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- ---ok this is the actual dual gun script i showed you and im tired of writing these messages just take the scripts and have Fun!
- Player = game:GetService("Players").kash5
- Character = Player.Character
- PlayerGui = Player.PlayerGui
- Backpack = Player.Backpack
- Torso = Character.Torso
- Head = Character.Head
- LeftArm = Character["Left Arm"]
- LeftLeg = Character["Left Leg"]
- RightArm = Character["Right Arm"]
- RightLeg = Character["Right Leg"]
- LS = Torso["Left Shoulder"]
- LH = Torso["Left Hip"]
- RS = Torso["Right Shoulder"]
- RH = Torso["Right Hip"]
- it=Instance.new
- vt=Vector3.new
- cf=CFrame.new
- euler=CFrame.fromEulerAnglesXYZ
- angles=CFrame.Angles
- necko=cf(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- necko2=cf(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- ModelName = "Weapon"
- attack = false
- attacktype = 1
- Hitdeb = 0
- Neck = Torso.Neck
- local neckcf0 = Neck.C0
- ----------------------------
- --Customize
- Ammo = 6
- MaxAmmo = 6
- mindamage = 30
- maxdamage = 40
- crtmaxdamage = 50
- reloadspeed=1
- attackspeed=1
- GunzerkDuration=1000
- twobullets=false
- omindamage = mindamage
- omaxdamage = maxdamage
- ocrtmaxdamage = crtmaxdamage
- crtrate = 100/5
- --100%/critpercentage
- oblkbrkr = 1
- blockbreaker = oblkbrkr
- spread = 1
- spread = spread*100
- Ammoregen = 5
- range = 400
- rangepower = 100
- CurrentAmmo = "Normal"
- attackdebounce = false
- poisoncounter=0
- Gunzerkering=false
- firingdebounce1=false
- firingdebounce2=false
- aiming=false
- local LastPoint1 = nil
- local LastPoint2 = nil
- critical=false
- dodging=false
- holdforward=true
- resting=false
- hifiving=false
- blastcannonmode=false
- handlecolor = BrickColor.new("Navy blue")
- bcolor = BrickColor.new("White")
- gemcolor = BrickColor.new("Black")
- ammotrail = BrickColor.new("White")
- ToolName = "Romandan"
- ---------------------------------------------------------------------------------------------------------------------------------------
- if Character:findFirstChild("EquippedVal",true) ~= nil then
- Character:findFirstChild("EquippedVal",true).Parent = nil
- end
- ev = it("BoolValue",Character)
- ev.Name = "EquippedVal"
- ev.Value = false
- if Character:findFirstChild("Block",true) ~= nil then
- Character:findFirstChild("Block",true).Parent = nil
- end
- --player
- player = nil
- --welds
- RW, LW , RWL, LWL = it("Weld"), it("Weld"), it("Weld"), it("Weld")
- --what anim
- anim = "none"
- --other var
- player = Player
- ch = Character
- --save shoulders
- AoETrue = {}
- RSH, LSH , RHL, LHL = ch.Torso["Right Shoulder"], ch.Torso["Left Shoulder"] , ch.Torso["Right Hip"] , ch.Torso["Left Hip"]
- function RWFunc()
- RW.Part1 = ch["Right Arm"]
- RSH.Part1 = nil
- end
- function LWFunc()
- LW.Part1 = ch["Left Arm"]
- LSH.Part1 = nil
- end
- function RWLFunc()
- RWL.Part1 = ch["Right Leg"]
- RHL.Part1 = nil
- ch["Right Leg"].Name = "RightLeg"
- RightLeg.CanCollide = false
- end
- function LWLFunc()
- LWL.Part1 = ch["Left Leg"]
- LHL.Part1 = nil
- ch["Left Leg"].Name = "LeftLeg"
- LeftLeg.CanCollide = true
- end
- function RWLRem()
- RightLeg.Name = "Right Leg"
- RWL.Part1 = nil
- RHL.Part1 = ch["Right Leg"]
- RightLeg.CanCollide = false
- end
- function LWLRem()
- LeftLeg.Name = "Left Leg"
- LWL.Part1 = nil
- LHL.Part1 = ch["Left Leg"]
- LeftLeg.CanCollide = false
- end
- function RWRem()
- RW.Part1 = nil
- RSH.Part1 = ch["Right Arm"]
- end
- function LWRem()
- LW.Part1 = nil
- LSH.Part1 = ch["Left Arm"]
- end
- if Character:findFirstChild(ModelName,true) ~= nil then
- Character:findFirstChild(ModelName,true).Parent = nil
- RHL.Part1 = ch["Right Leg"]
- LHL.Part1 = ch["Left Leg"]
- RSH.Part1 = ch["Right Arm"]
- LSH.Part1 = ch["Left Arm"]
- end
- if Character:findFirstChild("BlastCannon",true) ~= nil then
- Character:findFirstChild("BlastCannon",true).Parent = nil
- end
- if Character:findFirstChild("HighFive",true) ~= nil then
- Character:findFirstChild("HighFive",true).Parent=nil
- end
- local hifivevalue=it("BoolValue")
- hifivevalue.Parent=Character
- hifivevalue.Name="HighFive"
- hifivevalue.Value=false
- local swordholder = it("Model")
- swordholder.Name = ModelName
- swordholder.Parent = Character
- --derp
- RW.Part0 = ch.Torso
- RW.C0 = cf(1.5, 0.5, 0) * euler(0, 0, 0)
- RW.C1 = cf(0, 0.5, 0) * euler(0, 0, 0)
- RW.Parent = swordholder
- --
- LW.Part0 = ch.Torso
- LW.C0 = cf(-1.5, 0.5, 0) --* euler(1.7, 0, 0.8)
- LW.C1 = cf(0, 0.5, 0)
- LW.Parent = swordholder
- --
- RWL.Part0 = ch.Torso
- RWL.C0 = cf(1, -1, 0) * angles(0, 0, 0)
- RWL.C1 = cf(0.5, 1, 0)
- RWL.Parent = swordholder
- --
- LWL.Part0 = ch.Torso
- LWL.C0 = cf(-1, -1, 0) * angles(0, 0, 0)
- LWL.C1 = cf(-0.5, 1, 0)
- LWL.Parent = swordholder
- local msh1 = it("CylinderMesh")
- msh1.Scale = vt(0.2,1,0.2)
- local msh2 = it("CylinderMesh")
- msh2.Scale = vt(0.5,0.8,0.5)
- local msh3 = it("BlockMesh")
- msh3.Scale = vt(0.25,1,0.1)
