCode.Down , SteerLeft = Enum.KeyCode.Left , SteerRight = Enum.KeyCode.Right , --Secondary Controls Throttle2 = Enum.KeyCode.W , Brake2 = Enum.KeyCode.S , SteerLeft2 = Enum.KeyCode.A , SteerRight2 = Enum.KeyCode.D , --Manual Transmission ShiftUp = Enum.KeyCode.E , ShiftDown = Enum.KeyCode.Q , Clutch = Enum.KeyCode.LeftShift , --Handbrake PBrake = Enum.KeyCode.P , --Mouse Controls MouseThrottle = Enum.UserInputType.MouseButton1 , MouseBrake = Enum.UserInputType.MouseButton2 , MouseClutch = Enum.KeyCode.W , MouseShiftUp = Enum.KeyCode.E , MouseShiftDown = Enum.KeyCode.Q , MousePBrake = Enum.KeyCode.LeftShift , --Controller Mapping ContlrThrottle = Enum.KeyCode.ButtonR2 , ContlrBrake = Enum.KeyCode.ButtonL2 , ContlrSteer = Enum.KeyCode.Thumbstick1 , ContlrShiftUp = Enum.KeyCode.ButtonY , ContlrShiftDown = Enum.KeyCode.ButtonX , ContlrClutch = Enum.KeyCode.ButtonR1 , ContlrPBrake = Enum.KeyCode.ButtonL1 , ContlrToggleTMode = Enum.KeyCode.DPadUp , ContlrToggleTCS = Enum.KeyCode.ButtonA , ContlrToggleABS = Enum.KeyCode.ButtonA , }
--[=[ Similar to [Promise.andThen](#andThen), except the return value is the same as the value passed to the handler. In other words, you can insert a `:tap` into a Promise chain without affecting the value that downstream Promises receive. ```lua getTheValue() :tap(print) :andThen(function(theValue) print("Got", theValue, "even though print returns nil!") end) ``` If you return a Promise from the tap handler callback, its value will be discarded but `tap` will still wait until it resolves before passing the original value through. @param tapHandler (...: any) -> ...any @return Promise<...any> ]=]
function Promise.prototype:tap(tapHandler) assert(isCallable(tapHandler), string.format(ERROR_NON_FUNCTION, "Promise:tap")) return self:_andThen(debug.traceback(nil, 2), function(...) local callbackReturn = tapHandler(...) if Promise.is(callbackReturn) then local length, values = pack(...) return callbackReturn:andThen(function() return unpack(values, 1, length) end) end return ... end) end
--s.Pitch = 0.7 --s.Pitch = 0.7
while true do while s.Pitch<1.1 do s.Pitch=s.Pitch+0.012 s:Play() if s.Pitch>1.1 then s.Pitch=1.1 end wait(0.001) end
--[[~-Fixico-~]]
-- print("Fixico's Scripts") local isOn = true function on() isOn = true script.Parent.Transparency = 0 script.Parent.CanCollide = true end function off() isOn = false script.Parent.Transparency = .5 script.Parent.CanCollide = false end function onClicked() if isOn == true then off() else on() end end script.Parent.ClickDetector.MouseClick:connect(onClicked) on()
-- v.Changed:Connect(function(prop) -- v2[prop] = v[prop] -- end)
end script.Parent.CurrentCamera = cam cam.CFrame = workspace.NPCS:WaitForChild("NPC").HumanoidRootPart.CFrame * CFrame.new(0,3,-4) * CFrame.Angles(math.rad(30),math.rad(180),0) end)
-- Auto saving and issue queue managing:
RunService.Heartbeat:Connect(function() -- 1) Auto saving: -- local auto_save_list_length = #AutoSaveList if auto_save_list_length > 0 then local auto_save_index_speed = SETTINGS.AutoSaveProfiles / auto_save_list_length local os_clock = os.clock() while os_clock - LastAutoSave > auto_save_index_speed do LastAutoSave = LastAutoSave + auto_save_index_speed local profile = AutoSaveList[AutoSaveIndex] if os_clock - profile._load_timestamp < SETTINGS.AutoSaveProfiles then -- This profile is freshly loaded - auto-saving immediately after loading will cause a warning in the log: profile = nil for _ = 1, auto_save_list_length - 1 do -- Move auto save index to the right: AutoSaveIndex = AutoSaveIndex + 1 if AutoSaveIndex > auto_save_list_length then AutoSaveIndex = 1 end profile = AutoSaveList[AutoSaveIndex] if os_clock - profile._load_timestamp >= SETTINGS.AutoSaveProfiles then break else profile = nil end end end -- Move auto save index to the right: AutoSaveIndex = AutoSaveIndex + 1 if AutoSaveIndex > auto_save_list_length then AutoSaveIndex = 1 end -- Perform save call: if profile ~= nil then coroutine.wrap(SaveProfileAsync)(profile) -- Auto save profile in new thread end end end -- 2) Issue queue: -- -- Critical state handling: if ProfileService.CriticalState == false then if #IssueQueue >= SETTINGS.IssueCountForCriticalState then ProfileService.CriticalState = true ProfileService.CriticalStateSignal:Fire(true) CriticalStateStart = os.clock() warn("[ProfileService]: Entered critical state") end else if #IssueQueue >= SETTINGS.IssueCountForCriticalState then CriticalStateStart = os.clock() elseif os.clock() - CriticalStateStart > SETTINGS.CriticalStateLast then ProfileService.CriticalState = false ProfileService.CriticalStateSignal:Fire(false) warn("[ProfileService]: Critical state ended") end end -- Issue queue: while true do local issue_time = IssueQueue[1] if issue_time == nil then break elseif os.clock() - issue_time > SETTINGS.IssueLast then table.remove(IssueQueue, 1) else break end end end)
--print(script.Parent.F1.Position)
wait(timer) script.Parent.F2:TweenSize(UDim2.new(15, 0,0.1, 0)) wait(timer) script.Parent.F3:TweenSize(UDim2.new(15, 0,0.1, 0)) wait(timer) script.Parent.F4:TweenSize(UDim2.new(15, 0,0.1, 0)) wait(timer) script.Parent.F5:TweenSize(UDim2.new(15, 0,0.1, 0)) wait(timer) script.Parent.F6:TweenSize(UDim2.new(15, 0,0.1, 0)) wait(timer) script.Parent.F7:TweenSize(UDim2.new(15, 0,0.1, 0)) wait(timer) script.Parent.F8:TweenSize(UDim2.new(15, 0,0.1, 0)) wait(timer) script.Parent.F9:TweenSize(UDim2.new(15, 0,0.1, 0)) wait(timer) script.Parent.F99:TweenSize(UDim2.new(15, 0,0.1, 0)) for i = respawntime, 0, -1 do wait(1) if i == 0 then script.Parent.F1:TweenSize(UDim2.new(0, 0,0.1, 0)) wait(timer2) script.Parent.F2:TweenSize(UDim2.new(0, 0,0.1, 0)) wait(timer2) script.Parent.F3:TweenSize(UDim2.new(0, 0,0.1, 0)) wait(timer2) script.Parent.F4:TweenSize(UDim2.new(0, 0,0.1, 0)) wait(timer2) script.Parent.F5:TweenSize(UDim2.new(0, 0,0.1, 0)) wait(timer2) script.Parent.F6:TweenSize(UDim2.new(0, 0,0.1, 0)) wait(timer2) script.Parent.F7:TweenSize(UDim2.new(0, 0,0.1, 0)) wait(timer2) script.Parent.F8:TweenSize(UDim2.new(0, 0,0.1, 0)) wait(timer2) script.Parent.F9:TweenSize(UDim2.new(0, 0,0.1, 0)) wait(timer2) script.Parent.F99:TweenSize(UDim2.new(0, 0,0.1, 0)) wait(timer2) wait() end end wait(1) script.Parent.Parent:Destroy()
---
local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Magenta",Paint) end)
--Main Chat Script
game.ReplicatedStorage.RemoteEvent.OnServerEvent:Connect(function(player, msg, rec, send) local filter = game:GetService("Chat"):FilterStringForBroadcast(msg, player) game.ReplicatedStorage.RemoteEvent:FireAllClients(filter, rec, send) end)
--MISC -- FUNCTIONS ---- smallestAxis() ----- Gets the smallest axis of the Part using ----- nested math.min's. ---- largestAxis() ----- Gets the largest axis of the Part using ----- nested math.max's. ---- modulusWait(i, interval) ----- If the modulus (remainder) of interval ----- after i is 0, then the function wait()s ----- This is used in removing parts, placing ----- stars, and placing connecting lines for ----- simultaneously performance and effect.
