South london script roblox

CasingHitSound Sound optional — Plays when casings hit the ground.HitMarks Folder where all hit mark effects are stored.Useful for things like showing a glowing red mark where explosives hit.ShouldMovePart BoolValue optional — Set to true if the weapon’s ShotEffect should move with the projectile or false if not; default is false.Shots Folder where all South london script roblox effects are stored.This prevents players from firing a single shot from a bunch of different weapons in quick succession.ClientWeaponsScript LocalScript which ensures only one instance of the weapons system runs.SmallTouchscreen Frame whose buttons show up on small touchscreens.AlignHitMarkToNormal BoolValue optional — Set to true if the hit mark should always align flat against the surface like a bullet hole, or false if the hit mark should appear stuck in the surface from the direction the projectile came from like an arrow.Note that one shot will always use exactly one ammo regardless of this value.ChargeComplete Sound optional — Plays when the weapon has reached full charge.BoltMotor Motor6D required — Used to animate the bolt.This in itself is just one of many infrastructure inaccuracies.Don’t forget to set attachments see descendants which follow.
South London 2 Auto Farm Roblox Scripts

South London 2 All Gamepasses Roblox Scripts – WeaponsSystem ModuleScript.BlastDamage NumberValue optional — Damage dealt to things in the center of the explosion.Action PC Games.You should only set this to true if there’s a visible object that moves with each shot, such as an arrow or rocket.String1 Attachment optional — The center point of the string.Arrow BasePart optional — The arrow that appears when the bow is fully drawn.

That was a nice direction to be going in, but it fell short because of poor quality assets and the terrible use of them in the actual route itself.

They just had a black void in all platform ramps.At that point, a few of the speed limits are incorrectly placed or just straight up incorrect as a whole.But in game they are depicted as just a bunch of sidings that have no purpose in the game.

They have a circular tube entrance in real life unlike the box one in game.This in itself is just one of many infrastructure inaccuracies.This goes for both sides of the tunnels which are much more distinctive on the east side.The tight single bore on the down fast which trains tightly fit through was a wide double track tunnel with a single track running through.

Some are recycled from old routes and have been utilised incorrectly such as Northchurch and Linslade Tunnels.Why this was overlooked, I have no idea, but it ruins the authenticity.Unfortunately, DTG have recycled old speed signs and omitted these specialised boards.HitMarks Folder where all hit mark effects are stored.

Shots Folder where all shot effects are stored.Configuration Folder where configuration values for the weapons system are kept.SprintEnabled BoolValue which is involved in sprint control.WeaponTypes Folder where all weapon types are specified.ServerWeaponsScript Script which ensures only one instance of the weapons system runs.ClientWeaponsScript LocalScript which ensures only one instance of the weapons system runs.

NetworkingCallbacks ModuleScript.WeaponData RemoteEvent.WeaponsSystem ModuleScript.Modifying a Weapon Below are all the generic descendants needed to modify a weapon or create a new weapon, along with all optional descendants to override.

However, if something is noted as a specific inherited type such as ” Handle Part ,” that object must be a Part.Square brackets [] refer to the object in general and the name doesn’t matter.

For example, [Model] refers to the weapon’s Model and you can rename it to whatever makes sense.HandleAttachment Attachment required — Position this attachment on a weapon model BasePart where you want the handle to be welded to.Fired Sound optional — Plays when the weapon is fired.

Reload Sound optional — Plays when the weapon is reloaded.Additional descendants for any Weapon Options.Handle Part required — Part positioned where you want the player to hold the weapon.Note that all items have default values, so you can omit those you don’t need to change.AmmoCapacity IntValue optional — Number of shots in each “ammo clip” before player must reload; default is Note that ammo is unlimited and this does not specify how much ammo a player is carrying.

