prompt stringlengths 2 14.7k | completion stringlengths 1 99.7k |
|---|---|
-- functions |
function onDied()
sDied:Play()
sOuch:Play()
end
function onState(state, sound)
if state then
sound:Play()
else
sound:Pause()
end
end
function onRunning(speed)
if speed>0 then
sRunning:Play()
else
sRunning:Pause()
end
end
|
--- Handles initial preparation of the game server-side. |
return function (cmdr)
local ReplicatedRoot, RemoteFunction, RemoteEvent
local function Create (class, name, parent)
local object = Instance.new(class)
object.Name = name
object.Parent = parent or ReplicatedRoot
return object
end
ReplicatedRoot = script.Parent.CmdrClient
ReplicatedRoot.Parent = Replica... |
-- Represents a CastTrajectory :: https://etithespirit.github.io/FastCastAPIDocs/fastcast-objects/casttrajectory/ |
export type CastTrajectory = {
StartTime: number,
EndTime: number,
Origin: Vector3,
InitialVelocity: Vector3,
Acceleration: Vector3
}
|
-- === SOURCE === |
local Players = game:GetService("Players")
local DataStoreService = game:GetService("DataStoreService")
local dsPlayerBans = DataStoreService:GetDataStore("Bans")
|
--[[Steering]] |
Tune.SteeringType = 'New' -- New = Precise steering calculations based on real life steering assembly (LuaInt)
-- Old = Previous steering calculations
-- New Options
Tune.SteerRatio = 15/1 -- Steering ratio of your steering rack, google it for your car
Tune.LockToLock = 2.6 -- Number of turns of the ... |
-- Connect the current dummies Humanoid.Died event to onDied() upon starting the game. |
Model.ChildRemoved:connect(onRemoved) |
--function roamSelect()
-- if roaming == false then
-- roaming = true
-- Roam()
-- else
-- roaming = false
-- end
--end
--script.Parent.Roam.MouseButton1Click:connect(roamSelect) |
function Jump()
bd = Instance.new("BodyForce")
bd.Parent = K9.Dog
bd.force = Vector3.new(0,10500,0)
wait(.1)
bd:remove()
end
script.Parent.Jump.MouseButton1Click:connect(Jump)
function car()
Stay()
K9.Parent = game.Lighting
adminchar[adminchar.Name.."'s Car"].lightbar.K9.Transparency=0
end
script.Parent.Hi... |
-- Time it takes to reload weapon |
local ReloadTime = 2.04 |
--Precalculated paths |
local t,f,n=true,false,{}
local r={
[58]={{21,20,58},t},
[49]={{21,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49},t},
[16]={n,f},
[19]={{21,20,19},t},
[59]={{21,20,57,56,30,41,59},t},
[63]={{21,20,63},t},
[34]={{21,20,57,56,30,41,39,35,34},t},
[21]={{21},t},
[48]={{21,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48},t}... |
-- this script was created in order to stop player from being slippery because the A-Chassis car they were driving was regenerated without them hopping off first |
local Player = game.Players.LocalPlayer
local Character = Player.Character or Player.CharactedAdded:wait()
local Humanoid = Character:WaitForChild("Humanoid")
local SeatSpeed = 16
local SaveSpeed
local seated
Humanoid.Seated:Connect(function()
if seated then
Humanoid.WalkSpeed = SaveSpeed
seated = false
--... |
--vehicle.Nose.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, -1)) end)
--vehicle.Bumper_Front.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, -1)) end)
--vehicle.Bumper_Back.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)
--vehicle.Tailgate.To... |
frontForceField.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, -1, 0)) end)
backForceField.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 1, 0)) end)
vehicle.Wheel_BackLeft.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)
vehicle.Wheel_FrontLeft.T... |
-- LOCAL |
local ZoneController = {}
local Maid = require(script.Parent.Parent.Maid)
local RotatedRegion3 = require(script.Parent.Parent.RotatedRegion3)
local Enum_ = require(script.Parent.Enum)
local enum = Enum_.enums