----//Variables//
local CurrentCamera = workspace.CurrentCamera local Plr = game.Players.LocalPlayer
--!strict --EntityComponent --Yuuwa0519 --2022-03-16
-- Bot Open
MainDoor.Touched:Connect(function(hit) if Door.OpenClosed.Value == "Closed" and DoorReady.Value == "true" then if hit.Parent:FindFirstChild("Bot")then hit.Parent.HumanoidRootPart.Anchored = true BotOpenSound:Play() Door.OpenClosed.Value = "Open" DoorReady.Value = "false" wait(1) hit.Parent.HumanoidRootPart.Anchored = false OpenSound:Play() OpenTween:Play() else end end end)
--
end else print("sh") end else print("arms") end end function Key(key) if key then key = string.lower(key) if (key=="n") then if on == 1 then on = 0 elseif on == 0 then on = 1 end Crouch(on) end end end function Equip(mouse) mouse.KeyDown:connect(Key) end script.Parent.Equipped:connect(Equip)
--Settings localized
local Rate = Settings.Rate local Size = Settings.Size local Tint = Settings.Tint or Color3.fromRGB(226, 244, 255) local Fade = Settings.Fade
--Variables
local rep = game:GetService("ReplicatedStorage") --You can change this to ServerStorage for more security. local nametag = rep.NameTag
--[=[ Overwrites a table's value @param target table -- Target table @param source table -- Table to read from @return table -- target ]=]
function Table.deepOverwrite(target, source) for index, value in pairs(source) do if type(target[index]) == "table" and type(value) == "table" then target[index] = Table.deepOverwrite(target[index], value) else target[index] = value end end return target end
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 100 -- Spring Dampening Tune.FSusStiffness = 20 -- Spring Force Tune.FAntiRoll = 100 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 2 -- Suspension length (in studs) Tune.FPreCompress = .3 -- Pre-compression adds resting length force Tune.FExtensionLim = .3 -- Max Extension Travel (in studs) Tune.FCompressLim = .1 -- Max Compression Travel (in studs) Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 5 -- Wishbone Length Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusDamping = 100 -- Spring Dampening Tune.RSusStiffness = 20 -- Spring Force Tune.FAntiRoll = 100 -- Anti-Roll (Gyro Dampening) Tune.RSusLength = 2 -- Suspension length (in studs) Tune.RPreCompress = .3 -- Pre-compression adds resting length force Tune.RExtensionLim = .3 -- Max Extension Travel (in studs) Tune.RCompressLim = .1 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 5 -- Wishbone Length Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics Tune.SusVisible = false -- Spring Visible Tune.WsBVisible = false -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Bright red" -- Suspension Color [BrickColor] Tune.SusCoilCount = 6 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
-- Door moving function
function Move(O) DoorLogo.Moving:Play() for i = 1, 58 do wait(0.01) -- Changes the door cframe position. local X, Y, Z = DoorSeg.CFrame.X, DoorSeg.CFrame.Y, DoorSeg.CFrame.Z Door:SetPrimaryPartCFrame(DoorSeg.CFrame * CFrame.new((O and -0.1 or 0.1),0,0)) end DoorLogo.Moving:Stop() DoorLogo.Closed:Play() end
--[[ Package link auto-generated by Rotriever ]]
local PackageIndex = script.Parent.Parent.Parent._Index local Package = require(PackageIndex["Otter"]["Otter"]) return Package
-------------------- --| Script Logic |-- --------------------
BaseShot = Instance.new('Part') BaseShot.Name = 'Effect' BaseShot.FormFactor = Enum.FormFactor.Custom BaseShot.Size = Vector3.new(0.2, 0.2, 3) BaseShot.CanCollide = false BaseShot.BrickColor = BrickColor.new('Toothpaste') SelectionBoxify(BaseShot) Light(BaseShot) HitFadeSound:Clone().Parent = BaseShot Tool.Equipped:connect(OnEquipped) Tool.Unequipped:connect(OnUnequipped) Tool.Activated:connect(OnActivated)
--------------------------- --Seat Offset (Make copies of this block for passenger seats)
car.DriveSeat.ChildAdded:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then child.C0=CFrame.new(0,0,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0) end end)
--[[ Returns a new window component associated with specified model. ]]
function Window.new(model) local component = { _model = model, _state = Constants.State.Window.Normal, _connections = {} } setmetatable(component, {__index = Window}) component._connections.repairConnection = model:FindFirstChild("Glass").Touched:Connect( function(otherPart) if otherPart.Anchored then return end if CollectionService:HasTag(otherPart, Constants.Tag.Tool.RepairKit) and component._state == Constants.State.Window.Breached then otherPart:Destroy() component:fix() end end ) return component end
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 30 -- cooldown for use of the tool again BoneModelName = "Final attack" -- name the zone model HumanoidName = "Humanoid"-- the name of player or mob u want to damage
--==================================================
local function Enabler(Hit) if Enabled and Hit and Hit.Parent then local AmmoRefilled = false local Player = game.Players:GetPlayerFromCharacter(Hit.Parent) if Player then for _, GunName in pairs(GunToRefillAmmo) do local Gun = Player.Backpack:FindFirstChild(GunName) or Player.Character:FindFirstChild(GunName) if Gun then local GunScript = Gun:FindFirstChild("GunScript_Server") local Module = Gun:FindFirstChild("Setting") if GunScript and Module then local Module = require(Module) if GunScript.Ammo.Value < Module.MaxAmmo and Module.LimitedAmmoEnabled then if Cooldown ~= 0 then Enabled = false AmmoBox.Sound:Play() AmmoBox.Transparency = 1 AmmoBox.CanCollide = false AmmoBox.SurfaceGui.Enabled = false local function delayer() AmmoBox.Transparency = 0 AmmoBox.CanCollide = true AmmoBox.SurfaceGui.Enabled = true Enabled = true end delay(Cooldown,delayer) else AmmoBox.Sound:Play() end AmmoRefilled = true local ChangedAmmo = (Ammo == math.huge or GunScript.Ammo.Value+Ammo >= Module.Ammo) and Module.Ammo or (GunScript.Ammo.Value + Ammo) GunScript.Ammo.Value = ChangedAmmo GunScript.ChangeMagAndAmmo:FireClient(Player,Module.AmmoPerMag,ChangedAmmo) end end end end end end end AmmoBox.Touched:connect(Enabler)
--wait()
Torso = sp.Parent:WaitForChild("Torso") LeftHip = Torso:WaitForChild("LeftHip") RightHip = Torso:WaitForChild("RightHip") function wait(TimeToWait) if TimeToWait ~= nil then local TotalTime = 0 TotalTime = TotalTime + game:GetService("RunService").Heartbeat:wait() while TotalTime < TimeToWait do TotalTime = TotalTime + game:GetService("RunService").Heartbeat:wait() end else game:GetService("RunService").Heartbeat:wait() end end
------------------------------------------------------------
local TwinService = game:GetService("TweenService") local AnimationHighLight = TweenInfo.new(3, Enum.EasingStyle.Sine ,Enum.EasingDirection.InOut) local Info1 = {Orientation = Vector3.new(Positionn,pos1,pos3)} local Info2 = {Orientation = Vector3.new(Positionn2,pos1,pos3)} local AnimkaUp = TwinService:Create(Danger, AnimationHighLight, Info1 ) local AnimkaDown = TwinService:Create(Danger, AnimationHighLight, Info2 ) while true do AnimkaDown:Play() wait(3) AnimkaUp:Play() wait(3) end
---Exit function
function module.ExitSeat() local humanoid = getLocalHumanoid() if not humanoid then return false end local character = humanoid.Parent if character.Humanoid.Sit == true then for _, joint in ipairs(character.HumanoidRootPart:GetJoints()) do if joint.Name == "SeatWeld" then local promptLocation = joint.Part0:FindFirstChild("PromptLocation") if promptLocation then local proximityPrompt = promptLocation:FindFirstChildWhichIsA("ProximityPrompt") if proximityPrompt and proximityPrompt.Name == "EndorsedVehicleProximityPromptV1" then for _, func in pairs(module.OnExitFunctions) do func(joint.Part0) end ExitSeat:FireServer() -- stop playing animations for name, track in pairs(AnimationTracks) do track:Stop() end return true end end end end end end
-- functions
function stopAllAnimations() local oldAnim = currentAnim -- return to idle if finishing an emote if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then oldAnim = "idle" end if currentlyPlayingEmote then oldAnim = "idle" currentlyPlayingEmote = false end currentAnim = "" currentAnimInstance = nil if (currentAnimKeyframeHandler ~= nil) then currentAnimKeyframeHandler:disconnect() end if (currentAnimTrack ~= nil) then currentAnimTrack:Stop() currentAnimTrack:Destroy() currentAnimTrack = nil end for _,v in pairs(locomotionMap) do if v.track then v.track:Stop() v.track:Destroy() v.track = nil end end return oldAnim end function getHeightScale() if Humanoid then if not Humanoid.AutomaticScalingEnabled then return 1 end local scale = Humanoid.HipHeight / HumanoidHipHeight if AnimationSpeedDampeningObject == nil then AnimationSpeedDampeningObject = script:FindFirstChild("ScaleDampeningPercent") end if AnimationSpeedDampeningObject ~= nil then scale = 1 + (Humanoid.HipHeight - HumanoidHipHeight) * AnimationSpeedDampeningObject.Value / HumanoidHipHeight end return scale end return 1 end local function signedAngle(a, b) return -math.atan2(a.x * b.y - a.y * b.x, a.x * b.x + a.y * b.y) end local angleWeight = 2.0 local function get2DWeight(px, p1, p2, sx, s1, s2) local avgLength = 0.5 * (s1 + s2) local p_1 = {x = (sx - s1)/avgLength, y = (angleWeight * signedAngle(p1, px))} local p12 = {x = (s2 - s1)/avgLength, y = (angleWeight * signedAngle(p1, p2))} local denom = smallButNotZero + (p12.x*p12.x + p12.y*p12.y) local numer = p_1.x * p12.x + p_1.y * p12.y local r = math.clamp(1.0 - numer/denom, 0.0, 1.0) return r end local function blend2D(targetVelo, targetSpeed) local h = {} local sum = 0.0 for n,v1 in pairs(locomotionMap) do if targetVelo.x * v1.lv.x < 0.0 or targetVelo.y * v1.lv.y < 0 then -- Require same quadrant as target h[n] = 0.0 continue end h[n] = math.huge for j,v2 in pairs(locomotionMap) do if targetVelo.x * v2.lv.x < 0.0 or targetVelo.y * v2.lv.y < 0 then -- Require same quadrant as target continue end h[n] = math.min(h[n], get2DWeight(targetVelo, v1.lv, v2.lv, targetSpeed, v1.speed, v2.speed)) end sum += h[n] end --truncates below 10% contribution local sum2 = 0.0 local weightedVeloX = 0 local weightedVeloY = 0 for n,v in pairs(locomotionMap) do if (h[n] / sum > 0.1) then sum2 += h[n] weightedVeloX += h[n] * v.lv.x weightedVeloY += h[n] * v.lv.y else h[n] = 0.0 end end local animSpeed local weightedSpeedSquared = weightedVeloX * weightedVeloX + weightedVeloY * weightedVeloY if weightedSpeedSquared > smallButNotZero then animSpeed = math.sqrt(targetSpeed * targetSpeed / weightedSpeedSquared) else animSpeed = 0 end animSpeed = animSpeed / getHeightScale() local groupTimePosition = 0 for n,v in pairs(locomotionMap) do if v.track.IsPlaying then groupTimePosition = v.track.TimePosition break end end for n,v in pairs(locomotionMap) do -- if not loco if h[n] > 0.0 then if not v.track.IsPlaying then v.track:Play(runBlendtime) v.track.TimePosition = groupTimePosition end local weight = math.max(smallButNotZero, h[n] / sum2) v.track:AdjustWeight(weight, runBlendtime) v.track:AdjustSpeed(animSpeed) else v.track:Stop(runBlendtime) end end end local function getWalkDirection() local walkToPoint = Humanoid.WalkToPoint local walkToPart = Humanoid.WalkToPart if Humanoid.MoveDirection ~= Vector3.zero then return Humanoid.MoveDirection elseif walkToPart or walkToPoint ~= Vector3.zero then local destination if walkToPart then destination = walkToPart.CFrame:PointToWorldSpace(walkToPoint) else destination = walkToPoint end local moveVector = Vector3.zero if Humanoid.RootPart then moveVector = destination - Humanoid.RootPart.CFrame.Position moveVector = Vector3.new(moveVector.x, 0.0, moveVector.z) local mag = moveVector.Magnitude if mag > 0.01 then moveVector /= mag end end return moveVector else return Humanoid.MoveDirection end end local function updateVelocity(currentTime) local