Files
watrbx-game-engine/RobloxTest/PhysicsTestsLong/character_car_collision_suite.rbxl
2025-09-18 17:55:52 -04:00

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<token name="LeftSurface">0</token>
<token name="LeftSurfaceInput">0</token>
<bool name="Locked">true</bool>
<token name="Material">256</token>
<string name="Name">Right Arm</string>
<float name="Reflectance">0</float>
<float name="RightParamA">-0.5</float>
<float name="RightParamB">0.5</float>
<token name="RightSurface">0</token>
<token name="RightSurfaceInput">0</token>
<Vector3 name="RotVelocity">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<float name="TopParamA">-0.5</float>
<float name="TopParamB">0.5</float>
<token name="TopSurface">3</token>
<token name="TopSurfaceInput">0</token>
<float name="Transparency">0</float>
<Vector3 name="Velocity">
<X>-11.3137083</X>
<Y>0</Y>
<Z>11.3137093</Z>
</Vector3>
<token name="formFactorRaw">0</token>
<token name="shape">1</token>
<Vector3 name="size">
<X>1</X>
<Y>2</Y>
<Z>1</Z>
</Vector3>
</Properties>
</Item>
<Item class="Part" referent="RBX17">
<Properties>
<bool name="Anchored">false</bool>
<float name="BackParamA">-0.5</float>
<float name="BackParamB">0.5</float>
<token name="BackSurface">0</token>
<token name="BackSurfaceInput">0</token>
<float name="BottomParamA">-0.5</float>
<float name="BottomParamB">0.5</float>
<token name="BottomSurface">0</token>
<token name="BottomSurfaceInput">0</token>
<int name="BrickColor">24</int>
<CoordinateFrame name="CFrame">
<X>2.18556941e-008</X>
<Y>1.39999032</Y>
<Z>136.5</Z>
<R00>-4.37113883e-008</R00>
<R01>0</R01>
<R02>1</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>-1</R20>
<R21>0</R21>
<R22>-4.37113883e-008</R22>
</CoordinateFrame>
<bool name="CanCollide">false</bool>
<float name="Elasticity">0.5</float>
<float name="Friction">0.300000012</float>
<float name="FrontParamA">-0.5</float>
<float name="FrontParamB">0.5</float>
<token name="FrontSurface">0</token>
<token name="FrontSurfaceInput">0</token>
<float name="LeftParamA">-0.5</float>
<float name="LeftParamB">0.5</float>
<token name="LeftSurface">0</token>
<token name="LeftSurfaceInput">0</token>
<bool name="Locked">true</bool>
<token name="Material">256</token>
<string name="Name">Left Leg</string>
<float name="Reflectance">0</float>
<float name="RightParamA">-0.5</float>
<float name="RightParamB">0.5</float>
<token name="RightSurface">0</token>
<token name="RightSurfaceInput">0</token>
<Vector3 name="RotVelocity">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<float name="TopParamA">-0.5</float>
<float name="TopParamB">0.5</float>
<token name="TopSurface">3</token>
<token name="TopSurfaceInput">0</token>
<float name="Transparency">0</float>
<Vector3 name="Velocity">
<X>-11.3137083</X>
<Y>0</Y>
<Z>11.3137093</Z>
</Vector3>
<token name="formFactorRaw">0</token>
<token name="shape">1</token>
<Vector3 name="size">
<X>1</X>
<Y>2</Y>
<Z>1</Z>
</Vector3>
</Properties>
</Item>
<Item class="Part" referent="RBX18">
<Properties>
<bool name="Anchored">false</bool>
<float name="BackParamA">-0.5</float>
<float name="BackParamB">0.5</float>
<token name="BackSurface">0</token>
<token name="BackSurfaceInput">0</token>
<float name="BottomParamA">-0.5</float>
<float name="BottomParamB">0.5</float>
<token name="BottomSurface">0</token>
<token name="BottomSurfaceInput">0</token>
<int name="BrickColor">24</int>
<CoordinateFrame name="CFrame">
<X>-2.18556941e-008</X>
<Y>1.39999032</Y>
<Z>135.5</Z>
<R00>-4.37113883e-008</R00>
<R01>0</R01>
<R02>1</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>-1</R20>
<R21>0</R21>
<R22>-4.37113883e-008</R22>
</CoordinateFrame>
<bool name="CanCollide">false</bool>
<float name="Elasticity">0.5</float>
<float name="Friction">0.300000012</float>
<float name="FrontParamA">-0.5</float>
<float name="FrontParamB">0.5</float>
<token name="FrontSurface">0</token>
<token name="FrontSurfaceInput">0</token>
<float name="LeftParamA">-0.5</float>
<float name="LeftParamB">0.5</float>
<token name="LeftSurface">0</token>
<token name="LeftSurfaceInput">0</token>
<bool name="Locked">true</bool>
<token name="Material">256</token>
<string name="Name">Right Leg</string>
<float name="Reflectance">0</float>
<float name="RightParamA">-0.5</float>
<float name="RightParamB">0.5</float>
<token name="RightSurface">0</token>
<token name="RightSurfaceInput">0</token>
<Vector3 name="RotVelocity">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<float name="TopParamA">-0.5</float>
<float name="TopParamB">0.5</float>
<token name="TopSurface">3</token>
<token name="TopSurfaceInput">0</token>
<float name="Transparency">0</float>
<Vector3 name="Velocity">
<X>-11.3137083</X>
<Y>0</Y>
<Z>11.3137093</Z>
</Vector3>
<token name="formFactorRaw">0</token>
<token name="shape">1</token>
<Vector3 name="size">
<X>1</X>
<Y>2</Y>
<Z>1</Z>
</Vector3>
</Properties>
</Item>
<Item class="Humanoid" referent="RBX19">
<Properties>
<float name="Health">100</float>
<float name="MaxHealth">100</float>
<string name="Name">Humanoid</string>
<token name="NameOcclusion">0</token>
<float name="WalkSpeed">16</float>
</Properties>
</Item>
<Item class="ShirtGraphic" referent="RBX20">
<Properties>
<Content name="Graphic"><url>http://www.watrbx.wtf/asset/?version=1&amp;id=1000024</url></Content>
<string name="Name">Shirt Graphic</string>
</Properties>
</Item>
<Item class="BodyColors" referent="RBX21">
<Properties>
<int name="HeadColor">226</int>
<int name="LeftArmColor">24</int>
<int name="LeftLegColor">24</int>
<string name="Name">Body Colors</string>
<int name="RightArmColor">24</int>
<int name="RightLegColor">24</int>
<int name="TorsoColor">24</int>
</Properties>
</Item>
<Item class="Script" referent="RBX22">
<Properties>
<bool name="Disabled">true</bool>
<Content name="LinkedSource"><null></null></Content>
<string name="Name">Zombie</string>
<ProtectedString name="Source">function waitForChild(parent, childName)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end
function visit(item, f)
&#9;for _, v in ipairs(item:GetChildren())
&#9;&#9;do f(v) visit(v, f)
&#9;end
end &#9;
-- declarations
local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Humanoid&quot;)
local pose = &quot;Standing&quot;
-- findBase
local base
visit(game,
&#9;function (i)
&#9;&#9;if i.Name == &quot;Base&quot; then&#9;
&#9;&#9;&#9;base = i
&#9;&#9;end
&#9;end
)
function move(time)
&#9;intTime = math.floor(time)
&#9;cycle = intTime % 4
&#9;dx = 2 * math.floor(cycle/2) - 1
&#9;dz = 2 * math.floor(cycle % 2) - 1
&#9;delta = Vector3.new(dx*100, 0, dz*100)
&#9;point = Torso.Position + delta
&#9;Humanoid:MoveTo(point, base)
end
-- main program
local nextTime = 0
local runService = game:service(&quot;RunService&quot;);
while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.5
&#9;end
end</ProtectedString>
</Properties>
</Item>
</Item>
<Item class="Model" referent="RBX23">
<Properties>
<CoordinateFrame name="ModelInPrimary">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
<R00>1</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>0</R20>
<R21>0</R21>
<R22>1</R22>
</CoordinateFrame>
<string name="Name">FrontCar</string>
<Ref name="PrimaryPart">RBX24</Ref>
</Properties>
<Item class="Part" referent="RBX25">
<Properties>
<bool name="Anchored">false</bool>
<float name="BackParamA">-0.5</float>
<float name="BackParamB">0.5</float>
<token name="BackSurface">0</token>
<token name="BackSurfaceInput">0</token>
<float name="BottomParamA">-0.5</float>
<float name="BottomParamB">0.5</float>
<token name="BottomSurface">0</token>
<token name="BottomSurfaceInput">0</token>
<int name="BrickColor">38</int>
<CoordinateFrame name="CFrame">
<X>31.0004025</X>
<Y>2.40003824</Y>
<Z>-39.9996643</Z>
<R00>3.34120559e-005</R00>
<R01>1.00000489</R01>
<R02>-4.03038666e-006</R02>
<R10>1.42481781e-006</R10>
<R11>-4.07615153e-006</R11>
<R12>-1.0000006</R12>
<R20>-1.00000715</R20>
<R21>3.43950887e-005</R21>
<R22>-1.46998559e-006</R22>
</CoordinateFrame>
<bool name="CanCollide">true</bool>
<float name="Elasticity">0.5</float>
<float name="Friction">0.300000012</float>
<float name="FrontParamA">-0.5</float>
<float name="FrontParamB">0.5</float>
<token name="FrontSurface">0</token>
<token name="FrontSurfaceInput">0</token>
<float name="LeftParamA">0</float>
<float name="LeftParamB">0</float>
<token name="LeftSurface">6</token>
<token name="LeftSurfaceInput">0</token>
<bool name="Locked">false</bool>
<token name="Material">512</token>
<string name="Name">Wheel_FrontLeft</string>
<float name="Reflectance">0</float>
<float name="RightParamA">-0.5</float>
<float name="RightParamB">0.5</float>
<token name="RightSurface">0</token>
<token name="RightSurfaceInput">0</token>
<Vector3 name="RotVelocity">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<float name="TopParamA">-0.5</float>
<float name="TopParamB">0.5</float>
<token name="TopSurface">0</token>
<token name="TopSurfaceInput">0</token>
<float name="Transparency">0</float>
<Vector3 name="Velocity">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<token name="formFactorRaw">0</token>
<token name="shape">2</token>
<Vector3 name="size">
<X>4.00000048</X>
<Y>4.00000048</Y>
<Z>4.00000048</Z>
</Vector3>
</Properties>
</Item>
<Item class="Part" referent="RBX26">
<Properties>
<bool name="Anchored">false</bool>
<float name="BackParamA">-0.5</float>
<float name="BackParamB">0.5</float>
<token name="BackSurface">0</token>
<token name="BackSurfaceInput">0</token>
<float name="BottomParamA">-0.5</float>
<float name="BottomParamB">0.5</float>
<token name="BottomSurface">0</token>
<token name="BottomSurfaceInput">0</token>
<int name="BrickColor">1021</int>
<CoordinateFrame name="CFrame">
<X>26.4993382</X>
<Y>2.90001678</Y>
<Z>-39.4995346</Z>
<R00>-3.64392108e-005</R00>
<R01>-3.68697238e-006</R01>
<R02>1</R02>
<R10>-2.15948671e-006</R10>
<R11>1</R11>
<R12>3.686931e-006</R12>
<R20>-1</R20>
<R21>-2.159323e-006</R21>
<R22>-3.64378138e-005</R22>
</CoordinateFrame>
<bool name="CanCollide">true</bool>
<float name="Elasticity">0.5</float>
<float name="Friction">0.300000012</float>
<float name="FrontParamA">-0.5</float>
<float name="FrontParamB">0.5</float>
<token name="FrontSurface">0</token>
<token name="FrontSurfaceInput">0</token>
<float name="LeftParamA">-0.5</float>
<float name="LeftParamB">0.5</float>
<token name="LeftSurface">0</token>
<token name="LeftSurfaceInput">0</token>
<bool name="Locked">false</bool>
<token name="Material">512</token>
<string name="Name">Part</string>
<float name="Reflectance">0</float>
<float name="RightParamA">-0.5</float>
<float name="RightParamB">0.5</float>
<token name="RightSurface">0</token>
<token name="RightSurfaceInput">0</token>
<Vector3 name="RotVelocity">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<float name="TopParamA">-0.5</float>
<float name="TopParamB">0.5</float>
<token name="TopSurface">0</token>
<token name="TopSurfaceInput">0</token>
<float name="Transparency">0</float>
<Vector3 name="Velocity">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<token name="formFactorRaw">3</token>
<token name="shape">1</token>
<Vector3 name="size">
<X>1</X>
<Y>1</Y>
<Z>5.00000048</Z>
</Vector3>
</Properties>
<Item class="ManualWeld" referent="RBX27">
<Properties>
<CoordinateFrame name="C0">
<X>-0.5</X>
<Y>0.5</Y>
<Z>2.50000024</Z>
<R00>-1</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>0</R11>
<R12>1</R12>
<R20>0</R20>
<R21>1</R21>
<R22>0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>-0.505770683</X>
<Y>-1.003304</Y>
<Z>2.99999428</Z>
<R00>0</R00>
<R01>-0.999988079</R01>
<R02>0</R02>
<R10>0</R10>
<R11>0</R11>
<R12>1</R12>
<R20>-1</R20>
<R21>0</R21>
<R22>0</R22>
</CoordinateFrame>
<string name="Name">Part-to-Part Strong Joint</string>
<Ref name="Part0">null</Ref>
<Ref name="Part1">null</Ref>
<int name="Surface0">1</int>
<int name="Surface1">4</int>
</Properties>
</Item>
<Item class="ManualWeld" referent="RBX28">
<Properties>
<CoordinateFrame name="C0">
<X>-0.5</X>
<Y>-0.5</Y>
<Z>-2.50000024</Z>
<R00>-0</R00>
<R01>0</R01>
<R02>-1</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>1</R20>
<R21>0</R21>
<R22>-0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>3.00022984</X>
<Y>-0.499941587</Y>
<Z>-2.49992275</Z>
<R00>-2.74510239e-005</R00>
<R01>-1.08635209e-006</R01>
<R02>-1.00001431</R02>
<R10>-3.68216661e-007</R10>
<R11>1.00000119</R11>
<R12>-9.96236622e-007</R12>
<R20>1.00000978</R20>
<R21>2.76779701e-007</R21>
<R22>-2.54846473e-005</R22>
</CoordinateFrame>
<string name="Name">Part-to-Part Strong Joint</string>
<Ref name="Part0">RBX26</Ref>
<Ref name="Part1">RBX29</Ref>
<int name="Surface0">3</int>
<int name="Surface1">0</int>
</Properties>
</Item>
</Item>
<Item class="Part" referent="RBX30">
<Properties>
<bool name="Anchored">false</bool>
<float name="BackParamA">-0.5</float>
<float name="BackParamB">0.5</float>
<token name="BackSurface">0</token>
<token name="BackSurfaceInput">0</token>
<float name="BottomParamA">-0.5</float>
<float name="BottomParamB">0.5</float>
<token name="BottomSurface">0</token>
<token name="BottomSurfaceInput">0</token>
<int name="BrickColor">141</int>
<CoordinateFrame name="CFrame">
<X>30.9996738</X>
<Y>3.40000653</Y>
<Z>-35.9991722</Z>
<R00>-6.2822277e-005</R00>
<R01>-4.47089178e-006</R01>
<R02>1</R02>
<R10>-3.2339733e-006</R10>
<R11>1</R11>
<R12>4.47073489e-006</R12>
<R20>-1</R20>
<R21>-3.23365634e-006</R21>
<R22>-6.2820538e-005</R22>
</CoordinateFrame>
<bool name="CanCollide">true</bool>
<float name="Elasticity">0.5</float>
<float name="Friction">0.300000012</float>
<float name="FrontParamA">-0.5</float>
<float name="FrontParamB">0.5</float>
<token name="FrontSurface">0</token>
<token name="FrontSurfaceInput">0</token>
<float name="LeftParamA">-0.5</float>
<float name="LeftParamB">0.5</float>
<token name="LeftSurface">0</token>
<token name="LeftSurfaceInput">0</token>
<bool name="Locked">false</bool>
<token name="Material">512</token>
<string name="Name">Part</string>
<float name="Reflectance">0</float>
<float name="RightParamA">-0.5</float>
<float name="RightParamB">0.5</float>
<token name="RightSurface">0</token>
<token name="RightSurfaceInput">0</token>
<Vector3 name="RotVelocity">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<float name="TopParamA">-0.5</float>
<float name="TopParamB">0.5</float>
<token name="TopSurface">0</token>
<token name="TopSurfaceInput">0</token>
<float name="Transparency">0</float>
<Vector3 name="Velocity">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<token name="formFactorRaw">3</token>
<token name="shape">1</token>
<Vector3 name="size">
<X>3.99999714</X>
<Y>2</Y>
<Z>4</Z>
</Vector3>
</Properties>
<Item class="ManualWeld" referent="RBX31">
<Properties>
<CoordinateFrame name="C0">
<X>-2.99999857</X>
<Y>1</Y>
<Z>2</Z>
<R00>-1</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>0</R11>
<R12>1</R12>
<R20>0</R20>
<R21>1</R21>
<R22>0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>0.498784542</X>
<Y>-1.99680042</Y>
<Z>-2.99999809</Z>
<R00>0</R00>
<R01>0</R01>
<R02>-1</R02>
<R10>0</R10>
<R11>-0.999982119</R11>
<R12>0</R12>
<R20>-1</R20>
<R21>0</R21>
<R22>0</R22>
</CoordinateFrame>
<string name="Name">Part-to-Part Strong Joint</string>
<Ref name="Part0">null</Ref>
<Ref name="Part1">null</Ref>
<int name="Surface0">1</int>
<int name="Surface1">0</int>
</Properties>
</Item>
<Item class="ManualWeld" referent="RBX32">
<Properties>
<CoordinateFrame name="C0">
<X>1.99999857</X>
<Y>-1</Y>
<Z>-2</Z>
<R00>-1</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>0</R20>
<R21>0</R21>
<R22>-1</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>1.99967957</X>
<Y>-0.499983788</Y>
<Z>2.50024962</Z>
<R00>-1.00001431</R00>
<R01>-1.20010668e-008</R01>
<R02>1.06773905e-006</R02>
<R10>7.81700464e-008</R10>
<R11>1.00000119</R11>
<R12>-3.24399707e-007</R12>
<R20>8.98738392e-007</R20>
<R21>-4.15666591e-007</R21>
<R22>-1.00000978</R22>
</CoordinateFrame>
<string name="Name">Part-to-Part Strong Joint</string>
<Ref name="Part0">RBX30</Ref>
<Ref name="Part1">RBX29</Ref>
<int name="Surface0">5</int>
<int name="Surface1">2</int>
</Properties>
</Item>
<Item class="ManualWeld" referent="RBX33">
<Properties>
<CoordinateFrame name="C0">
<X>1.99999857</X>
<Y>-1</Y>
<Z>-2</Z>
<R00>-1</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>0</R20>
<R21>0</R21>
<R22>-1</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>-0.500228882</X>
<Y>-2.19982719</Y>
<Z>1.99913025</Z>
<R00>-1.03884422e-005</R00>
<R01>5.94652647e-007</R01>
<R02>1</R02>
<R10>4.9646178e-007</R10>
<R11>1</R11>
<R12>-5.94661287e-007</R12>
<R20>-1</R20>
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<R00>-3.74439514e-005</R00>
<R01>-3.8385665e-006</R01>
<R02>1.00000489</R02>
<R10>-1.97828717e-006</R10>
<R11>1.0000006</R11>
<R12>3.79284756e-006</R12>
<R20>-1.00000715</R20>
<R21>-1.93304095e-006</R21>
<R22>-3.6459227e-005</R22>
</CoordinateFrame>
<bool name="CanCollide">true</bool>
<float name="Elasticity">0.5</float>
<float name="Friction">0.300000012</float>
<float name="FrontParamA">-0.5</float>
<float name="FrontParamB">0.5</float>
<token name="FrontSurface">0</token>
<token name="FrontSurfaceInput">0</token>
<float name="LeftParamA">-0.5</float>
<float name="LeftParamB">0.5</float>
<token name="LeftSurface">0</token>
<token name="LeftSurfaceInput">0</token>
<bool name="Locked">false</bool>
<token name="Material">256</token>
<string name="Name">Brakelight_Right</string>
<float name="Reflectance">0.100000001</float>
<float name="RightParamA">-0.5</float>
<float name="RightParamB">0.5</float>
<token name="RightSurface">0</token>
<token name="RightSurfaceInput">0</token>
<Vector3 name="RotVelocity">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<float name="TopParamA">-0.5</float>
<float name="TopParamB">0.5</float>
<token name="TopSurface">0</token>
<token name="TopSurfaceInput">0</token>
<float name="Transparency">0</float>
<Vector3 name="Velocity">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<token name="formFactorRaw">3</token>
