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--Tuning tips: If your car tends to oversteer, increase the ratio of friction towards the front (E.G. .65 front .6 rear), do the opposite in case of understeer
|
-- A state object which follows another state object using spring simulation.
export type Spring<T> = StateObject<T> & Dependent & {
-- kind: "Spring" (add this when Luau supports singleton types)
-- Uncomment when ENABLE_PARAM_SETTERS is enabled
-- setPosition: (Spring<T>, newValue: Animatable) -> (),
-- setVelocity: (Spring<T>, newValue: Animatable) -> (),
-- addVelocity: (Spring<T>, deltaValue: Animatable) -> ()
}
|
-- Connect 'MoveToFinished' event to the 'onWaypointReached' function
human.MoveToFinished:Connect(onWaypointReached)
|
-------- OMG HAX
r = game:service("RunService")
local damage = 5
local slash_damage = 12
sword = script.Parent.Handle
Tool = script.Parent
local SlashSound = Instance.new("Sound")
SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav"
SlashSound.Parent = sword
SlashSound.Volume = .7
local UnsheathSound = Instance.new("Sound")
UnsheathSound.SoundId = "rbxasset://sounds\\unsheath.wav"
UnsheathSound.Parent = sword
UnsheathSound.Volume = 1
function isTurbo(character)
return character:FindFirstChild("PirateHat") ~= nil
end
function blow(hit)
local humanoid = hit.Parent:findFirstChild("Humanoid")
local vCharacter = Tool.Parent
local vPlayer = game.Players:playerFromCharacter(vCharacter)
local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character
if humanoid~=nil and humanoid ~= hum and hum ~= nil then
-- final check, make sure sword is in-hand
local right_arm = vCharacter:FindFirstChild("Right Arm")
if (right_arm ~= nil) then
local joint = right_arm:FindFirstChild("RightGrip")
if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
tagHumanoid(humanoid, vPlayer)
if (isTurbo(vCharacter) == true) then
humanoid:TakeDamage(damage * 1.5)
else
humanoid:TakeDamage(damage)
end
wait(1)
untagHumanoid(humanoid)
end
end
end
end
function tagHumanoid(humanoid, player)
local creator_tag = Instance.new("ObjectValue")
creator_tag.Value = player
creator_tag.Name = "creator"
creator_tag.Parent = humanoid
end
function untagHumanoid(humanoid)
if humanoid ~= nil then
local tag = humanoid:findFirstChild("creator")
if tag ~= nil then
tag.Parent = nil
end
end
end
function attack()
damage = slash_damage
SlashSound:play()
local anim = Instance.new("StringValue")
anim.Name = "toolanim"
anim.Value = "Slash"
anim.Parent = Tool
end
function swordUp()
Tool.GripForward = Vector3.new(-1,0,0)
Tool.GripRight = Vector3.new(0,1,0)
Tool.GripUp = Vector3.new(0,0,1)
end
function swordOut()
Tool.GripForward = Vector3.new(0,0,1)
Tool.GripRight = Vector3.new(0,-1,0)
Tool.GripUp = Vector3.new(-1,0,0)
end
Tool.Enabled = true
function onActivated()
if not Tool.Enabled then
return
end
Tool.Enabled = false
local character = Tool.Parent;
local humanoid = character.Humanoid
if humanoid == nil then
print("Humanoid not found")
return
end
attack()
wait(.5)
Tool.Enabled = true
end
function onEquipped()
UnsheathSound:play()
end
script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)
connection = sword.Touched:connect(blow)
|
--//both of you, dance like you want to win!
local SSS = game:GetService("ServerScriptService")
local TS = game:GetService("TweenService")
local Global = require(SSS.Server.Scripts.Server.CoreSystems.Modules.Global)
local Deb = false
local Status = false
local function Toggle()
if not Deb then
if not Status then --open
Deb = true
script.Parent.Sound.vaultdooropen:Play()
if script.Parent.Vault.Door.VaultHandle:FindFirstChild("Motor") then
TS:Create(script.Parent.Vault.Door.VaultHandle.Motor.HingeConstraint, TweenInfo.new(2), {AngularVelocity = -30}):Play()
end
wait(1.8)
if script.Parent.Vault.Door.VaultHandle:FindFirstChild("Motor") then
TS:Create(script.Parent.Vault.Door.VaultHandle.Motor.HingeConstraint, TweenInfo.new(4), {AngularVelocity = 0}):Play()
end
for i = 7,11 do
Global.TweenModelBounceOut(script.Parent["Bar"..i].Bar, script.Parent["Bar"..i].ToGo.CFrame, true, .15)
end
wait(.9)
for i = 1,3 do
Global.TweenModelBounceOut(script.Parent["Bar"..i].Bar, script.Parent["Bar"..i].ToGo.CFrame, true, .375)
end
wait(1)
for i = 4,6 do
Global.TweenModelBounceOut(script.Parent["Bar"..i].Bar, script.Parent["Bar"..i].ToGo.CFrame, true, .375)
end
wait(.7)
script.Parent.Vault.Door.VaultHandle.Motor.Anchored = true
Global.TweenModel(script.Parent.Vault.Door, script.Parent.Vault.ToGo.CFrame, true, 6.5)
wait(7)
Status = true
Deb = false
else
Deb = true
script.Parent.Sound.vaultdoorclose:Play()
Global.TweenModel(script.Parent.Vault.Door, script.Parent.Vault.Org.CFrame, true, 6.5)
script.Parent.Vault.Door.VaultHandle.Motor.Anchored = false
wait(1.3)
if script.Parent.Vault.Door.VaultHandle:FindFirstChild("Motor") then
TS:Create(script.Parent.Vault.Door.VaultHandle.Motor.HingeConstraint, TweenInfo.new(2), {AngularVelocity = 30}):Play()
end
wait(1.8)
if script.Parent.Vault.Door.VaultHandle:FindFirstChild("Motor") then
TS:Create(script.Parent.Vault.Door.VaultHandle.Motor.HingeConstraint, TweenInfo.new(4), {AngularVelocity = 0}):Play()
end
for i = 7,11 do
Global.TweenModelBounceOut(script.Parent["Bar"..i].Bar, script.Parent["Bar"..i].Org.CFrame, true, .15)
end
wait(1.2)
for i = 1,3 do
Global.TweenModelBounceOut(script.Parent["Bar"..i].Bar, script.Parent["Bar"..i].Org.CFrame, true, .375)
end
wait(.75)
for i = 4,6 do
Global.TweenModelBounceOut(script.Parent["Bar"..i].Bar, script.Parent["Bar"..i].Org.CFrame, true, .375)
end
wait(3.5)
Status = false
Deb = false
end
end
end
script.Parent.ClickDetector.MouseClick:Connect(Toggle)
|
--SECOND DOOR
local LMLOP2 = script.Parent.Door2.Left.LockMechanisms.LM.CFrame
local LMLTGP2 = script.Parent.Door2.Left.LockMechanisms.LMToGo.CFrame
local RMLOP2 = script.Parent.Door2.Right.LockMechanisms.LM.CFrame
local RMLTGP2 = script.Parent.Door2.Right.LockMechanisms.LMToGo.CFrame
local LDOP2 = script.Parent.Door2.Left.LeftDoor.CFrame
local LDTGP2 = script.Parent.Door2.Left.ToGoPos.CFrame
local RDOP2 = script.Parent.Door2.Right.RightDoor.CFrame
local RDTGP2 = script.Parent.Door2.Right.ToGoPos.CFrame
local function Cycle()
script.Parent.LockShowA.BrickColor = BrickColor.new("Bright red")
script.Parent.LockShow2A.BrickColor = BrickColor.new("Bright red")
script.Parent.LockShowC.BrickColor = BrickColor.new("Bright red")
script.Parent.LockShowB.BrickColor = BrickColor.new("Bright red")
script.Parent.LockShow2B.BrickColor = BrickColor.new("Bright red")
script.Parent.Fan1.Part.HingeConstraint.AngularVelocity=120
script.Parent.Fan2.Part.HingeConstraint.AngularVelocity=120
script.Parent.Fan1.Part.Smoke.Enabled=true
script.Parent.Fan2.Part.Smoke.Enabled=true
script.Parent.Airlocc.Sound:Play()
wait(3)
script.Parent.Fan1.Part.HingeConstraint.AngularVelocity=0
script.Parent.Fan2.Part.HingeConstraint.AngularVelocity=0
wait(2)
script.Parent.Fan1.Part.Smoke.Enabled=false
script.Parent.Fan2.Part.Smoke.Enabled=false
script.Parent.LockShowA.BrickColor = BrickColor.new("Bright green")
script.Parent.LockShow2A.BrickColor = BrickColor.new("Bright green")
script.Parent.LockShowC.BrickColor = BrickColor.new("Bright green")
script.Parent.LockShowB.BrickColor = BrickColor.new("Bright green")
script.Parent.LockShow2B.BrickColor = BrickColor.new("Bright green")
wait(1)
end
local function CloseAll()
local Main = "N/A"
if DoorStatusA == "Opened" then
script.Parent.Frame1.Union.OpenClose:Play()
Globals.TweenModel(script.Parent.Door1.Left, LDOP,false,5.2)
Globals.TweenModel(script.Parent.Door1.Right,RDOP,true,5.2)
Globals.TweenModel(script.Parent.Door1.Left.LockMechanisms, LMLOP,false,1)
Globals.TweenModel(script.Parent.Door1.Right.LockMechanisms,RMLOP,true,1)
DoorStatusA = "Closed"
end
if DoorStatusB == "Opened" then
script.Parent.Frame.Union.OpenClose:Play()
Globals.TweenModel(script.Parent.Door2.Left, LDOP2,false,5.2)
Globals.TweenModel(script.Parent.Door2.Right,RDOP2,true,5.2)
Globals.TweenModel(script.Parent.Door2.Left.LockMechanisms, LMLOP2,false,1)
Globals.TweenModel(script.Parent.Door2.Right.LockMechanisms,RMLOP2,true,1)
DoorStatusB = "Closed"
end
end
local function OpenAll()
local Main = "N/A"
if DoorStatusA == "Closed" then
Globals.TweenModel(script.Parent.Door1.Left.LockMechanisms, LMLTGP,false,1)
Globals.TweenModel(script.Parent.Door1.Right.LockMechanisms,RMLTGP,true,1)
script.Parent.Frame1.Union.OpenClose:Play()
Globals.TweenModel(script.Parent.Door1.Left, LDTGP,false,5.2)
Globals.TweenModel(script.Parent.Door1.Right,RDTGP,true,5.2)
DoorStatusA = "Opened"
end
if DoorStatusB == "Closed" then
Globals.TweenModel(script.Parent.Door2.Left.LockMechanisms, LMLTGP2,false,1)
Globals.TweenModel(script.Parent.Door2.Right.LockMechanisms,RMLTGP2,true,1)
script.Parent.Frame.Union.OpenClose:Play()
Globals.TweenModel(script.Parent.Door2.Left, LDTGP2,false,5.2)
Globals.TweenModel(script.Parent.Door2.Right,RDTGP2,true,5.2)
DoorStatusB = "Opened"
end
end
local function OpenDoor1()
if DoorStatusA == "Closed" then
script.Parent.LockShowA.BrickColor = BrickColor.new("Deep orange")
script.Parent.LockShow2A.BrickColor = BrickColor.new("Deep orange")
script.Parent.LockShowC.BrickColor = BrickColor.new("Deep orange")
script.Parent.LockShowB.BrickColor = BrickColor.new("Bright red")
script.Parent.LockShow2B.BrickColor = BrickColor.new("Bright red")
Globals.TweenModel(script.Parent.Door1.Left.LockMechanisms, LMLTGP,false,1)
Globals.TweenModel(script.Parent.Door1.Right.LockMechanisms,RMLTGP,true,1)
script.Parent.Frame1.Union.OpenClose:Play()
Globals.TweenModel(script.Parent.Door1.Left, LDTGP,false,5.2)
Globals.TweenModel(script.Parent.Door1.Right,RDTGP,true,5.2)
DoorStatusA = "Opened"
script.Parent.LockShowA.BrickColor = BrickColor.new("Bright green")
script.Parent.LockShow2A.BrickColor = BrickColor.new("Bright green")
script.Parent.LockShowC.BrickColor = BrickColor.new("Bright green")
script.Parent.LockShowB.BrickColor = BrickColor.new("Bright green")
script.Parent.LockShow2B.BrickColor = BrickColor.new("Bright green")
end
end
local function CloseDoor1()
if DoorStatusA == 'Opened' then
script.Parent.LockShowA.BrickColor = BrickColor.new("Deep orange")
script.Parent.LockShow2A.BrickColor = BrickColor.new("Deep orange")
script.Parent.LockShowC.BrickColor = BrickColor.new("Deep orange")
script.Parent.LockShowB.BrickColor = BrickColor.new("Bright red")
script.Parent.LockShow2B.BrickColor = BrickColor.new("Bright red")
script.Parent.Frame1.Union.OpenClose:Play()
Globals.TweenModel(script.Parent.Door1.Left, LDOP,false,5.2)
Globals.TweenModel(script.Parent.Door1.Right,RDOP,true,5.2)
Globals.TweenModel(script.Parent.Door1.Left.LockMechanisms, LMLOP,false,1)
Globals.TweenModel(script.Parent.Door1.Right.LockMechanisms,RMLOP,true,1)
DoorStatusA = "Closed"
script.Parent.LockShowA.BrickColor = BrickColor.new("Bright green")
script.Parent.LockShow2A.BrickColor = BrickColor.new("Bright green")
script.Parent.LockShowC.BrickColor = BrickColor.new("Bright green")
script.Parent.LockShowB.BrickColor = BrickColor.new("Bright green")
script.Parent.LockShow2B.BrickColor = BrickColor.new("Bright green")
end
end
local function OpenDoor2()
if DoorStatusB == "Closed" then
script.Parent.LockShowB.BrickColor = BrickColor.new("Deep orange")
script.Parent.LockShow2B.BrickColor = BrickColor.new("Deep orange")
script.Parent.LockShowC.BrickColor = BrickColor.new("Deep orange")
script.Parent.LockShowA.BrickColor = BrickColor.new("Bright red")
script.Parent.LockShow2A.BrickColor = BrickColor.new("Bright red")
Globals.TweenModel(script.Parent.Door2.Left.LockMechanisms, LMLTGP2,false,1)
Globals.TweenModel(script.Parent.Door2.Right.LockMechanisms,RMLTGP2,true,1)
script.Parent.Frame.Union.OpenClose:Play()
Globals.TweenModel(script.Parent.Door2.Left, LDTGP2,false,5.2)
Globals.TweenModel(script.Parent.Door2.Right,RDTGP2,true,5.2)
DoorStatusB = "Opened"
script.Parent.LockShowB.BrickColor = BrickColor.new("Bright green")
script.Parent.LockShow2B.BrickColor = BrickColor.new("Bright green")
script.Parent.LockShowC.BrickColor = BrickColor.new("Bright green")
script.Parent.LockShowA.BrickColor = BrickColor.new("Bright green")
script.Parent.LockShow2A.BrickColor = BrickColor.new("Bright green")
end
end
local function CloseDoor2()
script.Parent.LockShowB.BrickColor = BrickColor.new("Deep orange")
script.Parent.LockShow2B.BrickColor = BrickColor.new("Deep orange")
script.Parent.LockShowC.BrickColor = BrickColor.new("Deep orange")
script.Parent.LockShowA.BrickColor = BrickColor.new("Bright red")
script.Parent.LockShow2A.BrickColor = BrickColor.new("Bright red")
script.Parent.Frame.Union.OpenClose:Play()
Globals.TweenModel(script.Parent.Door2.Left, LDOP2,false,5.2)
Globals.TweenModel(script.Parent.Door2.Right,RDOP2,true,5.2)
Globals.TweenModel(script.Parent.Door2.Left.LockMechanisms, LMLOP2,false,1)
Globals.TweenModel(script.Parent.Door2.Right.LockMechanisms,RMLOP2,true,1)
DoorStatusB = "Closed"
script.Parent.LockShowB.BrickColor = BrickColor.new("Bright green")
script.Parent.LockShow2B.BrickColor = BrickColor.new("Bright green")
script.Parent.LockShowC.BrickColor = BrickColor.new("Bright green")
script.Parent.LockShowA.BrickColor = BrickColor.new("Bright green")
script.Parent.LockShow2A.BrickColor = BrickColor.new("Bright green")
end
|
--[[
TheNexusAvenger
Applies a winter theme to Skylands.