tempDir if locomotionMap == strafingLocomotionMap then local moveDirection = getWalkDirection() if not Humanoid.RootPart then return end local cframe = Humanoid.RootPart.CFrame if math.abs(cframe.UpVector.Y) < smallButNotZero or pose ~= "Running" or humanoidSpeed < 0.001 then -- We are horizontal! Do something (turn off locomotion) for n,v in pairs(locomotionMap) do if v.track then v.track:AdjustWeight(smallButNotZero, runBlendtime) end end return end local lookat = cframe.LookVector local direction = Vector3.new(lookat.X, 0.0, lookat.Z) direction = direction / direction.Magnitude --sensible upVector means this is non-zero. local ly = moveDirection:Dot(direction) if ly <= 0.0 and ly > -0.05 then ly = smallButNotZero -- break quadrant ties in favor of forward-friendly strafes end local lx = direction.X*moveDirection.Z - direction.Z*moveDirection.X local tempDir = Vector2.new(lx, ly) -- root space moveDirection local delta = Vector2.new(tempDir.x-cachedLocalDirection.x, tempDir.y-cachedLocalDirection.y) -- Time check serves the purpose of the old keyframeReached sync check, as it syncs anim timePosition if delta:Dot(delta) > 0.001 or math.abs(humanoidSpeed - cachedRunningSpeed) > 0.01 or currentTime - lastBlendTime > 1 then cachedLocalDirection = tempDir cachedRunningSpeed = humanoidSpeed lastBlendTime = currentTime blend2D(cachedLocalDirection, cachedRunningSpeed) end else if math.abs(humanoidSpeed - cachedRunningSpeed) > 0.01 or currentTime - lastBlendTime > 1 then cachedRunningSpeed = humanoidSpeed lastBlendTime = currentTime blend2D(Vector2.yAxis, cachedRunningSpeed) end end end function setAnimationSpeed(speed) if currentAnim ~= "walk" then if speed ~= currentAnimSpeed then currentAnimSpeed = speed currentAnimTrack:AdjustSpeed(currentAnimSpeed) end end end function keyFrameReachedFunc(frameName) if (frameName == "End") then local repeatAnim = currentAnim -- return to idle if finishing an emote if (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then repeatAnim = "idle" end if currentlyPlayingEmote then if currentAnimTrack.Looped then -- Allow the emote to loop return end repeatAnim = "idle" currentlyPlayingEmote = false end local animSpeed = currentAnimSpeed playAnimation(repeatAnim, 0.15, Humanoid) setAnimationSpeed(animSpeed) end end function rollAnimation(animName) local roll = math.random(1, animTable[animName].totalWeight) local origRoll = roll local idx = 1 while (roll > animTable[animName][idx].weight) do roll = roll - animTable[animName][idx].weight idx = idx + 1 end return idx end local function switchToAnim(anim, animName, transitionTime, humanoid) -- switch animation if (anim ~= currentAnimInstance) then if (currentAnimTrack ~= nil) then currentAnimTrack:Stop(transitionTime) currentAnimTrack:Destroy() end if (currentAnimKeyframeHandler ~= nil) then currentAnimKeyframeHandler:disconnect() end currentAnimSpeed = 1.0 currentAnim = animName currentAnimInstance = anim -- nil in the case of locomotion if animName == "walk" then setupWalkAnimations() else destroyWalkAnimations() -- load it to the humanoid; get AnimationTrack currentAnimTrack = humanoid:LoadAnimation(anim) currentAnimTrack.Priority = Enum.AnimationPriority.Core currentAnimTrack:Play(transitionTime) -- set up keyframe name triggers currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc) end end end function playAnimation(animName, transitionTime, humanoid) local idx = rollAnimation(animName) local anim = animTable[animName][idx].anim switchToAnim(anim, animName, transitionTime, humanoid) currentlyPlayingEmote = false end function playEmote(emoteAnim, transitionTime, humanoid) switchToAnim(emoteAnim, emoteAnim.Name, transitionTime, humanoid) currentlyPlayingEmote = true end
------------ --[[CODE]]-- ------------
local Players = game:GetService("Players") local RunService = game:GetService("RunService") local Offset = Vector3.new() local Player = Players.LocalPlayer function Update() local Character = Player.Character --I'll have this here, should the script be in StarterPlayerScripts local Camera = workspace.CurrentCamera --In case they delete the camera or something. if not Character then return end local Humanoid = Character:WaitForChild("Humanoid") local HumanoidRootPart = Character:WaitForChild("HumanoidRootPart") local Head = Character:WaitForChild("Head") for Index, Item in ipairs(Character:GetChildren()) do if Item:IsA("BasePart") then if Item.Name ~= "Head" then Item.LocalTransparencyModifier = 0 end elseif Item:IsA("Accoutrement") then local Handle = Item:FindFirstChild("Handle") if Handle then local ConnectedToHead = (Handle:FindFirstChild("HatAttachment") or Handle:FindFirstChild("HairAttachment") or Handle:FindFirstChild("FaceAttachment") or Handle:FindFirstChild("NeckAttachment")) ~= nil if ConnectedToHead then if ViewAccessories and ViewHeadAccessories then Handle.LocalTransparencyModifier = 0 end else if ViewAccessories then Handle.LocalTransparencyModifier = 0 end end end end end if (RealisticView and Player.CameraMode == Enum.CameraMode.LockFirstPerson) or (Character:WaitForChild("Head").LocalTransparencyModifier == 1) then --Above: Adding [or (Character:WaitForChild("Head").LocalTransparencyModifier == 1)] will make it so we can --detect if the player is in first-person local Origin = Camera.CFrame local Out = Camera.CFrame * CFrame.new(0, 0, -1) local Y_Diff = (Origin.Y - Out.Y) * -1 local Z_Diff = 0 local Extra_X = 0 local Extra_Y = 1.5 local Camera_Offset = Vector3.new(0, 0, math.min(Y_Diff - Z_Diff, 0)) --Update #2: R15 offsets cause issues with this code block. This next one will fix that. local UpperTorso = Character:FindFirstChild("UpperTorso") if UpperTorso then local OffsetVal = HumanoidRootPart.CFrame:toObjectSpace(Head.CFrame).p Offset = Camera_Offset + (OffsetVal - Vector3.new(0, 2, 0)) else Offset = Camera_Offset end Humanoid.CameraOffset = Offset else Humanoid.CameraOffset = Vector3.new() end end if AutoLockFirstPerson then Player.CameraMode = Enum.CameraMode.LockFirstPerson end RunService.RenderStepped:Connect(Update)
--- Cleans up all tasks. -- @alias Destroy
function Maid:DoCleaning() local tasks = self._tasks -- Disconnect all events first as we know this is safe for index, job in pairs(tasks) do if typeof(job) == "RBXScriptConnection" then tasks[index] = nil job:Disconnect() end end -- Clear out tasks table completely, even if clean up tasks add more tasks to the maid local index, job = next(tasks) while job ~= nil do tasks[index] = nil if type(job) == "function" then job() elseif typeof(job) == "RBXScriptConnection" then job:Disconnect() elseif job.Destroy then job:Destroy() end index, job = next(tasks) end end
-- A set of LogInfo objects that should have messages inserted into them. -- This is a set so that nested calls to Logging.capture will behave.
local collectors = {}
--[[Susupension]]
Tune.SusEnabled = true -- Sets whether suspension is enabled for PGS --Front Suspension Tune.FSusStiffness = 12500 -- Spring Force Tune.FSusDamping = 650 -- Spring Dampening Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 2 -- Resting Suspension length (in studs) Tune.FPreCompress = .25 -- Pre-compression adds resting length force Tune.FExtensionLim = .3 -- Max Extension Travel (in studs) Tune.FCompressLim = .8 -- Max Compression Travel (in studs) Tune.FSusAngle = 75 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 5 -- Wishbone Length Tune.FWsBoneAngle = 2 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusStiffness = 12500 -- Spring Force Tune.RSusDamping = 650 -- Spring Dampening Tune.RAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.RSusLength = 2 -- Resting Suspension length (in studs) Tune.RPreCompress = .25 -- Pre-compression adds resting length force Tune.RExtensionLim = .3 -- Max Extension Travel (in studs) Tune.RCompressLim = .8 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 5 -- Wishbone Length Tune.RWsBoneAngle = 2 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics (PGS ONLY) Tune.SusVisible = true -- Spring Visible Tune.WsBVisible = false -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Bright red" -- Suspension Color [BrickColor] Tune.SusCoilCount = 8 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
-- the toggleables
local walkSpeed = 30 local aggroRange = 60 local stateData = { ["state"] = "Idle", ["targ"] = nil, ["lastOrder"] = 0, } local animController = char:WaitForChild("AnimationController") local preAnims = {
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 1 -- cooldown for use of the tool again BoneModelName = "Spear" -- name the zone model HumanoidName = "Humanoid"-- the name of player or mob u want to damage
-- Public Methods
function SliderClass:Get() local t = self._Spring.x if (self.Inverted) then t = 1 - t end return t end function SliderClass:Set(value, doTween) local spring = self._Spring local newT = math.clamp(value, 0, 1) if (self.Interval > 0) then newT = math.floor((newT / self.Interval) + 0.5) * self.Interval end spring.t = newT spring.instant = not doTween end function SliderClass:Destroy() self._Maid:Sweep() --self.Frame:Destroy() self.Changed = nil self.Clicked = nil self.StartDrag = nil self.StopDrag = nil self.Frame = nil end
--Input
userInputService.InputBegan:connect(function(inputObject, processed) if not processed then if inputObject.UserInputType == Enum.UserInputType.MouseButton1 then plane.Shoot:FireServer(true) end end end) userInputService.InputEnded:connect(function(inputObject, processed) if not processed then if inputObject.UserInputType == Enum.UserInputType.MouseButton1 then plane.Shoot:FireServer(false) end end end) userInputService.InputChanged:connect(function(inputObject) if inputObject.KeyCode == Enum.KeyCode.Thumbstick1 then thumb1 = Vector2.new(0, inputObject.Position.Y) if math.abs(thumb1.Y) <= 0.1 then thumb1 = Vector2.new(thumb1.X, 0) end speed = math.max(thumb1.Y, 0) * config.Speed.Value elseif inputObject.KeyCode == Enum.KeyCode.Thumbstick2 then thumb2 = Vector2.new(inputObject.Position.X, inputObject.Position.Y) if math.abs(thumb2.X) <= 0.1 then thumb2 = Vector2.new(0, thumb2.Y) end if math.abs(thumb2.Y) <= 0.1 then thumb2 = Vector2.new(thumb2.X, 0) end end end) while plane.Seat.Occupant == humanoid and humanoid.Health > 0 do local deltaTime = rs:wait() local mouseX = -thumb2.X local mouseY = -thumb2.Y if thumb2.magnitude <= 0 and not sliding then mouseX = ((camera.ViewportSize.X / 2) - mouse.X) / (camera.ViewportSize.X / 2) mouseY = ((camera.ViewportSize.Y / 2) - mouse.Y) / (camera.ViewportSize.Y / 2) end y = mouseY * 1.4 x = (x + (mouseX / 50) * (config.TurnSpeed.Value / 10)) % (math.pi * 2) if userInputService:IsKeyDown(Enum.KeyCode.W) then speed = math.min(speed + deltaTime * 100, config.Speed.Value) elseif userInputService:IsKeyDown(Enum.KeyCode.S) then speed = math.max(speed - deltaTime * 100, 0) end local power = speed / config.Speed.Value camera.CoordinateFrame = camera.CoordinateFrame:lerp(CFrame.new(body.Position) * CFrame.Angles(0, x, 0) * CFrame.Angles(y, 0, 0) * CFrame.new(0, 10, 30), deltaTime * 15) bodyGyro.CFrame = camera.CoordinateFrame * CFrame.Angles(0, 0, mouseX) bodyGyro.MaxTorque = Vector3.new(power, power, power) * config.TurnSpeed.Value bodyVelocity.Velocity = body.CFrame.lookVector * config.Speed.Value bodyVelocity.MaxForce = Vector3.new(1000000, 1000000, 1000000) * power if config.GunsEnabled.Value then plane.AimPart.CFrame = body.CFrame * CFrame.new(0, 8, -100) end end bodyGyro:Destroy() bodyVelocity:Destroy() if aimGui then aimGui:Destroy() end if mobileGui then mobileGui:Destroy() end camera.CameraType = cameraType userInputService.ModalEnabled = false script:Destroy()
-- @Return Int
function WeaponRuntimeData:GetCurrentAmmo() return self.currentAmmo end
--[[ Touch Events ]]-- -- On touch devices we need to recreate the guis on character load.