<token name="shape">1</token>
<Vector3 name="size">
<X>1</X>
<Y>1</Y>
<Z>1.00000024</Z>
</Vector3>
</Properties>
<Item class="ManualWeld" referent="RBX172">
<Properties>
<CoordinateFrame name="C0">
<X>0.5</X>
<Y>-0.5</Y>
<Z>0.500000119</Z>
<R00>1</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>0</R11>
<R12>-1</R12>
<R20>-0</R20>
<R21>1</R21>
<R22>0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>-3.00000381</X>
<Y>0.499998093</Y>
<Z>0.499970376</Z>
<R00>1</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>0</R11>
<R12>-1</R12>
<R20>0</R20>
<R21>0.999988079</R21>
<R22>0</R22>
</CoordinateFrame>
<string name="Name">Part-to-Part Strong Joint</string>
<Ref name="Part0">null</Ref>
<Ref name="Part1">null</Ref>
<int name="Surface0">4</int>
<int name="Surface1">1</int>
</Properties>
</Item>
<Item class="ManualWeld" referent="RBX173">
<Properties>
<CoordinateFrame name="C0">
<X>0.5</X>
<Y>-0.5</Y>
<Z>0.500000119</Z>
<R00>-0</R00>
<R01>0</R01>
<R02>1</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>-1</R20>
<R21>0</R21>
<R22>-0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>-0.499723136</X>
<Y>-1.50000191</Y>
<Z>-3</Z>
<R00>0.999988079</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>0</R20>
<R21>0</R21>
<R22>1</R22>
</CoordinateFrame>
<string name="Name">Part-to-Part Strong Joint</string>
<Ref name="Part0">null</Ref>
<Ref name="Part1">null</Ref>
<int name="Surface0">0</int>
<int name="Surface1">5</int>
</Properties>
</Item>
<Item class="ManualWeld" referent="RBX174">
<Properties>
<CoordinateFrame name="C0">
<X>-0.5</X>
<Y>0.5</Y>
<Z>0.500000119</Z>
<R00>-1</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>0</R11>
<R12>1</R12>
<R20>0</R20>
<R21>1</R21>
<R22>0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>-0.499998093</X>
<Y>-0.997344971</Y>
<Z>-1.51713443</Z>
<R00>-1</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>0</R11>
<R12>1</R12>
<R20>0</R20>
<R21>0.999991059</R21>
<R22>0</R22>
</CoordinateFrame>
<string name="Name">Part-to-Part Strong Joint</string>
<Ref name="Part0">null</Ref>
<Ref name="Part1">null</Ref>
<int name="Surface0">1</int>
<int name="Surface1">4</int>
</Properties>
</Item>
<Item class="ManualWeld" referent="RBX175">
<Properties>
<CoordinateFrame name="C0">
<X>0.5</X>
<Y>-0.5</Y>
<Z>0.500000119</Z>
<R00>-0</R00>
<R01>0</R01>
<R02>1</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>-1</R20>
<R21>0</R21>
<R22>-0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>-0.500033379</X>
<Y>-1.50001144</Y>
<Z>-3.00033474</Z>
<R00>1.00000489</R00>
<R01>1.00247621e-006</R01>
<R02>8.05515538e-006</R02>
<R10>-9.5677683e-007</R10>
<R11>1.0000006</R11>
<R12>-3.46869285e-007</R12>
<R20>-7.07189747e-006</R20>
<R21>3.0179848e-007</R21>
<R22>1.00000715</R22>
</CoordinateFrame>
<string name="Name">Brakelight_Right-to-Tailgate Strong Joint</string>
<Ref name="Part0">RBX171</Ref>
<Ref name="Part1">RBX96</Ref>
<int name="Surface0">0</int>
<int name="Surface1">5</int>
</Properties>
</Item>
<Item class="ManualWeld" referent="RBX176">
<Properties>
<CoordinateFrame name="C0">
<X>0.5</X>
<Y>-0.5</Y>
<Z>0.500000119</Z>
<R00>1</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>0</R11>
<R12>-1</R12>
<R20>-0</R20>
<R21>1</R21>
<R22>0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>3.00013065</X>
<Y>0.499999523</Y>
<Z>-0.500024796</Z>
<R00>-1.00002861</R00>
<R01>9.68427685e-007</R01>
<R02>-3.52952156e-008</R02>
<R10>-1.44951173e-007</R10>
<R11>-3.73870535e-008</R11>
<R12>-1.00000238</R12>
<R20>2.96461758e-006</R20>
<R21>-1.00001955</R21>
<R22>-1.4541979e-007</R22>
</CoordinateFrame>
<string name="Name">Brakelight_Right-to-Bumper_Back Strong Joint</string>
<Ref name="Part0">RBX171</Ref>
<Ref name="Part1">RBX98</Ref>
<int name="Surface0">4</int>
<int name="Surface1">1</int>
</Properties>
</Item>
</Item>
<Item class="Part" referent="RBX177">
<Properties>
<bool name="Anchored">false</bool>
<float name="BackParamA">-0.5</float>
<float name="BackParamB">0.5</float>
<token name="BackSurface">0</token>
<token name="BackSurfaceInput">0</token>
<float name="BottomParamA">-0.5</float>
<float name="BottomParamB">0.5</float>
<token name="BottomSurface">0</token>
<token name="BottomSurfaceInput">0</token>
<int name="BrickColor">1021</int>
<CoordinateFrame name="CFrame">
<X>21.499712</X>
<Y>5.40005493</Y>
<Z>-32.4986801</Z>
<R00>-4.04380662e-005</R00>
<R01>-3.75078707e-006</R01>
<R02>1</R02>
<R10>-2.12867985e-006</R10>
<R11>1</R11>
<R12>3.75073751e-006</R12>
<R20>-1</R20>
<R21>-2.12849909e-006</R21>
<R22>-4.04366729e-005</R22>
</CoordinateFrame>
<bool name="CanCollide">true</bool>
<float name="Elasticity">0.5</float>
<float name="Friction">0.300000012</float>
<float name="FrontParamA">-0.5</float>
<float name="FrontParamB">0.5</float>
<token name="FrontSurface">0</token>
<token name="FrontSurfaceInput">0</token>
<float name="LeftParamA">-0.5</float>
<float name="LeftParamB">0.5</float>
<token name="LeftSurface">0</token>
<token name="LeftSurfaceInput">0</token>
<bool name="Locked">false</bool>
<token name="Material">512</token>
<string name="Name">Part</string>
<float name="Reflectance">0</float>
<float name="RightParamA">-0.5</float>
<float name="RightParamB">0.5</float>
<token name="RightSurface">0</token>
<token name="RightSurfaceInput">0</token>
<Vector3 name="RotVelocity">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<float name="TopParamA">-0.5</float>
<float name="TopParamB">0.5</float>
<token name="TopSurface">0</token>
<token name="TopSurfaceInput">0</token>
<float name="Transparency">0</float>
<Vector3 name="Velocity">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<token name="formFactorRaw">3</token>
<token name="shape">1</token>
<Vector3 name="size">
<X>1</X>
<Y>1.99999976</Y>
<Z>5.00000286</Z>
</Vector3>
</Properties>
<Item class="ManualWeld" referent="RBX178">
<Properties>
<CoordinateFrame name="C0">
<X>0.5</X>
<Y>-0.999999881</Y>
<Z>2.50000143</Z>
<R00>-0</R00>
<R01>0</R01>
<R02>0.99999994</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>-0.99999994</R20>
<R21>0</R21>
<R22>-0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>-4.51699638</X>
<Y>-0.502656937</Y>
<Z>-3.00000191</Z>
<R00>0.999974549</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>0</R20>
<R21>0</R21>
<R22>0.99999994</R22>
</CoordinateFrame>
<string name="Name">Part-to-Part Strong Joint</string>
<Ref name="Part0">null</Ref>
<Ref name="Part1">null</Ref>
<int name="Surface0">0</int>
<int name="Surface1">5</int>
</Properties>
</Item>
<Item class="ManualWeld" referent="RBX179">
<Properties>
<CoordinateFrame name="C0">
<X>0.5</X>
<Y>-0.999999881</Y>
<Z>2.50000143</Z>
<R00>-0</R00>
<R01>0</R01>
<R02>0.99999994</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>-0.99999994</R20>
<R21>0</R21>
<R22>-0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>-0.50819242</X>
<Y>-1.50208569</Y>
<Z>-0.500005722</Z>
<R00>0.999981701</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>0.999999881</R11>
<R12>0</R12>
<R20>0</R20>
<R21>0</R21>
<R22>0.999999702</R22>
</CoordinateFrame>
<string name="Name">Part-to-Part Strong Joint</string>
<Ref name="Part0">null</Ref>
<Ref name="Part1">null</Ref>
<int name="Surface0">0</int>
<int name="Surface1">5</int>
</Properties>
</Item>
<Item class="ManualWeld" referent="RBX180">
<Properties>
<CoordinateFrame name="C0">
<X>0.5</X>
<Y>-0.999999881</Y>
<Z>2.50000143</Z>
<R00>-0</R00>
<R01>0</R01>
<R02>0.99999994</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>-0.99999994</R20>
<R21>0</R21>
<R22>-0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>-1.49999809</X>
<Y>0.483006239</Y>
<Z>-1.00800705</Z>
<R00>0</R00>
<R01>0</R01>
<R02>0.999999821</R02>
<R10>0.999977827</R10>
<R11>0</R11>
<R12>0</R12>
<R20>0</R20>
<R21>0.999999881</R21>
<R22>0</R22>
</CoordinateFrame>
<string name="Name">Part-to-Part Strong Joint</string>
<Ref name="Part0">null</Ref>
<Ref name="Part1">null</Ref>
<int name="Surface0">0</int>
<int name="Surface1">3</int>
</Properties>
</Item>
<Item class="ManualWeld" referent="RBX181">
<Properties>
<CoordinateFrame name="C0">
<X>0.5</X>
<Y>-0.999999881</Y>
<Z>2.50000143</Z>
<R00>-0</R00>
<R01>0</R01>
<R02>0.99999994</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>-0.99999994</R20>
<R21>0</R21>
<R22>-0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>-4.50009823</X>
<Y>-0.499959469</Y>
<Z>-3.00026608</Z>
<R00>1.00000966</R00>
<R01>8.68991037e-007</R01>
<R02>1.00664029e-005</R02>
<R10>-7.77594096e-007</R10>
<R11>1.00000119</R11>
<R12>-4.52212305e-007</R12>
<R20>-8.09988796e-006</R20>
<R21>3.62078708e-007</R21>
<R22>1.00001419</R22>
</CoordinateFrame>
<string name="Name">Part-to-Tailgate Strong Joint</string>
<Ref name="Part0">RBX177</Ref>
<Ref name="Part1">RBX96</Ref>
<int name="Surface0">0</int>
<int name="Surface1">5</int>
</Properties>
</Item>
<Item class="ManualWeld" referent="RBX182">
<Properties>
<CoordinateFrame name="C0">
<X>0.5</X>
<Y>-0.999999881</Y>
<Z>2.50000143</Z>
<R00>-0</R00>
<R01>0</R01>
<R02>0.99999994</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>-0.99999994</R20>
<R21>0</R21>
<R22>-0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>-1.5003252</X>
<Y>-0.49996376</Y>
<Z>2.50031948</Z>
<R00>-8.08902332e-005</R00>
<R01>-3.26227337e-007</R01>
<R02>1.00001419</R02>
<R10>2.72376474e-006</R10>
<R11>1.00000119</R11>
<R12>2.36330948e-007</R12>
<R20>-1.00000966</R20>
<R21>2.6323662e-006</R21>
<R22>-8.28570774e-005</R22>
</CoordinateFrame>
<string name="Name">Part-to-BackSeat2 Strong Joint</string>
<Ref name="Part0">RBX177</Ref>
<Ref name="Part1">RBX131</Ref>
<int name="Surface0">0</int>
<int name="Surface1">3</int>
</Properties>
</Item>
<Item class="ManualWeld" referent="RBX183">
<Properties>
<CoordinateFrame name="C0">
<X>0.5</X>
<Y>-0.999999881</Y>
<Z>2.50000143</Z>
<R00>1</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>0</R11>
<R12>-1</R12>
<R20>-0</R20>
<R21>1</R21>
<R22>0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>0.500016212</X>
<Y>0.500050545</Y>
<Z>4.5001111</Z>
<R00>1.00002146</R00>
<R01>2.0111986e-006</R01>
<R02>-1.05337961e-007</R02>
<R10>-2.40517124e-007</R10>
<R11>-1.33487447e-007</R11>
<R12>-1.00000179</R12>
<R20>-4.96094117e-006</R20>
<R21>1.00001466</R21>
<R22>3.61842467e-009</R22>
</CoordinateFrame>
<string name="Name">Part-to-Brakelight_Right Strong Joint</string>
<Ref name="Part0">RBX177</Ref>
<Ref name="Part1">RBX171</Ref>
<int name="Surface0">4</int>
<int name="Surface1">1</int>
</Properties>
</Item>
<Item class="ManualWeld" referent="RBX184">
<Properties>
<CoordinateFrame name="C0">
<X>0.5</X>
<Y>-0.999999881</Y>
<Z>2.50000143</Z>
<R00>-0</R00>
<R01>0</R01>
<R02>0.99999994</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>-0.99999994</R20>
<R21>0</R21>
<R22>-0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>-0.500067234</X>
<Y>-1.99990749</Y>
<Z>-0.499994278</Z>
<R00>1.00000966</R00>
<R01>5.94198582e-007</R01>
<R02>1.27814783e-005</R02>
<R10>-5.02795046e-007</R10>
<R11>1.00000119</R11>
<R12>-5.8587716e-007</R12>
<R20>-1.08149516e-005</R20>
<R21>4.95745496e-007</R21>
<R22>1.00001419</R22>
</CoordinateFrame>
<string name="Name">Part-to-Part Strong Joint</string>
<Ref name="Part0">RBX177</Ref>
<Ref name="Part1">RBX166</Ref>
<int name="Surface0">0</int>
<int name="Surface1">5</int>
</Properties>
</Item>
</Item>
<Item class="Script" referent="RBX185">
<Properties>
<bool name="Disabled">true</bool>
<Content name="LinkedSource"><null></null></Content>
<string name="Name">VehicleScript</string>
<ProtectedString name="Source">function waitForChild(instance, name)
&#9;while not instance:FindFirstChild(name) do
&#9;&#9;instance.ChildAdded:wait()
&#9;end
end
local model = script.Parent
waitForChild(model, &quot;Brakelight_Left&quot;)
waitForChild(model, &quot;Brakelight_Right&quot;)
waitForChild(model, &quot;Headlight_Left&quot;)
waitForChild(model, &quot;Headlight_Right&quot;)
waitForChild(model, &quot;Wheel_FrontLeft&quot;)
waitForChild(model, &quot;Wheel_FrontRight&quot;)
waitForChild(model, &quot;Wheel_BackLeft&quot;)
waitForChild(model, &quot;Wheel_BackRight&quot;)
waitForChild(model, &quot;ExhaustPipe&quot;)
waitForChild(model.ExhaustPipe, &quot;Smoke&quot;)
waitForChild(model.ExhaustPipe, &quot;Fire&quot;)
waitForChild(model, &quot;VehicleSeat&quot;)
waitForChild(model, &quot;VehicleSeatBack&quot;)
waitForChild(model.VehicleSeatBack, &quot;BodyGyro&quot;)
waitForChild(model, &quot;Bumper_Front&quot;)
waitForChild(model, &quot;Bumper_Back&quot;)
local seat = model.VehicleSeat
local driverInSeat = false
local smoke = model.ExhaustPipe.Smoke
local fire = model.ExhaustPipe.Fire
local brake_L = model.Brakelight_Left
local brake_R = model.Brakelight_Right
local light_L = model.Headlight_Left
local light_R = model.Headlight_Right
local vehicleSeatBack = model.VehicleSeatBack
local gyro = vehicleSeatBack.BodyGyro
local backBumperForce = model.Bumper_Back.BodyForce
local frontBumperForce = model.Bumper_Front.BodyForce
-- SETTINGS
local brakeColor_on = BrickColor.new(&quot;Really red&quot;)
local brakeColor_off = BrickColor.new(&quot;Reddish brown&quot;)
local lightColor_on = BrickColor.new(&quot;Institutional white&quot;)
local lightColor_off = light_L.BrickColor
print(&quot;headlight off color will be &quot; .. lightColor_off.Name)
local smokeOpacity_throttleOn = 0.5
local smokeOpacity_throttleOff = 0.1
local fireSize_big = 7
local fireSize_small = 3
function seatChildAddedHandler(child)
&#9;if child.Name==&quot;SeatWeld&quot; then
&#9;&#9;print(&quot;Turn car ON&quot;)
&#9;&#9;driverInSeat = true
&#9;&#9;smoke.Enabled = true
&#9;&#9;smoke.Opacity = smokeOpacity_throttleOff
&#9;&#9;light_L.BrickColor = lightColor_on
&#9;&#9;light_R.BrickColor = lightColor_on
&#9;&#9;fire.Size = fireSize_big
&#9;&#9;fire.Enabled = true
&#9;&#9;wait(0.3)
&#9;&#9;fire.Size = fireSize_small
&#9;&#9;if seat.Throttle==0 then
&#9;&#9;&#9;fire.Enabled = false
&#9;&#9;end
&#9;end
end
function seatChildRemovedHandler(child)
&#9;if child.Name==&quot;SeatWeld&quot; then
&#9;&#9;print(&quot;Turn car OFF&quot;)
&#9;&#9;driverInSeat = false
&#9;&#9;smoke.Enabled = false
&#9;&#9;light_L.BrickColor = lightColor_off
&#9;&#9;light_R.BrickColor = lightColor_off
&#9;end
end
function showBigFire()
&#9;fire.Size = fireSize_big
&#9;fire.Enabled = true
&#9;wait(0.3)
&#9;if seat.Throttle==1 then
&#9;&#9;fire.Size = fireSize_small
&#9;end
&#9;wait(1)
&#9;if seat.Throttle==1 then
&#9;&#9;fire.Enabled = false
&#9;end
end
local tiltForce = 84000
local tiltTime = 1
function tiltJeepBack()
&#9;print(&quot;tiltJeepBack()&quot;)
&#9;wait(tiltTime)
end
function tiltJeepForward()
&#9;print(&quot;tiltJeepForward()&quot;)
&#9;wait(tiltTime)
end
function seatChangedHandler(prop)
&#9;if prop==&quot;Throttle&quot; then
&#9;&#9;if seat.Throttle==1 then
&#9;&#9;&#9;-- Throttle Forward
&#9;&#9;&#9;brake_L.BrickColor = brakeColor_off
&#9;&#9;&#9;brake_R.BrickColor = brakeColor_off
&#9;&#9;&#9;smoke.Opacity = smokeOpacity_throttleOn
&#9;&#9;&#9;local co = coroutine.create(showBigFire)
&#9;&#9;&#9;coroutine.resume(co)
&#9;&#9;&#9;local co2 = coroutine.create(tiltJeepBack)
&#9;&#9;&#9;coroutine.resume(co2)
&#9;&#9;elseif seat.Throttle==0 then
&#9;&#9;&#9;-- Throttle Off
&#9;&#9;&#9;brake_L.BrickColor = brakeColor_on
&#9;&#9;&#9;brake_R.BrickColor = brakeColor_on
&#9;&#9;&#9;smoke.Opacity = smokeOpacity_throttleOff
&#9;&#9;&#9;fire.Enabled = false
&#9;&#9;&#9;wait(0.9)
&#9;&#9;&#9;if brake_L.BrickColor==brakeColor_on then
&#9;&#9;&#9;&#9;brake_L.BrickColor = brakeColor_off
&#9;&#9;&#9;end
&#9;&#9;&#9;if brake_R.BrickColor==brakeColor_on then
&#9;&#9;&#9;&#9;brake_R.BrickColor = brakeColor_off
&#9;&#9;&#9;end
&#9;&#9;elseif seat.Throttle==-1 then
&#9;&#9;&#9;-- Throttle Reverse
&#9;&#9;&#9;brake_L.BrickColor = lightColor_on
&#9;&#9;&#9;brake_R.BrickColor = lightColor_on
&#9;&#9;&#9;smoke.Opacity = smokeOpacity_throttleOff
&#9;&#9;&#9;fire.Enabled = false
&#9;&#9;&#9;local co = coroutine.create(tiltJeepForward)
&#9;&#9;&#9;coroutine.resume(co)
&#9;&#9;end
&#9;end
end
-- Set initial colors
light_L.BrickColor = lightColor_off
light_R.BrickColor = lightColor_off
brake_L.BrickColor = brakeColor_off
brake_R.BrickColor = brakeColor_off
smoke.Enabled = false
fire.Enabled = false
print(&quot;JeepScript: connecting events...&quot;)
seat.ChildAdded:connect(seatChildAddedHandler)
seat.ChildRemoved:connect(seatChildRemovedHandler)
seat.Changed:connect(seatChangedHandler)
print(&quot;JeepScript: events connected.&quot;)
while true do
&#9;-- Every 15 seconds, poll if jeep has turned upside down. If true, then flip back upright.
&#9;if(vehicleSeatBack.CFrame.lookVector.y &lt;= 0.707) then
&#9;&#9;print(&quot;Jeep is flipped. Flipping right side up...&quot;)
&#9;&#9;gyro.cframe = CFrame.new( Vector3.new(0,0,0), Vector3.new(0,1,0) )
&#9;&#9;gyro.maxTorque = Vector3.new(1000, 1000, 1000)
&#9;&#9;wait(2)
&#9;&#9;gyro.maxTorque = Vector3.new(0,0,0)
&#9;end
&#9;wait(8)
end
</ProtectedString>
</Properties>
</Item>
<Item class="Script" referent="RBX186">
<Properties>
<bool name="Disabled">true</bool>
<Content name="LinkedSource"><null></null></Content>
<string name="Name">VehicleSmashScript</string>
<ProtectedString name="Source">function waitForChild(instance, name)
&#9;while not instance:FindFirstChild(name) do
&#9;&#9;instance.ChildAdded:wait()
&#9;end
end
local vehicle = script.Parent
waitForChild(vehicle, &quot;FrontForceField&quot;)
waitForChild(vehicle, &quot;BackForceField&quot;)
waitForChild(vehicle, &quot;Hood&quot;)
waitForChild(vehicle.Hood, &quot;Smoke&quot;)
waitForChild(vehicle, &quot;VehicleScript&quot;)
waitForChild(script, &quot;IsDamaged&quot;)
waitForChild(vehicle, &quot;Wheel_FrontLeft&quot;)
waitForChild(vehicle, &quot;Wheel_FrontRight&quot;)
waitForChild(vehicle, &quot;Wheel_BackLeft&quot;)
waitForChild(vehicle, &quot;Wheel_BackRight&quot;)
-- REQUIRED PARTS ----------------------------
-- Include these, or things will break!
