Revolution Documentation

Revolution Documentation

Camera Functions Module (MainModule.CF)


(This should be used in LocalScripts)

  • CF.FixCamOnPart(part, camType=“Fixed”)
    Fixes Camera onto given part, camType can be given however the defualt is Fixed

  • CF.TweenCamToCFrame(CFrame, tinfo=see below, callback=nil)
    Tweens the camera to the specified CFrame, if no tinfo is given then the defualt is:,Enum.EasingStyle.Linear,Enum.EasingDirection.In,0,false,0
  • CF.Reset(char=nil)
    Resets the camera, if character is given then the Camera’s Focus/CFrame will be drawn to char.HumanoidRootPart.CFrame

Leaderstats Module (MainModule.L)

  • L.CreateLeaderstats(player) [Returns: The new leaderstats Instance]
    Creates the leaderstats Folder inside the given player

  • L.MakeStat(player, class, value=Not_Set, name=className) [Returns: The new stat Instance]
    Creates a stat inside the leaderstats Folder of the given player, errors if no leaderstats were found.
    Class needs to be the ClassName of your Stat.

  • L.GetStatValue(player, object) [Returns: See below]
    Returns the stat’s value (object needs to be it’s string name)

  • L.UpdateStat(player, object, value)
    Updates the stat (object [Needs to be it’s string name!]) in the given player’s leaderstats to the new given value (value)

  • L.IncrementStat(player, object, value)
    Specifically made for Int/NumberValues, increments the stat in the given player’s leaderstats by the value.

  • L.TimedIncrement(player, object, timeto, value, callback)
    Increments the stat (object [Needs to be it’s string name!]) every x seconds (timeto) by the value given.
    Callback (which needs to be a function) is called every increment.

Special Functions Module (MainModule.SF)

  • SF.CreateValue(class, value=Not_Set, parent=nil, name=className) [Returns: The new BaseValue]
    Creates a value of the type of the given className

  • SF.WeldParts(Part1, Part2)
    Welds the 2 given parts together.

  • SF.GetObjectMass(object) [Returns: see below]
    Returns the mass of the given object + all the masses of it’s descendants

  • SF.GetServerType() [Returns: see below]
    Returns both the server type (a string [“VIP”, “Reserved” or “Public”]) and the serverOwner if it is a VIP server.

  • SF.printf(str, …)
    Prints the formatted string of str using the mutli-args …

  • SF.SearchTable(t, searchFor, searchType) [Returns: Boolean]
    Searches the table (t) for the given value (searchFor). Determined by the searchType (either “index” or “value”)

  • SF.RandomiseTable(t, seed=nil) [Returns: Randomised Table]
    Randomises the given table (t) and returns the new randomised table.Applies a randomseed if given one (seed)

  • SF.GetPartsWelded(Part) [Returns Instance table]
    Finds and returns every other part welded with the given part (Part)

  • SF.GetChildrenWithClass(object, class, returnType=“table”) [Returns: Instance table or integer number count]
    Finds every child of the given object (object) of the given class (class).
    If returnType = “table” then it’ll return and instance table containing every child of class otherwise if returnType = “count” then it’ll return and integer number count of how many there are.

  • SF.GetDescendantsWithClass(object, class, returnType=“table”) [Returns: Instance table or integer number count]
    Works just like GetChildWithClass (see above) but instead with Descendants.

  • SF.NewModule(Parent=nil, Name=Not_Set) [Returns: The new ModuleScript Instance]
    Creates a new ModuleScript, Parents it if Parent is given (Parent) and Names it if Name is given (Name)

  • SF.HttpPost(url, data, …)
    Makes a POST request to the given url with the data and other args

  • SF.HttpGet(url, …)
    Makes a GET request to the given url with the other args

  • SF.ConvertToDictionary(t, set=true) [Returns: A dictionary]
    Converts the given array (t) to a dictionary, if you want it’s value to be set to something - add set.

  • SF.ConvertToArray(t) [Returns An array]
    Converts the given dictionary into an array.

  • SF.GetIndex(t, value) [Returns: index]
    Finds the index of the given value (value) in the given table (t)

Vector Functions Module (MainModule.VF)

  • VF.Clamp(vector, min, max) [Returns: Vector3]
    Clamps the x,y and z by the min and the max

  • VF.Floor(vector) [Returns: Vector3]
    Floors the vector’s x,y,z

  • VF.Random(num1, num2) [Returns: Vector3]
    Constructs a Vector using math.random(num1, num2)

  • VF.Add(v1, v2) [Returns: Vector3]
    Adds the 2 given vectors

  • VF.Subtract(v1, v2) [Returns: Vector3]
    Subtracts the 2 given vectors

  • VF.Multiply(v1, v2) [Returns: Vector3]
    Multiplys the 2 given vectors

  • VF.Divide(v1, v2) [Returns: Vector3]
    Divides the 2 given vectors

  • VF.Pow(v1, v2) [Returns: Vector3]
    Puts the first given vector to the power of the second given vector

  • VF.Modulus(v1, v2) [Returns: Vector3]
    Moduluses the 2 given vectors

  • VF.Magnitude(v1, v2) [Returns: Integer]
    Calculates the magnitude between the 2 given vectors

  • VF.Unit(v1, v2) [Returns: Directional Vector3]
    Calculates the unit between the 2 given vectors

RBXSignals Module (MainModule.RBXS)

  • RBXS:init()
    Initializes the module. Needs to be ran before any other functions of the module are!

  • RBXS:new(strname)
    Creates a new Signal with the name of strname

  • RBXS:fire(strname, …)
    Fires the Signal with the name of strname along with the tuple args …

  • RBXS:connect(reference, strname, func)
    Creates a connection on the Signal ,with the name of strname, with the reference name of reference.
    func is the function to pass on the connection.

  • RBXS:disconnect(reference, strname)
    Disconnects the connection of the Signal ,with the name of strname, with the reference name of reference.

  • RBXS:wait(strname)
    Creates a yielding wait on the Signal with the name of strname

  • RBXS:destroy(strname)
    Disconnects any connections and destroys the Signal with the name of strname.

Ban Functions Module (MainModule.BF)

  • BF.CheckBan(player) [Returns: Bool IsBanned & String Reason]
    Checks if they’re banned. Returns values see above

  • BF.BanPlayer(player, reason=“no reason given”)
    Bans the player with the reason given.

  • BF.init()
    Initializes the Module to Auto-kick if the player is banned on PlayerAdded. Should be called at the very start of a Script.

Input Functions Module (MainModule.IF)


(This should be used in LocalScripts)

  • IF.BindOnBegan(inpType, key, func, name=“Connection” … #howmanyconnects)
    Connects on InputBegan, checks that input.InputType is inpType (string) and that input.KeyCode is key. If so it’ll run the function given [func]. For using inputTypes like MouseButton1, inpType should be “MouseButton1” and key can be given false.

  • IF.BindOnEnded(inpType, key, func, name=“Connection” … #howmanyconnects)
    Acts exactly the same as BindOnBegan, see above, however it connects on InputEnded.

  • IF.Unbind(name, func=nil)
    Disconnects the Bind with the name of name. If func then it’ll call func as a callback when it’s Unbinded.

  • IF.UnbindAll(func=nil)
    Disconnects every Bind. If func then it’ll call func as a callback when it’s Unbinded every bind.


ImageMask (MainModule.IM)

Smooth Scroll (MainModule.SS)

SoundSystem3D (MainModule.3D)

FastCast (MainModule.FC)

DataStore2 (MainModule.D2)

I credit each creator of these modules.


This topic was automatically closed after 1 minute. New replies are no longer allowed.