FireMode StringValue optional — Choose from either Semiautomatic click once for each shot , Automatic hold click to continuously fire , or Burst click to shoot a burst of bullets depending on NumBurstShots.Default is Semiautomatic.ShotCooldown NumberValue optional — Minimum waiting time between clicks; default is 0.For Automatic weapons, this is also the time between shots while holding click.

HitDamage NumberValue optional — Amount of damage each direct hit does; default is Default is and anything hit beyond this distance will receive less and less damage as the distance nears ZeroDamageDistance.ZeroDamageDistance NumberValue optional — Anything hit at or beyond this distance will receive no damage; default is Setting this to something like can simulate raycasting weapons like laser guns.

MinSpread NumberValue optional — Minimum amount of spread for the weapon; default is 0.For example, this value for the Crossbow is 1 because its arrows should arc, but this value for the Rocket Launcher is 0 because rockets should travel straight.

Default is false.RecoilMin NumberValue optional — Minimum recoil added for each shot; default is 0.RecoilMax NumberValue optional — Maximum recoil added for each shot; default is 0.TotalRecoilMax NumberValue optional — Total maximum accumulated recoil weapon’s current recoil will never be higher than this value ; default is 2.

RecoilDecay NumberValue optional — Decay multiplier for recoil essentially the rate at which recoil will go away after shooting ; default is 0.StartupTime NumberValue optional — Length of time after equipping this weapon before the player can shoot; default is 0.

This prevents players from firing a single shot from a bunch of different weapons in quick succession.Set this to 0 if you want the sound to always play at the same pitch.Default is 0.This is useful for weapons like the Shotgun that fires multiple bullets at same time.Note that one shot will always use exactly one ammo regardless of this value.Additional children for any Weapon Options.

BoltMotor Motor6D required — Used to animate the bolt.BoltMotorStart Attachment required — Point where the bolt is when it’s at rest.BoltMotorTarget Attachment required — Point where the bolt animates to when shooting.

BoltOpenSound Sound optional — Plays when the bolt opens.BoltCloseSound Sound optional — Plays when the bolt closes.ActionOpenTime NumberValue optional — Time it takes for the bolt to animate to open position; default is 0.ActionCloseTime NumberValue optional — Time it takes for the bolt to animate to closed position; default is 0.Ejecting Bullet Casings Weapons can include physical bullet casings that eject upon firing and fall to the ground.

Note that its orientation determines the direction the casings will pop out.CasingHitSound Sound optional — Plays when casings hit the ground.ShouldMovePart BoolValue optional — Set to true if the weapon’s ShotEffect should move with the projectile or false if not; default is false.You should only set this to true if there’s a visible object that moves with each shot, such as an arrow or rocket.Default is nil which means no manual fade will be applied by code.

Default is 3.HitParticlesUsePartColor BoolValue optional — Set to true if you want the hit particles to be the color of the hit surface, false if you want hit particles to not change color.

Default is true.Don’t forget to set attachments see descendants which follow.Attachment0 Attachment optional — Back of trailing beams; make sure to set Attachment0 on both Beam0 and Beam1 to this.Attachment1 Attachment optional — Front of trailing beams; make sure to set Attachment1 on both Beam0 and Beam1 to this.HitEffect Attachment optional — Position doesn’t matter; the position will be set to Beam0.Make sure you set ShouldMovePart noted in the previous section to true if you have a visible object here.

NumMuzzleParticles IntValue optional — Number of muzzle particles that will be emitted; default is Muzzle Flashes This option creates a Beam flash effect when the weapon is fired.Position doesn’t matter.

MuzzleFlash1 Attachment required — Used to specify opposite side of muzzle flash.Trail Behind Projectiles This option creates a trail of varying length from the weapon to the projectile impact point.Note that this will be overridden if you include TrailLength.ShowEntireTrailUntilHit BoolValue optional — Set to true to render the trail from the weapon tip all the way to wherever the projectile is; this will override both TrailLength and TrailLengthFactor and the trail will only disappear once the projectile hits something.