- local msh4 = it("CylinderMesh")
- msh4.Scale = vt(0.2,1,0.2)
- local msh4b = it("CylinderMesh")
- msh4b.Scale = vt(0.15,1.01,0.15)
- local msh5 = it("CylinderMesh")
- msh5.Scale = vt(0.4,1,0.4)
- local msh6 = it("BlockMesh")
- msh6.Scale = vt(0.5,0.5,0.5)
- local msh7 = it("BlockMesh")
- msh7.Scale = vt(0.2,1.45,0.25)
- local msh8 = it("BlockMesh")
- msh8.Scale = vt(0.3,1,0.2)
- local prt1 = it("Part")
- prt1.formFactor = 3
- prt1.CanCollide = true
- prt1.Name = "Handle"
- prt1.Locked = true
- prt1.Size = vt(1,1,1)
- prt1.Parent = swordholder
- msh1.Parent = prt1
- prt1.BrickColor = handlecolor
- local prt2 = it("Part")
- prt2.formFactor = 3
- prt2.CanCollide = true
- prt2.Name = "Barrel"
- prt2.Locked = true
- prt2.Size = vt(1,1,1)
- prt2.Parent = swordholder
- msh2.Parent = prt2
- prt2.BrickColor = bcolor
- local prt3 = it("Part")
- prt3.formFactor = 3
- prt3.CanCollide = true
- prt3.Name = "BarrelPlate"
- prt3.Locked = true
- prt3.Size = vt(1,1.5,1)
- prt3.Parent = swordholder
- msh3.Parent = prt3
- prt3.BrickColor = handlecolor
- local prt4 = it("Part")
- prt4.formFactor = 3
- prt4.CanCollide = true
- prt4.Name = "LongBarrel"
- prt4.Locked = true
- prt4.Size = vt(1,1.5,1)
- prt4.Parent = swordholder
- msh4.Parent = prt4
- prt4.BrickColor = handlecolor
- local prt4b = it("Part")
- prt4b.formFactor = 3
- prt4b.CanCollide = true
- prt4b.Name = "LongBarrel2"
- prt4b.Locked = true
- prt4b.Size = vt(1,1.5,1)
- prt4b.Parent = swordholder
- msh4b.Parent = prt4b
- prt4b.BrickColor = BrickColor.new("Really black")
- local prt5 = it("Part")
- prt5.formFactor = 3
- prt5.CanCollide = true
- prt5.Name = "RearLongBarrel"
- prt5.Locked = true
- prt5.Size = vt(1,1,1)
- prt5.Parent = swordholder
- msh5.Parent = prt5
- prt5.BrickColor = handlecolor
- local prt6 = it("Part")
- prt6.formFactor = 3
- prt6.CanCollide = false
- prt6.Name = "Aimer"
- prt6.Locked = true
- prt6.Size = vt(0.2,0.2,0.2)
- prt6.Parent = swordholder
- msh6.Parent = prt6
- prt6.BrickColor = handlecolor
- local prt7 = it("Part")
- prt7.formFactor = 3
- prt7.CanCollide = false
- prt7.Name = "BottomBarrel"
- prt7.Locked = true
- prt7.Size = vt(1,1,1)
- prt7.Parent = swordholder
- msh7.Parent = prt7
- prt7.BrickColor = handlecolor
- local prt8 = it("Part")
- prt8.formFactor = 3
- prt8.CanCollide = false
- prt8.Name = "BarrelTop"
- prt8.Locked = true
- prt8.Size = vt(1,1,1)
- prt8.Parent = swordholder
- msh8.Parent = prt8
- prt8.BrickColor = handlecolor
- local w1 = it("Weld")
- w1.Parent = prt1
- w1.Part0 = prt1
- w1.C1 = euler(0, 0, 0) * cf(0, 0,0)
- w1.C0 = euler(math.rad(90),math.rad(0), 0) * cf(-1, 1, -0.25)
- local w2 = it("Weld")
- w2.Parent = prt2
- w2.Part0 = prt2
- w2.Part1 = prt1
- w2.C1 = euler(0, 0, 0) * cf(0, -0.16, 0)
- w2.C0 = euler(math.rad(180), 0,0) * cf(0, -0.75, 0.25)
- local w3 = it("Weld")
- w3.Parent = prt3
- w3.Part0 = prt3
- w3.Part1 = prt1
- w3.C1 = euler(0, 0, 0) * cf(0, 0, 0)
- w3.C0 = euler(math.rad(90), 0,0) * cf(0, -0.5, -0.25)
- local w4 = it("Weld")
- w4.Parent = prt4
- w4.Part0 = prt4
- w4.Part1 = prt2
- w4.C1 = euler(0, 0, 0) * cf(0, 0, 0.16)
- w4.C0 = euler(0, 0,0) * cf(0, -1, 0)
- local w4b = it("Weld")
- w4b.Parent = prt4b
- w4b.Part0 = prt4b
- w4b.Part1 = prt4
- w4b.C1 = euler(0,0,0) * cf(0, 0, 0)
- w4b.C0 = euler(0,0,0) * cf(0, 0, 0)
- local w5 = it("Weld")
- w5.Parent = prt5
- w5.Part0 = prt5
- w5.Part1 = prt1
- w5.C1 = euler(0, 0, 0) * cf(0, 0, 0)
- w5.C0 = euler(math.rad(90), 0,0) * cf(0, -0.65, -0.1)
- local w6 = it("Weld")
- w6.Parent = prt6
- w6.Part0 = prt6
- w6.Part1 = prt4
- w6.C1 = euler(0, 0, 0) * cf(0, 0, 0.14)
- --w6.C0 = euler(0, math.rad(45),math.rad(0)) * cf(0, -1.65, -0.09)
- w6.C0 = euler(0, math.rad(45),math.rad(0)) * cf(0, -.65, 0.05)
- local w7 = it("Weld")
- w7.Parent = prt7
- w7.Part0 = prt7
- w7.Part1 = prt4
- w7.C1 = euler(0, 0, 0) * cf(0, 0, 0)
- w7.C0 = euler(0, 0,0) * cf(0, 0, 0.08)
- local w10 = it("Weld")
- w10.Parent = prt8
- w10.Part0 = prt8
- w10.Part1 = prt5
- w10.C1 = euler(0, 0, 0) * cf(0, -0.8, 0)
- w10.C0 = euler(0, 0,0) * cf(0, -0.3, -0.2)
- numb=0
- for i=0,5 do
- local msha = it("CylinderMesh")
- msha.Scale = vt(0.15,0.51,0.15)
- local prta = it("Part")
- prta.formFactor = 3
- prta.CanCollide = true
- prta.Name = "Ammo"
- prta.Locked = true
- prta.Size = vt(1,1,1)
- prta.Parent = prt2
- msha.Parent = prta
- prta.BrickColor = BrickColor.new("Black")
- local wa = it("Weld")
- wa.Parent = prta
- wa.Part0 = prta
- wa.Part1 = prt2
- wa.C1 = euler(0, 0, 0) * cf(0, 0, 0)
- wa.C0 = cf(0, -0.15, 0.19) * euler(0, numb, 0)
- numb=numb+1.046666667
- coroutine.resume(coroutine.create(function(Part)
- while prt2.Parent~=nil do
- wait()
- Part.Transparency=prt2.Transparency
- end
- end),prta)
- end
- newgun=swordholder:Clone()
- newgun.Name="WeaponClone"
- local newmsh1 = it("CylinderMesh")
- newmsh1.Scale = vt(1,1,1)
- local newmsh2 = it("BlockMesh")
- newmsh2.Scale = vt(1,1,1)
- local newmsh3 = it("CylinderMesh")
- newmsh3.Scale = vt(1,1,1)
