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Social experience and interaction is in the very DNA of ROBLOX. We enable creators and gaming enthusiasts from all over the world to develop and play on a single platform. The future of collaborative creation technology will be cloud based and tools such as Google Docs and Slack are paving the way. At ROBLOX, we are taking collaborative creation one step further with introduction of Team Create. Team Create is a new Studio feature that allows you to create with your friends in real-time.
You can invite your friends to join you in Studioafter enabling your Team Create for your game. While each of you has Studio running on your machine, you will all be able to; edit the same game place, see what everyone is working on, and even chat with each other.
All of Those scrips is 71 scrips so have fun!! And dont forget to drop a like and leave a comment and smash the sub button ^^Purest-https://pastebin.com/raw.
- Roblox is ushering in the next generation of entertainment. Imagine, create, and play together with millions of players across an infinite variety of immersive, user-generated 3D worlds.
- I don't know what I was doing at the start at all. The bit where I had 100 billion ROBUX was me using Inspect ElementLink to the game - https://www.roblox.co.
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In order to work on a project with your friends, load up the place you want to edit with Studio then open up the Team Create panel (you can find it in the View tab). Press the Turn ON button in that panel to enable Team Create. From there, invite your friends to edit your place by typing their ROBLOX username in the top of the Team Create Panel.
After you invite someone to a Team Create place, he or she can go to the place’s game page and press the Edit button (which is in the “. . .” menu). This will launch Studio and automatically add them into the editing session.
When someone joins a Team Create place, they will be assigned a color. Their camera and selection will be tinted in that color so everyone can know who is working on what.
The arrival of Team Create has made us start to rethink creation across the platform. Personal Build Servers (PBS), while great for the platform at the time, are no longer used as much and we are providing a similar and better experience with Team Create. We will soon be locking down the creation of PBS’s so that new ones may not be made any longer. You will still be able to play and update your PBS (and those you are invited to) for 30 days afterwards. After that, all PBS’s will be converted to regular places. We encourage you to ask your friends to build with you in Team Create going forward.
For the most part, working in Team Create is the same as working in solo Studio. There are a few key differences to know though. Instead of requiring you to manually save, Team Create will automatically save your place to the ROBLOX cloud every 5 minutes. Also, while anyone can select and manipulate any instance in the 3D view, each script can only be edited by one person at a time.
Please read the Wiki article at ROBLOX for more in-depth information about Team Create.
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- loadstring(game:GetObjects('rbxassetid://4480871791')[1].Source)()
- local VRService = game:GetService('VRService')
- local character = workspace.CloneCharacter
