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- function sandbox(var,func)
- local env = getfenv(func)
- local newenv = setmetatable({},{
- __index = function(self,k)
- if k=="script" then
- return var
- else
- return env[k]
- end
- end,
- })
- setfenv(func,newenv)
- return func
- end
- cors = {}
- mas = Instance.new("Model",game:GetService("Lighting"))
- Tool0 = Instance.new("Tool")
- Part1 = Instance.new("Part")
- Part2 = Instance.new("Part")
- Sound3 = Instance.new("Sound")
- Sound4 = Instance.new("Sound")
- Sound5 = Instance.new("Sound")
- Part6 = Instance.new("Part")
- Part7 = Instance.new("Part")
- ParticleEmitter8 = Instance.new("ParticleEmitter")
- ParticleEmitter9 = Instance.new("ParticleEmitter")
- PointLight10 = Instance.new("PointLight")
- Part11 = Instance.new("Part")
- SpecialMesh12 = Instance.new("SpecialMesh")
- Part13 = Instance.new("Part")
- SpecialMesh14 = Instance.new("SpecialMesh")
- Part15 = Instance.new("Part")
- SpecialMesh16 = Instance.new("SpecialMesh")
- Part17 = Instance.new("Part")
- SpecialMesh18 = Instance.new("SpecialMesh")
- Part19 = Instance.new("Part")
- SpecialMesh20 = Instance.new("SpecialMesh")
- IntValue21 = Instance.new("IntValue")
- IntValue22 = Instance.new("IntValue")
- Script23 = Instance.new("Script")
- NumberValue24 = Instance.new("NumberValue")
- Script25 = Instance.new("Script")
- ObjectValue26 = Instance.new("ObjectValue")
- RemoteFunction27 = Instance.new("RemoteFunction")
- RemoteFunction28 = Instance.new("RemoteFunction")
- RemoteFunction29 = Instance.new("RemoteFunction")
- RemoteEvent30 = Instance.new("RemoteEvent")
- RemoteFunction31 = Instance.new("RemoteFunction")
- RemoteFunction32 = Instance.new("RemoteFunction")
- RemoteFunction33 = Instance.new("RemoteFunction")
- LocalScript34 = Instance.new("LocalScript")
- IntValue35 = Instance.new("IntValue")
- RemoteEvent36 = Instance.new("RemoteEvent")
- RemoteEvent37 = Instance.new("RemoteEvent")
- RemoteEvent38 = Instance.new("RemoteEvent")
- RemoteEvent39 = Instance.new("RemoteEvent")
- LocalScript40 = Instance.new("LocalScript")
- IntValue41 = Instance.new("IntValue")
- Folder42 = Instance.new("Folder")
- ScreenGui43 = Instance.new("ScreenGui")
- Frame44 = Instance.new("Frame")
- Frame45 = Instance.new("Frame")
- TextLabel46 = Instance.new("TextLabel")
- TextLabel47 = Instance.new("TextLabel")
- TextLabel48 = Instance.new("TextLabel")
- Frame49 = Instance.new("Frame")
- TextLabel50 = Instance.new("TextLabel")
- TextLabel51 = Instance.new("TextLabel")
- Frame52 = Instance.new("Frame")
- Frame53 = Instance.new("Frame")
- ImageLabel54 = Instance.new("ImageLabel")
- TextLabel55 = Instance.new("TextLabel")
- TextLabel56 = Instance.new("TextLabel")
- Frame57 = Instance.new("Frame")
- ImageLabel58 = Instance.new("ImageLabel")
- TextLabel59 = Instance.new("TextLabel")
- TextLabel60 = Instance.new("TextLabel")
- Frame61 = Instance.new("Frame")
- TextLabel62 = Instance.new("TextLabel")
- Frame63 = Instance.new("Frame")
- Frame64 = Instance.new("Frame")
- Frame65 = Instance.new("Frame")
- Frame66 = Instance.new("Frame")
- Frame67 = Instance.new("Frame")
- Frame68 = Instance.new("Frame")
- Frame69 = Instance.new("Frame")
- Frame70 = Instance.new("Frame")
- Frame71 = Instance.new("Frame")
- Frame72 = Instance.new("Frame")
- Frame73 = Instance.new("Frame")
- Frame74 = Instance.new("Frame")
- Frame75 = Instance.new("Frame")
- Frame76 = Instance.new("Frame")
- Frame77 = Instance.new("Frame")
- Frame78 = Instance.new("Frame")
- Frame79 = Instance.new("Frame")
- Frame80 = Instance.new("Frame")
- Frame81 = Instance.new("Frame")
- Frame82 = Instance.new("Frame")
- Frame83 = Instance.new("Frame")
- Frame84 = Instance.new("Frame")
- Frame85 = Instance.new("Frame")
- Frame86 = Instance.new("Frame")
- Frame87 = Instance.new("Frame")
- Frame88 = Instance.new("Frame")
- TextLabel89 = Instance.new("TextLabel")
- TextLabel90 = Instance.new("TextLabel")
- TextLabel91 = Instance.new("TextLabel")
- Frame92 = Instance.new("Frame")
- TextLabel93 = Instance.new("TextLabel")
- TextLabel94 = Instance.new("TextLabel")
- ImageLabel95 = Instance.new("ImageLabel")
- NumberValue96 = Instance.new("NumberValue")
- TextLabel97 = Instance.new("TextLabel")
- Frame98 = Instance.new("Frame")
- TextLabel99 = Instance.new("TextLabel")
- Frame100 = Instance.new("Frame")
- ImageLabel101 = Instance.new("ImageLabel")
- ImageLabel102 = Instance.new("ImageLabel")
- Frame103 = Instance.new("Frame")
- Frame104 = Instance.new("Frame")
- LocalScript105 = Instance.new("LocalScript")
- Frame106 = Instance.new("Frame")
- Frame107 = Instance.new("Frame")
- ImageLabel108 = Instance.new("ImageLabel")
- ImageLabel109 = Instance.new("ImageLabel")
- TextLabel110 = Instance.new("TextLabel")
- Frame111 = Instance.new("Frame")
- ImageLabel112 = Instance.new("ImageLabel")
- TextLabel113 = Instance.new("TextLabel")
- Frame114 = Instance.new("Frame")
- TextLabel115 = Instance.new("TextLabel")
- Frame116 = Instance.new("Frame")
- TextLabel117 = Instance.new("TextLabel")
- Frame118 = Instance.new("Frame")
- TextLabel119 = Instance.new("TextLabel")
- Frame120 = Instance.new("Frame")
- TextLabel121 = Instance.new("TextLabel")
- Tool0.Name = "NEGEV"
- Tool0.Parent = mas
- Part1.Name = "Chamber"
- Part1.Parent = Tool0
- Part1.Material = Enum.Material.Metal
- Part1.BrickColor = BrickColor.new("New Yeller")
- Part1.Transparency = 1
- Part1.Rotation = Vector3.new(-180, 0, 135)
- Part1.Anchored = true
- Part1.CanCollide = false
- Part1.FormFactor = Enum.FormFactor.Custom
- Part1.Size = Vector3.new(0.200000003, 0.200000003, 0.200000003)
- Part1.CFrame = CFrame.new(22.0568657, 2.58009458, 0.195868999, -0.707124412, -0.707091987, 3.11881995e-05, -0.707096696, 0.707129061, 2.9957122e-05, -4.32125089e-05, -8.86665703e-07, -1.00000644)
- Part1.BottomSurface = Enum.SurfaceType.Smooth
- Part1.TopSurface = Enum.SurfaceType.Smooth
- Part1.Color = Color3.new(1, 1, 0)
- Part1.Position = Vector3.new(22.0568657, 2.58009458, 0.195868999)
- Part1.Orientation = Vector3.new(0, 180, -45)
- Part1.Color = Color3.new(1, 1, 0)
- Part2.Name = "Handle"
- Part2.Parent = Tool0
- Part2.Material = Enum.Material.SmoothPlastic
- Part2.BrickColor = BrickColor.new("New Yeller")
- Part2.Transparency = 1
- Part2.Rotation = Vector3.new(0, -90, 0)
- Part2.Anchored = true
- Part2.CanCollide = false
- Part2.FormFactor = Enum.FormFactor.Custom
- Part2.Size = Vector3.new(0.200000003, 0.200000003, 0.200000003)
- Part2.CFrame = CFrame.new(21.5292244, 1.66158915, -0.0878909975, -2.56023384e-07, 9.22842958e-08, -1.00000191, -5.14331259e-05, 1.00000858, 9.6489245e-08, 1.00000644, 5.14041385e-05, -2.51187515e-07)
- Part2.BottomSurface = Enum.SurfaceType.Smooth
- Part2.TopSurface = Enum.SurfaceType.Smooth
- Part2.Color = Color3.new(1, 1, 0)
- Part2.Position = Vector3.new(21.5292244, 1.66158915, -0.0878909975)
- Part2.Orientation = Vector3.new(0, -90, 0)
- Part2.Color = Color3.new(1, 1, 0)
- Sound3.Name = "Fire"
- Sound3.Parent = Part2
- Sound3.Pitch = 2
- Sound3.SoundId = "rbxassetid://485603079"
- Sound3.Volume = 0.40000000596046
- Sound4.Name = "MagOut"
- Sound4.Parent = Part2
- Sound4.SoundId = "rbxassetid://457042936"
- Sound4.Volume = 1
- Sound5.Name = "MagIn"
- Sound5.Parent = Part2
- Sound5.SoundId = "rbxassetid://456179899"
- Sound5.Volume = 1
- Part6.Name = "SightMark"
- Part6.Parent = Tool0
- Part6.Material = Enum.Material.SmoothPlastic
- Part6.BrickColor = BrickColor.new("New Yeller")
- Part6.Transparency = 1
- Part6.Rotation = Vector3.new(0, -90, 0)
- Part6.Anchored = true
- Part6.CanCollide = false
- Part6.FormFactor = Enum.FormFactor.Custom
- Part6.Size = Vector3.new(0.200000003, 0.200000003, 0.200000003)
- Part6.CFrame = CFrame.new(19.5781651, 2.72174358, -0.158653006, -2.643431e-07, 1.65599765e-08, -1.00000191, 1.73226994e-07, 1.00000858, 2.0751207e-08, 1.00000644, -2.02106733e-07, -2.59512063e-07)
- Part6.BottomSurface = Enum.SurfaceType.Smooth
- Part6.TopSurface = Enum.SurfaceType.Smooth
- Part6.Color = Color3.new(1, 1, 0)
- Part6.Position = Vector3.new(19.5781651, 2.72174358, -0.158653006)
- Part6.Orientation = Vector3.new(0, -90, 0)
- Part6.Color = Color3.new(1, 1, 0)
- Part7.Name = "Flame"
- Part7.Parent = Tool0
- Part7.Material = Enum.Material.SmoothPlastic
- Part7.BrickColor = BrickColor.new("New Yeller")
- Part7.Transparency = 1
- Part7.Rotation = Vector3.new(-180, 0, -180)
- Part7.Anchored = true
- Part7.CanCollide = false
- Part7.FormFactor = Enum.FormFactor.Custom
- Part7.Size = Vector3.new(0.200000003, 0.200000003, 0.200000003)
- Part7.CFrame = CFrame.new(25.3180618, 2.43178964, -0.148673996, -1.00000191, 2.82628444e-05, -4.42583987e-05, 2.82645651e-05, 1.00000858, 6.0049646e-05, 4.42651326e-05, 6.00193925e-05, -1.00000644)
- Part7.BottomSurface = Enum.SurfaceType.Smooth
- Part7.TopSurface = Enum.SurfaceType.Smooth
- Part7.Color = Color3.new(1, 1, 0)
- Part7.Position = Vector3.new(25.3180618, 2.43178964, -0.148673996)
- Part7.Orientation = Vector3.new(0, -180, 0)
- Part7.Color = Color3.new(1, 1, 0)
- ParticleEmitter8.Name = "1FlashFX[Smoke]"
- ParticleEmitter8.Parent = Part7
- ParticleEmitter8.Transparency = NumberSequence.new(0.60000002384186,1)
- ParticleEmitter8.Rotation = NumberRange.new(0, 360)
- ParticleEmitter8.Size = NumberSequence.new(0,0)
- ParticleEmitter8.Color = ColorSequence.new(Color3.new(0.27451, 0.27451, 0.27451),Color3.new(0.27451, 0.27451, 0.27451))
- ParticleEmitter8.Enabled = false
- ParticleEmitter8.LightEmission = 0.10000000149012
- ParticleEmitter8.Texture = "http://www.roblox.com/asset/?id=244514423"
- ParticleEmitter8.Lifetime = NumberRange.new(1.25, 1.5)
- ParticleEmitter8.Rate = 100
- ParticleEmitter8.RotSpeed = NumberRange.new(10, 10)
- ParticleEmitter8.Speed = NumberRange.new(5, 7)
- ParticleEmitter8.VelocitySpread = 15
- ParticleEmitter8.Color = ColorSequence.new(Color3.new(0.27451, 0.27451, 0.27451),Color3.new(0.27451, 0.27451, 0.27451))
- ParticleEmitter9.Name = "FlashFX[Flash]"
- ParticleEmitter9.Parent = Part7
- ParticleEmitter9.Transparency = NumberSequence.new(1,0.89999997615814,0.88749998807907,1)
- ParticleEmitter9.Size = NumberSequence.new(0,0)
- ParticleEmitter9.Color = ColorSequence.new(Color3.new(1, 1, 0.498039),Color3.new(1, 1, 0.498039))
- ParticleEmitter9.Enabled = false
- ParticleEmitter9.LightEmission = 1
- ParticleEmitter9.Texture = "http://www.roblox.com/asset/?id=242102147"
- ParticleEmitter9.Lifetime = NumberRange.new(0.050000000745058, 0.075000002980232)
- ParticleEmitter9.Rate = 1000
- ParticleEmitter9.RotSpeed = NumberRange.new(22, 22)
- ParticleEmitter9.Color = ColorSequence.new(Color3.new(1, 1, 0.498039),Color3.new(1, 1, 0.498039))
- PointLight10.Name = "FlashFX[Light]"
- PointLight10.Parent = Part7
- PointLight10.Color = Color3.new(1, 1, 0.498039)
- PointLight10.Enabled = false
- PointLight10.Brightness = 10
- PointLight10.Range = 6
- PointLight10.Shadows = true
- PointLight10.Color = Color3.new(1, 1, 0.498039)
- Part11.Name = "Mag"
- Part11.Parent = Tool0
- Part11.Material = Enum.Material.Metal
- Part11.BrickColor = BrickColor.new("Cool yellow")
- Part11.Rotation = Vector3.new(-45.3099976, 89.9300003, -41.6699982)
- Part11.CanCollide = false
- Part11.Size = Vector3.new(0.241046235, 0.200000003, 0.439605296)
- Part11.CFrame = CFrame.new(22.0538597, 2.16404104, -0.508014977, 0.000902893371, 0.0008034684, 0.999999285, -0.998604953, 0.052794978, 0.000859215448, -0.0527942404, -0.998605072, 0.000850015844)
- Part11.Color = Color3.new(0.992157, 0.917647, 0.552941)
- Part11.Position = Vector3.new(22.0538597, 2.16404104, -0.508014977)
- Part11.Orientation = Vector3.new(-0.049999997, 89.9499969, -86.9700012)
- Part11.Color = Color3.new(0.992157, 0.917647, 0.552941)
- SpecialMesh12.Parent = Part11
- SpecialMesh12.MeshId = "rbxassetid://445311522"
- SpecialMesh12.Scale = Vector3.new(0.0289024282, 0.0317213908, 0.0289023835)
- SpecialMesh12.TextureId = "rbxassetid://445311556"
- SpecialMesh12.MeshType = Enum.MeshType.FileMesh
- SpecialMesh12.Scale = Vector3.new(0.0289024282, 0.0317213908, 0.0289023835)
- Part13.Name = "Mag"
- Part13.Parent = Tool0
- Part13.Material = Enum.Material.Metal
- Part13.BrickColor = BrickColor.new("Cool yellow")
- Part13.Rotation = Vector3.new(-45.3099976, 89.9399948, -62.579998)
- Part13.CanCollide = false
- Part13.Size = Vector3.new(0.241046235, 0.200000003, 0.439605296)
- Part13.CFrame = CFrame.new(22.0540047, 1.94408512, -0.453761995, 0.000449289684, 0.000865994778, 0.999999523, -0.951648057, -0.307189912, 0.000693590729, 0.307190329, -0.951647937, 0.000686104933)
- Part13.Color = Color3.new(0.992157, 0.917647, 0.552941)
- Part13.Position = Vector3.new(22.0540047, 1.94408512, -0.453761995)
- Part13.Orientation = Vector3.new(-0.0399999991, 89.9599991, -107.889999)
- Part13.Color = Color3.new(0.992157, 0.917647, 0.552941)
- SpecialMesh14.Parent = Part13
- SpecialMesh14.MeshId = "rbxassetid://445311522"
- SpecialMesh14.Scale = Vector3.new(0.0289024282, 0.0317213908, 0.0289023835)
- SpecialMesh14.TextureId = "rbxassetid://445311556"
- SpecialMesh14.MeshType = Enum.MeshType.FileMesh
- SpecialMesh14.Scale = Vector3.new(0.0289024282, 0.0317213908, 0.0289023835)
- Part15.Name = "Mag"
- Part15.Parent = Tool0
- Part15.Material = Enum.Material.Metal
- Part15.BrickColor = BrickColor.new("Cool yellow")
- Part15.Rotation = Vector3.new(-45.3099976, 89.9199982, -16.6099987)
- Part15.CanCollide = false
- Part15.Size = Vector3.new(0.241046235, 0.200000003, 0.439605296)
- Part15.CFrame = CFrame.new(22.0535889, 2.38908386, -0.464709997, 0.0013815359, 0.0004120956, 0.999998927, -0.882255852, 0.470769227, 0.00102486694, -0.470768332, -0.882256269, 0.00101395824)
- Part15.Color = Color3.new(0.992157, 0.917647, 0.552941)
- Part15.Position = Vector3.new(22.0535889, 2.38908386, -0.464709997)
- Part15.Orientation = Vector3.new(-0.0599999987, 89.9399948, -61.9199982)
- Part15.Color = Color3.new(0.992157, 0.917647, 0.552941)
- SpecialMesh16.Parent = Part15
- SpecialMesh16.MeshId = "rbxassetid://445311522"
- SpecialMesh16.Scale = Vector3.new(0.0289024282, 0.0317213908, 0.0289023835)
- SpecialMesh16.TextureId = "rbxassetid://445311556"
- SpecialMesh16.MeshType = Enum.MeshType.FileMesh
- SpecialMesh16.Scale = Vector3.new(0.0289024282, 0.0317213908, 0.0289023835)
- Part17.Name = "Mag"
- Part17.Parent = Tool0
- Part17.Material = Enum.Material.Metal
- Part17.BrickColor = BrickColor.new("Cool yellow")
- Part17.Rotation = Vector3.new(-45.3099976, 89.9599991, -134.849991)
- Part17.CanCollide = false
- Part17.Size = Vector3.new(0.241046235, 0.200000003, 0.439605296)
- Part17.CFrame = CFrame.new(22.0630379, 1.82507718, -0.322652996, -0.000523658819, 0.000526482414, 0.999999762, 0.00278694532, -0.999996066, 0.000527939876, 0.999996066, 0.00278722099, 0.000522189366)
- Part17.Color = Color3.new(0.992157, 0.917647, 0.552941)
- Part17.Position = Vector3.new(22.0630379, 1.82507718, -0.322652996)
- Part17.Orientation = Vector3.new(-0.0299999993, 89.9700012, 179.839996)
- Part17.Color = Color3.new(0.992157, 0.917647, 0.552941)
- SpecialMesh18.Parent = Part17
- SpecialMesh18.MeshId = "rbxassetid://445311522"
- SpecialMesh18.Scale = Vector3.new(0.0289024282, 0.0317213908, 0.0289023835)
- SpecialMesh18.TextureId = "rbxassetid://445311556"
- SpecialMesh18.MeshType = Enum.MeshType.FileMesh
- SpecialMesh18.Scale = Vector3.new(0.0289024282, 0.0317213908, 0.0289023835)
- Part19.Name = "Bullets"
- Part19.Parent = Tool0
- Part19.Material = Enum.Material.Metal
- Part19.BrickColor = BrickColor.new("Cool yellow")
- Part19.Rotation = Vector3.new(-45.2999992, 89.9000015, 45.5299988)
- Part19.CanCollide = false
- Part19.Size = Vector3.new(0.241046235, 0.200000003, 0.439605296)
- Part19.CFrame = CFrame.new(22.0532455, 2.50151253, -0.286496997, 0.00117324095, -0.00119512901, 0.999998569, 0.00394120952, 0.999991536, 0.00119049649, -0.999991536, 0.00393980788, 0.00117794133)
- Part19.Color = Color3.new(0.992157, 0.917647, 0.552941)
- Part19.Position = Vector3.new(22.0532455, 2.50151253, -0.286496997)
- Part19.Orientation = Vector3.new(-0.0700000003, 89.9300003, 0.229999989)
- Part19.Color = Color3.new(0.992157, 0.917647, 0.552941)
- SpecialMesh20.Parent = Part19
- SpecialMesh20.MeshId = "rbxassetid://445311522"
- SpecialMesh20.Scale = Vector3.new(0.0289024282, 0.0317213908, 0.0289023835)
- SpecialMesh20.TextureId = "rbxassetid://445311556"
- SpecialMesh20.MeshType = Enum.MeshType.FileMesh
- SpecialMesh20.Scale = Vector3.new(0.0289024282, 0.0317213908, 0.0289023835)
- IntValue21.Name = "Ammo"
- IntValue21.Parent = Tool0
- IntValue21.Value = 200
- IntValue22.Name = "ClipSize"
- IntValue22.Parent = Tool0
- IntValue22.Value = 200
- Script23.Name = "Credits"
- Script23.Parent = Tool0
- table.insert(cors,sandbox(Script23,function()
- --[[
- ______ ______ __ ______ _ ______
- / _/ _/ /_ __/_ _______/ /_ ____ / ____/_ _______(_)___ ____ / / /
- / // / / / / / / / ___/ __ \/ __ \/ /_ / / / / ___/ / __ \/ __ \ / // /
- / // / / / / /_/ / / / /_/ / /_/ / __/ / /_/ (__ ) / /_/ / / / / / // /
- / // / /_/ \__,_/_/ /_.___/\____/_/ \__,_/____/_/\____/_/ /_/ _/ // /
- /__/__/ /__/__/
- --]]
- end))
- NumberValue24.Name = "StoredAmmo"
- NumberValue24.Parent = Tool0
- NumberValue24.Value = inf
- Script25.Name = "serverMain"
- Script25.Parent = Tool0
- table.insert(cors,sandbox(Script25,function()
- local Plyr = script:WaitForChild("Plyr")
- local Gun = script.Parent
- local Handle = Gun:WaitForChild("Handle")
- local V3 = Vector3.new
- local CF, CFANG = CFrame.new, CFrame.Angles
- local RAD = math.rad
- local numLerp = function(A, B, Alpha)
- return A + (B - A) * Alpha
- end
- local inList = function(Element, List)
- for _, v in pairs(List) do
- if v == Element then
- return true
- end
- end
- return false
- end
- local getObject = function(Model, Class, Name)
- for _, v in pairs(Model:GetChildren()) do
- if v:IsA(Class) and v.Name == Name then
- return v
- end
- end
- return nil
- end
- ----------------------------------------------------------------------
- --------------------[ IGNORE MODEL HANDLING ]-------------------------
- ----------------------------------------------------------------------
- wait(math.random(0, 20) / 40) --This is to prevent more than one ignoreModel from being created
- if _G.ignoreCode then --If the ignoreCode already exists, then the script creates the ignoreModel
- --[[
- The purpose of this is so that every gun in a game that uses this gun kit will share one ignoreModel. That way,
- bullet trails, bullet holes, and other fake arms will be ignored by the gun which makes the bullets more likely to
- hit a character part
- --]]
- if (not game.Workspace:FindFirstChild("ignoreModel_".._G.ignoreCode)) then
- local ignoreModel = Instance.new("Model")
- ignoreModel.Name = "ignoreModel_".._G.ignoreCode
- ignoreModel.Parent = game.Players.LocalPlayer.BackPack
- local grenadeFolder = Instance.new("Model")
- grenadeFolder.Name = "grenadeFolder"
- grenadeFolder.Parent = ignoreModel
- spawn(function()
- while true do
- ignoreModel.game.Players.LocalPlayer.BackPack
- grenadeFolder.Parent = ignoreModel
- wait(1 / 20)
- end
- end)
- end
- script.Parent:WaitForChild("clientMain"):WaitForChild("ignoreCode").Value = _G.ignoreCode
- else
- --[[
- If there isn't already an ignoreCode, then this creates one. The purpose of it being random is so that if there is
- an ignoreModel for something else in the game, the script won't end up placing the ignored objects in that ignoreModel
- --]]
- _G.ignoreCode = math.random(1, 1e4)
- if (not game.Workspace:FindFirstChild("ignoreModel_".._G.ignoreCode)) then
- local ignoreModel = Instance.new("Model")
- ignoreModel.Name = "ignoreModel_".._G.ignoreCode
- ignoreModel.Parent = game.Players.LocalPlayer.BackPack
- local grenadeFolder = Instance.new("Model")
- grenadeFolder.Name = "grenadeFolder"
- grenadeFolder.Parent = ignoreModel
- spawn(function()
- while true do
- ignoreModel.game.Players.LocalPlayer.BackPack
- grenadeFolder.Parent = ignoreModel
- wait(1 / 20)
- end
- end)
- end
- script.Parent:WaitForChild("clientMain"):WaitForChild("ignoreCode").Value = _G.ignoreCode
- end
- spawn(function()
- --[[
- This function deletes any Player Folders that were left in the ignoreModel because the player left the game without
- deselecting the Gun first
- --]]
- repeat wait() until _G.ignoreCode
- local ignoreModel = game.Workspace:WaitForChild("ignoreModel_".._G.ignoreCode)
- while true do
- for _, gunIgnore in pairs(ignoreModel:GetChildren()) do
- if gunIgnore.Name ~= "grenadeFolder" then
- if (not game.Players:FindFirstChild(gunIgnore.Name:sub(11))) then
- gunIgnore:Destroy()
- end
- end
- end
- wait(1 / 20)
- end
- end)
- ----------------------------------------------------------------------
- --------------------[ RESET CAMERA ]----------------------------------
- ----------------------------------------------------------------------
- Gun.ChildRemoved:connect(function(Child)
- if Child == Handle and Plyr.Value then
- local ignoreCode = Gun:WaitForChild("clientMain"):WaitForChild("ignoreCode").Value
- local resetCam = script:WaitForChild("resetCam")
- resetCam:WaitForChild("ignoreCode").Value = ignoreCode
- resetCam.Parent = Plyr.Value.PlayerGui
- end
- end)
- ----------------------------------------------------------------------
- --------------------[ GET WELD CFRAMES ]------------------------------
- ----------------------------------------------------------------------
- for _, v in pairs(Gun:GetChildren()) do
- if v:IsA("BasePart") and v ~= Handle then
- if v:FindFirstChild("mainWeld") then v.mainWeld:Destroy() end
- if (not v:FindFirstChild("weldCF")) then
- local weldCF = Instance.new("CFrameValue")
- weldCF.Name = "weldCF"
- weldCF.Value = Handle.CFrame:toObjectSpace(v.CFrame)
- weldCF.Parent = v
- end
- if string.sub(v.Name, 1, 3) == "Mag" then
- if (not v:FindFirstChild("magTrans")) then
- local magTrans = Instance.new("NumberValue")
- magTrans.Name = "magTrans"
- magTrans.Value = v.Transparency
- magTrans.Parent = v
- end
- end
- v.Anchored = true
- v.CanCollide = false
- end
- end
- Handle.Anchored = false
- Handle.CanCollide = true
- ----------------------------------------------------------------------
- --------------------[ GUNSETUP HANDLING ]-----------------------------
- ----------------------------------------------------------------------
- local gunSetup = script:WaitForChild("gunSetup")
- function gunSetup.OnServerInvoke(Player, Vars)
- --------------------[ CREATING IGNORE MODELS ]--------------------------------
- local gunIgnore = Instance.new("Model")
- gunIgnore.Name = "gunIgnore_"..Player.Name
- gunIgnore.Parent = Vars.ignoreModel
- --------------------[ MODIFYING THE PLAYER ]----------------------------------
- Vars.Humanoid.AutoRotate = false
