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-- // 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 |
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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 |
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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) |
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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 |
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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 |
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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"] = { |
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--[[ | |
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. | |
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local DisplayManager = {} | |
-- ROBLOX Services | |
local Players = game.Players | |
-- Local Variables | |
local Events = game.ReplicatedStorage.Events | |
local DisplayIntermission = Events.DisplayIntermission |
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<?php | |
require_once "includes\ViewManager.php"; | |
require_once "includes\LogicManager.php"; | |
use ArcherSys\Viewer\ViewManager; | |
use ArcherSys\Viewer\LogicManager; | |
// Connects to your Database |
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class Machine | |
@@users = {} | |
def initialize(username, password) | |
@username = username | |
@password = password | |
@@users[username] = password | |
@files = {} | |
end | |
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