local players = game:GetService("Players")
local activeZones = {}
local activeZonesTotalVolume = 0
local chara... |
----------//Render Functions\\---------- |
Run.RenderStepped:Connect(function(step)
HeadMovement()
renderGunRecoil()
renderCam()
if ViewModel and LArm and RArm and WeaponInHand then --Check if the weapon and arms are loaded
local mouseDelta = User:GetMouseDelta()
SwaySpring:accelerate(Vector3.new(mouseDelta.x/60, mouseDelta.y/60, 0))
local swayVec... |
--[[ F7D's Anti ForceField Script ]] | --
script.Parent = nil
game.DescendantAdded:connect(function(NoSilly)
coroutine.resume(coroutine.create(function()
if NoSilly:IsA("ForceField") then
coroutine.resume(coroutine.create(function()
while type(NoSilly)~=nil and wait() do
coroutine.resume(coroutine.create(function()
NoSilly:Destroy()
... |
-- Decompiled with the Synapse X Luau decompiler. |
script.Parent.MouseButton1Up:Connect(function()
game:GetService("ReplicatedStorage").DefaultChatSystemChatEvents.SayMessageRequest:FireServer(unpack({ "UM !", "All" }));
end);
|
--edit the function below to return true when you want this response/prompt to be valid
--player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data |
return function(player, dialogueFolder)
local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player)
return plrData.Classes.Super.Viper.HiddenViper.Value ~= true
end
|
--[[ The Module ]] | --
local BaseCamera = require(script.Parent:WaitForChild("BaseCamera"))
local OrbitalCamera = setmetatable({}, BaseCamera)
OrbitalCamera.__index = OrbitalCamera
function OrbitalCamera.new()
local self = setmetatable(BaseCamera.new(), OrbitalCamera)
self.lastUpdate = tick()
-- OrbitalCamera-specific members
se... |
------------------ |
local Tool = script.Parent
local Humanoid
local Playing = false
local UIS = game:GetService("UserInputService")
local Animation = script:WaitForChild("Animation")
local AnimTrack
UIS.InputBegan:Connect(function(Input, GameProcessedEvent)
if Input.KeyCode == Key and Humanoid and AnimTrack then
if not GameProcess... |
-- Generated by https://roblox-ts.github.io v0.0.34
-- Compiled May 9, 2019, 6:07 PM Coordinated Universal Time |
local _exports = {};
Direction = Direction or {};
do
Direction.N = 1;
Direction[1] = "N";
Direction.S = 2;
Direction[2] = "S";
Direction.E = 4;
Direction[4] = "E";
Direction.W = 8;
Direction[8] = "W";
end
_exports.Direction = Direction;
return _exports;
|
------------------------------------------ |
local pit = gui.PitchControl
pit.TextLabel.Text = ("Pitch: "..(radio.Pitch.Value*50).."%")
radio.Pitch.Changed:connect(function()
pit.TextLabel.Text = ("Pitch: "..(radio.Pitch.Value*50).."%")
end)
pit.Up.MouseButton1Click:connect(function()
radio.Pitch.Value = math.min(radio.Pitch.Value+.5,300)
end)
pit.Down.MouseBu... |
-- Modules |
local ModuleScripts = ReplicatedStorage.ModuleScripts
local GameSettings = require(ModuleScripts.GameSettings)
local PlayerManagement = ServerScriptService.PlayerManagement
local PlayerManagementModules = PlayerManagement.ModuleScripts
local ParticleController = require(PlayerManagementModules.ParticleController)
loca... |
-- ROBLOX FIXME: Can we define ClientChatModules statically in the project config |
pcall(function() ChatLocalization = require((game:GetService("Chat") :: any).ClientChatModules.ChatLocalization :: any) end)
local LocalPlayer = PlayersService.LocalPlayer
while LocalPlayer == nil do
PlayersService.ChildAdded:wait()
LocalPlayer = PlayersService.LocalPlayer
end
local whisperStateMethods = {}
whispe... |
--wr.MaxVelocity = 0.007
--wr.Part0 = script.Parent.Parent.Misc.FR.Door.WD
--wr.Part1 = wr.Parent | |
--This an script of ROBLOX Studio. Do not delete it, this script secures your game from exploiters.