local lastControlState = nil LocalPlayer.CharacterAdded:connect(function(character) if ControlState.Current then -- only do this if it wasn't done through CharacterRemoving lastControlState = ControlState.Current ControlState:SwitchTo(nil) end if UserInputService.TouchEnabled then createTouchGuiContainer() end if ControlState.Current == nil then ControlState:SwitchTo(lastControlState) end end) LocalPlayer.CharacterRemoving:connect(function() lastControlState = ControlState.Current ControlState:SwitchTo(nil) end) UserInputService.Changed:connect(function(property) if property == 'ModalEnabled' then IsModalEnabled = UserInputService.ModalEnabled if lastInputType == Enum.UserInputType.Touch then if ControlState.Current == ControlModules.Touch and IsModalEnabled then ControlState:SwitchTo(nil) elseif ControlState.Current == nil and not IsModalEnabled then ControlState:SwitchTo(ControlModules.Touch) end end end end) if BindableEvent_OnFailStateChanged then BindableEvent_OnFailStateChanged.Event:connect(function(isOn) if lastInputType == Enum.UserInputType.Touch and ClickToMoveTouchControls then if isOn then ControlState:SwitchTo(ClickToMoveTouchControls) else ControlState:SwitchTo(nil) end end end) end local switchToInputType = function(newLastInputType) lastInputType = newLastInputType if lastInputType == Enum.UserInputType.Touch then ControlState:SwitchTo(ControlModules.Touch) elseif lastInputType == Enum.UserInputType.Keyboard or lastInputType == Enum.UserInputType.MouseButton1 or lastInputType == Enum.UserInputType.MouseButton2 or lastInputType == Enum.UserInputType.MouseButton3 or lastInputType == Enum.UserInputType.MouseWheel or lastInputType == Enum.UserInputType.MouseMovement then ControlState:SwitchTo(ControlModules.Keyboard) elseif lastInputType == Enum.UserInputType.Gamepad1 or lastInputType == Enum.UserInputType.Gamepad2 or lastInputType == Enum.UserInputType.Gamepad3 or lastInputType == Enum.UserInputType.Gamepad4 then ControlState:SwitchTo(ControlModules.Gamepad) end end if IsTouchDevice then createTouchGuiContainer() end MasterControl:Init() UserInputService.GamepadDisconnected:connect(function(gamepadEnum) local connectedGamepads = UserInputService:GetConnectedGamepads() if #connectedGamepads > 0 then return end if UserInputService.KeyboardEnabled then ControlState:SwitchTo(ControlModules.Keyboard) elseif IsTouchDevice then ControlState:SwitchTo(ControlModules.Touch) end end) UserInputService.GamepadConnected:connect(function(gamepadEnum) ControlState:SwitchTo(ControlModules.Gamepad) end) switchToInputType(UserInputService:GetLastInputType()) UserInputService.LastInputTypeChanged:connect(switchToInputType)
--Turbocharger
local BOV_Loudness = 7 --volume of the BOV (not exact volume so you kinda have to experiment with it) local BOV_Pitch = 0.9 --max pitch of the BOV (not exact so might have to mess with it)
-- RAGDOLL A R6 CHARACTER.
local function getAttachment0(attachmentName, char) for _,child in next,char:GetChildren() do local attachment = child:FindFirstChild(attachmentName) if attachment then return attachment end end end local SIZE = 1.3 local function ragdollPlayer(char) local head = char["Head"] local hum = char:WaitForChild("Humanoid") local leftarm = char["Left Arm"] local leftleg = char["Left Leg"] local rightleg = char["Right Leg"] local rightarm = char["Right Arm"] local torso = char.Torso hum.PlatformStand = true local root =char:FindFirstChild("HumanoidRootPart") if root ~= nil then root:Destroy() end local rootA =Instance.new("Attachment") local HeadA = Instance.new("Attachment") local LeftArmA = Instance.new("Attachment") local LeftLegA = Instance.new("Attachment") local RightArmA = Instance.new("Attachment") local RightLegA = Instance.new("Attachment") local TorsoA = Instance.new("Attachment") local TorsoA1 = Instance.new("Attachment") local TorsoA2 = Instance.new("Attachment") local TorsoA3 = Instance.new("Attachment") local TorsoA4 = Instance.new("Attachment") local TorsoA5 = Instance.new("Attachment") local function set1() HeadA.Name = "HeadA" HeadA.Parent = head HeadA.Position = Vector3.new(0, -0.5*SIZE, 0) HeadA.Rotation = Vector3.new(0, 0, 0) HeadA.Axis = Vector3.new(1*SIZE, 0, 0) HeadA.SecondaryAxis = Vector3.new(0, 1*SIZE, 0) LeftArmA.Name = "LeftArmA" LeftArmA.Parent = leftarm LeftArmA.Position = Vector3.new(0.5*SIZE, 1*SIZE, 0) LeftArmA.Rotation = Vector3.new(0, 0, 0) LeftArmA.Axis = Vector3.new(1*SIZE, 0, 0) LeftArmA.SecondaryAxis = Vector3.new(0, 1*SIZE, 0) LeftLegA.Name = "LeftLegA" LeftLegA.Parent = leftleg LeftLegA.Position = Vector3.new(0, 1*SIZE, 0) LeftLegA.Rotation = Vector3.new(0, 0, 0) LeftLegA.Axis = Vector3.new(1*SIZE, 0, 0) LeftLegA.SecondaryAxis = Vector3.new(0, 1*SIZE, 0) RightArmA.Name = "RightArmA" RightArmA.Parent = rightarm RightArmA.Position = Vector3.new(-0.5*SIZE, 1*SIZE, 0) RightArmA.Rotation = Vector3.new(0, 0, 0) RightArmA.Axis = Vector3.new(1*SIZE, 0, 0) RightArmA.SecondaryAxis = Vector3.new(0, 1*SIZE, 0) RightLegA.Name = "RightLegA" RightLegA.Parent = rightleg RightLegA.Position = Vector3.new(0, 1*SIZE, 0) RightLegA.Rotation = Vector3.new(0, 0, 0) RightLegA.Axis = Vector3.new(1*SIZE, 0, 0) RightLegA.SecondaryAxis = Vector3.new(0, 1*SIZE, 0) rootA.Name= "rootA" rootA.Parent = root rootA.Position = Vector3.new(0, 0, 0) rootA.Rotation = Vector3.new(0, 90*SIZE, 0) rootA.Axis = Vector3.new(0, 0, -1*SIZE) rootA.SecondaryAxis = Vector3.new(0, 1*SIZE, 0) end local function set2() TorsoA.Name = "TorsoA" TorsoA.Parent = torso TorsoA.Position = Vector3.new(0.5*SIZE, -1*SIZE, 0) TorsoA.Rotation = Vector3.new(0, 0, 0) TorsoA.Axis = Vector3.new(1*SIZE, 0, 0) TorsoA.SecondaryAxis = Vector3.new(0, 1*SIZE, 0) TorsoA1.Name = "TorsoA1" TorsoA1.Parent = torso TorsoA1.Position = Vector3.new(-0.5*SIZE, -1*SIZE, 0) TorsoA1.Rotation = Vector3.new(0, 0, 0) TorsoA1.Axis = Vector3.new(1*SIZE, 0, 0) TorsoA1.SecondaryAxis = Vector3.new(0, 1*SIZE, 0) TorsoA2.Name = "TorsoA2" TorsoA2.Parent = torso TorsoA2.Position = Vector3.new(-1*SIZE, 1*SIZE, 0) TorsoA2.Rotation = Vector3.new(0, 0, 0) TorsoA2.Axis = Vector3.new(1*SIZE, 0, 0) TorsoA2.SecondaryAxis = Vector3.new(0, 1*SIZE, 0) TorsoA3.Name = "TorsoA3" TorsoA3.Parent = torso TorsoA3.Position = Vector3.new(1*SIZE, 1*SIZE, 0) TorsoA3.Rotation = Vector3.new(0, 0, 0) TorsoA3.Axis = Vector3.new(1*SIZE, 0, 0) TorsoA3.SecondaryAxis = Vector3.new(0, 1*SIZE, 0) TorsoA4.Name = "TorsoA4" TorsoA4.Parent = torso TorsoA4.Position = Vector3.new(0, 1*SIZE, 0) TorsoA4.Rotation = Vector3.new(0, 0, 0) TorsoA4.Axis = Vector3.new(1*SIZE, 0, 0) TorsoA4.SecondaryAxis = Vector3.new(0, 1*SIZE, 0) TorsoA5.Name = "TorsoA5" TorsoA5.Parent = torso TorsoA5.Position = Vector3.new(0, 0, 0) TorsoA5.Rotation = Vector3.new(0, 90*SIZE, 0) TorsoA5.Axis = Vector3.new(0, 0, -1*SIZE) TorsoA5.SecondaryAxis = Vector3.new(0, 1*SIZE, 0) end spawn(set1) spawn(set2) --[[ local HA = Instance.new("HingeConstraint") HA.Parent = head HA.Attachment0 = HeadA HA.Attachment1 = TorsoA4 HA.Enabled = true HA.LimitsEnabled=true HA.LowerAngle=0 HA.UpperAngle=0 --]] local LAT = Instance.new("BallSocketConstraint") LAT.Parent = leftarm LAT.Attachment0 = LeftArmA LAT.Attachment1 = TorsoA2 LAT.Enabled = true LAT.LimitsEnabled=true LAT.UpperAngle=90 local RAT = Instance.new("BallSocketConstraint") RAT.Parent = rightarm RAT.Attachment0 = RightArmA RAT.Attachment1 = TorsoA3 RAT.Enabled = true RAT.LimitsEnabled=false RAT.UpperAngle=90 local HA = Instance.new("BallSocketConstraint") HA.Parent = head HA.Attachment0 = HeadA HA.Attachment1 = TorsoA4 HA.Enabled = true HA.LimitsEnabled = true HA.TwistLimitsEnabled = true HA.UpperAngle = 74 local TLL = Instance.new("BallSocketConstraint") TLL.Parent = torso TLL.Attachment0 = TorsoA1 TLL.Attachment1 = LeftLegA TLL.Enabled = true TLL.LimitsEnabled=true TLL.UpperAngle=90 local TRL = Instance.new("BallSocketConstraint") TRL.Parent = torso TRL.Attachment0 = TorsoA TRL.Attachment1 = RightLegA TRL.Enabled = true TRL.LimitsEnabled=true TRL.UpperAngle=90 local RTA = Instance.new("BallSocketConstraint") RTA.Parent = root RTA.Attachment0 = rootA RTA.Attachment1 = TorsoA5 RTA.Enabled = true RTA.LimitsEnabled=true RTA.UpperAngle=0 head.Velocity = head.CFrame.p * CFrame.new(0, -41*SIZE, 0).p for _,child in next,char:GetChildren() do if child:IsA("Accoutrement") then for _,part in next,child:GetChildren() do if part:IsA("BasePart") then part.Parent = char child:remove() local attachment1 = part:FindFirstChildOfClass("Attachment") local attachment0 = getAttachment0(attachment1.Name, char) if attachment0 and attachment1 then local constraint = Instance.new("HingeConstraint") constraint.Attachment0 = attachment0 constraint.Attachment1 = attachment1 constraint.LimitsEnabled = true constraint.UpperAngle = 0 constraint.LowerAngle = 0 constraint.Parent = char end end end end end end return ragdollPlayer
-- при добавлении и удалении потомка
ls.ChildAdded:Connect(UpdateList)
---
if script.Parent.Parent.Parent.IsOn.Value then script.Parent.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end script.Parent.Parent.Parent.IsOn.Changed:connect(function() if script.Parent.Parent.Parent.IsOn.Value then script.Parent.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end end) script.Parent.MouseButton1Click:connect(function() if hinge.DesiredAngle == 0 then sound.SoundId = "rbxassetid://278329638" sound:Play() wait(.4) hinge.DesiredAngle = -.75 else hinge.DesiredAngle = 0 sound.SoundId = "rbxassetid://278329638" sound:Play() end end)
--Creates a random droplet on screen