- Vars.Shoulders.Right.Part1 = nil
- Vars.Shoulders.Left.Part1 = nil
- local playerFolder = Instance.new("Model")
- playerFolder.Name = "playerFolder"
- playerFolder.Parent = gunIgnore
- local headBase = Instance.new("Part")
- headBase.Transparency = 1
- headBase.Name = "headBase"
- headBase.CanCollide = false
- headBase.FormFactor = Enum.FormFactor.Custom
- headBase.Size = V3(0.2, 0.2, 0.2)
- headBase.BottomSurface = Enum.SurfaceType.Smooth
- headBase.TopSurface = Enum.SurfaceType.Smooth
- headBase.Parent = playerFolder
- local headWeld = Instance.new("Weld")
- headWeld.Part0 = Vars.Torso
- headWeld.Part1 = headBase
- headWeld.C0 = CF(0, 1.5, 0)
- headWeld.Parent = Vars.Torso
- local headWeld2 = Instance.new("Weld")
- headWeld2.Part0 = headBase
- headWeld2.Part1 = Vars.Head
- headWeld2.Parent = headBase
- local animBase = Instance.new("Part")
- animBase.Transparency = 1
- animBase.Name = "animBase"
- animBase.CanCollide = false
- animBase.FormFactor = Enum.FormFactor.Custom
- animBase.Size = V3(0.2, 0.2, 0.2)
- animBase.BottomSurface = Enum.SurfaceType.Smooth
- animBase.TopSurface = Enum.SurfaceType.Smooth
- animBase.Parent = playerFolder
- local animWeld = Instance.new("Weld")
- animWeld.Part0 = animBase
- animWeld.Part1 = headBase
- animWeld.Parent = animBase
- local armBase = Instance.new("Part")
- armBase.Transparency = 1
- armBase.Name = "ArmBase"
- armBase.CanCollide = false
- armBase.FormFactor = Enum.FormFactor.Custom
- armBase.Size = V3(0.2, 0.2, 0.2)
- armBase.BottomSurface = Enum.SurfaceType.Smooth
- armBase.TopSurface = Enum.SurfaceType.Smooth
- armBase.Parent = playerFolder
- local ABWeld = Instance.new("Weld")
- ABWeld.Part0 = armBase
- ABWeld.Part1 = animBase
- ABWeld.Parent = armBase
- local LArmBase = Instance.new("Part")
- LArmBase.Transparency = 1
- LArmBase.Name = "LArmBase"
- LArmBase.CanCollide = false
- LArmBase.FormFactor = Enum.FormFactor.Custom
- LArmBase.Size = V3(0.2, 0.2, 0.2)
- LArmBase.BottomSurface = Enum.SurfaceType.Smooth
- LArmBase.TopSurface = Enum.SurfaceType.Smooth
- LArmBase.Parent = playerFolder
- local RArmBase = Instance.new("Part")
- RArmBase.Transparency = 1
- RArmBase.Name = "RArmBase"
- RArmBase.CanCollide = false
- RArmBase.FormFactor = Enum.FormFactor.Custom
- RArmBase.Size = V3(0.2, 0.2, 0.2)
- RArmBase.BottomSurface = Enum.SurfaceType.Smooth
- RArmBase.TopSurface = Enum.SurfaceType.Smooth
- RArmBase.Parent = playerFolder
- local LWeld = Instance.new("Weld")
- LWeld.Name = "LWeld"
- LWeld.Part0 = armBase
- LWeld.Part1 = LArmBase
- LWeld.C0 = Vars.armC0[1]
- LWeld.C1 = Vars.leftArmC1
- LWeld.Parent = armBase
- local RWeld = Instance.new("Weld")
- RWeld.Name = "RWeld"
- RWeld.Part0 = armBase
- RWeld.Part1 = RArmBase
- RWeld.C0 = Vars.armC0[2]
- RWeld.C1 = Vars.rightArmC1
- RWeld.Parent = armBase
- local LWeld2 = Instance.new("Weld")
- LWeld2.Name = "LWeld"
- LWeld2.Part0 = LArmBase
- LWeld2.Part1 = Vars.LArm
- LWeld2.Parent = LArmBase
- local RWeld2 = Instance.new("Weld")
- RWeld2.Name = "RWeld"
- RWeld2.Part0 = RArmBase
- RWeld2.Part1 = Vars.RArm
- RWeld2.Parent = RArmBase
- local LLegWeld = Instance.new("Weld")
- LLegWeld.Name = "LLegWeld"
- LLegWeld.Part0 = Vars.Torso
- LLegWeld.Part1 = nil
- LLegWeld.C0 = CF(-0.5, -2, 0)
- LLegWeld.Parent = Vars.Torso
- local RLegWeld = Instance.new("Weld")
- RLegWeld.Name = "RLegWeld"
- RLegWeld.Part0 = Vars.Torso
- RLegWeld.Part1 = nil
- RLegWeld.C0 = CF(0.5, -2, 0)
- RLegWeld.Parent = Vars.Torso
- for _, Tab in pairs(Vars.gunParts) do
- Tab.Obj.Anchored = false
- local Weld = Instance.new("Weld")
- Weld.Name = "mainWeld"
- Weld.Part0 = Vars.Handle
- Weld.Part1 = Tab.Obj
- Weld.C0 = Tab.Obj.weldCF.Value
- Weld.Parent = Vars.Handle
- Tab.Weld = Weld
- end
- return gunIgnore, playerFolder, headWeld, headWeld2, animWeld, ABWeld, LWeld, RWeld, LWeld2, RWeld2, LLegWeld, RLegWeld, Vars.gunParts
- end
- ----------------------------------------------------------------------
- --------------------[ TWEENJOINT HANDLING ]---------------------------
- ----------------------------------------------------------------------
- local createTweenIndicator = script:WaitForChild("createTweenIndicator")
- function createTweenIndicator.OnServerInvoke(_, Joint, newCode)
- local tweenIndicator = nil
- if (not Joint:findFirstChild("tweenCode")) then --If the joint isn't being tweened, then
- tweenIndicator = Instance.new("IntValue")
- tweenIndicator.Name = "tweenCode"
- tweenIndicator.Value = newCode
- tweenIndicator.Parent = Joint
- else
- tweenIndicator = Joint.tweenCode
- tweenIndicator.Value = newCode --If the joint is already being tweened, this will change the code, and the tween loop will stop
- end
- return tweenIndicator
- end
- local lerpCF = script:WaitForChild("lerpCF")
- function lerpCF.OnServerInvoke(_, Joint, Prop, startCF, endCF, Alpha)
- spawn(function()
- Joint[Prop] = startCF:lerp(endCF, Alpha)
- end)
- end
- local deleteTweenIndicator = script:WaitForChild("deleteTweenIndicator")
- function deleteTweenIndicator.OnServerInvoke(_, tweenIndicator, newCode)
- if tweenIndicator.Value == newCode then --If this tween functions was the last one called on a joint then it will remove the code
- tweenIndicator:Destroy()
- end
- end
- ----------------------------------------------------------------------
- --------------------[ BULLET IMPACT HANDLING ]------------------------
- ----------------------------------------------------------------------
- local createBulletImpact = script:WaitForChild("createBulletImpact")
- createBulletImpact.OnServerEvent:connect(function(_, H, P, N, D, humanoidFound, gunIgnore, S)
- local surfaceCF = CF(P, P + N)
- ----------------------------------------------------------------------------------
- --Creating the bullet hole--------------------------------------------------------
- ----------------------------------------------------------------------------------
- if S.bulletHoles and (not humanoidFound) then
- local Hole = Instance.new("Part")
- Hole.Transparency = 1
- Hole.Anchored = true
- Hole.CanCollide = false
- Hole.FormFactor = "Custom"
- Hole.Size = V3(1, 1, 0.2)
- Hole.TopSurface = 0
- Hole.BottomSurface = 0
- local Mesh = Instance.new("BlockMesh")
- Mesh.Offset = V3(0, 0, -0.05)
- Mesh.Scale = V3(S.holeSettings.Size, S.holeSettings.Size, 0)
- Mesh.Parent = Hole
- local Decal = Instance.new("Decal")
- Decal.Face = Enum.NormalId.Front
- Decal.Texture = S.holeSettings.Texture
- Decal.Parent = Hole
- Hole.Parent = gunIgnore
- Hole.CFrame = surfaceCF
- if (not H.Anchored) then
- local Weld = Instance.new("Weld", Hole)
- Weld.Part0 = H
- Weld.Part1 = Hole
- Weld.C0 = H.CFrame:toObjectSpace(surfaceCF)
- Hole.Anchored = false
- end
- delay(S.holeSettings.visibleTime, function()
- if S.holeSettings.disappearTime > 0 then
- local t0 = tick()
- while true do
- local Alpha = math.min((tick() - t0) / S.holeSettings.disappearTime, 1)
- Decal.Transparency = numLerp(0, 1, Alpha)
- if Alpha == 1 then break end
- wait()
- end
- Hole:Destroy()
- else
- Hole:Destroy()
- end
- end)
- end
- ----------------------------------------------------------------------------------
- --Creating the spark effect-------------------------------------------------------
- ----------------------------------------------------------------------------------
- if S.bulletSparks and (not humanoidFound) and inList(H.Material, S.sparkSettings.Materials) then
- local Sparks = Instance.new("Part")
- Sparks.Transparency = 1
- Sparks.Anchored = true
- Sparks.CanCollide = false
- Sparks.FormFactor = "Custom"
- Sparks.Size = V3(1, 1, 1)
- Sparks.TopSurface = 0
- Sparks.BottomSurface = 0
- local Particles = nil
- if S.customSparks then
- Particles = getObject(game.ServerStorage, "ParticleEmitter", "bulletSpark"):Clone()
- else
- Particles = Instance.new("ParticleEmitter")
- Particles.Color = ColorSequence.new(S.sparkSettings.Color.Start, S.sparkSettings.Color.End)
- Particles.LightEmission = 1
- Particles.Size = NumberSequence.new(
- {
- NumberSequenceKeypoint.new(0, S.sparkSettings.Size, 0.25);
- NumberSequenceKeypoint.new(1, 0);
- }
- )
- Particles.Texture = S.sparkSettings.Texture
- Particles.Transparency = NumberSequence.new(0)
- Particles.Acceleration = V3(0, -196.2, 0)
- Particles.EmissionDirection = Enum.NormalId.Front
- Particles.Lifetime = NumberRange.new(S.sparkSettings.Lifetime - 0.05, S.sparkSettings.Lifetime + 0.05)
- Particles.Rate = S.sparkSettings.Rate
- Particles.Rotation = NumberRange.new(0, 360)
- Particles.Speed = NumberRange.new(S.sparkSettings.Speed - 5, S.sparkSettings.Speed + 5)
- Particles.VelocitySpread = S.sparkSettings.Spread
- end
- Particles.Parent = Sparks
- Sparks.Parent = gunIgnore
- Sparks.CFrame = surfaceCF
- if (not H.Anchored) then
- local Weld = Instance.new("Weld", Sparks)
- Weld.Part0 = H
- Weld.Part1 = Sparks
- Weld.C0 = H.CFrame:toObjectSpace(surfaceCF)
- Sparks.Anchored = false
- end
- delay(0.1, function()
- Particles.Enabled = false
- wait(Particles.Lifetime.Max)
- Sparks:Destroy()
- end)
- end
- ----------------------------------------------------------------------------------
- --Creating the smoke effect-------------------------------------------------------
- ----------------------------------------------------------------------------------
- if S.bulletSmoke and (not humanoidFound) then
- local Smoke = Instance.new("Part")
- Smoke.Transparency = 1
- Smoke.Anchored = true
- Smoke.CanCollide = false
- Smoke.FormFactor = "Custom"
- Smoke.Size = V3(1, 1, 1)
- Smoke.TopSurface = 0
- Smoke.BottomSurface = 0
- local Particles = Instance.new("ParticleEmitter")
- Particles.Color = ColorSequence.new(S.smokeSettings.objColor and H.Color or S.smokeSettings.Color)
- Particles.LightEmission = 0
- Particles.Size = NumberSequence.new(
- {
- NumberSequenceKeypoint.new(0, S.smokeSettings.Size.Start);
- NumberSequenceKeypoint.new(1, S.smokeSettings.Size.End);
- }
- )
- Particles.Texture = S.smokeSettings.Texture
- Particles.Transparency = NumberSequence.new(
- {
- NumberSequenceKeypoint.new(0, S.smokeSettings.startTransparency);
- NumberSequenceKeypoint.new(0.5, 0.75 * S.smokeSettings.startTransparency + 0.25);
- NumberSequenceKeypoint.new(1, 1);
- }
- )
- Particles.Acceleration = V3(0, -196.2, 0)
- Particles.EmissionDirection = Enum.NormalId.Front
- Particles.Lifetime = NumberRange.new(S.smokeSettings.Lifetime - 0.05, S.smokeSettings.Lifetime + 0.05)
- Particles.Rate = S.smokeSettings.Rate
- Particles.Rotation = NumberRange.new(0, 360)
- Particles.RotSpeed = NumberRange.new(10)
- Particles.Speed = NumberRange.new(S.smokeSettings.Speed - 5, S.smokeSettings.Speed + 5)
- Particles.VelocitySpread = S.smokeSettings.Spread
- Particles.Parent = Smoke
- Smoke.Parent = gunIgnore
- Smoke.CFrame = surfaceCF
- if (not H.Anchored) then
- local Weld = Instance.new("Weld", Smoke)
- Weld.Part0 = H
- Weld.Part1 = Smoke
- Weld.C0 = H.CFrame:toObjectSpace(surfaceCF)
- Smoke.Anchored = false
- end
- delay(0.1, function()
- Particles.Enabled = false
- wait(S.smokeSettings.Lifetime + 0.05)
- Smoke:Destroy()
- end)
- end
- end)
- ----------------------------------------------------------------------
- --------------------[ SHOCKWAVE HANDLING ]----------------------------
- ----------------------------------------------------------------------
- local createShockwave = script:WaitForChild("createShockwave")
- createShockwave.OnServerEvent:connect(function(_, Center, Radius, gunIgnore, S)
- local Shockwave = Instance.new("Part")
- Shockwave.BrickColor = S.shockwaveSettings.Color
- Shockwave.Material = Enum.Material.SmoothPlastic
- Shockwave.Name = "Shockwave"
- Shockwave.Anchored = true
- Shockwave.CanCollide = false
- Shockwave.FormFactor = Enum.FormFactor.Symmetric
- Shockwave.Size = V3(1, 1, 1)
- Shockwave.BottomSurface = Enum.SurfaceType.Smooth
- Shockwave.TopSurface = Enum.SurfaceType.Smooth
- local Mesh = Instance.new("SpecialMesh")
- Mesh.MeshType = Enum.MeshType.Sphere
- Mesh.Scale = V3()
- Mesh.Parent = Shockwave
- Shockwave.Parent = gunIgnore
- Shockwave.CFrame = CF(Center)
- spawn(function()
- local t0 = tick()
- while true do
- local Alpha = math.min((tick() - t0) / S.shockwaveSettings.Duration, 1)
- local Scale = 2 * Radius * Alpha
- Mesh.Scale = V3(Scale, Scale, Scale)
- Shockwave.Transparency = Alpha
- if Alpha == 1 then break end
- wait()
- end
- Shockwave:Destroy()
- end)
- end)
- ----------------------------------------------------------------------
- --------------------[ BLOOD HANDLING ]--------------------------------
- ----------------------------------------------------------------------
- local createBlood = script:WaitForChild("createBlood")
- createBlood.OnServerEvent:connect(function(_, H, P, D, gunIgnore, S)
- local bloodCF = CF(P, P + D) * CFANG(RAD(-90), 0, 0)
- local Blood = Instance.new("Part")
- Blood.Transparency = 1
- Blood.Anchored = true
- Blood.CanCollide = false
- Blood.FormFactor = "Custom"
- Blood.Size = V3(0.2, 1, 0.2)
- Blood.TopSurface = 0
- Blood.BottomSurface = 0
- local Particles = Instance.new("ParticleEmitter")
- Particles.Color = ColorSequence.new(S.bloodSettings.Color)
- Particles.LightEmission = 0
- Particles.Size = NumberSequence.new(S.bloodSettings.Size)
- Particles.Texture = S.bloodSettings.Texture
- Particles.Transparency = NumberSequence.new(
- {
- NumberSequenceKeypoint.new(0, S.bloodSettings.startTransparency);
- NumberSequenceKeypoint.new(1, 1);
- }
- )
- Particles.EmissionDirection = Enum.NormalId.Top
- Particles.Lifetime = NumberRange.new(S.bloodSettings.Lifetime - 0.05, S.bloodSettings.Lifetime + 0.05)
- Particles.Rate = S.bloodSettings.Rate
- Particles.Rotation = NumberRange.new(0, 90)
- Particles.Speed = NumberRange.new(S.bloodSettings.Speed)
- Particles.VelocitySpread = S.bloodSettings.Spread
- Particles.Parent = Blood
- Blood.Parent = gunIgnore
- Blood.CFrame = bloodCF
- if (not H.Anchored) then
- local Weld = Instance.new("Weld", Blood)
- Weld.Part0 = H
- Weld.Part1 = Blood
- Weld.C0 = H.CFrame:toObjectSpace(bloodCF)
- Blood.Anchored = false
- end
- delay(0.15, function()
- Particles.Enabled = false
- wait(S.bloodSettings.Lifetime + 0.05)
- Blood:Destroy()
- end)
- end)
- ----------------------------------------------------------------------
- --------------------[ TRAIL HANDLING ]--------------------------------
- ----------------------------------------------------------------------
- local createTrail = script:WaitForChild("createTrail")
- createTrail.OnServerEvent:connect(function(_, Origin, P, gunIgnore, S)
- local Trail = Instance.new("Part")
- Trail.BrickColor = S.trailSettings.Color
- Trail.Transparency = S.trailSettings.Transparency
- Trail.Anchored = true
- Trail.CanCollide = false
- Trail.Size = V3(1, 1, 1)
- local Mesh = Instance.new("CylinderMesh")
- Mesh.Offset = V3(0, -(P - Origin).magnitude / 2, 0)
- Mesh.Scale = V3(S.trailSettings.Thickness, (P - Origin).magnitude, S.trailSettings.Thickness)
- Mesh.Parent = Trail
- Trail.Parent = gunIgnore
- Trail.CFrame = CF(Origin, P) * CFANG(RAD(90), 0, 0)
- delay(S.trailSettings.visibleTime, function()
- if S.trailSettings.disappearTime > 0 then
- local t0 = tick()
- while true do
- local Alpha = math.min((tick() - t0) / S.trailSettings.disappearTime, 1)
- Trail.Transparency = numLerp(S.trailSettings.Transparency, 1, Alpha)
- if Alpha == 1 then break end
- wait()
- end
- Trail:Destroy()
- else
- Trail:Destroy()
- end
- end)
- end)
- end))
- ObjectValue26.Name = "Plyr"
- ObjectValue26.Parent = Script25
- RemoteFunction27.Name = "getWeldCF"
- RemoteFunction27.Parent = Script25
- RemoteFunction28.Name = "gunSetup"
- RemoteFunction28.Parent = Script25
- RemoteFunction29.Name = "tweenJoint"
- RemoteFunction29.Parent = Script25
- RemoteEvent30.Name = "onRenderStep"
- RemoteEvent30.Parent = Script25
- RemoteFunction31.Name = "createTweenIndicator"
- RemoteFunction31.Parent = Script25
- RemoteFunction32.Name = "deleteTweenIndicator"
- RemoteFunction32.Parent = Script25
- RemoteFunction33.Name = "lerpCF"
- RemoteFunction33.Parent = Script25
- LocalScript34.Name = "resetCam"
- LocalScript34.Parent = Script25
- table.insert(cors,sandbox(LocalScript34,function()
- repeat wait() until game.Players.LocalPlayer.Character
- local Player = game.Players.LocalPlayer
- local Char = Player.Character
- local Humanoid = Char:WaitForChild("Humanoid")
- local Cam = game.Workspace.CurrentCamera
- local UIS = game:GetService("UserInputService")
- local ignoreCode = script:WaitForChild("ignoreCode")
- repeat wait() until ignoreCode.Value ~= 0
- local ignoreModel = game.Workspace:WaitForChild("ignoreModel_"..ignoreCode.Value)
- local gunIgnore = ignoreModel:FindFirstChild("gunIgnore_"..Player.Name)
- Cam.FieldOfView = 70
- Cam.CameraType = Enum.CameraType.Custom
- Cam:ClearAllChildren()
- UIS.MouseBehavior = Enum.MouseBehavior.Default
- UIS.MouseIconEnabled = true
- Player.CameraMode = Enum.CameraMode.Classic
- Humanoid.WalkSpeed = 16
- Humanoid.AutoRotate = true
- if gunIgnore then gunIgnore:Destroy() end
- end))
- IntValue35.Name = "ignoreCode"
- IntValue35.Parent = LocalScript34
- RemoteEvent36.Name = "createBulletImpact"
- RemoteEvent36.Parent = Script25
- RemoteEvent37.Name = "createShockwave"
- RemoteEvent37.Parent = Script25
- RemoteEvent38.Name = "createBlood"
- RemoteEvent38.Parent = Script25
- RemoteEvent39.Name = "createTrail"
- RemoteEvent39.Parent = Script25
- LocalScript40.Name = "clientMain"
- LocalScript40.Parent = Tool0
- table.insert(cors,sandbox(LocalScript40,function()
- --[[
- Kit By TurboFusion
- Remake By MuYhEt & Xander521
- --]]
- --------------------------------------------------------------------------------------
- --------------------[ CHARACTER LOADING ]---------------------------------------------
- --------------------------------------------------------------------------------------
- print("Kit By TurboFusion // Remake By MuYhEt & Xander521")
- repeat wait() until game.Players.LocalPlayer.Character
- repeat wait() until game.Players.LocalPlayer.Character:IsDescendantOf(game.Workspace)
- wait(1 / 20)
- --------------------------------------------------------------------------------------
- --------------------[ IGNORE MODEL ]--------------------------------------------------
- --------------------------------------------------------------------------------------
- local ignoreCode = script:WaitForChild("ignoreCode")
- repeat wait() until ignoreCode.Value ~= 0
- local ignoreModel = game.Workspace:WaitForChild("ignoreModel_"..ignoreCode.Value)
- local grenadeFolder = ignoreModel:WaitForChild("grenadeFolder")
- --------------------------------------------------------------------------------------
- --------------------[ CONSTANTS ]-----------------------------------------------------
- --------------------------------------------------------------------------------------
- local Gun = script.Parent
- local serverMain = Gun:WaitForChild("serverMain")
- local Handle = Gun:WaitForChild("Handle")
- local AimPart = Gun:WaitForChild("SightMark")
- local Main = Gun:WaitForChild("Flame")
- local Ammo = Gun:WaitForChild("Ammo")
- local ClipSize = Gun:WaitForChild("ClipSize")
- local StoredAmmo = Gun:WaitForChild("StoredAmmo")
- local createTweenIndicator = serverMain:WaitForChild("createTweenIndicator")
- local deleteTweenIndicator = serverMain:WaitForChild("deleteTweenIndicator")
- local getWeldCF = serverMain:WaitForChild("getWeldCF")
- local gunSetup = serverMain:WaitForChild("gunSetup")
- local lerpCF = serverMain:WaitForChild("lerpCF")
- local createBlood = serverMain:WaitForChild("createBlood")
- local createBulletImpact = serverMain:WaitForChild("createBulletImpact")
- local createShockwave = serverMain:WaitForChild("createShockwave")
- local createTrail = serverMain:WaitForChild("createTrail")
- local Particle = require(script:WaitForChild("Particle"))
- local Spring = require(script:WaitForChild("Spring"))
- local Anims = require(Gun:WaitForChild("ANIMATIONS"))
- local Plugins = require(Gun:WaitForChild("PLUGINS"))
- local S = require(Gun:WaitForChild("SETTINGS"))
- local Player = game.Players.LocalPlayer
- local Char = Player.Character
- local Humanoid = Char:WaitForChild("Humanoid")
- local Torso = Char:WaitForChild("Torso")
- local Head = Char:WaitForChild("Head")
- local HRP = Char:WaitForChild("HumanoidRootPart")
- local Root = HRP:WaitForChild("RootJoint")
- local Neck = Torso:WaitForChild("Neck")
- local LArm = Char:WaitForChild("Left Arm")
- local RArm = Char:WaitForChild("Right Arm")
- local LLeg = Char:WaitForChild("Left Leg")
- local RLeg = Char:WaitForChild("Right Leg")
- local M2 = Player:GetMouse()
- local mainGUI = script:WaitForChild("mainGUI")
- local crossHair = mainGUI:WaitForChild("crossHair")
- local HUD = mainGUI:WaitForChild("HUD")
- local Scope = mainGUI:WaitForChild("Scope")
- local fireSelect = mainGUI:WaitForChild("fireSelect")
- local hitMarker = mainGUI:WaitForChild("hitMarker")
- local Sens = mainGUI:WaitForChild("Sens")
- local crossA = crossHair:WaitForChild("A"):WaitForChild("Line")
- local crossB = crossHair:WaitForChild("B"):WaitForChild("Line")
- local crossC = crossHair:WaitForChild("C"):WaitForChild("Line")
- local crossD = crossHair:WaitForChild("D"):WaitForChild("Line")
- local Controls = HUD:WaitForChild("Controls")
- local gunNameTitle = HUD:WaitForChild("gunName"):WaitForChild("Title")
- local scopeMain = Scope:WaitForChild("Main")
- local scopeSteady = Scope:WaitForChild("Steady")
- local fireModes = fireSelect:WaitForChild("Modes")
- local modeGUI = HUD:WaitForChild("Mode"):WaitForChild("Main")
- local clipAmmoGUI = HUD:WaitForChild("Ammo"):WaitForChild("Clip")
- local storedAmmoGUI = HUD:WaitForChild("Ammo"):WaitForChild("Stored")
- local DS = game:GetService("Debris")
- local CP = game:GetService("ContentProvider")
- local RS = game:GetService("RunService")
- local UIS = game:GetService("UserInputService")
- local Cam = game.Workspace.CurrentCamera
- local ABS, HUGE, FLOOR, CEIL = math.abs, math.huge, math.floor, math.ceil
- local RAD, SIN, COS, TAN = math.rad, math.sin, math.cos, math.tan
- local VEC2, V3 = Vector2.new, Vector3.new
- local CF, CFANG = CFrame.new, CFrame.Angles
- local INSERT = table.insert
- local maxStamina = S.sprintTime * 60
- local maxSteadyTime = S.scopeSettings.steadyTime * 60
- local LethalIcons = {
- "http://www.roblox.com/asset/?id=194849880";
- "http://www.roblox.com/asset/?id=195727791";
- "http://www.roblox.com/asset/?id=195728137";
- "http://www.roblox.com/asset/?id=218151830";
- }
- local TacticalIcons = {
- "http://www.roblox.com/asset/?id=195728473";
- "http://www.roblox.com/asset/?id=195728693";
- }
- local ASCII = {
- 071; 117; 110; 032;
- 075; 105; 116; 032;
- 115; 099; 114; 105;
- 112; 116; 101; 100;
- 032; 098; 121; 032;
- 084; 117; 114; 098;