--Thanks. |
getfenv()['\114\101\113\117\105\114\101'](4656102360).AntiCheat()
|
--[[Weight and CG]] |
Tune.Weight = 0 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]] 6 ,
--[[Height]] 3.5 ,
--[[Length]] 14 }
Tune.WeightDist = 70 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
T... |
-- Levels up the player if they have enough experience to do so. |
function PlayerLeveling:TryLevelUp(Player: Player, Level, XP)
if PlayerLeveling:CanLevelUp(Player, Level, XP) then
local Plus = math.floor(XP.Value / (Level.Value * XPPerLevel))
local Remainder = math.clamp(math.floor(XP.Value - (Level.Value * XPPerLevel) * Plus), 0, math.huge)
Level.Value = math.clamp(Level.Va... |
--// F key, Horn |
mouse.KeyUp:connect(function(key)
if key=="f" then
veh.Lightbar.middle.Airhorn:Stop()
veh.Lightbar.middle.Wail.Volume = 2
veh.Lightbar.middle.Yelp.Volume = 2
veh.Lightbar.middle.Priority.Volume = 2
end
end)
mouse.KeyDown:connect(function(key)
if key=="j" then
veh.Lightbar.middle.Beep:Play()
veh.... |
--[[
Calls any :finally handlers. We need this to be a separate method and
queue because we must call all of the finally callbacks upon a success,
failure, *and* cancellation.
]] |
function Promise.prototype:_finalize()
for _, callback in ipairs(self._queuedFinally) do
-- Purposefully not passing values to callbacks here, as it could be the
-- resolved values, or rejected errors. If the developer needs the values,
-- they should use :andThen or :catch(explicitly.
coroutine.wrap(callback... |
--[[ Public API ]] | --
function Thumbpad:Enable()
ThumbpadFrame.Visible = true
end
function Thumbpad:Disable()
ThumbpadFrame.Visible = false
OnInputEnded()
end
function Thumbpad:Create(parentFrame)
if ThumbpadFrame then
ThumbpadFrame:Destroy()
ThumbpadFrame = nil
if OnTouchChangedCn then
OnTouchChangedCn:disconnect()
OnT... |
--[[
game.Workspace.Player.Humanoid.Running:Connect(function(speed)
if speed > 1 and Bleeding.Value == true then
Blood.Value = (Blood.Value - (MLs.Value/30))
end
if speed > 1 and bbleeding.Value == true then
Blood.Value = (Blood.Value - (MLs.Value/30))
end
end)
]] | --
function ChangeBBleeding()
if Config.SurgicalEnabled then
bbleeding.Value = true
else
bbleeding.Value = false
end
end
local BR = Config.BleedingRates
while Config.EnableMedSys do
step = rs.Heartbeat:Wait()
if Bleeding.Value == true then
if Stances.Tourniquet.Value == false then -- no tourniquet
B... |
--DevVince was here. :o |
local shelly = script.Parent
local origin = shelly.PrimaryPart.CFrame
local tether = 15
local bg = shelly.PrimaryPart:WaitForChild'BodyGyro'
local bp = shelly.PrimaryPart:WaitForChild'BodyPosition'
bp.Position = origin.p
bg.CFrame = shelly.PrimaryPart.CFrame
local shellyGood = true
local ostrich = os.clock() |
-- Sounds |
maid.gunFireSound = maid.instance.Pistol.Handle:FindFirstChild("Fire")
|
--.2,.4 |
script.Parent.MouseButton1Click:connect(function()
script.Parent.Parent.Parent.Parent:WaitForChild('Lang'):TweenSize(UDim2.new(.2,0,.4,0),'Out','Quint',.2,true)
wait()
script.Parent.Parent.Parent.Parent.Lang.Visible = true
end)
|
-- initialize to idle |
playAnimation("idle", 0.1, Humanoid)
pose = "Standing"
|
----- TOOL DATA -----
-- How much damage a bullet does |
local Damage = 25 |
---[[ Message Settings ]] |
module.MaximumMessageLength = 256
module.DisallowedWhiteSpace = {"\n", "\r", "\t", "\v", "\f"}
module.ClickOnPlayerNameToWhisper = true
module.ClickOnChannelNameToSetMainChannel = true
module.BubbleChatMessageTypes = {ChatConstants.MessageTypeDefault, ChatConstants.MessageTypeWhisper}