--]]
|
--[[Transmission]]
Tune.TransModes ={"Auto","Semi"} --[[
[Modes]
"Auto" : Automatic shifting
"Semi" : Clutchless manual shifting, dual clutch transmission
"Manual" : Manual shifting with clutch
>Include within brackets
eg: {"Semi"} or {"Auto", "Manual"}
>First mode is default mode ]]
--Automatic Settings
Tune.AutoShiftMode = "RPM" --[[
[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 = 3.20 -- Gearing determines top speed and wheel torque
Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed
--[[Reverse]] 3.42 , -- Copy and paste a ratio to add a gear
--[[Neutral]] 0 , -- Ratios can also be deleted
--[[ 1 ]] 3.75 , -- Reverse, Neutral, and 1st gear are required
--[[ 2 ]] 2.38 ,
--[[ 3 ]] 1.72 ,
--[[ 4 ]] 1.34 ,
--[[ 5 ]] 1.11 ,
--[[ 6 ]] .78 ,
}
Tune.FDMult = 1 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
|
--[[ss1.Touched:connect(function()
if IsOpen.Value == false then
OtherDir.Value = false
opendoor()
wait(TimeDelay)
closedoor()
end
end)]]
trigger.Changed:Connect(function()
if trigger.Value == true and IsOpen.Value == false then
opendoor()
elseif trigger.Value == false and IsOpen.Value == true then
closedoor()
end
end)
|
--// SS3 controls for AC6 by Itzt, originally for 2014 Infiniti QX80. i don't know how to tune ac lol
wait(0.1)
local player = game.Players.LocalPlayer
local HUB = script.Parent.HUB
local limitButton = HUB.Name
local FE = game.Workspace.FilteringEnabled
local lightOn = false
local Camera = game.Workspace.CurrentCamera
local cam = script.Parent.nxtcam.Value
local carSeat = script.Parent.CarSeat.Value
local mouse = game.Players.LocalPlayer:GetMouse()
local windows = false
local handler = carSeat:WaitForChild('Filter')
local winfob = HUB.Parent.Music
local pal = false
local palpal = HUB.Parent.Palette
local red = 0
local green = 0
local blue = 1
local debounce = false
|
--[[
Used to catch any errors that may have occurred in the promise.
]]
function Promise.prototype:catch(failureCallback)
return self:andThen(nil, failureCallback)
end
|
-- initialize to idle
playAnimation("idle", 0.1, Humanoid)
pose = "Standing"
while Figure.Parent ~= nil do
local _, time = wait(0.1)
move(time)
end
|
-- debounce=false
-- end
end
me.Touched:connect(Hit)
|
--[[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 = true -- 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 = "Black" -- Wishbone Color [BrickColor]
Tune.WsThickness = .1 -- Wishbone Rod Thickness
|
--Creates both buffer and non-buffer rockets.
function RocketCreator:CreateRocket(IsBufferRocket)
--Create the base parts and mesh.
local Rocket = Instance.new("Part")
Rocket.Name = "Rocket"
Rocket.Size = Vector3.new(1,1,4)
Rocket.CanCollide = false
local Mesh = Instance.new("SpecialMesh")
Mesh.Name = "RocketMesh"
Mesh.MeshId = "http://www.roblox.com/asset/?id=94690081"
Mesh.TextureId = "http://www.roblox.com/asset/?id=94689966"
Mesh.Parent = Rocket
if IsBufferRocket then
--If it is a buffer rocket, add the effects, physics, and scripts.
Mesh.Scale = Vector3.new(2.5,2.5,2)
local Fire = Instance.new("Fire")
Fire.Heat = 5
Fire.Size = 2
Fire.Parent = Rocket
local Light = Instance.new("PointLight")
Light.Name = "Light"
Light.Color = Color3.new(1,170/255,0)
Light.Range = 10
Light.Shadows = true
Light.Parent = Rocket
local BodyGyro = Instance.new("BodyGyro")
BodyGyro.MaxTorque = Vector3.new(10^99,10^99,10^99)
BodyGyro.Parent = Rocket
local RocketPropulsion = Instance.new("BodyVelocity")
RocketPropulsion.MaxForce = Vector3.new(10^99,10^99,10^99)
RocketPropulsion.Parent = Rocket
local SwooshSound = Instance.new("Sound")
SwooshSound.Name = "SwooshSound"
SwooshSound.MaxDistance = 10000
SwooshSound.Looped = true
SwooshSound.SoundId = "rbxasset://sounds/Rocket whoosh 01.wav"
SwooshSound.Volume = 1
SwooshSound.Parent = Rocket
local NewRocketScript = RocketScript:Clone()
NewRocketScript.Disabled = false
NewRocketScript.Parent = Rocket
PlayerDamagerScript:Clone().Parent = NewRocketScript
ConfigurationScript:Clone().Parent = NewRocketScript
end
return Rocket
end
return RocketCreator
|
--[[Misc]]
Tune.LoadDelay = 1.0 -- Delay before initializing chassis (in seconds)
Tune.AutoStart = true -- Set to false if using manual ignition plugin
Tune.AutoFlip = true -- Set to false if using manual flip plugin
Tune.AutoUpdate = true -- Automatically applies minor updates to the chassis if any are found.
-- Will NOT apply major updates, but will notify you of any.
-- Set to false to mute notifications, or if using modified Drive.
|
--script.Parent.Parent.Parent:FindFirstChild("A-Chassis Tune"):WaitForChild('A-Chassis Interface')
handler = script.Parent
handler.OnServerEvent:Connect(function(plr, side)
print('received')
handler:FireClient(game.Players:WaitForChild(plr.Name))
if side == 'front' then
airbags.FL.Transparency = 0
airbags.FR.Transparency = 0
end
if side == 'frontleft' then
airbags.FL.Transparency = 0
airbags.FR.Transparency = 0
airbags.L.Transparency = 0
end
if side == 'left' then
airbags.L.Transparency = 0
airbags.R.Transparency = 0
end
if side == 'frontright' then
airbags.FR.Transparency = 0
airbags.FL.Transparency = 0
airbags.R.Transparency = 0
end
if side == 'right' then
airbags.R.Transparency = 0
airbags.L.Transparency = 0
end
if side == 'restore' then
airbags.FL.Transparency = 1
airbags.FR.Transparency = 1
airbags.R.Transparency = 1
airbags.L.Transparency = 1
end
end)
|
-- Read the comments below to set your admin commands to your liking --
local Banned = {"Put Name Here"} --Put the person you want to bans name here, or use the command ";ban [Player]"
|
-- -- The "process.env" object has a bunch of particularities: first, it does not
-- -- directly extend from Object; second, it converts any assigned value to a
-- -- string; and third, it is case-insensitive in Windows. We use a proxy here to
-- -- mimic it (see https://nodejs.org/api/process.html#process_process_env).
|
--[=[
Fired when the Merch Booth is closed.
This fires when either the catalog or item detail view are closed.
@prop merchBoothClosed RBXScriptSignal
@within MerchBooth
@client
]=]
uiStatesEvents.merchBoothClosed = Instance.new("BindableEvent")
|
--<< Returns hit, position, normal, time >>
function raycast(model, start, vector, brickFunction)
local hit, normal, time = raycastRecursive(model, start, vector, brickFunction, vector.unit, dot(start, vector.unit))
if (dot(normal, vector) > 0) then
normal = -normal
end
return hit, start + time * vector, normal.unit, time
end
function raycastRecursive(model, start, vector, brickFunction, unitVec, startDist)
if (model.className == "Part") or (model.className == "Seat") or (model.className =="SpawnLocation") then
local range = model.Size.magnitude / 2
local dist = dot(model.Position, unitVec) - startDist
if (dist + range > 0) and (dist - range < vector.magnitude) and ((dist * unitVec + start - model.Position).magnitude < range) and brickFunction(model) then
local halfSize = model.Size / 2
if (model.Shape == Enum.PartType.Ball) then
local time, timeMax = getLineSphereCollide(start, vector, model.Position, halfSize.x)
if (time < 1) and (time >= 0) then
return model, (time * vector + start - model.Position), time
else
return nil, Vector3.new(0, 0, 0), 1
end
elseif (model.Shape == Enum.PartType.Block) then
local time = 1
local cf = model.CFrame - model.Position
local xvec = cf * Vector3.new(1, 0, 0)
local yvec = cf * Vector3.new(0, 1, 0)
local zvec = cf * Vector3.new(0, 0, 1)
local xspd = -dot(xvec, vector)
local yspd = -dot(yvec, vector)
local zspd = -dot(zvec, vector)
local xmin, xmax, ymin, ymax, zmin, zmax = -1
local dotProd = dot(xvec, start - model.Position)
if (xspd ~= 0) then
xmin = (dotProd - halfSize.x) / xspd
xmax = (dotProd + halfSize.x) / xspd
if (xmax < xmin) then
local swap = xmin
xmin = xmax
xmax = swap
end
else
if (math.abs(dotProd) < halfSize.x) then
xmax = 1
xmin = 0
else
return nil, Vector3.new(0, 0, 0), 1
end
end
local dotProd = dot(yvec, start - model.Position)
if (yspd ~= 0) then
ymin = (dotProd - halfSize.y) / yspd
ymax = (dotProd + halfSize.y) / yspd
if (ymax < ymin) then
local swap = ymin
ymin = ymax
ymax = swap
end
else
if (math.abs(dotProd) < halfSize.y) then
ymax = 1
ymin = 0
else
return nil, Vector3.new(0, 0, 0), 1
end
end
local dotProd = dot(zvec, start - model.Position)
if (zspd ~= 0) then
zmin = (dotProd - halfSize.z) / zspd
zmax = (dotProd + halfSize.z) / zspd
if (zmax < zmin) then
local swap = zmin
zmin = zmax
zmax = swap
end
else
if (math.abs(dotProd) < halfSize.z) then
zmax = 1
zmin = 0
else
return nil, Vector3.new(0, 0, 0), 1
end
end
if (xmin <= ymax) and (xmax >= ymin) and (xmin <= zmax) and (xmax >= zmin) and (zmin <= ymax) and (zmax >= ymin) then
local normal = xvec
local min = xmin
if (ymin > min) then
min = ymin
normal = yvec
end
if (zmin > min) then
min = zmin
normal = zvec
end
if (min >= 0) and (min < 1) then
time = min
elseif (xmax > 0) and (ymax > 0) and (zmax > 0) and (min < 0) then
time = 0
normal = Vector3.new(0, 0, 0)
end
return model, normal, time
else
return nil, Vector3.new(0, 0, 0), 1
end
else -- Cylinder
local time = 1
local cf = model.CFrame - model.Position
local xvec = cf * Vector3.new(1, 0, 0)
local xspd = -dot(xvec, vector)
local xmin, xmax = -1
local dotProd = dot(xvec, start - model.Position)
if (xspd ~= 0) then
xmin = (dotProd - halfSize.x) / xspd
xmax = (dotProd + halfSize.x) / xspd
if (xmax < xmin) then
local swap = xmin
xmin = xmax
xmax = swap
end
else
if (math.abs(dotProd) < halfSize.x) then
xmax = 1
xmin = 0
else
return nil, Vector3.new(0, 0, 0), 1
end
end
local relVec = cf:pointToObjectSpace(vector) * Vector3.new(0, 1, 1)
local relPos = model.CFrame:pointToObjectSpace(start) * Vector3.new(0, 1, 1)
local rmin, rmax = getLineSphereCollide(relPos, relVec, Vector3.new(0, 0, 0), halfSize.y)
if (xmin <= rmax) and (xmax >= rmin) and (rmax > 0) then
local normal = xvec
local min = xmin
if (rmin > min) then
min = rmin
normal = cf * (relPos + relVec * min)
end
if (min >= 0) and (min < 1) then
time = min
elseif (xmax > 0) and (rmax > 0) and (min < 0) then
time = 0
normal = Vector3.new(0, 0, 0)
end
return model, normal, time
else
return nil, Vector3.new(0, 0, 0), 1
end
return nil, Vector3.new(0, 0, 0), 1
end
end
return nil, Vector3.new(0, 0, 0), 1
elseif (model.className=="Model") or (model.className=="Workspace") or (model.className=="Hat") or (model.className == "Tool") then
local children=model:GetChildren()
local time=1
local normal=Vector3.new(0, 0, 0)
local hit=nil
for n = 1, #children do
if children[n]~= nil then
local newHit, newNormal, newTime = raycastRecursive(children[n], start, vector, brickFunction, unitVec, startDist)
if (newTime < time) then
time = newTime
hit = newHit
normal = newNormal
end
end
end
return hit, normal, time
else
return nil, Vector3.new(0, 0, 0), 1
end
end
|
--Electric Music--
local function AttachParticleControl(source_part)
local prtc = nil
local function Start()
prtc = script.Bolt:clone()
prtc.Parent = source_part
end
local function Update()
end
local function Stop()
if prtc ~= nil then
prtc:destroy()
prtc = nil
end
end
return {Start = Start, Update = Update, Stop = Stop}
end
return AttachParticleControl
|
-- Location: game.ReplicatedStorage.Consume
-- Synapse Decompiler
-- Purchase Here: https://brack4712.xyz/synapse/purchase/
wait(0.5)
Tool = script.Parent
local play = game.Players.LocalPlayer
local char = play.Character
local root = char:WaitForChild("HumanoidRootPart")
local hum = char:WaitForChild("Humanoid")
local inair = false
char.Humanoid.FreeFalling:connect(function()
inair = true
end)
char.Humanoid.Running:connect(function()
inair = false
end)
function weldTogether(x, y)
local W = Instance.new("Weld")
W.Part0 = x
W.Part1 = y
local CJ = CFrame.new(x.Position)
local C0 = x.CFrame:inverse() * CJ
local C1 = y.CFrame:inverse() * CJ
W.C0 = C0
W.C1 = C1
W.Parent = x
return W
end
en = true
function onButton1Down(mouse)
if en == true and inair == false and root.Position.y > 1 then
en = false
local point = root.Position + mouse.Hit.lookVector * 100
local can = Tool.Handle:clone()
can.Anchored = true
can.CFrame = CFrame.new(root.Position, point)
local nm = Instance.new("IntValue")
nm.Name = "Speed"
nm.Value = -10000
if hum:findFirstChild("Effects") then
nm.Parent = hum:findFirstChild("Effects")
end
can.Parent = root
Tool.Handle.Transparency = 1
can.Fuse:Play()
local weld = weldTogether(can, root)
wait(5)
weld:Destroy()
can.Fuse:Stop()
can.Boom:Play()
if hum then
hum.Sit = true
end
root.Velocity = CFrame.new(root.Position, point).lookVector * 250
local e = Instance.new("Explosion")
e.BlastPressure = 0
e.Position = (can.CFrame * CFrame.new(0, 0, 2)).p
e.Parent = can
wait(1)
nm.Parent = nil
can:Destroy()
wait(10)
Tool.Handle.Transparency = 0
en = true
end
end
function Equip(mouse)
mouse.Icon = "rbxasset://textures\\GunCursor.png"
mouse.Button1Down:connect(function()
onButton1Down(mouse)
end)
end
function Unequip(mouse)
end
script.Parent.Equipped:connect(Equip)
script.Parent.Unequipped:connect(Unequip)
|
--[[Controls]]
local _CTRL = _Tune.Controls
local Controls = Instance.new("Folder",script.Parent)
Controls.Name = "Controls"
for i,v in pairs(_CTRL) do
local a=Instance.new("StringValue",Controls)
a.Name=i
a.Value=v.Name
a.Changed:connect(function()
if i=="MouseThrottle" or i=="MouseBrake" then
if a.Value == "MouseButton1" or a.Value == "MouseButton2" then
_CTRL[i]=Enum.UserInputType[a.Value]
else
_CTRL[i]=Enum.KeyCode[a.Value]
end
else
_CTRL[i]=Enum.KeyCode[a.Value]
end
end)
end
--Deadzone Adjust
local _PPH = _Tune.Peripherals
for i,v in pairs(_PPH) do
local a = Instance.new("IntValue",Controls)
a.Name = i
a.Value = v
a.Changed:connect(function()
a.Value=math.min(100,math.max(0,a.Value))
_PPH[i] = a.Value
end)
end
--Input Handler
function DealWithInput(input,IsRobloxFunction)
if (UserInputService:GetFocusedTextBox()==nil) and not _InControls then --Ignore when UI Focus
--Shift Down [Manual Transmission]
if _IsOn and (input.KeyCode ==_CTRL["ContlrShiftDown"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftDown"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftDown"])) and (_TMode=="Semi" or (_TMode=="Manual" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then
if _CGear == 0 and (_TMode=="Auto" or not _ClPressing) then _ClutchOn = true end
if _CGear ~= 0 and (_CGear ~= ((#_Tune.Ratios-3)-(#_Tune.Ratios-2))) then
_GThrotShift = 0
wait(_Tune.ShiftTime/2)
_GThrotShift = 1
end
_CGear = math.max(_CGear-1,-1)