- local newmsh4 = it("CylinderMesh")
- newmsh4.Scale = vt(1,1,1)
- local newmsh5 = it("CylinderMesh")
- newmsh5.Scale = vt(1,1,1)
- local newmsh6 = it("BlockMesh")
- newmsh6.Scale = vt(1,1,1)
- local newprt1 = it("Part")
- newprt1.formFactor = 3
- newprt1.CanCollide = true
- newprt1.Name = "Handle"
- newprt1.Locked = true
- newprt1.Size = vt(0.3,1,0.3)
- newprt1.Parent = newgun
- newmsh1.Parent = newprt1
- newprt1.BrickColor = handlecolor
- local newprt2 = it("Part")
- newprt2.formFactor = 3
- newprt2.CanCollide = true
- newprt2.Name = "Handle2"
- newprt2.Locked = true
- newprt2.Size = vt(0.5,0.2,1.5)
- newprt2.Parent = newgun
- newmsh2.Parent = newprt2
- newprt2.BrickColor = handlecolor
- local newprt3 = it("Part")
- newprt3.formFactor = 3
- newprt3.CanCollide = false
- newprt3.Name = "Handle3"
- newprt3.Locked = true
- newprt3.Size = vt(0.7,1.2,0.7)
- newprt3.Parent = newgun
- newmsh3.Parent = newprt3
- newprt3.BrickColor = BrickColor.new("White")
- local newprt4 = it("Part")
- newprt4.formFactor = 3
- newprt4.CanCollide = true
- newprt4.Name = "BackBarrel"
- newprt4.Locked = true
- newprt4.Size = vt(0.5,1.2,0.5)
- newprt4.Parent = newgun
- newmsh4.Parent = newprt4
- newprt4.BrickColor = handlecolor
- local newprt5 = it("Part")
- newprt5.formFactor = 3
- newprt5.CanCollide = true
- newprt5.Name = "Barrel"
- newprt5.Locked = true
- newprt5.Size = vt(0.4,2.5,0.4)
- newprt5.Parent = newgun
- newmsh5.Parent = newprt5
- newprt5.BrickColor = handlecolor
- local newprt6 = it("Part")
- newprt6.formFactor = 3
- newprt6.CanCollide = false
- newprt6.Name = "BarrelHandle"
- newprt6.Locked = true
- newprt6.Size = vt(0.3,1,0.3)
- newprt6.Parent = newgun
- newmsh6.Parent = newprt6
- newprt6.BrickColor = handlecolor
- local neww1 = it("Weld")
- neww1.Parent = newprt1
- neww1.Part0 = newprt1
- neww1.Name = "Weld1"
- local neww2 = it("Weld")
- neww2.Parent = newprt2
- neww2.Part0 = newprt2
- neww2.Part1 = newprt1
- neww2.Name = "Weld2"
- neww2.C1 = cf(0, 0,0) * angles(0, 0, 0)
- neww2.C0 = angles(math.rad(0), 0, 0) * cf(0, 0.6,0.5)
- local neww3 = it("Weld")
- neww3.Parent = newprt3
- neww3.Part0 = newprt3
- neww3.Part1 = newprt2
- neww3.C1 = cf(0, 0,0) * angles(0, 0, 0)
- neww3.C0 = angles(math.rad(90), 0, 0) * cf(0, 0.25,-0.5)
- local neww4 = it("Weld")
- neww4.Parent = newprt4
- neww4.Part0 = newprt4
- neww4.Part1 = newprt2
- neww4.C1 = cf(0, 0,0) * angles(0, 0, 0)
- neww4.C0 = angles(math.rad(90), 0, 0) * cf(0, 0.25,0.5)
- local neww5 = it("Weld")
- neww5.Parent = newprt5
- neww5.Part0 = newprt5
- neww5.Part1 = newprt3
- neww5.C1 = cf(0, 0,0) * angles(0, 0, 0)
- neww5.C0 = angles(math.rad(0), 0, 0) * cf(0, 1.5,0)
- local neww6 = it("Weld")
- neww6.Parent = newprt6
- neww6.Part0 = newprt6
- neww6.Part1 = newprt3
- neww6.C1 = cf(0, 0,0) * angles(0, 0, 0)
- neww6.C0 = angles(math.rad(90), 0, 0) * cf(0, 1.5,-0.5)
- if torsc then
- holstermsh1 = it("SpecialMesh")
- holstermsh1.MeshId = "http://www.roblox.com/asset/?id=3270017"
- holstermsh1.Scale = vt(2.01,1,1.01)
- else
- holstermsh1 = it("BlockMesh")
- holstermsh1.Scale = vt(2.01,0.1,1.01)
- end
- local holstermsh2 = it("SpecialMesh")
- holstermsh2.MeshId = "http://www.roblox.com/asset/?id=3270017"
- holstermsh2.Scale = vt(0.5,0.5,7)
- local holstermsh3 = it("BlockMesh")
- holstermsh3.Scale = vt(1,1,1)
- local holster1 = it("Part")
- holster1.formFactor = 3
- holster1.CanCollide = false
- holster1.Name = "HolsterStrap"
- holster1.Locked = true
- holster1.Size = vt(1,1,1)
- holster1.Parent = swordholder
- holstermsh1.Parent = holster1
- holster1.BrickColor = handlecolor
- local holster2 = it("Part")
- holster2.formFactor = 3
- holster2.CanCollide = false
- holster2.Name = "Holster"
- holster2.Locked = true
- holster2.Size = vt(1,1,1)
- --holster2.Parent = swordholder
- holstermsh2.Parent = holster2
- holster2.BrickColor = handlecolor
- local holster3 = it("Part")
- holster3.formFactor = 3
- holster3.CanCollide = false
- holster3.Name = "AmmoHolster"
- holster3.Locked = true
- holster3.Size = vt(0.2,1,0.7)
- holster3.Parent = swordholder
- holstermsh3.Parent = holster3
- holster3.BrickColor = handlecolor
- local w7 = it("Weld")
- w7.Parent = holster1
- w7.Part0 = holster1
- w7.Part1 = Torso
- w7.C1 = cf(0, 0,0) * angles(0, 0, 0)
- if torsc then
- w7.C0 = angles(math.rad(90), 0, 0) * cf(0, 1,0)
- else
- w7.C0 = angles(0, 0, 0) * cf(0, 1,0)
- end
- local w8 = it("Weld")
- w8.Parent = holster2
- w8.Part0 = holster2
- w8.Part1 = Torso
- w8.C1 = cf(0, 0,0) * angles(0, 0, 0)
- w8.C0 = angles(math.rad(45), 0, 0) * cf(-1.1, 1-0.25,0)
- local w9 = it("Weld")
- w9.Parent = holster3
- w9.Part0 = holster3
- w9.Part1 = Torso
- w9.C1 = cf(0, 0,0) * angles(0, 0, 0)
- w9.C0 = angles(math.rad(45), 0, 0) * cf(1, 0.75,-0.5)
- local model2 = it("Model")
- model2.Name = "BlastCannon"
- model2.Parent = Character
- local prt16 = it("Part")
- prt16.formFactor = 1
- prt16.Parent = model2
- prt16.Reflectance = 0.2
- prt16.CanCollide = false