Set to false to use one of the above two options to calculate trail length.Hit Marks This visual addition appears on the surface where projectiles hit and is useful for arrows, bullet holes, scorch marks, etc.AlignHitMarkToNormal BoolValue optional — Set to true if the hit mark should always align flat against the surface like a bullet hole, or false if the hit mark should appear stuck in the surface from the direction the projectile came from like an arrow.

Glow Decal optional — Appears on the hit surface fully opaque, then rapidly gets more transparent, like a glowing effect on the surface that fades quickly.Useful for things like showing a glowing red mark where explosives hit.BulletHole Decal optional — Appears on the hit surface fully opaque and, after 4 seconds, fades to transparent over 1 second.

ImpactBillboard BillboardGui optional — Displays at the hit surface, always facing towards player.Impact ImageLabel optional — Direct child of ImpactBillboard ; this begins fully opaque, grows to the full size of the ImpactBillboard over 0.

For example, including an arrow MeshPart and setting AlignHitMarkToNormal noted above to false will make the arrow stick out of the surface from the direction you shot it.Exploding Projectiles Projectiles can include an Explosion object to damage players in an area around the impact point.BlastDamage NumberValue optional — Damage dealt to things in the center of the explosion.

Note that the explosion does less damage the farther away hit objects are from the center of the explosion.Default is Charging Weapon A charging weapon like the Railgun must be charged up between shots before it can fire again.Discharging Sound optional — Plays while the weapon is discharging, for example if you charge the weapon just partially and release the shoot button.

ChargeComplete Sound optional — Plays when the weapon has reached full charge.DischargeComplete Sound optional — Plays when the weapon has completely discharged.DischargeCompleteParticles ParticleEmitter optional — Emits when the weapon has completely discharged.ChargingParticles ParticleEmitter optional — Emits while the weapon is charging.

You can include multiple emitters of this name and each will emit while charging.ChargeRate NumberValue required — Rate at which the weapon will charge.

System Folder Structure

thebedandbreakfastdirectory.com › Scripts.The #1 website for finding the safest and best scripts to use for Roblox.We have proudly been distrubuting scripts for almost 2 years.GodzOfExploitz – Video SOUTH LONDON 2 STEAL TOOLS SCRIPT (KILL ALL AND MORE.) Roblox Exploiting Scripting Part 2 | Semi Advanced.

How to use:

  1. A charging weapon like the Railgun must be charged up between shots before it can fire again.
  2. However, if something is noted as a specific inherited type such as ” Handle Part ,” that object must be a Part.
  3. Make sure you set ShouldMovePart noted in the previous section to true if you have a visible object here.
  4. Roblox Scripts.
  5. WeaponsSystemGui ScreenGui.
ROBLOX SOUTH LONDON 2 SCRIPT! (2021 STILL WORKING) OP!, time: 2:23

Video GodzOfExploitz

More specialized options are specified in Weapon Options.

South London 2 Auto Farm Roblox Scripts – properties

  • StringTight Attachment optional — Point where String1 should be when the bow is fully drawn.
  • HitEffect Attachment optional — Position doesn’t matter; the position will be set to Beam0.
  • Weapons System GUI The core weapons system interfaces with this system to update the GUI based on things like spread of the gun, indicators for when you get hit or hit others, etc.
  • AmmoCapacity IntValue optional — Number of shots in each “ammo clip” before player must reload; default is
  • If an indicator is activated an additional time before it has had time to fade completely, a new indicator of that type will be instantiated.
  • Rocket Launcher.
  • Exploding Projectiles Projectiles can include an Explosion object to damage players in an area around the impact point.
  • DistanceLevelFromCenter NumberValue optional — Number of distance levels from the center of the screen each distance level is about 0.

That was a nice direction to be going in, but it fell short because of poor quality assets and the terrible use of them in the actual route itself.They just had a black void in all platform ramps.