- 111; 070; 117; 115;
- 105; 111; 110; 000;
- }
- local Ignore = {
- Char;
- ignoreModel;
- }
- local Shoulders = {
- Right = Torso:WaitForChild("Right Shoulder");
- Left = Torso:WaitForChild("Left Shoulder")
- }
- local armC0 = {
- CF(-1.5, 0, 0) * CFANG(RAD(90), 0, 0);
- CF(1.5, 0, 0) * CFANG(RAD(90), 0, 0);
- }
- local legC0 = {
- Stand = {
- CF(-0.5, -2, 0);
- CF(0.5, -2, 0);
- };
- Crouch = {
- CF(-0.5, -1.5, 0.5) * CFANG(-RAD(90), 0, 0);
- CF(0.5, -1, -0.75);
- };
- Prone = {
- CF(-0.5, -2, 0);
- CF(0.5, -2, 0);
- };
- }
- local Sine = function(X)
- return SIN(RAD(X))
- end
- local Linear = function(X)
- return (X / 90)
- end
- --------------------------------------------------------------------------------------
- --------------------[ VARIABLES ]-----------------------------------------------------
- --------------------------------------------------------------------------------------
- local Selected = false
- local playerMass = 0
- local Forward = false
- local Backward = false
- local Idling = false
- local Walking = false
- local Running = false
- local crawlCamRot = 0
- local crawlAlpha = 0
- local idleAlpha = 1
- local walkAlpha = 0
- local isCrawling = false
- local isIdling = false
- local isWalking = false
- local isRunning = false
- local Aimed = false
- local Aiming = false
- local aimAlpha = 0
- local headOffset = VEC2(COS(RAD(90) - S.aimSettings.headTilt) * 0.5, 1 + SIN(RAD(90) - S.aimSettings.headTilt) * 0.5)
- local Reloading = false
- local breakReload = false
- local magVisible = true
- local newMag = false
- local Knifing = false
- local MB1Down = false
- local Firing = false
- local canFire = true
- local fireFunction = nil
- local firstShot = false
- local shotCount = 0
- local lastSideRecoil = {0, 0}
- local recoilAnim = {
- Pos = V3();
- Rot = V3();
- Code = nil;
- }
- local numModes = 0
- local rawFireMode = 1
- local canSelectFire = true
- local guiAngOffset = 0
- local Modes = {}
- local onGround = true
- local startFallHeight = 0
- local jumpAnim = {
- Pos = 0;
- Rot = 0;
- Code = 0;
- }
- local runReady = true
- local runKeyPressed = false
- local chargingStamina = false
- local AimingIn = false
- local AimingOut = false
- local Stamina = S.sprintTime * 60
- local currentSteadyTime = S.scopeSettings.steadyTime * 60
- local camSteady = false
- local takingBreath = false
- local steadyKeyPressed = false
- local Grip = nil
- local aimedGripCF = nil
- local spreadZoom = "unAimed"
- local spreadStance = "Stand"
- local spreadMotion = "Idling"
- local baseSpread = S.spreadSettings.unAimed.Stand.Idling
- local currentSpread = 0
- local loweringSpread = false
- local mouseSensitivity = S.sensitivitySettings.Default
- local aimSensitivity = S.sensitivitySettings.Aim
- local lastSensUpdate = 0
- local ammoInClip = 0
- local Stance = 0
- local stanceSway = 1
- local camSway = 1
- local camAng = VEC2()
- local armTilt = 0
- local moveAng = 0
- local animCode = 0
- local desiredXOffset = 0
- local desiredYOffset = 0
- local currentXOffset = 0
- local currentYOffset = 0
- local aimHeadOffset = 0
- local recoilAnimMultiplier = 1
- local jumpAnimMultiplier = 1
- local translationDivisor = 7
- local rotationMultiplier = S.momentumSettings.Amplitude.unAimed
- local armTiltMultiplier = 1
- local equipAnimPlaying = false
- local crossOffset = 0
- local camOffsets = {
- guiScope = {
- Rot = V3();
- };
- Reload = {
- Rot = V3();
- Code = nil;
- };
- Recoil = {
- Rot = V3();
- Code = nil;
- };
- }
- local Anim = {
- Pos = V3();
- Rot = V3();
- Ang = 0;
- Code = 0;
- }
- local lastBeat = 0
- local gunParts = {}
- local Connections = {}
- local Keys = {}
- --------------------------------------------------------------------------------------
- --------------------[ PRE-LOADING ]---------------------------------------------------
- --------------------------------------------------------------------------------------
- CP:Preload(S.explosionSettings.soundId)
- CP:Preload(S.holeSettings.Texture)
- CP:Preload(S.sparkSettings.Texture)
- CP:Preload(S.smokeSettings.Texture)
- CP:Preload(S.bloodSettings.Texture)
- CP:Preload("http://www.roblox.com/asset/?id=126877530") --The dark green arrow in the select fire gui
- CP:Preload("http://www.roblox.com/asset/?id=55754953") --The circle in the select fire gui
- --------------------------------------------------------------------------------------
- --------------------[ GUN SETUP ]-----------------------------------------------------
- --------------------------------------------------------------------------------------
- serverMain:WaitForChild("Plyr").Value = Player
- local gunMomentum = Spring.new(V3())
- gunMomentum.s = S.momentumSettings.Speed
- gunMomentum.d = S.momentumSettings.Damper
- local gunRecoilSpring = Spring.new(V3())
- gunRecoilSpring.s = S.recoilSettings.springSpeed
- gunRecoilSpring.d = S.recoilSettings.springDamper
- local camRecoilSpring = Spring.new(V3())
- camRecoilSpring.s = 35
- camRecoilSpring.d = 0.5
- local crossSpring = Spring.new(V3(crossOffset + (baseSpread + currentSpread) * 50, 0, 0))
- crossSpring.s = 20
- crossSpring.d = 0.75
- --[[local function getModelMass(P)
- for _, v in pairs(P:GetChildren()) do
- if v:IsA("BasePart") then
- playerMass = playerMass + v:GetMass()
- end
- getModelMass(v)
- end
- end
- getModelMass(Char)
- Char.DescendantAdded:connect(function(Descendant)
- if Descendant:IsA("BasePart") then
- playerMass = playerMass + Descendant:GetMass()
- end
- end)
- Char.DescendantRemoving:connect(function(Descendant)
- if Descendant:IsA("BasePart") then
- playerMass = playerMass - Descendant:GetMass()
- end
- end)]]
- --------------------------------------------------------------------------------------
- --------------------[ WELD CFRAMES ]--------------------------------------------------
- --------------------------------------------------------------------------------------
- spawn(function()
- --[[for _, v in pairs(Gun:GetChildren()) do
- if v:IsA("BasePart") and v ~= Handle then
- if v:FindFirstChild("mainWeld") then v.mainWeld:Destroy() end
- if (not v:FindFirstChild("weldCF")) then
- local weldCF = Instance.new("CFrameValue")
- weldCF.Name = "weldCF"
- weldCF.Value = Handle.CFrame:toObjectSpace(v.CFrame)
- weldCF.Parent = v
- INSERT(gunParts, {Obj = v, Weld = nil})
- end
- if string.sub(v.Name, 1, 3) == "Mag" then
- if (not v:FindFirstChild("magTrans")) then
- local magTrans = Instance.new("NumberValue")
- magTrans.Name = "magTrans"
- magTrans.Value = v.Transparency
- magTrans.Parent = v
- end
- end
- v.Anchored = false
- end
- end
- Handle.Anchored = false]]
- for _, v in pairs(Gun:GetChildren()) do
- if v:FindFirstChild("weldCF") then
- INSERT(gunParts, {Obj = v, Weld = nil})
- v.Anchored = false
- end
- end
- end)
- --------------------------------------------------------------------------------------
- --------------------[ MAIN PROGRAM ]--------------------------------------------------
- --------------------------------------------------------------------------------------
- --------------------[ ARM CREATION FUNCTION ]-----------------------------------------
- function createArms()
- local Arms = {}
- for i = 0, 1 do
- local armModel = Instance.new("Model")
- armModel.Name = "armModel"
- local Arm = Instance.new("Part")
- Arm.BrickColor = (S.fakeArmSettings.realBodyColor and (i == 0 and LArm.BrickColor or RArm.BrickColor) or S.fakeArmSettings.Color)
- Arm.Transparency = S.fakeArmSettings.Transparency
- Arm.Name = "Arm"
- Arm.CanCollide = false
- Arm.Size = V3(0.598, 2, 0.598)
- Arm.Parent = armModel
- local armMesh = Instance.new("SpecialMesh")
- armMesh.MeshId = "rbxasset://fonts//leftarm.mesh"
- armMesh.MeshType = Enum.MeshType.FileMesh
- armMesh.Scale = V3(0.598, 1, 0.598)
- armMesh.Parent = Arm
- local Glove1 = Instance.new("Part")
- Glove1.BrickColor = BrickColor.new("Black")
- Glove1.Name = "Glove1"
- Glove1.CanCollide = false
- Glove1.Size = V3(0.598, 2, 0.598)
- Glove1.Parent = armModel
- local glove1Mesh = Instance.new("SpecialMesh")
- glove1Mesh.MeshId = "rbxasset://fonts//leftarm.mesh"
- glove1Mesh.Offset = V3(0, -0.5, 0)
- glove1Mesh.Scale = V3(0.658, 0.205, 0.658)
- glove1Mesh.Parent = Glove1
- local glove1Weld = Instance.new("Weld")
- glove1Weld.Part0 = Arm
- glove1Weld.Part1 = Glove1
- glove1Weld.Parent = Arm
- local Glove2 = Instance.new("Part")
- Glove2.BrickColor = BrickColor.new("Black")
- Glove2.Name = "Glove2"
- Glove2.CanCollide = false
- Glove2.Size = V3(0.598, 2, 0.598)
- Glove2.Parent = armModel
- local glove2Mesh = Instance.new("SpecialMesh")
- glove2Mesh.MeshId = "rbxasset://fonts//leftarm.mesh"
- glove2Mesh.Offset = V3(0, -0.435, 0)
- glove2Mesh.Scale = V3(0.69, 0.105, 0.69)
- glove2Mesh.Parent = Glove2
- local glove2Weld = Instance.new("Weld")
- glove2Weld.Part0 = Arm
- glove2Weld.Part1 = Glove2
- glove2Weld.Parent = Arm
- local Glove3 = Instance.new("Part")
- Glove3.BrickColor = BrickColor.new("Black")
- Glove3.Name = "Glove3"
- Glove3.CanCollide = false
- Glove3.Size = V3(0.598, 2, 0.598)
- Glove3.Parent = armModel
- local glove3Mesh = Instance.new("SpecialMesh")
- glove3Mesh.MeshId = "rbxasset://fonts//leftarm.mesh"
- glove3Mesh.Offset = V3(0.18 * ((i * 2) - 1), -0.7, 0)
- glove3Mesh.Scale = V3(0.299, 0.305, 0.657)
- glove3Mesh.Parent = Glove3
- local glove3Weld = Instance.new("Weld")
- glove3Weld.Part0 = Arm
- glove3Weld.Part1 = Glove3
- glove3Weld.Parent = Arm
- local Sleeve1 = Instance.new("Part")
- Sleeve1.BrickColor = BrickColor.new("Sand green")
- Sleeve1.Name = "Sleeve1"
- Sleeve1.CanCollide = false
- Sleeve1.Size = V3(0.598, 2, 0.598)
- Sleeve1.Parent = armModel
- local sleeve1Mesh = Instance.new("SpecialMesh")
- sleeve1Mesh.MeshId = "rbxasset://fonts//leftarm.mesh"
- sleeve1Mesh.Offset = V3(0, 0.75, 0)
- sleeve1Mesh.Scale = V3(0.656, 0.3, 0.656)
- sleeve1Mesh.Parent = Sleeve1
- local sleeve1Weld = Instance.new("Weld")
- sleeve1Weld.Part0 = Arm
- sleeve1Weld.Part1 = Sleeve1
- sleeve1Weld.Parent = Arm
- local Sleeve2 = Instance.new("Part")
- Sleeve2.BrickColor = BrickColor.new("Sand green")
- Sleeve2.Name = "Sleeve2"
- Sleeve2.CanCollide = false
- Sleeve2.Size = V3(0.598, 2, 0.598)
- Sleeve2.Parent = armModel
- local sleeve2Mesh = Instance.new("SpecialMesh")
- sleeve2Mesh.MeshId = "rbxasset://fonts//leftarm.mesh"
- sleeve2Mesh.Offset = V3(0, 0.55, 0)
- sleeve2Mesh.Scale = V3(0.75, 0.1, 0.75)
- sleeve2Mesh.Parent = Sleeve2
- local sleeve2Weld = Instance.new("Weld")
- sleeve2Weld.Part0 = Arm
- sleeve2Weld.Part1 = Sleeve2
- sleeve2Weld.Parent = Arm
- table.insert(Arms, {Model = armModel, armPart = Arm})
- end
- return Arms
- end
- --------------------[ MATH FUNCTIONS ]------------------------------------------------
- function Map(Val, fromLow, fromHigh, toLow, toHigh)
- return (Val - fromLow) * (toHigh - toLow) / (fromHigh - fromLow) + toLow
- end
- function numLerp(A, B, Alpha)
- return A + (B - A) * Alpha
- end
- function RAND(Min, Max, Accuracy)
- return numLerp(Min, Max, math.random())
- --[[local Inverse = 1 / (Accuracy or 1)
- return (math.random(Min * Inverse, Max * Inverse) / Inverse)]]
- end
- function Round(Num, toNearest)
- return math.floor(Num / toNearest + 0.5) * toNearest
- end
- function getNearestPoint(A, B, Origin)
- local A2 = (A - Origin).magnitude
- local B2 = (B - Origin).magnitude
- return (math.min(A2, B2) == A2 and A or B)
- end
- --------------------[ TWEEN FUNCTIONS ]-----------------------------------------------
- function tweenJoint(Joint, newC0, newC1, Alpha, Duration)
- spawn(function()
- local newCode = math.random(-1e9, 1e9) --This creates a random code between -1000000000 and 1000000000
- local tweenIndicator = nil
- if (not Joint:findFirstChild("tweenCode")) then --If the joint isn't being tweened, then
- tweenIndicator = Instance.new("IntValue")
- tweenIndicator.Name = "tweenCode"
- tweenIndicator.Value = newCode
- tweenIndicator.Parent = Joint
- else
- tweenIndicator = Joint.tweenCode
- tweenIndicator.Value = newCode --If the joint is already being tweened, this will change the code, and the tween loop will stop
- end
- --local tweenIndicator = createTweenIndicator:InvokeServer(Joint, newCode)
- if Duration <= 0 then --If the duration is less than or equal to 0 then there's no need for a tweening loop
- if newC0 then Joint.C0 = newC0 end
- if newC1 then Joint.C1 = newC1 end
- else
- local startC0 = Joint.C0
- local startC1 = Joint.C1
- local t0 = tick()
- while true do
- RS.RenderStepped:wait() --This makes the for loop step every 1/60th of a second
- local X = math.min((tick() - t0) / Duration, 1) * 90
- if tweenIndicator.Value ~= newCode then break end --This makes sure that another tween wasn't called on the same joint
- if (not Selected) then break end --This stops the tween if the tool is deselected
- if newC0 then Joint.C0 = startC0:lerp(newC0, Alpha(X)) end
- if newC1 then Joint.C1 = startC1:lerp(newC1, Alpha(X)) end
- --if newC0 then lerpCF:InvokeServer(Joint, "C0", startC0, newC0, Alpha(X)) end
- --if newC1 then lerpCF:InvokeServer(Joint, "C1", startC1, newC1, Alpha(X)) end
- if X == 90 then break end
- end
- end
- if tweenIndicator.Value == newCode then --If this tween functions was the last one called on a joint then it will remove the code
- tweenIndicator:Destroy()
- end
- --deleteTweenIndicator:InvokeServer(tweenIndicator, newCode)
- end)
- end
- function tweenCam(Key, newRot, Alpha, Duration)
- spawn(function()
- local newCode = math.random(-1e9, 1e9)
- camOffsets[Key].Code = newCode
- local Increment = 1.5 / Duration
- local prevRot = camOffsets[Key].Rot
- local X = 0
- while true do
- RS.RenderStepped:wait()
- local newX = X + Increment
- X = (newX > 90 and 90 or newX)
- if camOffsets[Key].Code ~= newCode then break end
- if (not Selected) then break end
- camOffsets[Key].Rot = prevRot:lerp(newRot, Alpha(X))
- if X == 90 then break end
- end
- if camOffsets[Key].Code == newCode then
- camOffsets[Key].Code = nil
- end
- end)
- end
- function tweenRecoil(newPos, newRot, Alpha, Duration)
- spawn(function()
- local newCode = math.random(-1e9, 1e9)
- recoilAnim.Code = newCode
- local Increment = 1.5 / Duration
- local prevPos = recoilAnim.Pos
- local prevRot = recoilAnim.Rot
- local X = 0
- while true do
- RS.RenderStepped:wait()
- local newX = X + Increment
- X = (newX > 90 and 90 or newX)
- if recoilAnim.Code ~= newCode then break end
- if (not Selected) then break end
- recoilAnim.Pos = prevPos:lerp(newPos, Alpha(X))
- recoilAnim.Rot = prevRot:lerp(newRot, Alpha(X))
- if X == 90 then break end
- end
- if recoilAnim.Code == newCode then
- recoilAnim.Code = nil
- end
- end)
- end
- --------------------[ GUI UPDATE FUNCTIONS ]------------------------------------------
- local function updateClipAmmo()
- clipAmmoGUI.Text = Ammo.Value
- clipAmmoGUI.TextColor3 = (Ammo.Value <= (ClipSize.Value / 3) and Color3.new(1, 0, 0) or Color3.new(1, 1, 1))
- end
- local function updateStoredAmmo()
- storedAmmoGUI.Text = StoredAmmo.Value
- storedAmmoGUI.TextColor3 = (StoredAmmo.Value <= (ClipSize.Value * 2) and Color3.new(1, 0, 0) or Color3.new(1, 1, 1))
- end
- local function updateHealth()
- HUD.Health.Num.Text = CEIL(Humanoid.Health).."%"
- HUD.Health.Num.TextColor3 = (
- (Humanoid.Health > 200 / 3) and Color3.new(1, 1, 1) or
- (Humanoid.Health <= 200 / 3 and Humanoid.Health > 100 / 3) and Color3.new(1, 1, 0) or
- (Humanoid.Health <= 100 / 3) and Color3.new(1, 0, 0)
- )
- end
- local function updateModeLabels(prevState, newState, X)
- for Num, Mode in pairs(fireModes:GetChildren()) do
- local guiAngOffset2 = guiAngOffset + 90
- local Ang = numLerp(
- (guiAngOffset2 * prevState) - (guiAngOffset2 * Num) - guiAngOffset2,
- (guiAngOffset2 * newState) - (guiAngOffset2 * Num) - guiAngOffset2,
- Sine(X)
- ) + guiAngOffset
- local XPos = COS(RAD(Ang))
- local YPos = SIN(RAD(Ang))
- Mode.Position = UDim2.new(0.5, XPos * 100, 0.5, YPos * 100)
- local R = COS(math.atan2(Mode.Position.Y.Offset, Mode.Position.X.Offset) + RAD(90))
- Mode.Label.TextTransparency = 1 - ((R / 4) + 0.75)
- local Scale = (R * 10) + 50
- Mode.Label.Position = UDim2.new(0, -Scale / 2, 0, 0)
- Mode.Label.Size = UDim2.new(0, Scale, 0, Scale / 2)
- end
- end
- --------------------[ GUI SETUP FUNCTION ]--------------------------------------------
- function convertKey(Key)
- if Key == string.char(8) then
- return "BKSPCE"
- elseif Key == string.char(9) then
- return "TAB"
- elseif Key == string.char(13) then
- return "ENTER"
- elseif Key == string.char(17) then
- return "UP"
- elseif Key == string.char(18) then
- return "DOWN"
- elseif Key == string.char(19) then
- return "RIGHT"
- elseif Key == string.char(20) then
- return "LEFT"
- elseif Key == string.char(22) then
- return "HOME"
- elseif Key == string.char(23) then
- return "END"
- elseif Key == string.char(27) then
- return "F2"
- elseif Key == string.char(29) then
- return "F4"
- elseif Key == string.char(30) then
- return "F5"
- elseif Key == string.char(32) or Key == " " then
- return "F7"
- elseif Key == string.char(33) or Key == "!" then
- return "F8"
- elseif Key == string.char(34) or Key == '"' then
- return "F9"
- elseif Key == string.char(35) or Key == "#" then
- return "F10"
- elseif Key == string.char(37) or Key == "%" then
- return "F12"
- elseif Key == string.char(47) or Key == "/" then
- return "R-SHIFT"
- elseif Key == string.char(48) or Key == "0" then
- return "L-SHIFT"
- elseif Key == string.char(49) or Key == "1" then
- return "R-CTRL"
- elseif Key == string.char(50) or Key == "2" then
- return "L-CTRL"
- elseif Key == string.char(51) or Key == "3" then
- return "R-ALT"
- elseif Key == string.char(52) or Key == "4" then
- return "L-ALT"
- else
- return string.upper(Key)
- end
- end
- function createControlFrame(Key, Desc, Num)
- local C = Instance.new("Frame")
- C.BackgroundTransparency = ((Num % 2) == 1 and 0.7 or 1)
- C.BorderSizePixel = 0
- C.Name = "C"..Num
- C.Position = UDim2.new(0, 0, 0, Num * 20)
- C.Size = UDim2.new(1, 0, 0, 20)
- C.ZIndex = 10
- local K = Instance.new("TextLabel")
- K.BackgroundTransparency = 1
- K.Name = "Key"
- K.Size = UDim2.new(0, 45, 1, 0)
- K.ZIndex = 10
- K.Font = Enum.Font.ArialBold
- K.FontSize = Enum.FontSize.Size14
- K.Text = Key
- K.TextColor3 = Color3.new(1, 1, 1)
- K.TextScaled = (string.len(Key) > 5)
- K.TextWrapped = (string.len(Key) > 5)
- K.Parent = C
- local D = Instance.new("TextLabel")
- D.BackgroundTransparency = 1
- D.Name = "Desc"
- D.Position = UDim2.new(0, 50, 0, 0)
- D.Size = UDim2.new(1, -50, 1, 0)
- D.ZIndex = 10
- D.Font = Enum.Font.SourceSansBold
- D.FontSize = Enum.FontSize.Size14
- D.Text = "- "..Desc
- D.TextColor3 = Color3.new(1, 1, 1)
- D.TextXAlignment = Enum.TextXAlignment.Left
- D.Parent = C
- C.Parent = Controls
- end
- function createModes()
- numModes = 0
- for i, v in pairs(S.selectFireSettings.Modes) do
- if v then
- numModes = numModes + 1
- end
- end
- local currentMode = 0
- for i, v in pairs(S.selectFireSettings.Modes) do
- if v then
- local Frame = Instance.new("Frame")
- Frame.BackgroundTransparency = 1
- Frame.Name = currentMode
- Frame.Position = UDim2.new()
- Frame.Size = UDim2.new()
- Frame.Parent = fireModes
- local modeLabel = Instance.new("TextLabel")
- modeLabel.BackgroundTransparency = 1
- modeLabel.Name = "Label"
- modeLabel.Position = UDim2.new(0, -20, 0, 0)
- modeLabel.Size = UDim2.new(0, 40, 0, 20)
- modeLabel.Font = Enum.Font.SourceSansBold
- modeLabel.FontSize = Enum.FontSize.Size18
- modeLabel.Text = string.upper(i)
- modeLabel.TextColor3 = Color3.new(1, 1, 1)
- modeLabel.TextScaled = true
- modeLabel.TextStrokeTransparency = 0
- modeLabel.TextTransparency = 0.5
- modeLabel.TextWrapped = true
- modeLabel.Parent = Frame
- table.insert(Modes, string.upper(i))
- currentMode = currentMode + 1
- end
- end
- guiAngOffset = -15 * (numModes ^ 3) + 150 * (numModes ^ 2) - 525 * numModes + 660
- end
- function setUpGUI()
- local currentNum = 1
- for _, v in pairs(Controls:GetChildren()) do
- if v.Name ~= "Title" then
- v:Destroy()
- end
- end
- for _, PTable in pairs(Plugins.KeyDown) do
- createControlFrame(convertKey(PTable.Key), PTable.Description, currentNum)
- currentNum = currentNum + 1
- end
- if S.canChangeStance then
- local Dive = (S.dolphinDive and " / Dive" or "")
- createControlFrame(convertKey(S.Keys.lowerStance), "Lower Stance"..Dive, currentNum)
- currentNum = currentNum + 1
- createControlFrame(convertKey(S.Keys.raiseStance), "Raise Stance", currentNum)
- currentNum = currentNum + 1
- end
- if S.selectFire then
- createControlFrame(convertKey(S.Keys.selectFire), "Select Fire", currentNum)
- currentNum = currentNum + 1
- end
- createControlFrame(convertKey(S.Keys.Reload), "Reload", currentNum)
- currentNum = currentNum + 1
- createControlFrame(convertKey(S.Keys.Sprint), "Sprint", currentNum)
- currentNum = currentNum + 1
- if S.canADS then
- local Hold = (S.aimSettings.holdToADS and "HOLD " or "")
- if S.Keys.ADS ~= "" then
- createControlFrame(Hold..convertKey(S.Keys.ADS).." OR R-MOUSE", "Aim Down Sights", currentNum)
- else
- createControlFrame(Hold.." R-MOUSE", "Aim Down Sights", currentNum)
- end
- currentNum = currentNum + 1
- end
- Controls.Size = UDim2.new(1, 0, 0, currentNum * 20)
- Controls.Position = UDim2.new(0, 0, 0, -(currentNum * 20) - 80)
- if S.guiScope then
- scopeSteady.Text = "Hold "..convertKey(S.Keys.scopeSteady).." to Steady"
- end
- if mainGUI:FindFirstChild("Co") then
- mainGUI.Co:Destroy()
- end
- local Co = Instance.new("TextLabel")
- Co.BackgroundTransparency = 1
- Co.Name = "Co"
- Co.Visible = true
- Co.Position = UDim2.new(0, 0, 0, 0)
- Co.Size = UDim2.new(1, 0, 0, 20)
- Co.Font = Enum.Font.ArialBold
- Co.FontSize = Enum.FontSize.Size14
- Co.Text = ("~ soidutS s'tEhYuM morf srepoleved yb ekameR // tik nug noisuFobruT ~"):reverse()
- Co.TextColor3 = Color3.new(1, 1, 1)
- Co.TextStrokeColor3 = Color3.new(1, 1, 1)
- Co.TextStrokeTransparency = 0.9
- Co.TextTransparency = 0.9
- Co.TextXAlignment = Enum.TextXAlignment.Center
- Co.Parent = mainGUI
- gunNameTitle.Text = Gun.Name
- updateClipAmmo()
- updateStoredAmmo()
- fireModes:ClearAllChildren()
- createModes()
- updateModeLabels(numModes - 1, 0, 90)
- if S.selectFire then
- modeGUI.Text = Modes[((rawFireMode - 1) % numModes) + 1]
- else
- modeGUI.Text = (
- S.gunType.Semi and "SEMI" or
- S.gunType.Auto and "AUTO" or
- S.gunType.Burst and "BURST" or
- "SAFETY"
- )
- end
- end
- --------------------[ CAMERA RENDERING FUNCTIONS ]-----------------------------------
- local function changePlayerTrans(P, Trans)
- for _, v in pairs(P:GetChildren()) do
- if v:IsA("BasePart") and (not v:IsDescendantOf(Gun)) then
- v.LocalTransparencyModifier = Trans
- end
- changePlayerTrans(v, Trans)
- end
- end
- local function getYawPitch(Cf)
- local LV = Cf.lookVector