_ClutchOn = true
--Shift Up [Manual Transmission]
elseif _IsOn and (input.KeyCode ==_CTRL["ContlrShiftUp"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftUp"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftUp"])) and (_TMode=="Semi" or (_TMode=="Manual" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then
if _CGear == 0 and (_TMode=="Auto" or not _ClPressing) then _ClutchOn = true end
if (_CGear ~= 0) and (_CGear ~= #_Tune.Ratios-2) then
_GThrotShift = 0
wait(_Tune.ShiftTime)
_GThrotShift = 1
end
_CGear = math.min(_CGear+1,#_Tune.Ratios-2)
_ClutchOn = true
--Toggle Clutch
elseif _IsOn and (input.KeyCode ==_CTRL["ContlrClutch"] or (_MSteer and input.KeyCode==_CTRL["MouseClutch"]) or ((not _MSteer) and input.KeyCode==_CTRL["Clutch"])) and _TMode=="Manual" then
if input.UserInputState == Enum.UserInputState.Begin then
_ClutchOn = false
_ClPressing = true
elseif input.UserInputState == Enum.UserInputState.End then
_ClutchOn = true
_ClPressing = false
end
--Toggle PBrake
elseif _IsOn and input.KeyCode ==_CTRL["ContlrPBrake"] or (_MSteer and input.KeyCode==_CTRL["MousePBrake"]) or ((not _MSteer) and input.KeyCode==_CTRL["PBrake"]) then
if input.UserInputState == Enum.UserInputState.Begin then
_PBrake = not _PBrake
elseif input.UserInputState == Enum.UserInputState.End then
if car.DriveSeat.Velocity.Magnitude>5 then
_PBrake = false
end
end
--Toggle Transmission Mode
elseif (input.KeyCode == _CTRL["ContlrToggleTMode"] or input.KeyCode==_CTRL["ToggleTransMode"]) and input.UserInputState == Enum.UserInputState.Begin then
local n=1
for i,v in pairs(_Tune.TransModes) do
if v==_TMode then n=i break end
end
n=n+1
if n>#_Tune.TransModes then n=1 end
_TMode = _Tune.TransModes[n]
--Throttle
elseif _IsOn and ((not _MSteer) and (input.KeyCode==_CTRL["Throttle"] or input.KeyCode == _CTRL["Throttle2"])) or ((((_CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseThrottle"]) or input.KeyCode == _CTRL["MouseThrottle"])and _MSteer) then
if input.UserInputState == Enum.UserInputState.Begin then
_GThrot = 1
else
_GThrot = _Tune.IdleThrottle/100
end
--Brake
elseif ((not _MSteer) and (input.KeyCode==_CTRL["Brake"] or input.KeyCode == _CTRL["Brake2"])) or ((((_CTRL["MouseBrake"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseBrake"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseBrake"]) or input.KeyCode == _CTRL["MouseBrake"])and _MSteer) then
if input.UserInputState == Enum.UserInputState.Begin then
_GBrake = 1
else
_GBrake = 0
end
--Steer Left
elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerLeft"] or input.KeyCode == _CTRL["SteerLeft2"]) then
if input.UserInputState == Enum.UserInputState.Begin then
_GSteerT = -1
_SteerL = true
else
if _SteerR then
_GSteerT = 1
else
_GSteerT = 0
end
_SteerL = false
end
--Steer Right
elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerRight"] or input.KeyCode == _CTRL["SteerRight2"]) then
if input.UserInputState == Enum.UserInputState.Begin then
_GSteerT = 1
_SteerR = true
else
if _SteerL then
_GSteerT = -1
else
_GSteerT = 0
end
_SteerR = false
end
--Toggle Mouse Controls
elseif input.KeyCode ==_CTRL["ToggleMouseDrive"] then
if input.UserInputState == Enum.UserInputState.End then
_MSteer = not _MSteer
_GThrot = _Tune.IdleThrottle/100
_GBrake = 0
_GSteerT = 0
_ClutchOn = true
end
--Toggle TCS
elseif _Tune.TCSEnabled and _IsOn and input.KeyCode == _CTRL["ToggleTCS"] or input.KeyCode == _CTRL["ContlrToggleTCS"] then
if input.UserInputState == Enum.UserInputState.End then
_TCS = not _TCS
end
--Toggle ABS
elseif _Tune. ABSEnabled and _IsOn and input.KeyCode == _CTRL["ToggleABS"] or input.KeyCode == _CTRL["ContlrToggleABS"] then
if input.UserInputState == Enum.UserInputState.End then
_ABS = not _ABS
end
end
--Variable Controls
if input.UserInputType.Name:find("Gamepad") then
--Gamepad Steering
if input.KeyCode == _CTRL["ContlrSteer"] then
if input.Position.X>= 0 then
local cDZone = math.min(.99,_Tune.Peripherals.ControlRDZone/100)
if math.abs(input.Position.X)>cDZone then
_GSteerT = (input.Position.X-cDZone)/(1-cDZone)
else
_GSteerT = 0
end
else
local cDZone = math.min(.99,_Tune.Peripherals.ControlLDZone/100)
if math.abs(input.Position.X)>cDZone then
_GSteerT = (input.Position.X+cDZone)/(1-cDZone)
else
_GSteerT = 0
end
end
--Gamepad Throttle
elseif _IsOn and input.KeyCode == _CTRL["ContlrThrottle"] then
_GThrot = math.max(_Tune.IdleThrottle/100,input.Position.Z)
--Gamepad Brake
elseif input.KeyCode == _CTRL["ContlrBrake"] then
_GBrake = input.Position.Z
end
end
else
_GThrot = _Tune.IdleThrottle/100
_GSteerT = 0
_GBrake = 0
if _CGear~=0 then _ClutchOn = true end
end
end
UserInputService.InputBegan:connect(DealWithInput)
UserInputService.InputChanged:connect(DealWithInput)
UserInputService.InputEnded:connect(DealWithInput)
|
--[=[
Use to test that the right padding between the given GuiObject or Rect and the other GuiObject or Rect.
The last argument is optional. If nil, the matcher will pass only if the difference **right** edge of the given GuiObject or Rect and the **right** edge of the other GuiObject or Rect is zero or positive.
```lua
-- Jest
expect(instanceA).toBeInsideLeftOf(instanceB)
expect(instanceA).toBeInsideLeftOf(instanceB, 10)
expect(instanceA).toBeInsideLeftOf(instanceB, NumberRange.new(0, 10))
```
```lua
-- TestEZ
expect(instanceA).to.be.insideLeftOf(instanceB)
expect(instanceA).to.be.insideLeftOf(instanceB, 10)
expect(instanceA).to.be.insideLeftOf(instanceB, NumberRange.new(0, 10))
```
@tag inside
@within CollisionMatchers2D
]=]
local function insideLeftOf(a: GuiObject | Rect, b: GuiObject | Rect, distance: number | NumberRange)
local aRect = toRect(a)
local bRect = toRect(b)
local distanceFromSide = -(aRect.Max - bRect.Max)
if distance then
if typeof(distance) == "number" then
distance = NumberRange.new(distance)
end
return returnValue(
distance.Min <= distanceFromSide.X and distance.Max >= distanceFromSide.X,
"Was within range",
"Was not within range ( " .. tostring(distance) .. ")"
)
else
return returnValue(distanceFromSide.X >= 0, "Was not right of the element", "Was too far right of the element")
end
end
return insideLeftOf
|
--// Check if they own a Pass that is given on Spawn
local OnSpawn = function(Player)
for Index, PassTable in pairs(Passes) do
if Owns:Invoke(Player, PassTable.Name) == true then
Give(Player, PassTable.Give, false)
end
end
end
|
-- -- -- -- -- -- --
--DIRECTION SCROLL--
-- -- -- -- -- -- --
Lift:WaitForChild("Direction").Changed:connect(function(val)
if val == 1 then
This.Display.ARW1.U1.BrickColor = BrickColor.new("Institutional white")
This.Display.ARW1.U2.BrickColor = BrickColor.new("Institutional white")
This.Display.ARW1.M1.BrickColor = BrickColor.new("Institutional white")
This.Display.ARW1.M2.BrickColor = BrickColor.new("Institutional white")
This.Display.ARW1.D1.BrickColor = BrickColor.new("Cyan")
This.Display.ARW1.D2.BrickColor = BrickColor.new("Cyan")
elseif val == -1 then
This.Display.ARW1.U1.BrickColor = BrickColor.new("Cyan")
This.Display.ARW1.U2.BrickColor = BrickColor.new("Cyan")
This.Display.ARW1.M1.BrickColor = BrickColor.new("Institutional white")
This.Display.ARW1.M2.BrickColor = BrickColor.new("Institutional white")
This.Display.ARW1.D1.BrickColor = BrickColor.new("Institutional white")
This.Display.ARW1.D2.BrickColor = BrickColor.new("Institutional white")
else
This.Display.ARW1.U1.BrickColor = BrickColor.new("Cyan")
This.Display.ARW1.U2.BrickColor = BrickColor.new("Cyan")
This.Display.ARW1.M1.BrickColor = BrickColor.new("Cyan")
This.Display.ARW1.M2.BrickColor = BrickColor.new("Cyan")
This.Display.ARW1.D1.BrickColor = BrickColor.new("Cyan")
This.Display.ARW1.D2.BrickColor = BrickColor.new("Cyan")
end
end)
|
--// Damage Settings
BaseDamage = 80; -- Torso Damage
LimbDamage = 60; -- Arms and Legs
ArmorDamage = 58; -- How much damage is dealt against armor (Name the armor "Armor")
HeadDamage = 200; -- If you set this to 100, there's a chance the player won't die because of the heal script
|
--Made by Luckymaxer
Debris = game:GetService("Debris")
RunService = game:GetService("RunService")
Character = script.Parent
Humanoid = Character:FindFirstChild("Humanoid")
Smoke = script:FindFirstChild("Smoke")
function DestroyScript()
Debris:AddItem(script, 0.5)
end
if not Smoke or not Humanoid or Humanoid.Health > 0 then
return
end
PartsEffected = {}
for i, v in pairs(Character:GetChildren()) do
if v:IsA("BasePart") and v.Transparency < 1 then
v.Velocity = (v.Velocity + (CFrame.Angles((math.random(-360, 360) * 0.01), (math.random(-360, 360) * 0.01), (math.random(-360, 360) * 0.01)).lookVector * math.random(1, 5)))
v.RotVelocity = Vector3.new((math.random(-360, 360) * 0.01), (math.random(-360, 360) * 0.01), (math.random(-360, 360) * 0.01))
for ii, vv in pairs(v:GetChildren()) do
if vv:IsA("ParticleEmitter") then
vv:Destroy()
end
end
local SmokeEffect = Smoke:Clone()
SmokeEffect.Enabled = true
SmokeEffect.Parent = v
table.insert(PartsEffected, {Part = v, Smoke = SmokeEffect})
end
end
FadeLoop = RunService.Stepped:connect(function(Time, Step)
if #PartsEffected == 0 then
if FadeLoop then
FadeLoop:disconnect()
return
end
else
for i, v in pairs(PartsEffected) do
if v.Part.Transparency < 1 then
v.Part.Transparency = (v.Part.Transparency + 0.01)
if v.Part.Transparency >= 1 then
v.Smoke.Enabled = false
Debris:AddItem(v.Part, 4)
end
else
table.remove(PartsEffected, i)
end
end
end
end)
|
-----------------
--| Constants |--
-----------------
local COOLDOWN = .7 -- Seconds until tool can be used again
|
-- API facing functions
events.getCanvases.OnInvoke = getCanvases(contexts, services)
events.placeArt.OnInvoke = placeArt(contexts, services)
events.removeAllArt.OnInvoke = removeAllArt(contexts, services)
|
-------------------------------------------
local weld2 = Instance.new("Weld")
weld2.Part0 = torso
weld2.Parent = torso
weld2.Part1 = arms[2]
weld2.C1 = CFrame.new(-0.4, 1.25, 0.5) * CFrame.fromEulerAnglesXYZ(math.rad(90),-0.25,0) --Right leg
arms[2].Name = "RDave"
arms[2].CanCollide = true
welds[2] = weld2
|
-- Don't mess with anything below kthx --
return {Settings,{Banned,Mods,Admins,SuperAdmins,Owners},Custom_Commands}
|
-- constants
local VERSION = 1
local PROPERTY_ID = configuration.GOOGLE_ANALYTICS_TRACKING_ID
local PLACE_ID = game.PlaceId
|
--[=[
@param name string
@param inboundMiddleware ClientMiddleware?
@param outboundMiddleware ClientMiddleware?
@return ClientRemoteSignal
Returns a new ClientRemoteSignal that mirrors the matching RemoteSignal created by
ServerComm with the same matching `name`.
```lua
local mySignal = clientComm:GetSignal("MySignal")
-- Listen for data from the server:
mySignal:Connect(function(message)
print("Received message from server:", message)
end)
-- Send data to the server:
mySignal:Fire("Hello!")
```
]=]
function ClientComm:GetSignal(
name: string,
inboundMiddleware: Types.ClientMiddleware?,
outboundMiddleware: Types.ClientMiddleware?
)
return Comm.GetSignal(self._instancesFolder, name, inboundMiddleware, outboundMiddleware)
end
|
-- Reload animation
function reload()
if not reloading then
reloading=true;
updateAmmo()
local reloadTime = tankStats.ReloadTime.Value;
Loaded = false
local Timer = 0
for i = 7, 1, -1 do
wait(reloadTime/8);
Timer = Timer + 1
if Timer >= 2 and Loaded == false then
GUI.ReloadSound:Play()
Loaded = true
end
end
wait(reloadTime/8);
if Timer >= 7 then
GUI.Loaded.Visible = true
Timer = 0
reloading = false;
end
end
end
function fire()
if reloading then return end;
local APAmmo = tankStats.APAmmo;
local HEAmmo = tankStats.HEAmmo;
if currRound.Value == "AP" and APAmmo.Value <= 0 then return end
if currRound.Value == "HE" and HEAmmo.Value <= 0 then return end
if currRound.Value == "AP" then
APAmmo.Value = APAmmo.Value - 1;
else
HEAmmo.Value = HEAmmo.Value - 1;
end
GUI.Loaded.Visible = false
local fireScript = tankStats["Fire" .. currRound.Value]:clone();
fireScript.Parent = parts;
fireScript.Disabled = false;
reload(GUI);
end
|
--Common functions
local function StringSplit(s, delimiter)
local spl = {}
for match in (s..delimiter):gmatch("(.-)"..delimiter) do
table.insert(spl, match)
end
return spl
end
|
-- -- -- -- -- -- --
--DIRECTION SCROLL--
-- -- -- -- -- -- --
while wait() do
-- -- -- -- -- -- --
--DIRECTION SCROLL--
-- -- -- -- -- -- --
if Lift:WaitForChild("Direction").Value == 1 then
This.Display.ARW1.U.BrickColor = BrickColor.new(ActiveARWColour)
This.Display.ARW1.U.Material = "Neon"
This.Display.ARW1.D.BrickColor = BrickColor.new(InactiveColour)
This.Display.ARW1.D.Material = "SmoothPlastic"
elseif Lift:WaitForChild("Direction").Value == -1 then
This.Display.ARW1.U.BrickColor = BrickColor.new(InactiveColour)
This.Display.ARW1.U.Material = "SmoothPlastic"
This.Display.ARW1.D.BrickColor = BrickColor.new(ActiveARWColour)
This.Display.ARW1.D.Material = "Neon"
else
This.Display.ARW1.U.BrickColor = BrickColor.new(InactiveColour)
This.Display.ARW1.U.Material = "SmoothPlastic"
This.Display.ARW1.D.BrickColor = BrickColor.new(InactiveColour)
This.Display.ARW1.D.Material = "SmoothPlastic"
end
if Lift:WaitForChild("Mode").Value ~= "fire" then
This.Legend.SurfaceGui.OOS.TextColor3 = Color3.fromRGB(54, 54, 54)
else
This.Legend.SurfaceGui.OOS.TextColor3 = Color3.fromRGB(255, 170, 0)
end
if Lift.Car.Sensor:FindFirstChild("Overloaded") then
if Lift.Car.Sensor.Overloaded.Value == true then
This.Legend.SurfaceGui.FULL.TextColor3 = Color3.fromRGB(255, 170, 0)
else
This.Legend.SurfaceGui.FULL.TextColor3 = Color3.fromRGB(54, 54, 54)
end
end
end
|
-- Maid object:
local Maid = {
-- _cleanup_tasks = {},
-- _is_cleaned = false,
}
Maid.__index = Maid
function Maid:AddCleanupTask(task)
if self._is_cleaned == true then
PerformCleanupTask(task)
return function() end
elseif type(task) == "function" then
table.insert(self._cleanup_tasks, task)
elseif typeof(task) == "RBXScriptConnection" then
table.insert(self._cleanup_tasks, task)
elseif typeof(task) == "Instance" then
table.insert(self._cleanup_tasks, task)
elseif type(task) == "table" then
if type(task.Destroy) == "function" then
table.insert(self._cleanup_tasks, task)
elseif type(task.Disconnect) == "function" then
table.insert(self._cleanup_tasks, task)
else
error("[MadworkMaid]: Received object table as cleanup task, but couldn't detect a :Destroy() method")
end
else
error("[MadworkMaid]: Cleanup task of type \"" .. typeof(task) .. "\" not supported")
end
return function(...)