- local HeadDisplay = Instance.new('Part', workspace)
- HeadDisplay.CanCollide = false
- HeadDisplay.Transparency = 1
- HeadDisplay.TopSurface = Enum.SurfaceType.Smooth
- HeadDisplay.BottomSurface = Enum.SurfaceType.Smooth
- local leftHandDisplay = Instance.new('Part', workspace)
- leftHandDisplay.CanCollide = false
- leftHandDisplay.Transparency = 1
- leftHandDisplay.Color = Color3.fromRGB(125,125,255)
- leftHandDisplay.TopSurface = Enum.SurfaceType.Smooth
- leftHandDisplay.BottomSurface = Enum.SurfaceType.Smooth
- local rightHandDisplay = Instance.new('Part', workspace)
- rightHandDisplay.CanCollide = false
- rightHandDisplay.Transparency = 1
- rightHandDisplay.Color = Color3.fromRGB(255,125,125)
- rightHandDisplay.TopSurface = Enum.SurfaceType.Smooth
- rightHandDisplay.BottomSurface = Enum.SurfaceType.Smooth
- for i,v in next, workspace.CloneCharacter:GetChildren() do
- v:Destroy()
- end
- spawn(function()
- local character = workspace.CloneCharacter
- HeadScale = 1
- Cam.HeadScale = HeadScale
- local cfRH = VRService:GetUserCFrame(Enum.UserCFrame.RightHand)
- local RightHandCFrame = (Cam.CFrame*CFrame.new(cfRH.p*HeadScale))*CFrame.fromEulerAnglesXYZ(cfRH:ToEulerAnglesXYZ())
- local cfLH = VRService:GetUserCFrame(Enum.UserCFrame.LeftHand)
- local LeftHandCFrame = (Cam.CFrame*CFrame.new(cfLH.p*HeadScale))*CFrame.fromEulerAnglesXYZ(cfLH:ToEulerAnglesXYZ())
- local cfH = VRService:GetUserCFrame(Enum.UserCFrame.Head)
- local HeadCFrame = (Cam.CFrame*CFrame.new(cfH.p*HeadScale))*CFrame.fromEulerAnglesXYZ(cfH:ToEulerAnglesXYZ())
- character['Head'].Orientation = HeadDisplay.Orientation
- character['Head'].Position = HeadDisplay.Position
- character['Left Arm'].Orientation = leftHandDisplay.Orientation + Vector3.new(45,0,0)
- character['Left Arm'].Position = leftHandDisplay.Position
- character['Right Arm'].Orientation = rightHandDisplay.Orientation + Vector3.new(45,0,0)
- character['Right Arm'].Position = rightHandDisplay.Position
- end)
- spawn(function()
- ------------------------------------------------------------------------
- -- Cinematic free camera for spectating and video production.
- ------------------------------------------------------------------------
- local pi = math.pi
- local clamp = math.clamp
- local rad = math.rad
- local sqrt = math.sqrt
- local ContextActionService = game:GetService('ContextActionService')
- local RunService = game:GetService('RunService')
- local UserInputService = game:GetService('UserInputService')
- if not LocalPlayer then
- Players:GetPropertyChangedSignal('LocalPlayer'):Wait()
- end
- local Camera = Workspace.CurrentCamera
- Workspace:GetPropertyChangedSignal('CurrentCamera'):Connect(function()
- if newCamera then
- end
- ------------------------------------------------------------------------
- local TOGGLE_INPUT_PRIORITY = Enum.ContextActionPriority.Low.Value
- local INPUT_PRIORITY = Enum.ContextActionPriority.High.Value
- local PAN_GAIN = Vector2.new(0.75, 1)*8
- local PAN_STIFFNESS = 1.0
- ------------------------------------------------------------------------
- local Spring = {} do
- local self = setmetatable({}, Spring)
- self.p = pos
- return self
- local f = self.f*2*pi
- local v0 = self.v
- local offset = goal - p0
- local p1 = goal + (v0*dt - offset*(f*dt + 1))*decay
- self.v = v1
- return p1
- self.p = pos
- end
- ------------------------------------------------------------------------
- local cameraPos = Vector3.new()
- local cameraFov = 0