local function CreateDroplet() --Setup local stretch = 1 + math.random(15) / 10 local RunAmount = math.random(4) local Tweens = table.create(RunAmount * 2 + 2) local TweensLength = 0 local SizeOffset = math.random((Size / 3) * -10, (Size / 3) * 10) / 10 local Scale = Size + SizeOffset local MeshScale = Vector3.new(Scale, Scale, Scale) --Main droplet object local DropletMain = Instance.new("Part") DropletMain.Material = Enum.Material.Glass DropletMain.CFrame = EMPTY_CFRAME DropletMain.CanCollide = false DropletMain.Transparency = 0.5 DropletMain.Name = "Droplet_Main" DropletMain.Color = Tint DropletMain.Size = DROPLET_SIZE local Mesh = Instance.new("SpecialMesh") Mesh.MeshType = Enum.MeshType.Sphere Mesh.Scale = MeshScale Mesh.Parent = DropletMain --Create droplet extrusions for i = 1, RunAmount do local eSizeOffset = math.random( (Size / 3) * -100, (Size / 3) * 100 ) / 100 local ExtrusionCFrame = CFrame.new(Vector3.new( math.random(-(Size * 40), Size * 40) / 100, math.random(-(Size * 40), Size * 40) / 100, 0 )) local ExtrusionScale = Size / 1.5 + eSizeOffset local ExtrusionMeshScale = Vector3.new(ExtrusionScale, ExtrusionScale, ExtrusionScale) local Extrusion = Instance.new("Part") Extrusion.Material = Enum.Material.Glass Extrusion.CFrame = ExtrusionCFrame Extrusion.CanCollide = false Extrusion.Transparency = 0.5 Extrusion.Name = "Extrusion_" .. i Extrusion.Color = Tint Extrusion.Size = DROPLET_SIZE local ExtrusionMesh = Instance.new("SpecialMesh") ExtrusionMesh.MeshType = Enum.MeshType.Sphere ExtrusionMesh.Scale = ExtrusionMeshScale ExtrusionMesh.Parent = Extrusion Extrusion.Parent = DropletMain local weld = Instance.new("Weld") weld.C0 = ExtrusionCFrame:Inverse() * EMPTY_CFRAME weld.Part0 = Extrusion weld.Part1 = DropletMain weld.Parent = Extrusion IgnoreLength = IgnoreLength + 1 TweensLength = TweensLength + 1 ignoreList[IgnoreLength] = Extrusion Tweens[TweensLength] = TweenService:Create(Extrusion, fadeInfo, fadeGoal) TweensLength = TweensLength + 1 Tweens[TweensLength] = TweenService:Create(ExtrusionMesh, strechInfo, { Scale = Vector3.new(ExtrusionScale, ExtrusionScale * stretch, ExtrusionScale); Offset = Vector3.new(0, -(ExtrusionScale * stretch) / 2.05, 0); }) end IgnoreLength = IgnoreLength + 1 TweensLength = TweensLength + 1 ignoreList[IgnoreLength] = DropletMain Tweens[TweensLength] = TweenService:Create(DropletMain, fadeInfo, fadeGoal) TweensLength = TweensLength + 1 Tweens[TweensLength] = TweenService:Create(Mesh, strechInfo, { Scale = Vector3.new(Scale, Scale * stretch, Scale); Offset = Vector3.new(0, -(Scale * stretch) / 2.05, 0); }) local NewCFrame = ScreenBlockCFrame:ToWorldSpace(CFrame.new( math.random(-100, 100) / 100, math.random(-100, 100) / 100, -1 )) DropletMain.CFrame = NewCFrame local weld = Instance.new("Weld") weld.C0 = NewCFrame:Inverse() * ScreenBlockCFrame weld.Part0 = DropletMain weld.Part1 = ScreenBlock weld.Parent = DropletMain for _, t in ipairs(Tweens) do t:Play() end local DestroyRoutine = coroutine.create(DestroyDroplet) coroutine.resume(DestroyRoutine, DropletMain) DropletMain.Parent = ScreenBlock end local function OnGraphicsChanged() CanShow = GameSettings.SavedQualityLevel.Value >= 8 end GameSettings:GetPropertyChangedSignal("SavedQualityLevel"):Connect(OnGraphicsChanged)
--[[Flip]]
function Flip() --Detect Orientation if (car.DriveSeat.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector.y > .1 or FlipDB then FlipWait=tick() --Apply Flip else if tick()-FlipWait>=3 then FlipDB=true local gyro = car.DriveSeat.Flip gyro.maxTorque = Vector3.new(10000,0,10000) gyro.P=3000 gyro.D=500 wait(1) gyro.maxTorque = Vector3.new(0,0,0) gyro.P=0 gyro.D=0 FlipDB=false end end end
------------------------------------
function onTouched(part) if part.Parent ~= nil then local h = part.Parent:findFirstChild("Humanoid") if h~=nil then local teleportfrom=script.Parent.Enabled.Value if teleportfrom~=0 then if h==humanoid then return end local teleportto=script.Parent.Parent:findFirstChild(modelname) if teleportto~=nil then local torso = h.Parent.Torso local location = {teleportto.Position} local i = 1 local x = location[i].x local y = location[i].y local z = location[i].z x = x + math.random(-1, 1) z = z + math.random(-1, 1) y = y + math.random(2, 3) local cf = torso.CFrame local lx = 0 local ly = y local lz = 0 script.Parent.Enabled.Value=0 teleportto.Enabled.Value=0 torso.CFrame = CFrame.new(Vector3.new(x,y,z), Vector3.new(lx,ly,lz)) wait(0.01) script.Parent.Enabled.Value=1 teleportto.Enabled.Value=1 else print("") end end end end end script.Parent.Touched:connect(onTouched)
--while true do -- for i = 10, 1, -1 do -- script.Parent.Orientation = script.Parent.Orientation + Vector3.new(0, i/2, 0) -- wait() -- end -- wait(1) --end
game.ReplicatedStorage.PedalEvent.OnServerEvent:Connect(function() print('touched 2') for i = 1, 10 do script.Parent.Orientation = script.Parent.Orientation + Vector3.new(0, 12, 0) wait() end end)
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 1000 -- Spring Dampening Tune.FSusStiffness = 5000 -- Spring Force Tune.FSusLength = 3 -- Suspension length (in studs) Tune.FSusMaxExt = 1 -- Max Extension Travel (in studs) Tune.FSusMaxComp = 3 -- Max Compression Travel (in studs) Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 5 -- Wishbone Length Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusDamping = 1000 -- Spring Dampening Tune.RSusStiffness = 5000 -- Spring Force Tune.RSusLength = 3 -- Suspension length (in studs) Tune.RSusMaxExt = 1 -- Max Extension Travel (in studs) Tune.RSusMaxComp = 3 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 5 -- Wishbone Length Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics Tune.SusVisible = false -- Spring Visible Tune.WsBVisible = true -- Wishbone Visible Tune.SusRadius = .4 -- Suspension Coil Radius Tune.SusThickness = .15 -- Suspension Coil Thickness Tune.SusColor = "Bright red" -- Suspension Color [BrickColor] Tune.SusCoilCount = 8 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .3 -- Wishbone Rod Thickness
--[[if JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Thumbnail")then]]-- --[[JeffTheKiller:FindFirstChild("Thumbnail"):Destroy();]]-- --[[end;]]
-- local JeffTheKillerHumanoid; for _,Child in pairs(JeffTheKiller:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then JeffTheKillerHumanoid=Child; end; end; local AttackDebounce=false; local JeffTheKillerKnife=JeffTheKiller:FindFirstChild("Knife"); local JeffTheKillerHead=JeffTheKiller:FindFirstChild("Head"); local JeffTheKillerHumanoidRootPart=JeffTheKiller:FindFirstChild("HumanoidRootPart"); local WalkDebounce=false; local Notice=false; local JeffLaughDebounce=false; local MusicDebounce=false; local NoticeDebounce=false; local ChosenMusic; function FindNearestBae() local NoticeDistance=100; local TargetMain; for _,TargetModel in pairs(Game:GetService("Workspace"):GetChildren())do if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and TargetModel.className=="Model"and TargetModel~=JeffTheKiller and TargetModel.Name~=JeffTheKiller.Name and TargetModel:FindFirstChild("HumanoidRootPart")and TargetModel:FindFirstChild("Head")then local TargetPart=TargetModel:FindFirstChild("HumanoidRootPart"); local FoundHumanoid; for _,Child in pairs(TargetModel:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then FoundHumanoid=Child; end; end; if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<NoticeDistance then TargetMain=TargetPart; NoticeDistance=(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude; local hit,pos=raycast(JeffTheKillerHumanoidRootPart.Position,(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).unit,500) if hit and hit.Parent and hit.Parent.ClassName=="Model"and hit.Parent:FindFirstChild("HumanoidRootPart")and hit.Parent:FindFirstChild("Head")then if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<9 and not AttackDebounce then Spawn(function() AttackDebounce=true; local SwingAnimation=JeffTheKillerHumanoid:LoadAnimation(JeffTheKiller:FindFirstChild("Swing")); local SwingChoice=math.random(1,2); local HitChoice=math.random(1,3); SwingAnimation:Play(); SwingAnimation:AdjustSpeed(1.5+(math.random()*0.1)); if JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Swing")then local SwingSound=JeffTheKillerKnife:FindFirstChild("Swing"); SwingSound.Pitch=1+(math.random()*0.04); SwingSound:Play(); end; Wait(0.3); if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<8 then FoundHumanoid:TakeDamage(30); if HitChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit1")then local HitSound=JeffTheKillerKnife:FindFirstChild("Hit1"); HitSound.Pitch=1+(math.random()*0.04); HitSound:Play(); elseif HitChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit2")then local HitSound=JeffTheKillerKnife:FindFirstChild("Hit2"); HitSound.Pitch=1+(math.random()*0.04); HitSound:Play(); elseif HitChoice==3 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit3")then local HitSound=JeffTheKillerKnife:FindFirstChild("Hit3"); HitSound.Pitch=1+(math.random()*0.04); HitSound:Play(); end; end; Wait(0.1); AttackDebounce=false; end); end; end; end; end; end; return TargetMain; end; while Wait(0)do local TargetPoint=JeffTheKillerHumanoid.TargetPoint; local Blockage,BlockagePos=RayCast((JeffTheKillerHumanoidRootPart.CFrame+CFrame.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(TargetPoint.X,JeffTheKillerHumanoidRootPart.Position.Y,TargetPoint.Z)).lookVector*(JeffTheKillerHumanoidRootPart.Size.Z/2)).p,JeffTheKillerHumanoidRootPart.CFrame.lookVector,(JeffTheKillerHumanoidRootPart.Size.Z*2.5),{JeffTheKiller,JeffTheKiller}) local Jumpable=false; if Blockage then Jumpable=true; if Blockage and Blockage.Parent and Blockage.Parent.ClassName~="Workspace"then local BlockageHumanoid; for _,Child in pairs(Blockage.Parent:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then BlockageHumanoid=Child; end; end; if Blockage and Blockage:IsA("Terrain")then local CellPos=Blockage:WorldToCellPreferSolid((BlockagePos-Vector3.new(0,2,0))); local CellMaterial,CellShape,CellOrientation=Blockage:GetCell(CellPos.X,CellPos.Y,CellPos.Z); if CellMaterial==Enum.CellMaterial.Water then Jumpable=false; end; elseif BlockageHumanoid or Blockage.ClassName=="TrussPart"or Blockage.ClassName=="WedgePart"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Hat"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Tool"then Jumpable=false; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and not JeffTheKillerHumanoid.Sit and Jumpable then JeffTheKillerHumanoid.Jump=true; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHumanoidRootPart and JeffTheKillerHead:FindFirstChild("Jeff_Step")and (JeffTheKillerHumanoidRootPart.Velocity-Vector3.new(0,JeffTheKillerHumanoidRootPart.Velocity.y,0)).magnitude>=5 and not WalkDebounce and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then Spawn(function() WalkDebounce=true; local FiredRay=Ray.