At that point, a few of the speed limits are incorrectly placed or just straight up incorrect as a whole.But in game they are depicted as just a bunch of sidings that have no purpose in the game.They have a circular tube entrance in real life unlike the box one in game.This in itself is just one of many infrastructure inaccuracies.

This goes for both sides of the tunnels which are much more distinctive on the east side.The tight single bore on the down fast which trains tightly fit through was a wide double track tunnel with a single track running through.Some are recycled from old routes and have been utilised incorrectly such as Northchurch and Linslade Tunnels.Why this was overlooked, I have no idea, but it ruins the authenticity.

Unfortunately, DTG have recycled old speed signs and omitted these specialised boards.A bow weapon like the Crossbow can include a realistic string and arms construction, as well as a visual arrow nocked to the string.The core weapons system interfaces with this system to update the GUI based on things like spread of the gun, indicators for when you get hit or hit others, etc.For example, if someone shoots you, a red semi-circle can show up around your crosshair in the direction the shot came from.

Other examples include indicators to show the direction of footsteps, indirect gunfire, or even environmental objects such as chests.These will only show up for the player that damaged another player, not for spectating players.To customize the shoulder camera, modify the variables under the — Configuration parameters constants comment in the ShoulderCamera.

You can modify things such as field of view, offset from player, walk speed while sprinting or zooming, etc.

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Coding and Scripts.Studio Basics.User Interface.Collapse Sidebar Tutorials All Content.Hide content Show content.To use an endorsed weapon in your game: Select one of the following weapons: Pistol.

Auto Rifle.Submachine Gun.Sniper Rifle.Grenade Launcher.Rocket Launcher.First Endorsed Weapon? WeaponsSystem Folder.Animations Folder where animations used in the weapons system are placed.Casings Folder where all bullet casings are stored.HitMarks Folder where all hit mark effects are stored.Shots Folder where all shot effects are stored.

Configuration Folder where configuration values for the weapons system are kept.SprintEnabled BoolValue which is involved in sprint control.WeaponTypes Folder where all weapon types are specified.ServerWeaponsScript Script which ensures only one instance of the weapons system runs.ClientWeaponsScript LocalScript which ensures only one instance of the weapons system runs.NetworkingCallbacks ModuleScript.

WeaponData RemoteEvent.WeaponsSystem ModuleScript.Modifying a Weapon Below are all the generic descendants needed to modify a weapon or create a new weapon, along with all optional descendants to override.However, if something is noted as a specific inherited type such as ” Handle Part ,” that object must be a Part.Square brackets [] refer to the object in general and the name doesn’t matter.For example, [Model] refers to the weapon’s Model and you can rename it to whatever makes sense.

HandleAttachment Attachment required — Position this attachment on a weapon model BasePart where you want the handle to be welded to.Fired Sound optional — Plays when the weapon is fired.Reload Sound optional — Plays when the weapon is reloaded.Additional descendants for any Weapon Options.Handle Part required — Part positioned where you want the player to hold the weapon.

Note that all items have default values, so you can omit those you don’t need to change.AmmoCapacity IntValue optional — Number of shots in each “ammo clip” before player must reload; default is Note that ammo is unlimited and this does not specify how much ammo a player is carrying.FireMode StringValue optional — Choose from either Semiautomatic click once for each shot , Automatic hold click to continuously fire , or Burst click to shoot a burst of bullets depending on NumBurstShots.

Default is Semiautomatic.ShotCooldown NumberValue optional — Minimum waiting time between clicks; default is 0.For Automatic weapons, this is also the time between shots while holding click.HitDamage NumberValue optional — Amount of damage each direct hit does; default is Default is and anything hit beyond this distance will receive less and less damage as the distance nears ZeroDamageDistance.

ZeroDamageDistance NumberValue optional — Anything hit at or beyond this distance will receive no damage; default is Setting this to something like can simulate raycasting weapons like laser guns.MinSpread NumberValue optional — Minimum amount of spread for the weapon; default is 0.For example, this value for the Crossbow is 1 because its arrows should arc, but this value for the Rocket Launcher is 0 because rockets should travel straight.Default is false.RecoilMin NumberValue optional — Minimum recoil added for each shot; default is 0.