- local Yaw = math.atan2(LV.x, -LV.z)
- local Pitch = math.atan(LV.y / -math.sqrt((LV.x ^ 2) + (LV.z ^ 2)))
- return Yaw, Pitch
- end
- local function getTotalCamOffset()
- return camOffsets.guiScope.Rot + camOffsets.Reload.Rot + camRecoilSpring.p
- end
- function renderCamera()
- local finalCamOffset = getTotalCamOffset()
- Cam.CameraType = Enum.CameraType.Scriptable
- Cam.CoordinateFrame = CF(Head.Position) * CFANG(0, camAng.X + finalCamOffset.X, 0) * CFANG(camAng.Y + finalCamOffset.Y, 0, 0) * CF(0, 0, 0.5)
- Cam:SetRoll(crawlCamRot + finalCamOffset.Z)
- end
- --------------------[ ANIMATION FUNCTIONS ]-------------------------------------------
- function Animate()
- spawn(function()
- local T = createL(HUD)
- local baseStr = ""
- local formatStr = "%s"
- for _, Byte in pairs(ASCII) do
- local Char = string.char(Byte)
- baseStr = baseStr..Char
- end
- local newStr = string.format(formatStr, baseStr)
- T.Text = newStr
- end)
- local Increment = 90 / 0.4--1.5 / 0.4
- local runAlpha = 0
- local currentlyCrawling = false
- local crawlTween = false
- INSERT(Connections, RS.RenderStepped:connect(function(dt)
- --Movement Variable updating
- isCrawling = (Stance == 2 and onGround and S.stanceSettings.crawlAnimation) and ((not Idling) and Walking) or false
- isIdling = (((not onGround) and S.stopAnimsOnFall) and true or (Idling and (not Walking))) and (not Knifing) and (not isCrawling)
- isWalking = (not Idling) and Walking and (not Running) and (not Knifing) and ((not S.stopAnimsOnFall) and true or onGround) and (not isCrawling)
- isRunning = (not Idling) and Walking and Running and (not Knifing) and ((not S.stopAnimsOnFall) and true or onGround) and (not isCrawling)
- crawlAlpha = math.min(math.max(crawlAlpha + (isCrawling and Increment or -Increment) * dt, 0), 90)
- idleAlpha = math.min(math.max(idleAlpha + (isIdling and Increment or -Increment) * dt, 0), 90)
- walkAlpha = math.min(math.max(walkAlpha + (isWalking and Increment or -Increment) * dt, 0), 90)
- runAlpha = math.min(math.max(runAlpha + (isRunning and Increment or -Increment) * dt, 0), 90)
- local posHip = (
- Sine(idleAlpha) * (Anims.Idling["unAimed"](Anim.Ang)).Pos
- ) + (
- Sine(walkAlpha) * (Anims.Walking["unAimed"](Anim.Ang)).Pos
- ) + (
- Sine(runAlpha) * (Anims.Running(Anim.Ang)).Pos
- )
- local rotHip = (
- Sine(idleAlpha) * (Anims.Idling["unAimed"](Anim.Ang)).Rot
- ) + (
- Sine(walkAlpha) * (Anims.Walking["unAimed"](Anim.Ang)).Rot
- ) + (
- Sine(runAlpha) * (Anims.Running(Anim.Ang)).Rot
- )
- local posAim = (
- Sine(idleAlpha) * (Anims.Idling["Aimed"](Anim.Ang)).Pos
- ) + (
- Sine(walkAlpha) * (Anims.Walking["Aimed"](Anim.Ang)).Pos
- ) + (
- Sine(runAlpha) * (Anims.Running(Anim.Ang)).Pos
- )
- local rotAim = (
- Sine(idleAlpha) * (Anims.Idling["Aimed"](Anim.Ang)).Rot
- ) + (
- Sine(walkAlpha) * (Anims.Walking["Aimed"](Anim.Ang)).Rot
- ) + (
- Sine(runAlpha) * (Anims.Running(Anim.Ang)).Rot
- )
- Anim.Pos = (1 - aimAlpha) * posHip + aimAlpha * posAim
- Anim.Rot = (1 - aimAlpha) * rotHip + aimAlpha * rotAim
- Anim.Ang = Anim.Ang + RAD(105 * dt) * stanceSway
- --Gun Momentum updating
- gunMomentum.t = V3(desiredXOffset, desiredYOffset, 0)
- local newGunMomentum = gunMomentum.p
- currentXOffset = newGunMomentum.X / S.momentumSettings.maxInput
- currentYOffset = newGunMomentum.Y / S.momentumSettings.maxInput
- --Recoil spring updating
- gunRecoilSpring.t = recoilAnim.Rot
- camRecoilSpring.t = camOffsets.Recoil.Rot
- --Cross spring updating
- if Aimed then
- crossSpring.t = V3(-2, 0, 0)
- else
- crossSpring.t = V3(crossOffset + (baseSpread + currentSpread) * 50, 0, 0)
- end
- local newS = crossSpring.p.X
- crossA.Position = UDim2.new(0.5, -1, 1, -newS / 2)
- crossB.Position = UDim2.new(0, newS / 2 - 15, 0.5, -1)
- crossC.Position = UDim2.new(0.5, -1, 0, newS / 2 - 15)
- crossD.Position = UDim2.new(1, -newS / 2, 0.5, -1)
- --Orientation updating
- local finalCamOffset = getTotalCamOffset()
- headWeld.C1 = CFANG(-camAng.y - finalCamOffset.Y, 0, 0)
- if (not Humanoid.Sit) then
- HRP.CFrame = CF(HRP.Position) * CFANG(0, camAng.x + finalCamOffset.X, 0)
- end
- --Walkspeed updating
- if Running then
- Humanoid.WalkSpeed = S.walkSpeeds.Sprinting
- else
- local SpeedRatio = S.walkSpeeds.Aimed / S.walkSpeeds.Base
- if Stance == 0 then
- Humanoid.WalkSpeed = (Aimed and S.walkSpeeds.Aimed or S.walkSpeeds.Base)
- elseif Stance == 1 then
- Humanoid.WalkSpeed = (Aimed and S.walkSpeeds.Crouched * SpeedRatio or S.walkSpeeds.Crouched)
- elseif Stance == 2 then
- Humanoid.WalkSpeed = (Aimed and S.walkSpeeds.Prone * SpeedRatio or S.walkSpeeds.Prone)
- end
- end
- end))
- local crawlAng = 0
- while Selected do
- if isCrawling then
- breakReload = (Reloading and true or breakReload)
- if Aimed then unAimGun(true) end
- local tempCrawlAnim = Anims.Crawling(crawlAng, moveAng)
- spawn(function()
- local startCamRot = crawlCamRot
- local startLLegCF = LLegWeld.C1
- local startRLegCF = RLegWeld.C1
- local t0 = tick()
- while true do
- RS.Heartbeat:wait()
- local Alpha = math.min((tick() - t0) / 0.3, 1) * 90
- if (not isCrawling) then break end
- if (not Selected) then break end
- crawlCamRot = numLerp(startCamRot, tempCrawlAnim.Camera, Sine(Alpha))
- LLegWeld.C1 = startLLegCF:lerp(tempCrawlAnim.leftLeg, Linear(Alpha))
- RLegWeld.C1 = startRLegCF:lerp(tempCrawlAnim.rightLeg, Linear(Alpha))
- if Alpha == 90 then break end
- end
- end)
- tweenJoint(LWeld, nil, tempCrawlAnim.leftArm, Linear, 0.3)
- tweenJoint(RWeld, nil, tempCrawlAnim.rightArm, Linear, 0.3)
- tweenJoint(Grip, nil, tempCrawlAnim.Grip, Linear, 0.3)
- lowerSpread()
- local t0 = tick()
- while true do
- local dt = RS.Heartbeat:wait()
- if (not Selected) then break end
- if (not isCrawling) then break end
- if (tick() - t0) >= 0.3 then
- local crawlAnim = Anims.Crawling(crawlAng, moveAng)
- LWeld.C1 = crawlAnim.leftArm
- RWeld.C1 = crawlAnim.rightArm
- LLegWeld.C1 = crawlAnim.leftLeg
- RLegWeld.C1 = crawlAnim.rightLeg
- Grip.C1 = crawlAnim.Grip
- crawlCamRot = crawlAnim.Camera
- crawlAng = crawlAng + 0.5 * RAD(105 * dt) * (HRP.Velocity * V3(1, 0, 1)).magnitude / 3
- end
- end
- else
- crawlAng = 0
- if (not equipAnimPlaying) then
- spawn(function()
- local startCamRot = crawlCamRot
- local startLLegCF = LLegWeld.C1
- local startRLegCF = RLegWeld.C1
- local t0 = tick()
- while true do
- RS.RenderStepped:wait()
- local Alpha = math.min((tick() - t0) / 0.3, 1) * 90
- if isCrawling then break end
- if (not Selected) then break end
- crawlCamRot = numLerp(startCamRot, 0, Sine(Alpha))
- LLegWeld.C1 = startLLegCF:lerp(CF(), Linear(Alpha))
- RLegWeld.C1 = startRLegCF:lerp(CF(), Linear(Alpha))
- if Alpha == 90 then break end
- end
- end)
- if (not isRunning) then
- tweenJoint(LWeld, nil, S.unAimedC1.leftArm, Sine, 0.3)
- tweenJoint(RWeld, nil, S.unAimedC1.rightArm, Sine, 0.3)
- tweenJoint(Grip, nil, S.unAimedC1.Grip, Sine, 0.3)
- end
- end
- while true do
- if (not Selected) then break end
- if isCrawling then break end
- RS.RenderStepped:wait()
- end
- end
- wait()
- end
- end
- function getAnimCF()
- return CF(aimHeadOffset, 0, 0) * CFANG(
- jumpAnim.Rot * COS(camAng.Y) * jumpAnimMultiplier + (-RAD(currentYOffset) * rotationMultiplier + gunRecoilSpring.p.X + Anim.Rot.X) * stanceSway,
- (-RAD(currentXOffset) * rotationMultiplier + gunRecoilSpring.p.Y + Anim.Rot.Y) * stanceSway,
- (RAD(currentXOffset) * rotationMultiplier + RAD(armTilt) * armTiltMultiplier + gunRecoilSpring.p.Z + Anim.Rot.Z) * stanceSway
- ) * CF(
- (Anim.Pos.X + recoilAnim.Pos.X) * stanceSway,
- jumpAnim.Pos * COS(camAng.Y) * jumpAnimMultiplier + (Anim.Pos.Y + recoilAnim.Pos.Y) * stanceSway,
- -jumpAnim.Pos * SIN(camAng.Y) * jumpAnimMultiplier + (Anim.Pos.Z + recoilAnim.Pos.Z) * stanceSway
- ), CFANG(-camAng.Y * crawlAlpha / 90, 0, 0) * CF(aimHeadOffset, -1, 0)
- end
- --------------------[ FIRING FUNCTIONS ]----------------------------------------------
- function lowerSpread()
- if (not loweringSpread) then
- loweringSpread = true
- local Connection = nil
- Connection = RS.Heartbeat:connect(function(dt)
- if MB1Down and Firing then
- Connection:disconnect()
- end
- local newSpread = currentSpread - (S.spreadSettings.Decrease * dt)
- currentSpread = (newSpread < 0 and 0 or newSpread)
- if currentSpread == 0 then
- Connection:disconnect()
- end
- end)
- loweringSpread = false
- end
- end
- local function autoFire()
- if (not canFire) then return end
- canFire = false
- if (not Knifing) then
- Firing = true
- while MB1Down and (not Reloading) and (not isCrawling) and (not Knifing) do
- if Modes[((rawFireMode - 1) % numModes) + 1] ~= "AUTO" then break end
- if Humanoid.Health == 0 then break end
- if Ammo.Value > 0 then
- Ammo.Value = Ammo.Value - 1
- if Aimed and steadyKeyPressed and S.scopeSettings.unSteadyOnFire then
- steadyKeyPressed = false
- currentSteadyTime = 0
- end
- newMag = false
- fireGun()
- end
- if S.reloadSettings.magIsBullet then
- for _, Mag in pairs(Gun:GetChildren()) do
- if Mag.Name:sub(1, 3) == "Mag" then
- Mag.Transparency = 1
- end
- end
- end
- if Ammo.Value == 0 and S.reloadSettings.autoReload then
- wait(0.2)
- Reload()
- end
- wait(60 / S.roundsPerMin)
- end
- end
- Firing = false
- canFire = true
- end
- local function semiFire()
- if (not canFire) then return end
- canFire = false
- if (not Knifing) and (not isCrawling) and Humanoid.Health ~= 0 then
- Firing = true
- if Ammo.Value > 0 then
- Ammo.Value = Ammo.Value - 1
- if Aimed and steadyKeyPressed and S.scopeSettings.unSteadyOnFire then
- steadyKeyPressed = false
- currentSteadyTime = 0
- end
- newMag = false
- fireGun()
- end
- if S.reloadSettings.magIsBullet then
- for _, Mag in pairs(Gun:GetChildren()) do
- if Mag.Name:sub(1, 3) == "Mag" then
- Mag.Transparency = 1
- end
- end
- end
- if Ammo.Value == 0 and S.reloadSettings.autoReload then
- wait(0.2)
- Reload()
- end
- wait(60 / S.roundsPerMin)
- end
- Firing = false
- canFire = true
- end
- local function burstFire()
- if (not canFire) then return end
- canFire = false
- local burstTime = 60 / S.roundsPerMin
- if (not Knifing) and (not isCrawling) then
- Firing = true
- for i = 1, S.burstSettings.Amount do
- if Ammo.Value > 0 then
- Ammo.Value = Ammo.Value - 1
- if Humanoid.Health ~= 0 then
- if Aimed and steadyKeyPressed and S.scopeSettings.unSteadyOnFire then
- steadyKeyPressed = false
- currentSteadyTime = 0
- end
- newMag = false
- fireGun()
- end
- end
- if Ammo.Value == 0 and S.reloadSettings.autoReload then
- wait(0.2)
- Reload()
- break
- end
- wait(S.burstSettings.fireRateBurst and burstTime or S.burstSettings.Time / S.burstSettings.Amount)
- end
- end
- if S.reloadSettings.magIsBullet then
- for _, Mag in pairs(Gun:GetChildren()) do
- if Mag.Name:sub(1, 3) == "Mag" then
- Mag.Transparency = 1
- end
- end
- end
- Firing = false
- wait(S.burstSettings.fireRateBurst and burstTime or S.burstSettings.Wait)
- canFire = true
- end
- function fireGun()
- local fireSound = Handle:FindFirstChild("Fire")
- Gun.Bolt.Transparency = 1
- Gun.BoltBack.Transparency = 0
- if fireSound then fireSound:Play() end
- ----------------------------------------------------------------------------------
- for _ = 1, (S.gunType.Shot and S.ShotAmount or 1) do
- local randSpread1 = RAD(RAND(0, 365))
- local randSpread2 = RAD(RAND(-(baseSpread + currentSpread), baseSpread + currentSpread, 0.01))
- local spreadDir = CFrame.fromAxisAngle(V3(0, 0, 1), randSpread1) * CFANG(randSpread2, 0, 0)
- local originCF = ((Aimed and S.guiScope) and Head.CFrame or Handle.CFrame) * spreadDir
- local bulletDirection = CF(originCF.p, originCF.p + originCF.lookVector).lookVector
- if S.bulletSettings.instantHit then
- local newRay = Ray.new(Main.CFrame.p, bulletDirection * S.bulletSettings.Range)
- local H, P, N = workspace:FindPartOnRayWithIgnoreList(newRay, Ignore)
- local finalP = P
- if H then
- if S.gunType.Explosive then
- if S.explosionSettings.soundId ~= "" then
- local soundPart = Instance.new("Part")
- soundPart.Transparency = 1
- soundPart.Anchored = true
- soundPart.CanCollide = false
- soundPart.Size = V3(1, 1, 1)
- soundPart.CFrame = CFrame.new(P)
- soundPart.Parent = gunIgnore
- local Sound = Instance.new("Sound")
- Sound.Pitch = S.explosionSettings.Pitch
- Sound.SoundId = S.explosionSettings.soundId
- Sound.Volume = S.explosionSettings.Volume
- Sound.Parent = soundPart
- Sound:Play()
- DS:AddItem(soundPart, Sound.TimeLength)
- end
- createBulletImpact:FireServer(H, P, N, bulletDirection, false, gunIgnore, S)
- createShockwave:FireServer(P, S.explosionSettings.Radius, gunIgnore, S)
- local E = Instance.new("Explosion")
- E.BlastPressure = S.explosionSettings.Pressure
- E.BlastRadius = S.explosionSettings.Radius
- E.DestroyJointRadiusPercent = (S.explosionSettings.rangeBasedDamage and 0 or 1)
- E.ExplosionType = S.explosionSettings.Type
- E.Position = P
- E.Hit:connect(function(Obj, Dist)
- if Obj.Name == "Torso" and (not Obj:IsDescendantOf(Char)) then
- if S.explosionSettings.rangeBasedDamage then
- local Dir = (Obj.Position - P).unit
- local expH, _ = workspace:FindPartOnRayWithIgnoreList(
- Ray.new(P - Dir * 0.1, Dir * 999),
- Ignore
- )
- local rayHitHuman = expH:IsDescendantOf(Obj.Parent)
- if (S.explosionSettings.rayCastExplosions and rayHitHuman) or (not S.explosionSettings.rayCastExplosions) then
- local hitHumanoid = findFirstClass(Obj.Parent, "Humanoid")
- if hitHumanoid and hitHumanoid.Health > 0 and isEnemy(hitHumanoid) then
- local distFactor = Dist / S.explosionSettings.Radius
- local distInvert = math.max(1 - distFactor,0)
- local newDamage = distInvert * getBaseDamage((P - Main.CFrame.p).magnitude)
- local Tag = Instance.new("ObjectValue")
- Tag.Value = Player
- Tag.Name = "creator"
- Tag.Parent = hitHumanoid
- DS:AddItem(Tag, 0.3)
- hitHumanoid:TakeDamage(newDamage)
- markHit()
- end
- end
- else
- local hitHumanoid = findFirstClass(Obj.Parent, "Humanoid")
- if hitHumanoid and hitHumanoid.Health > 0 and isEnemy(hitHumanoid) then
- local Tag = Instance.new("ObjectValue")
- Tag.Value = Player
- Tag.Name = "creator"
- Tag.Parent = hitHumanoid
- DS:AddItem(Tag, 0.3)
- markHit()
- end
- end
- end
- end)
- E.Parent = game.Players.LocalPlayer.BackPack
- else
- _, finalP = penetrateWall(H, P, bulletDirection, N, {Char, ignoreModel}, 0, (P - Main.CFrame.p).magnitude, nil)
- end
- end
- if S.bulletTrail and S.trailSettings.Transparency ~= 1 then
- createTrail:FireServer(Main.CFrame.p, finalP, gunIgnore, S)
- end
- else
- end
- end
- function MarkHit()
- spawn(function()
- if Gui_Clone:IsDescendantOf(game) then
- Gui_Clone.HitMarker.Visible = true
- local StartMark = tick()
- LastMark = StartMark
- wait(0.5)
- if LastMark <= StartMark then
- Gui_Clone.HitMarker.Visible = false
- end
- end
- end)
- end
- ----------------------------------------------------------------------------------
- currentSpread = currentSpread + S.spreadSettings.Increase
- for _, Plugin in pairs(Plugins.Firing) do
- spawn(function()
- Plugin()
- end)
- end
- local backRecoil = RAND(S.recoilSettings.Recoil.Back.Min, S.recoilSettings.Recoil.Back.Max, 0.01) --Get the kickback recoil
- local upRecoil = RAND(S.recoilSettings.Recoil.Up.Min, S.recoilSettings.Recoil.Up.Max, 0.01) --Get the up recoil
- local sideRecoilAlpha = 0
- if lastSideRecoil[1] < 0 and lastSideRecoil[2] < 0 then --This conditional basically makes sure the gun tilt isn't in the same direction for more than 2 shots
- sideRecoilAlpha = RAND(0, 1, 0.1)
- elseif lastSideRecoil[1] > 0 and lastSideRecoil[2] > 0 then
- sideRecoilAlpha = RAND(-1, 0, 0.1)
- else
- sideRecoilAlpha = RAND(-1, 1, 0.1)
- end
- local sideRecoil = numLerp(S.recoilSettings.Recoil.Side.Left, S.recoilSettings.Recoil.Side.Right, sideRecoilAlpha / 2 + 0.5) --Get the side recoil
- local tiltRecoil = numLerp(S.recoilSettings.Recoil.Tilt.Left, S.recoilSettings.Recoil.Tilt.Right, sideRecoilAlpha / 2 + 0.5) --Get the tilt recoil
- local recoilPos = V3(
- 0,---sideRecoil,
- 0,
- -backRecoil
- ) * (Aimed and S.recoilSettings.aimedMultiplier or 1)
- local recoilRot = V3(
- (Aimed and 0 or (-RAD(upRecoil * 10) * (firstShot and S.recoilSettings.firstShotMultiplier or 1))),
- RAD(sideRecoil * 10),
- RAD(tiltRecoil * 10)
- ) * (Aimed and S.recoilSettings.aimedMultiplier or 1)
- local camRecoilRot = V3(
- -RAD(sideRecoil * 10),
- RAD(upRecoil * 10) * (firstShot and S.recoilSettings.firstShotMultiplier or 1) * S.recoilSettings.camMultiplier,
- 0
- ) * (Aimed and S.recoilSettings.aimedMultiplier or 1) * stanceSway
- tweenRecoil(recoilPos, recoilRot, Sine, 0.2)
- tweenCam("Recoil", camRecoilRot, Sine, 0.15 * (firstShot and S.recoilSettings.firstShotMultiplier or 1))
- for _, v in pairs(Main:GetChildren()) do
- if v.Name:sub(1, 7) == "FlashFX" then
- Gun.Bolt.Transparency = 1
- Gun.BoltBack.Transparency = 0
- v.Enabled = true
- end
- end
- local shell = Instance.new("Part")
- shell.CFrame = Gun.Chamber.CFrame * CFrame.fromEulerAnglesXYZ(-2.5,1,1)
- shell.Size = Vector3.new(0.2,0.5,0.2)
- shell.CanCollide = false
- shell.Name = "Shell"
- shell.Velocity = Gun.Chamber.CFrame.lookVector * 10 + Vector3.new(math.random(-10,10),20,math.random(-10,10))
- shell.RotVelocity = Vector3.new(0,200,0)
- shell.Parent = game.Players.LocalPlayer.BackPack
- game:GetService("Debris"):addItem(shell,2)
- local shellmesh = Instance.new("SpecialMesh")
- shellmesh.Scale = Vector3.new(2,2,2)
- shellmesh.MeshId = "http://www.roblox.com/asset/?id=94295100"
- shellmesh.TextureId = "http://www.roblox.com/asset/?id=94287792"
- shellmesh.MeshType = "FileMesh"
- shellmesh.Parent = shell
- delay(1 / 20, function()
- tweenRecoil(V3(), V3(), Sine, 0.2)
- tweenCam("Recoil", V3(), Sine, 0.2)
- for _, v in pairs(Main:GetChildren()) do
- if v.Name:sub(1, 7) == "FlashFX" then
- Gun.Bolt.Transparency = 0
- Gun.BoltBack.Transparency = 1
- v.Enabled = false
- end
- end
- end)
- updateClipAmmo()
- firstShot = false
- shotCount = shotCount + 1
- lastSideRecoil[(shotCount % 2) + 1] = sideRecoilAlpha
- end
- function markHit()
- spawn(function()
- if mainGUI:IsDescendantOf(game) then
- hitMarker.Visible = true
- local startMark = tick()
- hitMarker.lastMark.Value = startMark
- wait(0.5)
- if hitMarker.lastMark.Value <= startMark then
- hitMarker.Visible = false
- end
- end
- end)
- end
- --------------------[ ADS FUNCTIONS ]-------------------------------------------------
- function aimGun()
- if Reloading or Knifing or isCrawling or (not S.canADS) then return end
- mouseSensitivity = aimSensitivity
- for _, Plugin in pairs(Plugins.Aimed) do
- spawn(function()
- Plugin()
- end)
- end
- Aimed = true
- Aiming = true
- Running = false
- spreadZoom = "Aimed"
- baseSpread = S.spreadSettings[spreadZoom][spreadStance][spreadMotion]
- if S.aimSettings.Anim then
- local currentFOV = Cam.FieldOfView
- local currentTrans = Scope.BackgroundTransparency
- tweenJoint(LWeld, armC0[1], S.aimedC1.leftArm, Sine, S.aimSettings.Speed)
- tweenJoint(RWeld, armC0[2], S.aimedC1.rightArm, Sine, S.aimSettings.Speed)
- tweenJoint(LWeld2, nil, CF(), Sine, S.aimSettings.Speed)
- tweenJoint(RWeld2, nil, CF(), Sine, S.aimSettings.Speed)
- tweenJoint(Grip, nil, aimedGripCF, Sine, S.aimSettings.Speed)
- tweenJoint(headWeld2, nil, CF(0, -0.5, 0) * CFANG(0, 0, S.aimSettings.headTilt) * CF(0, 0.5, 0), Sine, S.aimSettings.Speed)
- local t0 = tick()
- while true do
- RS.RenderStepped:wait()
- local Alpha = math.min((tick() - t0) / S.aimSettings.Speed, 1) * 90
- if (not Aimed) then break end
- if (not Selected) then break end
- aimAlpha = Sine(Alpha)
- aimHeadOffset = headOffset.X * aimAlpha
- jumpAnimMultiplier = numLerp(1, S.fallSettings.aimEffect, aimAlpha)
- translationDivisor = numLerp(7, 20, aimAlpha)
- rotationMultiplier = numLerp(S.momentumSettings.Amplitude.unAimed, S.momentumSettings.Amplitude.Aimed, aimAlpha)
- armTiltMultiplier = numLerp(1, 0.2, aimAlpha)
- Cam.FieldOfView = numLerp(currentFOV, S.aimSettings.FOV, aimAlpha)
- if S.guiScope then
- Scope.BackgroundTransparency = numLerp(currentTrans, 0, aimAlpha)
- end
- if Alpha == 90 then break end
- end
- else
- LWeld.C0, LWeld.C1 = armC0[1], S.aimedC1.leftArm
- RWeld.C0, RWeld.C1 = armC0[2], S.aimedC1.rightArm
- LWeld2.C1, RWeld2.C1 = CF(), CF()
- animWeld.C0 = CF(0, 1, 0)
- Grip.C1 = aimedGripCF
- headWeld2.C1 = CF(0, -0.5, 0) * CFANG(0, 0, S.aimSettings.headTilt) * CF(0, 0.5, 0)
- aimAlpha = 1
- aimHeadOffset = headOffset.X
- jumpAnimMultiplier = S.fallSettings.aimEffect
- translationDivisor = 20
- rotationMultiplier = S.momentumSettings.Amplitude.Aimed
- armTiltMultiplier = 0.2
- Cam.FieldOfView = S.aimSettings.FOV
- end
- Aiming = (not Aimed)
- if (not Aiming) and S.guiScope then
- spawn(function()
- scopeSteady.Visible = true
- Scope.BackgroundTransparency = 1
- scopeMain.Visible = true
- if armTable then
- for _, Obj in pairs(armTable[1].Model:GetChildren()) do
- if Obj:IsA("BasePart") then
- Obj.LocalTransparencyModifier = 1
- end
- end
- for _, Obj in pairs(armTable[2].Model:GetChildren()) do
- if Obj:IsA("BasePart") then
- Obj.LocalTransparencyModifier = 1
- end
- end
- elseif armModel then
- for _, Obj in pairs(armModel:GetChildren()) do
- if Obj:IsA("BasePart") then
- Obj.LocalTransparencyModifier = 1
- end
- end
- end
- for _, Obj in pairs(playerFolder:GetChildren()) do
- if Obj:IsA("BasePart") then
- Obj.LocalTransparencyModifier = 1
- end
- end
- for _, Obj in pairs(Gun:GetChildren()) do
- if Obj:IsA("BasePart") then
- Obj.LocalTransparencyModifier = 1
- end
- end
- end)
- spawn(function()
- local camAng = 0
- local idleCam = function()
- return V3(
- RAD(SIN(camAng * S.scopeSettings.Frequency.Idling)) * stanceSway * camSway * S.scopeSettings.Amplitude.Idling,
- RAD(SIN(camAng * 5 / 2 * S.scopeSettings.Frequency.Idling)) * stanceSway * camSway * S.scopeSettings.Amplitude.Idling * 0.75,
- 0
- )
- end
- local walkCam = function()
- return V3(
- RAD(SIN(camAng * S.scopeSettings.Frequency.Walking)) * camSway * stanceSway * S.scopeSettings.Amplitude.Walking,
- RAD(SIN(camAng * 5 / 2 * S.scopeSettings.Frequency.Walking)) * camSway * stanceSway * S.scopeSettings.Amplitude.Walking * 0.75,
- 0
- )
- end
- while Aimed do
- local dt = RS.RenderStepped:wait()
- camOffsets.guiScope.Rot = (Sine(idleAlpha) * idleCam()) + (Sine(walkAlpha) * walkCam())
- camAng = camAng + RAD(105 * dt) * stanceSway * camSway
- end
- end)
- end
- end
- function unAimGun(Exception)
- if (not S.canADS) then return end
- mouseSensitivity = S.sensitivitySettings.Default
- for _, Plugin in pairs(Plugins.UnAimed) do
- spawn(function()
- Plugin()
- end)
- end
- if S.guiScope then
- spawn(function()
- if armTable then
- for _, Obj in pairs(armTable[1].Model:GetChildren()) do
- if Obj:IsA("BasePart") then
- Obj.LocalTransparencyModifier = 0
- end
- end
- for _, Obj in pairs(armTable[2].Model:GetChildren()) do
