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lamaawesome
#101303040Saturday, June 15, 2013 4:03 AM GMT

This is a rough outline, still much to be done to make it complete. ROBLOX Studio 2013 Off-line assets / scripts / meshes Section 1: Scripts. Table of contents: -Section 1-a: Weapons -Section 1-b: Bricks -Section 1-c: Misc. ------------------------------------------------------------------------------------------------------------- Section 2: Asset IDs. Table of Contents: -Section 2-a: Popular Hats -Section 2-b: Weapons / tools -Section 2-c: User-made retextures ------------------------------------------------------------------------------------------------------------- Section 3: Additional information / reminders Table of contents: This section varies. ------------------------------------------------------------------------------------------------------------- Section 1: Scripts Subsection a: Weapons -Linkedsword: 1. Make a hopperbin, and name it 'LinkedSword'. 2. Inside, insert both a localscript and a normal script. 3. Name the localscript Local GUI, and the normal script SwordScript. 4. Inside 'Local GUI', paste the following script: (%VywwpqLBRvghzLEWlmj01Hrxowc/Ki8uwzTuEL1U4VXXGsjT8/n5thDtEpZsLu1caD6T37n0EMq37y5QN29wu12b4jUvd8sfvCD+pc7nVzsoHJzj67CD/PBYKNixnEtOx/dqzaoUuAEjAwp9dPA+RAmKq/HZGaP35CZC7Spd1gg=%%1014476%local Tool = script.Parent; enabled = true function onButton1Down(mouse) if not enabled then return end enabled = false mouse.Icon = "rbxasset://textures\\GunWaitCursor.png" wait(.5) mouse.Icon = "rbxasset://textures\\GunCursor.png" enabled = true end function onEquippedLocal(mouse) if mouse == nil then print("Mouse not found") return end mouse.Icon = "rbxasset://textures\\GunCursor.png" mouse.Button1Down:connect(function() onButton1Down(mouse) end) end Tool.Equipped:connect(onEquippedLocal). 5. Inside 'SwordScript', paste the following script: %B7Yc4g3cVF2vsIKTu48R1nScXPd5Vo60+xN0Q76AakHULM5fe1mr5zRUX5JSWoGHEo1edTgpe64xv21qdoLhD/SPEfbcHqsq1yly+4qaywNLH/YfQ7Hg7BosLHdrvJ45miA7slD6WHxMwAIne/oTw6Xs2G7dH4j1MSnDIsxiy8I=%%1014475%-------- OMG HAX r = game:service("RunService") local damage = 5 local slash_damage = 10 local lunge_damage = 30 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 LungeSound = Instance.new("Sound") LungeSound.SoundId = "rbxasset://sounds\\swordlunge.wav" LungeSound.Parent = sword LungeSound.Volume = .6 local UnsheathSound = Instance.new("Sound") UnsheathSound.SoundId = "rbxasset://sounds\\unsheath.wav" UnsheathSound.Parent = sword UnsheathSound.Volume = 1 function blow(hit) if (hit.Parent == nil) then return end -- happens when bullet hits sword 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() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Slash" anim.Parent = Tool end function lunge() damage = lunge_damage LungeSound:play() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Lunge" anim.Parent = Tool force = Instance.new("BodyVelocity") force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80 force.Parent = Tool.Parent.Torso wait(.25) swordOut() wait(.25) 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) 6. Insert inside of the Hopperbin a part, name this part 'Handle'. 7. Inside 'Handle', insert both a specialmesh and a touchinterest. 8. Using the 'Properties' tab, insert the following into 'MeshID': rbxasset://fonts/sword.mesh 9. Using the 'Properties' tab, insert the following into 'TextureID': rbxasset://textures/SwordTexture.png You've created a linkedsword. ----------------------------------------------------------------------------------------------------------------------------------------------------------------- Subsection b: Bricks The following script makes a 'holographic' brick with an outline in the colour that you choose. 1. Insert a part into the Workspace using the basic objects tab. 2. Insert a selectionbox into the part using the basic objects tab. 3. Insert a script into the selectionbox using the basic objects tab. 4. Paste the following into the script: script.Parent.Adornee = script.Parent.Parent (Note: The colour that you have chosen for the selectionbox in the properties tab will determine the outline color.) Ẏ☺ü ℃@η❝т Jü∂ℊε ℳℯ ℑḟ Ẏ◎ü Ð◎η❝☂ Ḳη◎ω ♏ε

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