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@ACOKing
ACOKing / ChatMain.lua
Created June 15, 2017 21:59
Chat Script
-- // FileName: ChatMain.lua
-- // Written by: Xsitsu
-- // Description: Main module to handle initializing chat window UI and hooking up events to individual UI pieces.
local moduleApiTable = {}
--// This section of code waits until all of the necessary RemoteEvents are found in EventFolder.
--// I have to do some weird stuff since people could potentially already have pre-existing
--// things in a folder with the same name, and they may have different class types.
--// I do the useEvents thing and set EventFolder to useEvents so I can have a pseudo folder that
@ACOKing
ACOKing / Configurations.lua
Created June 12, 2017 22:06
Squad Deathmatch
local FetchConfiguration = game.ReplicatedStorage.Events.FetchConfiguration
local Configurations = {}
Configurations.ROUND_DURATION = 5 * 60 -- Seconds
Configurations.MIN_PLAYERS = 1
Configurations.TEAMS = false
Configurations.POINTS_TO_WIN = 15
Configurations.INTERMISSION_DURATION = 30 -- Seconds
Configurations.END_GAME_WAIT = 10 -- Seconds
@ACOKing
ACOKing / GunScript.lua
Created June 9, 2017 22:09
USFBPM Sniper
local Gun = script.Parent
local Handle = Gun.Handle
local Character = Gun.Parent
local Bot = require(Character.BOT)
local gbl = require(game.ReplicatedStorage.Global)
local settings = require(Gun.SETTINGS)
local force
local WS = workspace
local RS = game:GetService("RunService")
local AttributeEffect =require(WS.Settings.AttributeEffect)
@ACOKing
ACOKing / UMSChat.lua
Created June 8, 2017 22:02
UMS Communication
local Chat = game:GetService("Chat")
local ReplicatedModules = Chat:WaitForChild("ClientChatModules")
local ChatConstants = require(ReplicatedModules:WaitForChild("ChatConstants"))
local RegimentConduit = game.ReplicatedStorage.Remotes.ExtractionRegimentConduit
local function Run(ChatService)
print("Comms Initializing...")
local function setupComm(plr)
local channel = ChatService:AddChannel(plr.Name .."'s Army")
channel.AutoJoin = true
@ACOKing
ACOKing / ACTIONS_DOWN.lua
Created May 23, 2017 22:04
Weapon System (USFBP II)
local Actions = {
["Reload"] = function(S)
if (not S.Reloading) and (not S.isCrawling) then
S.Reload()
end
end;
["Sprint"] = function(S)
S.setRunKeyPressed(true)
if S.runReady then
if S.CanRun() then
@ACOKing
ACOKing / BasicConfig
Last active May 22, 2017 23:18
i8 Inventory System
return function(iGui)
return {
["Name"] = "Basic";
["ItemRepresentation"] = game.ReplicatedStorage.InventoryService.GUIElements.ItemButton;
["ItemRepParent"] = iGui.ItemHolder;
["Actions"] = script.Actions;
["MultiItemHandler"] = script.Actions.USE;
["Equip"] = script.Actions.Equip;
["UnEquip"] = script.Actions.Unequip;
["Callbacks"] = {
@ACOKing
ACOKing / Commando-ARR.lua
Created May 15, 2017 10:56
The Code for All Soldiers
--[[
Basic Monster by ArceusInator
Information:
Configurations.MaximumDetectionDistance (default 200)
The monster will not detect players past this point. If you set it to a negative number then the monster will be able to chase from any distance.
Configurations.CanGiveUp (default true)
If true, the monster will give up if its target goes past the MaximumDetectionDistance. This is a pretty good idea if you have people teleporting around.
@ACOKing
ACOKing / DisplayManager.lua
Created May 5, 2017 23:58
Main Code for EM2 CTF
local DisplayManager = {}
-- ROBLOX Services
local Players = game.Players
-- Local Variables
local Events = game.ReplicatedStorage.Events
local DisplayIntermission = Events.DisplayIntermission
<?php
require_once "includes\ViewManager.php";
require_once "includes\LogicManager.php";
use ArcherSys\Viewer\ViewManager;
use ArcherSys\Viewer\LogicManager;
// Connects to your Database
@ACOKing
ACOKing / vm.rb
Created May 14, 2015 12:27
Ruby ArcherVM Console Implementation
class Machine
@@users = {}
def initialize(username, password)
@username = username
@password = password
@@users[username] = password
@files = {}
end