- prt16.BrickColor = BrickColor.new("Black")
- prt16.Name = "CannonHandle1"
- prt16.Size = vt(1,2,1)
- prt16.Position = Torso.Position
- local prt17 = it("Part")
- prt17.formFactor = 1
- prt17.Parent = model2
- prt17.Reflectance = 0.2
- prt17.CanCollide = false
- prt17.BrickColor = BrickColor.new("Black")
- prt17.Name = "CannonHandle2"
- prt17.Size = vt(1,1,1)
- prt17.Position = Torso.Position
- local prt18 = it("Part")
- prt18.formFactor = 1
- prt18.Parent = model2
- prt18.Reflectance = 0.2
- prt18.CanCollide = false
- prt18.BrickColor = BrickColor.new("Black")
- prt18.Name = "CannonPart1"
- prt18.Size = vt(1,2,1)
- prt18.Position = Torso.Position
- local prt19 = it("Part")
- prt19.formFactor = 1
- prt19.Parent = model2
- prt19.Reflectance = 0.2
- prt19.CanCollide = false
- prt19.BrickColor = BrickColor.new("Black")
- prt19.Name = "CannonPart2"
- prt19.Size = vt(1,2,1)
- prt19.Position = Torso.Position
- local prt20 = it("Part")
- prt20.formFactor = 1
- prt20.Parent = model2
- prt20.Reflectance = 0.2
- prt20.CanCollide = false
- prt20.BrickColor = BrickColor.new("White")
- prt20.Name = "CannonHandle3"
- prt20.Size = vt(1,2,1)
- prt20.Position = Torso.Position
- local prt21 = it("Part")
- prt21.formFactor = 1
- prt21.Parent = model2
- prt21.Reflectance = 0.2
- prt21.CanCollide = false
- prt21.BrickColor = BrickColor.new("Black")
- prt21.Name = "CannonPart3"
- prt21.Size = vt(1,2,1)
- prt21.Position = Torso.Position
- local prt22 = it("Part")
- prt22.formFactor = 1
- prt22.Parent = model2
- prt22.Reflectance = 0.2
- prt22.CanCollide = false
- prt22.BrickColor = BrickColor.new("Black")
- prt22.Name = "CannonPart4"
- prt22.Size = vt(1,2,1)
- prt22.Position = Torso.Position
- local prt23 = it("Part")
- prt23.formFactor = 1
- prt23.Parent = model2
- prt23.Reflectance = 0.2
- prt23.CanCollide = false
- prt23.BrickColor = BrickColor.new("Medium stone grey")
- prt23.Name = "CannonPart5"
- prt23.Size = vt(1,1,1)
- prt23.Position = Torso.Position
- local prt24 = it("Part")
- prt24.formFactor = 1
- prt24.Parent = model2
- prt24.Reflectance = 0
- prt24.CanCollide = false
- prt24.BrickColor = BrickColor.new("Black")
- prt24.Name = "CannonPart6"
- prt24.Size = vt(1,1,1)
- prt24.Position = Torso.Position
- local prt25 = it("Part")
- prt25.formFactor = 1
- prt25.Parent = model2
- prt25.Reflectance = 0.2
- prt25.CanCollide = false
- prt25.BrickColor = BrickColor.new("Medium stone grey")
- prt25.Name = "CannonPart7"
- prt25.Size = vt(1,2,1)
- prt25.Position = Torso.Position
- local prt26 = it("Part")
- prt26.formFactor = 1
- prt26.Parent = model2
- prt26.Reflectance = 0.2
- prt26.CanCollide = false
- prt26.BrickColor = BrickColor.new("Medium stone grey")
- prt26.Name = "CannonPart8"
- prt26.Size = vt(1,1,1)
- prt26.Position = Torso.Position
- local prt27 = it("Part")
- prt27.formFactor = 1
- prt27.Parent = model2
- prt27.Reflectance = 0
- prt27.CanCollide = false
- prt27.BrickColor = BrickColor.new("Black")
- prt27.Name = "CannonPart9"
- prt27.Size = vt(1,1,1)
- prt27.Position = Torso.Position
- local prt28 = it("Part")
- prt28.formFactor = 1
- prt28.Parent = model2
- prt28.Reflectance = 0
- prt28.CanCollide = false
- prt28.BrickColor = BrickColor.new("Black")
- prt28.Name = "CannonPart10"
- prt28.Size = vt(1,1,1)
- prt28.Position = Torso.Position
- local prt29 = it("Part")
- prt29.formFactor = 1
- prt29.Parent = model2
- prt29.Reflectance = 0.2
- prt29.CanCollide = false
- prt29.BrickColor = BrickColor.new("Black")
- prt29.Name = "CannonPart11"
- prt29.Size = vt(1,2,1)
- prt29.Position = Torso.Position
- local prt30 = it("Part")
- prt30.formFactor = 1
- prt30.Parent = model2
- prt30.Reflectance = 0
- prt30.CanCollide = false
- prt30.BrickColor = BrickColor.new("Bright blue")
- prt30.Name = "CannonPart12"
- prt30.Size = vt(1,2,1)
- prt30.Position = Torso.Position
- local prt31 = it("Part")
- prt31.formFactor = 1
- prt31.Parent = model2
- prt31.Reflectance = 0
- prt31.CanCollide = false
- prt31.BrickColor = BrickColor.new("Black")
- prt31.Name = "CannonPart13"
- prt31.Size = vt(1,2,1)
- prt31.Position = Torso.Position
- local msh16 = it("BlockMesh")
- msh16.Parent = prt16
- msh16.Scale = vt(0.5,0.6,0.5)
- local msh17 = it("BlockMesh")
- msh17.Parent = prt17
- msh17.Scale = vt(0.6,0.3,0.6)
- local msh18 = it("BlockMesh")
- msh18.Parent = prt18
- msh18.Scale = vt(0.7,0.5,0.7)
- local msh19 = it("BlockMesh")
- msh19.Parent = prt19
- msh19.Scale = vt(0.7,0.8,0.8)
- local msh20 = it("BlockMesh")
- msh20.Parent = prt20
- msh20.Scale = vt(0.59,0.79,0.69)
- msh20.Scale = vt(0.69,0.79,0.69)
- local msh21 = it("BlockMesh")
- msh21.Parent = prt21
- msh21.Scale = vt(0.7,0.65,0.7)
- local msh22 = it("BlockMesh")
- msh22.Parent = prt22
- msh22.Scale = vt(0.7,1.2,0.7)
- local msh23 = it("CylinderMesh")
- msh23.Parent = prt23
- msh23.Scale = vt(0.5,0.5,0.5)
- local msh24 = it("CylinderMesh")
- msh24.Parent = prt24
- msh24.Scale = vt(0.4,0.51,0.4)
- local msh25 = it("CylinderMesh")
- msh25.Parent = prt25