- local velSpring = Spring.new(VEL_STIFFNESS, Vector3.new())
- local panSpring = Spring.new(PAN_STIFFNESS, Vector2.new())
- ------------------------------------------------------------------------
- local Input = {} do
- local K_CURVATURE = 2.0
- return (exp(K_CURVATURE*x) - 1)/(exp(K_CURVATURE) - 1)
- return fCurve((x - K_DEADZONE)/(1 - K_DEADZONE))
- return sign(x)*clamp(fDeadzone(abs(x)), 0, 1)
- end
- local gamepad = {
- ButtonY = 0,
- DPadUp = 0,
- ButtonR2 = 0,
- Thumbstick2 = Vector2.new(),
- W = 0,
- S = 0,
- E = 0,
- U = 0,
- J = 0,
- I = 0,
- Up = 0,
- LeftShift = 0,
- }
- local mouse = {
- MouseWheel = 0,
- local NAV_KEYBOARD_SPEED = Vector3.new(1, 1, 1)
- local PAN_MOUSE_SPEED = Vector2.new(1, 1)*(pi/64)
- local PAN_GAMEPAD_SPEED = Vector2.new(1, 1)*(pi/8)
- local FOV_GAMEPAD_SPEED = 0.25
- local NAV_SHIFT_MUL = 0.25
- local navSpeed = 1
- function Input.Vel(dt)
- navSpeed = clamp(navSpeed + dt*(keyboard.Up - keyboard.Down)*NAV_ADJ_SPEED, 0.01, 4)
- local kGamepad = Vector3.new(
- thumbstickCurve(gamepad.ButtonR2) - thumbstickCurve(gamepad.ButtonL2),
- )*NAV_GAMEPAD_SPEED
- local kKeyboard = Vector3.new(
- keyboard.D - keyboard.A + keyboard.K - keyboard.H,
- keyboard.E - keyboard.Q + keyboard.I - keyboard.Y,
- keyboard.S - keyboard.W + keyboard.J - keyboard.U
- local shift = UserInputService:IsKeyDown(Enum.KeyCode.LeftShift) or UserInputService:IsKeyDown(Enum.KeyCode.RightShift)
- return (kGamepad + kKeyboard)*(navSpeed*(shift and NAV_SHIFT_MUL or 1))
- local kGamepad = Vector2.new(
- thumbstickCurve(-gamepad.Thumbstick2.x)
- local kMouse = mouse.Delta*PAN_MOUSE_SPEED
- return kGamepad + kMouse
- local kGamepad = (gamepad.ButtonX - gamepad.ButtonY)*FOV_GAMEPAD_SPEED
- mouse.MouseWheel = 0
- end
- do
- keyboard[input.KeyCode.Name] = state Enum.UserInputState.Begin and 1 or 0
- end
- local function GpButton(action, state, input)
- gamepad[input.KeyCode.Name] = state Enum.UserInputState.Begin and 1 or 0
- end
- local function MousePan(action, state, input)
- mouse.Delta = Vector2.new(-delta.y, -delta.x)
- end
- local function Thumb(action, state, input)
- return Enum.ContextActionResult.Sink
- gamepad[input.KeyCode.Name] = input.Position.z
- end
- local function MouseWheel(action, state, input)
- mouse[input.UserInputType.Name] = -input.Position.z
- end
- local function Zero(t)
- t[k] = v*0
- end
- function Input.StartCapture()
- ContextActionService:BindActionAtPriority('FreecamKeyboard', Keypress, false, INPUT_PRIORITY,
- Enum.KeyCode.A, Enum.KeyCode.H,
- Enum.KeyCode.D, Enum.KeyCode.K,
- Enum.KeyCode.Q, Enum.KeyCode.Y,
- )
- ContextActionService:BindActionAtPriority('FreecamMousePan', MousePan, false, INPUT_PRIORITY, Enum.UserInputType.MouseMovement)
- ContextActionService:BindActionAtPriority('FreecamMouseWheel', MouseWheel, false, INPUT_PRIORITY, Enum.UserInputType.MouseWheel)
- ContextActionService:BindActionAtPriority('FreecamGamepadButton', GpButton, false, INPUT_PRIORITY, Enum.KeyCode.ButtonX, Enum.KeyCode.ButtonY)
- ContextActionService:BindActionAtPriority('FreecamGamepadTrigger', Trigger, false, INPUT_PRIORITY, Enum.KeyCode.ButtonR2, Enum.KeyCode.ButtonL2)
- ContextActionService:BindActionAtPriority('FreecamGamepadThumbstick', Thumb, false, INPUT_PRIORITY, Enum.KeyCode.Thumbstick1, Enum.KeyCode.Thumbstick2)
- navSpeed = 1
- Zero(keyboard)
- ContextActionService:UnbindAction('FreecamKeyboard')
- ContextActionService:UnbindAction('FreecamMousePan')