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(0,-4,0)); local RayTarget,endPoint=Game:GetService("Workspace"):FindPartOnRay(FiredRay,JeffTheKiller); if RayTarget then local JeffTheKillerHeadFootStepClone=JeffTheKillerHead:FindFirstChild("Jeff_Step"):Clone(); JeffTheKillerHeadFootStepClone.Parent=JeffTheKillerHead; JeffTheKillerHeadFootStepClone:Play(); JeffTheKillerHeadFootStepClone:Destroy(); if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed<15 then Wait(0.5); elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed>15 then Wait(0.2); end end; WalkDebounce=false; end); end; local MainTarget=FindNearestBae(); local FoundHumanoid; if MainTarget then for _,Child in pairs(MainTarget.Parent:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then FoundHumanoid=Child; end; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and MainTarget.Parent and FoundHumanoid and FoundHumanoid.Jump then JeffTheKillerHumanoid.Jump=true; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<25 then if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and not JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=1; JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Play(); end; elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>25 then if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then if not JeffLaughDebounce then Spawn(function() JeffLaughDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop(); JeffLaughDebounce=false; end); end; end; end; if not ChosenMusic and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<50 then local MusicChoice=math.random(1,2); if MusicChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1")then ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1"); elseif MusicChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2")then ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2"); end; if JeffTheKillerScript and JeffTheKiller and ChosenMusic and not ChosenMusic.IsPlaying then ChosenMusic.Volume=0.5; ChosenMusic:Play(); end; elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>50 then if JeffTheKillerScript and JeffTheKiller and ChosenMusic and ChosenMusic.IsPlaying then if not MusicDebounce then Spawn(function() MusicDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0; if ChosenMusic then ChosenMusic.Volume=0; ChosenMusic:Stop(); end; ChosenMusic=nil; MusicDebounce=false; end); end; end; end; if not MainTarget and not JeffLaughDebounce then Spawn(function() JeffLaughDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop(); JeffLaughDebounce=false; end); end; if not MainTarget and not MusicDebounce then Spawn(function() MusicDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0; if ChosenMusic then ChosenMusic.Volume=0; ChosenMusic:Stop(); end; ChosenMusic=nil; MusicDebounce=false; end); end; if MainTarget then Notice=true; if Notice and not NoticeDebounce and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Susto2")then JeffTheKillerHead:FindFirstChild("Jeff_Susto2"):Play(); NoticeDebounce=true; end if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then if MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>5 then JeffTheKillerHumanoid.WalkSpeed=25; elseif MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<5 then JeffTheKillerHumanoid.WalkSpeed=0.004; end; JeffTheKillerHumanoid:MoveTo(MainTarget.Position+(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).unit*2,Game:GetService("Workspace"):FindFirstChild("Terrain")); end; else Notice=false; NoticeDebounce=false; local RandomWalk=math.random(1,150); if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then JeffTheKillerHumanoid.WalkSpeed=12; if RandomWalk==1 then JeffTheKillerHumanoid:MoveTo(Game:GetService("Workspace"):FindFirstChild("Terrain").Position+Vector3.new(math.random(-2048,2048),0,math.random(-2048,2048)),Game:GetService("Workspace"):FindFirstChild("Terrain")); end; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid then JeffTheKillerHumanoid.DisplayDistanceType="None"; JeffTheKillerHumanoid.HealthDisplayDistance=0; JeffTheKillerHumanoid.Name="ColdBloodedKiller"; JeffTheKillerHumanoid.NameDisplayDistance=0; JeffTheKillerHumanoid.NameOcclusion="EnemyOcclusion"; JeffTheKillerHumanoid.AutoJumpEnabled=true; JeffTheKillerHumanoid.AutoRotate=true; JeffTheKillerHumanoid.MaxHealth=500; JeffTheKillerHumanoid.JumpPower=60; JeffTheKillerHumanoid.MaxSlopeAngle=89.9; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoJumpEnabled then JeffTheKillerHumanoid.AutoJumpEnabled=true; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoRotate then JeffTheKillerHumanoid.AutoRotate=true; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.PlatformStand then JeffTheKillerHumanoid.PlatformStand=false; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Sit then JeffTheKillerHumanoid.Sit=false; end; end;
-- Was called OnMoveTouchEnded in previous version
function DynamicThumbstick:OnInputEnded() self.moveTouchObject = nil self.moveVector = ZERO_VECTOR3 self:FadeThumbstick(false) end function DynamicThumbstick:FadeThumbstick(visible: boolean?) if not visible and self.moveTouchObject then return end if self.isFirstTouch then return end if self.startImageFadeTween then self.startImageFadeTween:Cancel() end if self.endImageFadeTween then self.endImageFadeTween:Cancel() end for i = 1, #self.middleImages do if self.middleImageFadeTweens[i] then self.middleImageFadeTweens[i]:Cancel() end end if visible then self.startImageFadeTween = TweenService:Create(self.startImage, ThumbstickFadeTweenInfo, { ImageTransparency = 0 }) self.startImageFadeTween:Play() self.endImageFadeTween = TweenService:Create(self.endImage, ThumbstickFadeTweenInfo, { ImageTransparency = 0.2 }) self.endImageFadeTween:Play() for i = 1, #self.middleImages do self.middleImageFadeTweens[i] = TweenService:Create(self.middleImages[i], ThumbstickFadeTweenInfo, { ImageTransparency = MIDDLE_TRANSPARENCIES[i] }) self.middleImageFadeTweens[i]:Play() end else self.startImageFadeTween = TweenService:Create(self.startImage, ThumbstickFadeTweenInfo, { ImageTransparency = 1 }) self.startImageFadeTween:Play() self.endImageFadeTween = TweenService:Create(self.endImage, ThumbstickFadeTweenInfo, { ImageTransparency = 1 }) self.endImageFadeTween:Play() for i = 1, #self.middleImages do self.middleImageFadeTweens[i] = TweenService:Create(self.middleImages[i], ThumbstickFadeTweenInfo, { ImageTransparency = 1 }) self.middleImageFadeTweens[i]:Play() end end end function DynamicThumbstick:FadeThumbstickFrame(fadeDuration: number, fadeRatio: number) self.fadeInAndOutHalfDuration = fadeDuration * 0.5 self.fadeInAndOutBalance = fadeRatio self.tweenInAlphaStart = tick() end function DynamicThumbstick:InputInFrame(inputObject: InputObject) local frameCornerTopLeft: Vector2 = self.thumbstickFrame.AbsolutePosition local frameCornerBottomRight = frameCornerTopLeft + self.thumbstickFrame.AbsoluteSize local inputPosition = inputObject.Position if inputPosition.X >= frameCornerTopLeft.X and inputPosition.Y >= frameCornerTopLeft.Y then if inputPosition.X <= frameCornerBottomRight.X and inputPosition.Y <= frameCornerBottomRight.Y then return true end end return false end function DynamicThumbstick:DoFadeInBackground() local playerGui = LocalPlayer:FindFirstChildOfClass("PlayerGui") local hasFadedBackgroundInOrientation = false -- only fade in/out the background once per orientation if playerGui then if playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.LandscapeLeft or playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.LandscapeRight then hasFadedBackgroundInOrientation = self.hasFadedBackgroundInLandscape self.hasFadedBackgroundInLandscape = true elseif playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.Portrait then hasFadedBackgroundInOrientation = self.hasFadedBackgroundInPortrait self.hasFadedBackgroundInPortrait = true end end if not hasFadedBackgroundInOrientation then self.fadeInAndOutHalfDuration = FADE_IN_OUT_HALF_DURATION_DEFAULT self.fadeInAndOutBalance = FADE_IN_OUT_BALANCE_DEFAULT self.tweenInAlphaStart = tick() end end function DynamicThumbstick:DoMove(direction: Vector3) local currentMoveVector: Vector3 = direction -- Scaled Radial Dead Zone local inputAxisMagnitude: number = currentMoveVector.Magnitude if inputAxisMagnitude < self.radiusOfDeadZone then currentMoveVector = ZERO_VECTOR3 else currentMoveVector = currentMoveVector.Unit*( 1 - math.max(0, (self.radiusOfMaxSpeed - currentMoveVector.Magnitude)/self.radiusOfMaxSpeed) ) currentMoveVector = Vector3.new(currentMoveVector.X, 0, currentMoveVector.Y) end self.moveVector = currentMoveVector end function DynamicThumbstick:LayoutMiddleImages(startPos: Vector3, endPos: Vector3) local startDist = (self.thumbstickSize / 2) + self.middleSize local vector = endPos - startPos local distAvailable = vector.Magnitude - (self.thumbstickRingSize / 2) - self.middleSize local direction = vector.Unit local distNeeded = self.middleSpacing * NUM_MIDDLE_IMAGES local spacing = self.middleSpacing if distNeeded < distAvailable then spacing = distAvailable / NUM_MIDDLE_IMAGES end for i = 1, NUM_MIDDLE_IMAGES do local image = self.middleImages[i] local distWithout = startDist + (spacing * (i - 2)) local currentDist = startDist + (spacing * (i - 1)) if distWithout < distAvailable then local pos = endPos - direction * currentDist local exposedFraction = math.clamp(1 - ((currentDist - distAvailable) / spacing), 0, 1) image.Visible = true image.Position = UDim2.new(0, pos.X, 0, pos.Y) image.Size = UDim2.new(0, self.middleSize * exposedFraction, 0, self.middleSize * exposedFraction) else image.Visible = false end end end function DynamicThumbstick:MoveStick(pos) local vector2StartPosition = Vector2.new(self.moveTouchStartPosition.X, self.moveTouchStartPosition.Y) local startPos = vector2StartPosition - self.thumbstickFrame.AbsolutePosition local endPos = Vector2.new(pos.X, pos.Y) - self.thumbstickFrame.AbsolutePosition self.endImage.Position = UDim2.new(0, endPos.X, 0, endPos.Y) self:LayoutMiddleImages(startPos, endPos) end function DynamicThumbstick:BindContextActions() local function inputBegan(inputObject) if self.moveTouchObject then return Enum.ContextActionResult.Pass end if not self:InputInFrame(inputObject) then return Enum.ContextActionResult.Pass end if self.isFirstTouch then self.isFirstTouch = false local tweenInfo = TweenInfo.new(0.5, Enum.EasingStyle.Quad, Enum.EasingDirection.Out,0,false,0) TweenService:Create(self.startImage, tweenInfo, {Size = UDim2.new(0, 0, 0, 0)}):Play() TweenService:Create( self.endImage, tweenInfo, {Size = UDim2.new(0, self.thumbstickSize, 0, self.thumbstickSize), ImageColor3 = Color3.new(0,0,0)} ):Play() end self.moveTouchLockedIn = false self.moveTouchObject = inputObject self.moveTouchStartPosition = inputObject.Position self.moveTouchFirstChanged = true if FADE_IN_OUT_BACKGROUND then self:DoFadeInBackground() end return Enum.ContextActionResult.Pass end local function inputChanged(inputObject: InputObject) if inputObject == self.moveTouchObject then if self.moveTouchFirstChanged then self.moveTouchFirstChanged = false local startPosVec2 = Vector2.new( inputObject.Position.X - self.thumbstickFrame.AbsolutePosition.X, inputObject.Position.Y - self.thumbstickFrame.AbsolutePosition.Y ) self.startImage.Visible = true self.startImage.Position = UDim2.new(0, startPosVec2.X, 