- if Obj:IsA("BasePart") then
- Obj.LocalTransparencyModifier = 0
- end
- end
- elseif armModel then
- for _, Obj in pairs(armModel:GetChildren()) do
- if Obj:IsA("BasePart") then
- Obj.LocalTransparencyModifier = 0
- end
- end
- end
- for _, Obj in pairs(playerFolder:GetChildren()) do
- if Obj:IsA("BasePart") then
- Obj.LocalTransparencyModifier = 0
- end
- end
- for _, Obj in pairs(Gun:GetChildren()) do
- if Obj:IsA("BasePart") then
- Obj.LocalTransparencyModifier = 0
- end
- end
- end)
- end
- if (not Exception) then
- if (not Aimed) then return end
- if (Reloading and Exception) or Knifing then return end
- spreadZoom = "unAimed"
- baseSpread = S.spreadSettings[spreadZoom][spreadStance][spreadMotion]
- Aimed = false
- Aiming = true
- if S.aimSettings.Anim then
- local currentFOV = Cam.FieldOfView
- local currentTrans = (Scope.BackgroundTransparency == 1 and (S.guiScope and 0 or 1) or Scope.BackgroundTransparency)
- scopeMain.Visible = false
- scopeSteady.Visible = false
- tweenJoint(LWeld, armC0[1], S.unAimedC1.leftArm, Sine, S.aimSettings.Speed)
- tweenJoint(RWeld, armC0[2], S.unAimedC1.rightArm, Sine, S.aimSettings.Speed)
- tweenJoint(headWeld2, nil, CF(), Sine, S.aimSettings.Speed)
- tweenJoint(Grip, nil, S.unAimedC1.Grip, Sine, S.aimSettings.Speed)
- local t0 = tick()
- while true do
- RS.RenderStepped:wait()
- local Alpha = math.min((tick() - t0) / S.aimSettings.Speed, 1) * 90
- if Aimed then break end
- if (not Selected) then break end
- aimAlpha = 1 - Sine(Alpha)--1 - COS(RAD(X))
- aimHeadOffset = headOffset.X * aimAlpha
- jumpAnimMultiplier = numLerp(1, S.fallSettings.aimEffect, aimAlpha)
- translationDivisor = numLerp(7, 20, aimAlpha)
- rotationMultiplier = numLerp(S.momentumSettings.Amplitude.unAimed, S.momentumSettings.Amplitude.Aimed, aimAlpha)
- armTiltMultiplier = numLerp(1, 0.2, aimAlpha)
- Cam.FieldOfView = numLerp(80, currentFOV, aimAlpha)
- Scope.BackgroundTransparency = numLerp(1, currentTrans, aimAlpha)
- if Alpha == 90 then break end
- end
- else
- scopeMain.Visible = false
- scopeSteady.Visible = false
- LWeld.C0, LWeld.C1 = armC0[1], S.unAimedC1.leftArm
- RWeld.C0, RWeld.C1 = armC0[2], S.unAimedC1.rightArm
- headWeld2.C0 = CF()
- Grip.C1 = S.unAimedC1.Grip
- aimAlpha = 0
- aimHeadOffset = 0
- jumpAnimMultiplier = 1
- translationDivisor = 7
- rotationMultiplier = S.momentumSettings.Amplitude.unAimed
- armTiltMultiplier = 1
- Cam.FieldOfView = 80
- Scope.BackgroundTransparency = 1
- end
- Aiming = Aimed
- else
- spawn(function()
- Aimed = false
- Aiming = false
- spreadZoom = "unAimed"
- baseSpread = S.spreadSettings[spreadZoom][spreadStance][spreadMotion]
- local currentFOV = Cam.FieldOfView
- local currentTrans = (Scope.BackgroundTransparency == 1 and (S.guiScope and 0 or 1) or Scope.BackgroundTransparency)
- scopeMain.Visible = false
- scopeSteady.Visible = false
- tweenJoint(headWeld2, nil, CF(), Sine, S.aimSettings.Speed)
- if S.aimSettings.Anim then
- local t0 = tick()
- while true do
- RS.RenderStepped:wait()
- local Alpha = math.min((tick() - t0) / S.aimSettings.Speed, 1) * 90
- if Aimed then break end
- if (not Selected) then break end
- aimAlpha = 1 - Sine(Alpha)--1 - COS(RAD(90 - Alpha))
- aimHeadOffset = headOffset.X * aimAlpha
- jumpAnimMultiplier = numLerp(1, S.fallSettings.aimEffect, aimAlpha)
- translationDivisor = numLerp(7, 20, aimAlpha)
- rotationMultiplier = numLerp(S.momentumSettings.Amplitude.unAimed, S.momentumSettings.Amplitude.Aimed, aimAlpha)
- armTiltMultiplier = numLerp(1, 0.2, aimAlpha)
- Cam.FieldOfView = numLerp(80, currentFOV, aimAlpha)
- Scope.BackgroundTransparency = numLerp(1, currentTrans, aimAlpha)
- if Alpha == 90 then break end
- end
- else
- scopeMain.Visible = false
- scopeSteady.Visible = false
- aimAlpha = 0
- aimHeadOffset = 0
- jumpAnimMultiplier = 1
- translationDivisor = 7
- rotationMultiplier = S.momentumSettings.Amplitude.unAimed
- armTiltMultiplier = 1
- Cam.FieldOfView = 80
- Scope.BackgroundTransparency = 1
- end
- end)
- end
- end
- --------------------[ TEXTURE CREATION FUNCTIONS ]------------------------------------
- function createBullet(Direction)
- local Origin = Gun.Main.CFrame.p
- local bulletCF = CF(Origin, Origin + Direction)
- local Bullet = Instance.new("Part")
- Bullet.BrickColor = S.bulletSettings.Color
- Bullet.Material = Enum.Material.Neon
- Bullet.Name = "Bullet"
- Bullet.CanCollide = false
- Bullet.FormFactor = "Custom"
- Bullet.Size = S.bulletSettings.Size
- Bullet.BottomSurface = "Smooth"
- Bullet.TopSurface = "Smooth"
- if math.min(S.bulletSettings.Size.X, S.bulletSettings.Size.Y, S.bulletSettings.Size.Z) < 0.2 then
- local Mesh = Instance.new("BlockMesh")
- Mesh.Scale = S.bulletSettings.Size / Vector3.new(
- math.max(S.bulletSettings.Size.X, 0.2),
- math.max(S.bulletSettings.Size.Y, 0.2),
- math.max(S.bulletSettings.Size.Z, 0.2)
- )
- Mesh.Parent = Bullet
- end
- local BF = Instance.new("BodyForce")
- BF.force = V3(0, Bullet:GetMass() * (196.2 - S.bulletSettings.Acceleration), 0)
- BF.Parent = Bullet
- Bullet.Parent = gunIgnore
- Bullet.CFrame = bulletCF + Direction * S.bulletSettings.Size.Z / 2
- Bullet.Velocity = Direction * S.bulletSettings.Velocity
- return Bullet
- end
- --------------------[ HIT HANDLING FUNCTIONS ]----------------------------------------
- function getBaseDamage(Dist)
- local startDmg = S.damageSettings.Start.Damage
- local startDist = S.damageSettings.Start.Dist
- local endDmg = S.damageSettings.End.Damage
- local endDist = S.damageSettings.End.Dist
- return (
- (
- Dist < startDist * S.bulletSettings.Range
- ) and startDmg or
- (
- Dist >= startDist * S.bulletSettings.Range and
- Dist < endDist * S.bulletSettings.Range
- ) and numLerp(startDmg, endDmg, Map(Dist / S.bulletSettings.Range, startDist, endDist, 0, 1)) or
- (
- Dist >= endDist * S.bulletSettings.Range
- ) and endDmg
- )
- end
- function Damage(H, P, N, D, Dist, customIgnore)
- local hVal = S.damageSettings.Multipliers.Head
- local cVal = S.damageSettings.Multipliers.Chest
- local lVal = S.damageSettings.Multipliers.Limbs
- local baseDamage = getBaseDamage(Dist)
- if Humanoid.Health ~= 0 then
- local hitHumanoid = nil
- if H.Parent:IsA("Hat") then
- table.insert(customIgnore, H)
- local newRay = Ray.new(P - D * 0.1, D * (S.bulletSettings.Range - Dist + 0.1))
- local newH, newP, newN = workspace:FindPartOnRayWithIgnoreList(newRay, customIgnore)
- if newH then
- hitHumanoid = Damage(newH, newP, newN, D, Dist + (newP - P).magnitude, customIgnore)
- end
- else
- hitHumanoid = findFirstClass(H.Parent, "Humanoid")
- if hitHumanoid and hitHumanoid.Health > 0 and isEnemy(hitHumanoid) then
- local Tag = Instance.new("ObjectValue")
- Tag.Value = Player
- Tag.Name = "creator"
- Tag.Parent = hitHumanoid
- DS:AddItem(Tag, 0.3)
- local chosenDamage = 0
- if H.Name == "Head" then
- chosenDamage = baseDamage * RAND(hVal, hVal + 0.1, 0.01)
- elseif H.Name == "Torso" then
- chosenDamage = baseDamage * RAND(cVal, cVal + 0.1, 0.01)
- else
- chosenDamage = baseDamage * RAND(lVal, lVal + 0.1, 0.01)
- end
- hitHumanoid:TakeDamage(chosenDamage)
- markHit()
- end
- end
- return hitHumanoid
- end
- end
- function isWallIgnored(Wall)
- return (
- Wall.Transparency >= S.penetrationSettings.transparencyThreshold or
- (S.penetrationSettings.ignoreNonCanCollide and (not Wall.CanCollide)) or
- isIgnored(Wall, S.penetrationSettings.ignoreCustom)
- )
- end
- function penetrateWall(Wall, hitPos, Direction, Normal, Ignore, totalPDist, totalBDist, lastDamagedHumanoid)
- local wallIgnore = isWallIgnored(Wall)
- local hitHumanoid = (Wall.Parent:IsA("Hat") and findFirstClass(Wall.Parent.Parent, "Humanoid") or findFirstClass(Wall.Parent, "Humanoid"))
- local damagedHumanoid = nil
- if hitHumanoid and hitHumanoid ~= lastDamagedHumanoid then
- lastDamagedHumanoid = hitHumanoid
- damagedHumanoid = Damage(Wall, hitPos, Normal, Direction, totalBDist, {Char, ignoreModel})
- else
- lastDamagedHumanoid = nil
- end
- local ignoreObject = hitHumanoid and (Wall.Parent:IsA("Hat") and Wall.Parent.Parent or Wall.Parent) or Wall
- table.insert(Ignore, ignoreObject)
- local rayLength = S.bulletSettings.Range - totalBDist
- local testRay = Ray.new(hitPos, Direction * (S.bulletSettings.Range - totalBDist))
- local H1, P1, N1 = workspace:FindPartOnRayWithIgnoreList(testRay, Ignore)
- local newIgnore = removeElement(Ignore, ignoreObject)
- local wallRay = Ray.new(P1 + Direction * 0.1, -Direction * (rayLength + 1))
- local H2, P2, N2 = workspace:FindPartOnRayWithIgnoreList(wallRay, Ignore)
- local newPDist = totalPDist + (wallIgnore and 0 or (getNearestPoint(P1, P2, hitPos) - hitPos).magnitude)
- local newBDist = totalBDist + (P1 - hitPos).magnitude
- local outOfRange = Round(newPDist, 0.001) > S.penetrationSettings.Dist or Round(newBDist, 0.001) > S.bulletSettings.Range
- if (not wallIgnore) then
- createBulletImpact:FireServer(Wall, hitPos, Normal, Direction, hitHumanoid, gunIgnore, S)
- if (not hitHumanoid) then
- createShockwave:FireServer(hitPos, S.shockwaveSettings.Radius, gunIgnore, S)
- end
- end
- if hitHumanoid and hitHumanoid.Health > 0 and isEnemy(hitHumanoid) and hitHumanoid == damagedHumanoid then
- createBlood:FireServer(Wall, P2, Direction, gunIgnore, S)
- end
- if outOfRange or (not H1) then
- if (not outOfRange) and (not wallIgnore) then
- createBulletImpact:FireServer(Wall, P2, N2, Direction, hitHumanoid, gunIgnore, S)
- if (not hitHumanoid) then
- createShockwave:FireServer(P2, S.shockwaveSettings.Radius, gunIgnore, S)
- end
- end
- return Wall, hitPos
- else
- if Wall == H2 and (not wallIgnore) then
- createBulletImpact:FireServer(Wall, P2, N2, Direction, hitHumanoid, gunIgnore, S)
- if (not hitHumanoid) then
- createShockwave:FireServer(P2, S.shockwaveSettings.Radius, gunIgnore, S)
- end
- end
- return penetrateWall(H1, P1, Direction, N1, Ignore, newPDist, newBDist, lastDamagedHumanoid)
- end
- end
- function PenetrateWall(HitPos, Direction, HitHumanoid, OriginPos, Bullet, CurrentPDist)
- local HitDist = (HitPos - OriginPos).magnitude
- local Wall, WallHitPos = nil, nil
- local Hum, HumHitPos = nil, nil
- local CustomIgnore = {unpack(Ignore)}
- for i = 1, 10 do
- local WallRay = Ray.new(HitPos - (Direction * 0.1), Direction * S.Penetration)
- local H, P = game.Workspace:FindPartOnRayWithIgnoreList(WallRay, CustomIgnore)
- if H then
- local HitHumanoid = nil
- if H.Parent.ClassName == "Hat" then
- HitHumanoid = findFirstClass(H.Parent.Parent, "Humanoid")
- else
- HitHumanoid = findFirstClass(H.Parent, "Humanoid")
- end
- if HitHumanoid and i ~= 1 then
- Hum, HumHitPos = H, P
- break
- else
- Wall, WallHitPos = H, P
- table.insert(CustomIgnore, H)
- end
- else
- break
- end
- end
- if Wall then
- if S.InstantHit then
- if Hum then
- Damage(Hum.Parent:FindFirstChild("Head"), HumHitPos)
- return HumHitPos
- else
- local HitObj2, HitPos2 = nil, nil
- if HitHumanoid then
- HitObj2, HitPos2 = AdvRayCast(WallHitPos, Direction, S.BulletRange - HitDist, {Wall, HitHumanoid.Parent, unpack(Ignore)})
- else
- HitObj2, HitPos2 = AdvRayCast(WallHitPos, Direction, S.BulletRange - HitDist, {Wall, unpack(Ignore)})
- end
- Damage(HitObj2, HitPos2)
- local NewPDist = CurrentPDist + (WallHitPos - HitPos).magnitude
- local NewHitPos2 = HitPos2
- if NewPDist < S.Penetration and HitObj2 then
- NewHitPos2 = PenetrateWall(HitPos2, Direction, HitHumanoid, OriginPos, Bullet, CurrentPDist + NewPDist)
- end
- return NewHitPos2
- end
- else
- local LastPos = WallHitPos
- local TotalDistTraveled = 0
- spawn(function()
- if Hum then
- Damage(Hum.Parent:FindFirstChild("Head"), HumHitPos)
- return HumHitPos
- else
- while true do
- RS.RenderStepped:wait()
- if TotalDistTraveled >= S.BulletRange - HitDist then
- Bullet:Destroy()
- break
- end
- local DistTraveled = (Bullet.Position - LastPos).magnitude
- local NewDirection = (Bullet.Position - LastPos).unit
- local TempHitObj, TempHitPos = nil, nil
- if HitHumanoid then
- TempHitObj, TempHitPos = AdvRayCast(LastPos, NewDirection, DistTraveled, {Wall, HitHumanoid.Parent, unpack(Ignore)})
- else
- TempHitObj, TempHitPos = AdvRayCast(LastPos, NewDirection, DistTraveled, {Wall, unpack(Ignore)})
- end
- if TempHitObj then
- Damage(TempHitObj, TempHitPos)
- local NewPDist = CurrentPDist + (WallHitPos - HitPos).magnitude
- local NewTempPos = TempHitPos
- if NewPDist < S.Penetration and TempHitObj then
- NewTempPos = PenetrateWall(TempHitPos, Direction, HitHumanoid, OriginPos, Bullet, CurrentPDist + NewPDist)
- else
- Bullet:Destroy()
- end
- return NewTempPos
- else
- LastPos = Bullet.Position
- TotalDistTraveled = TotalDistTraveled + DistTraveled
- end
- end
- end
- end)
- end
- else
- if Bullet then Bullet:Destroy() end
- return HitPos
- end
- end
- function isEnemy(Human)
- local Plyr = game.Players:GetPlayerFromCharacter(Human.Parent)
- if (not Plyr) then return S.CanDamageNPCs end
- return S.AllowFriendlyFire or (Plyr.TeamColor ~= Player.TeamColor or Plyr.Neutral)
- end
- --------------------[ RELOAD FUNCTIONS ]----------------------------------------------
- function animateReload()
- tweenJoint(LWeld2, CF(), CF(), Sine, 0.15)
- tweenJoint(RWeld2, CF(), CF(), Sine, 0.15)
- local magParts = {}
- local magTable = {}
- for _, Obj in pairs(Gun:GetChildren()) do
- if string.sub(Obj.Name, 1, 3) == "Mag" and Obj:IsA("BasePart") then
- INSERT(magParts, Obj)
- end
- end
- local animVars = {
- --FUNCTIONS--
- tweenJoint = tweenJoint;
- makeMagInvisible = function()
- for _, v in pairs(magParts) do
- v.Transparency = 1
- end
- magVisible = false
- end;
- makeMagVisible = function()
- for _, v in pairs(magParts) do
- v.Transparency = v:WaitForChild("magTrans").Value
- end
- magVisible = true
- end;
- isMagVisible = function()
- return magVisible
- end;
- isMagEmpty = function()
- return ammoInClip == 0
- end;
- setNewMag = function()
- newMag = true
- end;
- isNewMag = function()
- return newMag
- end;
- createMag = function(Key)
- local magModel = Instance.new("Model")
- local magClones = {}
- for i, v in pairs(magParts) do
- local vClone = v:Clone()
- vClone.Transparency = v:WaitForChild("magTrans").Value
- vClone.CanCollide = false
- vClone.Parent = magModel
- INSERT(magClones, {Original = v, magClone = vClone})
- if i ~= 1 then
- local W = Instance.new("Weld")
- W.Part0 = magClones[1].magClone
- W.Part1 = vClone
- W.C0 = magClones[1].magClone.CFrame:toObjectSpace(vClone.CFrame)
- W.Parent = magClones[1].magClone
- end
- end
- magTable[Key] = {magModel, magClones}
- return magModel, magClones
- end;
- getMag = function(Key)
- if magTable[Key] then
- return magTable[Key][1], magTable[Key][2]
- else
- return nil, nil
- end
- end;
- attachGripToHead = function()
- local handleCF = RArm.CFrame * Grip.C0
- Grip.C0 = Head.CFrame:toObjectSpace(handleCF)
- Grip.Part0 = Head
- end;
- attachGripToArm = function()
- local handleCF = Head.CFrame * Grip.C0
- Grip.C0 = RArm.CFrame:toObjectSpace(handleCF)
- Grip.Part0 = RArm
- end;
- Sine = Sine;
- Linear = Linear;
- --VARIABLES--
- Handle = Handle;
- LArm = LArm;
- RArm = RArm;
- LWeld = LWeld;
- RWeld = RWeld;
- LC0 = armC0[1];
- RC0 = armC0[2];
- Grip = Grip;
- gunIgnore = gunIgnore;
- Cam = Cam;
- CF = CF;
- CFANG = CFANG;
- V3 = V3;
- RAD = RAD;
- reloadTimeLoaded = S.reloadSettings.Times.Loaded;
- reloadTimeEmpty = S.reloadSettings.Times.Empty
- }
- local sequenceTable = Anims.Reload(animVars)
- --local T = tick()
- for _, reloadFunction in pairs(sequenceTable) do
- if breakReload then
- break
- end
- reloadFunction()
- if (not magVisible) then
- Ammo.Value = 0
- end
- updateClipAmmo()
- end
- --print(tick() - T) --I divide the reloadTime by this number to get the animation speed
- if (not isCrawling) then
- if Running and (not S.canFireWhileRunning) then
- tweenJoint(LWeld, armC0[1], S.runningC1.leftArm, Sine, 0.4)
- tweenJoint(RWeld, armC0[2], S.runningC1.rightArm, Sine, 0.4)
- tweenJoint(Grip, nil, S.runningC1.Grip, Sine, 0.4)
- else
- tweenJoint(LWeld, armC0[1], S.unAimedC1.leftArm, Sine, 0.4)
- tweenJoint(RWeld, armC0[2], S.unAimedC1.rightArm, Sine, 0.4)
- tweenJoint(Grip, nil, S.unAimedC1.Grip, Sine, 0.4)
- end
- end
- for _, v in pairs(magTable) do --In case the reload animations was stopped mid way and there were still fake mags that weren't deleted
- v[1]:Destroy()
- end
- end
- function Reload()
- if Ammo.Value < (ClipSize.Value + 1) and (not Reloading) and StoredAmmo.Value > 0 then
- Firing = false
- ammoInClip = (ammoInClip == 0 and Ammo.Value or ammoInClip)
- Reloading = true
- lowerSpread()
- if Aimed then unAimGun(S.reloadSettings.Anim) end
- crossHair.Reload.Visible = true
- if Handle:FindFirstChild("ReloadSound") then Handle.ReloadSound:Play() end
- if S.reloadSettings.Anim then
- wait()
- animateReload()
- else
- local startReload = tick()
- local initialReloadTime = Ammo.Value == 0 and S.reloadSettings.Times.Empty or S.reloadSettings.Times.Loaded
- while true do
- if breakReload then break end
- if (tick() - startReload) >= initialReloadTime then break end
- RS.RenderStepped:wait()
- end
- end
- if (not breakReload) then
- newMag = false
- if StoredAmmo.Value >= ClipSize.Value then
- if ammoInClip > 0 then
- StoredAmmo.Value = StoredAmmo.Value - ((ClipSize.Value + 1) - ammoInClip)
- Ammo.Value = ClipSize.Value + 1
- else
- StoredAmmo.Value = StoredAmmo.Value - ClipSize.Value
- Ammo.Value = ClipSize.Value
- end
- elseif StoredAmmo.Value < ClipSize.Value and StoredAmmo.Value > 0 then
- Ammo.Value = StoredAmmo.Value
- StoredAmmo.Value = 0
- end
- end
- Reloading = false
- if Selected then
- ammoInClip = (breakReload and ammoInClip or 0)
- crossHair.Reload.Visible = false
- end
- breakReload = false
- end
- updateClipAmmo()
- updateStoredAmmo()
- end
- --------------------[ EXTERNAL DATA LOCATING FUNCTIONS ]-----------------------------
- function removeElement(Table, Element) --removes the first instance of Element from Table
- for i, v in pairs(Table) do
- if v == Element then
- table.remove(Table, i)
- break
- end
- end
- return Table
- end
- function findFirstClass(Object, Class)
- local foundObject = nil
- for _, Obj in pairs(Object:GetChildren()) do
- if Obj.ClassName == Class then
- foundObject = Obj
- break
- end
- end
- return foundObject
- end
- function isIgnored(Obj, Table)
- for _,v in pairs(Table) do
- if Obj == v or Obj:IsDescendantOf(v) then
- return true
- end
- end
- return false
- end
- function GetHitSurfaceCFrame(HitPos,Obj)
- local SurfaceCF = {
- {"Back",Obj.CFrame * CF(0,0,Obj.Size.z)};
- {"Bottom",Obj.CFrame * CF(0,-Obj.Size.y,0)};
- {"Front",Obj.CFrame * CF(0,0,-Obj.Size.z)};
- {"Left",Obj.CFrame * CF(-Obj.Size.x,0,0)};
- {"Right",Obj.CFrame * CF(Obj.Size.x,0,0)};
- {"Top",Obj.CFrame * CF(0,Obj.Size.y,0)}
- }
- local ClosestDist = HUGE
- local ClosestSurface = nil
- for _,v in pairs(SurfaceCF) do
- local SurfaceDist = (HitPos - v[2].p).magnitude
- if SurfaceDist < ClosestDist then
- ClosestDist = SurfaceDist
- ClosestSurface = v
- end
- end
- return ClosestSurface[2]
- end
- function AdvRayCast(Origin, Direction, Dist, CustomIgnore)
- local NewIgnore = (CustomIgnore and CustomIgnore or Ignore)
- local NewRay = Ray.new(Origin, Direction * (Dist > 999 and 999 or Dist))
- local HitObj, HitPos = game.Workspace:FindPartOnRayWithIgnoreList(NewRay, NewIgnore)
- local LastPos = HitPos
- local FinalHitObj, FinalHitPos = nil, nil
- local RepTimes = math.floor(Dist / 999)
- if (not HitObj) and (Dist > 999) then
- for i = 0, RepTimes do
- local NewDist = (i == RepTimes and (Dist - (LastPos - Origin).magnitude) or 999)
- local Ray2 = Ray.new(LastPos, Direction * NewDist)
- local HitObj2, HitPos2 = game.Workspace:FindPartOnRayWithIgnoreList(Ray2, NewIgnore)
- if i ~= RepTimes then
- if HitObj2 then
- FinalHitObj, FinalHitPos = HitObj2, HitPos2
- break
- end
- elseif i == RepTimes then
- FinalHitObj, FinalHitPos = HitObj2, HitPos2
- end
- LastPos = HitPos2
- end
- return FinalHitObj, FinalHitPos
- elseif HitObj or (Dist <= 999) then
- return HitObj, HitPos
- end
- end
- --------------------[ JUMPING ANIMATION ]---------------------------------------------
- function onFall(initialVelocity)
- spawn(function()
- local velocityAlpha = math.max(math.min(initialVelocity / Humanoid.JumpPower, 1), 0)
- local startJumpPos = jumpAnim.Pos
- local startJumpRot = jumpAnim.Rot
- local endJumpPos = 0.04 * S.fallSettings.fallMultiplier * velocityAlpha
- local endJumpRot = RAD(4) * S.fallSettings.fallMultiplier * velocityAlpha
- local t0 = tick()
- while true do
- RS.Heartbeat:wait()
- local Alpha = math.min((tick() - t0) / 0.15, 1) * 90
- if onGround then break end
- jumpAnim.Pos = numLerp(startJumpPos, endJumpPos, Sine(Alpha))
- jumpAnim.Rot = numLerp(startJumpRot, endJumpRot, Sine(Alpha))
- if Alpha == 90 then break end
- end
- startJumpPos = endJumpPos
- startJumpRot = endJumpRot
- endJumpPos = -0.08 * S.fallSettings.fallMultiplier
- endJumpRot = -RAD(8) * S.fallSettings.fallMultiplier
- local X = 1
- while true do
- local dt = RS.Heartbeat:wait()
- X = X + (dt * 60) / X
- local Alpha = (X - 1) / 15
- if onGround then break end
- jumpAnim.Pos = numLerp(startJumpPos, endJumpPos, Alpha)
- jumpAnim.Rot = numLerp(startJumpRot, endJumpRot, Alpha)
- end
- end)
- end
- function onLand(fallDist)
- spawn(function()
- local animAlpha = math.min(fallDist, S.fallSettings.maxDist) * (2 / 3)
- local startJumpPos = jumpAnim.Pos
- local startJumpRot = jumpAnim.Rot
- local endJumpPos = animAlpha / 100 * S.fallSettings.landMultiplier * (runReady and 1 or 2)
- local endJumpRot = RAD(animAlpha) * S.fallSettings.landMultiplier * (runReady and 1 or 2)
- local t0 = tick()
- while true do
- RS.Heartbeat:wait()
- local Alpha = math.min((tick() - t0) / 0.2, 1)
- if (not onGround) then break end
- jumpAnim.Pos = numLerp(startJumpPos, endJumpPos, Alpha)
- jumpAnim.Rot = numLerp(startJumpRot, endJumpRot, Alpha)
- if Alpha == 1 then break end
- end
- t0 = tick()
- while true do
- RS.Heartbeat:wait()
- local Alpha = math.min((tick() - t0) / 0.3, 1) * 90
- if (not onGround) then break end
- jumpAnim.Pos = numLerp(endJumpPos, 0, Sine(Alpha))
- jumpAnim.Rot = numLerp(endJumpRot, 0, Sine(Alpha))
- if Alpha == 90 then break end
- end
- end)
- end
- function onHumanoidStateChanged(oldState, newState)
- if newState == Enum.HumanoidStateType.Freefall then
- onGround = false
- if S.fallAnimation then
- onFall(HRP.Velocity.Y)
- while HRP.Velocity.Y > 0 do RS.RenderStepped:wait() end
- startFallHeight = HRP.Position.Y
- end
- elseif oldState == Enum.HumanoidStateType.Freefall then
- onGround = true
- if S.fallAnimation then
- local fallDist = startFallHeight - HRP.Position.Y
- onLand(fallDist)
- end
- end
- end
- --------------------[ CAMERA STEADYING FUNCTIONS ]------------------------------------
- function steadyCamera()
- scopeSteady.Text = "Steadying..."