self:RemoveCleanupTask(task)
PerformCleanupTask(task, ...)
end
end
function Maid:RemoveCleanupTask(task)
local cleanup_tasks = self._cleanup_tasks
local index = table.find(cleanup_tasks, task)
if index ~= nil then
table.remove(cleanup_tasks, index)
end
end
function Maid:CleanupOfOne(task, ...)
self:RemoveCleanupTask(task)
PerformCleanupTask(task, ...)
end
function Maid:Cleanup(...)
for _, task in ipairs(self._cleanup_tasks) do
PerformCleanupTask(task, ...)
end
self._cleanup_tasks = {}
self._is_cleaned = true
end
|
-- Play music track
AudioPlayerModule.playAudio("Main_Background_Theme")
|
----------------------------------------------------------------[SS6] TO ADJUST ANY OF THE STEERING OPTIONS, GO TO LINE 66 "--change"
ssl = carSeat.Parent.Parent.LW.WheelML
ssr = carSeat.Parent.Parent.RW.WheelMR
strlckL = 1
strlckR = 1
strspd = script.Parent.Storage.SteerSpeed.Value
strprg = 0
maxlockL = carSeat.Storage.SteeringAngle.Value
maxlockR = carSeat.Storage.SteeringAngle.Value
m = false occ = false n = false
steer = 0
if carSeat.Steer == 1 then
strlckL = math.rad(maxlockL+4)
strlckR = math.rad(maxlockR+6)
elseif carSeat.Steer == -1 then
strlckL = math.rad(maxlockL+6)
strlckR = math.rad(maxlockR+4)
end
while wait() do
spd = carSeat.Velocity.Magnitude
steer = (steer+((carSeat.Steer-steer)*strspd))
carSeat.Parent.Parent.LW.WheelML.Gyro.cframe = carSeat.Parent.ref.CFrame * CFrame.Angles(0,((-1*steer)*strlckL)*(strprg/(spd+strprg)),0)
carSeat.Parent.Parent.RW.WheelMR.Gyro.cframe = carSeat.Parent.ref.CFrame * CFrame.Angles(0,((-1*steer)*strlckR)*(strprg/(spd+strprg)),0)
carSeat.Parent.Parent.LW.ML.HingeConstraint.MotorMaxTorque = 0
carSeat.Parent.Parent.RW.MR.HingeConstraint.MotorMaxTorque = 0
if carSeat.Throttle == 0 then
strspd = script.Parent.Storage.SteerSpeed.Value*4.3
end
ssl.Gyro.D = damp
ssl.Gyro.maxTorque = Vector3.new(0,maxtq,0)
ssl.Gyro.P = pw
ssr.Gyro.D = damp
ssr.Gyro.maxTorque = Vector3.new(0,maxtq,0)
ssr.Gyro.P = pw
if spd < 140 then
strprg = 160
else
strprg = 80*ty
end
if carSeat.Storage.Mode == "City" then
ty = 0.005
else
ty = 1
end
if script.Parent.Storage.CurrentGear.Value == 2 and carSeat.Steer == 0 then
damp = 800
maxtq = 30000
pw = 100000
else
damp = 1000 --change
maxtq = 3000 --change
pw = 10000 --change
end
--if script.Parent.Storage.CurrentGear.Value == 2 and carSeat.Steer == 0 then
--if m == false then
-- m = true occ = true n = true
|
----- hot tap handler
for i, v in pairs(hotTap:GetChildren()) do
if v:FindFirstChild("ClickDetector") then
v.ClickDetector.MouseClick:Connect(function()
if hotOn.Value == false then
hotOn.Value = true
faucet.ParticleEmitter.Enabled = true
waterSound:Play()
hotTap:SetPrimaryPartCFrame(hotTap.PrimaryPart.CFrame * CFrame.Angles(math.rad(45),0,0))
else
hotOn.Value = false
if coldOn.Value == false then
faucet.ParticleEmitter.Enabled = false
waterSound:Stop()
end
hotTap:SetPrimaryPartCFrame(hotTap.PrimaryPart.CFrame * CFrame.Angles(math.rad(-45),0,0))
end
end)
end
end
|
-- Implements Javascript's `Map.prototype.forEach` as defined below
-- https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Map/forEach
function Map:forEach<K, V>(callback: callbackFn<K, V> | callbackFnWithThisArg<K, V>, thisArg: Object?): ()
if typeof(callback) ~= "function" then
error("callback is not a function")
end
return Array.forEach(self._array, function(key: K)
local value: V = self._map[key] :: V
if thisArg ~= nil then
(callback :: callbackFnWithThisArg<K, V>)(thisArg, value, key, self)
else
(callback :: callbackFn<K, V>)(value, key, self)
end
end)
end
function Map:has(key): boolean
return self._map[key] ~= nil
end
function Map:keys()
return self._array
end
function Map:values()
return Array.map(self._array, function(key)
return self._map[key]
end)
end
function Map:entries()
return Array.map(self._array, function(key)
return { key, self._map[key] }
end)
end
function Map:ipairs()
return ipairs(self:entries())
end
function Map.__index(self, key)
local mapProp = rawget(Map, key)
if mapProp ~= nil then
return mapProp
end
return Map.get(self, key)
end
function Map.__newindex(table_, key, value)
table_:set(key, value)
end
local function coerceToMap(mapLike: Map<any, any> | Table<any, any>): Map<any, any>
return instanceOf(mapLike, Map) and mapLike :: Map<any, any> -- ROBLOX: order is preservered
or Map.new(Object.entries(mapLike)) -- ROBLOX: order is not preserved
end
local function coerceToTable(mapLike: Map<any, any> | Table<any, any>): Table<any, any>
if not instanceOf(mapLike, Map) then
return mapLike
end
-- create table from map
return Array.reduce(mapLike:entries(), function(tbl, entry)
tbl[entry[1]] = entry[2]
return tbl
end, {})
end
return {
Map = Map,
coerceToMap = coerceToMap,
coerceToTable = coerceToTable,
}
|
-- This is the attack surface. It's imperitative that it is minimized as much as possible.
|
-- Either a constant value of type T, or a state object containing type T.
export type CanBeState<T> = StateObject<T> | T
|
--[[
Runs the fire animation.
--]]
function EggCreator:PlayLaunchAnimation()
--Launch the arm.
ReleaseMotor.DesiredAngle = 3
wait(ANIMATION_TIME)
Egg.Transparency = 1
--Delay the animation.
wait(ANIMATION_DELAY_TIME)
--Reset the arm.
ReleaseMotor.DesiredAngle = 0
wait(ANIMATION_TIME)
--Reset the egg.
wait(RELOAD_TIME - (2* ANIMATION_TIME) - ANIMATION_DELAY_TIME)
Egg.Transparency = 0
end
return EggCreator
|
--[[Run]]
--Print Version
local ver=require(car["A-Chassis Tune"].README)
print("Novena: AC6T Loaded - Build "..ver)
--Runtime Loops
-- ~60 c/s
game["Run Service"].Stepped:connect(function()
--Steering
Steering()
--RPM
RPM()
--Suspension
if not workspace:PGSIsEnabled() and _Tune.SusEnabled then
Suspension()
end
--Power
Engine()
--Update External Values
_IsOn = script.Parent.IsOn.Value
_InControls = script.Parent.ControlsOpen.Value
script.Parent.Values.Gear.Value = _CGear
script.Parent.Values.RPM.Value = _RPM
script.Parent.Values.Boost.Value = (_Boost/2)*_TPsi
script.Parent.Values.Horsepower.Value = _HP
script.Parent.Values.HpNatural.Value = _NH
script.Parent.Values.HpBoosted.Value = _BH*(_Boost/2)
script.Parent.Values.Torque.Value = _HP * _Tune.EqPoint / _RPM
script.Parent.Values.TqNatural.Value = _NT
script.Parent.Values.TqBoosted.Value = _BT*(_Boost/2)
script.Parent.Values.TransmissionMode.Value = _TMode
script.Parent.Values.Throttle.Value = _GThrot*_GThrotShift
script.Parent.Values.Brake.Value = _GBrake
script.Parent.Values.SteerC.Value = _GSteerC*(1-math.min(car.DriveSeat.Velocity.Magnitude/_Tune.SteerDecay,1-(_Tune.MinSteer/100)))
script.Parent.Values.SteerT.Value = _GSteerT
script.Parent.Values.PBrake.Value = _PBrake
script.Parent.Values.TCS.Value = _TCS
script.Parent.Values.TCSActive.Value = _TCSActive
script.Parent.Values.TCSAmt.Value = 1-_TCSAmt
script.Parent.Values.ABS.Value = _ABS
script.Parent.Values.ABSActive.Value = _ABSActive
script.Parent.Values.MouseSteerOn.Value = _MSteer
script.Parent.Values.Velocity.Value = car.DriveSeat.Velocity
end)
--15 c/s
while wait(.0667) do
--Automatic Transmission
if _TMode == "Auto" then Auto() end
--Flip
if _Tune.AutoFlip then Flip() end
end
|
--[[Weight and CG]]
Tune.Weight = 3214 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]] 6 ,
--[[Height]] 4 ,
--[[Length]] 15 }
Tune.WeightDist = 51 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels)
Tune.WBVisible = false -- Makes the weight brick visible
--Unsprung Weight
Tune.FWheelDensity = .1 -- Front Wheel Density
Tune.RWheelDensity = .1 -- Rear Wheel Density
Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF]
Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF]
Tune.AxleSize = 2 -- Size of structural members (larger = MORE STABLE / carry more weight)
Tune.AxleDensity = .1 -- Density of structural members
|
--Handles the ball being touched.
local function SlingshotBallHit(TouchPart)
if TouchPart.Name == "Handle" or not TouchPart.Parent then return end
local HitHumanoid = TouchPart.Parent:FindFirstChild("Humanoid")
if HitHumanoid and HitHumanoid.Parent ~= LastHitCharacter then
if SLINGSHOT_START_DAMAGE == CurrentDamage and TouchPart.Parent == FiredCharacter then
return
end
LastHitCharacter = HitHumanoid.Parent
PlayerDamager:DamageHumanoid(GetReflectedByPlayer() or FiredPlayer,HitHumanoid,CurrentDamage,GetDamageName())
else
if not TouchPart.CanCollide then return end
CurrentDamage = CurrentDamage/1.42
if CurrentDamage < 1 and TouchConnection then
TouchConnection:disconnect()
TouchConnection = nil
SlingshotBall:Destroy()
end
end
end
|
-- Make signal strict
setmetatable(Signal, {
__index = function(_tb, key)
error(("Attempt to get Signal::%s (not a valid member)"):format(tostring(key)), 2)
end,
__newindex = function(_tb, key, _value)
error(("Attempt to set Signal::%s (not a valid member)"):format(tostring(key)), 2)
end,
})
return {
new = Signal.new,
}
|
-------- OMG HAX
r = game:service("RunService")
local damage = 10
local slash_damage = 10
local lunge_damage = 20
sword = script.Parent.Handle
Tool = script.Parent
local SlashSound = Instance.new("Sound")
SlashSound.SoundId = "http://www.roblox.com/asset/?id=11998777"
SlashSound.Parent = sword
local LungeSound = Instance.new("Sound")
LungeSound.SoundId = "http://www.roblox.com/asset/?id=11998796"
LungeSound.Parent = sword
local UnsheathSound = Instance.new("Sound")
UnsheathSound.SoundId = "http://www.roblox.com/asset/?id=11998770"
UnsheathSound.Parent = sword
function blow(hit)
local humanoid = hit.Parent:findFirstChild("Humanoid")
local vCharacter = Tool.Parent
local vPlayer = game.Players:playerFromCharacter(vCharacter)
local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character
if humanoid~=nil and humanoid ~= hum and hum ~= nil then
-- final check, make sure sword is in-hand
local right_arm = vCharacter:FindFirstChild("Right Arm")
if (right_arm ~= nil) then
local joint = right_arm:FindFirstChild("RightGrip")
if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
tagHumanoid(humanoid, vPlayer)
humanoid:TakeDamage(damage)
wait(1)
untagHumanoid(humanoid)
end
end
end
end
function tagHumanoid(humanoid, player)
local creator_tag = Instance.new("ObjectValue")
creator_tag.Value = player
creator_tag.Name = "creator"
creator_tag.Parent = humanoid
end
function untagHumanoid(humanoid)
if humanoid ~= nil then
local tag = humanoid:findFirstChild("creator")
if tag ~= nil then
tag.Parent = nil
end
end
end
function attack()
damage = slash_damage
SlashSound:play()
Tool.Parent.Torso["Right Shoulder"].MaxVelocity = 0.7
Tool.Parent.Torso["Right Shoulder"].DesiredAngle = 3.6
wait(.1)
Tool.Parent.Torso["Right Shoulder"].MaxVelocity = 1
end
function lunge()
damage = lunge_damage
LungeSound:play()
local anim = Instance.new("StringValue")
anim.Name = "toolanim"
anim.Value = "Lunge"
anim.Parent = Tool
local force = Instance.new("BodyVelocity")
force.velocity = Vector3.new(0,80,0)
force.Parent = Tool.Parent.Torso
wait(.25)
force.velocity = (Tool.Parent.Torso.CFrame.lookVector * 120) + Vector3.new(0, 60,0)
--swordOut()
wait(.5)
force.Parent = nil
wait(.5)
--swordUp()
damage = slash_damage
end
function swordUp()
Tool.GripForward = Vector3.new(-1,0,0)
Tool.GripRight = Vector3.new(0,1,0)
Tool.GripUp = Vector3.new(0,0,1)
end
function swordOut()
Tool.GripForward = Vector3.new(0,0,1)
Tool.GripRight = Vector3.new(0,-1,0)
Tool.GripUp = Vector3.new(-1,0,0)
end
function swordAcross()
-- parry
end
Tool.Enabled = true
local last_attack = 0
function onActivated()
if not Tool.Enabled then
return
end
Tool.Enabled = false
local character = Tool.Parent;
local humanoid = character.Humanoid
if humanoid == nil then
print("Humanoid not found")
return
end
t = r.Stepped:wait()
if (t - last_attack < .2) then
lunge()
else
attack()
end
last_attack = t
--wait(.5)
Tool.Enabled = true
end
function onEquipped()
UnsheathSound:play()
end
script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)
connection = sword.Touched:connect(blow)
|
--
--
Monster:Initialize()
Monster:InitializeUnique()
while true do
if not Monster:IsAlive() then
if Data.IsDead == false then
Data.IsDead = true
Data.TimeOfDeath = tick()
Self.Died:Fire()
end
if Data.IsDead == true then
if tick()-Data.TimeOfDeath > Info.RespawnWaitTime then
Monster:Respawn()
end
end
end
if Monster:IsAlive() then
Monster:Update()
end
wait()
end
|
--[[
This file is necessary for constructing the default Icon template
Do not remove this module otherwise TopbarPlus will break
Modifying this file may also cause TopbarPlus to break