0, startPosVec2.Y) self.endImage.Visible = true self.endImage.Position = self.startImage.Position self:FadeThumbstick(true) self:MoveStick(inputObject.Position) end self.moveTouchLockedIn = true local direction = Vector2.new( inputObject.Position.X - self.moveTouchStartPosition.X, inputObject.Position.Y - self.moveTouchStartPosition.Y ) if math.abs(direction.X) > 0 or math.abs(direction.Y) > 0 then self:DoMove(direction) self:MoveStick(inputObject.Position) end return Enum.ContextActionResult.Sink end return Enum.ContextActionResult.Pass end local function inputEnded(inputObject) if inputObject == self.moveTouchObject then self:OnInputEnded() if self.moveTouchLockedIn then return Enum.ContextActionResult.Sink end end return Enum.ContextActionResult.Pass end local function handleInput(actionName, inputState, inputObject) if inputState == Enum.UserInputState.Begin then return inputBegan(inputObject) elseif inputState == Enum.UserInputState.Change then if FFlagUserDynamicThumbstickMoveOverButtons then if inputObject == self.moveTouchObject then return Enum.ContextActionResult.Sink else return Enum.ContextActionResult.Pass end else return inputChanged(inputObject) end elseif inputState == Enum.UserInputState.End then return inputEnded(inputObject) elseif inputState == Enum.UserInputState.Cancel then self:OnInputEnded() end end ContextActionService:BindActionAtPriority( DYNAMIC_THUMBSTICK_ACTION_NAME, handleInput, false, DYNAMIC_THUMBSTICK_ACTION_PRIORITY, Enum.UserInputType.Touch) if FFlagUserDynamicThumbstickMoveOverButtons then self.TouchMovedCon = UserInputService.TouchMoved:Connect(function(inputObject: InputObject, _gameProcessedEvent: boolean) inputChanged(inputObject) end) end end function DynamicThumbstick:UnbindContextActions() ContextActionService:UnbindAction(DYNAMIC_THUMBSTICK_ACTION_NAME) if self.TouchMovedCon then self.TouchMovedCon:Disconnect() end end function DynamicThumbstick:Create(parentFrame: GuiBase2d) if self.thumbstickFrame then self.thumbstickFrame:Destroy() self.thumbstickFrame = nil if self.onRenderSteppedConn then self.onRenderSteppedConn:Disconnect() self.onRenderSteppedConn = nil end end self.thumbstickSize = 45 self.thumbstickRingSize = 20 self.middleSize = 10 self.middleSpacing = self.middleSize + 4 self.radiusOfDeadZone = 2 self.radiusOfMaxSpeed = 20 local screenSize = parentFrame.AbsoluteSize local isBigScreen = math.min(screenSize.X, screenSize.Y) > 500 if isBigScreen then self.thumbstickSize = self.thumbstickSize * 2 self.thumbstickRingSize = self.thumbstickRingSize * 2 self.middleSize = self.middleSize * 2 self.middleSpacing = self.middleSpacing * 2 self.radiusOfDeadZone = self.radiusOfDeadZone * 2 self.radiusOfMaxSpeed = self.radiusOfMaxSpeed * 2 end local safeInset: number = if FFlagUserDynamicThumbstickSafeAreaUpdate then SAFE_AREA_INSET_MAX else 0 local function layoutThumbstickFrame(portraitMode: boolean) if portraitMode then self.thumbstickFrame.Size = UDim2.new(1, safeInset, 0.4, safeInset) self.thumbstickFrame.Position = UDim2.new(0, -safeInset, 0.6, 0) else self.thumbstickFrame.Size = UDim2.new(0.4, safeInset, 2/3, safeInset) self.thumbstickFrame.Position = UDim2.new(0, -safeInset, 1/3, 0) end end self.thumbstickFrame = Instance.new("Frame") self.thumbstickFrame.BorderSizePixel = 0 self.thumbstickFrame.Name = "DynamicThumbstickFrame" self.thumbstickFrame.Visible = false self.thumbstickFrame.BackgroundTransparency = 1.0 self.thumbstickFrame.BackgroundColor3 = Color3.fromRGB(0, 0, 0) self.thumbstickFrame.Active = false layoutThumbstickFrame(false) self.startImage = Instance.new("ImageLabel") self.startImage.Name = "ThumbstickStart" self.startImage.Visible = true self.startImage.BackgroundTransparency = 1 self.startImage.Image = TOUCH_CONTROLS_SHEET self.startImage.ImageRectOffset = Vector2.new(1,1) self.startImage.ImageRectSize = Vector2.new(144, 144) self.startImage.ImageColor3 = Color3.new(0, 0, 0) self.startImage.AnchorPoint = Vector2.new(0.5, 0.5) self.startImage.Position = UDim2.new(0, self.thumbstickRingSize * 3.3 + safeInset, 1, -self.thumbstickRingSize * 2.8 - safeInset) self.startImage.Size = UDim2.new(0, self.thumbstickRingSize * 3.7, 0, self.thumbstickRingSize * 3.7) self.startImage.ZIndex = 10 self.startImage.Parent = self.thumbstickFrame self.endImage = Instance.new("ImageLabel") self.endImage.Name = "ThumbstickEnd" self.endImage.Visible = true self.endImage.BackgroundTransparency = 1 self.endImage.Image = TOUCH_CONTROLS_SHEET self.endImage.ImageRectOffset = Vector2.new(1,1) self.endImage.ImageRectSize = Vector2.new(144, 144) self.endImage.AnchorPoint = Vector2.new(0.5, 0.5) self.endImage.Position = self.startImage.Position self.endImage.Size = UDim2.new(0, self.thumbstickSize * 0.8, 0, self.thumbstickSize * 0.8) self.endImage.ZIndex = 10 self.endImage.Parent = self.thumbstickFrame for i = 1, NUM_MIDDLE_IMAGES do self.middleImages[i] = Instance.new("ImageLabel") self.middleImages[i].Name = "ThumbstickMiddle" self.middleImages[i].Visible = false self.middleImages[i].BackgroundTransparency = 1 self.middleImages[i].Image = TOUCH_CONTROLS_SHEET self.middleImages[i].ImageRectOffset = Vector2.new(1,1) self.middleImages[i].ImageRectSize = Vector2.new(144, 144) self.middleImages[i].ImageTransparency = MIDDLE_TRANSPARENCIES[i] self.middleImages[i].AnchorPoint = Vector2.new(0.5, 0.5) self.middleImages[i].ZIndex = 9 self.middleImages[i].Parent = self.thumbstickFrame end local CameraChangedConn: RBXScriptConnection? = nil local function onCurrentCameraChanged() if CameraChangedConn then CameraChangedConn:Disconnect() CameraChangedConn = nil end local newCamera = workspace.CurrentCamera if newCamera then local function onViewportSizeChanged() local size = newCamera.ViewportSize local portraitMode = size.X < size.Y layoutThumbstickFrame(portraitMode) end CameraChangedConn = newCamera:GetPropertyChangedSignal("ViewportSize"):Connect(onViewportSizeChanged) onViewportSizeChanged() end end workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(onCurrentCameraChanged) if workspace.CurrentCamera then onCurrentCameraChanged() end self.moveTouchStartPosition = nil self.startImageFadeTween = nil self.endImageFadeTween = nil self.middleImageFadeTweens = {} self.onRenderSteppedConn = RunService.RenderStepped:Connect(function() if self.tweenInAlphaStart ~= nil then local delta = tick() - self.tweenInAlphaStart local fadeInTime = (self.fadeInAndOutHalfDuration * 2 * self.fadeInAndOutBalance) self.thumbstickFrame.BackgroundTransparency = 1 - FADE_IN_OUT_MAX_ALPHA*math.min(delta/fadeInTime, 1) if delta > fadeInTime then self.tweenOutAlphaStart = tick() self.tweenInAlphaStart = nil end elseif self.tweenOutAlphaStart ~= nil then local delta = tick() - self.tweenOutAlphaStart local fadeOutTime = (self.fadeInAndOutHalfDuration * 2) - (self.fadeInAndOutHalfDuration * 2 * self.fadeInAndOutBalance) self.thumbstickFrame.BackgroundTransparency = 1 - FADE_IN_OUT_MAX_ALPHA + FADE_IN_OUT_MAX_ALPHA*math.min(delta/fadeOutTime, 1) if delta > fadeOutTime then self.tweenOutAlphaStart = nil end end end) self.onTouchEndedConn = UserInputService.TouchEnded:connect(function(inputObject: InputObject) if inputObject == self.moveTouchObject then self:OnInputEnded() end end) GuiService.MenuOpened:connect(function() if self.moveTouchObject then self:OnInputEnded() end end) local playerGui = LocalPlayer:FindFirstChildOfClass("PlayerGui") while not playerGui do LocalPlayer.ChildAdded:wait() playerGui = LocalPlayer:FindFirstChildOfClass("PlayerGui") end local playerGuiChangedConn = nil local originalScreenOrientationWasLandscape = playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.LandscapeLeft or playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.LandscapeRight local function longShowBackground() self.fadeInAndOutHalfDuration = 2.5 self.fadeInAndOutBalance = 0.05 self.tweenInAlphaStart = tick() end playerGuiChangedConn = playerGui:GetPropertyChangedSignal("CurrentScreenOrientation"):Connect(function() if (originalScreenOrientationWasLandscape and playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.Portrait) or (not originalScreenOrientationWasLandscape and playerGui.CurrentScreenOrientation ~= Enum.ScreenOrientation.Portrait) then playerGuiChangedConn:disconnect() longShowBackground() if originalScreenOrientationWasLandscape then self.hasFadedBackgroundInPortrait = true else self.hasFadedBackgroundInLandscape = true end end end) self.thumbstickFrame.Parent = parentFrame if game:IsLoaded() then longShowBackground() else coroutine.wrap(function() game.Loaded:Wait() longShowBackground() end)() end end return DynamicThumbstick
---
local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Cocoa",Paint) end)
--Values--
local car = script.Parent.Parent.Car.Value local FE = workspace.FilteringEnabled local _Tune = require(car["A-Chassis Tune"]) local Redline = _Tune.Redline local maxPSI = WasteGatePressure local totalPSI = 0 local actualPSI = 0 local CR = CompressionRatio local TC = TurboCount local handler = car:WaitForChild("UpdateAndMake") local Values = script.Parent.Parent.Values local Throttle = script.Parent.Parent.Values.Throttle.Value local BOVFix = (1 - Throttle) local tester = 1 local BOVact = 0 local BOVact2 = 0 local Whistle = car.DriveSeat:WaitForChild("Whistle") local BOV = car.DriveSeat:WaitForChild("BOV") Whistle:Play() script.Parent.Parent.Values.RPM.Changed:connect(function() --When In Neutral if Values.Horsepower.Value == 0 then totalPSI = totalPSI + ((((((Values.RPM.Value*(Values.Throttle.Value*1.2)/Redline)/8.5)-(((totalPSI/WasteGatePressure*(WasteGatePressure/15)))))*((36/TurboSize)*2))/WasteGatePressure)*15) if totalPSI < 0.05 then totalPSI = 0.05 end if totalPSI > 2 then totalPSI = 2 end --TEST end --When Driving if Values.Horsepower.Value > 0 then totalPSI = totalPSI + ((((((Values.Horsepower.Value*(Values.Throttle.Value*1.2)/_Tune.Horsepower)/8)+(0.028-((totalPSI/WasteGatePressure*(WasteGatePressure/15))*1.2)))*((36/TurboSize)*2))/WasteGatePressure)*15) if totalPSI < 0.05 then totalPSI = 0.05 end if totalPSI > 2 then totalPSI = 2 end --TEST end actualPSI = totalPSI/2 if FE then local BP = totalPSI handler:FireServer(totalPSI,actualPSI,Throttle,BOVFix,BOV_Loudness,TurboLoudness,BOV_Pitch) else local Throttle2 = Throttle local W = car.DriveSeat:WaitForChild("Whistle") local B = car.DriveSeat:WaitForChild("BOV") local bvol = B.Volume if Throttle2 < 0 then Throttle2 = 0 end W.Pitch = (totalPSI) W.Volume = (totalPSI/4)*TurboLoudness B.Pitch = (1 - (-totalPSI/20))*BOV_Pitch B.Volume = (((-0.5+((totalPSI/2)*BOV_Loudness)))*(1 - script.Parent.Parent.Values.Throttle.Value)) end end)