- msh25.Scale = vt(0.5,0.9,0.5)
- local msh26 = it("CylinderMesh")
- msh26.Parent = prt26
- msh26.Scale = vt(0.4,0.5,0.4)
- local msh27 = it("CylinderMesh")
- msh27.Parent = prt27
- msh27.Scale = vt(0.3,0.51,0.3)
- local msh28 = it("CylinderMesh")
- msh28.Parent = prt28
- msh28.Scale = vt(0.6,0.51,0.6)
- local msh29 = it("BlockMesh")
- msh29.Parent = prt29
- msh29.Scale = vt(0.7,0.65,1)
- local msh30 = it("CylinderMesh")
- msh30.Parent = prt30
- msh30.Scale = vt(1,0.65,1.2)
- local msh31 = it("BlockMesh")
- msh31.Parent = prt31
- msh31.Scale = vt(0.9,0.9,0.5)
- local wld16 = it("Weld")
- wld16.Parent = prt16
- wld16.Part0 = prt16
- wld16.Part1 = Torso
- wld16.C0 = euler(math.rad(90),0,0) * cf(0.6,-0.5,-2.2)
- local wld17 = it("Weld")
- wld17.Parent = prt17
- wld17.Part0 = prt17
- wld17.Part1 = prt16
- wld17.C0 = euler(0,0,0) * cf(0,0.45,0)
- local wld18 = it("Weld")
- wld18.Parent = prt18
- wld18.Part0 = prt18
- wld18.Part1 = prt16
- wld18.C0 = euler(0,0,0) * cf(0,-1,0)
- local wld19 = it("Weld")
- wld19.Parent = prt19
- wld19.Part0 = prt19
- wld19.Part1 = prt18
- wld19.C0 = euler(math.rad(90),0,0) * cf(0,-0.4,-0.45)
- local wld20 = it("Weld")
- wld20.Parent = prt20
- wld20.Part0 = prt20
- wld20.Part1 = prt19
- wld20.C0 = euler(0,0,0) * cf(0,0,0.5)
- local wld21 = it("Weld")
- wld21.Parent = prt21
- wld21.Part0 = prt21
- wld21.Part1 = prt19
- wld21.C0 = euler(math.rad(90),0,0) * cf(0,1.1,0.25)
- local wld22 = it("Weld")
- wld22.Parent = prt22
- wld22.Part0 = prt22
- wld22.Part1 = prt18
- wld22.C0 = euler(math.rad(90),0,0) * cf(0,-0.4,1.1)
- local wld23 = it("Weld")
- wld23.Parent = prt23
- wld23.Part0 = prt23
- wld23.Part1 = prt22
- wld23.C0 = euler(0,0,0) * cf(0,-1.3,0)
- local wld24 = it("Weld")
- wld24.Parent = prt24
- wld24.Part0 = prt24
- wld24.Part1 = prt23
- wld24.C0 = euler(0,0,0) * cf(0,0,0)
- local wld25 = it("Weld")
- wld25.Parent = prt25
- wld25.Part0 = prt25
- wld25.Part1 = prt18
- wld25.C0 = euler(math.rad(90),0,0) * cf(0,0.3,1.1)
- local wld26 = it("Weld")
- wld26.Parent = prt26
- wld26.Part0 = prt26
- wld26.Part1 = prt25
- wld26.C0 = euler(0,0,0) * cf(0,-1,0)
- local wld27 = it("Weld")
- wld27.Parent = prt27
- wld27.Part0 = prt27
- wld27.Part1 = prt26
- wld27.C0 = euler(0,0,0) * cf(0,0,0)
- local wld28 = it("Weld")
- wld28.Parent = prt28
- wld28.Part0 = prt28
- wld28.Part1 = prt25
- wld28.C0 = euler(0,0,0) * cf(0,0,0)
- local wld29 = it("Weld")
- wld29.Parent = prt29
- wld29.Part0 = prt29
- wld29.Part1 = prt21
- wld29.C0 = euler(0,0,0) * cf(0,0,0.8)
- local wld30 = it("Weld")
- wld30.Parent = prt30
- wld30.Part0 = prt30
- wld30.Part1 = prt29
- wld30.C0 = euler(math.rad(90),0,0) * cf(0,0,-0.2)
- local wld31 = it("Weld")
- wld31.Parent = prt31
- wld31.Part0 = prt31
- wld31.Part1 = prt18
- wld31.C0 = euler(math.rad(90),0,0) * cf(0,-0.4,0.5)
- local RAP = it("Part")
- RAP.formFactor = 0
- RAP.CanCollide = false
- RAP.Name = "RAPart"
- RAP.Locked = true
- RAP.Size = vt(1,1,1)
- RAP.Parent = swordholder
- RAP.Transparency = 1
- local w = it("Weld")
- w.Parent = RAP
- w.Part0 = RAP
- w.Part1 = RightArm
- w.C1 = euler(0, 0, 0) * cf(0, 0,0)
- w.C0 = euler(math.rad(0), 0, 0) * cf(0, 1, 0)
- saydebounce=false
- function Say(type)
- --[[if saydebounce==false then
- saydebounce=true
- if type=="Gunzerking" then
- Sayings={"TIME TO OVERCOMPENSATE!","DUAL WIELD, BABY!","DOUBLE THE FUN!","THIS IS RIDICULOUS!","AHAHAHAH, YOU'RE ALL GONNA DIE!"}
- elseif type=="KilledGunzerk" then
- Sayings={"THIS IS RIDICULOUS!","GET OFF MY PLANE!","Smile, son of a...!","WAHAHAHAHAH!","DIE, BITCHES!"}
- elseif type=="NoAmmo" then
- Sayings={"Bullets schmullets.","I need more gun!","Damn! Out of ammo!"}
- elseif type=="Killed" then
- Sayings={"Hell yeah!","It's been revoked!","Scream for me!","Get off my plane!"}
- elseif type=="Shooting" then
- Sayings={"BULLETS FOR EVERYONE!","NEVER ENDING FIRE!","AHAHAHAHAH!","DIE ALREADY!","NOT ENOUGH BULLETS!"}
- elseif type=="FacepalmTaunt" then
- Sayings={"Ugh.","You've gotta be kidding me.","Pathetic."}
- end
- if math.random(1,3)==1 then
- game:GetService("Chat"):Chat(Character,Sayings[math.random(1,#Sayings)],2)
- end
- coroutine.resume(coroutine.create(function()
- wait(1)
- saydebounce=false
- end))
- end]]
- end
- function unequipweld()
- w1.Part1 = Torso
- w1.C1 = euler(0, 0, 0) * cf(0, 0,0)
- w1.C0 = euler(math.rad(90),math.rad(0), 0) * cf(-1, 1, -0.25)
- end
- unequipweld()
- function equipweld()
- w1.Part0 = prt1
- w1.Part1 = RAP
- w1.C1 = euler(0, 0, 0) * cf(0, 0,0)
- w1.C0 = angles(math.rad(90), math.rad(0), math.rad(0)) * cf(0, 0, 0)
- end
- so = function(id,par,vol,pit)
- coroutine.resume(coroutine.create(function()
- local sou = it("Sound",par or workspace)
- sou.Volume=vol
- sou.Pitch=pit or 1
- sou.SoundId=id
- wait()
- sou:play()
- wait(6)
- sou:Remove()
- end))
- end
- function ss(parent,p) --Slash
- so("rbxasset://sounds\\swordslash.wav",parent,.7,p)
- --[[local SlashSound = it("Sound")
- SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav"
- SlashSound.Parent = parent
- SlashSound.Volume = .7
- SlashSound.Pitch = p
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait()
- SlashSound.Parent = nil
- end))]]
- end
- function uss(parent,p) --unsheath
- so("rbxasset://sounds\\unsheath.wav",parent,.7,p)
- --[[local SlashSound = it("Sound")
- SlashSound.SoundId = "rbxasset://sounds\\unsheath.wav"
- SlashSound.Parent = parent
- SlashSound.Volume = .7
- SlashSound.Pitch = p
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait()
- SlashSound.Parent = nil
- end))]]
- end
- function cs(parent,p) --Magic Charge
- so("http://www.roblox.com/asset/?id=2101137",parent,.7,p)
- --[[local SlashSound = it("Sound")
- SlashSound.SoundId = "http://www.roblox.com/asset/?id=2101137"
- SlashSound.Parent = parent
- SlashSound.Volume = .7
- SlashSound.Pitch = p
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait()
- SlashSound.Parent = nil
- end))]]
- end
- function ls(parent,p) --Lazer Sound
- so("http://www.roblox.com/asset?id=1369158",parent,.7,p)
- --[[local SlashSound = it("Sound")
- SlashSound.SoundId = "http://www.roblox.com/asset?id=1369158"
- SlashSound.Parent = parent
- SlashSound.Volume = .7
- SlashSound.Pitch = p
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait()
- SlashSound.Parent = nil
- end))]]
- end
- function ts(parent,p)
- so("http://www.roblox.com/asset/?id=12222030",parent,.7,p)
- --[[local SlashSound = it("Sound")
- SlashSound.SoundId = "http://www.roblox.com/asset/?id=12222030"
- SlashSound.Parent = parent
- SlashSound.Volume = .7
- SlashSound.Pitch = p
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait()
- SlashSound.Parent = nil
- end))]]
- end
- function fs(parent,p) --Fire Sound
- so("http://www.roblox.com/asset/?id=2697431",parent,.7,p)
- --[[local SlashSound = it("Sound")
- SlashSound.SoundId = "http://www.roblox.com/asset/?id=31758982"
- SlashSound.Parent = parent
- SlashSound.Volume = .7
- SlashSound.Pitch = p
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait()
- SlashSound.Parent = nil
- end))]]
- end
- function ms(parent,p) --Metal Cling Sound
- so("rbxasset://sounds\\metal.ogg",parent,1,p)
- --[[local SlashSound = it("Sound")
- SlashSound.SoundId = "rbxasset://sounds\\metal.ogg"
- SlashSound.Parent = parent
- SlashSound.Volume = 5
- SlashSound.Pitch = p
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait()
- SlashSound.Parent = nil
- end))]]
- end
- function bs(parent,p) --Berserk Sound
- so("http://www.roblox.com/asset/?id=2676305",parent,1,p)
- --[[local SlashSound = it("Sound")
- SlashSound.SoundId = "http://www.roblox.com/asset/?id=2676305"
- SlashSound.Parent = parent
- SlashSound.Volume = 1
- SlashSound.Pitch = p
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait()
- SlashSound.Parent = nil
- end))]]
- end
- function hs(parent,p) --Ammo Hit Sound
- --ms(parent,p)
- end
- function as(parent,p) --Gun Shoot Sound
- so("http://www.roblox.com/asset/?id=134589225",parent,0.5,p)
- --[[local SlashSound = it("Sound")
- SlashSound.SoundId = "http://roblox.com/asset/?id=10209257"
- SlashSound.Parent = parent
- SlashSound.Volume = 0.5
- SlashSound.Pitch = p
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait()
- SlashSound.Parent = nil
- end))]]
- end
- function as2(parent,p) --Gun Shoot Sound 2
- so("http://www.roblox.com/asset/?id=134589225",parent,0.7,p)
- --[[local SlashSound = it("Sound")
- SlashSound.SoundId = "http://roblox.com/asset/?id=97848313"
- SlashSound.Parent = parent
- SlashSound.Volume = 0.7
- SlashSound.Pitch = p
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait()
- SlashSound.Parent = nil
- end))]]
- end
- function ars(parent,p) --Gun Reload Sound
- so("http://roblox.com/asset/?id=10209869",parent,1,p)
- --[[local SlashSound = it("Sound")
- SlashSound.SoundId = "http://roblox.com/asset/?id=10209869"
- SlashSound.Parent = parent
- SlashSound.Volume = 1
- SlashSound.Pitch = p
- SlashSound.PlayOnRemove = true
- coroutine.resume(coroutine.create(function()
- wait()
- SlashSound.Parent = nil
- end))]]
- end
- --
- --
- function returndmg()
- mindamage = omindamage
- maxdamage = omaxdamage
- crtmaxdamage = ocrtmaxdamage
- end
- function subdmg(sub)
- mindamage = omindamage - sub
- maxdamage = omaxdamage - sub
- crtmaxdamage = ocrtmaxdamage - sub
- end
- function prcntdmg(sub)
- mindamage = math.floor(omindamage - (omindamage*(sub/100)))
- maxdamage = math.floor(omaxdamage - (omaxdamage*(sub/100)))
- crtmaxdamage = math.floor(ocrtmaxdamage - (ocrtmaxdamage*(sub/100)))
- end
- function tagHumanoid(humanoid, player)
- local creator_tag = it("ObjectValue")
- creator_tag.Value = player
- creator_tag.Name = "creator"
- creator_tag.Parent = humanoid
- end
- function untagHumanoid(humanoid)
- if humanoid ~= nil then
- local tag = humanoid:findFirstChild("creator")
- if tag ~= nil then
- tag.Parent = nil
- end
- end
- end
- local function rayCast(Pos, Dir, Max, Ignore) -- Origin Position , Direction, MaxDistance , IgnoreDescendants