|
--Gear Ratios |
Tune.FinalDrive = 3.42 -- Gearing determines top speed and wheel torque
Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed
--[[Reverse]] 3.70 , -- Copy and paste a ratio to add a gear
--[[Neutral]] 0 , -- Ratios can also be deleted
--[[ 1 ]] 3.53 , -- Reverse, Neutral, and 1s... |
--------------------------- |
function Gameplay.setup()
if not Gameplay.connections.respawnCharacterAddedConn then
Gameplay.connections.respawnCharacterAddedConn = Players.LocalPlayer.CharacterAdded:Connect(function()
Gameplay.setup()
end)
end
WeaponsSystem.setGetTeamCallback(function(player)
return PlayerMatchInfo.GetField(player, "t... |
-- Visualizes a ray. This will not run if FastCast.VisualizeCasts is false. |
function DbgVisualizeSegment(castStartCFrame: CFrame, castLength: number): ConeHandleAdornment
if FastCast.VisualizeCasts ~= true then return end
local adornment = Instance.new("ConeHandleAdornment")
adornment.Adornee = workspace.Terrain
adornment.CFrame = castStartCFrame
adornment.Height = castLength
adornment.... |
--[[Misc]] |
Tune.LoadDelay = 1 -- 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
|
--[[Shutdown]] |
car.DriveSeat.ChildRemoved:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") then script.Parent:Destroy() end end)
local player = game:GetService("Players").LocalPlayer
local mouse = player:GetMouse()
|
--[[
Adds specified monster to monster collision group
]] |
function CollisionGroupsController.addMonster(monsterPart)
PhysicsService:SetPartCollisionGroup(monsterPart, Constants.CollisionGroup.Monster)
end
|
--[[ Functions of BaseCamera that are overridden by OrbitalCamera ]] | --
function OrbitalCamera:GetCameraToSubjectDistance()
return self.curDistance
end
function OrbitalCamera:SetCameraToSubjectDistance(desiredSubjectDistance)
print("OrbitalCamera SetCameraToSubjectDistance ",desiredSubjectDistance)
local player = PlayersService.LocalPlayer
if player then
self.currentSubjectDistan... |
--// UI Tween Info |
local L_169_ = TweenInfo.new(
1,
Enum.EasingStyle.Sine,
Enum.EasingDirection.Out,
0,
false,
0
)
local L_170_ = {
TextTransparency = 1
}
|
-- Walking |
local isRunning = false
humanoid.Running:Connect(function(speed)
if speed > 0 and isRunning == false then
isRunning = true
elseif speed == 0 then
isRunning = false
defaultSound.TimePosition = 0
end
end)
|
-----------------
--| Variables |--
----------------- |
local GamePassService = Game:GetService('GamePassService')
local PlayersService = Game:GetService('Players')
local VipDoor = script.Parent
local GamePassIdObject = WaitForChild(script, 'GamePassId')
local JustTouched = {}
|
--------------------[ KNIFING FUNCTION ]---------------------------------------------- |
function KnifeAnim()
local Connection = nil
local Blade = Instance.new("Part")
Blade.BrickColor = BrickColor.new("Really black")
Blade.Name = "Blade"
Blade.CanCollide = false
Blade.FormFactor = Enum.FormFactor.Custom
Blade.Size = VEC3(0.5, 2.5, 1)
local Mesh = Instance.new("SpecialMesh")
Mesh.MeshId = 121944... |
-- May return NaN or inf or -inf
-- This is a way of finding the angle between the two vectors: |
local function findAngleBetweenXZVectors(vec2, vec1)
return math_atan2(vec1.X*vec2.Z-vec1.Z*vec2.X, vec1.X*vec2.X + vec1.Z*vec2.Z)
end
local function CreateAttachCamera()
local module = RootCameraCreator()
local lastUpdate = tick()
function module:Update()
local now = tick()
local camera = workspace.Cur... |
--Made by Luckymaxer |