local frontForceField = vehicle.FrontForceField
local backForceField = vehicle.BackForceField
local hood = vehicle.Hood
local vehicleSmoke = hood.Smoke
local wheel_frontLeft = vehicle.Wheel_FrontLeft
local wheel_frontRight = vehicle.Wheel_FrontRight
local wheel_backLeft = vehicle.Wheel_BackLeft
local wheel_backRight = vehicle.Wheel_BackRight
-- SETTINGS ----------------------------------
local timeToRespawn = 60
local allowDamage = true
----------------------------------------------
local debris = game:GetService(&quot;Debris&quot;)
while vehicle:FindFirstChild(&quot;StamperFloor&quot;) or vehicle:FindFirstChild(&quot;StamperFloor2&quot;) do vehicle.ChildRemoved:wait() end
local vehicleSize = vehicle:GetModelSize().magnitude
--[[local vehiclePart = vehicle.Undercarriage
local newForceField = Instance.new(&quot;Part&quot;)
newForceField.Name = &quot;CarForceField&quot;
newForceField.CanCollide = false
newForceField.Anchored = false
newForceField.Transparency = .5
newForceField.formFactor = &quot;Custom&quot;
newForceField.Size = vehicle:GetModelSize()*Vector3.new(.5, 1, .5)
newForceField.CFrame = vehicle:GetModelCFrame()
newForceField.Parent = vehicle
local newWeld = Instance.new(&quot;Weld&quot;)
newWeld.Part0 = newForceField
newWeld.Part1 = vehiclePart
newWeld.C1 = vehiclePart.CFrame:inverse() * (vehicle:GetModelCFrame() - vehicle:GetModelCFrame().p + vehiclePart.CFrame.p)
newWeld.Parent = vehiclePart
]]--
function vAbs(vect)
&#9;return Vector3.new(math.abs(vect.X), math.abs(vect.Y), math.abs(vect.Z))
end
function clearToRespawn(modelToRespawn)
&#9;if modelToRespawn:IsA(&quot;Model&quot;) then
&#9;&#9;local diag = .9*vAbs(modelToRespawn:GetModelCFrame():vectorToWorldSpace(modelToRespawn:GetModelSize()/2))
&#9;&#9;return #game.Workspace:FindPartsInRegion3(Region3.new(modelToRespawn:GetModelCFrame().p - diag, modelToRespawn:GetModelCFrame().p + diag), nil, 100) &lt; 1
&#9;elseif modelToRespawn:IsA(&quot;BasePart&quot;) then
&#9;&#9;local diag = .9*vAbs(modelToRespawn.CFrame:vectorToWorldSpace(modelToRespawn.Size/2))
&#9;&#9;return #game.Workspace:FindPartsInRegion3(Region3.new(modelToRespawn.CFrame.p - diag, modelToRespawn.CFrame.p + diag), nil, 100) &lt; 1
&#9;else
&#9;&#9;return true
&#9;end
end
function respawnIt(toRespawn, oldParent)
&#9;wait(timeToRespawn)
&#9;while not (clearToRespawn(toRespawn)) do wait() end
&#9;-- we want things with vehicle seats to NOT be welded to ground
&#9;if not toRespawn:FindFirstChild(&quot;VehicleSeat&quot;) then
&#9;&#9;game.JointsService:SetJoinAfterMoveInstance(toRespawn)
&#9;end
&#9;toRespawn.Parent = oldParent
&#9;toRespawn:MakeJoints()
&#9;if not toRespawn:FindFirstChild(&quot;VehicleSeat&quot;) then
&#9;&#9;game.JointsService:CreateJoinAfterMoveJoints()
&#9;end
end
function isSmallerThanVehicle(robloxModel)
&#9;if robloxModel == vehicle then return false end -- check ourselves, before we wreck ourselves
&#9;if robloxModel:IsA(&quot;BasePart&quot;) then
&#9;&#9;return robloxModel.Size.magnitude + 4 &lt; vehicleSize
&#9;elseif robloxModel:IsA(&quot;Model&quot;) then
&#9;&#9;return robloxModel:GetModelSize().magnitude + 4 &lt; vehicleSize
&#9;else
&#9;&#9;return false
&#9;end
end
function onTouch(hit, direction)
--if hood.Velocity.magnitude &lt; 15 then return end -- must be going decently fast to break stuff... can add invisible &quot;prebumpers&quot; in the future to make collisions smoother
if hood.CFrame:vectorToObjectSpace(hood.Velocity):Dot(direction) &lt; 5 then return end -- must be going fast in correct direction to break stuff
&#9;if hit and hit.Parent then
&#9;&#9;if hit.Parent:FindFirstChild(&quot;Humanoid&quot;) then
&#9;&#9;&#9;--hit.Parent:BreakJoints() let&apos;s not kill &apos;em... for now
&#9;&#9;&#9;hit.Parent.Humanoid.Sit = true -- but we do make &apos;em flyyyy! XD
&#9;&#9;elseif hit:FindFirstChild(&quot;RobloxModel&quot;) and not hit:FindFirstChild(&quot;RunOver&quot;) and isSmallerThanVehicle(hit) then
&#9;&#9;&#9;local newModel = hit:Clone()
&#9;&#9;&#9;local modelParent = hit.Parent
&#9;&#9;&#9;local newRunOverTag = Instance.new(&quot;BoolValue&quot;)
&#9;&#9;&#9;newRunOverTag.Name = &quot;RunOver&quot;
&#9;&#9;&#9;newRunOverTag.Parent = hit
&#9;&#9;&#9;hit:BreakJoints()
&#9;&#9;&#9;debris:AddItem(hit, timeToRespawn)
&#9;&#9;&#9;coroutine.resume(coroutine.create(respawnIt), newModel, modelParent)
&#9;&#9;elseif hit.Parent:FindFirstChild(&quot;RobloxModel&quot;) and not hit.Parent:FindFirstChild(&quot;RunOver&quot;) and isSmallerThanVehicle(hit.Parent) then
&#9;&#9;&#9;local newModel = hit.Parent:Clone()
&#9;&#9;&#9;local modelParent = hit.Parent.Parent
&#9;&#9;&#9;local newRunOverTag = Instance.new(&quot;BoolValue&quot;)
&#9;&#9;&#9;newRunOverTag.Name = &quot;RunOver&quot;
&#9;&#9;&#9;newRunOverTag.Parent = hit.Parent
&#9;&#9;&#9;hit.Parent:BreakJoints()
&#9;&#9;&#9;debris:AddItem(hit.Parent, timeToRespawn)
&#9;&#9;&#9;coroutine.resume(coroutine.create(respawnIt), newModel, modelParent)
&#9;&#9;end
&#9;end
end
--newForceField.Touched:connect(onTouch)
--vehicle.Nose.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, -1)) end)
--vehicle.Bumper_Front.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, -1)) end)
--vehicle.Bumper_Back.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)
--vehicle.Tailgate.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)
--vehicle.ExhaustPipe.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)
frontForceField.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, -1, 0)) end)
backForceField.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 1, 0)) end)
vehicle.Wheel_BackLeft.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)
vehicle.Wheel_FrontLeft.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)
vehicle.Wheel_BackRight.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, -1)) end)
vehicle.Wheel_FrontRight.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, -1)) end)
local vehicleDamaged = false
function checkIfVehicleIsDamaged()
&#9;if (not frontForceField.Parent or not backForceField.Parent) and not vehicleDamaged and allowDamage then
&#9;&#9;vehicleDamaged = true
&#9;&#9;script.IsDamaged.Value = true
&#9;&#9;vehicle.VehicleScript.Disabled = true
&#9;&#9;vehicleSmoke.Enabled = true
&#9;&#9;vehicle.VehicleSeat.MaxSpeed = 0
&#9;&#9;vehicle.ExhaustPipe.Smoke.Enabled = false
&#9;&#9;-- Break Joints
&#9;&#9;vehicle.Wheel_BackLeft:BreakJoints()
&#9;&#9;vehicle.Wheel_FrontLeft:BreakJoints()
&#9;&#9;vehicle.Wheel_BackRight:BreakJoints()
&#9;&#9;vehicle.Wheel_FrontRight:BreakJoints()
&#9;&#9;hood:BreakJoints()
&#9;end
end
vehicle.ChildRemoved:connect(checkIfVehicleIsDamaged)
</ProtectedString>
</Properties>
<Item class="BoolValue" referent="RBX187">
<Properties>
<string name="Name">IsDamaged</string>
<bool name="Value">false</bool>
</Properties>
</Item>
</Item>
<Item class="Part" referent="RBX188">
<Properties>
<bool name="Anchored">false</bool>
<float name="BackParamA">-0.5</float>
<float name="BackParamB">0.5</float>
<token name="BackSurface">0</token>
<token name="BackSurfaceInput">0</token>
<float name="BottomParamA">-0.5</float>
<float name="BottomParamB">0.5</float>
<token name="BottomSurface">0</token>
<token name="BottomSurfaceInput">0</token>
<int name="BrickColor">199</int>
<CoordinateFrame name="CFrame">
<X>27.899662</X>
<Y>5.7998867</Y>
<Z>-37.399826</Z>
<R00>-1.14897387e-006</R00>
<R01>0.999993026</R01>
<R02>-0.000146447914</R02>
<R10>0.999993384</R10>
<R11>1.01295245e-006</R11>
<R12>-0.000929981354</R12>
<R20>-0.000929988222</R20>
<R21>-0.000146450446</R21>
<R22>-0.999994397</R22>
</CoordinateFrame>
<bool name="CanCollide">true</bool>
<float name="Elasticity">0.5</float>
<float name="Friction">0.300000012</float>
<float name="FrontParamA">-0.5</float>
<float name="FrontParamB">0.5</float>
<token name="FrontSurface">0</token>
<token name="FrontSurfaceInput">0</token>
<float name="LeftParamA">-0.5</float>
<float name="LeftParamB">0.5</float>
<token name="LeftSurface">0</token>
<token name="LeftSurfaceInput">0</token>
<bool name="Locked">false</bool>
<token name="Material">512</token>
<string name="Name">Part</string>
<float name="Reflectance">0</float>
<float name="RightParamA">-0.5</float>
<float name="RightParamB">0.5</float>
<token name="RightSurface">0</token>
<token name="RightSurfaceInput">0</token>
<Vector3 name="RotVelocity">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<float name="TopParamA">-0.5</float>
<float name="TopParamB">0.5</float>
<token name="TopSurface">0</token>
<token name="TopSurfaceInput">0</token>
<float name="Transparency">0</float>
<Vector3 name="Velocity">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<token name="formFactorRaw">3</token>
<token name="shape">1</token>
<Vector3 name="size">
<X>2</X>
<Y>0.200000003</Y>
<Z>2</Z>
</Vector3>
</Properties>
<Item class="ManualWeld" referent="RBX189">
<Properties>
<CoordinateFrame name="C0">
<X>-0.5</X>
<Y>0.999999881</Y>
<Z>4.00000143</Z>
<R00>-1</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>0</R11>
<R12>1</R12>
<R20>0</R20>
<R21>1</R21>
<R22>0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>-0.498200893</X>
<Y>-1.48479128</Y>
<Z>7.5</Z>
<R00>-0.999984503</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>0</R11>
<R12>1</R12>
<R20>0</R20>
<R21>1</R21>
<R22>0</R22>
</CoordinateFrame>
<string name="Name">Part-to-Part Strong Joint</string>
<Ref name="Part0">null</Ref>
<Ref name="Part1">null</Ref>
<int name="Surface0">1</int>
<int name="Surface1">4</int>
</Properties>
</Item>
<Item class="ManualWeld" referent="RBX190">
<Properties>
<CoordinateFrame name="C0">
<X>-0.5</X>
<Y>-0.999999881</Y>
<Z>-4.00000143</Z>
<R00>-0</R00>
<R01>0</R01>
<R02>-1</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>1</R20>
<R21>0</R21>
<R22>-0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>1.49892855</X>
<Y>2.00260448</Y>
<Z>-4.00000191</Z>
<R00>0</R00>
<R01>-1</R01>
<R02>0</R02>
<R10>0</R10>
<R11>0</R11>
<R12>-0.999987483</R12>
<R20>1</R20>
<R21>0</R21>
<R22>0</R22>
</CoordinateFrame>
<string name="Name">Part-to-Part Strong Joint</string>
<Ref name="Part0">null</Ref>
<Ref name="Part1">null</Ref>
<int name="Surface0">3</int>
<int name="Surface1">1</int>
</Properties>
</Item>
<Item class="ManualWeld" referent="RBX191">
<Properties>
<CoordinateFrame name="C0">
<X>-0.5</X>
<Y>-0.999999881</Y>
<Z>-4.00000143</Z>
<R00>-0</R00>
<R01>0</R01>
<R02>-1</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>1</R20>
<R21>0</R21>
<R22>-0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>-4.00000191</X>
<Y>-0.000144004822</Y>
<Z>-1.99942875</Z>
<R00>1</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>0</R20>
<R21>0</R21>
<R22>0.99999702</R22>
</CoordinateFrame>
<string name="Name">Part-to-Part Strong Joint</string>
<Ref name="Part0">null</Ref>
<Ref name="Part1">null</Ref>
<int name="Surface0">3</int>
<int name="Surface1">5</int>
</Properties>
</Item>
<Item class="ManualWeld" referent="RBX192">
<Properties>
<CoordinateFrame name="C0">
<X>-0.5</X>
<Y>0.999999881</Y>
<Z>4.00000143</Z>
<R00>-1</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>0</R11>
<R12>1</R12>
<R20>0</R20>
<R21>1</R21>
<R22>0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>-0.499215603</X>
<Y>-1.48904943</Y>
<Z>0.499996185</Z>
<R00>-0.999987483</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>0</R11>
<R12>1</R12>
<R20>0</R20>
<R21>1</R21>
<R22>0</R22>
</CoordinateFrame>
<string name="Name">Part-to-Part Strong Joint</string>
<Ref name="Part0">null</Ref>
<Ref name="Part1">null</Ref>
<int name="Surface0">1</int>
<int name="Surface1">4</int>
</Properties>
</Item>
<Item class="CylinderMesh" referent="RBX193">
<Properties>
<float name="Bevel">0</float>
<float name="Bevel Roundness">0</float>
<float name="Bulge">0</float>
<token name="LODX">2</token>
<token name="LODY">2</token>
<string name="Name">Mesh</string>
<Vector3 name="Offset">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<Vector3 name="Scale">
<X>1</X>
<Y>1</Y>
<Z>1</Z>
</Vector3>
<Vector3 name="VertexColor">
<X>1</X>
<Y>1</Y>
<Z>1</Z>
</Vector3>
</Properties>
</Item>
<Item class="ManualWeld" referent="RBX194">
<Properties>
<CoordinateFrame name="C0">
<X>-1</X>
<Y>0.100000001</Y>
<Z>1</Z>
<R00>-1</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>0</R11>
<R12>1</R12>
<R20>0</R20>
<R21>1</R21>
<R22>0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>0.499771118</X>
<Y>0.199149132</Y>
<Z>2.39904785</Z>
<R00>2.77582876e-006</R00>
<R01>9.40177997e-005</R01>
<R02>-0.999993026</R02>
<R10>-0.999993384</R10>
<R11>-0.000927243556</R11>
<R12>-2.86286968e-006</R12>
<R20>-0.000927250832</R20>
<R21>0.999994397</R21>
<R22>9.40183381e-005</R22>
</CoordinateFrame>
<string name="Name">Part-to-Part Strong Joint</string>
<Ref name="Part0">RBX188</Ref>
<Ref name="Part1">RBX34</Ref>
<int name="Surface0">1</int>
<int name="Surface1">0</int>
</Properties>
</Item>
</Item>
</Item>
<Item class="Model" referent="RBX195">
<Properties>
<CoordinateFrame name="ModelInPrimary">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
<R00>1</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>0</R20>
<R21>0</R21>
<R22>1</R22>
</CoordinateFrame>
<string name="Name">BackCar</string>
<Ref name="PrimaryPart">RBX196</Ref>
</Properties>
<Item class="Part" referent="RBX197">
<Properties>
<bool name="Anchored">false</bool>
<float name="BackParamA">-0.5</float>
<float name="BackParamB">0.5</float>
<token name="BackSurface">0</token>
<token name="BackSurfaceInput">0</token>
<float name="BottomParamA">-0.5</float>
<float name="BottomParamB">0.5</float>
<token name="BottomSurface">0</token>
<token name="BottomSurfaceInput">0</token>
<int name="BrickColor">38</int>
<CoordinateFrame name="CFrame">
<X>22.9995956</X>
<Y>2.40003586</Y>
<Z>-50.0003357</Z>
<R00>-3.34120559e-005</R00>
<R01>-1.00000489</R01>
<R02>4.03038666e-006</R02>
<R10>1.42481781e-006</R10>
<R11>-4.07615153e-006</R11>
<R12>-1.0000006</R12>
<R20>1.00000715</R20>
<R21>-3.43950887e-005</R21>
<R22>1.46998559e-006</R22>
</CoordinateFrame>
<bool name="CanCollide">true</bool>
<float name="Elasticity">0.5</float>
<float name="Friction">0.300000012</float>
<float name="FrontParamA">-0.5</float>
<float name="FrontParamB">0.5</float>
<token name="FrontSurface">0</token>
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<R00>-0</R00>
<R01>0</R01>
<R02>0.99999994</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>-0.99999994</R20>
<R21>0</R21>
<R22>-0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>-4.51699638</X>
<Y>-0.502656937</Y>
<Z>-3.00000191</Z>
<R00>0.999974549</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>0</R20>
<R21>0</R21>
<R22>0.99999994</R22>
</CoordinateFrame>
<string name="Name">Part-to-Part Strong Joint</string>
<Ref name="Part0">null</Ref>
<Ref name="Part1">null</Ref>
<int name="Surface0">0</int>
<int name="Surface1">5</int>
</Properties>
</Item>
<Item class="ManualWeld" referent="RBX351">
<Properties>
<CoordinateFrame name="C0">
<X>0.5</X>
<Y>-0.999999881</Y>
<Z>2.50000143</Z>
<R00>-0</R00>
<R01>0</R01>
<R02>0.99999994</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>-0.99999994</R20>
<R21>0</R21>
<R22>-0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>-0.50819242</X>
<Y>-1.50208569</Y>
<Z>-0.500005722</Z>
<R00>0.999981701</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>0.999999881</R11>
<R12>0</R12>
<R20>0</R20>
<R21>0</R21>
<R22>0.999999702</R22>
</CoordinateFrame>
<string name="Name">Part-to-Part Strong Joint</string>
<Ref name="Part0">null</Ref>
<Ref name="Part1">null</Ref>
<int name="Surface0">0</int>
<int name="Surface1">5</int>
</Properties>
</Item>
<Item class="ManualWeld" referent="RBX352">
<Properties>
<CoordinateFrame name="C0">
<X>0.5</X>
<Y>-0.999999881</Y>
<Z>2.50000143</Z>
<R00>-0</R00>
<R01>0</R01>
<R02>0.99999994</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>-0.99999994</R20>
<R21>0</R21>
<R22>-0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>-1.49999809</X>
<Y>0.483006239</Y>
<Z>-1.00800705</Z>
<R00>0</R00>
<R01>0</R01>
<R02>0.999999821</R02>
<R10>0.999977827</R10>
<R11>0</R11>
<R12>0</R12>
<R20>0</R20>
<R21>0.999999881</R21>
<R22>0</R22>
</CoordinateFrame>
<string name="Name">Part-to-Part Strong Joint</string>
<Ref name="Part0">null</Ref>
<Ref name="Part1">null</Ref>
<int name="Surface0">0</int>
<int name="Surface1">3</int>
</Properties>
</Item>
<Item class="ManualWeld" referent="RBX353">
<Properties>
<CoordinateFrame name="C0">
<X>0.5</X>
<Y>-0.999999881</Y>
<Z>2.50000143</Z>
<R00>-0</R00>
<R01>0</R01>
<R02>0.99999994</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>-0.99999994</R20>
<R21>0</R21>
<R22>-0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>-4.50009823</X>
<Y>-0.499959469</Y>
<Z>-3.00026608</Z>
<R00>1.00000966</R00>
<R01>8.68991037e-007</R01>
<R02>1.00664029e-005</R02>
<R10>-7.77594096e-007</R10>
<R11>1.00000119</R11>
<R12>-4.52212305e-007</R12>
<R20>-8.09988796e-006</R20>
<R21>3.62078708e-007</R21>
<R22>1.00001419</R22>
</CoordinateFrame>
<string name="Name">Part-to-Tailgate Strong Joint</string>
<Ref name="Part0">RBX349</Ref>
<Ref name="Part1">RBX268</Ref>
<int name="Surface0">0</int>
<int name="Surface1">5</int>
</Properties>
</Item>
<Item class="ManualWeld" referent="RBX354">
<Properties>
<CoordinateFrame name="C0">
<X>0.5</X>
<Y>-0.999999881</Y>
<Z>2.50000143</Z>
<R00>-0</R00>
<R01>0</R01>
<R02>0.99999994</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>-0.99999994</R20>
<R21>0</R21>
<R22>-0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>-1.5003252</X>
<Y>-0.49996376</Y>
<Z>2.50031948</Z>
<R00>-8.08902332e-005</R00>
<R01>-3.26227337e-007</R01>
<R02>1.00001419</R02>
<R10>2.72376474e-006</R10>
<R11>1.00000119</R11>
<R12>2.36330948e-007</R12>
<R20>-1.00000966</R20>
<R21>2.6323662e-006</R21>
<R22>-8.28570774e-005</R22>
</CoordinateFrame>
<string name="Name">Part-to-BackSeat2 Strong Joint</string>
<Ref name="Part0">RBX349</Ref>
<Ref name="Part1">RBX303</Ref>
<int name="Surface0">0</int>
<int name="Surface1">3</int>
</Properties>
</Item>
<Item class="ManualWeld" referent="RBX355">
<Properties>
<CoordinateFrame name="C0">
<X>0.5</X>
<Y>-0.999999881</Y>
<Z>2.50000143</Z>
<R00>1</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>0</R11>
<R12>-1</R12>
<R20>-0</R20>
<R21>1</R21>
<R22>0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>0.500016212</X>
<Y>0.500050545</Y>
<Z>4.5001111</Z>
<R00>1.00002146</R00>
<R01>2.0111986e-006</R01>
<R02>-1.05337961e-007</R02>
<R10>-2.40517124e-007</R10>
<R11>-1.33487447e-007</R11>
<R12>-1.00000179</R12>
<R20>-4.96094117e-006</R20>
<R21>1.00001466</R21>
<R22>3.61842467e-009</R22>
</CoordinateFrame>
<string name="Name">Part-to-Brakelight_Right Strong Joint</string>
<Ref name="Part0">RBX349</Ref>
<Ref name="Part1">RBX343</Ref>
<int name="Surface0">4</int>
<int name="Surface1">1</int>
</Properties>
</Item>
<Item class="ManualWeld" referent="RBX356">
<Properties>
<CoordinateFrame name="C0">
<X>0.5</X>
<Y>-0.999999881</Y>
<Z>2.50000143</Z>
<R00>-0</R00>
<R01>0</R01>
<R02>0.99999994</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>-0.99999994</R20>
<R21>0</R21>
<R22>-0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>-0.500067234</X>
<Y>-1.99990749</Y>
<Z>-0.499994278</Z>
<R00>1.00000966</R00>
<R01>5.94198582e-007</R01>
<R02>1.27814783e-005</R02>
<R10>-5.02795046e-007</R10>
<R11>1.00000119</R11>
<R12>-5.8587716e-007</R12>
<R20>-1.08149516e-005</R20>
<R21>4.95745496e-007</R21>
<R22>1.00001419</R22>
</CoordinateFrame>
<string name="Name">Part-to-Part Strong Joint</string>
<Ref name="Part0">RBX349</Ref>
<Ref name="Part1">RBX338</Ref>
<int name="Surface0">0</int>
<int name="Surface1">5</int>
</Properties>
</Item>
</Item>
<Item class="Script" referent="RBX357">
<Properties>
<bool name="Disabled">true</bool>
<Content name="LinkedSource"><null></null></Content>
<string name="Name">VehicleScript</string>
<ProtectedString name="Source">function waitForChild(instance, name)
&#9;while not instance:FindFirstChild(name) do
&#9;&#9;instance.ChildAdded:wait()
&#9;end
end
local model = script.Parent
waitForChild(model, &quot;Brakelight_Left&quot;)
waitForChild(model, &quot;Brakelight_Right&quot;)
waitForChild(model, &quot;Headlight_Left&quot;)
waitForChild(model, &quot;Headlight_Right&quot;)
waitForChild(model, &quot;Wheel_FrontLeft&quot;)
waitForChild(model, &quot;Wheel_FrontRight&quot;)
waitForChild(model, &quot;Wheel_BackLeft&quot;)
waitForChild(model, &quot;Wheel_BackRight&quot;)
waitForChild(model, &quot;ExhaustPipe&quot;)
waitForChild(model.ExhaustPipe, &quot;Smoke&quot;)
waitForChild(model.ExhaustPipe, &quot;Fire&quot;)
waitForChild(model, &quot;VehicleSeat&quot;)
waitForChild(model, &quot;VehicleSeatBack&quot;)
waitForChild(model.VehicleSeatBack, &quot;BodyGyro&quot;)
waitForChild(model, &quot;Bumper_Front&quot;)
waitForChild(model, &quot;Bumper_Back&quot;)
local seat = model.VehicleSeat
local driverInSeat = false
local smoke = model.ExhaustPipe.Smoke
local fire = model.ExhaustPipe.Fire
local brake_L = model.Brakelight_Left
local brake_R = model.Brakelight_Right
local light_L = model.Headlight_Left
local light_R = model.Headlight_Right
local vehicleSeatBack = model.VehicleSeatBack
local gyro = vehicleSeatBack.BodyGyro
local backBumperForce = model.Bumper_Back.BodyForce
local frontBumperForce = model.Bumper_Front.BodyForce
-- SETTINGS
local brakeColor_on = BrickColor.new(&quot;Really red&quot;)
local brakeColor_off = BrickColor.new(&quot;Reddish brown&quot;)
local lightColor_on = BrickColor.new(&quot;Institutional white&quot;)
local lightColor_off = light_L.BrickColor
print(&quot;headlight off color will be &quot; .. lightColor_off.Name)
local smokeOpacity_throttleOn = 0.5
local smokeOpacity_throttleOff = 0.1
local fireSize_big = 7
local fireSize_small = 3
function seatChildAddedHandler(child)
&#9;if child.Name==&quot;SeatWeld&quot; then
&#9;&#9;print(&quot;Turn car ON&quot;)
&#9;&#9;driverInSeat = true
&#9;&#9;smoke.Enabled = true
&#9;&#9;smoke.Opacity = smokeOpacity_throttleOff
&#9;&#9;light_L.BrickColor = lightColor_on
&#9;&#9;light_R.BrickColor = lightColor_on
&#9;&#9;fire.Size = fireSize_big
&#9;&#9;fire.Enabled = true
&#9;&#9;wait(0.3)
&#9;&#9;fire.Size = fireSize_small
&#9;&#9;if seat.Throttle==0 then
&#9;&#9;&#9;fire.Enabled = false
&#9;&#9;end
&#9;end
end
function seatChildRemovedHandler(child)
&#9;if child.Name==&quot;SeatWeld&quot; then
&#9;&#9;print(&quot;Turn car OFF&quot;)
&#9;&#9;driverInSeat = false
&#9;&#9;smoke.Enabled = false
&#9;&#9;light_L.BrickColor = lightColor_off
&#9;&#9;light_R.BrickColor = lightColor_off
&#9;end
end
function showBigFire()
&#9;fire.Size = fireSize_big
&#9;fire.Enabled = true
&#9;wait(0.3)
&#9;if seat.Throttle==1 then
&#9;&#9;fire.Size = fireSize_small
&#9;end
&#9;wait(1)
&#9;if seat.Throttle==1 then
&#9;&#9;fire.Enabled = false
&#9;end
end
local tiltForce = 84000
local tiltTime = 1
function tiltJeepBack()
&#9;print(&quot;tiltJeepBack()&quot;)
&#9;wait(tiltTime)
end
function tiltJeepForward()
&#9;print(&quot;tiltJeepForward()&quot;)
&#9;wait(tiltTime)
end
function seatChangedHandler(prop)
&#9;if prop==&quot;Throttle&quot; then
&#9;&#9;if seat.Throttle==1 then
&#9;&#9;&#9;-- Throttle Forward
&#9;&#9;&#9;brake_L.BrickColor = brakeColor_off
&#9;&#9;&#9;brake_R.BrickColor = brakeColor_off
&#9;&#9;&#9;smoke.Opacity = smokeOpacity_throttleOn
&#9;&#9;&#9;local co = coroutine.create(showBigFire)
&#9;&#9;&#9;coroutine.resume(co)
&#9;&#9;&#9;local co2 = coroutine.create(tiltJeepBack)
&#9;&#9;&#9;coroutine.resume(co2)
&#9;&#9;elseif seat.Throttle==0 then
&#9;&#9;&#9;-- Throttle Off
&#9;&#9;&#9;brake_L.BrickColor = brakeColor_on
&#9;&#9;&#9;brake_R.BrickColor = brakeColor_on
&#9;&#9;&#9;smoke.Opacity = smokeOpacity_throttleOff
&#9;&#9;&#9;fire.Enabled = false
&#9;&#9;&#9;wait(0.9)
&#9;&#9;&#9;if brake_L.BrickColor==brakeColor_on then
&#9;&#9;&#9;&#9;brake_L.BrickColor = brakeColor_off
&#9;&#9;&#9;end
&#9;&#9;&#9;if brake_R.BrickColor==brakeColor_on then
&#9;&#9;&#9;&#9;brake_R.BrickColor = brakeColor_off
&#9;&#9;&#9;end
&#9;&#9;elseif seat.Throttle==-1 then
&#9;&#9;&#9;-- Throttle Reverse
&#9;&#9;&#9;brake_L.BrickColor = lightColor_on
&#9;&#9;&#9;brake_R.BrickColor = lightColor_on
&#9;&#9;&#9;smoke.Opacity = smokeOpacity_throttleOff
&#9;&#9;&#9;fire.Enabled = false
&#9;&#9;&#9;local co = coroutine.create(tiltJeepForward)
&#9;&#9;&#9;coroutine.resume(co)
&#9;&#9;end
&#9;end
end
-- Set initial colors
light_L.BrickColor = lightColor_off
light_R.BrickColor = lightColor_off
brake_L.BrickColor = brakeColor_off
brake_R.BrickColor = brakeColor_off
smoke.Enabled = false
fire.Enabled = false
print(&quot;JeepScript: connecting events...&quot;)
seat.ChildAdded:connect(seatChildAddedHandler)
seat.ChildRemoved:connect(seatChildRemovedHandler)
seat.Changed:connect(seatChangedHandler)
print(&quot;JeepScript: events connected.&quot;)
while true do
&#9;-- Every 15 seconds, poll if jeep has turned upside down. If true, then flip back upright.