- return game.Workspace:FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
- end
- function hideanim()
- attack = true
- ars(Head,0.85)
- for i = 0.25 ,1 ,0.25 do
- wait()
- w10.C1 = euler(0, 0, 0) * cf(0, -0.8*i, 0)
- RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90),math.rad(0),math.rad(-60+60*i))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25+25*i), 0, 0)
- Neck.C0 = neckcf0 * angles(math.rad(5*i),0,math.rad(-30*i))
- end
- for i = 0.1 ,1 ,0.2 do
- wait()
- RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90),math.rad(0),math.rad(0))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(50-70*i), 0, 0)
- w2.C0 = euler(math.rad(90+90*i), 0,0) * cf(0, -0.75, 0.25)
- Neck.C0 = neckcf0 * angles(math.rad(5-10*i),0,math.rad(-30))
- end
- for i = 0.1 ,1 ,0.1 do
- wait()
- RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90),math.rad(0),math.rad(0))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(50-70-10*i), 0, 0)
- w2.C0 = euler(math.rad(90+90), 0,0) * cf(0, -0.75, 0.25)
- Neck.C0 = neckcf0 * angles(math.rad(5-10-5*i),0,math.rad(-30))
- end
- for i = 0.1 ,1 ,0.1 do
- wait()
- RW.C0 = cf(1.5, 0.5, -0.25+0.25*i) * angles(math.rad(90-110*i),math.rad(0),math.rad(0))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(-30+30*i), 0, 0)
- Neck.C0 = neckcf0 * angles(math.rad(-10+40*i),0,math.rad(-30))
- end
- unequipweld()
- for i = 0.1 ,1 ,0.1 do
- wait()
- RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(-20+20*i),math.rad(0),math.rad(0))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(0), 0, 0)
- Neck.C0 = neckcf0 * angles(math.rad(30-30*i),0,math.rad(-30+30*i))
- end
- Neck.C0 = neckcf0
- RWRem()
- LWRem()
- attack = false
- end
- function equipanim()
- attack = true
- RWFunc()
- for i = 0.1 ,1 ,0.1 do
- wait()
- RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(-20*i),math.rad(0),math.rad(0))
- RW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- Neck.C0 = neckcf0 * angles(math.rad(30*i),0,math.rad(-30*i))
- end
- equipweld()
- ars(Head,1)
- for i = 0.1 ,1 ,0.1 do
- wait()
- RW.C0 = cf(1.5, 0.5, -0.25*i) * angles(math.rad(-20+130*i),math.rad(0),math.rad(0))
- RW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- w2.C0 = euler(math.rad(180-90*i), 0,0) * cf(0, -0.75, 0.25)
- Neck.C0 = neckcf0 * angles(math.rad(30-35*i),0,math.rad(-30))
- end
- --LWFunc()
- for i = 0.1 ,1 ,0.1 do
- wait()
- w10.C1 = euler(0, 0, 0) * cf(0, -0.8+0.8*i, 0)
- RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(110-20*i),math.rad(0),math.rad(-60*i))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25*i), 0, 0)
- Neck.C0 = neckcf0 * angles(math.rad(-5+5*i),0,math.rad(-30+30*i))
- end
- Neck.C0 = neckcf0
- attack = false
- end
- function faketors()
- local T = it("Part")
- T.formFactor = 0
- T.CanCollide = false
- T.Name = "FakeTorso"
- T.Locked = true
- T.Size = Torso.Size
- T.Parent = swordholder
- T.Transparency = 1
- T.BrickColor = Torso.BrickColor
- for i,z in pairs(Character:GetChildren()) do
- if z.className == "CharacterMesh" then
- if z.BodyPart == Enum.BodyPart.Torso then
- local SM = it("SpecialMesh",T)
- SM.MeshId = "http://www.roblox.com/asset/?id=" .. z.MeshId
- if z.BaseTextureId ~= 0 then
- SM.TextureId = z.BaseTextureId
- elseif z.OverlayTextureId ~= 0 then
- SM.TextureId = z.OverlayTextureId
- else
- SM.TextureId = ""
- end
- end
- end
- end
- local wt = it("Weld")
- wt.Parent = T
- wt.Part0 = T
- wt.Part1 = Torso
- RW.Part0 = T
- LW.Part0 = T
- T.Transparency = 0
- Torso.Transparency = 1
- RHL.Part0 = T
- LHL.Part0 = T
- return wt,T
- end
- if (script.Parent.className ~= "HopperBin") then
- Tool = it("HopperBin")
- Tool.Parent = Backpack
- Tool.Name = ToolName
- script.Parent = Tool
- end
- Bin = script.Parent
- function damagesplat(dmg,hit,crit,blocked)
- local mo = it("Model")
- mo.Name = dmg
- local pa = it("Part",mo)
- pa.formFactor = 3
- if critical==false then
- pa.Size = vt(0.8,0.3,0.8)
- else
- pa.Size = vt(0.8*1.5,0.3*2,0.8*1.5)
- end
- if critical==true then
- pa.BrickColor = BrickColor.new("Really red")
- elseif critical==false then
- pa.BrickColor = BrickColor.new("Bright red")
- end
- if blocked then pa.BrickColor = BrickColor.new("Bright blue") end
- pa.CFrame = cf(hit.Position) * cf(0, 3, 0)
- pa.Name = "Head"
- local hah = it("Humanoid")
- hah.Parent = mo
- hah.MaxHealth = 0
- hah.Health = 0
- local bp = it("BodyPosition")
- bp.P = 14000
- bp.maxForce = vt(math.huge, math.huge, math.huge)
- bp.position = hit.Position + vt(0, 5, 0)
- coroutine.resume(coroutine.create(function()
- wait()
- mo.Parent = workspace
- bp.Parent = pa
- wait(1.4)
- mo:remove()
- end))
- return pa
- end
- function damage(hum,dmg,critornot)
- local pa = damagesplat(dmg,hum.Torso,critornot)
- --hum:TakeDamage(dmg)
- hum.Health=hum.Health-dmg
- coroutine.resume(coroutine.create(function()
- tagHumanoid(hum,Player)
- wait(1)
- untagHumanoid(hum)
- end))
- return pa
- end