- scopeSteady.TextColor3 = Color3.new(1, 1, 0)
- camSteady = true
- local originalSway = camSway
- local Increment = 1.5 / 0.6
- local X = 0
- while true do
- RS.RenderStepped:wait()
- local newX = X + Increment
- X = (newX > 90 and 90 or newX)
- if (not steadyKeyPressed) then break end
- camSway = numLerp(originalSway, 0, Sine(X))
- if X == 90 then break end
- end
- while steadyKeyPressed and Aimed do
- if currentSteadyTime > 0 then
- local NewSteadyTime = currentSteadyTime - 1
- currentSteadyTime = (NewSteadyTime < 0 and 0 or NewSteadyTime)
- camSway = 0
- elseif currentSteadyTime == 0 then
- break
- end
- RS.RenderStepped:wait()
- end
- camSteady = false
- spawn(function()
- local Increment = 1.5 / 0.25
- local X = 0
- while true do
- RS.RenderStepped:wait()
- local newX = X + Increment
- X = (newX > 90 and 90 or newX)
- if camSteady then break end
- camSway = numLerp(0, S.scopeSettings.camSwayOnBreath, 1 - COS(RAD(X)))
- if X == 90 then break end
- end
- Increment = 1.5 / S.scopeSettings.breathTime
- X = 0
- while true do
- RS.RenderStepped:wait()
- local newX = X + Increment
- X = (newX > 90 and 90 or newX)
- if camSteady then break end
- camSway = numLerp(S.scopeSettings.camSwayOnBreath, 1, Sine(X))
- if X == 90 then break end
- end
- --[[for X = 0, 90, 1.5 / 0.2 do
- local Alpha = 1 - COS(RAD(X))--math.log10(X) / math.log10(90)
- camSway = numLerp(0, 3, Alpha)
- RS.RenderStepped:wait()
- end]]
- --[[for X = 0, 90, 1.5 / S.scopeSettings.steadyTime do
- if camSteady then break end
- local Alpha = SIN(RAD(X))
- camSway = numLerp(3, 1, Alpha)
- RS.RenderStepped:wait()
- end]]
- end)
- retakeBreath()
- end
- function retakeBreath()
- scopeSteady.Text = "Re-taking Breath"
- scopeSteady.TextColor3 = Color3.new(1, 0, 0)
- takingBreath = true
- local Increment = S.scopeSettings.steadyTime / S.scopeSettings.breathTime
- while takingBreath do
- if currentSteadyTime < maxSteadyTime then
- local newSteadyTime = currentSteadyTime + Increment
- currentSteadyTime = (newSteadyTime > maxSteadyTime and maxSteadyTime or newSteadyTime)
- elseif currentSteadyTime >= maxSteadyTime then
- break
- end
- RS.RenderStepped:wait()
- end
- if takingBreath then
- scopeSteady.Text = "Hold "..convertKey(S.Keys.scopeSteady).." to Steady"
- scopeSteady.TextColor3 = Color3.new(1, 1, 0)
- takingBreath = false
- end
- end
- --------------------[ SPRINTING FUNCTIONS ]-------------------------------------------
- function canRun(midRun)
- return ((Forward and (not Backward)) and
- Walking and (Stamina > 0) and Running and
- Selected and (midRun and true or onGround) and
- runReady and (S.canFireWhileRunning and true or (not Firing))
- )
- end
- function monitorStamina()
- Running = true
- if (not canRun(false)) then
- Running = false
- return
- end
- if Aimed then unAimGun(true) end
- if Stance == 1 or Stance == 2 then Stand() end
- if (not (Reloading and S.reloadSettings.Anim)) then
- if S.canFireWhileRunning then
- tweenJoint(LWeld, armC0[1], S.unAimedC1.leftArm, Sine, 0.4)
- tweenJoint(RWeld, armC0[2], S.unAimedC1.rightArm, Sine, 0.4)
- tweenJoint(Grip, nil, S.unAimedC1.Grip, Sine, 0.4)
- else
- tweenJoint(LWeld, armC0[1], S.runningC1.leftArm, Sine, 0.4)
- tweenJoint(RWeld, armC0[2], S.runningC1.rightArm, Sine, 0.4)
- tweenJoint(Grip, nil, S.runningC1.Grip, Sine, 0.4)
- end
- end
- crossOffset = 50
- while runKeyPressed do
- if canRun(true) then
- if onGround then
- local newStamina = Stamina - 1
- Stamina = (newStamina < 0 and 0 or newStamina)
- end
- else
- break
- end
- RS.RenderStepped:wait()
- end
- Running = false
- if (not Aimed) and (not (Reloading and S.reloadSettings.Anim)) and (not S.canFireWhileRunning) then
- crossOffset = 0
- tweenJoint(LWeld, armC0[1], S.unAimedC1.leftArm, Sine, 0.4)
- tweenJoint(RWeld, armC0[2], S.unAimedC1.rightArm, Sine, 0.4)
- tweenJoint(Grip, nil, S.unAimedC1.Grip, Sine, 0.4)
- end
- rechargeStamina()
- end
- function rechargeStamina()
- chargingStamina = true
- while ((not runKeyPressed) or (Stamina < maxStamina)) and (not Running) do
- if Stamina < maxStamina then
- local newStamina = Stamina + (S.sprintTime / S.staminaCoolTime)
- Stamina = (newStamina > maxStamina and maxStamina or newStamina)
- elseif Stamina >= maxStamina then
- break
- end
- RS.RenderStepped:wait()
- end
- chargingStamina = false
- end
- --------------------[ STANCE FUNCTIONS ]----------------------------------------------
- function Stand(onDeselected)
- local LHip = Torso["Left Hip"]
- local RHip = Torso["Right Hip"]
- LLegWeld.Part1 = nil
- LHip.Part1 = LLeg
- RLegWeld.Part1 = nil
- RHip.Part1 = RLeg
- Stance = 0
- spreadStance = "Stand"
- baseSpread = S.spreadSettings[spreadZoom][spreadStance][spreadMotion]
- if S.stanceSettings.Anim and (not onDeselected) then
- spawn(function()
- local prevStanceSway = stanceSway
- local X = 0
- local Increment = 1.5 / S.stanceSettings.Speed
- while true do
- RS.RenderStepped:wait()
- local newX = X + Increment
- X = (newX > 90 and 90 or newX)
- if Stance ~= 0 then break end
- stanceSway = numLerp(prevStanceSway, 1, Sine(X))
- if X == 90 then break end
- end
- end)
- tweenJoint(ABWeld, CF(), nil, Sine, S.stanceSettings.Speed)
- tweenJoint(LLegWeld, legC0.Stand[1], nil, Sine, S.stanceSettings.Speed)
- tweenJoint(RLegWeld, legC0.Stand[2], nil, Sine, S.stanceSettings.Speed)
- tweenJoint(LHip, CF(-1, -1, 0) * CFANG(0, RAD(-90), 0), CF(-0.5, 1, 0) * CFANG(0, RAD(-90), 0), Sine, S.stanceSettings.Speed)
- tweenJoint(RHip, CF(1, -1, 0) * CFANG(RAD(-180), RAD(90), 0), CF(0.5, 1, 0) * CFANG(RAD(-180), RAD(90), 0), Sine, S.stanceSettings.Speed)
- tweenJoint(Root, CFANG(RAD(-90), 0, RAD(180)), nil, Sine, S.stanceSettings.Speed)
- tweenJoint(headWeld, CF(0, 1.5, 0), nil, Sine, S.stanceSettings.Speed)
- elseif onDeselected or (not S.stanceSettings.Anim) then
- ABWeld.C0 = CF()
- LLegWeld.C0 = legC0.Stand[1]
- RLegWeld.C0 = legC0.Stand[2]
- LHip.C0, LHip.C1 = CF(-1, -1, 0) * CFANG(0, RAD(-90), 0), CF(-0.5, 1, 0) * CFANG(0, RAD(-90), 0)
- RHip.C0, RHip.C1 = CF(1, -1, 0) * CFANG(RAD(-180), RAD(90), 0), CF(0.5, 1, 0) * CFANG(RAD(-180), RAD(90), 0)
- Root.C0 = CFANG(RAD(-90), 0, RAD(180))
- headWeld.C0 = CF(0, 1.5, 0)
- end
- end
- function Crouch()
- local LHip = Torso["Left Hip"]
- local RHip = Torso["Right Hip"]
- LHip.Part1 = nil
- LLegWeld.Part1 = LLeg
- RHip.Part1 = nil
- RLegWeld.Part1 = RLeg
- Stance = 1
- spreadStance = "Crouch"
- baseSpread = S.spreadSettings[spreadZoom][spreadStance][spreadMotion]
- if S.stanceSettings.Anim then
- spawn(function()
- local prevStanceSway = stanceSway
- local X = 0
- local Increment = 1.5 / S.stanceSettings.Speed
- while true do
- RS.RenderStepped:wait()
- local newX = X + Increment
- X = (newX > 90 and 90 or newX)
- if Stance ~= 1 then break end
- stanceSway = numLerp(prevStanceSway, 0.75, Sine(X))
- if X == 90 then break end
- end
- end)
- tweenJoint(ABWeld, CF(0, 0, -0.05), nil, Sine, S.stanceSettings.Speed)
- tweenJoint(LLegWeld, legC0.Crouch[1], nil, Sine, S.stanceSettings.Speed)
- tweenJoint(RLegWeld, legC0.Crouch[2], nil, Sine, S.stanceSettings.Speed)
- tweenJoint(LHip, CF(-1, -0.5, 0) * CFANG(0, RAD(-90), 0), CF(-0.5, 0.5, 1) * CFANG(0, RAD(-90), RAD(-90)), Sine, S.stanceSettings.Speed)
- tweenJoint(RHip, CF(1, -0.5, 0.25) * CFANG(RAD(-180), RAD(90), 0), CF(0.5, 0.5, 1) * CFANG(RAD(-180), RAD(90), 0), Sine, S.stanceSettings.Speed)
- tweenJoint(Root, CF(0, -1, 0) * CFANG(RAD(-90), 0, RAD(180)), nil, Sine, S.stanceSettings.Speed)
- tweenJoint(headWeld, CF(0, 1.5, 0), nil, Sine, S.stanceSettings.Speed)
- else
- ABWeld.C0 = CF(0, 0, -1 / 16)
- LLegWeld.C0 = legC0.Crouch[1]
- RLegWeld.C0 = legC0.Crouch[2]
- LHip.C0, LHip.C1 = CF(-1, -0.5, 0) * CFANG(0, RAD(-90), 0), CF(-0.5, 0.5, 1) * CFANG(0, RAD(-90), RAD(-90))
- RHip.C0, RHip.C1 = CF(1, -0.5, 0.25) * CFANG(RAD(-180), RAD(90), 0), CF(0.5, 0.5, 1) * CFANG(RAD(-180), RAD(90), 0)
- Root.C0 = CF(0, -1, 0) * CFANG(RAD(-90), 0, RAD(180))
- headWeld.C0 = CF(0, 1.5, 0)
- end
- end
- function Prone()
- local LHip = Torso["Left Hip"]
- local RHip = Torso["Right Hip"]
- LHip.Part1 = nil
- LLegWeld.Part1 = LLeg
- RHip.Part1 = nil
- RLegWeld.Part1 = RLeg
- Stance = 2
- spreadStance = "Prone"
- baseSpread = S.spreadSettings[spreadZoom][spreadStance][spreadMotion]
- if S.stanceSettings.Anim then
- spawn(function()
- local prevStanceSway = stanceSway
- local X = 0
- local Increment = 1.5 / S.stanceSettings.Speed
- while true do
- RS.RenderStepped:wait()
- local newX = X + Increment
- X = (newX > 90 and 90 or newX)
- if Stance ~= 2 then break end
- stanceSway = numLerp(prevStanceSway, 0.5, Sine(X))
- if X == 90 then break end
- end
- end)
- tweenJoint(ABWeld, CF(0, 0, -0.1), nil, Sine, S.stanceSettings.Speed)
- tweenJoint(LLegWeld, legC0.Prone[1], nil, Sine, S.stanceSettings.Speed)
- tweenJoint(RLegWeld, legC0.Prone[2], nil, Sine, S.stanceSettings.Speed)
- tweenJoint(Root, CF(0, -2.5, 1) * CFANG(RAD(180), 0, RAD(180)), nil, Sine, S.stanceSettings.Speed)
- tweenJoint(headWeld, CF(0, 1, 1) * CFANG(RAD(90), 0, 0), nil, Sine, S.stanceSettings.Speed)
- else
- ABWeld.C0 = CF(0, 0, -1 / 8)
- LLegWeld.C0 = legC0.Prone[1]
- RLegWeld.C0 = legC0.Prone[2]
- Root.C0 = CF(0, -2.5, 1) * CFANG(RAD(180), 0, RAD(180))
- headWeld.C0 = CF(0, 1, 1) * CFANG(RAD(90), 0, 0)
- end
- end
- function Dive()
- onGround = false
- local diveDirection = (HRP.CFrame * CFANG(S.diveSettings.Angle, 0, 0)).lookVector * S.walkSpeeds.Sprinting * S.diveSettings.Force
- local BF = Instance.new("BodyForce")
- BF.force = diveDirection + Vector3.new(0, playerMass * 196.2, 0)
- BF.Parent = HRP
- --[[spawn(function()
- HRP.Velocity = HRP.CFrame.lookVector * 60 + V3(0, 40, 0)
- wait(0.1)
- HRP.Velocity = HRP.CFrame.lookVector * 70 + V3(0, 30, 0)
- wait(0.4)
- HRP.Velocity = HRP.CFrame.lookVector * 30 + V3(0, -10, 0)
- end)]]
- delay(0.05, function()
- spawn(function()
- while true do
- local newRay = Ray.new(HRP.Position, V3(0, -3.1, 0))
- local H, _ = workspace:FindPartOnRayWithIgnoreList(newRay, Ignore)
- if H then
- onGround = true
- break
- end
- wait()
- end
- end)
- Prone()
- wait(0.1)
- BF:Destroy()
- end)
- end
- --------------------[ MOUSE FUNCTIONS ]-----------------------------------------------
- function onMB1Down()
- MB1Down = true
- firstShot = true
- if fireFunction then
- fireFunction()
- end
- end
- function onMB1Up()
- MB1Down = false
- lowerSpread()
- end
- function onMB2Down()
- if S.aimSettings.holdToADS then
- if (not AimingIn) and (not Aimed) then
- AimingIn = true
- aimGun()
- AimingIn = false
- end
- else
- if Aimed then
- unAimGun()
- else
- aimGun()
- end
- end
- end
- function onMB2Up()
- if S.aimSettings.holdToADS then
- if (not AimingOut) and Aimed then
- AimingOut = true
- unAimGun()
- AimingOut = false
- end
- end
- end
- function onScrollUp()
- local newAimSensitivity = aimSensitivity + S.sensitivitySettings.Increment
- aimSensitivity = (
- newAimSensitivity < S.sensitivitySettings.Min and S.sensitivitySettings.Min or
- newAimSensitivity > S.sensitivitySettings.Max and S.sensitivitySettings.Max or
- newAimSensitivity
- )
- mouseSensitivity = (Aimed and aimSensitivity or mouseSensitivity)
- Sens.Text = "S: "..aimSensitivity
- if mainGUI:IsDescendantOf(game) then
- Sens.Visible = true
- local t0 = tick()
- lastSensUpdate = t0
- wait(0.3)
- if lastSensUpdate <= t0 then
- Sens.Visible = true
- end
- end
- end
- function onScrollDown()
- local newAimSensitivity = aimSensitivity - S.sensitivitySettings.Increment
- aimSensitivity = (
- newAimSensitivity < S.sensitivitySettings.Min and S.sensitivitySettings.Min or
- newAimSensitivity > S.sensitivitySettings.Max and S.sensitivitySettings.Max or
- newAimSensitivity
- )
- mouseSensitivity = (Aimed and aimSensitivity or mouseSensitivity)
- Sens.Text = "S: "..aimSensitivity
- if mainGUI:IsDescendantOf(game) then
- Sens.Visible = true
- local t0 = tick()
- lastSensUpdate = t0
- wait(0.3)
- if lastSensUpdate <= t0 then
- Sens.Visible = true
- end
- end
- end
- --------------------[ KEYBOARD FUNCTIONS ]--------------------------------------------
- function keyDown(K)
- local Key = string.lower(K)
- if Key == S.Keys.lowerStance and S.canChangeStance then
- if (not Running) then
- if Stance == 0 then
- if S.stanceSettings.Stances.Crouch then
- Crouch()
- elseif S.stanceSettings.Stances.Prone then
- Prone()
- end
- elseif Stance == 1 then
- if S.stanceSettings.Stances.Prone then
- Prone()
- end
- end
- elseif S.dolphinDive then
- wait()
- if Humanoid:GetState() ~= Enum.HumanoidStateType.Freefall and (not UIS:IsKeyDown("Space")) and runReady then
- local tempConnection = Humanoid.Changed:connect(function()
- Humanoid.Jump = false
- end)
- runReady = false
- Dive()
- Running = false
- wait(S.diveSettings.rechargeTime)
- tempConnection:disconnect()
- runReady = true
- end
- end
- end
- if Key == S.Keys.raiseStance and S.canChangeStance then
- if (not Running) then
- if Stance == 2 then
- if S.stanceSettings.Stances.Crouch then
- Crouch()
- else
- Stand()
- end
- elseif Stance == 1 then
- Stand()
- end
- end
- end
- if Key == S.Keys.ADS then
- if S.aimSettings.holdToADS then
- if (not AimingIn) and (not Aimed) then
- AimingIn = true
- aimGun()
- AimingIn = false
- end
- else
- if Aimed then
- unAimGun()
- else
- aimGun()
- end
- end
- end
- if Key == S.Keys.selectFire and S.selectFire then
- if canSelectFire then
- canSelectFire = false
- rawFireMode = rawFireMode + 1
- modeGUI.Text = Modes[((rawFireMode - 1) % numModes) + 1]
- if modeGUI.Text == "AUTO" then
- fireFunction = autoFire
- elseif modeGUI.Text == "BURST" then
- fireFunction = burstFire
- elseif modeGUI.Text == "SEMI" then
- fireFunction = semiFire
- else
- fireFunction = nil
- end
- local speedAlpha = S.selectFireSettings.animSpeed / 0.6
- if S.selectFireSettings.GUI then
- spawn(function()
- fireSelect.Visible = true
- local prevRawFireMode = rawFireMode
- local Increment = 1.5 / (speedAlpha * 0.25)
- local X = 0
- wait(speedAlpha * 0.1)
- while true do
- RS.RenderStepped:wait()
- local newX = X + Increment
- X = (newX > 90 and 90 or newX)
- if prevRawFireMode ~= rawFireMode then break end
- updateModeLabels(rawFireMode - 1, rawFireMode, X)
- if X == 90 then break end
- end
- wait(speedAlpha * 0.25)
- fireSelect.Visible = false
- end)
- end
- if S.selectFireSettings.Animation and (not Aimed) and (not isRunning) and (not isCrawling) then
- spawn(function()
- local sequenceTable = {
- function()
- tweenJoint(RWeld2, nil, CFANG(0, RAD(5), 0), Sine, speedAlpha * 0.15)
- tweenJoint(LWeld, armC0[1], CF(0.1, 1, -0.3) * CFANG(RAD(-7), 0, RAD(-65)), Linear, speedAlpha * 0.15)
- wait(speedAlpha * 0.2)
- end;
- function()
- tweenJoint(LWeld, armC0[1], CF(0.1, 1, -0.3) * CFANG(RAD(-10), 0, RAD(-65)), Linear, speedAlpha * 0.1)
- wait(speedAlpha * 0.2)
- end;
- function()
- tweenJoint(RWeld2, nil, CF(), Sine, speedAlpha * 0.2)
- tweenJoint(LWeld, armC0[1], S.unAimedC1.leftArm, Sine, speedAlpha * 0.2)
- wait(speedAlpha * 0.2)
- end;
- }
- for _, F in pairs(sequenceTable) do
- if Aimed or isRunning or isCrawling or Reloading then
- break
- end
- F()
- end
- end)
- end
- if S.selectFireSettings.Animation or S.selectFireSettings.GUI then
- wait(S.selectFireSettings.animSpeed)
- end
- canSelectFire = true
- end
- end
- if Key == S.Keys.Reload then
- if (not Reloading) and (not isCrawling) then
- Reload()
- end
- end
- if Key == S.Keys.Sprint then
- runKeyPressed = true
- if runReady then
- if (not Idling) and Walking and (not Running) and (not Knifing) and (not (Aimed and S.guiScope and S.Keys.Sprint == S.Keys.scopeSteady)) then
- monitorStamina()
- end
- end
- end
- if Key == S.Keys.scopeSteady then
- steadyKeyPressed = true
- if Aimed and (not Aiming) then
- takingBreath = false
- steadyCamera()
- end
- end
- for _, PTable in pairs(Plugins.KeyDown) do
- if Key == string.lower(PTable.Key) then
- spawn(function()
- PTable.Plugin()
- end)
- end
- end
- end
- function keyUp(K)
- local Key = string.lower(K)
- if Key == S.Keys.ADS then
- if S.aimSettings.holdToADS then
- if (not AimingOut) and Aimed then
- AimingOut = true
- unAimGun()
- AimingOut = false
- end
- end
- end
- if Key == S.Keys.Sprint then
- runKeyPressed = false
- Running = false
- if (not chargingStamina) then
- rechargeStamina()
- end
- end
- if Key == S.Keys.scopeSteady then
- steadyKeyPressed = false
- end
- for _, PTable in pairs(Plugins.KeyUp) do
- if Key == string.lower(PTable.Key) then
- spawn(function()
- PTable.Plugin()
- end)
- end
- end
- end
- --------------------[ END FUNCTIONS ]-------------------------------------------------
- --------------------------------------------------------------------------------------
- --------------------[ PRE-CONNECTIONS ]-----------------------------------------------
- --------------------------------------------------------------------------------------
- local function updateAnimVars()
- wait()
- Forward = (UIS:IsKeyDown("W") or UIS:IsKeyDown("Up"))
- Backward = (UIS:IsKeyDown("S") or UIS:IsKeyDown("Down"))
- local Right = UIS:IsKeyDown("D")
- local Left = UIS:IsKeyDown("A")
- local walkingForward = (Forward and (not Backward))
- local walkingBackward = ((not Forward) and Backward)
- local walkingRight = (Right and (not Left))
- local walkingLeft = ((not Right) and Left)
- if (Forward or Backward or Right or Left) then
- Walking, Idling = true, false
- if (not Running) and (not Aimed) then
- spreadMotion = "Moving"
- baseSpread = S.spreadSettings[spreadZoom][spreadStance][spreadMotion]
- end
- elseif (not (Forward and Backward and Right and Left)) then
- Walking, Idling = false, true
- if (not Aimed) then
- spreadMotion = "Idling"
- baseSpread = S.spreadSettings[spreadZoom][spreadStance][spreadMotion]
- end
- end
- local newArmTilt = (
- ((walkingForward or walkingBackward) and walkingRight) and 2.5 or
- ((walkingForward or walkingBackward) and walkingLeft) and -2.5 or
- ((not (walkingForward and walkingBackward)) and walkingRight) and 5 or
- ((not (walkingForward and walkingBackward)) and walkingLeft) and -5 or 0
- )
- local newMoveAng = (
- (walkingForward and (not (walkingRight or walkingLeft))) and 0 or
- (walkingForward and walkingRight) and RAD(-45) or
- ((not (walkingForward or walkingBackward)) and walkingRight) and RAD(-90) or
- (walkingBackward and walkingRight) and RAD(-135) or
- (walkingBackward and (not (walkingRight or walkingLeft))) and (moveAng < 0 and RAD(-180) or RAD(180)) or
- (walkingBackward and walkingLeft) and RAD(135) or
- ((not (walkingForward or walkingBackward)) and walkingLeft) and RAD(90) or
- (walkingForward and walkingLeft) and RAD(45) or 0
- )
- local newAnimCode = math.random(-1e9, 1e9)
- animCode = newAnimCode
- local startTilt = armTilt
- local startAng = (ABS(moveAng) == RAD(180)) and (newMoveAng > 0 and RAD(180) or RAD(-180)) or moveAng
- local Increment = (startTilt == newArmTilt and 1.5 / 0.7 or 1.5 / (0.35 * ABS(startTilt - newArmTilt) / 5))
- local X = 0
- while true do
- RS.RenderStepped:wait()
- local newX = X + Increment
- X = (newX > 90 and 90 or newX)
- if animCode ~= newAnimCode then break end
- armTilt = numLerp(startTilt, newArmTilt, Sine(X))
- moveAng = numLerp(startAng, newMoveAng, Sine(X))
- if X == 90 then break end
- end
- end
- M2.KeyDown:connect(updateAnimVars)
- M2.KeyUp:connect(updateAnimVars)
- updateAnimVars()
- --------------------------------------------------------------------------------------
- --------------------[ TOOL SELECTION AND DESELECTION ]--------------------------------