&#9;if(vehicleSeatBack.CFrame.lookVector.y &lt;= 0.707) then
&#9;&#9;print(&quot;Jeep is flipped. Flipping right side up...&quot;)
&#9;&#9;gyro.cframe = CFrame.new( Vector3.new(0,0,0), Vector3.new(0,1,0) )
&#9;&#9;gyro.maxTorque = Vector3.new(1000, 1000, 1000)
&#9;&#9;wait(2)
&#9;&#9;gyro.maxTorque = Vector3.new(0,0,0)
&#9;end
&#9;wait(8)
end
</ProtectedString>
</Properties>
</Item>
<Item class="Script" referent="RBX358">
<Properties>
<bool name="Disabled">true</bool>
<Content name="LinkedSource"><null></null></Content>
<string name="Name">VehicleSmashScript</string>
<ProtectedString name="Source">function waitForChild(instance, name)
&#9;while not instance:FindFirstChild(name) do
&#9;&#9;instance.ChildAdded:wait()
&#9;end
end
local vehicle = script.Parent
waitForChild(vehicle, &quot;FrontForceField&quot;)
waitForChild(vehicle, &quot;BackForceField&quot;)
waitForChild(vehicle, &quot;Hood&quot;)
waitForChild(vehicle.Hood, &quot;Smoke&quot;)
waitForChild(vehicle, &quot;VehicleScript&quot;)
waitForChild(script, &quot;IsDamaged&quot;)
waitForChild(vehicle, &quot;Wheel_FrontLeft&quot;)
waitForChild(vehicle, &quot;Wheel_FrontRight&quot;)
waitForChild(vehicle, &quot;Wheel_BackLeft&quot;)
waitForChild(vehicle, &quot;Wheel_BackRight&quot;)
-- REQUIRED PARTS ----------------------------
-- Include these, or things will break!
local frontForceField = vehicle.FrontForceField
local backForceField = vehicle.BackForceField
local hood = vehicle.Hood
local vehicleSmoke = hood.Smoke
local wheel_frontLeft = vehicle.Wheel_FrontLeft
local wheel_frontRight = vehicle.Wheel_FrontRight
local wheel_backLeft = vehicle.Wheel_BackLeft
local wheel_backRight = vehicle.Wheel_BackRight
-- SETTINGS ----------------------------------
local timeToRespawn = 60
local allowDamage = true
----------------------------------------------
local debris = game:GetService(&quot;Debris&quot;)
while vehicle:FindFirstChild(&quot;StamperFloor&quot;) or vehicle:FindFirstChild(&quot;StamperFloor2&quot;) do vehicle.ChildRemoved:wait() end
local vehicleSize = vehicle:GetModelSize().magnitude
--[[local vehiclePart = vehicle.Undercarriage
local newForceField = Instance.new(&quot;Part&quot;)
newForceField.Name = &quot;CarForceField&quot;
newForceField.CanCollide = false
newForceField.Anchored = false
newForceField.Transparency = .5
newForceField.formFactor = &quot;Custom&quot;
newForceField.Size = vehicle:GetModelSize()*Vector3.new(.5, 1, .5)
newForceField.CFrame = vehicle:GetModelCFrame()
newForceField.Parent = vehicle
local newWeld = Instance.new(&quot;Weld&quot;)
newWeld.Part0 = newForceField
newWeld.Part1 = vehiclePart
newWeld.C1 = vehiclePart.CFrame:inverse() * (vehicle:GetModelCFrame() - vehicle:GetModelCFrame().p + vehiclePart.CFrame.p)
newWeld.Parent = vehiclePart
]]--
function vAbs(vect)
&#9;return Vector3.new(math.abs(vect.X), math.abs(vect.Y), math.abs(vect.Z))
end
function clearToRespawn(modelToRespawn)
&#9;if modelToRespawn:IsA(&quot;Model&quot;) then
&#9;&#9;local diag = .9*vAbs(modelToRespawn:GetModelCFrame():vectorToWorldSpace(modelToRespawn:GetModelSize()/2))
&#9;&#9;return #game.Workspace:FindPartsInRegion3(Region3.new(modelToRespawn:GetModelCFrame().p - diag, modelToRespawn:GetModelCFrame().p + diag), nil, 100) &lt; 1
&#9;elseif modelToRespawn:IsA(&quot;BasePart&quot;) then
&#9;&#9;local diag = .9*vAbs(modelToRespawn.CFrame:vectorToWorldSpace(modelToRespawn.Size/2))
&#9;&#9;return #game.Workspace:FindPartsInRegion3(Region3.new(modelToRespawn.CFrame.p - diag, modelToRespawn.CFrame.p + diag), nil, 100) &lt; 1
&#9;else
&#9;&#9;return true
&#9;end
end
function respawnIt(toRespawn, oldParent)
&#9;wait(timeToRespawn)
&#9;while not (clearToRespawn(toRespawn)) do wait() end
&#9;-- we want things with vehicle seats to NOT be welded to ground
&#9;if not toRespawn:FindFirstChild(&quot;VehicleSeat&quot;) then
&#9;&#9;game.JointsService:SetJoinAfterMoveInstance(toRespawn)
&#9;end
&#9;toRespawn.Parent = oldParent
&#9;toRespawn:MakeJoints()
&#9;if not toRespawn:FindFirstChild(&quot;VehicleSeat&quot;) then
&#9;&#9;game.JointsService:CreateJoinAfterMoveJoints()
&#9;end
end
function isSmallerThanVehicle(robloxModel)
&#9;if robloxModel == vehicle then return false end -- check ourselves, before we wreck ourselves
&#9;if robloxModel:IsA(&quot;BasePart&quot;) then
&#9;&#9;return robloxModel.Size.magnitude + 4 &lt; vehicleSize
&#9;elseif robloxModel:IsA(&quot;Model&quot;) then
&#9;&#9;return robloxModel:GetModelSize().magnitude + 4 &lt; vehicleSize
&#9;else
&#9;&#9;return false
&#9;end
end
function onTouch(hit, direction)
--if hood.Velocity.magnitude &lt; 15 then return end -- must be going decently fast to break stuff... can add invisible &quot;prebumpers&quot; in the future to make collisions smoother
if hood.CFrame:vectorToObjectSpace(hood.Velocity):Dot(direction) &lt; 5 then return end -- must be going fast in correct direction to break stuff
&#9;if hit and hit.Parent then
&#9;&#9;if hit.Parent:FindFirstChild(&quot;Humanoid&quot;) then
&#9;&#9;&#9;--hit.Parent:BreakJoints() let&apos;s not kill &apos;em... for now
&#9;&#9;&#9;hit.Parent.Humanoid.Sit = true -- but we do make &apos;em flyyyy! XD
&#9;&#9;elseif hit:FindFirstChild(&quot;RobloxModel&quot;) and not hit:FindFirstChild(&quot;RunOver&quot;) and isSmallerThanVehicle(hit) then
&#9;&#9;&#9;local newModel = hit:Clone()
&#9;&#9;&#9;local modelParent = hit.Parent
&#9;&#9;&#9;local newRunOverTag = Instance.new(&quot;BoolValue&quot;)
&#9;&#9;&#9;newRunOverTag.Name = &quot;RunOver&quot;
&#9;&#9;&#9;newRunOverTag.Parent = hit
&#9;&#9;&#9;hit:BreakJoints()
&#9;&#9;&#9;debris:AddItem(hit, timeToRespawn)
&#9;&#9;&#9;coroutine.resume(coroutine.create(respawnIt), newModel, modelParent)
&#9;&#9;elseif hit.Parent:FindFirstChild(&quot;RobloxModel&quot;) and not hit.Parent:FindFirstChild(&quot;RunOver&quot;) and isSmallerThanVehicle(hit.Parent) then
&#9;&#9;&#9;local newModel = hit.Parent:Clone()
&#9;&#9;&#9;local modelParent = hit.Parent.Parent
&#9;&#9;&#9;local newRunOverTag = Instance.new(&quot;BoolValue&quot;)
&#9;&#9;&#9;newRunOverTag.Name = &quot;RunOver&quot;
&#9;&#9;&#9;newRunOverTag.Parent = hit.Parent
&#9;&#9;&#9;hit.Parent:BreakJoints()
&#9;&#9;&#9;debris:AddItem(hit.Parent, timeToRespawn)
&#9;&#9;&#9;coroutine.resume(coroutine.create(respawnIt), newModel, modelParent)
&#9;&#9;end
&#9;end
end
--newForceField.Touched:connect(onTouch)
--vehicle.Nose.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, -1)) end)
--vehicle.Bumper_Front.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, -1)) end)
--vehicle.Bumper_Back.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)
--vehicle.Tailgate.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)
--vehicle.ExhaustPipe.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)
frontForceField.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, -1, 0)) end)
backForceField.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 1, 0)) end)
vehicle.Wheel_BackLeft.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)
vehicle.Wheel_FrontLeft.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)
vehicle.Wheel_BackRight.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, -1)) end)
vehicle.Wheel_FrontRight.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, -1)) end)
local vehicleDamaged = false
function checkIfVehicleIsDamaged()
&#9;if (not frontForceField.Parent or not backForceField.Parent) and not vehicleDamaged and allowDamage then
&#9;&#9;vehicleDamaged = true
&#9;&#9;script.IsDamaged.Value = true
&#9;&#9;vehicle.VehicleScript.Disabled = true
&#9;&#9;vehicleSmoke.Enabled = true
&#9;&#9;vehicle.VehicleSeat.MaxSpeed = 0
&#9;&#9;vehicle.ExhaustPipe.Smoke.Enabled = false
&#9;&#9;-- Break Joints
&#9;&#9;vehicle.Wheel_BackLeft:BreakJoints()
&#9;&#9;vehicle.Wheel_FrontLeft:BreakJoints()
&#9;&#9;vehicle.Wheel_BackRight:BreakJoints()
&#9;&#9;vehicle.Wheel_FrontRight:BreakJoints()
&#9;&#9;hood:BreakJoints()
&#9;end
end
vehicle.ChildRemoved:connect(checkIfVehicleIsDamaged)
</ProtectedString>
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</Item>
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<R12>1.00001431</R12>
<R20>1.00000978</R20>
<R21>-3.65671667e-007</R21>
<R22>-7.86610963e-006</R22>
</CoordinateFrame>
<string name="Name">Part-to-Part Strong Joint</string>
<Ref name="Part0">RBX510</Ref>
<Ref name="Part1">RBX506</Ref>
<int name="Surface0">2</int>
<int name="Surface1">4</int>
</Properties>
</Item>
</Item>
<Item class="Part" referent="RBX515">
<Properties>
<bool name="Anchored">false</bool>
<float name="BackParamA">-0.5</float>
<float name="BackParamB">0.5</float>
<token name="BackSurface">0</token>
<token name="BackSurfaceInput">0</token>
<float name="BottomParamA">-0.5</float>
<float name="BottomParamB">0.5</float>
<token name="BottomSurface">0</token>
<token name="BottomSurfaceInput">0</token>
<int name="BrickColor">192</int>
<CoordinateFrame name="CFrame">
<X>-127.501396</X>
<Y>3.8999958</Y>
<Z>-79.5003357</Z>
<R00>1.00000715</R00>
<R01>1.93304118e-006</R01>
<R02>3.6459227e-005</R02>
<R10>-1.97828717e-006</R10>
<R11>1.0000006</R11>
<R12>3.79284756e-006</R12>
<R20>-3.74439369e-005</R20>
<R21>-3.8385665e-006</R21>
<R22>1.00000489</R22>
</CoordinateFrame>
<bool name="CanCollide">true</bool>
<float name="Elasticity">0.5</float>
<float name="Friction">0.300000012</float>
<float name="FrontParamA">-0.5</float>
<float name="FrontParamB">0.5</float>
<token name="FrontSurface">0</token>
<token name="FrontSurfaceInput">0</token>
<float name="LeftParamA">-0.5</float>
<float name="LeftParamB">0.5</float>
<token name="LeftSurface">0</token>
<token name="LeftSurfaceInput">0</token>
<bool name="Locked">false</bool>
<token name="Material">256</token>
<string name="Name">Brakelight_Right</string>
<float name="Reflectance">0.100000001</float>
<float name="RightParamA">-0.5</float>
<float name="RightParamB">0.5</float>
<token name="RightSurface">0</token>
<token name="RightSurfaceInput">0</token>
<Vector3 name="RotVelocity">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<float name="TopParamA">-0.5</float>
<float name="TopParamB">0.5</float>
<token name="TopSurface">0</token>
<token name="TopSurfaceInput">0</token>
<float name="Transparency">0</float>
<Vector3 name="Velocity">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<token name="formFactorRaw">3</token>
<token name="shape">1</token>
<Vector3 name="size">
<X>1</X>
<Y>1</Y>
<Z>1.00000024</Z>
</Vector3>
</Properties>
<Item class="ManualWeld" referent="RBX516">
<Properties>
<CoordinateFrame name="C0">
<X>0.5</X>
<Y>-0.5</Y>
<Z>0.500000119</Z>
<R00>1</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>0</R11>
<R12>-1</R12>
<R20>-0</R20>
<R21>1</R21>
<R22>0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>-3.00000381</X>
<Y>0.499998093</Y>
<Z>0.499970376</Z>
<R00>1</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>0</R11>
<R12>-1</R12>
<R20>0</R20>
<R21>0.999988079</R21>
<R22>0</R22>
</CoordinateFrame>
<string name="Name">Part-to-Part Strong Joint</string>
<Ref name="Part0">null</Ref>
<Ref name="Part1">null</Ref>
<int name="Surface0">4</int>
<int name="Surface1">1</int>
</Properties>
</Item>
<Item class="ManualWeld" referent="RBX517">
<Properties>
<CoordinateFrame name="C0">
<X>0.5</X>
<Y>-0.5</Y>
<Z>0.500000119</Z>
<R00>-0</R00>
<R01>0</R01>
<R02>1</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>-1</R20>
<R21>0</R21>
<R22>-0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>-0.499723136</X>
<Y>-1.50000191</Y>
<Z>-3</Z>
<R00>0.999988079</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>0</R20>
<R21>0</R21>
<R22>1</R22>
</CoordinateFrame>
<string name="Name">Part-to-Part Strong Joint</string>
<Ref name="Part0">null</Ref>
<Ref name="Part1">null</Ref>
<int name="Surface0">0</int>
<int name="Surface1">5</int>
</Properties>
</Item>
<Item class="ManualWeld" referent="RBX518">
<Properties>
<CoordinateFrame name="C0">
<X>-0.5</X>
<Y>0.5</Y>
<Z>0.500000119</Z>
<R00>-1</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>0</R11>
<R12>1</R12>
<R20>0</R20>
<R21>1</R21>
<R22>0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>-0.499998093</X>
<Y>-0.997344971</Y>
<Z>-1.51713443</Z>
<R00>-1</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>0</R11>
<R12>1</R12>
<R20>0</R20>
<R21>0.999991059</R21>
<R22>0</R22>
</CoordinateFrame>
<string name="Name">Part-to-Part Strong Joint</string>
<Ref name="Part0">null</Ref>
<Ref name="Part1">null</Ref>
<int name="Surface0">1</int>
<int name="Surface1">4</int>
</Properties>
</Item>
<Item class="ManualWeld" referent="RBX519">
<Properties>
<CoordinateFrame name="C0">
<X>0.5</X>
<Y>-0.5</Y>
<Z>0.500000119</Z>
<R00>-0</R00>
<R01>0</R01>
<R02>1</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>-1</R20>
<R21>0</R21>
<R22>-0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>-0.500033379</X>
<Y>-1.50001144</Y>
<Z>-3.00033474</Z>
<R00>1.00000489</R00>
<R01>1.00247621e-006</R01>
<R02>8.05515538e-006</R02>
<R10>-9.5677683e-007</R10>
<R11>1.0000006</R11>
<R12>-3.46869285e-007</R12>
<R20>-7.07189747e-006</R20>
<R21>3.0179848e-007</R21>
<R22>1.00000715</R22>
</CoordinateFrame>
<string name="Name">Brakelight_Right-to-Tailgate Strong Joint</string>
<Ref name="Part0">RBX515</Ref>
<Ref name="Part1">RBX440</Ref>
<int name="Surface0">0</int>
<int name="Surface1">5</int>
</Properties>
</Item>
<Item class="ManualWeld" referent="RBX520">
<Properties>
<CoordinateFrame name="C0">
<X>0.5</X>
<Y>-0.5</Y>
<Z>0.500000119</Z>
<R00>1</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>0</R11>
<R12>-1</R12>
<R20>-0</R20>
<R21>1</R21>
<R22>0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>3.00013065</X>
<Y>0.499999523</Y>
<Z>-0.500024796</Z>
<R00>-1.00002861</R00>
<R01>9.68427685e-007</R01>
<R02>-3.52952156e-008</R02>
<R10>-1.44951173e-007</R10>
<R11>-3.73870535e-008</R11>
<R12>-1.00000238</R12>
<R20>2.96461758e-006</R20>
<R21>-1.00001955</R21>
<R22>-1.4541979e-007</R22>
</CoordinateFrame>
<string name="Name">Brakelight_Right-to-Bumper_Back Strong Joint</string>
<Ref name="Part0">RBX515</Ref>
<Ref name="Part1">RBX442</Ref>
<int name="Surface0">4</int>
<int name="Surface1">1</int>
</Properties>
</Item>
</Item>
<Item class="Part" referent="RBX521">
<Properties>
<bool name="Anchored">false</bool>
<float name="BackParamA">-0.5</float>
<float name="BackParamB">0.5</float>
<token name="BackSurface">0</token>
<token name="BackSurfaceInput">0</token>
<float name="BottomParamA">-0.5</float>
<float name="BottomParamB">0.5</float>
<token name="BottomSurface">0</token>
<token name="BottomSurfaceInput">0</token>
<int name="BrickColor">1021</int>
<CoordinateFrame name="CFrame">
<X>-127.501312</X>
<Y>5.4000535</Y>
<Z>-77.5002899</Z>
<R00>1</R00>
<R01>2.12849932e-006</R01>
<R02>4.04366729e-005</R02>
<R10>-2.12867985e-006</R10>
<R11>1</R11>
<R12>3.75073751e-006</R12>
<R20>-4.04380553e-005</R20>
<R21>-3.75078707e-006</R21>
<R22>1</R22>
</CoordinateFrame>
<bool name="CanCollide">true</bool>
<float name="Elasticity">0.5</float>
<float name="Friction">0.300000012</float>
<float name="FrontParamA">-0.5</float>
<float name="FrontParamB">0.5</float>
<token name="FrontSurface">0</token>
<token name="FrontSurfaceInput">0</token>
<float name="LeftParamA">-0.5</float>
<float name="LeftParamB">0.5</float>
<token name="LeftSurface">0</token>
<token name="LeftSurfaceInput">0</token>
<bool name="Locked">false</bool>
<token name="Material">512</token>
<string name="Name">Part</string>
<float name="Reflectance">0</float>
<float name="RightParamA">-0.5</float>
<float name="RightParamB">0.5</float>
<token name="RightSurface">0</token>
<token name="RightSurfaceInput">0</token>
<Vector3 name="RotVelocity">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<float name="TopParamA">-0.5</float>
<float name="TopParamB">0.5</float>
<token name="TopSurface">0</token>
<token name="TopSurfaceInput">0</token>
<float name="Transparency">0</float>
<Vector3 name="Velocity">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<token name="formFactorRaw">3</token>
<token name="shape">1</token>
<Vector3 name="size">
<X>1</X>
<Y>1.99999976</Y>
<Z>5.00000286</Z>
</Vector3>
</Properties>
<Item class="ManualWeld" referent="RBX522">
<Properties>
<CoordinateFrame name="C0">
<X>0.5</X>
<Y>-0.999999881</Y>
<Z>2.50000143</Z>
<R00>-0</R00>
<R01>0</R01>
<R02>0.99999994</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>-0.99999994</R20>
<R21>0</R21>
<R22>-0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>-4.51699638</X>
<Y>-0.502656937</Y>
<Z>-3.00000191</Z>
<R00>0.999974549</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>0</R20>
<R21>0</R21>
<R22>0.99999994</R22>
</CoordinateFrame>
<string name="Name">Part-to-Part Strong Joint</string>
<Ref name="Part0">null</Ref>
<Ref name="Part1">null</Ref>
<int name="Surface0">0</int>
<int name="Surface1">5</int>
</Properties>
</Item>
<Item class="ManualWeld" referent="RBX523">
<Properties>
<CoordinateFrame name="C0">
<X>0.5</X>
<Y>-0.999999881</Y>
<Z>2.50000143</Z>
<R00>-0</R00>
<R01>0</R01>
<R02>0.99999994</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>-0.99999994</R20>
<R21>0</R21>
<R22>-0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>-0.50819242</X>
<Y>-1.50208569</Y>
<Z>-0.500005722</Z>
<R00>0.999981701</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>0.999999881</R11>
<R12>0</R12>
<R20>0</R20>
<R21>0</R21>
<R22>0.999999702</R22>
</CoordinateFrame>
<string name="Name">Part-to-Part Strong Joint</string>
<Ref name="Part0">null</Ref>
<Ref name="Part1">null</Ref>
<int name="Surface0">0</int>
<int name="Surface1">5</int>
</Properties>
</Item>
<Item class="ManualWeld" referent="RBX524">
<Properties>
<CoordinateFrame name="C0">
<X>0.5</X>
<Y>-0.999999881</Y>