It's recommended instead to create a separate theme module and use that instead
To apply your theme after creating it, do:
```lua
local IconController = require(pathway.to.IconController)
local Themes = require(pathway.to.Themes)
IconController.setGameTheme(Themes.YourThemeName)
```
or by applying to an individual icon:
```lua
local Icon = require(pathway.to.Icon)
local Themes = require(pathway.to.Themes)
local newIcon = Icon.new()
:setTheme(Themes.YourThemeName)
```
--]]
return {
-- Settings which describe how an item behaves or transitions between states
action = {
toggleTransitionInfo = TweenInfo.new(0.15, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),
resizeInfo = TweenInfo.new(0.15, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),
repositionInfo = TweenInfo.new(0.15, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),
captionFadeInfo = TweenInfo.new(0.1, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),
tipFadeInfo = TweenInfo.new(0.1, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),
dropdownSlideInfo = TweenInfo.new(0.15, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),
menuSlideInfo = TweenInfo.new(0.15, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),
},
-- Settings which describe how an item appears when 'deselected' and 'selected'
toggleable = {
-- How items appear normally (i.e. when they're 'deselected')
deselected = {
iconBackgroundColor = Color3.fromRGB(0, 0, 0),
iconBackgroundTransparency = 0.5,
iconCornerRadius = UDim.new(0.25, 0),
iconGradientColor = ColorSequence.new(Color3.fromRGB(255, 255, 255)),
iconGradientRotation = 0,
iconImage = "",
iconImageColor =Color3.fromRGB(255, 255, 255),
iconImageTransparency = 0,
iconImageYScale = 0.63,
iconImageRatio = 1,
iconLabelYScale = 0.45,
iconScale = UDim2.new(1, 0, 1, 0),
forcedIconSizeX = 32;
forcedIconSizeY = 32;
iconSize = UDim2.new(0, 32, 0, 32),
iconOffset = UDim2.new(0, 0, 0, 0),
iconText = "",
iconTextColor = Color3.fromRGB(255, 255, 255),
iconFont = Enum.Font.GothamSemibold,
noticeCircleColor = Color3.fromRGB(255, 255, 255),
noticeCircleImage = "http://www.roblox.com/asset/?id=4871790969",
noticeTextColor = Color3.fromRGB(31, 33, 35),
baseZIndex = 1,
order = 1,
alignment = "left",
clickSoundId = "rbxassetid://5273899897",
clickVolume = 0,
clickPlaybackSpeed = 1,
clickTimePosition = 0.12
},
-- How items appear after the icon has been clicked (i.e. when they're 'selected')
-- If a selected value is not specified, it will default to the deselected value
selected = {
iconBackgroundColor = Color3.fromRGB(245, 245, 245),
iconBackgroundTransparency = 0.1,
iconImageColor = Color3.fromRGB(57, 60, 65),
iconTextColor = Color3.fromRGB(57, 60, 65),
clickPlaybackSpeed = 1.5,
}
},
-- Settings where toggleState doesn't matter (they have a singular state)
other = {
-- Caption settings
captionBackgroundColor = Color3.fromRGB(0, 0, 0),
captionBackgroundTransparency = 0.5,
captionTextColor = Color3.fromRGB(255, 255, 255),
captionTextTransparency = 0,
captionFont = Enum.Font.GothamSemibold,
captionOverlineColor = Color3.fromRGB(0, 170, 255),
captionOverlineTransparency = 0,
captionCornerRadius = UDim.new(0.25, 0),
-- Tip settings
tipBackgroundColor = Color3.fromRGB(255, 255, 255),
tipBackgroundTransparency = 0.1,
tipTextColor = Color3.fromRGB(27, 42, 53),
tipTextTransparency = 0,
tipFont = Enum.Font.GothamSemibold,
tipCornerRadius = UDim.new(0.175, 0),
-- Dropdown settings
dropdownAlignment = "auto", -- 'left', 'mid', 'right' or 'auto' (auto is where the dropdown alignment matches the icons alignment)
dropdownMaxIconsBeforeScroll = 3,
dropdownMinWidth = 32,
dropdownSquareCorners = false,
dropdownBindToggleToIcon = true,
dropdownToggleOnLongPress = false,
dropdownToggleOnRightClick = false,
dropdownCloseOnTapAway = false,
dropdownHidePlayerlistOnOverlap = true,
dropdownListPadding = UDim.new(0, 2),
dropdownScrollBarColor = Color3.fromRGB(25, 25, 25),
dropdownScrollBarTransparency = 0.2,
dropdownScrollBarThickness = 4,
-- Menu settings
menuDirection = "auto", -- 'left', 'right' or 'auto' (for auto, if alignment is 'left' or 'mid', menuDirection will be 'right', else menuDirection is 'left')
menuMaxIconsBeforeScroll = 4,
menuBindToggleToIcon = true,
menuToggleOnLongPress = false,
menuToggleOnRightClick = false,
menuCloseOnTapAway = false,
menuScrollBarColor = Color3.fromRGB(25, 25, 25),
menuScrollBarTransparency = 0.2,
menuScrollBarThickness = 4,
},
}
|
--[[Steering]]
Tune.SteerInner = 21 -- Inner wheel steering angle (in degrees)
Tune.SteerOuter = 19 -- Outer wheel steering angle (in degrees)
Tune.SteerSpeed = .12 -- Steering increment per tick (in degrees)
Tune.ReturnSpeed = .1 -- Steering increment per tick (in degrees)
Tune.SteerDecay = 320 -- Speed of gradient cutoff (in SPS)
Tune.MinSteer = 1 -- Minimum steering at max steer decay (in percent)
Tune.MSteerExp = 1 -- Mouse steering exponential degree
--Steer Gyro Tuning
Tune.SteerD = 1000 -- Steering Dampening
Tune.SteerMaxTorque = 50000 -- Steering Force
Tune.SteerP = 20000 -- Steering Aggressiveness
|
--[=[
Use to determine if the given GuiObject or Rect is within the other
GuiObject or Rect. This will fail if part of the given GuiObject or Rect
extends beyond the extents of the other GuiObject or Rect.
This can be useful in making sure child UI elements do not accidentally leak
outside of their containers.
```lua
expect(a).toBeInside(b) -- Jest
expect(a).to.be.inside(b) -- TestEZ
```
.png)
@tag relationship
@within CollisionMatchers2D
]=]
local function inside(a: GuiObject | Rect, b: GuiObject | Rect)
local aRect = toRect(a)
local bRect = toRect(b)
return returnValue(
isPointInside(aRect.Min, bRect) and isPointInside(aRect.Max, bRect),
"Is inside the element",
"Is not inside the element"
)
end
return inside
|
--[[Misc]]
Tune.LoadDelay = .2 -- Delay before initializing chassis (in seconds)
Tune.AutoStart = false -- Set to false if using manual ignition plugin
Tune.AutoFlip = true -- Set to false if using manual flip plugin
|
-- Get list of attachments to make ballsocketconstraints between:
function RigTypes.getAttachments(model, rigType)
if rigType == Enum.HumanoidRigType.R6 then
return RigTypes.getR6Attachments(model)
elseif rigType == Enum.HumanoidRigType.R15 then
return RigTypes.getR15Attachments(model)
else
return {}
end
end
function RigTypes.getR6Attachments(model)
local rightLegAttachment = Instance.new("Attachment")
rightLegAttachment.Name = "RagdollRightLegAttachment"
rightLegAttachment.Position = Vector3.new(0, 1, 0)
rightLegAttachment.Parent = model:FindFirstChild("Right Leg")
local leftLegAttachment = Instance.new("Attachment")
leftLegAttachment.Name = "RagdollLeftLegAttachment"
leftLegAttachment.Position = Vector3.new(0, 1, 0)
leftLegAttachment.Parent = model:FindFirstChild("Left Leg")
local torsoLeftAttachment = Instance.new("Attachment")
torsoLeftAttachment.Name = "RagdollTorsoLeftAttachment"
torsoLeftAttachment.Position = Vector3.new(-0.5, -1, 0)
torsoLeftAttachment.Parent = model:FindFirstChild("Torso")
local torsoRightAttachment = Instance.new("Attachment")
torsoRightAttachment.Name = "RagdollTorsoRightAttachment"
torsoRightAttachment.Position = Vector3.new(0.5, -1, 0)
torsoRightAttachment.Parent = model:FindFirstChild("Torso")
local headAttachment = Instance.new("Attachment")
headAttachment.Name = "RagdollHeadAttachment"
headAttachment.Position = Vector3.new(0, -0.5, 0)
headAttachment.Parent = model:FindFirstChild("Head")
local leftArmAttachment = Instance.new("Attachment")
leftArmAttachment.Name = "RagdollLeftArmAttachment"
leftArmAttachment.Position = Vector3.new(0.5, 1, 0)
leftArmAttachment.Parent = model:FindFirstChild("Left Arm")
local ragdollRightArmAttachment = Instance.new("Attachment")
ragdollRightArmAttachment.Name = "RagdollRightArmAttachment"
ragdollRightArmAttachment.Position = Vector3.new(-0.5, 1, 0)
ragdollRightArmAttachment.Parent = model:FindFirstChild("Right Arm")
local query = find(model)
return {
Head = query(
{"Torso", "NeckAttachment"},
{"Head", "RagdollHeadAttachment"},
R6_HEAD_LIMITS),
["Left Arm"] = query(
{"Torso", "LeftCollarAttachment"},
{"Left Arm", "RagdollLeftArmAttachment"},
R6_SHOULDER_LIMITS),
["Right Arm"] = query(
{"Torso", "RightCollarAttachment"},
{"Right Arm", "RagdollRightArmAttachment"},
R6_SHOULDER_LIMITS),
["Left Leg"] = createJointData(torsoLeftAttachment, leftLegAttachment, R6_HIP_LIMITS),
["Right Leg"] = createJointData(torsoRightAttachment, rightLegAttachment, R6_HIP_LIMITS),
}
end
function RigTypes.getR15Attachments(model)
local query = find(model)
return {
Head = query(
{"UpperTorso", "NeckRigAttachment"},
{"Head", "NeckRigAttachment"},
HEAD_LIMITS),
LowerTorso = query(
{"UpperTorso", "WaistRigAttachment"},
{"LowerTorso", "RootRigAttachment"},
LOWER_TORSO_LIMITS),
LeftUpperArm = query(
{"UpperTorso", "LeftShoulderRigAttachment"},
{"LeftUpperArm", "LeftShoulderRigAttachment"},
SHOULDER_LIMITS),
LeftLowerArm = query(
{"LeftUpperArm", "LeftElbowRigAttachment"},
{"LeftLowerArm", "LeftElbowRigAttachment"},
ELBOW_LIMITS),
LeftHand = query(
{"LeftLowerArm", "LeftWristRigAttachment"},
{"LeftHand", "LeftWristRigAttachment"},
HAND_FOOT_LIMITS),
RightUpperArm = query(
{"UpperTorso", "RightShoulderRigAttachment"},
{"RightUpperArm", "RightShoulderRigAttachment"},
SHOULDER_LIMITS),
RightLowerArm = query(
{"RightUpperArm", "RightElbowRigAttachment"},
{"RightLowerArm", "RightElbowRigAttachment"},
ELBOW_LIMITS),
RightHand = query(
{"RightLowerArm", "RightWristRigAttachment"},
{"RightHand", "RightWristRigAttachment"},
HAND_FOOT_LIMITS),
LeftUpperLeg = query(
{"LowerTorso", "LeftHipRigAttachment"},
{"LeftUpperLeg", "LeftHipRigAttachment"},
HIP_LIMITS),
LeftLowerLeg = query(
{"LeftUpperLeg", "LeftKneeRigAttachment"},
{"LeftLowerLeg", "LeftKneeRigAttachment"},
KNEE_LIMITS),
LeftFoot = query(
{"LeftLowerLeg", "LeftAnkleRigAttachment"},
{"LeftFoot", "LeftAnkleRigAttachment"},
HAND_FOOT_LIMITS),
RightUpperLeg = query(
{"LowerTorso", "RightHipRigAttachment"},
{"RightUpperLeg", "RightHipRigAttachment"},
HIP_LIMITS),
RightLowerLeg = query(
{"RightUpperLeg", "RightKneeRigAttachment"},
{"RightLowerLeg", "RightKneeRigAttachment"},
KNEE_LIMITS),
RightFoot = query(
{"RightLowerLeg", "RightAnkleRigAttachment"},
{"RightFoot", "RightAnkleRigAttachment"},
HAND_FOOT_LIMITS),
}
end
function RigTypes.getR6NoCollisions(model)
local list = {}
local function addPair(pair)
local part0 = model:FindFirstChild(pair[1])
local part1 = model:FindFirstChild(pair[2])
if part0 and part1 then
table.insert(list, {part0, part1})
end
end
addPair({"Head", "Torso"})
addPair({"Left Arm", "Torso"})
addPair({"Right Arm", "Torso"})
addPair({"Left Leg", "Torso"})
addPair({"Right Leg", "Torso"})
addPair({"Left Leg", "Right Leg"})
return list
end
function RigTypes.getR15NoCollisions(model)
local list = {}
local function addPair(pair)
local part0 = model:FindFirstChild(pair[1])
local part1 = model:FindFirstChild(pair[2])
if part0 and part1 then
table.insert(list, {part0, part1})
end
end
addPair({"Head", "UpperTorso"})
addPair({"UpperTorso", "LowerTorso"})
addPair({"UpperTorso", "LeftUpperArm"})
addPair({"LowerTorso", "LeftUpperArm"})
addPair({"LeftUpperArm", "LeftLowerArm"})
addPair({"LeftLowerArm", "LeftHand"})
addPair({"LeftUpperArm", "LeftHand"})
addPair({"UpperTorso", "RightUpperArm"})
addPair({"LowerTorso", "RightUpperArm"})
addPair({"RightUpperArm", "RightLowerArm"})
addPair({"RightLowerArm", "RightHand"})
addPair({"RightUpperArm", "RightHand"})
addPair({"LeftUpperLeg", "RightUpperLeg"})
addPair({"UpperTorso", "RightUpperLeg"})
addPair({"LowerTorso", "RightUpperLeg"})
addPair({"RightUpperLeg", "RightLowerLeg"})
addPair({"RightLowerLeg", "RightFoot"})
addPair({"RightUpperLeg", "RightFoot"})
addPair({"UpperTorso", "LeftUpperLeg"})
addPair({"LowerTorso", "LeftUpperLeg"})
addPair({"LeftUpperLeg", "LeftLowerLeg"})
addPair({"LeftLowerLeg", "LeftFoot"})
addPair({"LeftUpperLeg", "LeftFoot"})
-- Support weird R15 rigs
addPair({"UpperTorso", "LeftLowerLeg"})
addPair({"UpperTorso", "RightLowerLeg"})
addPair({"LowerTorso", "LeftLowerLeg"})
addPair({"LowerTorso", "RightLowerLeg"})
addPair({"UpperTorso", "LeftLowerArm"})
addPair({"UpperTorso", "RightLowerArm"})
local upperTorso = model:FindFirstChild("UpperTorso")
if upperTorso and upperTorso.Size.x <= 1.5 then
addPair({"Head", "LeftUpperArm"})
addPair({"Head", "RightUpperArm"})
end
return list
end
return RigTypes
|
--[[
Applies the theme.
--]]
return function(MapModel)
--Replace the colors.