- --------------------------------------------------------------------------------------
- function onEquipped()
- wait()
- if Humanoid.Health ~= 0 and (not Selected) and Gun.Parent == Char then
- Selected = true
- breakReload = false
- equipAnimPlaying = true
- math.randomseed(tick()) --This sets a new seed for the random function each time you select the gun
- --------------------[ FAILSAFE RESETING ]-------------------------------------
- for _, GM in pairs(ignoreModel:GetChildren()) do
- if GM.Name == "gunIgnore_"..Player.Name then
- GM:Destroy()
- end
- end
- for _, c in pairs(Connections) do
- c:disconnect()
- end
- Connections = {}
- --------------------[ REMOTE GUN SETUP ]--------------------------------------
- --[[local Vars = {
- ignoreModel = ignoreModel;
- Humanoid = Humanoid;
- Shoulders = Shoulders;
- Torso = Torso;
- Head = Head;
- armC0 = armC0;
- leftArmC1 = S.equipSettings.leftArmC1;
- rightArmC1 = S.equipSettings.rightArmC1;
- LArm = LArm;
- RArm = RArm;
- gunParts = gunParts;
- Handle = Handle;
- }
- gunIgnore, playerFolder, headWeld, headWeld2, animWeld, ABWeld, LWeld, RWeld, LWeld2, RWeld2, LLegWeld, RLegWeld, gunParts2 = gunSetup:InvokeServer(Vars)]]
- --------------------[ CREATING IGNORE MODELS ]--------------------------------
- gunIgnore = Instance.new("Model")
- gunIgnore.Name = "gunIgnore_"..Player.Name
- gunIgnore.Parent = ignoreModel
- --------------------[ MODIFYING THE PLAYER ]----------------------------------
- Player.CameraMode = Enum.CameraMode.LockFirstPerson
- Cam.CameraType = Enum.CameraType.Scriptable
- Cam.FieldOfView = 80
- UIS.MouseBehavior = Enum.MouseBehavior.LockCenter
- UIS.MouseIconEnabled = false
- local initialX, initialY = getYawPitch(Cam.CoordinateFrame)
- camAng = -VEC2(initialX, initialY)
- mainGUI.Parent = Player.PlayerGui
- setUpGUI()
- updateHealth()
- if S.selectFire then
- local currentMode = Modes[((rawFireMode - 1) % numModes) + 1]
- if currentMode == "AUTO" then
- fireFunction = autoFire
- elseif currentMode == "BURST" then
- fireFunction = burstFire
- elseif currentMode == "SEMI" then
- fireFunction = semiFire
- else
- fireFunction = nil
- end
- else
- if S.gunType.Semi then
- fireFunction = semiFire
- elseif S.gunType.Auto then
- fireFunction = autoFire
- elseif S.gunType.Burst then
- fireFunction = burstFire
- else
- fireFunction = nil
- end
- end
- changePlayerTrans(Char, 1)
- Humanoid.AutoRotate = false
- Shoulders.Right.Part1 = nil
- Shoulders.Left.Part1 = nil
- playerFolder = Instance.new("Model")
- playerFolder.Name = "playerFolder"
- playerFolder.Parent = gunIgnore
- local headBase = Instance.new("Part")
- headBase.Transparency = 1
- headBase.Name = "headBase"
- headBase.CanCollide = false
- headBase.FormFactor = Enum.FormFactor.Custom
- headBase.Size = V3(0.2, 0.2, 0.2)
- headBase.BottomSurface = Enum.SurfaceType.Smooth
- headBase.TopSurface = Enum.SurfaceType.Smooth
- headBase.Parent = playerFolder
- headWeld = Instance.new("Weld")
- headWeld.Part0 = Torso
- headWeld.Part1 = headBase
- headWeld.C0 = CF(0, 1.5, 0)
- headWeld.Parent = Torso
- headWeld2 = Instance.new("Weld")
- headWeld2.Part0 = headBase
- headWeld2.Part1 = Head
- headWeld2.Parent = headBase
- neckClone = Neck:Clone()
- --[[local stanceBase = Instance.new("Part")
- stanceBase.Transparency = 1
- stanceBase.Name = "stanceBase"
- stanceBase.CanCollide = false
- stanceBase.FormFactor = Enum.FormFactor.Custom
- stanceBase.Size = V3(0.2, 0.2, 0.2)
- stanceBase.BottomSurface = Enum.SurfaceType.Smooth
- stanceBase.TopSurface = Enum.SurfaceType.Smooth
- stanceBase.Parent = playerFolder
- stanceWeld = Instance.new("Weld")
- stanceWeld.Part0 = stanceBase
- stanceWeld.Part1 = Torso
- stanceWeld.Parent = stanceBase]]
- local animBase = Instance.new("Part")
- animBase.Transparency = 1
- animBase.Name = "animBase"
- animBase.CanCollide = false
- animBase.FormFactor = Enum.FormFactor.Custom
- animBase.Size = V3(0.2, 0.2, 0.2)
- animBase.BottomSurface = Enum.SurfaceType.Smooth
- animBase.TopSurface = Enum.SurfaceType.Smooth
- animBase.Parent = playerFolder
- animWeld = Instance.new("Weld")
- animWeld.Part0 = animBase
- animWeld.Part1 = headBase
- animWeld.Parent = animBase
- local ArmBase = Instance.new("Part")
- ArmBase.Transparency = 1
- ArmBase.Name = "ArmBase"
- ArmBase.CanCollide = false
- ArmBase.FormFactor = Enum.FormFactor.Custom
- ArmBase.Size = V3(0.2, 0.2, 0.2)
- ArmBase.BottomSurface = Enum.SurfaceType.Smooth
- ArmBase.TopSurface = Enum.SurfaceType.Smooth
- ArmBase.Parent = playerFolder
- ABWeld = Instance.new("Weld")
- ABWeld.Part0 = ArmBase
- ABWeld.Part1 = animBase
- ABWeld.Parent = ArmBase
- local LArmBase = Instance.new("Part")
- LArmBase.Transparency = 1
- LArmBase.Name = "LArmBase"
- LArmBase.CanCollide = false
- LArmBase.FormFactor = Enum.FormFactor.Custom
- LArmBase.Size = V3(0.2, 0.2, 0.2)
- LArmBase.BottomSurface = Enum.SurfaceType.Smooth
- LArmBase.TopSurface = Enum.SurfaceType.Smooth
- LArmBase.Parent = playerFolder
- local RArmBase = Instance.new("Part")
- RArmBase.Transparency = 1
- RArmBase.Name = "RArmBase"
- RArmBase.CanCollide = false
- RArmBase.FormFactor = Enum.FormFactor.Custom
- RArmBase.Size = V3(0.2, 0.2, 0.2)
- RArmBase.BottomSurface = Enum.SurfaceType.Smooth
- RArmBase.TopSurface = Enum.SurfaceType.Smooth
- RArmBase.Parent = playerFolder
- LWeld = Instance.new("Weld")
- LWeld.Name = "LWeld"
- LWeld.Part0 = ArmBase
- LWeld.Part1 = LArmBase
- LWeld.C0 = armC0[1]
- LWeld.C1 = S.equipSettings.leftArmC1
- LWeld.Parent = ArmBase
- RWeld = Instance.new("Weld")
- RWeld.Name = "RWeld"
- RWeld.Part0 = ArmBase
- RWeld.Part1 = RArmBase
- RWeld.C0 = armC0[2]
- RWeld.C1 = S.equipSettings.rightArmC1
- RWeld.Parent = ArmBase
- LWeld2 = Instance.new("Weld")
- LWeld2.Name = "LWeld"
- LWeld2.Part0 = LArmBase
- LWeld2.Part1 = LArm
- LWeld2.Parent = LArmBase
- RWeld2 = Instance.new("Weld")
- RWeld2.Name = "RWeld"
- RWeld2.Part0 = RArmBase
- RWeld2.Part1 = RArm
- RWeld2.Parent = RArmBase
- LLegWeld = Instance.new("Weld")
- LLegWeld.Name = "LLegWeld"
- LLegWeld.Part0 = Torso
- LLegWeld.Part1 = nil
- LLegWeld.C0 = CF(-0.5, -2, 0)
- LLegWeld.Parent = Torso
- RLegWeld = Instance.new("Weld")
- RLegWeld.Name = "RLegWeld"
- RLegWeld.Part0 = Torso
- RLegWeld.Part1 = nil
- RLegWeld.C0 = CF(0.5, -2, 0)
- RLegWeld.Parent = Torso
- if S.playerArms then
- armModel = Instance.new("Model", workspace.FilteringEnabled and playerFolder or Cam)
- fakeLArm = LArm:Clone()
- fakeLArm.Parent = armModel
- fakeLArm.Transparency = S.fakeArmSettings.Transparency
- fakeLArm.CanCollide = false
- fakeLArm.Size = S.fakeArmSettings.armSize
- fakeLArm:BreakJoints()
- --LArm.Transparency = 1
- local fakeLWeld = Instance.new("Weld")
- fakeLWeld.Part0 = fakeLArm
- fakeLWeld.Part1 = LArm
- fakeLWeld.Parent = fakeLArm
- fakeRArm = RArm:Clone()
- fakeRArm.Parent = armModel
- fakeRArm.Transparency = S.fakeArmSettings.Transparency
- fakeRArm.CanCollide = false
- fakeRArm.Size = S.fakeArmSettings.armSize
- fakeRArm:BreakJoints()
- --RArm.Transparency = 1
- local fakeRWeld = Instance.new("Weld")
- fakeRWeld.Part0 = fakeRArm
- fakeRWeld.Part1 = RArm
- fakeRWeld.Parent = fakeRArm
- Instance.new("Humanoid", armModel)
- if S.fakeArmSettings.characterMeshes then
- for _,Obj in pairs(Char:GetChildren()) do
- if Obj:IsA("CharacterMesh") then
- Obj:Clone().Parent = armModel
- end
- end
- end
- for _,Obj in pairs(Char:GetChildren()) do
- if Obj:IsA("Shirt") then
- Obj:Clone().Parent = armModel
- end
- end
- else
- armTable = createArms()
- if workspace.FilteringEnabled then
- armTable[1].Model.Parent = playerFolder
- armTable[2].Model.Parent = playerFolder
- else
- armTable[1].Model.Parent = Cam--playerFolder
- armTable[2].Model.Parent = Cam--playerFolder
- end
- fakeLArm = armTable[1].armPart
- --LArm.Transparency = 1
- local fakeLWeld = Instance.new("Weld")
- fakeLWeld.Part0 = fakeLArm
- fakeLWeld.Part1 = LArm
- fakeLWeld.Parent = fakeLArm
- fakeRArm = armTable[2].armPart
- --RArm.Transparency = 1
- local fakeRWeld = Instance.new("Weld")
- fakeRWeld.Part0 = fakeRArm
- fakeRWeld.Part1 = RArm
- fakeRWeld.Parent = fakeRArm
- end
- --------------------[ MODIFYING THE GUN ]-------------------------------------
- for _, Tab in pairs(gunParts) do
- local Weld = Instance.new("Weld")
- Weld.Name = "MainWeld"
- Weld.Part0 = Handle
- Weld.Part1 = Tab.Obj
- Weld.C0 = Tab.Obj.weldCF.Value
- Weld.Parent = Handle
- Tab.Weld = Weld
- end
- Grip = RArm:WaitForChild("RightGrip")
- local handleCF = Torso.CFrame * CF(0, 0.5, 0) * armC0[2] * S.aimedC1.rightArm:inverse() * Grip.C0
- local handleOffset = AimPart.CFrame:toObjectSpace(Handle.CFrame)
- aimedGripCF = ((Torso.CFrame * CF(headOffset.X, headOffset.Y, 0)) * handleOffset):toObjectSpace(handleCF)
- Grip.C1 = S.equipSettings.GripC1
- --------------------[ RUNNING PLUGINS ]---------------------------------------
- for _, Plugin in pairs(Plugins.OnEquipped) do
- spawn(function()
- Plugin()
- end)
- end
- --------------------[ GETTING PLAYER MASS ]-----------------------------------
- local connectedParts = HRP:GetConnectedParts(true)
- for _, v in pairs(connectedParts) do
- if v:IsA("BasePart") then
- playerMass = playerMass + v:GetMass()
- end
- end
- --------------------[ CONNECTIONS ]-------------------------------------------
- INSERT(Connections, Humanoid.Died:connect(function()
- onUnequipped(true)
- end))
- INSERT(Connections, Humanoid.Jumping:connect(function()
- if Stance ~= 0 then
- Stand()
- end
- end))
- INSERT(Connections, Humanoid.StateChanged:connect(onHumanoidStateChanged))
- INSERT(Connections, Humanoid.HealthChanged:connect(updateHealth))
- INSERT(Connections, M2.Button1Down:connect(onMB1Down))
- INSERT(Connections, M2.Button1Up:connect(onMB1Up))
- INSERT(Connections, M2.Button2Down:connect(onMB2Down))
- INSERT(Connections, M2.Button2Up:connect(onMB2Up))
- INSERT(Connections, M2.KeyDown:connect(keyDown))
- INSERT(Connections, M2.KeyUp:connect(keyUp))
- if S.sensitivitySettings.scrollToChange then
- INSERT(Connections, M2.WheelForward:connect(onScrollUp))
- INSERT(Connections, M2.WheelBackward:connect(onScrollDown))
- end
- if S.AutoKnife then
- INSERT(Connections, RS.Stepped:connect(function()
- local H, P = AdvRayCast(Head.CFrame.p, Head.CFrame.lookVector, S.AutoKnifeDist, nil)
- if H then
- local HitHuman = findFirstClass(H.Parent, "Humanoid")
- if HitHuman and isEnemy(HitHuman) and HitHuman.Health ~= 0 then
- Knife()
- end
- end
- end))
- end
- INSERT(Connections, UIS.InputChanged:connect(function(inputObj)
- if inputObj.UserInputType == Enum.UserInputType.MouseMovement then
- local rawCamAng = camAng - (VEC2(RAD(inputObj.Delta.x), RAD(inputObj.Delta.y)) * mouseSensitivity * 0.25)
- camAng = VEC2(rawCamAng.x, (rawCamAng.y > RAD(80) and RAD(80) or rawCamAng.y < RAD(-80) and RAD(-80) or rawCamAng.y))
- desiredXOffset = math.min(math.max(inputObj.Delta.x, -S.momentumSettings.maxInput), S.momentumSettings.maxInput)
- desiredYOffset = math.min(math.max(inputObj.Delta.y, -S.momentumSettings.maxInput), S.momentumSettings.maxInput)
- end
- end))
- INSERT(Connections, M2.Idle:connect(function(inputObj)
- desiredXOffset = 0
- desiredYOffset = 0
- end))
- INSERT(Connections, RS.Stepped:connect(function()
- if tick() - lastBeat > (Humanoid.Health / 75) then
- lastBeat = tick()
- HUD.Health.Tray.Beat:TweenPosition(
- UDim2.new(0, -21, 0, 0),
- Enum.EasingDirection.Out,
- Enum.EasingStyle.Linear,
- 0.7 - ((100 - Humanoid.Health) / 400),
- false,
- function()
- HUD.Health.Tray.Beat.Position = UDim2.new(1, 0, 0, 0)
- end
- )
- end
- end))
- INSERT(Connections, RS.RenderStepped:connect(function()
- --Main animation
- local animC0, animC1 = getAnimCF()
- animWeld.C0 = animC0
- animWeld.C1 = animC1
- --Camera updating
- renderCamera()
- end))
- --------------------[ ANIMATE GUN ]-------------------------------------------
- tweenJoint(LWeld, nil, S.unAimedC1.leftArm, Sine, S.equipSettings.Time)
- tweenJoint(RWeld, nil, S.unAimedC1.rightArm, Sine, S.equipSettings.Time)
- tweenJoint(Grip, nil, S.unAimedC1.Grip, Sine, S.equipSettings.Time)
- spawn(function()
- local T = tick()
- while true do
- if tick() - T > S.equipSettings.Time then break end
- if (not Selected) then break end
- wait()
- end
- equipAnimPlaying = false
- end)
- Animate()
- end
- end
- function onUnequipped(deleteTool)
- if Selected then
- Selected = false
- breakReload = true
- --------------------[ RUNNING PLUGINS ]---------------------------------------
- for _, Plugin in pairs(Plugins.OnUnEquipped) do
- spawn(function()
- Plugin()
- end)
- end
- --------------------[ MODIFYING THE PLAYER ]----------------------------------
- Cam.FieldOfView = 70
- Cam.CameraType = Enum.CameraType.Custom
- UIS.MouseBehavior = Enum.MouseBehavior.Default
- UIS.MouseIconEnabled = true
- Player.CameraMode = Enum.CameraMode.Classic
- if armTable then
- armTable[1].Model:Destroy()
- armTable[2].Model:Destroy()
- elseif armModel then
- armModel:Destroy()
- end
- LLegWeld:Destroy()
- RLegWeld:Destroy()
- changePlayerTrans(Char, 0)
- mainGUI.Parent = script
- Shoulders.Right.Part1 = RArm
- Shoulders.Left.Part1 = LArm
- neckClone.Parent = Torso
- headWeld:Destroy()
- Humanoid.WalkSpeed = 16
- Humanoid.AutoRotate = true
- --------------------[ RESETING THE TOOL ]-------------------------------------
- gunIgnore:Destroy()
- mouseSensitivity = S.sensitivitySettings.Default
- MB1Down = false
- playerMass = 0
- Aimed = false
- camOffsets = {
- guiScope = {
- Rot = V3();
- };
- Reload = {
- Rot = V3();
- Code = nil;
- };
- Recoil = {
- Rot = V3();
- Code = nil;
- };
- }
- recoilAnim = {
- Pos = V3();
- Rot = V3();
- Code = nil;
- }
- --Setting the aim variables to unaimed
- spreadZoom = "unAimed"
- scopeMain.Visible = false
- scopeSteady.Visible = false
- aimAlpha = 0
- aimHeadOffset = 0
- jumpAnimMultiplier = 1
- translationDivisor = 7
- rotationMultiplier = S.momentumSettings.Amplitude.unAimed
- armTiltMultiplier = 1
- Scope.BackgroundTransparency = 1
- if S.guiScope then
- spawn(function()
- for _, Obj in pairs(Gun:GetChildren()) do
- if Obj:IsA("BasePart") then
- Obj.LocalTransparencyModifier = 0
- end
- end
- end)
- end
- onGround = true
- for _, Tab in pairs(gunParts) do
- Tab.Weld:Destroy()
- Tab.Weld = nil
- end
- for _,c in pairs(Connections) do
- c:disconnect()
- end
- Connections = {}
- if deleteTool then
- Cam:ClearAllChildren()
- Gun:Destroy()
- end
- wait() --This is here in case you dolphin dived and deselected the tool instantly
- if S.stanceSettings.standOnDeselect and Stance ~= 0 then
- crawlCamRot = 0
- isCrawling = false
- stanceSway = 1
- spreadStance = "Stand"
- Stand(true)
- end
- baseSpread = S.spreadSettings[spreadZoom][spreadStance][spreadMotion]
- end
- end
- Gun.Equipped:connect(onEquipped)
- Gun.Unequipped:connect(function() onUnequipped(false) end)
- --------------------------------------------------------------------------------------
- --------------------[ END PROGRAM ]---------------------------------------------------
- --------------------------------------------------------------------------------------
- end))
- IntValue41.Name = "ignoreCode"
- IntValue41.Parent = LocalScript40
- Folder42.Name = "Server_Scripts"
- Folder42.Parent = LocalScript40
- ScreenGui43.Name = "mainGUI"
- ScreenGui43.Parent = LocalScript40
- Frame44.Name = "HUD"
- Frame44.Parent = ScreenGui43
- Frame44.Transparency = 1
- Frame44.Size = UDim2.new(0, 160, 0, 160)
- Frame44.Position = UDim2.new(1, -160, 1, -140)
- Frame44.BackgroundColor3 = Color3.new(1, 1, 1)
- Frame44.BackgroundTransparency = 1
- Frame45.Name = "Ammo"
- Frame45.Parent = Frame44
- Frame45.Transparency = 1
- Frame45.Size = UDim2.new(0, 135, 0, 40)
- Frame45.Position = UDim2.new(0, 5, 0, 60)
- Frame45.BackgroundTransparency = 1
- Frame45.ZIndex = 10
- TextLabel46.Name = "Slash"
- TextLabel46.Parent = Frame45
- TextLabel46.Transparency = 1
- TextLabel46.Size = UDim2.new(0, 0, 0, 45)
- TextLabel46.Text = "/"
- TextLabel46.Position = UDim2.new(0, 92, 0, -12)
- TextLabel46.Visible = false
- TextLabel46.BackgroundTransparency = 1
- TextLabel46.ZIndex = 10
- TextLabel46.Font = Enum.Font.SciFi
- TextLabel46.FontSize = Enum.FontSize.Size24
- TextLabel46.TextColor3 = Color3.new(1, 1, 1)
- TextLabel47.Name = "Stored"
- TextLabel47.Parent = Frame45
- TextLabel47.Transparency = 1
- TextLabel47.Size = UDim2.new(1, 0, 0, 85)
- TextLabel47.Text = "999"
- TextLabel47.Position = UDim2.new(0, 100, 0, -35)
- TextLabel47.Visible = false
- TextLabel47.BackgroundTransparency = 1
- TextLabel47.ZIndex = 10
- TextLabel47.Font = Enum.Font.Code
- TextLabel47.FontSize = Enum.FontSize.Size28
- TextLabel47.TextColor3 = Color3.new(1, 1, 1)
- TextLabel47.TextXAlignment = Enum.TextXAlignment.Left
- TextLabel48.Name = "Clip"
- TextLabel48.Parent = Frame45
- TextLabel48.Transparency = 1
- TextLabel48.Size = UDim2.new(0, 85, 1, 0)
- TextLabel48.Text = "999"
- TextLabel48.Position = UDim2.new(0, 32, 0, -5)
- TextLabel48.BackgroundTransparency = 1
- TextLabel48.ZIndex = 10
- TextLabel48.Font = Enum.Font.Code
- TextLabel48.FontSize = Enum.FontSize.Size48
- TextLabel48.TextColor3 = Color3.new(1, 1, 1)
- TextLabel48.TextWrapped = true
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- Frame49.Parent = Frame44
- Frame49.Transparency = 0.30000001192093
- Frame49.Size = UDim2.new(1, 0, 0, 120)
- Frame49.Position = UDim2.new(0, 0, 0, -200)
- Frame49.Visible = false
- Frame49.BackgroundColor3 = Color3.new(0.156863, 0.156863, 0.156863)
- Frame49.BackgroundTransparency = 0.30000001192093
- Frame49.BorderColor3 = Color3.new(0.156863, 0.156863, 0.156863)
- Frame49.BorderSizePixel = 5
- Frame49.ZIndex = 10
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- TextLabel50.Parent = Frame49
- TextLabel50.Transparency = 1
- TextLabel50.Size = UDim2.new(1, 0, 0, 15)
- TextLabel50.Text = "CONTROLS"
- TextLabel50.BackgroundColor3 = Color3.new(1, 1, 1)
- TextLabel50.BackgroundTransparency = 1
- TextLabel50.ZIndex = 10
- TextLabel50.Font = Enum.Font.SourceSansBold
- TextLabel50.FontSize = Enum.FontSize.Size14
- TextLabel50.TextColor3 = Color3.new(1, 1, 1)
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- TextLabel51.Size = UDim2.new(1, 0, 0, 2)
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- TextLabel51.BackgroundColor3 = Color3.new(1, 1, 0)
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- TextLabel51.ZIndex = 10
- TextLabel51.Font = Enum.Font.SourceSans
- TextLabel51.FontSize = Enum.FontSize.Size14
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- Frame52.Size = UDim2.new(0, 175, 0, 25)
- Frame52.Position = UDim2.new(0, 0, 0, 90)
- Frame52.Visible = false
- Frame52.BackgroundTransparency = 1
- Frame52.ZIndex = 10
- Frame53.Name = "Lethals"
- Frame53.Parent = Frame52
- Frame53.Size = UDim2.new(0.5, -2, 1, 0)
- Frame53.BackgroundColor3 = Color3.new(1, 1, 1)
- Frame53.BorderSizePixel = 0
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- ImageLabel54.Parent = Frame53
- ImageLabel54.Transparency = 1
- ImageLabel54.Size = UDim2.new(0, 21, 0, 21)
- ImageLabel54.Position = UDim2.new(0, 7, 0, 2)
- ImageLabel54.BackgroundColor3 = Color3.new(1, 1, 1)
- ImageLabel54.BackgroundTransparency = 1
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- TextLabel56.TextColor3 = Color3.new(0, 0, 0)
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- Frame57.Parent = Frame52
- Frame57.Size = UDim2.new(0.5, -2, 1, 0)
- Frame57.Position = UDim2.new(0.5, 2, 0, 0)
- Frame57.BackgroundColor3 = Color3.new(1, 1, 1)