<Z>2.50000143</Z>
<R00>-0</R00>
<R01>0</R01>
<R02>0.99999994</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>-0.99999994</R20>
<R21>0</R21>
<R22>-0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>-1.49999809</X>
<Y>0.483006239</Y>
<Z>-1.00800705</Z>
<R00>0</R00>
<R01>0</R01>
<R02>0.999999821</R02>
<R10>0.999977827</R10>
<R11>0</R11>
<R12>0</R12>
<R20>0</R20>
<R21>0.999999881</R21>
<R22>0</R22>
</CoordinateFrame>
<string name="Name">Part-to-Part Strong Joint</string>
<Ref name="Part0">null</Ref>
<Ref name="Part1">null</Ref>
<int name="Surface0">0</int>
<int name="Surface1">3</int>
</Properties>
</Item>
<Item class="ManualWeld" referent="RBX525">
<Properties>
<CoordinateFrame name="C0">
<X>0.5</X>
<Y>-0.999999881</Y>
<Z>2.50000143</Z>
<R00>-0</R00>
<R01>0</R01>
<R02>0.99999994</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>-0.99999994</R20>
<R21>0</R21>
<R22>-0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>-4.50009823</X>
<Y>-0.499959469</Y>
<Z>-3.00026608</Z>
<R00>1.00000966</R00>
<R01>8.68991037e-007</R01>
<R02>1.00664029e-005</R02>
<R10>-7.77594096e-007</R10>
<R11>1.00000119</R11>
<R12>-4.52212305e-007</R12>
<R20>-8.09988796e-006</R20>
<R21>3.62078708e-007</R21>
<R22>1.00001419</R22>
</CoordinateFrame>
<string name="Name">Part-to-Tailgate Strong Joint</string>
<Ref name="Part0">RBX521</Ref>
<Ref name="Part1">RBX440</Ref>
<int name="Surface0">0</int>
<int name="Surface1">5</int>
</Properties>
</Item>
<Item class="ManualWeld" referent="RBX526">
<Properties>
<CoordinateFrame name="C0">
<X>0.5</X>
<Y>-0.999999881</Y>
<Z>2.50000143</Z>
<R00>-0</R00>
<R01>0</R01>
<R02>0.99999994</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>-0.99999994</R20>
<R21>0</R21>
<R22>-0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>-1.5003252</X>
<Y>-0.49996376</Y>
<Z>2.50031948</Z>
<R00>-8.08902332e-005</R00>
<R01>-3.26227337e-007</R01>
<R02>1.00001419</R02>
<R10>2.72376474e-006</R10>
<R11>1.00000119</R11>
<R12>2.36330948e-007</R12>
<R20>-1.00000966</R20>
<R21>2.6323662e-006</R21>
<R22>-8.28570774e-005</R22>
</CoordinateFrame>
<string name="Name">Part-to-BackSeat2 Strong Joint</string>
<Ref name="Part0">RBX521</Ref>
<Ref name="Part1">RBX475</Ref>
<int name="Surface0">0</int>
<int name="Surface1">3</int>
</Properties>
</Item>
<Item class="ManualWeld" referent="RBX527">
<Properties>
<CoordinateFrame name="C0">
<X>0.5</X>
<Y>-0.999999881</Y>
<Z>2.50000143</Z>
<R00>1</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>0</R11>
<R12>-1</R12>
<R20>-0</R20>
<R21>1</R21>
<R22>0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>0.500016212</X>
<Y>0.500050545</Y>
<Z>4.5001111</Z>
<R00>1.00002146</R00>
<R01>2.0111986e-006</R01>
<R02>-1.05337961e-007</R02>
<R10>-2.40517124e-007</R10>
<R11>-1.33487447e-007</R11>
<R12>-1.00000179</R12>
<R20>-4.96094117e-006</R20>
<R21>1.00001466</R21>
<R22>3.61842467e-009</R22>
</CoordinateFrame>
<string name="Name">Part-to-Brakelight_Right Strong Joint</string>
<Ref name="Part0">RBX521</Ref>
<Ref name="Part1">RBX515</Ref>
<int name="Surface0">4</int>
<int name="Surface1">1</int>
</Properties>
</Item>
<Item class="ManualWeld" referent="RBX528">
<Properties>
<CoordinateFrame name="C0">
<X>0.5</X>
<Y>-0.999999881</Y>
<Z>2.50000143</Z>
<R00>-0</R00>
<R01>0</R01>
<R02>0.99999994</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>-0.99999994</R20>
<R21>0</R21>
<R22>-0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>-0.500067234</X>
<Y>-1.99990749</Y>
<Z>-0.499994278</Z>
<R00>1.00000966</R00>
<R01>5.94198582e-007</R01>
<R02>1.27814783e-005</R02>
<R10>-5.02795046e-007</R10>
<R11>1.00000119</R11>
<R12>-5.8587716e-007</R12>
<R20>-1.08149516e-005</R20>
<R21>4.95745496e-007</R21>
<R22>1.00001419</R22>
</CoordinateFrame>
<string name="Name">Part-to-Part Strong Joint</string>
<Ref name="Part0">RBX521</Ref>
<Ref name="Part1">RBX510</Ref>
<int name="Surface0">0</int>
<int name="Surface1">5</int>
</Properties>
</Item>
</Item>
<Item class="Script" referent="RBX529">
<Properties>
<bool name="Disabled">true</bool>
<Content name="LinkedSource"><null></null></Content>
<string name="Name">VehicleScript</string>
<ProtectedString name="Source">function waitForChild(instance, name)
&#9;while not instance:FindFirstChild(name) do
&#9;&#9;instance.ChildAdded:wait()
&#9;end
end
local model = script.Parent
waitForChild(model, &quot;Brakelight_Left&quot;)
waitForChild(model, &quot;Brakelight_Right&quot;)
waitForChild(model, &quot;Headlight_Left&quot;)
waitForChild(model, &quot;Headlight_Right&quot;)
waitForChild(model, &quot;Wheel_FrontLeft&quot;)
waitForChild(model, &quot;Wheel_FrontRight&quot;)
waitForChild(model, &quot;Wheel_BackLeft&quot;)
waitForChild(model, &quot;Wheel_BackRight&quot;)
waitForChild(model, &quot;ExhaustPipe&quot;)
waitForChild(model.ExhaustPipe, &quot;Smoke&quot;)
waitForChild(model.ExhaustPipe, &quot;Fire&quot;)
waitForChild(model, &quot;VehicleSeat&quot;)
waitForChild(model, &quot;VehicleSeatBack&quot;)
waitForChild(model.VehicleSeatBack, &quot;BodyGyro&quot;)
waitForChild(model, &quot;Bumper_Front&quot;)
waitForChild(model, &quot;Bumper_Back&quot;)
local seat = model.VehicleSeat
local driverInSeat = false
local smoke = model.ExhaustPipe.Smoke
local fire = model.ExhaustPipe.Fire
local brake_L = model.Brakelight_Left
local brake_R = model.Brakelight_Right
local light_L = model.Headlight_Left
local light_R = model.Headlight_Right
local vehicleSeatBack = model.VehicleSeatBack
local gyro = vehicleSeatBack.BodyGyro
local backBumperForce = model.Bumper_Back.BodyForce
local frontBumperForce = model.Bumper_Front.BodyForce
-- SETTINGS
local brakeColor_on = BrickColor.new(&quot;Really red&quot;)
local brakeColor_off = BrickColor.new(&quot;Reddish brown&quot;)
local lightColor_on = BrickColor.new(&quot;Institutional white&quot;)
local lightColor_off = light_L.BrickColor
print(&quot;headlight off color will be &quot; .. lightColor_off.Name)
local smokeOpacity_throttleOn = 0.5
local smokeOpacity_throttleOff = 0.1
local fireSize_big = 7
local fireSize_small = 3
function seatChildAddedHandler(child)
&#9;if child.Name==&quot;SeatWeld&quot; then
&#9;&#9;print(&quot;Turn car ON&quot;)
&#9;&#9;driverInSeat = true
&#9;&#9;smoke.Enabled = true
&#9;&#9;smoke.Opacity = smokeOpacity_throttleOff
&#9;&#9;light_L.BrickColor = lightColor_on
&#9;&#9;light_R.BrickColor = lightColor_on
&#9;&#9;fire.Size = fireSize_big
&#9;&#9;fire.Enabled = true
&#9;&#9;wait(0.3)
&#9;&#9;fire.Size = fireSize_small
&#9;&#9;if seat.Throttle==0 then
&#9;&#9;&#9;fire.Enabled = false
&#9;&#9;end
&#9;end
end
function seatChildRemovedHandler(child)
&#9;if child.Name==&quot;SeatWeld&quot; then
&#9;&#9;print(&quot;Turn car OFF&quot;)
&#9;&#9;driverInSeat = false
&#9;&#9;smoke.Enabled = false
&#9;&#9;light_L.BrickColor = lightColor_off
&#9;&#9;light_R.BrickColor = lightColor_off
&#9;end
end
function showBigFire()
&#9;fire.Size = fireSize_big
&#9;fire.Enabled = true
&#9;wait(0.3)
&#9;if seat.Throttle==1 then
&#9;&#9;fire.Size = fireSize_small
&#9;end
&#9;wait(1)
&#9;if seat.Throttle==1 then
&#9;&#9;fire.Enabled = false
&#9;end
end
local tiltForce = 84000
local tiltTime = 1
function tiltJeepBack()
&#9;print(&quot;tiltJeepBack()&quot;)
&#9;wait(tiltTime)
end
function tiltJeepForward()
&#9;print(&quot;tiltJeepForward()&quot;)
&#9;wait(tiltTime)
end
function seatChangedHandler(prop)
&#9;if prop==&quot;Throttle&quot; then
&#9;&#9;if seat.Throttle==1 then
&#9;&#9;&#9;-- Throttle Forward
&#9;&#9;&#9;brake_L.BrickColor = brakeColor_off
&#9;&#9;&#9;brake_R.BrickColor = brakeColor_off
&#9;&#9;&#9;smoke.Opacity = smokeOpacity_throttleOn
&#9;&#9;&#9;local co = coroutine.create(showBigFire)
&#9;&#9;&#9;coroutine.resume(co)
&#9;&#9;&#9;local co2 = coroutine.create(tiltJeepBack)
&#9;&#9;&#9;coroutine.resume(co2)
&#9;&#9;elseif seat.Throttle==0 then
&#9;&#9;&#9;-- Throttle Off
&#9;&#9;&#9;brake_L.BrickColor = brakeColor_on
&#9;&#9;&#9;brake_R.BrickColor = brakeColor_on
&#9;&#9;&#9;smoke.Opacity = smokeOpacity_throttleOff
&#9;&#9;&#9;fire.Enabled = false
&#9;&#9;&#9;wait(0.9)
&#9;&#9;&#9;if brake_L.BrickColor==brakeColor_on then
&#9;&#9;&#9;&#9;brake_L.BrickColor = brakeColor_off
&#9;&#9;&#9;end
&#9;&#9;&#9;if brake_R.BrickColor==brakeColor_on then
&#9;&#9;&#9;&#9;brake_R.BrickColor = brakeColor_off
&#9;&#9;&#9;end
&#9;&#9;elseif seat.Throttle==-1 then
&#9;&#9;&#9;-- Throttle Reverse
&#9;&#9;&#9;brake_L.BrickColor = lightColor_on
&#9;&#9;&#9;brake_R.BrickColor = lightColor_on
&#9;&#9;&#9;smoke.Opacity = smokeOpacity_throttleOff
&#9;&#9;&#9;fire.Enabled = false
&#9;&#9;&#9;local co = coroutine.create(tiltJeepForward)
&#9;&#9;&#9;coroutine.resume(co)
&#9;&#9;end
&#9;end
end
-- Set initial colors
light_L.BrickColor = lightColor_off
light_R.BrickColor = lightColor_off
brake_L.BrickColor = brakeColor_off
brake_R.BrickColor = brakeColor_off
smoke.Enabled = false
fire.Enabled = false
print(&quot;JeepScript: connecting events...&quot;)
seat.ChildAdded:connect(seatChildAddedHandler)
seat.ChildRemoved:connect(seatChildRemovedHandler)
seat.Changed:connect(seatChangedHandler)
print(&quot;JeepScript: events connected.&quot;)
while true do
&#9;-- Every 15 seconds, poll if jeep has turned upside down. If true, then flip back upright.
&#9;if(vehicleSeatBack.CFrame.lookVector.y &lt;= 0.707) then
&#9;&#9;print(&quot;Jeep is flipped. Flipping right side up...&quot;)
&#9;&#9;gyro.cframe = CFrame.new( Vector3.new(0,0,0), Vector3.new(0,1,0) )
&#9;&#9;gyro.maxTorque = Vector3.new(1000, 1000, 1000)
&#9;&#9;wait(2)
&#9;&#9;gyro.maxTorque = Vector3.new(0,0,0)
&#9;end
&#9;wait(8)
end
</ProtectedString>
</Properties>
</Item>
<Item class="Script" referent="RBX530">
<Properties>
<bool name="Disabled">true</bool>
<Content name="LinkedSource"><null></null></Content>
<string name="Name">VehicleSmashScript</string>
<ProtectedString name="Source">function waitForChild(instance, name)
&#9;while not instance:FindFirstChild(name) do
&#9;&#9;instance.ChildAdded:wait()
&#9;end
end
local vehicle = script.Parent
waitForChild(vehicle, &quot;FrontForceField&quot;)
waitForChild(vehicle, &quot;BackForceField&quot;)
waitForChild(vehicle, &quot;Hood&quot;)
waitForChild(vehicle.Hood, &quot;Smoke&quot;)
waitForChild(vehicle, &quot;VehicleScript&quot;)
waitForChild(script, &quot;IsDamaged&quot;)
waitForChild(vehicle, &quot;Wheel_FrontLeft&quot;)
waitForChild(vehicle, &quot;Wheel_FrontRight&quot;)
waitForChild(vehicle, &quot;Wheel_BackLeft&quot;)
waitForChild(vehicle, &quot;Wheel_BackRight&quot;)
-- REQUIRED PARTS ----------------------------
-- Include these, or things will break!
local frontForceField = vehicle.FrontForceField
local backForceField = vehicle.BackForceField
local hood = vehicle.Hood
local vehicleSmoke = hood.Smoke
local wheel_frontLeft = vehicle.Wheel_FrontLeft
local wheel_frontRight = vehicle.Wheel_FrontRight
local wheel_backLeft = vehicle.Wheel_BackLeft
local wheel_backRight = vehicle.Wheel_BackRight
-- SETTINGS ----------------------------------
local timeToRespawn = 60
local allowDamage = true
----------------------------------------------
local debris = game:GetService(&quot;Debris&quot;)
while vehicle:FindFirstChild(&quot;StamperFloor&quot;) or vehicle:FindFirstChild(&quot;StamperFloor2&quot;) do vehicle.ChildRemoved:wait() end
local vehicleSize = vehicle:GetModelSize().magnitude
--[[local vehiclePart = vehicle.Undercarriage
local newForceField = Instance.new(&quot;Part&quot;)
newForceField.Name = &quot;CarForceField&quot;
newForceField.CanCollide = false
newForceField.Anchored = false
newForceField.Transparency = .5
newForceField.formFactor = &quot;Custom&quot;
newForceField.Size = vehicle:GetModelSize()*Vector3.new(.5, 1, .5)
newForceField.CFrame = vehicle:GetModelCFrame()
newForceField.Parent = vehicle
local newWeld = Instance.new(&quot;Weld&quot;)
newWeld.Part0 = newForceField
newWeld.Part1 = vehiclePart
newWeld.C1 = vehiclePart.CFrame:inverse() * (vehicle:GetModelCFrame() - vehicle:GetModelCFrame().p + vehiclePart.CFrame.p)
newWeld.Parent = vehiclePart
]]--
function vAbs(vect)
&#9;return Vector3.new(math.abs(vect.X), math.abs(vect.Y), math.abs(vect.Z))
end
function clearToRespawn(modelToRespawn)
&#9;if modelToRespawn:IsA(&quot;Model&quot;) then
&#9;&#9;local diag = .9*vAbs(modelToRespawn:GetModelCFrame():vectorToWorldSpace(modelToRespawn:GetModelSize()/2))
&#9;&#9;return #game.Workspace:FindPartsInRegion3(Region3.new(modelToRespawn:GetModelCFrame().p - diag, modelToRespawn:GetModelCFrame().p + diag), nil, 100) &lt; 1
&#9;elseif modelToRespawn:IsA(&quot;BasePart&quot;) then
&#9;&#9;local diag = .9*vAbs(modelToRespawn.CFrame:vectorToWorldSpace(modelToRespawn.Size/2))
&#9;&#9;return #game.Workspace:FindPartsInRegion3(Region3.new(modelToRespawn.CFrame.p - diag, modelToRespawn.CFrame.p + diag), nil, 100) &lt; 1
&#9;else
&#9;&#9;return true
&#9;end
end
function respawnIt(toRespawn, oldParent)
&#9;wait(timeToRespawn)
&#9;while not (clearToRespawn(toRespawn)) do wait() end
&#9;-- we want things with vehicle seats to NOT be welded to ground
&#9;if not toRespawn:FindFirstChild(&quot;VehicleSeat&quot;) then
&#9;&#9;game.JointsService:SetJoinAfterMoveInstance(toRespawn)
&#9;end
&#9;toRespawn.Parent = oldParent
&#9;toRespawn:MakeJoints()
&#9;if not toRespawn:FindFirstChild(&quot;VehicleSeat&quot;) then
&#9;&#9;game.JointsService:CreateJoinAfterMoveJoints()
&#9;end
end
function isSmallerThanVehicle(robloxModel)
&#9;if robloxModel == vehicle then return false end -- check ourselves, before we wreck ourselves
&#9;if robloxModel:IsA(&quot;BasePart&quot;) then
&#9;&#9;return robloxModel.Size.magnitude + 4 &lt; vehicleSize
&#9;elseif robloxModel:IsA(&quot;Model&quot;) then
&#9;&#9;return robloxModel:GetModelSize().magnitude + 4 &lt; vehicleSize
&#9;else
&#9;&#9;return false
&#9;end
end
function onTouch(hit, direction)
--if hood.Velocity.magnitude &lt; 15 then return end -- must be going decently fast to break stuff... can add invisible &quot;prebumpers&quot; in the future to make collisions smoother
if hood.CFrame:vectorToObjectSpace(hood.Velocity):Dot(direction) &lt; 5 then return end -- must be going fast in correct direction to break stuff
&#9;if hit and hit.Parent then
&#9;&#9;if hit.Parent:FindFirstChild(&quot;Humanoid&quot;) then
&#9;&#9;&#9;--hit.Parent:BreakJoints() let&apos;s not kill &apos;em... for now
&#9;&#9;&#9;hit.Parent.Humanoid.Sit = true -- but we do make &apos;em flyyyy! XD
&#9;&#9;elseif hit:FindFirstChild(&quot;RobloxModel&quot;) and not hit:FindFirstChild(&quot;RunOver&quot;) and isSmallerThanVehicle(hit) then
&#9;&#9;&#9;local newModel = hit:Clone()
&#9;&#9;&#9;local modelParent = hit.Parent
&#9;&#9;&#9;local newRunOverTag = Instance.new(&quot;BoolValue&quot;)
&#9;&#9;&#9;newRunOverTag.Name = &quot;RunOver&quot;
&#9;&#9;&#9;newRunOverTag.Parent = hit
&#9;&#9;&#9;hit:BreakJoints()
&#9;&#9;&#9;debris:AddItem(hit, timeToRespawn)
&#9;&#9;&#9;coroutine.resume(coroutine.create(respawnIt), newModel, modelParent)
&#9;&#9;elseif hit.Parent:FindFirstChild(&quot;RobloxModel&quot;) and not hit.Parent:FindFirstChild(&quot;RunOver&quot;) and isSmallerThanVehicle(hit.Parent) then
&#9;&#9;&#9;local newModel = hit.Parent:Clone()
&#9;&#9;&#9;local modelParent = hit.Parent.Parent
&#9;&#9;&#9;local newRunOverTag = Instance.new(&quot;BoolValue&quot;)
&#9;&#9;&#9;newRunOverTag.Name = &quot;RunOver&quot;
&#9;&#9;&#9;newRunOverTag.Parent = hit.Parent
&#9;&#9;&#9;hit.Parent:BreakJoints()
&#9;&#9;&#9;debris:AddItem(hit.Parent, timeToRespawn)
&#9;&#9;&#9;coroutine.resume(coroutine.create(respawnIt), newModel, modelParent)
&#9;&#9;end
&#9;end
end
--newForceField.Touched:connect(onTouch)
--vehicle.Nose.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, -1)) end)
--vehicle.Bumper_Front.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, -1)) end)
--vehicle.Bumper_Back.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)
--vehicle.Tailgate.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)
--vehicle.ExhaustPipe.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)
frontForceField.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, -1, 0)) end)
backForceField.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 1, 0)) end)
vehicle.Wheel_BackLeft.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)
vehicle.Wheel_FrontLeft.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)
vehicle.Wheel_BackRight.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, -1)) end)
vehicle.Wheel_FrontRight.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, -1)) end)
local vehicleDamaged = false
function checkIfVehicleIsDamaged()
&#9;if (not frontForceField.Parent or not backForceField.Parent) and not vehicleDamaged and allowDamage then
&#9;&#9;vehicleDamaged = true
&#9;&#9;script.IsDamaged.Value = true
&#9;&#9;vehicle.VehicleScript.Disabled = true
&#9;&#9;vehicleSmoke.Enabled = true
&#9;&#9;vehicle.VehicleSeat.MaxSpeed = 0
&#9;&#9;vehicle.ExhaustPipe.Smoke.Enabled = false
&#9;&#9;-- Break Joints
&#9;&#9;vehicle.Wheel_BackLeft:BreakJoints()
&#9;&#9;vehicle.Wheel_FrontLeft:BreakJoints()
&#9;&#9;vehicle.Wheel_BackRight:BreakJoints()
&#9;&#9;vehicle.Wheel_FrontRight:BreakJoints()
&#9;&#9;hood:BreakJoints()
&#9;end
end
vehicle.ChildRemoved:connect(checkIfVehicleIsDamaged)
</ProtectedString>
</Properties>
<Item class="BoolValue" referent="RBX531">
<Properties>
<string name="Name">IsDamaged</string>
<bool name="Value">false</bool>
</Properties>
</Item>
</Item>
<Item class="Part" referent="RBX532">
<Properties>
<bool name="Anchored">false</bool>
<float name="BackParamA">-0.5</float>
<float name="BackParamB">0.5</float>
<token name="BackSurface">0</token>
<token name="BackSurfaceInput">0</token>
<float name="BottomParamA">-0.5</float>
<float name="BottomParamB">0.5</float>
<token name="BottomSurface">0</token>