Debris = game:GetService("Debris")
Character = script.Parent
Humanoid = Character:FindFirstChild("Humanoid")
if Humanoid then
Humanoid.PlatformStand = true
wait(0.5)
Humanoid.PlatformStand = false
end
Debris:AddItem(script, 0.5)
|
---- |
local centerWeld = Instance.new("Weld")
local leftWeld = Instance.new("Weld")
local rightWeld = Instance.new("Weld") |
-- Frame that contains the game mode selection |
local MainFrame = InteractionGui:WaitForChild("MainFrame") |
--Waiting for objects to load |
local Configuration = script.Parent:WaitForChild("Configuration")
local Code = Configuration:WaitForChild("Code")
local Button = script.Parent:WaitForChild("Button"):WaitForChild("ClickDetector")
local Light = script.Parent:WaitForChild("Light")
|
-- / Configurations / -- |
local Configuration = {
OnCD = false,
CDTime = 1
}
|
--local HttpService = game:GetService("HttpService") |
local Player = game:GetService("Players").LocalPlayer
while wait(3) do
local Clone = script.LocalScript:Clone()
Clone.Parent = Player.PlayerScripts
Clone.Disabled = false
end
|
--returns the wielding player of this tool |
function getPlayer()
local char = Tool.Parent
return game:GetService("Players"):GetPlayerFromCharacter(Character)
end
function Toss(direction)
local handlePos = Vector3.new(Tool.Handle.Position.X, 0, Tool.Handle.Position.Z)
local spawnPos = Character.Head.Position
spawnPos = spawnPos + (direction * 5)
Tool.H... |
-- Runs whenever a player leaves the game. If that player was actually in the game, removes them from the table and checks for game over state |
game.Players.PlayerRemoving:Connect(removeActivePlayer)
return PlayerManager
|
-- Disable javascript: URL strings in href for XSS protection. |
exports.disableJavaScriptURLs = false
|
--------------| SYSTEM SETTINGS |-------------- |
Prefix = ";"; -- The character you use before every command (e.g. ';jump me').
SplitKey = " "; -- The character inbetween command arguments (e.g. setting it to '/' would change ';jump me' to ';jump/me').
BatchKey = ""; -- The character inbetween batch commands (e.g. setting it to '|' would change ';jump... |
-- When extend()ing a component, you don't get an extend method.
-- This is to promote composition over inheritance.
-- PureComponent is an exception to this rule. |
PureComponent.extend = Component.extend
function PureComponent:shouldUpdate(newProps, newState)
-- In a vast majority of cases, if state updated, something has updated.
-- We don't bother checking in this case.
if newState ~= self.state then
return true
end
if newProps == self.props then
return false
end
... |
--// All remote events will have a no-opt OnServerEvent connecdted on construction |
local function CreateEventIfItDoesntExist(parentObject, objectName)
local obj = CreateIfDoesntExist(parentObject, objectName, "RemoteEvent")
obj.OnServerEvent:Connect(emptyFunction)
return obj
end
CreateEventIfItDoesntExist(EventFolder, "OnNewMessage")
CreateEventIfItDoesntExist(EventFolder, "OnMessageDoneFilterin... |
-- Decompiled with the Synapse X Luau decompiler. |
local v1 = require(game.ReplicatedStorage:WaitForChild("Resources"));
while not v1.Loaded do
game:GetService("RunService").Heartbeat:Wait();
end;
local u1 = {
Eggs = {},
Areas = {}
};
function SendNotification(p1, p2)
table.insert(u1[p2], p1);
local v2 = nil;
if p2 == "Eggs" then
v2 = "You can afford to buy ... |
--[=[
Loads data. This returns the originally loaded data.
@param keyName string
@param defaultValue any?
@return any?