ReplaceColors(MapModel,BrickColor.new("Bright green"),BrickColor.new("Institutional white"))
end
|
--onselected, save shoulders and get player
script.Parent.Equipped:connect(function()
if selected then return end
selected = true
player = game.Players:playerFromCharacter(script.Parent.Parent)
local ch = script.Parent.Parent
WaitForChild(ch, "Torso")
RSH = WaitForChild(ch.Torso, "Right Shoulder")
LSH = WaitForChild(ch.Torso, "Left Shoulder")
GRP = WaitForChild(ch["Right Arm"], "RightGrip")
_G.Grip = GRP
--
RSH.Part1 = nil
LSH.Part1 = nil
--
RW.Part0 = ch.Torso
RW.C0 = CFrame.new(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5)
RW.C1 = CFrame.new(0, 0.5, 0)
RW.Part1 = ch["Right Arm"]
RW.Parent = ch.Torso
_G.R = RW
--
LW.Part0 = ch.Torso
LW.C0 = CFrame.new(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)
LW.C1 = CFrame.new(0, 0.5, 0)
LW.Part1 = ch["Left Arm"]
LW.Parent = ch.Torso
_G.L = LW
--
--GRP.C0 = CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
--Bring_Arm_Up animation
for i = 0, 1, 0.05 do
wait()
RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.5*i, 0, -0.5*i)
LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0.7*i)
LW.C1 = CFrame.new(-0.3*i, 1.7*i, 0)
end
--put in grip
wait()
local rg = (ch["Right Arm"]:FindFirstChild("RightGrip") or GRP)
if rg ~= GRP then
GRP.Parent = ch["Right Arm"]
rg:remove()
end
end)
|
--Settings
local MaxDistance = 15
local TimeToEnter = 0.7
local EnterKey = Enum.KeyCode.E
local EnterButton = Enum.KeyCode.ButtonX
|
--------------------------------------------------
script.Parent.Values.RPM.Changed:connect(function()
intach.Rotation = -65 + script.Parent.Values.RPM.Value * 250 / 8000
end)
script.Parent.Values.Velocity.Changed:connect(function(property)
inspd.Rotation = -30 + (440 / 160) * (math.abs(script.Parent.Values.Velocity.Value.Magnitude*((10/12) * (50/88))))
end)
script.Parent.Values.Gear.Changed:connect(function()
local gearText = script.Parent.Values.Gear.Value
if gearText == 0 then
gearText = "N"
car.Body.Dash.DashSc.G.Gear.Text = "N"
car.DriveSeat.Filter:FireServer('reverse',false)
elseif gearText == -1 then
gearText = "R"
car.Body.Dash.DashSc.G.Gear.Text = "R"
car.DriveSeat.Filter:FireServer('reverse',true)
end
car.Body.Dash.DashSc.G.Gear.Text = gearText
end)
script.Parent.Values.PBrake.Changed:connect(function()
dash.PBrake.Visible = script.Parent.Values.PBrake.Value
end)
|
--[[
LOWGames Studios
Date: 27 October 2022
by Elder
]]
--
local u1 = nil;
coroutine.wrap(function()
u1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library"));
end)();
return function(p1)
local f
f = p1.Touched:Connect(function()
end)
local v1 = p1:GetTouchingParts();
f:Disconnect();
return v1;
end;
|
-- functions
local function GetSquad(player)
for _, squad in pairs(SQUADS:GetChildren()) do
if squad:FindFirstChild(player.Name) then
return squad
end
end
end
|
-- Camera Shake Presets
-- Stephen Leitnick
-- February 26, 2018
|
-- ROBLOX deviation: since owner could be a function or a class component, we
-- need to do additional handling to get its name. It's easier to make this a
-- reusable function
local function describeOwner(owner: nil | ReactComponent<any>): string?
if typeof(owner) == "function" then
return debug.info(owner :: (any) -> any, "n")
elseif typeof(owner) == "table" then
return tostring(owner)
end
return nil
end
local function describeBuiltInComponentFrame(
name: string,
source: Source | nil,
-- ROBLOX deviation: owner could be a class component
owner: nil | ReactComponent<any>
): string
-- ROBLOX deviation START: for built-in components, we can provide the full
-- description regardless of `enableStackLocations` since we don't actually
-- need to do any callstack trickery to get it
-- if enableComponentStackLocations then
-- if prefix == nil then
-- -- Extract the VM specific prefix used by each line.
-- local _, x = pcall(error, debug.traceback())
-- local match = x.stack.trim().match("\n00:00:00.000 - ")
-- if match then
-- prefix = match[1]
-- else
-- prefix = ''
-- end
-- end
-- -- We use the prefix to ensure our stacks line up with native stack frames.
-- return "\n" .. prefix .. name
-- else
-- local ownerName = nil
-- if _G.__DEV__ and owner then
-- ownerName = describeOwner(owner)
-- end
-- return describeComponentFrame(name, source, ownerName)
-- end
local ownerName = nil
if _G.__DEV__ and owner then
ownerName = describeOwner(owner)
end
return describeComponentFrame(name, source, ownerName)
-- ROBLOX deviation END
end
local reentry = false
local componentFrameCache = nil
if _G.__DEV__ then
componentFrameCache = setmetatable({}, { __mode = "k" })
end
local function describeNativeComponentFrame(
fn: nil | ReactComponent<any>, -- ROBLOX TODO: only accept tables with __tostring metamethod overridden
construct: boolean
): string
-- // If something asked for a stack inside a fake render, it should get ignored.
if not fn or reentry then
return ""
end
if _G.__DEV__ then
local frame = componentFrameCache[fn]
if frame ~= nil then
return frame
end
end
local control
reentry = true
-- deviation: Error.prepareStackTrace is not implemented
-- local previousPrepareStackTrace = Error.prepareStackTrace
-- Error.prepareStackTrace = undefined
local previousDispatcher
if _G.__DEV__ then
previousDispatcher = ReactCurrentDispatcher.current
-- Set the dispatcher in DEV because this might be call in the render
-- function for warnings.
ReactCurrentDispatcher.current = nil
disableLogs()
end
-- // This should throw.
-- deviation: Lua does not have stack traces with errors, so we
-- use xpcall to convert the error and append a stack trace.
-- This will change the theorical stack trace we want, because of
-- the function where we call 'debug.traceback()', but the control
-- stack will have the same added frame.
local traceback
local _, sample = xpcall(function()
if construct then
-- deviation: since we can't have a meaningful stack trace when
-- constructing from a component class (because it does not locate
-- component definition), we skip this case.
else
local _, x = pcall(function()
traceback = debug.traceback()
error({
stack = traceback,
})
end)
control = x;
-- ROBLOX FIXME: Luau flow analysis bug workaround
(fn :: (...any) -> ...any)()
end
end, function(message)
return {
message = message,
stack = traceback,
}
end)
-- deviation: Lua does not have a structure that works like a try-catch-finally
-- so we a variable to know if the catch block returns a value. If it returns,
-- 'earlyOutValue' will be set and we can return its value after running the
-- instructions in the finally block.
local earlyOutValue = nil
if sample and control and typeof(sample.stack) == "string" then
-- // This extracts the first frame from the sample that isn't also in the control.
-- // Skipping one frame that we assume is the frame that calls the two.
local sampleLines = string.split(sample.stack, "\n")
local controlLines = string.split(control.stack, "\n")
-- deviation: remove one because our array of lines contains an empty string
-- at the end
local sampleIndex = #sampleLines - 1
local controlIndex = #controlLines - 1
while
sampleIndex >= 2
and controlIndex >= 0
and sampleLines[sampleIndex] ~= controlLines[controlIndex]
do
-- // We expect at least one stack frame to be shared.
-- // Typically this will be the root most one. However, stack frames may be
-- // cut off due to maximum stack limits. In this case, one maybe cut off
-- // earlier than the other. We assume that the sample is longer or the same
-- // and there for cut off earlier. So we should find the root most frame in
-- // the sample somewhere in the control.
controlIndex = controlIndex - 1
end
while sampleIndex >= 3 and controlIndex >= 1 do
sampleIndex = sampleIndex - 1
controlIndex = controlIndex - 1
-- // Next we find the first one that isn't the same which should be the
-- // frame that called our sample function and the control.
if sampleLines[sampleIndex] ~= controlLines[controlIndex] then
-- // In V8, the first line is describing the message but other VMs don't.
-- // If we're about to return the first line, and the control is also on the same
-- // line, that'sampleIndex a pretty good indicator that our sample threw at same line as
-- // the control. I.e. before we entered the sample frame. So we ignore this result.
-- // This can happen if you passed a class to function component, or non-function.
if sampleIndex ~= 1 or controlIndex ~= 1 then
repeat
sampleIndex = sampleIndex - 1
controlIndex = controlIndex - 1
-- // We may still have similar intermediate frames from the construct call.
-- // The next one that isn't the same should be our match though.
if
controlIndex < 0
or sampleLines[sampleIndex] ~= controlLines[controlIndex]
then
-- deviation: add the ' in ' prefix to format the component stack
-- similar to React
local frame = "\n" .. prefix .. sampleLines[sampleIndex]
if _G.__DEV__ then
componentFrameCache[fn] = frame
end
-- // Return the line we found.
-- deviation: to mimic the behavior of the try-catch-finally
-- we cannot return the value here.
earlyOutValue = frame
end
until not (sampleIndex >= 3 and controlIndex >= 1)
end
break
end
end
end
reentry = false
if _G.__DEV__ then
ReactCurrentDispatcher.current = previousDispatcher
reenableLogs()
end
-- deviation: Error.prepareStackTrace is not implemented
-- Error.prepareStackTrace = previousPrepareStackTrace
-- deviation: return here to micmic the end of the finally block
if earlyOutValue ~= nil then
return earlyOutValue
end
-- // Fallback to just using the name if we couldn't make it throw.
local name = ""
-- ROBLOX deviation: Can't get displayName for functions
if typeof(fn) == "function" then
-- ROBLOX FIXME: type refinement
name = debug.info(fn :: ((any) -> any), "n")
-- ROBLOX deviation: since fn can be a class, we can get the class name here
elseif typeof(fn) == "table" then
name = tostring(fn)
end
local syntheticFrame = ""
if name ~= nil and name ~= "" then
syntheticFrame = describeBuiltInComponentFrame(name)
end
if _G.__DEV__ then
componentFrameCache[fn] = syntheticFrame
end
return syntheticFrame
end
|
-- teererererererphof
local player = game.Players:GetPlayerFromCharacter(script.Parent.Parent)
if player ~= nil then
|
-- ROBLOX TODO: Uncomment this type once Luau has supported ... syntax
-- type Function = (...) -> any;
-- ROBLOX TODO: Fix once Luau has support for default type arguments
type MockDefaultY = Array<any>
type MockFunctionState<T, Y> = {
calls: Array<Y>,
instances: Array<T>,
invocationCallOrder: Array<number>,
results: Array<MockFunctionResult>,
}
|
--Get User Input
game:GetService("UserInputService").InputBegan:Connect(function(InputObj)
if InputObj.UserInputType == Enum.UserInputType.Keyboard then
if InputObj.KeyCode == EnterKey then
if AdornedSeat then
EnterStart("Keyboard")
else
ExitSeat()
end
end
elseif InputObj.KeyCode == EnterButton then
if AdornedSeat then
EnterStart("Gamepad")
else
ExitSeat()
end
end
end)
game:GetService("UserInputService").InputEnded:Connect(function(InputObj)
if InputObj.UserInputType == Enum.UserInputType.Keyboard then
if InputObj.KeyCode == EnterKey then
EnterKeyDown = false
end
elseif InputObj.KeyCode == EnterButton then
if AdornedSeat then
EnterKeyDown = false
end
end
end)
|
--timer.Value = timer.MaxValue -- refresh added
timer.Value = timer.MaxValue
if child:IsA("BasePart") then
petalz(child.Position)
end
end
function OnAdded2(child)
for d = 1, 10 do
wait(0.1)
if child:IsA("BasePart") then
if d == 10 then
child:Destroy()
else
child.Transparency = child.Transparency + 0.1
end
end
end
end
function OnRemoved(child)
if child:IsA("BasePart") then
str.Value = str.Value + 1
petalz(child.Position)
end
end
script.Parent.ChildAdded:connect(OnAdded)
script.ChildAdded:connect(OnAdded2)
script.Parent.ChildRemoved:connect(OnRemoved)
while script ~= nil do
wait(1)
timer.Value = timer.Value - 1
if timer.Value == 0 and not script.Parent:findFirstChild("Action") then
z = script.Parent:GetChildren()
for i= 1, #z do
if z[i]:IsA("BasePart") and z[i].Name ~= "Eye" and z[i].Name ~= "Ear" then
z[i]:Destroy()
end
end
end
end
|
--[[Spawn(function()
while true do
fireanimdelay = fireanimdelay - game:GetService("RunService").Heartbeat:wait()
if fireanimdelay <= 0 then
fireanimdelay = 0
if anim2 and fireanimloop then anim2:Stop() fireanimloop = false end
end
wait()
end
end)]]
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
function waitfor(parent,name)
while parent:FindFirstChild(name)==nil do
wait()
end
return parent:FindFirstChild(name)
end
function checkintangible(hit)
if hit and hit~=nil then
if hit:IsDescendantOf(sp.Parent) or hit.Transparency>.8 or hit.Name=="Handle" or hit.Name=="Effect" or hit.Name=="Bullet" or hit.Name=="Laser" or string.lower(hit.Name)=="water" or hit.Name=="Rail" or hit.Name=="Arrow" then
return true
end
end
return false
end
function castray(startpos,vec,length,ignore,delayifhit)
local hit,endpos2=game.Workspace:FindPartOnRay(Ray.new(startpos,vec*length),ignore)
if hit~=nil then
if checkintangible(hit) then
if delayifhit then
wait()
end
hit,endpos2=castray(endpos2+(vec*.01),vec,length-((startpos-endpos2).magnitude),ignore,delayifhit)
end
end
return hit,endpos2
end
function drawbeam(beamstart,beamend,clr,fadedelay)
local dist=(beamstart-beamend).magnitude
local laser=Instance.new("Part")
laser.Name="Effect"
laser.Anchored=true
laser.CanCollide=false
laser.Shape="Block"
laser.formFactor="Custom"
laser.Size=Vector3.new(.2,.2,.2)
laser.Transparency=0
laser.Material=Enum.Material.Plastic
laser.Locked=true
laser.TopSurface=0
laser.BottomSurface=0
laser.BrickColor=clr
laser.CFrame=CFrame.new(beamend,beamstart)*CFrame.new(0,0,-dist/2)*CFrame.Angles(math.pi/2,0,0)
local m=Instance.new("SpecialMesh")
m.Scale=Vector3.new(1,dist*5,1)
m.MeshType="Brick"
m.Parent=laser
debris:AddItem(laser,fadedelay*0.5)
laser.Parent=game.Workspace
--[[local frames=math.floor(fadedelay/rate)
for frame=1,frames do
wait(rate)
local percent=frame/frames
laser.CFrame=laser.CFrame+windvec*rate
laser.Transparency=.5+(percent*.5)
end]]
wait(.5)
laser:remove()
end
function fire()
local hu=sp.Parent:FindFirstChild("Humanoid")
local he=sp.Parent:FindFirstChild("Head")
local t=sp.Parent:FindFirstChild("Torso")
local team=sp.Parent:FindFirstChild("TEAM")
--if handlestofire == 1 then handlestofire = 2 elseif handlestofire == 2 then handlestofire = 1 end
if hu and team and hu.Health>0 and t and he and equipped then
if anim2 and not fireanimloop then anim2:Play() anim2:AdjustSpeed(5) fireanimloop = true end
fireanimdelay = 0.5
local startpos=he.Position
local fakestartpos=(handles[handlestofire].CFrame*CFrame.new(barreloffset)).p
local vec=(sp.Parent.Target.Value.Position-startpos).unit + (Vector3.new(math.random(-1000,1000),math.random(-1000,1000),math.random(-1000,1000)) / (1500*30))
local p=Instance.new("Part")
p.Name="Effect"
p.BrickColor=BrickColor.new("Black")
p.CanCollide=false
p.TopSurface="Smooth"
p.BottomSurface="Smooth"
p.formFactor="Custom"
p.Size=Vector3.new(0,0,0)
p.Transparency=1
local m=Instance.new("SpecialMesh")
m.Parent=p
local hit,endpos=castray(startpos,vec,range,sp.Parent,false)
local fakevec=(endpos-fakestartpos).unit
if hit~=nil then
local newcf=CFrame.new(endpos,endpos+fakevec)*CFrame.Angles(math.pi/2,0,0)*CFrame.new(0,0,0)
p.CFrame=newcf
local w=Instance.new("Weld")
w.Part0=hit
w.Part1=p
w.C0=hit.CFrame:inverse()*newcf
w.C1=newcf:inverse()*newcf
w.Parent=p
--[[local c=Instance.new("ObjectValue")
c.Name="creator"
c.Value=game.Players.LocalPlayer
c.Parent=p]]
team:clone().Parent=p
local s=script.Script:clone()
s.Parent=p
s.Disabled=false
else
p.CFrame=CFrame.new(endpos,endpos+fakevec)
p.Velocity=fakevec*power
p.Parent=game.Workspace
end
debris:AddItem(p,1)
p.Parent=game.Workspace
delay(0,function()
drawbeam(fakestartpos,endpos,BrickColor.new("Bright yellow"),.1)
end)
local sound=handles[handlestofire]:FindFirstChild("Fire")
if sound~=nil then
--sound:Stop()
sound:Play()
end
local shoulder=t:FindFirstChild("Right Shoulder")
if shoulder~=nil then
shoulder.CurrentAngle=(math.pi/2)+.1
end
end
end
function onEquipped(mouse)
equipped=true
anim = sp.Parent.Humanoid:LoadAnimation(sp.idle)
if anim then anim:Play() end
--[[if mouse~=nil then
themouse=mouse
mouse.Icon="rbxasset://textures\\GunCursor.png"
mouse.Button1Down:connect(function()
mouse.Icon="rbxasset://textures\\GunWaitCursor.png"
firetime=tick()+spinuptime
down=true
end)
mouse.Button1Up:connect(function()
down=false
mouse.Icon="rbxasset://textures\\GunCursor.png"
end)
end]]
end
function Reload()
anim3 = sp.Parent.Humanoid:LoadAnimation(sp.Reload)
if anim3 then anim3:Play() anim3:AdjustSpeed(2.5) end
local sound=handles[handlestofire]:FindFirstChild("Reload")
if sound~=nil then
sound:Play()
end
wait(reloadtime)
ammo = maxammo
end
function onUnequipped()
if anim then anim:Stop() end
equipped=false
themouse=nil
end
sp.Equipped:connect(onEquipped)
sp.Unequipped:connect(onUnequipped)
while true do
if sp.Parent.Attack.Value == true then
if ammo > 0 then
ammo = ammo - 1
fire()
wait(firerate)
else
Reload()
end
else
wait()
end
end
|
-- Move the arrow
local arrowTweenInfo = TweenInfo.new(1, Enum.EasingStyle.Linear, Enum.EasingDirection.Out, -1, true, 0)
TweenService:Create(InteractionArrow, arrowTweenInfo, {Position = ARROW_DESTINATION}):Play()
|
-- Class
local RadialMenuClass = {}
RadialMenuClass.__index = RadialMenuClass
RadialMenuClass.__type = "RadialMenu"
function RadialMenuClass:__tostring()
return RadialMenuClass.__type
end
|
-- Decompiled with the Synapse X Luau decompiler.
local v1 = {
Name = "json-array-decode",
Aliases = {},
Description = "Decodes a JSON Array into a comma-separated list",
Group = "DefaultUtil",
Args = { {
Type = "string",
Name = "JSON",
Description = "The JSON array."