<token name="BottomSurfaceInput">0</token>
<int name="BrickColor">199</int>
<CoordinateFrame name="CFrame">
<X>-122.600166</X>
<Y>5.7998848</Y>
<Z>-71.1003342</Z>
<R00>0.000929988222</R00>
<R01>0.000146450446</R01>
<R02>0.999994397</R02>
<R10>0.999993384</R10>
<R11>1.01295245e-006</R11>
<R12>-0.000929981354</R12>
<R20>-1.14897421e-006</R20>
<R21>0.999993026</R21>
<R22>-0.000146447899</R22>
</CoordinateFrame>
<bool name="CanCollide">true</bool>
<float name="Elasticity">0.5</float>
<float name="Friction">0.300000012</float>
<float name="FrontParamA">-0.5</float>
<float name="FrontParamB">0.5</float>
<token name="FrontSurface">0</token>
<token name="FrontSurfaceInput">0</token>
<float name="LeftParamA">-0.5</float>
<float name="LeftParamB">0.5</float>
<token name="LeftSurface">0</token>
<token name="LeftSurfaceInput">0</token>
<bool name="Locked">false</bool>
<token name="Material">512</token>
<string name="Name">Part</string>
<float name="Reflectance">0</float>
<float name="RightParamA">-0.5</float>
<float name="RightParamB">0.5</float>
<token name="RightSurface">0</token>
<token name="RightSurfaceInput">0</token>
<Vector3 name="RotVelocity">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<float name="TopParamA">-0.5</float>
<float name="TopParamB">0.5</float>
<token name="TopSurface">0</token>
<token name="TopSurfaceInput">0</token>
<float name="Transparency">0</float>
<Vector3 name="Velocity">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<token name="formFactorRaw">3</token>
<token name="shape">1</token>
<Vector3 name="size">
<X>2</X>
<Y>0.200000003</Y>
<Z>2</Z>
</Vector3>
</Properties>
<Item class="ManualWeld" referent="RBX533">
<Properties>
<CoordinateFrame name="C0">
<X>-0.5</X>
<Y>0.999999881</Y>
<Z>4.00000143</Z>
<R00>-1</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>0</R11>
<R12>1</R12>
<R20>0</R20>
<R21>1</R21>
<R22>0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>-0.498200893</X>
<Y>-1.48479128</Y>
<Z>7.5</Z>
<R00>-0.999984503</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>0</R11>
<R12>1</R12>
<R20>0</R20>
<R21>1</R21>
<R22>0</R22>
</CoordinateFrame>
<string name="Name">Part-to-Part Strong Joint</string>
<Ref name="Part0">null</Ref>
<Ref name="Part1">null</Ref>
<int name="Surface0">1</int>
<int name="Surface1">4</int>
</Properties>
</Item>
<Item class="ManualWeld" referent="RBX534">
<Properties>
<CoordinateFrame name="C0">
<X>-0.5</X>
<Y>-0.999999881</Y>
<Z>-4.00000143</Z>
<R00>-0</R00>
<R01>0</R01>
<R02>-1</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>1</R20>
<R21>0</R21>
<R22>-0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>1.49892855</X>
<Y>2.00260448</Y>
<Z>-4.00000191</Z>
<R00>0</R00>
<R01>-1</R01>
<R02>0</R02>
<R10>0</R10>
<R11>0</R11>
<R12>-0.999987483</R12>
<R20>1</R20>
<R21>0</R21>
<R22>0</R22>
</CoordinateFrame>
<string name="Name">Part-to-Part Strong Joint</string>
<Ref name="Part0">null</Ref>
<Ref name="Part1">null</Ref>
<int name="Surface0">3</int>
<int name="Surface1">1</int>
</Properties>
</Item>
<Item class="ManualWeld" referent="RBX535">
<Properties>
<CoordinateFrame name="C0">
<X>-0.5</X>
<Y>-0.999999881</Y>
<Z>-4.00000143</Z>
<R00>-0</R00>
<R01>0</R01>
<R02>-1</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>1</R20>
<R21>0</R21>
<R22>-0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>-4.00000191</X>
<Y>-0.000144004822</Y>
<Z>-1.99942875</Z>
<R00>1</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>0</R20>
<R21>0</R21>
<R22>0.99999702</R22>
</CoordinateFrame>
<string name="Name">Part-to-Part Strong Joint</string>
<Ref name="Part0">null</Ref>
<Ref name="Part1">null</Ref>
<int name="Surface0">3</int>
<int name="Surface1">5</int>
</Properties>
</Item>
<Item class="ManualWeld" referent="RBX536">
<Properties>
<CoordinateFrame name="C0">
<X>-0.5</X>
<Y>0.999999881</Y>
<Z>4.00000143</Z>
<R00>-1</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>0</R11>
<R12>1</R12>
<R20>0</R20>
<R21>1</R21>
<R22>0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>-0.499215603</X>
<Y>-1.48904943</Y>
<Z>0.499996185</Z>
<R00>-0.999987483</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>0</R11>
<R12>1</R12>
<R20>0</R20>
<R21>1</R21>
<R22>0</R22>
</CoordinateFrame>
<string name="Name">Part-to-Part Strong Joint</string>
<Ref name="Part0">null</Ref>
<Ref name="Part1">null</Ref>
<int name="Surface0">1</int>
<int name="Surface1">4</int>
</Properties>
</Item>
<Item class="CylinderMesh" referent="RBX537">
<Properties>
<float name="Bevel">0</float>
<float name="Bevel Roundness">0</float>
<float name="Bulge">0</float>
<token name="LODX">2</token>
<token name="LODY">2</token>
<string name="Name">Mesh</string>
<Vector3 name="Offset">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<Vector3 name="Scale">
<X>1</X>
<Y>1</Y>
<Z>1</Z>
</Vector3>
<Vector3 name="VertexColor">
<X>1</X>
<Y>1</Y>
<Z>1</Z>
</Vector3>
</Properties>
</Item>
<Item class="ManualWeld" referent="RBX538">
<Properties>
<CoordinateFrame name="C0">
<X>-1</X>
<Y>0.100000001</Y>
<Z>1</Z>
<R00>-1</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>0</R11>
<R12>1</R12>
<R20>0</R20>
<R21>1</R21>
<R22>0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>0.499771118</X>
<Y>0.199149132</Y>
<Z>2.39904785</Z>
<R00>2.77582876e-006</R00>
<R01>9.40177997e-005</R01>
<R02>-0.999993026</R02>
<R10>-0.999993384</R10>
<R11>-0.000927243556</R11>
<R12>-2.86286968e-006</R12>
<R20>-0.000927250832</R20>
<R21>0.999994397</R21>
<R22>9.40183381e-005</R22>
</CoordinateFrame>
<string name="Name">Part-to-Part Strong Joint</string>
<Ref name="Part0">RBX532</Ref>
<Ref name="Part1">RBX378</Ref>
<int name="Surface0">1</int>
<int name="Surface1">0</int>
</Properties>
</Item>
</Item>
</Item>
<Item class="Model" referent="RBX539">
<Properties>
<CoordinateFrame name="ModelInPrimary">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
<R00>1</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>0</R20>
<R21>0</R21>
<R22>1</R22>
</CoordinateFrame>
<string name="Name">RightCar</string>
<Ref name="PrimaryPart">RBX540</Ref>
</Properties>
<Item class="Part" referent="RBX541">
<Properties>
<bool name="Anchored">false</bool>
<float name="BackParamA">-0.5</float>
<float name="BackParamB">0.5</float>
<token name="BackSurface">0</token>
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<float name="RightParamB">0.5</float>
<token name="RightSurface">0</token>
<token name="RightSurfaceInput">0</token>
<Vector3 name="RotVelocity">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<float name="TopParamA">-0.5</float>
<float name="TopParamB">0.5</float>
<token name="TopSurface">0</token>
<token name="TopSurfaceInput">0</token>
<float name="Transparency">0</float>
<Vector3 name="Velocity">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<token name="formFactorRaw">3</token>
<token name="shape">1</token>
<Vector3 name="size">
<X>1</X>
<Y>1.99999976</Y>
<Z>5.00000286</Z>
</Vector3>
</Properties>
<Item class="ManualWeld" referent="RBX694">
<Properties>
<CoordinateFrame name="C0">
<X>0.5</X>
<Y>-0.999999881</Y>
<Z>2.50000143</Z>
<R00>-0</R00>
<R01>0</R01>
<R02>0.99999994</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>-0.99999994</R20>
<R21>0</R21>
<R22>-0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>-4.51699638</X>
<Y>-0.502656937</Y>
<Z>-3.00000191</Z>
<R00>0.999974549</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>0</R20>
<R21>0</R21>
<R22>0.99999994</R22>
</CoordinateFrame>
<string name="Name">Part-to-Part Strong Joint</string>
<Ref name="Part0">null</Ref>
<Ref name="Part1">null</Ref>
<int name="Surface0">0</int>
<int name="Surface1">5</int>
</Properties>
</Item>
<Item class="ManualWeld" referent="RBX695">
<Properties>
<CoordinateFrame name="C0">
<X>0.5</X>
<Y>-0.999999881</Y>
<Z>2.50000143</Z>
<R00>-0</R00>
<R01>0</R01>
<R02>0.99999994</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>-0.99999994</R20>
<R21>0</R21>
<R22>-0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>-0.50819242</X>
<Y>-1.50208569</Y>
<Z>-0.500005722</Z>
<R00>0.999981701</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>0.999999881</R11>
<R12>0</R12>
<R20>0</R20>
<R21>0</R21>
<R22>0.999999702</R22>
</CoordinateFrame>
<string name="Name">Part-to-Part Strong Joint</string>
<Ref name="Part0">null</Ref>
<Ref name="Part1">null</Ref>
<int name="Surface0">0</int>
<int name="Surface1">5</int>
</Properties>
</Item>
<Item class="ManualWeld" referent="RBX696">
<Properties>
<CoordinateFrame name="C0">
<X>0.5</X>
<Y>-0.999999881</Y>
<Z>2.50000143</Z>
<R00>-0</R00>
<R01>0</R01>
<R02>0.99999994</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>-0.99999994</R20>
<R21>0</R21>
<R22>-0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>-1.49999809</X>
<Y>0.483006239</Y>
<Z>-1.00800705</Z>
<R00>0</R00>
<R01>0</R01>
<R02>0.999999821</R02>
<R10>0.999977827</R10>
<R11>0</R11>
<R12>0</R12>
<R20>0</R20>
<R21>0.999999881</R21>
<R22>0</R22>
</CoordinateFrame>
<string name="Name">Part-to-Part Strong Joint</string>
<Ref name="Part0">null</Ref>
<Ref name="Part1">null</Ref>
<int name="Surface0">0</int>
<int name="Surface1">3</int>
</Properties>
</Item>
<Item class="ManualWeld" referent="RBX697">
<Properties>
<CoordinateFrame name="C0">
<X>0.5</X>
<Y>-0.999999881</Y>
<Z>2.50000143</Z>
<R00>-0</R00>
<R01>0</R01>
<R02>0.99999994</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>-0.99999994</R20>
<R21>0</R21>
<R22>-0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>-4.50009823</X>
<Y>-0.499959469</Y>
<Z>-3.00026608</Z>
<R00>1.00000966</R00>
<R01>8.68991037e-007</R01>
<R02>1.00664029e-005</R02>
<R10>-7.77594096e-007</R10>
<R11>1.00000119</R11>
<R12>-4.52212305e-007</R12>
<R20>-8.09988796e-006</R20>
<R21>3.62078708e-007</R21>
<R22>1.00001419</R22>
</CoordinateFrame>
<string name="Name">Part-to-Tailgate Strong Joint</string>
<Ref name="Part0">RBX693</Ref>
<Ref name="Part1">RBX612</Ref>
<int name="Surface0">0</int>
<int name="Surface1">5</int>
</Properties>
</Item>
<Item class="ManualWeld" referent="RBX698">
<Properties>
<CoordinateFrame name="C0">
<X>0.5</X>
<Y>-0.999999881</Y>
<Z>2.50000143</Z>
<R00>-0</R00>
<R01>0</R01>
<R02>0.99999994</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>-0.99999994</R20>
<R21>0</R21>
<R22>-0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>-1.5003252</X>
<Y>-0.49996376</Y>
<Z>2.50031948</Z>
<R00>-8.08902332e-005</R00>
<R01>-3.26227337e-007</R01>
<R02>1.00001419</R02>
<R10>2.72376474e-006</R10>
<R11>1.00000119</R11>
<R12>2.36330948e-007</R12>
<R20>-1.00000966</R20>
<R21>2.6323662e-006</R21>
<R22>-8.28570774e-005</R22>
</CoordinateFrame>
<string name="Name">Part-to-BackSeat2 Strong Joint</string>
<Ref name="Part0">RBX693</Ref>
<Ref name="Part1">RBX647</Ref>
<int name="Surface0">0</int>
<int name="Surface1">3</int>
</Properties>
</Item>
<Item class="ManualWeld" referent="RBX699">
<Properties>
<CoordinateFrame name="C0">
<X>0.5</X>
<Y>-0.999999881</Y>
<Z>2.50000143</Z>
<R00>1</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>0</R11>
<R12>-1</R12>
<R20>-0</R20>
<R21>1</R21>
<R22>0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>0.500016212</X>
<Y>0.500050545</Y>
<Z>4.5001111</Z>
<R00>1.00002146</R00>
<R01>2.0111986e-006</R01>
<R02>-1.05337961e-007</R02>
<R10>-2.40517124e-007</R10>
<R11>-1.33487447e-007</R11>
<R12>-1.00000179</R12>
<R20>-4.96094117e-006</R20>
<R21>1.00001466</R21>
<R22>3.61842467e-009</R22>
</CoordinateFrame>
<string name="Name">Part-to-Brakelight_Right Strong Joint</string>
<Ref name="Part0">RBX693</Ref>
<Ref name="Part1">RBX687</Ref>
<int name="Surface0">4</int>
<int name="Surface1">1</int>
</Properties>
</Item>
<Item class="ManualWeld" referent="RBX700">
<Properties>
<CoordinateFrame name="C0">
<X>0.5</X>
<Y>-0.999999881</Y>
<Z>2.50000143</Z>
<R00>-0</R00>
<R01>0</R01>
<R02>0.99999994</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>-0.99999994</R20>
<R21>0</R21>
<R22>-0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>-0.500067234</X>
<Y>-1.99990749</Y>
<Z>-0.499994278</Z>
<R00>1.00000966</R00>
<R01>5.94198582e-007</R01>
<R02>1.27814783e-005</R02>
<R10>-5.02795046e-007</R10>
<R11>1.00000119</R11>
<R12>-5.8587716e-007</R12>
<R20>-1.08149516e-005</R20>
<R21>4.95745496e-007</R21>
<R22>1.00001419</R22>
</CoordinateFrame>
<string name="Name">Part-to-Part Strong Joint</string>
<Ref name="Part0">RBX693</Ref>
<Ref name="Part1">RBX682</Ref>
<int name="Surface0">0</int>
<int name="Surface1">5</int>
</Properties>
</Item>
</Item>
<Item class="Script" referent="RBX701">
<Properties>
<bool name="Disabled">true</bool>
<Content name="LinkedSource"><null></null></Content>
<string name="Name">VehicleScript</string>
<ProtectedString name="Source">function waitForChild(instance, name)
&#9;while not instance:FindFirstChild(name) do
&#9;&#9;instance.ChildAdded:wait()
&#9;end
end
local model = script.Parent
waitForChild(model, &quot;Brakelight_Left&quot;)
waitForChild(model, &quot;Brakelight_Right&quot;)
waitForChild(model, &quot;Headlight_Left&quot;)
waitForChild(model, &quot;Headlight_Right&quot;)
waitForChild(model, &quot;Wheel_FrontLeft&quot;)
waitForChild(model, &quot;Wheel_FrontRight&quot;)
waitForChild(model, &quot;Wheel_BackLeft&quot;)
waitForChild(model, &quot;Wheel_BackRight&quot;)
waitForChild(model, &quot;ExhaustPipe&quot;)
waitForChild(model.ExhaustPipe, &quot;Smoke&quot;)
waitForChild(model.ExhaustPipe, &quot;Fire&quot;)
waitForChild(model, &quot;VehicleSeat&quot;)
waitForChild(model, &quot;VehicleSeatBack&quot;)
waitForChild(model.VehicleSeatBack, &quot;BodyGyro&quot;)
waitForChild(model, &quot;Bumper_Front&quot;)
waitForChild(model, &quot;Bumper_Back&quot;)
local seat = model.VehicleSeat
local driverInSeat = false
local smoke = model.ExhaustPipe.Smoke
local fire = model.ExhaustPipe.Fire
local brake_L = model.Brakelight_Left
local brake_R = model.Brakelight_Right
local light_L = model.Headlight_Left
local light_R = model.Headlight_Right
local vehicleSeatBack = model.VehicleSeatBack
local gyro = vehicleSeatBack.BodyGyro
local backBumperForce = model.Bumper_Back.BodyForce
local frontBumperForce = model.Bumper_Front.BodyForce
-- SETTINGS
local brakeColor_on = BrickColor.new(&quot;Really red&quot;)
local brakeColor_off = BrickColor.new(&quot;Reddish brown&quot;)
local lightColor_on = BrickColor.new(&quot;Institutional white&quot;)
local lightColor_off = light_L.BrickColor
print(&quot;headlight off color will be &quot; .. lightColor_off.Name)
local smokeOpacity_throttleOn = 0.5
local smokeOpacity_throttleOff = 0.1
local fireSize_big = 7
local fireSize_small = 3
function seatChildAddedHandler(child)
&#9;if child.Name==&quot;SeatWeld&quot; then
&#9;&#9;print(&quot;Turn car ON&quot;)
&#9;&#9;driverInSeat = true
&#9;&#9;smoke.Enabled = true
&#9;&#9;smoke.Opacity = smokeOpacity_throttleOff
&#9;&#9;light_L.BrickColor = lightColor_on
&#9;&#9;light_R.BrickColor = lightColor_on
&#9;&#9;fire.Size = fireSize_big
&#9;&#9;fire.Enabled = true
&#9;&#9;wait(0.3)
&#9;&#9;fire.Size = fireSize_small
&#9;&#9;if seat.Throttle==0 then
&#9;&#9;&#9;fire.Enabled = false
&#9;&#9;end
&#9;end
end
function seatChildRemovedHandler(child)
&#9;if child.Name==&quot;SeatWeld&quot; then
&#9;&#9;print(&quot;Turn car OFF&quot;)
&#9;&#9;driverInSeat = false
&#9;&#9;smoke.Enabled = false
&#9;&#9;light_L.BrickColor = lightColor_off
&#9;&#9;light_R.BrickColor = lightColor_off
&#9;end
end
function showBigFire()
&#9;fire.Size = fireSize_big
&#9;fire.Enabled = true
&#9;wait(0.3)
&#9;if seat.Throttle==1 then
&#9;&#9;fire.Size = fireSize_small
&#9;end
&#9;wait(1)
&#9;if seat.Throttle==1 then
&#9;&#9;fire.Enabled = false
&#9;end
end
local tiltForce = 84000
local tiltTime = 1
function tiltJeepBack()
&#9;print(&quot;tiltJeepBack()&quot;)
&#9;wait(tiltTime)
end
function tiltJeepForward()
&#9;print(&quot;tiltJeepForward()&quot;)
&#9;wait(tiltTime)
end
function seatChangedHandler(prop)
&#9;if prop==&quot;Throttle&quot; then
&#9;&#9;if seat.Throttle==1 then
&#9;&#9;&#9;-- Throttle Forward
&#9;&#9;&#9;brake_L.BrickColor = brakeColor_off
&#9;&#9;&#9;brake_R.BrickColor = brakeColor_off
&#9;&#9;&#9;smoke.Opacity = smokeOpacity_throttleOn
&#9;&#9;&#9;local co = coroutine.create(showBigFire)
&#9;&#9;&#9;coroutine.resume(co)
&#9;&#9;&#9;local co2 = coroutine.create(tiltJeepBack)
&#9;&#9;&#9;coroutine.resume(co2)
&#9;&#9;elseif seat.Throttle==0 then
&#9;&#9;&#9;-- Throttle Off
&#9;&#9;&#9;brake_L.BrickColor = brakeColor_on
&#9;&#9;&#9;brake_R.BrickColor = brakeColor_on
&#9;&#9;&#9;smoke.Opacity = smokeOpacity_throttleOff
&#9;&#9;&#9;fire.Enabled = false
&#9;&#9;&#9;wait(0.9)
&#9;&#9;&#9;if brake_L.BrickColor==brakeColor_on then
&#9;&#9;&#9;&#9;brake_L.BrickColor = brakeColor_off
&#9;&#9;&#9;end
&#9;&#9;&#9;if brake_R.BrickColor==brakeColor_on then
&#9;&#9;&#9;&#9;brake_R.BrickColor = brakeColor_off
&#9;&#9;&#9;end
&#9;&#9;elseif seat.Throttle==-1 then
&#9;&#9;&#9;-- Throttle Reverse
&#9;&#9;&#9;brake_L.BrickColor = lightColor_on
&#9;&#9;&#9;brake_R.BrickColor = lightColor_on
&#9;&#9;&#9;smoke.Opacity = smokeOpacity_throttleOff
&#9;&#9;&#9;fire.Enabled = false
&#9;&#9;&#9;local co = coroutine.create(tiltJeepForward)
&#9;&#9;&#9;coroutine.resume(co)
&#9;&#9;end
&#9;end
end
-- Set initial colors
light_L.BrickColor = lightColor_off
light_R.BrickColor = lightColor_off
brake_L.BrickColor = brakeColor_off
brake_R.BrickColor = brakeColor_off
smoke.Enabled = false
fire.Enabled = false
print(&quot;JeepScript: connecting events...&quot;)
seat.ChildAdded:connect(seatChildAddedHandler)
seat.ChildRemoved:connect(seatChildRemovedHandler)
seat.Changed:connect(seatChangedHandler)
print(&quot;JeepScript: events connected.&quot;)
while true do
&#9;-- Every 15 seconds, poll if jeep has turned upside down. If true, then flip back upright.