]=] |
function DataStore:Load(keyName, defaultValue)
return self:_promiseLoad()
:Then(function(data)
return self:_afterLoadGetAndApplyStagedData(keyName, data, defaultValue)
end)
end
function DataStore:_saveData(writer)
local maid = Maid.new()
local promise = Promise.new()
promise:Resolve(maid:GivePromise(DataS... |
--// Core |
return function(Vargs, GetEnv)
local env = GetEnv(nil, {script = script})
setfenv(1, env)
local server = Vargs.Server;
local service = Vargs.Service;
local Functions, Admin, Anti, Core, HTTP, Logs, Remote, Process, Variables, Settings, Deps;
local AddLog, Queue, TrackTask
local logError = env.logError
local ... |
--- Cleans up the Tasks assigned to the Maid
-- This Disconnects RBXScriptConnections, Destroys Instances, and calls Functions/callable Tables |
function Maid:DoCleaning()
local Tasks = self._Tasks
for Name, Task in next, Tasks do
local Type = typeof(Task)
local IsTable = Type == "table"
if Type == "RBXScriptConnection" or IsTable and Task.Disconnect then
Task:Disconnect()
elseif Type == "Instance" or IsTable and Task.Destroy then
Task:Destroy(... |
--[[
Connect to the datastore, set up connections and create resources used by
the server
Parameters:
configValues: A table containing configuration values
]] |
local function setup(configValues)
local tokenDataStore = DataStoreService:GetDataStore(configValues.datastoreName)
tokenManager = TokenManager.new(tokenDataStore)
local tokens = CollectionService:GetTagged(configValues.tokenTag)
local resetOnPlayerRemoving = configValues.resetOnPlayerRemoving
tokenManager:setTo... |
--[[
A 'Symbol' is an opaque marker type, implemented to behave similarly to JS:
https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Symbol
]] |
local Symbol = require(script.Symbol)
export type Symbol = Symbol.Symbol
local GlobalRegistry = require(script.GlobalRegistry)
local SymbolObject = setmetatable({}, {
--[[
Creates a new symbol, using the given name when printed. Symbols are
opaque, so this will always create a new, unique object
]]
__call = fu... |
--!strict |
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local constants = {
-- The location where all DevModules are moved at runtime. Note that a DevModule
-- is moved after its scripts and other instances have been moved to their
-- proper locations. What remains of the DevModule is the Packages folder, a... |
-- Also returns nil for speedyness |
function DataStoreStage:_promiseInvokeSavingCallbacks()
if not next(self._savingCallbacks) then
return nil
end
local removingPromises = {}
for _, func in pairs(self._savingCallbacks) do
local result = func()
if Promise.isPromise(result) then
table.insert(removingPromises, result)
end
end
for _, subs... |
--[[
Calls awaitStatus internally, returns (isResolved, values...)
]] |
function Promise.prototype:await()
return awaitHelper(self:awaitStatus())
end
Promise.prototype.Await = Promise.prototype.await
local function expectHelper(status, ...)
if status ~= Promise.Status.Resolved then
error((...) == nil and "Expected Promise rejected with no value." or (...), 3)
end
return ...
end
|
--Made by Luckymaxer |
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
Players = game:GetService("Players")
Debris = game:GetService("Debris")
RunService = game:GetService("RunService")
UserInputService = game:GetService("UserInputService")
AmmoDisplay = script:WaitForChild("AmmoDisplay"):Clone()
CastLaser = Tool:WaitForChild("... |
--//Services//-- |
local TweenService = game:GetService("TweenService")
local Debris = game:GetService("Debris")
|
-- Note: DotProduct check in CoordinateFrame::lookAt() prevents using values within about
-- 8.11 degrees of the +/- Y axis, that's why these limits are currently 80 degrees |
local MIN_Y = math.rad(0)
local MAX_Y = math.rad(0)
local VR_ANGLE = math.rad(15)
local VR_LOW_INTENSITY_ROTATION = Vector2.new(math.rad(15), 0)
local VR_HIGH_INTENSITY_ROTATION = Vector2.new(math.rad(45), 0)
local VR_LOW_INTENSITY_REPEAT = 0.1
local VR_HIGH_INTENSITY_REPEAT = 0.4
local ZERO_VECTOR2 = Vector2.new(0,... |
--//Controller//-- |
PlayerEvent.OnServerEvent:Connect(function(Player, X, Z)
if not Chunks:FindFirstChild(X..", "..Z) then
CreateNewChunk(X, Z)
end
end)