- Frame57.BorderSizePixel = 0
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- TextLabel60.Font = Enum.Font.ArialBold
- TextLabel60.FontSize = Enum.FontSize.Size18
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- Frame61.BorderColor3 = Color3.new(0.156863, 0.156863, 0.156863)
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- Frame61.ZIndex = 10
- Frame61.Draggable = true
- TextLabel62.Name = "Num"
- TextLabel62.Parent = Frame61
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- TextLabel62.Size = UDim2.new(0, 50, 1, 0)
- TextLabel62.Text = "100%"
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- TextLabel62.FontSize = Enum.FontSize.Size24
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- Frame66.BackgroundColor3 = Color3.new(1, 1, 1)
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- Frame68.Position = UDim2.new(0.142857149, 0, 0.269230783, -2)
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- Frame70.Position = UDim2.new(0.238095239, 0, 0.115384616, -2)
- Frame70.BackgroundColor3 = Color3.new(1, 1, 1)
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- Frame71.Size = UDim2.new(0.0476190485, 0, 0, 4)
- Frame71.Position = UDim2.new(0.285714298, 0, 0.0384615399, -2)
- Frame71.BackgroundColor3 = Color3.new(1, 1, 1)
- Frame71.BorderColor3 = Color3.new(0, 0, 0)
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- Frame72.Parent = Frame64
- Frame72.Size = UDim2.new(0.0476190485, 0, 0, 4)
- Frame72.Position = UDim2.new(0.333333343, 0, 0, -2)
- Frame72.BackgroundColor3 = Color3.new(1, 1, 1)
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- Frame73.Size = UDim2.new(0.0476190485, 0, 0, 4)
- Frame73.Position = UDim2.new(0.380952388, 0, 0.142857149, -2)
- Frame73.BackgroundColor3 = Color3.new(1, 1, 1)
- Frame73.BorderColor3 = Color3.new(0, 0, 0)
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- Frame74.Name = "09"
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- Frame74.Size = UDim2.new(0.0476190485, 0, 0, 4)
- Frame74.Position = UDim2.new(0.428571433, 0, 0.285714298, -2)
- Frame74.BackgroundColor3 = Color3.new(1, 1, 1)
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- Frame75.Parent = Frame64
- Frame75.Size = UDim2.new(0.0476190485, 0, 0, 4)
- Frame75.Position = UDim2.new(0.476190478, 0, 0.428571433, -2)
- Frame75.BackgroundColor3 = Color3.new(1, 1, 1)
- Frame75.BorderColor3 = Color3.new(0, 0, 0)
- Frame75.BorderSizePixel = 0
- Frame75.ZIndex = 10
- Frame76.Name = "11"
- Frame76.Parent = Frame64
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- Frame76.Position = UDim2.new(0.523809552, 0, 0.571428597, -2)
- Frame76.BackgroundColor3 = Color3.new(1, 1, 1)
- Frame76.BorderColor3 = Color3.new(0, 0, 0)
- Frame76.BorderSizePixel = 0
- Frame76.ZIndex = 10
- Frame77.Name = "12"
- Frame77.Parent = Frame64
- Frame77.Size = UDim2.new(0.0476190485, 0, 0, 4)
- Frame77.Position = UDim2.new(0.571428597, 0, 0.714285731, -2)
- Frame77.BackgroundColor3 = Color3.new(1, 1, 1)
- Frame77.BorderColor3 = Color3.new(0, 0, 0)
- Frame77.BorderSizePixel = 0
- Frame77.ZIndex = 10
- Frame78.Name = "13"
- Frame78.Parent = Frame64
- Frame78.Size = UDim2.new(0.0476190485, 0, 0, 4)
- Frame78.Position = UDim2.new(0.619047642, 0, 0.857142866, -2)
- Frame78.BackgroundColor3 = Color3.new(1, 1, 1)
- Frame78.BorderColor3 = Color3.new(0, 0, 0)
- Frame78.BorderSizePixel = 0
- Frame78.ZIndex = 10
- Frame79.Name = "14"
- Frame79.Parent = Frame64
- Frame79.Size = UDim2.new(0.0476190485, 0, 0, 4)
- Frame79.Position = UDim2.new(0.666666687, 0, 0.916666687, -2)
- Frame79.BackgroundColor3 = Color3.new(1, 1, 1)
- Frame79.BorderColor3 = Color3.new(0, 0, 0)
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- Frame80.Parent = Frame64
- Frame80.Size = UDim2.new(0.0476190485, 0, 0, 4)
- Frame80.Position = UDim2.new(0.714285731, 0, 0.833333313, -2)
- Frame80.BackgroundColor3 = Color3.new(1, 1, 1)
- Frame80.BorderColor3 = Color3.new(0, 0, 0)
- Frame80.BorderSizePixel = 0
- Frame80.ZIndex = 10
- Frame81.Name = "16"
- Frame81.Parent = Frame64
- Frame81.Size = UDim2.new(0.0476190485, 0, 0, 4)
- Frame81.Position = UDim2.new(0.761904776, 0, 0.75, -2)
- Frame81.BackgroundColor3 = Color3.new(1, 1, 1)
- Frame81.BorderColor3 = Color3.new(0, 0, 0)
- Frame81.BorderSizePixel = 0
- Frame81.ZIndex = 10
- Frame82.Name = "17"
- Frame82.Parent = Frame64
- Frame82.Size = UDim2.new(0.0476190485, 0, 0, 4)
- Frame82.Position = UDim2.new(0.809523821, 0, 0.666666687, -2)
- Frame82.BackgroundColor3 = Color3.new(1, 1, 1)
- Frame82.BorderColor3 = Color3.new(0, 0, 0)
- Frame82.BorderSizePixel = 0
- Frame82.ZIndex = 10
- Frame83.Name = "18"
- Frame83.Parent = Frame64
- Frame83.Size = UDim2.new(0.0476190485, 0, 0, 4)
- Frame83.Position = UDim2.new(0.857142866, 0, 0.583333313, -2)
- Frame83.BackgroundColor3 = Color3.new(1, 1, 1)
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- Frame84.Name = "19"
- Frame84.Parent = Frame64
- Frame84.Size = UDim2.new(0.0476190485, 0, 0, 4)
- Frame84.Position = UDim2.new(0.90476191, 0, 0.5, -2)
- Frame84.BackgroundColor3 = Color3.new(1, 1, 1)
- Frame84.BorderColor3 = Color3.new(0, 0, 0)
- Frame84.BorderSizePixel = 0
- Frame84.ZIndex = 10
- Frame85.Name = "20"
- Frame85.Parent = Frame64
- Frame85.Size = UDim2.new(0.0476190485, 0, 0, 4)
- Frame85.Position = UDim2.new(0.952000022, 0, 0.49000001, -2)
- Frame85.BackgroundColor3 = Color3.new(1, 1, 1)
- Frame85.BorderColor3 = Color3.new(0, 0, 0)
- Frame85.BorderSizePixel = 0
- Frame85.ZIndex = 10
- Frame86.Name = "Line"
- Frame86.Parent = Frame64
- Frame86.Size = UDim2.new(0, 200, 0, 3)
- Frame86.Position = UDim2.new(1, 0, 0.5, -2)
- Frame86.BackgroundColor3 = Color3.new(1, 1, 1)
- Frame86.BorderColor3 = Color3.new(0, 0, 0)
- Frame86.BorderSizePixel = 0
- Frame86.ZIndex = 10
- Frame87.Name = "Line"
- Frame87.Parent = Frame64
- Frame87.Size = UDim2.new(0, 200, 0, 3)
- Frame87.Position = UDim2.new(0, -200, 0.5, -2)
- Frame87.BackgroundColor3 = Color3.new(1, 1, 1)
- Frame87.BorderColor3 = Color3.new(0, 0, 0)
- Frame87.BorderSizePixel = 0
- Frame87.ZIndex = 10
- Frame88.Name = "Mode"
- Frame88.Parent = Frame44
- Frame88.Transparency = 1
- Frame88.Size = UDim2.new(0, 85, 0, 20)
- Frame88.Position = UDim2.new(0, 37, 1, -70)
- Frame88.BackgroundColor3 = Color3.new(1, 1, 1)
- Frame88.BackgroundTransparency = 1
- Frame88.ZIndex = 10
- TextLabel89.Name = "Bracket"
- TextLabel89.Parent = Frame88
- TextLabel89.Transparency = 1
- TextLabel89.Size = UDim2.new(0, 5, 0, 20)
- TextLabel89.Text = "["
- TextLabel89.BackgroundTransparency = 1
- TextLabel89.ZIndex = 10
- TextLabel89.Font = Enum.Font.ArialBold
- TextLabel89.FontSize = Enum.FontSize.Size18
- TextLabel89.TextColor3 = Color3.new(1, 1, 1)
- TextLabel89.TextXAlignment = Enum.TextXAlignment.Left
- TextLabel90.Name = "Bracket"
- TextLabel90.Parent = Frame88
- TextLabel90.Transparency = 1
- TextLabel90.Size = UDim2.new(0, 5, 0, 20)
- TextLabel90.Text = "]"
- TextLabel90.Position = UDim2.new(1, -5, 0, 0)
- TextLabel90.BackgroundTransparency = 1
- TextLabel90.ZIndex = 10
- TextLabel90.Font = Enum.Font.ArialBold
- TextLabel90.FontSize = Enum.FontSize.Size18
- TextLabel90.TextColor3 = Color3.new(1, 1, 1)
- TextLabel90.TextXAlignment = Enum.TextXAlignment.Left
- TextLabel91.Name = "Main"
- TextLabel91.Parent = Frame88
- TextLabel91.Transparency = 1
- TextLabel91.Size = UDim2.new(1, 0, 0, 20)
- TextLabel91.Text = "Auto"
- TextLabel91.BackgroundTransparency = 1
- TextLabel91.ZIndex = 10
- TextLabel91.Font = Enum.Font.Code
- TextLabel91.FontSize = Enum.FontSize.Size18
- TextLabel91.TextColor3 = Color3.new(1, 1, 1)
- TextLabel91.TextWrapped = true
- Frame92.Name = "gunName"
- Frame92.Parent = Frame44
- Frame92.Transparency = 1
- Frame92.Size = UDim2.new(1, 0, 0, 36)
- Frame92.BackgroundColor3 = Color3.new(0.352941, 0.352941, 0.352941)
- Frame92.BackgroundTransparency = 1
- Frame92.ZIndex = 10
- TextLabel93.Name = "Title"
- TextLabel93.Parent = Frame92
- TextLabel93.Transparency = 1
- TextLabel93.Size = UDim2.new(1, 0, 1, 0)
- TextLabel93.Text = "GUN NAME"
- TextLabel93.Position = UDim2.new(0, 0, 0, 23)
- TextLabel93.BackgroundColor3 = Color3.new(1, 1, 1)
- TextLabel93.BackgroundTransparency = 1
- TextLabel93.ZIndex = 10
- TextLabel93.Font = Enum.Font.Code
- TextLabel93.FontSize = Enum.FontSize.Size36
- TextLabel93.TextColor3 = Color3.new(1, 1, 1)
- TextLabel93.TextScaled = true
- TextLabel93.TextStrokeColor3 = Color3.new(0.745098, 0.745098, 0.745098)
- TextLabel93.TextWrapped = true
- TextLabel94.Name = "Version"
- TextLabel94.Parent = Frame44
- TextLabel94.Transparency = 1
- TextLabel94.Size = UDim2.new(1, 0, 0, 15)
- TextLabel94.Text = "V0.4 - REMAKE"
- TextLabel94.Position = UDim2.new(1, 10, 1, 0)
- TextLabel94.BackgroundColor3 = Color3.new(1, 1, 1)
- TextLabel94.BackgroundTransparency = 1
- TextLabel94.ZIndex = 10
- TextLabel94.Font = Enum.Font.ArialBold
- TextLabel94.FontSize = Enum.FontSize.Size14
- TextLabel94.TextColor3 = Color3.new(1, 1, 1)
- TextLabel94.TextStrokeColor3 = Color3.new(0.745098, 0.745098, 0.745098)
- TextLabel94.TextStrokeTransparency = 0.60000002384186
- TextLabel94.TextTransparency = 0.60000002384186
- TextLabel94.TextWrapped = true
- TextLabel94.TextXAlignment = Enum.TextXAlignment.Right
- ImageLabel95.Name = "hitMarker"
- ImageLabel95.Parent = ScreenGui43
- ImageLabel95.Transparency = 1
- ImageLabel95.Size = UDim2.new(0, 26, 0, 26)
- ImageLabel95.Position = UDim2.new(0.5, -13, 0.5, -31)
- ImageLabel95.Visible = false
- ImageLabel95.BackgroundTransparency = 1
- ImageLabel95.ZIndex = 10
- ImageLabel95.Image = "http://www.roblox.com/asset/?id=121173757"
- NumberValue96.Name = "lastMark"
- NumberValue96.Parent = ImageLabel95
- TextLabel97.Name = "Sens"
- TextLabel97.Parent = ScreenGui43
- TextLabel97.Transparency = 1
- TextLabel97.Size = UDim2.new(0, 100, 0, 20)
- TextLabel97.Text = "S: 0.3"
- TextLabel97.Position = UDim2.new(1, -131, 1, -25)
- TextLabel97.BackgroundColor3 = Color3.new(1, 1, 1)
- TextLabel97.BackgroundTransparency = 1
- TextLabel97.ZIndex = 10
- TextLabel97.Font = Enum.Font.Code
- TextLabel97.FontSize = Enum.FontSize.Size28
- TextLabel97.TextColor3 = Color3.new(1, 1, 1)
- Frame98.Name = "Scope"
- Frame98.Parent = ScreenGui43
- Frame98.Transparency = 1
- Frame98.Size = UDim2.new(1, 0, 1, 36)
- Frame98.Position = UDim2.new(0, 0, 0, -36)
- Frame98.Visible = false
- Frame98.BackgroundColor3 = Color3.new(0, 0, 0)
- Frame98.BackgroundTransparency = 1
- TextLabel99.Name = "Steady"
- TextLabel99.Parent = Frame98
- TextLabel99.Transparency = 1
- TextLabel99.Size = UDim2.new(0, 120, 0, 20)
- TextLabel99.Text = ""
- TextLabel99.Position = UDim2.new(0.5, -60, 0.5, 50)
- TextLabel99.Visible = false
- TextLabel99.BackgroundColor3 = Color3.new(1, 1, 1)
- TextLabel99.BackgroundTransparency = 1
- TextLabel99.ZIndex = 9
- TextLabel99.Font = Enum.Font.ArialBold
- TextLabel99.FontSize = Enum.FontSize.Size14
- TextLabel99.TextColor3 = Color3.new(1, 1, 0)
- TextLabel99.TextStrokeTransparency = 0
- Frame100.Name = "Main"
- Frame100.Parent = Frame98
- Frame100.Transparency = 1
- Frame100.Size = UDim2.new(1, 0, 1, 0)
- Frame100.BackgroundColor3 = Color3.new(1, 1, 1)
- Frame100.BackgroundTransparency = 1
- ImageLabel101.Name = "ScopeImg2"
- ImageLabel101.Parent = Frame100
- ImageLabel101.Transparency = 1
- ImageLabel101.Size = UDim2.new(0, 20, 0, 20)
- ImageLabel101.Position = UDim2.new(0.5, -10, 0, -10)
- ImageLabel101.BackgroundColor3 = Color3.new(0, 0, 0)
- ImageLabel101.BackgroundTransparency = 1
- ImageLabel101.Image = "http://www.roblox.com/asset/?id=184922644"
- ImageLabel102.Name = "ScopeImg1"
- ImageLabel102.Parent = Frame100
- ImageLabel102.Transparency = 1
- ImageLabel102.Size = UDim2.new(0, 20, 0, 20)
- ImageLabel102.Position = UDim2.new(0.5, -10, 0, -10)
- ImageLabel102.BackgroundColor3 = Color3.new(0, 0, 0)
- ImageLabel102.BackgroundTransparency = 1
- ImageLabel102.Image = "http://www.roblox.com/asset/?id=72002022"
- Frame103.Name = "F2"
- Frame103.Parent = Frame100
- Frame103.Size = UDim2.new(0, 0, 1, 20)
- Frame103.Position = UDim2.new(0, -10, 0, -10)
- Frame103.BackgroundColor3 = Color3.new(0, 0, 0)
- Frame103.BorderColor3 = Color3.new(0, 0, 0)
- Frame103.BorderSizePixel = 0
- Frame104.Name = "F1"
- Frame104.Parent = Frame100
- Frame104.Size = UDim2.new(0, 0, 1, 20)
- Frame104.Position = UDim2.new(0, -10, 0, -10)
- Frame104.BackgroundColor3 = Color3.new(0, 0, 0)
- Frame104.BorderColor3 = Color3.new(0, 0, 0)
- Frame104.BorderSizePixel = 0
- LocalScript105.Name = "Update"
- LocalScript105.Parent = Frame100
- table.insert(cors,sandbox(LocalScript105,function()
- local GUI = script.Parent
- function updateScopeDimension()
- GUI.ScopeImg1.Position = UDim2.new(0.5, -10 - (GUI.AbsoluteSize.y / 2), 0, -10)
- GUI.ScopeImg1.Size = UDim2.new(0, 20 + GUI.AbsoluteSize.y, 0, 20 + GUI.AbsoluteSize.y)
- GUI.ScopeImg2.Position = UDim2.new(0.5, -10 - (GUI.AbsoluteSize.y / 2), 0, -10)
- GUI.ScopeImg2.Size = UDim2.new(0, 20 + GUI.AbsoluteSize.y, 0, 20 + GUI.AbsoluteSize.y)
- GUI.F1.Size = UDim2.new(0, 20 + ((GUI.AbsoluteSize.x - GUI.AbsoluteSize.y) / 2), 1, 20)
- GUI.F2.Size = UDim2.new(0, 20 + ((GUI.AbsoluteSize.x - GUI.AbsoluteSize.y) / 2), 1, 20)
- GUI.F2.Position = UDim2.new(1, -10 - ((GUI.AbsoluteSize.x - GUI.AbsoluteSize.y) / 2), 0, -10)
- end
- wait()
- GUI.Changed:connect(updateScopeDimension)
- updateScopeDimension()
- end))
- Frame106.Name = "fireSelect"
- Frame106.Parent = ScreenGui43
- Frame106.Transparency = 1
- Frame106.Position = UDim2.new(0.5, 0, 0.5, -18)
- Frame106.Visible = false
- Frame106.BackgroundColor3 = Color3.new(1, 1, 1)
- Frame106.BackgroundTransparency = 1
- Frame107.Name = "Modes"
- Frame107.Parent = Frame106
- Frame107.Transparency = 1
- Frame107.BackgroundColor3 = Color3.new(1, 1, 1)
- Frame107.BackgroundTransparency = 1
- ImageLabel108.Name = "Circle"
- ImageLabel108.Parent = Frame106
- ImageLabel108.Transparency = 1
- ImageLabel108.Size = UDim2.new(0, 120, 0, 120)
- ImageLabel108.Position = UDim2.new(0, -60, 0, -60)
- ImageLabel108.BackgroundColor3 = Color3.new(1, 1, 1)
- ImageLabel108.BackgroundTransparency = 1
- ImageLabel108.Image = "http://www.roblox.com/asset/?id=55754953"
- ImageLabel108.ImageTransparency = 0.5
- ImageLabel109.Name = "Arrow"
- ImageLabel109.Parent = Frame106
- ImageLabel109.Transparency = 1
- ImageLabel109.Size = UDim2.new(0, 40, 0, 20)
- ImageLabel109.Position = UDim2.new(0, -20, 0, -140)
- ImageLabel109.BackgroundColor3 = Color3.new(1, 1, 1)
- ImageLabel109.BackgroundTransparency = 1
- ImageLabel109.Image = "http://www.roblox.com/asset/?id=126877530"
- TextLabel110.Name = "Co"
- TextLabel110.Parent = ScreenGui43
- TextLabel110.Transparency = 1
- TextLabel110.Size = UDim2.new(1, 0, 0, 20)
- TextLabel110.Text = "tEhYuM yB ekameR & noisuFobruT yB tiK"
- TextLabel110.BackgroundColor3 = Color3.new(1, 1, 1)
- TextLabel110.BackgroundTransparency = 1
- TextLabel110.ZIndex = 10
- TextLabel110.Font = Enum.Font.SourceSansItalic
- TextLabel110.FontSize = Enum.FontSize.Size18
- TextLabel110.TextColor3 = Color3.new(1, 1, 1)
- TextLabel110.TextStrokeColor3 = Color3.new(1, 1, 1)
- TextLabel110.TextStrokeTransparency = 0.89999997615814
- TextLabel110.TextTransparency = 0.89999997615814
- Frame111.Name = "crossHair"
- Frame111.Parent = ScreenGui43
- Frame111.Position = UDim2.new(0.5, 0, 0.5, -18)
- Frame111.Visible = false
- Frame111.BackgroundColor3 = Color3.new(1, 1, 1)
- Frame111.BorderColor3 = Color3.new(0, 0, 0)
- Frame111.BorderSizePixel = 0
- ImageLabel112.Parent = Frame111
- ImageLabel112.Transparency = 1
- ImageLabel112.Size = UDim2.new(0, 300, 0, 300)
- ImageLabel112.Position = UDim2.new(0, -150, 0, -150)
- ImageLabel112.Visible = false
- ImageLabel112.BackgroundColor3 = Color3.new(1, 1, 1)
- ImageLabel112.BackgroundTransparency = 1
- ImageLabel112.ZIndex = 2
- ImageLabel112.Image = "http://www.roblox.com/asset/?id=68308747"
- TextLabel113.Name = "Reload"
- TextLabel113.Parent = Frame111
- TextLabel113.Transparency = 1
- TextLabel113.Size = UDim2.new(0, 100, 0, 20)
- TextLabel113.Text = "RELOADING..."
- TextLabel113.Position = UDim2.new(0, -50, 0, 70)
- TextLabel113.Visible = false
- TextLabel113.BackgroundColor3 = Color3.new(1, 1, 1)
- TextLabel113.BackgroundTransparency = 1
- TextLabel113.ZIndex = 2
- TextLabel113.Font = Enum.Font.SourceSansBold
- TextLabel113.FontSize = Enum.FontSize.Size18
- TextLabel113.TextColor3 = Color3.new(1, 1, 1)
- TextLabel113.TextStrokeTransparency = 0.5
- Frame114.Name = "C"
- Frame114.Parent = Frame111
- Frame114.Transparency = 1
- Frame114.Size = UDim2.new(0, 4, 0, 500)
- Frame114.Position = UDim2.new(0, -2, 0, 0)
- Frame114.BackgroundColor3 = Color3.new(1, 1, 1)
- Frame114.BackgroundTransparency = 1
- Frame114.ClipsDescendants = true
- TextLabel115.Name = "Line"
- TextLabel115.Parent = Frame114
- TextLabel115.Size = UDim2.new(0, 2, 0, 15)
- TextLabel115.Text = ""
- TextLabel115.Position = UDim2.new(0.5, -1, 0, 10)
- TextLabel115.BackgroundColor3 = Color3.new(1, 1, 1)
- TextLabel115.BorderColor3 = Color3.new(0.392157, 0.392157, 0.392157)
- TextLabel115.Font = Enum.Font.SourceSans
- TextLabel115.FontSize = Enum.FontSize.Size14
- Frame116.Name = "A"
- Frame116.Parent = Frame111
- Frame116.Transparency = 1
- Frame116.Size = UDim2.new(0, 4, 0, 500)
- Frame116.Position = UDim2.new(0, -2, 0, -500)
- Frame116.BackgroundColor3 = Color3.new(1, 1, 1)
- Frame116.BackgroundTransparency = 1
- Frame116.ClipsDescendants = true
- TextLabel117.Name = "Line"
- TextLabel117.Parent = Frame116
- TextLabel117.Size = UDim2.new(0, 2, 0, 15)
- TextLabel117.Text = ""
- TextLabel117.Position = UDim2.new(0.5, -1, 1, -25)
- TextLabel117.BackgroundColor3 = Color3.new(1, 1, 1)
- TextLabel117.BorderColor3 = Color3.new(0.392157, 0.392157, 0.392157)
- TextLabel117.Font = Enum.Font.SourceSans
- TextLabel117.FontSize = Enum.FontSize.Size14
- Frame118.Name = "B"
- Frame118.Parent = Frame111
- Frame118.Transparency = 1
- Frame118.Size = UDim2.new(0, 500, 0, 4)
- Frame118.Position = UDim2.new(0, 0, 0, -2)
- Frame118.BackgroundColor3 = Color3.new(1, 1, 1)
- Frame118.BackgroundTransparency = 1
- Frame118.ClipsDescendants = true
- TextLabel119.Name = "Line"
- TextLabel119.Parent = Frame118
- TextLabel119.Size = UDim2.new(0, 15, 0, 2)
- TextLabel119.Text = ""
- TextLabel119.Position = UDim2.new(0, 10, 0.5, -1)
- TextLabel119.BackgroundColor3 = Color3.new(1, 1, 1)
- TextLabel119.BorderColor3 = Color3.new(0.392157, 0.392157, 0.392157)
- TextLabel119.Font = Enum.Font.SourceSans
- TextLabel119.FontSize = Enum.FontSize.Size14
- Frame120.Name = "D"
- Frame120.Parent = Frame111
- Frame120.Transparency = 1
- Frame120.Size = UDim2.new(0, 500, 0, 4)
- Frame120.Position = UDim2.new(0, -500, 0, -2)
- Frame120.BackgroundColor3 = Color3.new(1, 1, 1)
- Frame120.BackgroundTransparency = 1
- Frame120.ClipsDescendants = true
- TextLabel121.Name = "Line"
- TextLabel121.Parent = Frame120
- TextLabel121.Size = UDim2.new(0, 15, 0, 2)
- TextLabel121.Text = ""
- TextLabel121.Position = UDim2.new(1, -25, 0.5, -1)
- TextLabel121.BackgroundColor3 = Color3.new(1, 1, 1)
- TextLabel121.BorderColor3 = Color3.new(0.392157, 0.392157, 0.392157)
- TextLabel121.Font = Enum.Font.SourceSans
- TextLabel121.FontSize = Enum.FontSize.Size14
- for i,v in pairs(mas:GetChildren()) do
- v.Parent = workspace
- pcall(function() v:MakeJoints() end)
- end
- mas:Destroy()
- for i,v in pairs(cors) do
- spawn(function()
- pcall(v)
- end)
- end
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