&#9;if(vehicleSeatBack.CFrame.lookVector.y &lt;= 0.707) then
&#9;&#9;print(&quot;Jeep is flipped. Flipping right side up...&quot;)
&#9;&#9;gyro.cframe = CFrame.new( Vector3.new(0,0,0), Vector3.new(0,1,0) )
&#9;&#9;gyro.maxTorque = Vector3.new(1000, 1000, 1000)
&#9;&#9;wait(2)
&#9;&#9;gyro.maxTorque = Vector3.new(0,0,0)
&#9;end
&#9;wait(8)
end
</ProtectedString>
</Properties>
</Item>
<Item class="Script" referent="RBX702">
<Properties>
<bool name="Disabled">true</bool>
<Content name="LinkedSource"><null></null></Content>
<string name="Name">VehicleSmashScript</string>
<ProtectedString name="Source">function waitForChild(instance, name)
&#9;while not instance:FindFirstChild(name) do
&#9;&#9;instance.ChildAdded:wait()
&#9;end
end
local vehicle = script.Parent
waitForChild(vehicle, &quot;FrontForceField&quot;)
waitForChild(vehicle, &quot;BackForceField&quot;)
waitForChild(vehicle, &quot;Hood&quot;)
waitForChild(vehicle.Hood, &quot;Smoke&quot;)
waitForChild(vehicle, &quot;VehicleScript&quot;)
waitForChild(script, &quot;IsDamaged&quot;)
waitForChild(vehicle, &quot;Wheel_FrontLeft&quot;)
waitForChild(vehicle, &quot;Wheel_FrontRight&quot;)
waitForChild(vehicle, &quot;Wheel_BackLeft&quot;)
waitForChild(vehicle, &quot;Wheel_BackRight&quot;)
-- REQUIRED PARTS ----------------------------
-- Include these, or things will break!
local frontForceField = vehicle.FrontForceField
local backForceField = vehicle.BackForceField
local hood = vehicle.Hood
local vehicleSmoke = hood.Smoke
local wheel_frontLeft = vehicle.Wheel_FrontLeft
local wheel_frontRight = vehicle.Wheel_FrontRight
local wheel_backLeft = vehicle.Wheel_BackLeft
local wheel_backRight = vehicle.Wheel_BackRight
-- SETTINGS ----------------------------------
local timeToRespawn = 60
local allowDamage = true
----------------------------------------------
local debris = game:GetService(&quot;Debris&quot;)
while vehicle:FindFirstChild(&quot;StamperFloor&quot;) or vehicle:FindFirstChild(&quot;StamperFloor2&quot;) do vehicle.ChildRemoved:wait() end
local vehicleSize = vehicle:GetModelSize().magnitude
--[[local vehiclePart = vehicle.Undercarriage
local newForceField = Instance.new(&quot;Part&quot;)
newForceField.Name = &quot;CarForceField&quot;
newForceField.CanCollide = false
newForceField.Anchored = false
newForceField.Transparency = .5
newForceField.formFactor = &quot;Custom&quot;
newForceField.Size = vehicle:GetModelSize()*Vector3.new(.5, 1, .5)
newForceField.CFrame = vehicle:GetModelCFrame()
newForceField.Parent = vehicle
local newWeld = Instance.new(&quot;Weld&quot;)
newWeld.Part0 = newForceField
newWeld.Part1 = vehiclePart
newWeld.C1 = vehiclePart.CFrame:inverse() * (vehicle:GetModelCFrame() - vehicle:GetModelCFrame().p + vehiclePart.CFrame.p)
newWeld.Parent = vehiclePart
]]--
function vAbs(vect)
&#9;return Vector3.new(math.abs(vect.X), math.abs(vect.Y), math.abs(vect.Z))
end
function clearToRespawn(modelToRespawn)
&#9;if modelToRespawn:IsA(&quot;Model&quot;) then
&#9;&#9;local diag = .9*vAbs(modelToRespawn:GetModelCFrame():vectorToWorldSpace(modelToRespawn:GetModelSize()/2))
&#9;&#9;return #game.Workspace:FindPartsInRegion3(Region3.new(modelToRespawn:GetModelCFrame().p - diag, modelToRespawn:GetModelCFrame().p + diag), nil, 100) &lt; 1
&#9;elseif modelToRespawn:IsA(&quot;BasePart&quot;) then
&#9;&#9;local diag = .9*vAbs(modelToRespawn.CFrame:vectorToWorldSpace(modelToRespawn.Size/2))
&#9;&#9;return #game.Workspace:FindPartsInRegion3(Region3.new(modelToRespawn.CFrame.p - diag, modelToRespawn.CFrame.p + diag), nil, 100) &lt; 1
&#9;else
&#9;&#9;return true
&#9;end
end
function respawnIt(toRespawn, oldParent)
&#9;wait(timeToRespawn)
&#9;while not (clearToRespawn(toRespawn)) do wait() end
&#9;-- we want things with vehicle seats to NOT be welded to ground
&#9;if not toRespawn:FindFirstChild(&quot;VehicleSeat&quot;) then
&#9;&#9;game.JointsService:SetJoinAfterMoveInstance(toRespawn)
&#9;end
&#9;toRespawn.Parent = oldParent
&#9;toRespawn:MakeJoints()
&#9;if not toRespawn:FindFirstChild(&quot;VehicleSeat&quot;) then
&#9;&#9;game.JointsService:CreateJoinAfterMoveJoints()
&#9;end
end
function isSmallerThanVehicle(robloxModel)
&#9;if robloxModel == vehicle then return false end -- check ourselves, before we wreck ourselves
&#9;if robloxModel:IsA(&quot;BasePart&quot;) then
&#9;&#9;return robloxModel.Size.magnitude + 4 &lt; vehicleSize
&#9;elseif robloxModel:IsA(&quot;Model&quot;) then
&#9;&#9;return robloxModel:GetModelSize().magnitude + 4 &lt; vehicleSize
&#9;else
&#9;&#9;return false
&#9;end
end
function onTouch(hit, direction)
--if hood.Velocity.magnitude &lt; 15 then return end -- must be going decently fast to break stuff... can add invisible &quot;prebumpers&quot; in the future to make collisions smoother
if hood.CFrame:vectorToObjectSpace(hood.Velocity):Dot(direction) &lt; 5 then return end -- must be going fast in correct direction to break stuff
&#9;if hit and hit.Parent then
&#9;&#9;if hit.Parent:FindFirstChild(&quot;Humanoid&quot;) then
&#9;&#9;&#9;--hit.Parent:BreakJoints() let&apos;s not kill &apos;em... for now
&#9;&#9;&#9;hit.Parent.Humanoid.Sit = true -- but we do make &apos;em flyyyy! XD
&#9;&#9;elseif hit:FindFirstChild(&quot;RobloxModel&quot;) and not hit:FindFirstChild(&quot;RunOver&quot;) and isSmallerThanVehicle(hit) then
&#9;&#9;&#9;local newModel = hit:Clone()
&#9;&#9;&#9;local modelParent = hit.Parent
&#9;&#9;&#9;local newRunOverTag = Instance.new(&quot;BoolValue&quot;)
&#9;&#9;&#9;newRunOverTag.Name = &quot;RunOver&quot;
&#9;&#9;&#9;newRunOverTag.Parent = hit
&#9;&#9;&#9;hit:BreakJoints()
&#9;&#9;&#9;debris:AddItem(hit, timeToRespawn)
&#9;&#9;&#9;coroutine.resume(coroutine.create(respawnIt), newModel, modelParent)
&#9;&#9;elseif hit.Parent:FindFirstChild(&quot;RobloxModel&quot;) and not hit.Parent:FindFirstChild(&quot;RunOver&quot;) and isSmallerThanVehicle(hit.Parent) then
&#9;&#9;&#9;local newModel = hit.Parent:Clone()
&#9;&#9;&#9;local modelParent = hit.Parent.Parent
&#9;&#9;&#9;local newRunOverTag = Instance.new(&quot;BoolValue&quot;)
&#9;&#9;&#9;newRunOverTag.Name = &quot;RunOver&quot;
&#9;&#9;&#9;newRunOverTag.Parent = hit.Parent
&#9;&#9;&#9;hit.Parent:BreakJoints()
&#9;&#9;&#9;debris:AddItem(hit.Parent, timeToRespawn)
&#9;&#9;&#9;coroutine.resume(coroutine.create(respawnIt), newModel, modelParent)
&#9;&#9;end
&#9;end
end
--newForceField.Touched:connect(onTouch)
--vehicle.Nose.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, -1)) end)
--vehicle.Bumper_Front.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, -1)) end)
--vehicle.Bumper_Back.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)
--vehicle.Tailgate.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)
--vehicle.ExhaustPipe.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)
frontForceField.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, -1, 0)) end)
backForceField.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 1, 0)) end)
vehicle.Wheel_BackLeft.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)
vehicle.Wheel_FrontLeft.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)
vehicle.Wheel_BackRight.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, -1)) end)
vehicle.Wheel_FrontRight.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, -1)) end)
local vehicleDamaged = false
function checkIfVehicleIsDamaged()
&#9;if (not frontForceField.Parent or not backForceField.Parent) and not vehicleDamaged and allowDamage then
&#9;&#9;vehicleDamaged = true
&#9;&#9;script.IsDamaged.Value = true
&#9;&#9;vehicle.VehicleScript.Disabled = true
&#9;&#9;vehicleSmoke.Enabled = true
&#9;&#9;vehicle.VehicleSeat.MaxSpeed = 0
&#9;&#9;vehicle.ExhaustPipe.Smoke.Enabled = false
&#9;&#9;-- Break Joints
&#9;&#9;vehicle.Wheel_BackLeft:BreakJoints()
&#9;&#9;vehicle.Wheel_FrontLeft:BreakJoints()
&#9;&#9;vehicle.Wheel_BackRight:BreakJoints()
&#9;&#9;vehicle.Wheel_FrontRight:BreakJoints()
&#9;&#9;hood:BreakJoints()
&#9;end
end
vehicle.ChildRemoved:connect(checkIfVehicleIsDamaged)
</ProtectedString>
</Properties>
<Item class="BoolValue" referent="RBX703">
<Properties>
<string name="Name">IsDamaged</string>
<bool name="Value">false</bool>
</Properties>
</Item>
</Item>
<Item class="Part" referent="RBX704">
<Properties>
<bool name="Anchored">false</bool>
<float name="BackParamA">-0.5</float>
<float name="BackParamB">0.5</float>
<token name="BackSurface">0</token>
<token name="BackSurfaceInput">0</token>
<float name="BottomParamA">-0.5</float>
<float name="BottomParamB">0.5</float>
<token name="BottomSurface">0</token>
<token name="BottomSurfaceInput">0</token>
<int name="BrickColor">199</int>
<CoordinateFrame name="CFrame">
<X>-145.399857</X>
<Y>5.79988194</Y>
<Z>-72.8997498</Z>
<R00>-0.000929604168</R00>
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<R02>-0.999994397</R02>
<R10>0.999993384</R10>
<R11>6.23211179e-007</R11>
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<R20>7.52003643e-007</R20>
<R21>-0.999993026</R21>
<R22>0.00013873179</R22>
</CoordinateFrame>
<bool name="CanCollide">true</bool>
<float name="Elasticity">0.5</float>
<float name="Friction">0.300000012</float>
<float name="FrontParamA">-0.5</float>
<float name="FrontParamB">0.5</float>
<token name="FrontSurface">0</token>
<token name="FrontSurfaceInput">0</token>
<float name="LeftParamA">-0.5</float>
<float name="LeftParamB">0.5</float>
<token name="LeftSurface">0</token>
<token name="LeftSurfaceInput">0</token>
<bool name="Locked">false</bool>
<token name="Material">512</token>
<string name="Name">Part</string>
<float name="Reflectance">0</float>
<float name="RightParamA">-0.5</float>
<float name="RightParamB">0.5</float>
<token name="RightSurface">0</token>
<token name="RightSurfaceInput">0</token>
<Vector3 name="RotVelocity">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<float name="TopParamA">-0.5</float>
<float name="TopParamB">0.5</float>
<token name="TopSurface">0</token>
<token name="TopSurfaceInput">0</token>
<float name="Transparency">0</float>
<Vector3 name="Velocity">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<token name="formFactorRaw">3</token>
<token name="shape">1</token>
<Vector3 name="size">
<X>2</X>
<Y>0.200000003</Y>
<Z>2</Z>
</Vector3>
</Properties>
<Item class="ManualWeld" referent="RBX705">
<Properties>
<CoordinateFrame name="C0">
<X>-0.5</X>
<Y>0.999999881</Y>
<Z>4.00000143</Z>
<R00>-1</R00>
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<R02>0</R02>
<R10>0</R10>
<R11>0</R11>
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<R21>1</R21>
<R22>0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>-0.498200893</X>
<Y>-1.48479128</Y>
<Z>7.5</Z>
<R00>-0.999984503</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>0</R11>
<R12>1</R12>
<R20>0</R20>
<R21>1</R21>
<R22>0</R22>
</CoordinateFrame>
<string name="Name">Part-to-Part Strong Joint</string>
<Ref name="Part0">null</Ref>
<Ref name="Part1">null</Ref>
<int name="Surface0">1</int>
<int name="Surface1">4</int>
</Properties>
</Item>
<Item class="ManualWeld" referent="RBX706">
<Properties>
<CoordinateFrame name="C0">
<X>-0.5</X>
<Y>-0.999999881</Y>
<Z>-4.00000143</Z>
<R00>-0</R00>
<R01>0</R01>
<R02>-1</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>1</R20>
<R21>0</R21>
<R22>-0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>1.49892855</X>
<Y>2.00260448</Y>
<Z>-4.00000191</Z>
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<R11>0</R11>
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<R20>1</R20>
<R21>0</R21>
<R22>0</R22>
</CoordinateFrame>
<string name="Name">Part-to-Part Strong Joint</string>
<Ref name="Part0">null</Ref>
<Ref name="Part1">null</Ref>
<int name="Surface0">3</int>
<int name="Surface1">1</int>
</Properties>
</Item>
<Item class="ManualWeld" referent="RBX707">
<Properties>
<CoordinateFrame name="C0">
<X>-0.5</X>
<Y>-0.999999881</Y>
<Z>-4.00000143</Z>
<R00>-0</R00>
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<R02>-1</R02>
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<R11>1</R11>
<R12>0</R12>
<R20>1</R20>
<R21>0</R21>
<R22>-0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>-4.00000191</X>
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<Z>-1.99942875</Z>
<R00>1</R00>
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<R20>0</R20>
<R21>0</R21>
<R22>0.99999702</R22>
</CoordinateFrame>
<string name="Name">Part-to-Part Strong Joint</string>
<Ref name="Part0">null</Ref>
<Ref name="Part1">null</Ref>
<int name="Surface0">3</int>
<int name="Surface1">5</int>
</Properties>
</Item>
<Item class="ManualWeld" referent="RBX708">
<Properties>
<CoordinateFrame name="C0">
<X>-0.5</X>
<Y>0.999999881</Y>
<Z>4.00000143</Z>
<R00>-1</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>0</R11>
<R12>1</R12>
<R20>0</R20>
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<R22>0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>-0.499215603</X>
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<Z>0.499996185</Z>
<R00>-0.999987483</R00>
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<R02>0</R02>
<R10>0</R10>
<R11>0</R11>
<R12>1</R12>
<R20>0</R20>
<R21>1</R21>
<R22>0</R22>
</CoordinateFrame>
<string name="Name">Part-to-Part Strong Joint</string>
<Ref name="Part0">null</Ref>
<Ref name="Part1">null</Ref>
<int name="Surface0">1</int>
<int name="Surface1">4</int>
</Properties>
</Item>
<Item class="CylinderMesh" referent="RBX709">
<Properties>
<float name="Bevel">0</float>
<float name="Bevel Roundness">0</float>
<float name="Bulge">0</float>
<token name="LODX">2</token>
<token name="LODY">2</token>
<string name="Name">Mesh</string>
<Vector3 name="Offset">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<Vector3 name="Scale">
<X>1</X>
<Y>1</Y>
<Z>1</Z>
</Vector3>
<Vector3 name="VertexColor">
<X>1</X>
<Y>1</Y>
<Z>1</Z>
</Vector3>
</Properties>
</Item>
<Item class="ManualWeld" referent="RBX710">
<Properties>
<CoordinateFrame name="C0">
<X>-1</X>
<Y>0.100000001</Y>
<Z>1</Z>
<R00>-1</R00>
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<X>0.499771118</X>
<Y>0.199149132</Y>
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<Ref name="Part0">RBX704</Ref>
<Ref name="Part1">RBX550</Ref>
<int name="Surface0">1</int>
<int name="Surface1">0</int>
</Properties>
</Item>
</Item>
</Item>
<Item class="Model" referent="RBX711">
<Properties>
<CoordinateFrame name="ModelInPrimary">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
<R00>1</R00>
<R01>0</R01>
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<R20>0</R20>
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<R22>1</R22>
</CoordinateFrame>
<string name="Name">FrontCarMidHit</string>
<Ref name="PrimaryPart">RBX712</Ref>
</Properties>
<Item class="Part" referent="RBX713">
<Properties>
<bool name="Anchored">false</bool>
<float name="BackParamA">-0.5</float>
<float name="BackParamB">0.5</float>
<token name="BackSurface">0</token>
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<X>24.0004044</X>
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<token name="LeftSurface">6</token>
<token name="LeftSurfaceInput">0</token>
<bool name="Locked">false</bool>
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</Vector3>
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</Properties>
</Item>
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</Properties>
<Item class="ManualWeld" referent="RBX715">
<Properties>
<CoordinateFrame name="C0">
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<Y>0.5</Y>
<Z>2.50000024</Z>
<R00>-1</R00>
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<Ref name="Part1">null</Ref>
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</Properties>
</Item>
<Item class="ManualWeld" referent="RBX716">
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</Properties>
</Item>
</Item>
<Item class="Part" referent="RBX718">
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</Vector3>
</Properties>
<Item class="ManualWeld" referent="RBX719">
<Properties>
<CoordinateFrame name="C0">
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</CoordinateFrame>
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<Ref name="Part0">null</Ref>
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<R22>3.61842467e-009</R22>
</CoordinateFrame>
<string name="Name">Part-to-Brakelight_Right Strong Joint</string>
<Ref name="Part0">RBX864</Ref>
<Ref name="Part1">RBX858</Ref>
<int name="Surface0">4</int>
<int name="Surface1">1</int>
</Properties>
</Item>
<Item class="ManualWeld" referent="RBX871">
<Properties>
<CoordinateFrame name="C0">
<X>0.5</X>
<Y>-0.999999881</Y>
<Z>2.50000143</Z>
<R00>-0</R00>
<R01>0</R01>
<R02>0.99999994</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>-0.99999994</R20>
<R21>0</R21>
<R22>-0</R22>
</CoordinateFrame>
<CoordinateFrame name="C1">
<X>-0.500067234</X>
<Y>-1.99990749</Y>
<Z>-0.499994278</Z>
<R00>1.00000966</R00>
<R01>5.94198582e-007</R01>
<R02>1.27814783e-005</R02>
<R10>-5.02795046e-007</R10>
<R11>1.00000119</R11>
<R12>-5.8587716e-007</R12>
<R20>-1.08149516e-005</R20>
<R21>4.95745496e-007</R21>
<R22>1.00001419</R22>
</CoordinateFrame>
<string name="Name">Part-to-Part Strong Joint</string>
<Ref name="Part0">RBX864</Ref>
<Ref name="Part1">RBX853</Ref>
<int name="Surface0">0</int>
<int name="Surface1">5</int>
</Properties>
</Item>
</Item>
<Item class="Script" referent="RBX872">
<Properties>
<bool name="Disabled">true</bool>
<Content name="LinkedSource"><null></null></Content>
<string name="Name">VehicleScript</string>
<ProtectedString name="Source">function waitForChild(instance, name)
&#9;while not instance:FindFirstChild(name) do
&#9;&#9;instance.ChildAdded:wait()
&#9;end
end
local model = script.Parent
waitForChild(model, &quot;Brakelight_Left&quot;)
waitForChild(model, &quot;Brakelight_Right&quot;)
waitForChild(model, &quot;Headlight_Left&quot;)
waitForChild(model, &quot;Headlight_Right&quot;)
waitForChild(model, &quot;Wheel_FrontLeft&quot;)
waitForChild(model, &quot;Wheel_FrontRight&quot;)
waitForChild(model, &quot;Wheel_BackLeft&quot;)
waitForChild(model, &quot;Wheel_BackRight&quot;)
waitForChild(model, &quot;ExhaustPipe&quot;)
waitForChild(model.ExhaustPipe, &quot;Smoke&quot;)
waitForChild(model.ExhaustPipe, &quot;Fire&quot;)
waitForChild(model, &quot;VehicleSeat&quot;)
waitForChild(model, &quot;VehicleSeatBack&quot;)
waitForChild(model.VehicleSeatBack, &quot;BodyGyro&quot;)
waitForChild(model, &quot;Bumper_Front&quot;)
waitForChild(model, &quot;Bumper_Back&quot;)
local seat = model.VehicleSeat
local driverInSeat = false
local smoke = model.ExhaustPipe.Smoke
local fire = model.ExhaustPipe.Fire
local brake_L = model.Brakelight_Left
local brake_R = model.Brakelight_Right
local light_L = model.Headlight_Left
local light_R = model.Headlight_Right
local vehicleSeatBack = model.VehicleSeatBack
local gyro = vehicleSeatBack.BodyGyro
local backBumperForce = model.Bumper_Back.BodyForce
local frontBumperForce = model.Bumper_Front.BodyForce
-- SETTINGS
local brakeColor_on = BrickColor.new(&quot;Really red&quot;)
local brakeColor_off = BrickColor.new(&quot;Reddish brown&quot;)
local lightColor_on = BrickColor.new(&quot;Institutional white&quot;)
local lightColor_off = light_L.BrickColor
print(&quot;headlight off color will be &quot; .. lightColor_off.Name)
local smokeOpacity_throttleOn = 0.5
local smokeOpacity_throttleOff = 0.1
local fireSize_big = 7
local fireSize_small = 3
function seatChildAddedHandler(child)
&#9;if child.Name==&quot;SeatWeld&quot; then
&#9;&#9;print(&quot;Turn car ON&quot;)
&#9;&#9;driverInSeat = true
&#9;&#9;smoke.Enabled = true
&#9;&#9;smoke.Opacity = smokeOpacity_throttleOff
&#9;&#9;light_L.BrickColor = lightColor_on
&#9;&#9;light_R.BrickColor = lightColor_on
&#9;&#9;fire.Size = fireSize_big
&#9;&#9;fire.Enabled = true
&#9;&#9;wait(0.3)
&#9;&#9;fire.Size = fireSize_small
&#9;&#9;if seat.Throttle==0 then
&#9;&#9;&#9;fire.Enabled = false
&#9;&#9;end
&#9;end
end
function seatChildRemovedHandler(child)
&#9;if child.Name==&quot;SeatWeld&quot; then
&#9;&#9;print(&quot;Turn car OFF&quot;)
&#9;&#9;driverInSeat = false
&#9;&#9;smoke.Enabled = false
&#9;&#9;light_L.BrickColor = lightColor_off
&#9;&#9;light_R.BrickColor = lightColor_off
&#9;end
end
function showBigFire()
&#9;fire.Size = fireSize_big
&#9;fire.Enabled = true
&#9;wait(0.3)
&#9;if seat.Throttle==1 then
&#9;&#9;fire.Size = fireSize_small
&#9;end
&#9;wait(1)
&#9;if seat.Throttle==1 then
&#9;&#9;fire.Enabled = false
&#9;end
end
local tiltForce = 84000
local tiltTime = 1
function tiltJeepBack()
&#9;print(&quot;tiltJeepBack()&quot;)
&#9;wait(tiltTime)
end
function tiltJeepForward()
&#9;print(&quot;tiltJeepForward()&quot;)
&#9;wait(tiltTime)
end
function seatChangedHandler(prop)
&#9;if prop==&quot;Throttle&quot; then
&#9;&#9;if seat.Throttle==1 then
&#9;&#9;&#9;-- Throttle Forward
&#9;&#9;&#9;brake_L.BrickColor = brakeColor_off
&#9;&#9;&#9;brake_R.BrickColor = brakeColor_off
&#9;&#9;&#9;smoke.Opacity = smokeOpacity_throttleOn
&#9;&#9;&#9;local co = coroutine.create(showBigFire)
&#9;&#9;&#9;coroutine.resume(co)
&#9;&#9;&#9;local co2 = coroutine.create(tiltJeepBack)
&#9;&#9;&#9;coroutine.resume(co2)
&#9;&#9;elseif seat.Throttle==0 then
&#9;&#9;&#9;-- Throttle Off
&#9;&#9;&#9;brake_L.BrickColor = brakeColor_on
&#9;&#9;&#9;brake_R.BrickColor = brakeColor_on
&#9;&#9;&#9;smoke.Opacity = smokeOpacity_throttleOff
&#9;&#9;&#9;fire.Enabled = false
&#9;&#9;&#9;wait(0.9)
&#9;&#9;&#9;if brake_L.BrickColor==brakeColor_on then
&#9;&#9;&#9;&#9;brake_L.BrickColor = brakeColor_off
&#9;&#9;&#9;end
&#9;&#9;&#9;if brake_R.BrickColor==brakeColor_on then
&#9;&#9;&#9;&#9;brake_R.BrickColor = brakeColor_off
&#9;&#9;&#9;end
&#9;&#9;elseif seat.Throttle==-1 then
&#9;&#9;&#9;-- Throttle Reverse
&#9;&#9;&#9;brake_L.BrickColor = lightColor_on
&#9;&#9;&#9;brake_R.BrickColor = lightColor_on
&#9;&#9;&#9;smoke.Opacity = smokeOpacity_throttleOff
&#9;&#9;&#9;fire.Enabled = false
&#9;&#9;&#9;local co = coroutine.create(tiltJeepForward)
&#9;&#9;&#9;coroutine.resume(co)
&#9;&#9;end
&#9;end
end
-- Set initial colors
light_L.BrickColor = lightColor_off
light_R.BrickColor = lightColor_off
brake_L.BrickColor = brakeColor_off
brake_R.BrickColor = brakeColor_off
smoke.Enabled = false
fire.Enabled = false
print(&quot;JeepScript: connecting events...&quot;)
seat.ChildAdded:connect(seatChildAddedHandler)
seat.ChildRemoved:connect(seatChildRemovedHandler)
seat.Changed:connect(seatChangedHandler)
print(&quot;JeepScript: events connected.&quot;)
while true do
&#9;-- Every 15 seconds, poll if jeep has turned upside down. If true, then flip back upright.