---
local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Brown",Paint) end)
--[[if JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Thumbnail")then]]-- --[[JeffTheKiller:FindFirstChild("Thumbnail"):Destroy();]]-- --[[end;]]
-- local JeffTheKillerHumanoid; for _,Child in pairs(JeffTheKiller:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then JeffTheKillerHumanoid=Child; end; end; local AttackDebounce=false; local JeffTheKillerKnife=JeffTheKiller:FindFirstChild("Knife"); local JeffTheKillerHead=JeffTheKiller:FindFirstChild("Head"); local JeffTheKillerHumanoidRootPart=JeffTheKiller:FindFirstChild("HumanoidRootPart"); local WalkDebounce=false; local Notice=false; local JeffLaughDebounce=false; local MusicDebounce=false; local NoticeDebounce=false; local ChosenMusic; function FindNearestBae() local NoticeDistance=100; local TargetMain; for _,TargetModel in pairs(Game:GetService("Workspace"):GetChildren())do if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and TargetModel.className=="Model"and TargetModel~=JeffTheKiller and TargetModel.Name~=JeffTheKiller.Name and TargetModel:FindFirstChild("HumanoidRootPart")and TargetModel:FindFirstChild("Head")then local TargetPart=TargetModel:FindFirstChild("HumanoidRootPart"); local FoundHumanoid; for _,Child in pairs(TargetModel:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then FoundHumanoid=Child; end; end; if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<NoticeDistance then TargetMain=TargetPart; NoticeDistance=(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude; local hit,pos=raycast(JeffTheKillerHumanoidRootPart.Position,(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).unit,500) if hit and hit.Parent and hit.Parent.ClassName=="Model"and hit.Parent:FindFirstChild("HumanoidRootPart")and hit.Parent:FindFirstChild("Head")then if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<9 and not AttackDebounce then Spawn(function() AttackDebounce=true; local SwingAnimation=JeffTheKillerHumanoid:LoadAnimation(JeffTheKiller:FindFirstChild("Swing")); local SwingChoice=math.random(1,2); local HitChoice=math.random(1,3); SwingAnimation:Play(); SwingAnimation:AdjustSpeed(1.5+(math.random()*0.1)); if JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Swing")then local SwingSound=JeffTheKillerKnife:FindFirstChild("Swing"); SwingSound.Pitch=1+(math.random()*0.04); SwingSound:Play(); end; Wait(0.3); if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<8 then FoundHumanoid:TakeDamage(5000); if HitChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit1")then local HitSound=JeffTheKillerKnife:FindFirstChild("Hit1"); HitSound.Pitch=1+(math.random()*0.04); HitSound:Play(); elseif HitChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit2")then local HitSound=JeffTheKillerKnife:FindFirstChild("Hit2"); HitSound.Pitch=1+(math.random()*0.04); HitSound:Play(); elseif HitChoice==3 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit3")then local HitSound=JeffTheKillerKnife:FindFirstChild("Hit3"); HitSound.Pitch=1+(math.random()*0.04); HitSound:Play(); end; end; Wait(0.1); AttackDebounce=false; end); end; end; end; end; end; return TargetMain; end; while Wait(0)do local TargetPoint=JeffTheKillerHumanoid.TargetPoint; local Blockage,BlockagePos=RayCast((JeffTheKillerHumanoidRootPart.CFrame+CFrame.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(TargetPoint.X,JeffTheKillerHumanoidRootPart.Position.Y,TargetPoint.Z)).lookVector*(JeffTheKillerHumanoidRootPart.Size.Z/2)).p,JeffTheKillerHumanoidRootPart.CFrame.lookVector,(JeffTheKillerHumanoidRootPart.Size.Z*2.5),{JeffTheKiller,JeffTheKiller}) local Jumpable=false; if Blockage then Jumpable=true; if Blockage and Blockage.Parent and Blockage.Parent.ClassName~="Workspace"then local BlockageHumanoid; for _,Child in pairs(Blockage.Parent:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then BlockageHumanoid=Child; end; end; if Blockage and Blockage:IsA("Terrain")then local CellPos=Blockage:WorldToCellPreferSolid((BlockagePos-Vector3.new(0,2,0))); local CellMaterial,CellShape,CellOrientation=Blockage:GetCell(CellPos.X,CellPos.Y,CellPos.Z); if CellMaterial==Enum.CellMaterial.Water then Jumpable=false; end; elseif BlockageHumanoid or Blockage.ClassName=="TrussPart"or Blockage.ClassName=="WedgePart"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Hat"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Tool"then Jumpable=false; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and not JeffTheKillerHumanoid.Sit and Jumpable then JeffTheKillerHumanoid.Jump=true; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHumanoidRootPart and JeffTheKillerHead:FindFirstChild("Jeff_Step")and (JeffTheKillerHumanoidRootPart.Velocity-Vector3.new(0,JeffTheKillerHumanoidRootPart.Velocity.y,0)).magnitude>=5 and not WalkDebounce and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then Spawn(function() WalkDebounce=true; local FiredRay=Ray.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(0,-4,0)); local RayTarget,endPoint=Game:GetService("Workspace"):FindPartOnRay(FiredRay,JeffTheKiller); if RayTarget then local JeffTheKillerHeadFootStepClone=JeffTheKillerHead:FindFirstChild("Jeff_Step"):Clone(); JeffTheKillerHeadFootStepClone.Parent=JeffTheKillerHead; JeffTheKillerHeadFootStepClone:Play(); JeffTheKillerHeadFootStepClone:Destroy(); if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed<17 then Wait(0.5); elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed>17 then Wait(0.2); end end; WalkDebounce=false; end); end; local MainTarget=FindNearestBae(); local FoundHumanoid; if MainTarget then for _,Child in pairs(MainTarget.Parent:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then FoundHumanoid=Child; end; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and MainTarget.Parent and FoundHumanoid and FoundHumanoid.Jump then JeffTheKillerHumanoid.Jump=true; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<25 then if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and not JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=1; JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Play(); end; elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>25 then if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then if not JeffLaughDebounce then Spawn(function() JeffLaughDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop(); JeffLaughDebounce=false; end); end; end; end; if not ChosenMusic and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<50 then local MusicChoice=math.random(1,2); if MusicChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1")then ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1"); elseif MusicChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2")then ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2"); end; if JeffTheKillerScript and JeffTheKiller and ChosenMusic and not ChosenMusic.IsPlaying then ChosenMusic.Volume=0.5; ChosenMusic:Play(); end; elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>50 then if JeffTheKillerScript and JeffTheKiller and ChosenMusic and ChosenMusic.IsPlaying then if not MusicDebounce then Spawn(function() MusicDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0; if ChosenMusic then ChosenMusic.Volume=0; ChosenMusic:Stop(); end; ChosenMusic=nil; MusicDebounce=false; end); end; end; end; if not MainTarget and not JeffLaughDebounce then Spawn(function() JeffLaughDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop(); JeffLaughDebounce=false; end); end; if not MainTarget and not MusicDebounce then Spawn(function() MusicDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0; if ChosenMusic then ChosenMusic.Volume=0; ChosenMusic:Stop(); end; ChosenMusic=nil; MusicDebounce=false; end); end; if MainTarget then Notice=true; if Notice and not NoticeDebounce and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Susto2")then JeffTheKillerHead:FindFirstChild("Jeff_Susto2"):Play(); NoticeDebounce=true; end if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then if MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>5 then JeffTheKillerHumanoid.WalkSpeed=28; elseif MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<5 then JeffTheKillerHumanoid.WalkSpeed=0.004; end; JeffTheKillerHumanoid:MoveTo(MainTarget.Position+(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).unit*2,Game:GetService("Workspace"):FindFirstChild("Terrain")); end; else Notice=false; NoticeDebounce=false; local RandomWalk=math.random(1,150); if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then JeffTheKillerHumanoid.WalkSpeed=12; if RandomWalk==1 then JeffTheKillerHumanoid:MoveTo(Game:GetService("Workspace"):FindFirstChild("Terrain").Position+Vector3.new(math.random(-2048,2048),0,math.random(-2048,2048)),Game:GetService("Workspace"):FindFirstChild("Terrain")); end; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid then JeffTheKillerHumanoid.DisplayDistanceType="None"; JeffTheKillerHumanoid.HealthDisplayDistance=0; JeffTheKillerHumanoid.Name="ColdBloodedKiller"; JeffTheKillerHumanoid.NameDisplayDistance=0; JeffTheKillerHumanoid.NameOcclusion="EnemyOcclusion"; JeffTheKillerHumanoid.AutoJumpEnabled=true; JeffTheKillerHumanoid.AutoRotate=true; JeffTheKillerHumanoid.MaxHealth=2000; JeffTheKillerHumanoid.JumpPower=60; JeffTheKillerHumanoid.MaxSlopeAngle=89.9; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoJumpEnabled then JeffTheKillerHumanoid.AutoJumpEnabled=true; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoRotate then JeffTheKillerHumanoid.AutoRotate=true; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.PlatformStand then JeffTheKillerHumanoid.PlatformStand=false; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Sit then JeffTheKillerHumanoid.Sit=false; end; end;
-- подключаем к игроку
game.Players.PlayerAdded:Connect(onPlayerJoin)
--thank to Sinahi for making the beautiful flag! --https://www.roblox.com/Wavin-Flag-item?id=440874100
local rbx='rbxassetid://' local flagids={ 440821546,440821646,440821766,440822311, 440823132,440823493,440823602,440823734, 440823940,440824067,440824314,440824941, 440825077,440825340,440825848,440826132} --this is all the mesh ids in one table, in order local texture=0--asset id here local flagmesh=script.Parent.Flag.Mesh flagmesh.TextureId=rbx..texture local n=1 repeat for i,v in next,flagids do wait() flagmesh.MeshId=rbx..v end n=n+1 if n>=#flagids then n=1 else end until nil
-- ROBLOX MOVED: expect/jasmineUtils.lua
local function isA(typeName: string, value: any) return getType(value) == typeName end