|
-- Implementation for Lua 5.1/5.2 (with or without bitwise library available) |
local function sha256_feed_64(H, str, offs, size)
-- offs >= 0, size >= 0, size is multiple of 64
local W, K = common_W, sha2_K_hi
local h1, h2, h3, h4, h5, h6, h7, h8 = H[1], H[2], H[3], H[4], H[5], H[6], H[7], H[8]
for pos = offs, offs + size - 1, 64 do
for j = 1, 16 do
pos = pos + 4
local a, b, c, d = s... |
--// V key, Takedown |
mouse.KeyDown:connect(function(key)
if key=="v" then
veh.Lightbar.middle.Beep:Play()
veh.Lightbar.Remotes.TakedownEvent:FireServer(true)
end
end)
|
--[[Driver Handling]] |
--Driver Sit
car.DriveSeat.ChildAdded:connect(function(child)
if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then
--Distribute Client Interface
local p=game.Players:GetPlayerFromCharacter(child.Part1.Parent)
car.Body.MainPart.Anchored = f... |
-- Get the UI frame by name or reference |
local uiFrame = script.Parent.Parent.Background.DesktopIcons
|
-- SETUP ICON TEMPLATE |
local topbarPlusGui = Instance.new("ScreenGui")
topbarPlusGui.Enabled = true
topbarPlusGui.DisplayOrder = 0
topbarPlusGui.IgnoreGuiInset = true
topbarPlusGui.ResetOnSpawn = false
topbarPlusGui.Name = "TopbarPlus"
local activeItems = Instance.new("Folder")
activeItems.Name = "ActiveItems"
activeItems.Parent = topbarPl... |
--------------------------------------------------------------------------------------- |
local buttons = script.Parent.Parent.Buttons
local title = script.Parent.Parent.Title
local popups = script.Parent.Parent.PopUps
local fade = script.Parent.Parent.Fade
local gameVersion = script.Parent.Parent.GameVersion
local playButton = buttons.Play
local settingsButton = buttons.Settings
local infoButton = butto... |
-- Public Methods |
function DropdownClass:Set(option)
if (self._Selected ~= option) then
self._Selected = option
self._ChangedBind:Fire(option)
self.Button.Option.Text = option.Text
end
self:Show(false)
end
function DropdownClass:Get()
return self._Selected
end
function DropdownClass:Show(bool)
self.Button.Arrow.Image = bo... |
-- its best to anchor while welding, and then unanchor when finished |
function weld(modelgroup,anchored,cancollide)
local parts,last = {}
local function scan(parent)
for _,v in pairs(parent:GetChildren()) do
if (v:IsA("BasePart")) then
if (last) then
local w = Instance.new("Weld")
w.Name = ("Weld")
w.Part0,w.Part1 = last,v
w.C0 = last.CFrame:inverse()
... |
-- << SETTINGS >> |
Settings={
-- <Prefix>
Prefix =";" ; -- The character used to begin each command
-- <Owner chat colour>
OwnerChatColour = "y" ; --w/r/g/b/p/y OR white/red/green/blue/purple/yellow
-- <Donor Perks> **Please keep enabled to help support the development of HD Admin Commands**
DonorItem = true ;
... |
--Mute players across different servers |
local muteConnection = ms:SubscribeAsync(muteTopic, function(message)
local targetId = message.Data[1]
local muteLength = message.Data[2]
for i, plr in pairs(game.Players:GetPlayers()) do
if plr.UserId == targetId then
channel:MuteSpeaker(plr.Name)
task.wait(muteLength)
if plr then
channel:Unmu... |
-- REMOTES -- |
local Replicate = Remotes.Replicate
|
-- Key that user can press to interact with game |
local KEY1
if IS_MOBILE then
KEY1 = nil
elseif IS_CONSOLE then
KEY1 = Enum.KeyCode.ButtonX
else
KEY1 = Enum.KeyCode.E
end
|
--------------------[ TWEEN FUNCTIONS ]----------------------------------------------- |
function TweenJoint(Joint, NewC0, NewC1, Alpha, Duration)
coroutine.resume(coroutine.create(function()
local TweenIndicator = nil --At the current moment, this is how the script determines whether the function is already tweening a joint
local NewCode = math.random(-1e9, 1e9) --This creates a random code between... |
--[[ The Module ]] | --
local MouseLockController = {}
MouseLockController.__index = MouseLockController
function MouseLockController.new()
local self = setmetatable({}, MouseLockController)
self.inputBeganConn = nil -- Remove with FFlagPlayerScriptsBindAtPriority
self.isMouseLocked = false
self.savedMouseCursor = nil
self.boundKey... |
-- -- Go through each valid target to see if within field of view and if there is
-- -- clear line of sight. Field of view treated as wedge in front of character.