&#9;if(vehicleSeatBack.CFrame.lookVector.y &lt;= 0.707) then
&#9;&#9;print(&quot;Jeep is flipped. Flipping right side up...&quot;)
&#9;&#9;gyro.cframe = CFrame.new( Vector3.new(0,0,0), Vector3.new(0,1,0) )
&#9;&#9;gyro.maxTorque = Vector3.new(1000, 1000, 1000)
&#9;&#9;wait(2)
&#9;&#9;gyro.maxTorque = Vector3.new(0,0,0)
&#9;end
&#9;wait(8)
end
</ProtectedString>
</Properties>
</Item>
<Item class="Script" referent="RBX873">
<Properties>
<bool name="Disabled">true</bool>
<Content name="LinkedSource"><null></null></Content>
<string name="Name">VehicleSmashScript</string>
<ProtectedString name="Source">function waitForChild(instance, name)
&#9;while not instance:FindFirstChild(name) do
&#9;&#9;instance.ChildAdded:wait()
&#9;end
end
local vehicle = script.Parent
waitForChild(vehicle, &quot;FrontForceField&quot;)
waitForChild(vehicle, &quot;BackForceField&quot;)
waitForChild(vehicle, &quot;Hood&quot;)
waitForChild(vehicle.Hood, &quot;Smoke&quot;)
waitForChild(vehicle, &quot;VehicleScript&quot;)
waitForChild(script, &quot;IsDamaged&quot;)
waitForChild(vehicle, &quot;Wheel_FrontLeft&quot;)
waitForChild(vehicle, &quot;Wheel_FrontRight&quot;)
waitForChild(vehicle, &quot;Wheel_BackLeft&quot;)
waitForChild(vehicle, &quot;Wheel_BackRight&quot;)
-- REQUIRED PARTS ----------------------------
-- Include these, or things will break!
local frontForceField = vehicle.FrontForceField
local backForceField = vehicle.BackForceField
local hood = vehicle.Hood
local vehicleSmoke = hood.Smoke
local wheel_frontLeft = vehicle.Wheel_FrontLeft
local wheel_frontRight = vehicle.Wheel_FrontRight
local wheel_backLeft = vehicle.Wheel_BackLeft
local wheel_backRight = vehicle.Wheel_BackRight
-- SETTINGS ----------------------------------
local timeToRespawn = 60
local allowDamage = true
----------------------------------------------
local debris = game:GetService(&quot;Debris&quot;)
while vehicle:FindFirstChild(&quot;StamperFloor&quot;) or vehicle:FindFirstChild(&quot;StamperFloor2&quot;) do vehicle.ChildRemoved:wait() end
local vehicleSize = vehicle:GetModelSize().magnitude
--[[local vehiclePart = vehicle.Undercarriage
local newForceField = Instance.new(&quot;Part&quot;)
newForceField.Name = &quot;CarForceField&quot;
newForceField.CanCollide = false
newForceField.Anchored = false
newForceField.Transparency = .5
newForceField.formFactor = &quot;Custom&quot;
newForceField.Size = vehicle:GetModelSize()*Vector3.new(.5, 1, .5)
newForceField.CFrame = vehicle:GetModelCFrame()
newForceField.Parent = vehicle
local newWeld = Instance.new(&quot;Weld&quot;)
newWeld.Part0 = newForceField
newWeld.Part1 = vehiclePart
newWeld.C1 = vehiclePart.CFrame:inverse() * (vehicle:GetModelCFrame() - vehicle:GetModelCFrame().p + vehiclePart.CFrame.p)
newWeld.Parent = vehiclePart
]]--
function vAbs(vect)
&#9;return Vector3.new(math.abs(vect.X), math.abs(vect.Y), math.abs(vect.Z))
end
function clearToRespawn(modelToRespawn)
&#9;if modelToRespawn:IsA(&quot;Model&quot;) then
&#9;&#9;local diag = .9*vAbs(modelToRespawn:GetModelCFrame():vectorToWorldSpace(modelToRespawn:GetModelSize()/2))
&#9;&#9;return #game.Workspace:FindPartsInRegion3(Region3.new(modelToRespawn:GetModelCFrame().p - diag, modelToRespawn:GetModelCFrame().p + diag), nil, 100) &lt; 1
&#9;elseif modelToRespawn:IsA(&quot;BasePart&quot;) then
&#9;&#9;local diag = .9*vAbs(modelToRespawn.CFrame:vectorToWorldSpace(modelToRespawn.Size/2))
&#9;&#9;return #game.Workspace:FindPartsInRegion3(Region3.new(modelToRespawn.CFrame.p - diag, modelToRespawn.CFrame.p + diag), nil, 100) &lt; 1
&#9;else
&#9;&#9;return true
&#9;end
end
function respawnIt(toRespawn, oldParent)
&#9;wait(timeToRespawn)
&#9;while not (clearToRespawn(toRespawn)) do wait() end
&#9;-- we want things with vehicle seats to NOT be welded to ground
&#9;if not toRespawn:FindFirstChild(&quot;VehicleSeat&quot;) then
&#9;&#9;game.JointsService:SetJoinAfterMoveInstance(toRespawn)
&#9;end
&#9;toRespawn.Parent = oldParent
&#9;toRespawn:MakeJoints()
&#9;if not toRespawn:FindFirstChild(&quot;VehicleSeat&quot;) then
&#9;&#9;game.JointsService:CreateJoinAfterMoveJoints()
&#9;end
end
function isSmallerThanVehicle(robloxModel)
&#9;if robloxModel == vehicle then return false end -- check ourselves, before we wreck ourselves
&#9;if robloxModel:IsA(&quot;BasePart&quot;) then
&#9;&#9;return robloxModel.Size.magnitude + 4 &lt; vehicleSize
&#9;elseif robloxModel:IsA(&quot;Model&quot;) then
&#9;&#9;return robloxModel:GetModelSize().magnitude + 4 &lt; vehicleSize
&#9;else
&#9;&#9;return false
&#9;end
end
function onTouch(hit, direction)
--if hood.Velocity.magnitude &lt; 15 then return end -- must be going decently fast to break stuff... can add invisible &quot;prebumpers&quot; in the future to make collisions smoother
if hood.CFrame:vectorToObjectSpace(hood.Velocity):Dot(direction) &lt; 5 then return end -- must be going fast in correct direction to break stuff
&#9;if hit and hit.Parent then
&#9;&#9;if hit.Parent:FindFirstChild(&quot;Humanoid&quot;) then
&#9;&#9;&#9;--hit.Parent:BreakJoints() let&apos;s not kill &apos;em... for now
&#9;&#9;&#9;hit.Parent.Humanoid.Sit = true -- but we do make &apos;em flyyyy! XD
&#9;&#9;elseif hit:FindFirstChild(&quot;RobloxModel&quot;) and not hit:FindFirstChild(&quot;RunOver&quot;) and isSmallerThanVehicle(hit) then
&#9;&#9;&#9;local newModel = hit:Clone()
&#9;&#9;&#9;local modelParent = hit.Parent
&#9;&#9;&#9;local newRunOverTag = Instance.new(&quot;BoolValue&quot;)
&#9;&#9;&#9;newRunOverTag.Name = &quot;RunOver&quot;
&#9;&#9;&#9;newRunOverTag.Parent = hit
&#9;&#9;&#9;hit:BreakJoints()
&#9;&#9;&#9;debris:AddItem(hit, timeToRespawn)
&#9;&#9;&#9;coroutine.resume(coroutine.create(respawnIt), newModel, modelParent)
&#9;&#9;elseif hit.Parent:FindFirstChild(&quot;RobloxModel&quot;) and not hit.Parent:FindFirstChild(&quot;RunOver&quot;) and isSmallerThanVehicle(hit.Parent) then
&#9;&#9;&#9;local newModel = hit.Parent:Clone()
&#9;&#9;&#9;local modelParent = hit.Parent.Parent
&#9;&#9;&#9;local newRunOverTag = Instance.new(&quot;BoolValue&quot;)
&#9;&#9;&#9;newRunOverTag.Name = &quot;RunOver&quot;
&#9;&#9;&#9;newRunOverTag.Parent = hit.Parent
&#9;&#9;&#9;hit.Parent:BreakJoints()
&#9;&#9;&#9;debris:AddItem(hit.Parent, timeToRespawn)
&#9;&#9;&#9;coroutine.resume(coroutine.create(respawnIt), newModel, modelParent)
&#9;&#9;end
&#9;end
end
--newForceField.Touched:connect(onTouch)
--vehicle.Nose.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, -1)) end)
--vehicle.Bumper_Front.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, -1)) end)
--vehicle.Bumper_Back.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)
--vehicle.Tailgate.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)
--vehicle.ExhaustPipe.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)
frontForceField.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, -1, 0)) end)
backForceField.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 1, 0)) end)
vehicle.Wheel_BackLeft.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)
vehicle.Wheel_FrontLeft.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)
vehicle.Wheel_BackRight.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, -1)) end)
vehicle.Wheel_FrontRight.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, -1)) end)
local vehicleDamaged = false
function checkIfVehicleIsDamaged()
&#9;if (not frontForceField.Parent or not backForceField.Parent) and not vehicleDamaged and allowDamage then
&#9;&#9;vehicleDamaged = true
&#9;&#9;script.IsDamaged.Value = true
&#9;&#9;vehicle.VehicleScript.Disabled = true
&#9;&#9;vehicleSmoke.Enabled = true
&#9;&#9;vehicle.VehicleSeat.MaxSpeed = 0
&#9;&#9;vehicle.ExhaustPipe.Smoke.Enabled = false
&#9;&#9;-- Break Joints
&#9;&#9;vehicle.Wheel_BackLeft:BreakJoints()
&#9;&#9;vehicle.Wheel_FrontLeft:BreakJoints()
&#9;&#9;vehicle.Wheel_BackRight:BreakJoints()
&#9;&#9;vehicle.Wheel_FrontRight:BreakJoints()
&#9;&#9;hood:BreakJoints()
&#9;end
end
vehicle.ChildRemoved:connect(checkIfVehicleIsDamaged)
</ProtectedString>
</Properties>
<Item class="BoolValue" referent="RBX874">
<Properties>
<string name="Name">IsDamaged</string>
<bool name="Value">false</bool>
</Properties>
</Item>
</Item>
</Item>
</Item>
<Item class="LoadingGui" referent="RBX875">
<Properties>
<bool name="HideAutomatically">true</bool>
<string name="Name">LoadingGui</string>
<bool name="ShowDevelopmentGui">true</bool>
</Properties>
</Item>
<Item class="StarterPack" referent="RBX876">
<Properties>
<string name="Name">StarterPack</string>
</Properties>
<Item class="HopperBin" referent="RBX877">
<Properties>
<bool name="Active">false</bool>
<token name="BinType">2</token>
<string name="Name">HopperBin</string>
<Content name="TextureId"><url>rbxasset://Textures/Grab.png</url></Content>
</Properties>
</Item>
<Item class="HopperBin" referent="RBX878">
<Properties>
<bool name="Active">false</bool>
<token name="BinType">4</token>
<string name="Name">HopperBin</string>
<Content name="TextureId"><url>rbxasset://Textures/Hammer.png</url></Content>
</Properties>
</Item>
<Item class="HopperBin" referent="RBX879">
<Properties>
<bool name="Active">false</bool>
<token name="BinType">3</token>
<string name="Name">HopperBin</string>
<Content name="TextureId"><url>rbxasset://Textures/Clone.png</url></Content>
</Properties>
</Item>
</Item>
<Item class="StarterGui" referent="RBX880">
<Properties>
<string name="Name">StarterGui</string>
<bool name="ShowDevelopmentGui">true</bool>
</Properties>
</Item>
<Item class="SoundService" referent="RBX881">
<Properties>
<token name="AmbientReverb">0</token>
<float name="DistanceFactor">10</float>
<float name="DopplerScale">1</float>
<string name="Name">SoundService</string>
<float name="RolloffScale">1</float>
</Properties>
</Item>
<Item class="CollectionService" referent="RBX882">
<Properties>
<string name="Name">CollectionService</string>
</Properties>
</Item>
<Item class="PhysicsService" referent="RBX883">
<Properties>
<string name="Name">PhysicsService</string>
</Properties>
</Item>
<Item class="BadgeService" referent="RBX884">
<Properties>
<string name="Name">BadgeService</string>
</Properties>
</Item>
<Item class="Geometry" referent="RBX885">
<Properties>
<string name="Name">Geometry</string>
</Properties>
</Item>
<Item class="RenderHooksService" referent="RBX886">
<Properties>
<string name="Name">RenderHooksService</string>
</Properties>
</Item>
<Item class="SocialService" referent="RBX887">
<Properties>
<string name="Name">SocialService</string>
</Properties>
</Item>
<Item class="GamePassService" referent="RBX888">
<Properties>
<string name="Name">GamePassService</string>
</Properties>
</Item>
<Item class="Debris" referent="RBX889">
<Properties>
<int name="MaxItems">1000</int>
<string name="Name">Debris</string>
</Properties>
</Item>
<Item class="TimerService" referent="RBX890">
<Properties>
<string name="Name">Instance</string>
</Properties>
</Item>
<Item class="ScriptInformationProvider" referent="RBX891">
<Properties>
<string name="Name">Instance</string>
</Properties>
</Item>
<Item class="CookiesService" referent="RBX892">
<Properties>
<string name="Name">CookiesService</string>
</Properties>
</Item>
<Item class="TeleportService" referent="RBX893">
<Properties>
<string name="Name">Teleport Service</string>
</Properties>
</Item>
<Item class="Players" referent="RBX894">
<Properties>
<bool name="CharacterAutoLoads">true</bool>
<string name="Name">Players</string>
</Properties>
</Item>
<Item class="FWService" referent="RBX895">
<Properties>
<string name="Name">Instance</string>
</Properties>
</Item>
<Item class="UserInputService" referent="RBX896">
<Properties>
<string name="Name">Instance</string>
</Properties>
</Item>
<Item class="ContextActionService" referent="RBX897">
<Properties>
<string name="Name">ContextActionService</string>
</Properties>
</Item>
<Item class="ScriptService" referent="RBX898">
<Properties>
<string name="Name">Instance</string>
</Properties>
</Item>
<Item class="Selection" referent="RBX899">
<Properties>
<string name="Name">Selection</string>
</Properties>
</Item>
<Item class="Lighting" referent="RBX900">
<Properties>
<Color3 name="Ambient">4286874756</Color3>
<float name="Brightness">1</float>
<Color3 name="ColorShift_Bottom">4278190080</Color3>
<Color3 name="ColorShift_Top">4278190080</Color3>
<Color3 name="FogColor">4290822336</Color3>
<float name="FogEnd">100000</float>
<float name="FogStart">0</float>
<float name="GeographicLatitude">41.7332993</float>
<string name="Name">Lighting</string>
<Color3 name="ShadowColor">4290230204</Color3>
<string name="TimeOfDay">14:00:00</string>
</Properties>
</Item>
<Item class="ChangeHistoryService" referent="RBX901">
<Properties>
<string name="Name">ChangeHistoryService</string>
</Properties>
</Item>
<Item class="TestService" referent="RBX902">
<Properties>
<bool name="AutoRuns">true</bool>
<string name="Description"></string>
<bool name="Is30FpsThrottleEnabled">true</bool>
<bool name="IsPhysicsEnvironmentalThrottled">true</bool>
<bool name="IsSleepAllowed">true</bool>
<string name="Name">TestService</string>
<int name="NumberOfPlayers">0</int>
<double name="Timeout">600</double>
</Properties>
<Item class="Script" referent="RBX903">
<Properties>
<bool name="Disabled">false</bool>
<Content name="LinkedSource"><null></null></Content>
<string name="Name">Script</string>
<ProtectedString name="Source">local char = game.Workspace.BuilderMan
local charStart = char.Torso.CFrame
local testService = game:GetService(&quot;TestService&quot;)
local charMovementThreshold = 1 -- more than 5 studs means char was knocked down
local speeds = {Slow = 30, Medium = 50, Fast = 80}
local directions = {Front = Vector3.new(0, 0, -1), Back = Vector3.new(0, 0, 1), Side = Vector3.new(1, 0, 0)}
local facings = {Forwards = 1, Backwards = -1}
local targets = {Centered = char.Torso.CFrame, Glancing = char[&quot;Right Arm&quot;].CFrame}
local blackListedTests = {}
blackListedTests[&quot;Glancing Backwards Fast Back&quot;] = true
blackListedTests[&quot;Glancing Backwards Medium Side&quot;] = true
blackListedTests[&quot;Glancing Backwards Medium Back&quot;] = true
blackListedTests[&quot;Glancing Backwards Slow Back&quot;] = true
blackListedTests[&quot;Centered Forwards Medium Back&quot;] = true
local expectedTestResults = {}
expectedTestResults[&quot;Fast&quot;] = true
expectedTestResults[&quot;Slow&quot;] = false
expectedTestResults[&quot;Medium&quot;] = true
-- because rotating a car model is just way more trouble
local carPrototypes = {}
carPrototypes[1] = workspace.FrontCar:Clone()
carPrototypes[-1] = workspace.BackCar:Clone()
carPrototypes[2] = workspace.LeftCar:Clone()
carPrototypes[-2] = workspace.RightCar:Clone()
local directionMapping = {Front = 1, Back = -1, Side = 2}
function testBoulder(rock, char)
&#9;char.Torso.CFrame = charStart
&#9;
&#9;--local charArmStart = char[&quot;Right Arm&quot;].CFrame.p
&#9;--local charTorsoStart = char.Torso.CFrame.p
&#9;local charArmStart = char[&quot;Right Arm&quot;].CFrame:vectorToWorldSpace(Vector3.new(1, 1, 1))
&#9;local charTorsoStart = char.Torso.CFrame:vectorToWorldSpace(Vector3.new(1, 1, 1))
&#9;char.Humanoid.Jump = true
&#9;wait(2)
&#9;char.Torso.Velocity = Vector3.new(0, 0, 0)
&#9;char.Torso.RotVelocity = Vector3.new(0, 0, 0)
&#9;char.Torso.CFrame = charStart -- in case char moved during jump (sometimes it jumps really high and seems to get slightly out of position)
&#9;
&#9;rock.Parent = game.Workspace
&#9;rock:MakeJoints()
&#9;--wait(5) -- should be more than enough for each test to complete
&#9;local wasRagdoll = false
&#9;local armMovementTotal = 0
&#9;local torsoMovementTotal = 0
&#9;for i = 0, 3, .5 do
&#9;&#9;--wasRagdoll = wasRagdoll or char.Humanoid.Ragdoll
&#9;&#9;--wasRagdoll = wasRagdoll or charHasMoved(char, charArmStart, charTorsoStart)
&#9;&#9;--armMovementTotal = armMovementTotal + (char[&quot;Right Arm&quot;].CFrame.p - charArmStart).magnitude
&#9;&#9;--charArmStart = char[&quot;Right Arm&quot;].CFrame.p
&#9;&#9;armMovementTotal = armMovementTotal + (char[&quot;Right Arm&quot;].CFrame:vectorToWorldSpace(Vector3.new(1, 1, 1)) - charArmStart).magnitude
&#9;&#9;charArmStart = char[&quot;Right Arm&quot;].CFrame:vectorToWorldSpace(Vector3.new(1, 1, 1))
&#9;&#9;--torsoMovementTotal = torsoMovementTotal + (char.Torso.CFrame.p - charTorsoStart).magnitude
&#9;&#9;--charTorsoStart = char.Torso.CFrame.p
&#9;&#9;torsoMovementTotal = torsoMovementTotal + (char.Torso.CFrame:vectorToWorldSpace(Vector3.new(1, 1, 1)) - charTorsoStart).magnitude
&#9;&#9;charTorsoStart = char.Torso.CFrame:vectorToWorldSpace(Vector3.new(1, 1, 1))
&#9;&#9;wait(.5)
&#9;end
&#9;
&#9;rock.Parent = nil
--&#9;return ((char.Torso.CFrame.p - charStart.p).magnitude &gt; charTorsoMovementThreshold)
&#9;--return wasRagdoll
&#9;return (torsoMovementTotal &gt; charMovementThreshold) or (armMovementTotal &gt; charMovementThreshold)
end
-- test EVERYTHING
for targetName, target in pairs(targets) do
&#9;for facingName, facing in pairs(facings) do
&#9;&#9;for speedName, speed in pairs(speeds) do
&#9;&#9;&#9;for directionName, direction in pairs(directions) do
&#9;&#9;&#9;&#9;if not blackListedTests[targetName .. &quot; &quot; .. facingName .. &quot; &quot; .. speedName .. &quot; &quot; .. directionName] then
&#9;&#9;&#9;&#9;&#9;local relativeDirection = charStart:vectorToWorldSpace(direction)
&#9;&#9;&#9;&#9;&#9;local car = carPrototypes[facing*directionMapping[directionName]]:Clone()
&#9;&#9;&#9;&#9;&#9;local carSeat = car:FindFirstChild(&quot;VehicleSeat&quot;)
&#9;&#9;&#9;&#9;&#9;car.PrimaryPart = car:FindFirstChild(&quot;Hood&quot;)
&#9;
&#9;&#9;&#9;&#9;&#9;carSeat.MaxSpeed = speed
&#9;&#9;&#9;&#9;&#9;carSeat.Throttle = facing
&#9;&#9;&#9;&#9;&#9;local newCarPos = target.p + relativeDirection * car:GetModelSize().magnitude * 2 + Vector3.new(0, 1.5, 0)
&#9;&#9;&#9;&#9;&#9;--carSeat.CFrame = CFrame.new(newCarPos, newCarPos - relativeDirection * facing)
&#9;&#9;&#9;&#9;&#9;--car.PrimaryPart.CFrame = CFrame.new(newCarPos, newCarPos - relativeDirection * facing)
&#9;&#9;&#9;&#9;&#9;car:TranslateBy(newCarPos - car:GetModelCFrame().p)
&#9;
&#9;&#9;&#9;&#9;&#9;local testName = speedName .. &quot; &quot; .. facingName .. &quot; &quot; .. targetName .. &quot; &quot; .. directionName .. &quot; car ragdoll test&quot;
&#9;&#9;
&#9;&#9;&#9;&#9;&#9;local expectedResult = expectedTestResults[speedName]
&#9;&#9;
&#9;&#9;&#9;&#9;&#9;local actualResult = testBoulder(car, char)
&#9;&#9;&#9;&#9;&#9;print(testName .. &quot;: &quot;, actualResult, &quot; expected &quot;, expectedResult)
&#9;&#9;&#9;&#9;&#9;testService:Check(actualResult == expectedResult, testName)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end
</ProtectedString>
</Properties>
</Item>
</Item>
</roblox>