} }
};
local l__HttpService__1 = game:GetService("HttpService");
function v1.Run(p1, p2)
local v2 = l__HttpService__1:JSONDecode(p2);
if type(v2) ~= "table" then
v2 = { v2 };
end;
return table.concat(v2, ",");
end;
return v1;
|
---------------------------------------------------
This = script.Parent
Elevator = This.Parent.Parent.Parent.Parent.Parent
CustomLabel = require(This.Parent.Parent.Parent.Parent.Parent.CustomLabel)
Characters = require(script.Characters)
CustomText = CustomLabel["CUSTOMFLOORLABEL"]
Elevator:WaitForChild("Floor").Changed:connect(function(floor)
--custom indicator code--
ChangeFloor(tostring(floor))
end)
function ChangeFloor(SF)
if CustomText[tonumber(SF)] then
SF = CustomText[tonumber(SF)]
end
SetDisplay(2,(string.len(SF) == 2 and SF:sub(1,1) or "NIL"))
SetDisplay(3,(string.len(SF) == 2 and SF:sub(2,2) or SF))
end
function SetDisplay(ID,CHAR)
if This.Display:FindFirstChild("Matrix"..ID) and Characters[CHAR] ~= nil then
for i,l in pairs(Characters[CHAR]) do
for r=1,5 do
This.Display["Matrix"..ID]["Row"..i]["D"..r].Visible = (l:sub(r,r) == "1" and true or false)
end
end
end
end
for M = 1, Displays do
for R = 1, 7 do
for D = 1, 5 do
This.Display["Matrix"..M]["Row"..R]["D"..D].ImageColor3 = DisplayColor
end
end
end
|
-- how many bullets are fired at a time
local BulletCount = 20
|
--[[**
Returns a t.union of each value in the table as a t.literal
@param valueTable The table to get values from
@returns True iff the condition is satisfied, false otherwise
**--]]
function t.valueOf(valueTable)
local values = {}
local length = 0
for _, value in pairs(valueTable) do
length = length + 1
values[length] = value
end
return t.literal(table.unpack(values, 1, length))
end
|
--Find platform for the default image id
if game:GetService("GuiService"):IsTenFootInterface() then
SwitchButtonType("Gamepad")
elseif game:GetService("UserInputService").TouchEnabled then
SwitchButtonType("Touch")
else
SwitchButtonType("Keyboard")
end
|
--This script exists to let you add armor to mobs and also, to auto re-equip armor on respawn.
function ArmorModule.RemoveArmor(character)
local humanoid = character:FindFirstChild("Humanoid") or character:FindFirstChild("Human")
--Remove old armour.
if humanoid ~= nil then
if character:FindFirstChild("Arm1") ~= nil then
character:FindFirstChild("Arm1"):Remove()
end
if character:FindFirstChild("Arm2") ~= nil then
character:FindFirstChild("Arm2"):Remove()
end
if character:FindFirstChild("Leg1") ~= nil then
character:FindFirstChild("Leg1"):Remove()
end
if character:FindFirstChild("Leg2") ~= nil then
character:FindFirstChild("Leg2"):Remove()
end
if character:FindFirstChild("Chest") ~= nil then
character:FindFirstChild("Chest"):Remove()
end
else
return false --Exits the function if it's nil. Prevents the function from breaking.
end
end
function ArmorModule.EquipArmor(character, armor)
local humanoid = character:FindFirstChild("Humanoid") or character:FindFirstChild("Human")
if character ~= nil then
--Remove old armour.
if humanoid ~= nil then
if character:FindFirstChild("Arm1") ~= nil then
character:FindFirstChild("Arm1"):Remove()
end
if character:FindFirstChild("Arm2") ~= nil then
character:FindFirstChild("Arm2"):Remove()
end
if character:FindFirstChild("Leg1") ~= nil then
character:FindFirstChild("Leg1"):Remove()
end
if character:FindFirstChild("Leg2") ~= nil then
character:FindFirstChild("Leg2"):Remove()
end
if character:FindFirstChild("Chest") ~= nil then
character:FindFirstChild("Chest"):Remove()
end
end
else
return false --Exits the function if it's nil. Prevents the function from breaking.
end
--Arms
if humanoid ~= nil and character:FindFirstChild("Arm1") == nil then
local g = game.ReplicatedStorage.ARMORS:FindFirstChild(armor).Arm1:Clone()
g.Parent = character
local C = g:GetChildren()
for i=1, #C do
if C[i].ClassName == "Part" or C[i].ClassName == "WedgePart" or C[i].ClassName == "UnionOperation" then
if C[i].Name == "Middle" then
C[i].Transparency = 1
end
local W = Instance.new("Weld")
W.Part0 = g.Middle
W.Part1 = C[i]
local CJ = CFrame.new(g.Middle.Position)
local C0 = g.Middle.CFrame:inverse()*CJ
local C1 = C[i].CFrame:inverse()*CJ
W.C0 = C0
W.C1 = C1
W.Parent = g.Middle
end
local Y = Instance.new("Weld")
Y.Part0 = character["Left Arm"]
Y.Part1 = g.Middle
Y.C0 = CFrame.new(0, 0, 0)
Y.Parent = Y.Part0
end
local h = g:GetChildren()
for i = 1, # h do
h[i].Anchored = false
h[i].CanCollide = false
end
end
if humanoid ~= nil and character:FindFirstChild("Arm2") == nil then
local g = game.ReplicatedStorage.ARMORS:FindFirstChild(armor).Arm2:Clone()
g.Parent = character
local C = g:GetChildren()
for i=1, #C do
if C[i].ClassName == "Part" or C[i].ClassName == "WedgePart" or C[i].ClassName == "UnionOperation" then
if C[i].Name == "Middle" then
C[i].Transparency = 1
end
local W = Instance.new("Weld")
W.Part0 = g.Middle
W.Part1 = C[i]
local CJ = CFrame.new(g.Middle.Position)
local C0 = g.Middle.CFrame:inverse()*CJ
local C1 = C[i].CFrame:inverse()*CJ
W.C0 = C0
W.C1 = C1
W.Parent = g.Middle
end
local Y = Instance.new("Weld")
Y.Part0 = character["Right Arm"]
Y.Part1 = g.Middle
Y.C0 = CFrame.new(0, 0, 0)
Y.Parent = Y.Part0
end
local h = g:GetChildren()
for i = 1, # h do
h[i].Anchored = false
h[i].CanCollide = false
end
end
--Legs
if humanoid ~= nil and character:FindFirstChild("Leg1") == nil then
local g = game.ReplicatedStorage.ARMORS:FindFirstChild(armor).Leg1:Clone()
g.Parent = character
local C = g:GetChildren()
for i=1, #C do
if C[i].ClassName == "Part" or C[i].ClassName == "WedgePart" or C[i].ClassName == "UnionOperation" then
if C[i].Name == "Middle" then
C[i].Transparency = 1
end
local W = Instance.new("Weld")
W.Part0 = g.Middle
W.Part1 = C[i]
local CJ = CFrame.new(g.Middle.Position)
local C0 = g.Middle.CFrame:inverse()*CJ
local C1 = C[i].CFrame:inverse()*CJ
W.C0 = C0
W.C1 = C1
W.Parent = g.Middle
end
local Y = Instance.new("Weld")
Y.Part0 = character["Left Leg"]
Y.Part1 = g.Middle
Y.C0 = CFrame.new(0, 0, 0)
Y.Parent = Y.Part0
end
local h = g:GetChildren()
for i = 1, # h do
h[i].Anchored = false
h[i].CanCollide = false
end
end
if humanoid ~= nil and character:FindFirstChild("Leg2") == nil then
local g = game.ReplicatedStorage.ARMORS:FindFirstChild(armor).Leg2:Clone()
g.Parent = character
local C = g:GetChildren()
for i=1, #C do
if C[i].ClassName == "Part" or C[i].ClassName == "WedgePart" or C[i].ClassName == "UnionOperation" then
if C[i].Name == "Middle" then
C[i].Transparency = 1
end
local W = Instance.new("Weld")
W.Part0 = g.Middle
W.Part1 = C[i]
local CJ = CFrame.new(g.Middle.Position)
local C0 = g.Middle.CFrame:inverse()*CJ
local C1 = C[i].CFrame:inverse()*CJ
W.C0 = C0
W.C1 = C1
W.Parent = g.Middle
end
local Y = Instance.new("Weld")
Y.Part0 = character["Right Leg"]
Y.Part1 = g.Middle
Y.C0 = CFrame.new(0, 0, 0)
Y.Parent = Y.Part0
end
local h = g:GetChildren()
for i = 1, # h do
h[i].Anchored = false
h[i].CanCollide = false
end
end
--Torso
if humanoid ~= nil and character:FindFirstChild("Chest") == nil then
local g = game.ReplicatedStorage.ARMORS:FindFirstChild(armor).Chest:Clone()
g.Parent = character
local C = g:GetChildren()
for i=1, #C do
if C[i].ClassName == "Part" or C[i].ClassName == "WedgePart" or C[i].ClassName == "UnionOperation" then
if C[i].Name == "Middle" then
C[i].Transparency = 1
end
local W = Instance.new("Weld")
W.Part0 = g.Middle
W.Part1 = C[i]
local CJ = CFrame.new(g.Middle.Position)
local C0 = g.Middle.CFrame:inverse()*CJ
local C1 = C[i].CFrame:inverse()*CJ
W.C0 = C0
W.C1 = C1
W.Parent = g.Middle
end
local Y = Instance.new("Weld")
Y.Part0 = character.Torso
Y.Part1 = g.Middle
Y.C0 = CFrame.new(0, 0, 0)
Y.Parent = Y.Part0
end
local h = g:GetChildren()
for i = 1, # h do
h[i].Anchored = false
h[i].CanCollide = false
end
end
end
return ArmorModule
|
------Body Variables------
local myHuman = marine.Humanoid
local myRoot = marine.HumanoidRootPart
local myHead = marine.Head
|
--> FUNCTIONS
local function TransparencyHandler(Increment, Goal)
for count = 1, 20 do
TextBox.TextTransparency += Increment
task.wait()
end
TextBox.TextTransparency = Goal
end
local function TextHandler()
TransparencyHandler(-.05, 0)
TransparencyHandler(.05, 1)
end
|
--[[
Create a new expectation
]]
function Expectation.new(value)
local self = {
value = value,
successCondition = true,
condition = false,
matchers = {},
_boundMatchers = {},
}
setmetatable(self, Expectation)
self.a = bindSelf(self, self.a)
self.an = self.a
self.ok = bindSelf(self, self.ok)
self.equal = bindSelf(self, self.equal)
self.throw = bindSelf(self, self.throw)
self.near = bindSelf(self, self.near)
return self
end
function Expectation.checkMatcherNameCollisions(name)
if SELF_KEYS[name] or NEGATION_KEYS[name] or Expectation[name] then
return false
end
return true
end
function Expectation:extend(matchers)
self.matchers = matchers or {}
for name, implementation in pairs(self.matchers) do
self._boundMatchers[name] = bindSelf(self, function(_self, ...)
local result = implementation(self.value, ...)