RecoilMax NumberValue optional — Maximum recoil added for each shot; default is 0.TotalRecoilMax NumberValue optional — Total maximum accumulated recoil weapon’s current recoil will never be higher than this value ; default is 2.RecoilDecay NumberValue optional — Decay multiplier for recoil essentially the rate at which recoil will go away after shooting ; default is 0.StartupTime NumberValue optional — Length of time after equipping this weapon before the player can shoot; default is 0.

This prevents players from firing a single shot from a bunch of different weapons in quick succession.Set this to 0 if you want the sound to always play at the same pitch.Default is 0.This is useful for weapons like the Shotgun that fires multiple bullets at same time.

Note that one shot will always use exactly one ammo regardless of this value.Additional children for any Weapon Options.BoltMotor Motor6D required — Used to animate the bolt.BoltMotorStart Attachment required — Point where the bolt is when it’s at rest.BoltMotorTarget Attachment required — Point where the bolt animates to when shooting.BoltOpenSound Sound optional — Plays when the bolt opens.

BoltCloseSound Sound optional — Plays when the bolt closes.ActionOpenTime NumberValue optional — Time it takes for the bolt to animate to open position; default is 0.ActionCloseTime NumberValue optional — Time it takes for the bolt to animate to closed position; default is 0.

Ejecting Bullet Casings Weapons can include physical bullet casings that eject upon firing and fall to the ground.Note that its orientation determines the direction the casings will pop out.

CasingHitSound Sound optional — Plays when casings hit the ground.ShouldMovePart BoolValue optional — Set to true if the weapon’s ShotEffect should move with the projectile or false if not; default is false.

You should only set this to true if there’s a visible object that moves with each shot, such as an arrow or rocket.Default is nil which means no manual fade will be applied by code.Default is 3.HitParticlesUsePartColor BoolValue optional — Set to true if you want the hit particles to be the color of the hit surface, false if you want hit particles to not change color.

Default is true.Don’t forget to set attachments see descendants which follow.Attachment0 Attachment optional — Back of trailing beams; make sure to set Attachment0 on both Beam0 and Beam1 to this.Attachment1 Attachment optional — Front of trailing beams; make sure to set Attachment1 on both Beam0 and Beam1 to this.HitEffect Attachment optional — Position doesn’t matter; the position will be set to Beam0.

Make sure you set ShouldMovePart noted in the previous section to true if you have a visible object here.NumMuzzleParticles IntValue optional — Number of muzzle particles that will be emitted; default is Muzzle Flashes This option creates a Beam flash effect when the weapon is fired.

Position doesn’t matter.MuzzleFlash1 Attachment required — Used to specify opposite side of muzzle flash.

: CasingHitSound Sound optional — Plays when casings hit the ground.

This in itself is just one of many infrastructure inaccuracies.Collapse Sidebar Tutorials All Content.Right ImageLabel.

  • It seems like all the effort went into getting the outdated London Midland license for the Class on this route, and the Avanti West Coast license which is used on the updated Class model that has some of the most horrible default sounds in TS and needs the Armstrong Powerhouse sound pack just to even be playable.
  • You can include multiple emitters of this name and each will emit while charging.
  • Tweaking the rotation of the image in Studio may be required unless you upload the image so that it’s facing down and there’s little or no blank space around it.
  • Physical projectiles can be specified for any weapon, along with Sound SoundsBeam Beamsand ParticleEmitter ParticleEmitters for hit effects and other special effects.
  • HitMarker Frame.

About South London 2:

GodzOfExploitz.ImpactBillboard BillboardGui optional — Displays at the hit surface, always facing towards player.

I Took Over SOUTH LONDON 2, time: 11:44
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