- ContextActionService:UnbindAction('FreecamMouseWheel')
- ContextActionService:UnbindAction('FreecamGamepadButton')
- ContextActionService:UnbindAction('FreecamGamepadTrigger')
- ContextActionService:UnbindAction('FreecamGamepadThumbstick')
- end
- local znear = 0.1
- local projy = 2*tan(cameraFov/2)
- local fx = cameraFrame.rightVector
- local fz = cameraFrame.lookVector
- local minVect = Vector3.new()
- for y = 0, 1, 0.5 do
- local cy = (y - 0.5)*projy
- local origin = cameraFrame.p + offset*znear
- local _, hit = Workspace:FindPartOnRay(Ray.new(origin, offset.unit*minDist))
- if minDist > dist then
- minVect = offset.unit
- end
- end
- ------------------------------------------------------------------------
- local function StepFreecam(dt)
- local pan = panSpring:Update(dt, Input.Pan(dt))
- local zoomFactor = sqrt(tan(rad(70/2))/tan(rad(cameraFov/2)))
- cameraFov = clamp(cameraFov + fov*FOV_GAIN*(dt/zoomFactor), 1, 120)
- cameraRot = cameraRot + pan*PAN_GAIN*(dt/zoomFactor)
- cameraRot = Vector2.new(clamp(cameraRot.x, -PITCH_LIMIT, PITCH_LIMIT), cameraRot.y%(2*pi))
- local cameraCFrame = CFrame.new(cameraPos)*CFrame.fromOrientation(cameraRot.x, cameraRot.y, 0)*CFrame.new(vel*NAV_GAIN*dt)
- Camera.Focus = cameraCFrame*CFrame.new(0, 0, -GetFocusDistance(cameraCFrame))
- end
- ------------------------------------------------------------------------
- local PlayerState = {} do
- local cameraType
- local cameraCFrame
- local screenGuis = {}
- Backpack = true,
- Health = true,
- }
- BadgesNotificationsActive = true,
- }
- -- Save state and set up for freecam
- for name in pairs(coreGuis) do
- coreGuis[name] = StarterGui:GetCoreGuiEnabled(Enum.CoreGuiType[name])
- StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType[name], false)
- for name in pairs(setCores) do
- StarterGui:SetCore(name, false)
- local playergui = LocalPlayer:FindFirstChildOfClass('PlayerGui')
- for _, gui in pairs(playergui:GetChildren()) do
- screenGuis[#screenGuis + 1] = gui
- end
- end
- cameraFieldOfView = Camera.FieldOfView
- Camera.CameraType = Enum.CameraType.Custom
- cameraCFrame = Camera.CFrame
- UserInputService.MouseBehavior = Enum.MouseBehavior.Default
- function PlayerState.Pop()
- StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType[name], isEnabled)
- for name, isEnabled in pairs(setCores) do
- end
- if gui.Parent then
- end
- cameraFieldOfView = nil
- Camera.CameraType = cameraType
- cameraCFrame = nil
- Camera.Focus = cameraFocus
- mouseBehavior = nil
- end
- local function StartFreecam()
- cameraRot = Vector2.new(cameraCFrame:toEulerAnglesYXZ())
- cameraFov = Camera.FieldOfView
- velSpring:Reset(Vector3.new())
- fovSpring:Reset(0)
- PlayerState.Push()
- RunService:BindToRenderStep('Freecam', Enum.RenderPriority.Camera.Value, StepFreecam)
- end
- local function StopFreecam()
- RunService:UnbindFromRenderStep('Freecam')
- end
- ------------------------------------------------------------------------
- do
- StartFreecam()
- local function ToggleFreecam()
- StopFreecam()
- StartFreecam()
- enabled = not enabled
- for i = 1, #macro - 1 do
- return
- end
- end
- local function HandleActivationInput(action, state, input)
- if input.KeyCode FREECAM_MACRO_KB[#FREECAM_MACRO_KB] then
- end
- return Enum.ContextActionResult.Pass
- ContextActionService:BindActionAtPriority('FreecamToggle', HandleActivationInput, false, TOGGLE_INPUT_PRIORITY, FREECAM_MACRO_KB[#FREECAM_MACRO_KB])
- end)