local pass = result.pass == self.successCondition
assertLevel(pass, result.message, 3)
self:_resetModifiers()
return self
end)
end
return self
end
function Expectation.__index(self, key)
-- Keys that don't do anything except improve readability
if SELF_KEYS[key] then
return self
end
-- Invert your assertion
if NEGATION_KEYS[key] then
local newExpectation = Expectation.new(self.value):extend(self.matchers)
newExpectation.successCondition = not self.successCondition
return newExpectation
end
if self._boundMatchers[key] then
return self._boundMatchers[key]
end
-- Fall back to methods provided by Expectation
return Expectation[key]
end
|
---------------------------------------------------
This = script.Parent
Lift = This.Parent.Parent.Parent
CustomLabel = require(Lift.CustomLabel)
Characters = require(script.Characters)
CustomText = CustomLabel["CUSTOMFLOORLABEL"]
Lift:WaitForChild("Floor").Changed:connect(function(floor)
--custom indicator code--
ChangeFloor(tostring(floor))
end)
function ChangeFloor(SF)
if CustomText[tonumber(SF)] then
SF = CustomText[tonumber(SF)]
end
SetDisplay(1,(string.len(SF) == 2 and SF:sub(1,1) or "NIL"))
SetDisplay(2,(string.len(SF) == 2 and SF:sub(2,2) or SF))
end
function SetDisplay(ID,CHAR)
if This.Display:FindFirstChild("DIG"..ID) and Characters[CHAR] ~= nil then
for i,l in pairs(Characters[CHAR]) do
for r=1,7 do
This.Display["DIG"..ID]["D"..r].BrickColor = (l:sub(r,r) == "1" and BrickColor.new("Institutional white") or BrickColor.new("Really black"))
end
end
end
end
|
--[[**
ensures all keys in given table pass check
@param check The function to use to check the keys
@returns A function that will return true iff the condition is passed
**--]]
function t.keys(check)
assert(t.callback(check))
return function(value)
local tableSuccess, tableErrMsg = t.table(value)
if tableSuccess == false then
return false, tableErrMsg or ""
end
for key in pairs(value) do
local success, errMsg = check(key)
if success == false then
return false, string.format("bad key %s:\n\t%s", tostring(key), errMsg or "")
end
end
return true
end
end
|
-- Colors
local FriendlyReticleColor = Color3.new(0, 1, 0)
local EnemyReticleColor = Color3.new(1, 0, 0)
local NeutralReticleColor = Color3.new(1, 1, 1)
local AmmoInClip = ClipSize
local Tool = script.Parent
local Handle = WaitForChild(Tool, 'Handle')
local WeaponGui = nil
local Reloading = false
local IsShooting = false
|
-- Called when character is added
function BaseOcclusion:CharacterAdded(char: Model, player: Player)
end
|
----------------------------------------------------------------------
--------------------[ GET WELD CFRAMES ]------------------------------
----------------------------------------------------------------------
for _, v in pairs(Gun:GetChildren()) do
if v:IsA("BasePart") and v ~= Handle then
if v:FindFirstChild("mainWeld") then v.mainWeld:Destroy() end
if (not v:FindFirstChild("weldCF")) then
local weldCF = Instance.new("CFrameValue")
weldCF.Name = "weldCF"
weldCF.Value = Handle.CFrame:toObjectSpace(v.CFrame)
weldCF.Parent = v
end
if string.sub(v.Name, 1, 3) == "Mag" then
if (not v:FindFirstChild("magTrans")) then
local magTrans = Instance.new("NumberValue")
magTrans.Name = "magTrans"
magTrans.Value = v.Transparency
magTrans.Parent = v
end
end
v.Anchored = true
v.CanCollide = false
end
end
Handle.Anchored = false
Handle.CanCollide = true
|
-- -- -- -- -- -- --
--DIRECTION SCROLL--
-- -- -- -- -- -- --
while true do
wait()
if Lift:WaitForChild("Floor").Value == tonumber(This.Parent.Name) and Lift:WaitForChild("Velocity").Value == 0 then
if Lift:WaitForChild("Direction").Value == 1 then
This.Display.ARW1.UP.BrickColor = BrickColor.new(ActiveCol)
This.Display.ARW1.UP.Material = "Neon"
This.Display.ARW1.MID.BrickColor = BrickColor.new(ActiveCol)
This.Display.ARW1.MID.Material = "Neon"
This.Display.ARW1.DOWN.BrickColor = BrickColor.new(InactiveCol)
This.Display.ARW1.DOWN.Material = "SmoothPlastic"
wait(0.3)
This.Display.ARW1.UP.BrickColor = BrickColor.new(InactiveCol)
This.Display.ARW1.UP.Material = "SmoothPlastic"
This.Display.ARW1.MID.BrickColor = BrickColor.new(InactiveCol)
This.Display.ARW1.MID.Material = "SmoothPlastic"
This.Display.ARW1.DOWN.BrickColor = BrickColor.new(InactiveCol)
This.Display.ARW1.DOWN.Material = "SmoothPlastic"
wait(0.3)
elseif Lift:WaitForChild("Direction").Value == -1 then
This.Display.ARW1.UP.BrickColor = BrickColor.new(InactiveCol)
This.Display.ARW1.UP.Material = "SmoothPlastic"
This.Display.ARW1.MID.BrickColor = BrickColor.new(ActiveCol)
This.Display.ARW1.MID.Material = "Neon"
This.Display.ARW1.DOWN.BrickColor = BrickColor.new(ActiveCol)
This.Display.ARW1.DOWN.Material = "Neon"
wait(0.3)
This.Display.ARW1.UP.BrickColor = BrickColor.new(InactiveCol)
This.Display.ARW1.UP.Material = "SmoothPlastic"
This.Display.ARW1.MID.BrickColor = BrickColor.new(InactiveCol)
This.Display.ARW1.MID.Material = "SmoothPlastic"
This.Display.ARW1.DOWN.BrickColor = BrickColor.new(InactiveCol)
This.Display.ARW1.DOWN.Material = "SmoothPlastic"
wait(0.3)
else
This.Display.ARW1.UP.BrickColor = BrickColor.new(InactiveCol)
This.Display.ARW1.UP.Material = "SmoothPlastic"
This.Display.ARW1.MID.BrickColor = BrickColor.new(InactiveCol)
This.Display.ARW1.MID.Material = "SmoothPlastic"
This.Display.ARW1.DOWN.BrickColor = BrickColor.new(InactiveCol)
This.Display.ARW1.DOWN.Material = "SmoothPlastic"
end
else
if Lift:WaitForChild("Direction").Value == 1 then
This.Display.ARW1.UP.BrickColor = BrickColor.new(ActiveCol)
This.Display.ARW1.UP.Material = "Neon"
This.Display.ARW1.MID.BrickColor = BrickColor.new(ActiveCol)
This.Display.ARW1.MID.Material = "Neon"
This.Display.ARW1.DOWN.BrickColor = BrickColor.new(InactiveCol)
This.Display.ARW1.DOWN.Material = "SmoothPlastic"
elseif Lift:WaitForChild("Direction").Value == -1 then
This.Display.ARW1.UP.BrickColor = BrickColor.new(InactiveCol)
This.Display.ARW1.UP.Material = "SmoothPlastic"
This.Display.ARW1.MID.BrickColor = BrickColor.new(ActiveCol)
This.Display.ARW1.MID.Material = "Neon"
This.Display.ARW1.DOWN.BrickColor = BrickColor.new(ActiveCol)
This.Display.ARW1.DOWN.Material = "Neon"
else
This.Display.ARW1.UP.BrickColor = BrickColor.new(InactiveCol)
This.Display.ARW1.UP.Material = "SmoothPlastic"
This.Display.ARW1.MID.BrickColor = BrickColor.new(InactiveCol)
This.Display.ARW1.MID.Material = "SmoothPlastic"
This.Display.ARW1.DOWN.BrickColor = BrickColor.new(InactiveCol)
This.Display.ARW1.DOWN.Material = "SmoothPlastic"
end
end
wait()
end
|
--[[
Get the beforeAll hooks from the current level.
]]
function LifecycleHooks:getBeforeAllHooks()
return self._stack[#self._stack][TestEnum.NodeType.BeforeAll]
end
|
-- ====================
-- LIMITED CLIP
-- Make a gun has a limit clip
-- ====================
LimitedClipEnabled = false;
Clips = 10;
MaxClip = 10; --Put "math.huge" to allow user to carry unlimited clip
|
--Gear Ratios
Tune.FinalDrive = 2.93 -- Gearing determines top speed and wheel torque
Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed
--[[Reverse]] 3.460 , -- Copy and paste a ratio to add a gear
--[[Neutral]] 0 , -- Ratios can also be deleted
--[[ 1 ]] 5.00 , -- Reverse, Neutral, and 1st gear are required
--[[ 2 ]] 3.20 ,
--[[ 3 ]] 2.14 ,
--[[ 4 ]] 1.72 ,
--[[ 5 ]] 1.31 ,
--[[ 6 ]] 1.00 ,
--[[ 7 ]] 0.82 ,
--[[ 8 ]] 0.64 ,
}
Tune.FDMult = 1.6 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
|
-- Oy i made this simple script for ur game change the animation ids. They are inside of the text buttons located in the animations frame
|
-- regeneration
function regenHealth()
if Humanoid.Health == 0 then -- Ded
regening = false
z = Figure:GetChildren()
for i= 1, #z do
if z[i].ClassName == "Shirt" or z[i].ClassName == "Pants" or z[i].ClassName == "Body Colors" then
z[i]:Destroy()
elseif z[i].ClassName == "Part" then
part = z[i]
part.Transparency = 0.5
part.BrickColor = BrickColor.new("Deep orange")
part.Reflectance = 0.2
lit = Instance.new("PointLight", part)
lit.Color = Color3.new(1,187/255,28/255)
bv = Instance.new("BodyVelocity", part)
bv.velocity = Vector3.new(math.random(-1,1),math.random(-1,1),math.random(-1,1))
part.RotVelocity = Vector3.new(math.random(-1,1),math.random(-1,1),math.random(-1,1))
elseif z[i].ClassName == "Hat" then
part = z[i].Handle
part.Mesh.TextureId = ""
part.Transparency = 0.5
part.Reflectance = 0.2
part.BrickColor = BrickColor.new("Deep orange")
lit = Instance.new("PointLight", part)
lit.Color = Color3.new(1,187/255,28/255)
bv = Instance.new("BodyVelocity", part)
bv.velocity = Vector3.new(math.random(-1,1),math.random(-1,1),math.random(-1,1))
part.RotVelocity = Vector3.new(math.random(-1,1),math.random(-1,1),math.random(-1,1))
end
end
for l = 1, 10 do
wait(0.3)
for i= 1, #z do
if z[i].ClassName == "Part" then
z[i].Transparency = z[i].Transparency + 0.08
elseif z[i].ClassName == "Hat" then
z[i].Handle.Transparency = z[i].Handle.Transparency + 0.08
end
end
end
Figure:Destroy()
end
if regening then return end
regening = true
while Humanoid.Health < Humanoid.MaxHealth do
local s = wait(1)
local health = Humanoid.Health
if health > 0 and health < Humanoid.MaxHealth then
local newHealthDelta = 0.01 * s * Humanoid.MaxHealth
health = health + newHealthDelta
Humanoid.Health = math.min(health,Humanoid.MaxHealth)
end
if Humanoid.Health == 0 then
game.Debris:AddItem(Figure, 6)
end
end
if Humanoid.Health > Humanoid.MaxHealth then
Humanoid.Health = Humanoid.MaxHealth
end
regening = false
end
local ourtool = nil
function Check()
tool = nil
z = char:GetChildren()
for i= 1, #z do
if z[i].ClassName == "Tool" then
tool = z[i]
end
end
if tool == nil then
if ourtool ~= nil then
ourtool:Destroy()
ourtool = nil
end
else
ourtool = tool:clone()
ourtool.Parent = Figure
Humanoid:EquipTool(ourtool)
end
end
Check()
char.ChildAdded:connect(Check)
char.ChildRemoved:connect(Check)
Humanoid.HealthChanged:connect(regenHealth)
|
------------------
------------------
function waitForChild(parent, childName)
while true do
local child = parent:findFirstChild(childName)
if child then
return child
end
parent.ChildAdded:wait()
end
end
local Figure = script.Parent
local Torso = waitForChild(Figure, "Torso")
local RightShoulder = waitForChild(Torso, "Right Shoulder")
local LeftShoulder = waitForChild(Torso, "Left Shoulder")
local RightHip = waitForChild(Torso, "Right Hip")
local LeftHip = waitForChild(Torso, "Left Hip")
local Neck = waitForChild(Torso, "Neck")
local Humanoid = waitForChild(Figure, "Humanoid")
local pose = "Standing"
local toolAnim = "None"
local toolAnimTime = 0
local isSeated = false
function onRunning(speed)
if isSeated then return end
if speed>0 then
pose = "Running"
else
pose = "Standing"
end
end
function onDied()
pose = "Dead"
end
function onJumping()
isSeated = false
pose = "Jumping"
end
function onClimbing()
pose = "Climbing"
end
function onGettingUp()
pose = "GettingUp"
end
function onFreeFall()
pose = "FreeFall"
end
function onDancing()
pose = "Dancing"
end
function onFallingDown()
pose = "FallingDown"
end
function onSeated()
isSeated = true
pose = "Seated"
end
function moveJump()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = -3.14
LeftShoulder.DesiredAngle = -3.14
RightHip.DesiredAngle = 0
LeftHip.DesiredAngle = 0
end
function moveFreeFall()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = -1
LeftShoulder.DesiredAngle = -1
RightHip.DesiredAngle = 0
LeftHip.DesiredAngle = 0
end
function moveFloat()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = -1.57
LeftShoulder.DesiredAngle = 1.57
RightHip.DesiredAngle = 1.57
LeftHip.DesiredAngle = -1.57
end
function moveBoogy()
while pose=="Boogy" do
wait(.5)
RightShoulder.MaxVelocity = 1
LeftShoulder.MaxVelocity = 1
RightShoulder.DesiredAngle = -3.14
LeftShoulder.DesiredAngle = 0
RightHip.DesiredAngle = 1.57
LeftHip.DesiredAngle = 0
wait(.5)
RightShoulder.MaxVelocity = 1
LeftShoulder.MaxVelocity = 1
RightShoulder.DesiredAngle = 0
LeftShoulder.DesiredAngle = -3.14
RightHip.DesiredAngle = 0
LeftHip.DesiredAngle = 1.57
end
end
function moveZombie()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = -1.57
LeftShoulder.DesiredAngle = 1.57
RightHip.DesiredAngle = 0
LeftHip.DesiredAngle = 0
end
function movePunch()
script.Parent.Torso.Anchored=true
RightShoulder.MaxVelocity = 60
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = -1.57
LeftShoulder.DesiredAngle = 0
RightHip.DesiredAngle = 0
LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose="Standing"
end
function moveKick()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = 0
LeftShoulder.DesiredAngle = 0
RightHip.MaxVelocity = 40
RightHip.DesiredAngle = 1.57
LeftHip.DesiredAngle = 0
wait(1)
pose="Standing"
end
function moveFly()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = 0
LeftShoulder.DesiredAngle = 0
RightHip.MaxVelocity = 40
RightHip.DesiredAngle = 1.57
LeftHip.DesiredAngle = 0
wait(1)
pose="Standing"
end
function moveClimb()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = -3.14
LeftShoulder.DesiredAngle = 3.14
RightHip.DesiredAngle = 0
LeftHip.DesiredAngle = 0
end
function moveSit()
RightShoulder.MaxVelocity = 0.15
LeftShoulder.MaxVelocity = 0.15
RightShoulder.DesiredAngle = -3.14 /2
LeftShoulder.DesiredAngle = -3.14 /2
RightHip.DesiredAngle = 3.14 /2
LeftHip.DesiredAngle = -3.14 /2
end
function getTool()
kidTable = Figure:children()
if (kidTable ~= nil) then
numKids = #kidTable
for i=1,numKids do
if (kidTable[i].className == "Tool") then return kidTable[i] end
end
end
return nil
end
function getToolAnim(tool)
c = tool:children()
for i=1,#c do
if (c[i].Name == "toolanim" and c[i].className == "StringValue") then
return c[i]
end
end
return nil
end
function animateTool()
if (toolAnim == "None") then
RightShoulder.DesiredAngle = -1.57
return
end
if (toolAnim == "Slash") then
RightShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = 0
return
end
if (toolAnim == "Lunge") then
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightHip.MaxVelocity = 0.5
LeftHip.MaxVelocity = 0.5
RightShoulder.DesiredAngle = -1.57
LeftShoulder.DesiredAngle = 1.0
RightHip.DesiredAngle = 1.57
LeftHip.DesiredAngle = 1.0
return
end
end
function move(time)
local amplitude
local frequency
if (pose == "Jumping") then
moveJump()
return
end
if (pose == "Zombie") then
moveZombie()
return
end
if (pose == "Boogy") then
moveBoogy()
return
end
if (pose == "Float") then
moveFloat()
return
end
if (pose == "Punch") then
movePunch()
return
end
if (pose == "Kick") then
moveKick()
return
end
if (pose == "Fly") then
moveFly()
return
end
if (pose == "FreeFall") then
moveFreeFall()
return
end
if (pose == "Climbing") then
moveClimb()
return
end
if (pose == "Seated") then
moveSit()
return
end
amplitude = 0.1
frequency = 1
RightShoulder.MaxVelocity = 0.15
LeftShoulder.MaxVelocity = 0.15
if (pose == "Running") then
amplitude = 1
frequency = 9
elseif (pose == "Dancing") then
amplitude = 2
frequency = 16
end
desiredAngle = amplitude * math.sin(time*frequency)
if pose~="Dancing" then
RightShoulder.DesiredAngle = desiredAngle
LeftShoulder.DesiredAngle = desiredAngle
RightHip.DesiredAngle = -desiredAngle
LeftHip.DesiredAngle = -desiredAngle
else
RightShoulder.DesiredAngle = desiredAngle
LeftShoulder.DesiredAngle = desiredAngle
RightHip.DesiredAngle = -desiredAngle
LeftHip.DesiredAngle = -desiredAngle
end
local tool = getTool()
if tool ~= nil then
animStringValueObject = getToolAnim(tool)
if animStringValueObject ~= nil then
toolAnim = animStringValueObject.Value
-- message recieved, delete StringValue
animStringValueObject.Parent = nil
toolAnimTime = time + .3
end
if time > toolAnimTime then
toolAnimTime = 0
toolAnim = "None"
end
animateTool()
else
toolAnim = "None"
toolAnimTime = 0
end
end
|
-- The graph contains a directed acyclic graph of edges:
-- horizontal: delete an item from a
-- vertical: insert an item from b
-- diagonal: common item in a and b
--
-- The algorithm solves dual problems in the graph analogy:
-- Find longest common subsequence: path with maximum number of diagonal edges
-- Find shortest edit script: path with minimum number of non-diagonal edges
|
-- Time it takes to reload weapon
local ReloadTime = 2
|
-- Holding Services
rs = game:GetService("ReplicatedStorage")
|
---------------------------
--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,-.5,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0)
end
end)
|
-- ClientComm
-- Stephen Leitnick
-- December 20, 2021
local Comm = require(script.Parent)
local Util = require(script.Parent.Parent.Util)
local Types = require(script.Parent.Parent.Types)
|
-- Adds a metatable to a table and all its descending tables
local fullmeta;fullmeta = function(t, meta)
setmetatable(t, meta)
for index, other in next, t do
if type(other) == 'table' then
fullmeta(other, meta)
end
end
return t
end
return fullmeta
|
-- placed these in here cause yolo
wait(0.1)
ship = script.Parent
r = math.random(1,4)
if r == 1 then
script.Rocky.angularvelocity = Vector3.new(0.1,0,0)
elseif r == 2 then
script.Rocky.angularvelocity = Vector3.new(-0.1,0,0)
elseif r == 3 then
script.Rocky.angularvelocity = Vector3.new(0,0,0.1)
elseif r == 4 then
script.Rocky.angularvelocity = Vector3.new(0,0,-0.1)
end
script.Rocky:clone().Parent = ship.Engine
ship.Engine.BodyGyro.maxTorque = Vector3.new(0,math.huge,0)
wait(2)
ship.Engine.BodyGyro.maxTorque = Vector3.new(math.huge,math.huge,math.huge)
ship.Engine.Rocky:Destroy()
wait(1)
script:Destroy()
|
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