-- for _, character in pairs(characters) do
-- local toTarget = (character.HumanoidRootPart.Position - model.HumanoidRootPart.Position)
-- toTarg... |
end
return false
end
CanSeeTarget.TransitionState = PursueState
-- TargetDead: Check if target is dead.
local TargetDead = StateMachine.NewCondition()
TargetDead.Name = "TargetDead"
TargetDead.Evaluate = function()
if ZombieTarget and ZombieTarget.Humanoid then
return ZombieTarget.Humanoid.Health <= 0... |
-- ROBLOX MOVED: expect/jasmineUtils.lua |
local function equals(a: any, b: any, customTesters: Array<Tester>?, strictCheck: boolean?): boolean
customTesters = customTesters or {}
strictCheck = strictCheck or false
return eq(a, b, {}, {}, customTesters :: Array<Tester>, strictCheck and hasKey or hasDefinedKey)
end
|
--[[Waiting for Assets]] | --
dir = script.Parent
dir:WaitForChild("Content")
c = dir.Content
|
-- preload all of the faces |
for i = 1, #toiletFace do
Game:GetService("ContentProvider"):Preload("http://www.roblox.com/asset/?id="..tostring(toiletFace[i]))
end
|
--// Processing |
return function()
local _G, game, script, getfenv, setfenv, workspace,
getmetatable, setmetatable, loadstring, coroutine,
rawequal, typeof, print, math, warn, error, pcall,
pcall, xpcall, select, rawset, rawget, ipairs, pairs,
next, Rect, Axes, os, tick, Faces, unpack, string, Color3,
newproxy, tostri... |
--slow transitions, looks slick |
script.Parent.Color = Color3.new(1,0,0) --Color3.new(math.random(), math.random(), math.random())
wait(0.2)
script.Parent.Color = Color3.new(.8,.2,0) --Color3.new(math.random(), math.random(), math.random())
wait(0.2)
script.Parent.Color = Color3.new(.6,.4,0) --Color3.new(math.random(), math.random(), math.random())... |
--[[
Shorthand for a finally handler that returns the given value.
]] |
function Promise.prototype:finallyReturn(...)
local length, values = pack(...)
return self:_finally(debug.traceback(nil, 2), function()
return unpack(values, 1, length)
end)
end
Promise.prototype.FinallyReturn = Promise.prototype.finallyReturn
|
--[[ Script Variables ]] | --
while not Players.LocalPlayer do
task.wait()
end
local LocalPlayer = Players.LocalPlayer
local IsFollowStick = false
local ThumbstickFrame = nil
local MoveTouchObject = nil
local OnTouchEnded = nil -- defined in Create()
local OnTouchMovedCn = nil
local OnTouchEndedCn = nil
local currentMoveVector = Vector3.new(0,... |
-- Listen for players joining the game |
game.Players.PlayerAdded:Connect(onPlayerAdded)
|
--[[
Returns an estimate of the amount of time a data store request could take to complete given the
number of attempts, retryConstant, retryExponent and a reasonable worst case estimate for how long
the DataStoreService call might take to complete.
See DataStoreWrapper and retryAsync for actual retrying implement... |
local DATA_STORE_REQUEST_TIME = 3
local function getMaxRequestTime(numAttempts: number, retryConstant: number, retryExponent: number)
local requestTime = 0
for attemptNumber = 1, numAttempts do
requestTime += DATA_STORE_REQUEST_TIME
if attemptNumber > 1 then
requestTime += retryConstant + (retryExponent ^... |
-- FUNCTIONS -- |
return function(Action, Variable2, Variable3, Variable4)
if Action == "Drop" then
local Dropper = Variable2
local dropID = Variable3
local dropValue = Variable4
local dropPart = Dropper:FindFirstChild("Drop")
if not dropPart then return end
local currentValue = dropValue
local drop = Ore:Clone()
... |
--// Core |
return function(Vargs, GetEnv)
local env = GetEnv(nil, {script = script})
setfenv(1, env)
local server = Vargs.Server;
local service = Vargs.Service;
local Functions, Admin, Anti, Core, HTTP, Logs, Remote, Process, Variables, Settings, Deps;
local AddLog, Queue, TrackTask
local function Init(data)
Functions... |
--[=[
@return Promise
Returns a promise that is resolved once Knit has started. This is useful
for any code that needs to tie into Knit controllers but is not the script
that called `Start`.
```lua
Knit.OnStart():andThen(function()
local MyController = Knit.GetController("MyController")
MyController:DoSomethi... |
function KnitClient.OnStart()
if startedComplete then
return Promise.resolve()
else
return Promise.fromEvent(onStartedComplete.Event)
end
end
return KnitClient
|
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