- function AddAmmo(add)
- Ammo = Ammo + add
- if Ammo > MaxAmmo then
- Ammo = MaxAmmo
- end
- end
- Enemy=nil
- function ADmg(humm,hit,pos)
- if Enemy==nil then
- Enemy=hit.Parent
- end
- coroutine.resume(coroutine.create(function()
- wait(1)
- print(Enemy.Humanoid.Health)
- if Enemy.Humanoid.Health==0 then
- if Gunzerkering==false then
- Say("Killed")
- else
- Say("KilledGunzerk")
- end
- end
- if attack==false and Enemy~=nil then
- Did=HP-Enemy.Humanoid.Health
- print("Did "..Did.." Damage")
- Enemy=nil
- HP=0
- end
- end))
- if CurrentAmmo == "Normal" then
- if humm.Parent:findFirstChild("Block") ~= nil then
- if humm.Parent.Block.Value then
- damagesplat(0,humm.Torso,false,true)
- return
- end
- end
- if guntype=="Revolver" then
- if critical==true then
- prcntdmg(-75)
- else
- prcntdmg(0)
- end
- elseif guntype=="Machine Gun" then
- prcntdmg(60)
- end
- if critrandomizer ~= 1 then
- local rndmdamage = math.random(mindamage,maxdamage)
- damage(humm,rndmdamage,false)
- elseif critrandomizer == 1 then
- local rndmdamage = math.random(maxdamage,crtmaxdamage)
- damage(humm,rndmdamage,true)
- end
- local vel = it("BodyVelocity",humm.Torso)
- vel.maxForce = vt(1,1,1) * math.huge
- vel.P = vel.P * 5
- vel.velocity = vt(0,1,0) + cf(Torso.Position,humm.Torso.Position).lookVector * 10
- coroutine.resume(coroutine.create(function()
- wait() wait() wait() wait()
- vel.Parent=nil
- end))
- end
- end
- function OT(hit) --Normal Damage
- if Hitdeb == 1 then return end
- if hit.Parent == nil then return end
- local hum = hit.Parent:findFirstChild("Humanoid") if hum ~= nil and hum ~= Character.Humanoid then
- if hum.Health <= 0 then return end
- if hit.Parent:findFirstChild("Block") ~= nil then
- if hit.Parent.Block.Value then
- damagesplat(0,hum.Torso,false,true)
- Hitdeb = 1
- if hit.Parent.Block:findFirstChild("BlockPower") ~= nil then
- if hit.Parent.Block.BlockPower.Value <= 1 then
- hit.Parent.Block.Value = false
- elseif hit.Parent.Block.BlockPower.Value > 1 then
- local critrandomizer = math.random(crtrate)
- if critrandomizer ~= 1 then
- hit.Parent.Block.BlockPower.Value = hit.Parent.Block.BlockPower.Value - blockbreaker
- elseif critrandomizer == 1 then
- hit.Parent.Block.BlockPower.Value = hit.Parent.Block.BlockPower.Value - blockbreaker + 2
- end
- end
- end
- return end end
- local critrandomizer = math.random(crtrate)
- if critrandomizer ~= 1 then
- local rndmdamage = math.random(mindamage,maxdamage)
- damage(hum,rndmdamage,false)
- elseif critrandomizer == 1 then
- local rndmdamage = math.random(maxdamage,crtmaxdamage)
- damage(hum,rndmdamage,true)
- end
- Hitdeb = 1
- end
- end
- function AoE(p,magnitude)
- local c = game.Workspace:GetChildren();
- for i = 1, #c do
- local hum = c[i]:findFirstChild("Humanoid")
- if hum ~= nil and hum.Health ~= 0 then
- local head = c[i]:findFirstChild("Head");
- if head ~= nil then
- local mag = (head.Position - p).magnitude;
- if mag <= magnitude and c[i].Name ~= Character.Name then
- local foundd = false
- for ii = 1 , #AoETrue do
- if AoETrue[ii] == c[i].Name then
- foundd = true
- end
- end
- if foundd then
- end
- --
- if not foundd then
- local critrandomizer = math.random(crtrate)
- if critrandomizer ~= 1 then
- local rndmdamage = math.random(mindamage,maxdamage)
- damage(hum,rndmdamage,false)
- elseif critrandomizer == 1 then
- local rndmdamage = math.random(maxdamage,crtmaxdamage)
- damage(hum,rndmdamage,true)
- end
- table.insert(AoETrue,c[i].Name)
- end
- end
- end
- end
- end
- for ii = 1 , #AoETrue do
- table.remove(AoETrue,#AoETrue)
- end
- end
- --
- --
- function effect(Color,Ref,LP,P1)
- local effectsmsh = it("BlockMesh")
- effectsmsh.Scale = vt(1,1,1)
- effectsmsh.Name = "Mesh"
- local effectsg = it("Part")
- effectsg.formFactor = 3
- effectsg.CanCollide = false
- effectsg.Name = "Eff"
- effectsg.Locked = true
- effectsg.Anchored = true
- effectsg.Size = vt(0.2,1,0.2)
- effectsg.Parent = swordholder
- effectsmsh.Parent = effectsg
- effectsg.BrickColor = BrickColor.new(Color)
- effectsg.Reflectance = Ref
- local point1 = P1
- local mg = (LP.p - point1.p).magnitude
- effectsg.Size = vt(0.2,mg,0.2)
- effectsg.CFrame = cf((LP.p+point1.p)/2,point1.p) * angles(math.rad(90),0,0)
- coroutine.resume(coroutine.create(function()
- for i = 0 , 1 , 0.1 do
- wait()
- effectsg.Transparency = 1*i
- effectsmsh.Scale = vt(0.5-0.5*i,1,0.5-0.5*i)
- end
- wait()
- effectsg.Parent = nil
- end))
- end
- --
- con = nil
- function dmgcnnct()
- if con ~= nil then
- con:disconnect()
- Hitdeb = 0
- end
- con = prt11.Touched:connect(OT)
- end
- function dmgdc()
- if con ~= nil then
- con:disconnect()
- Hitdeb = 0
- end
- end
- function rptddmg(value,des,inc)
- coroutine.resume(coroutine.create(function()
- repeat
- wait(inc)
- Hitdeb = 0
- until value == des
- end))
- end
- function atktype(s,e)
- coroutine.resume(coroutine.create(function ()
- attacktype = e
- wait(0.25)
- attacktype = s
- end))
- end
- function EVENMOARMAGIX2(part,x1,y1,z1,x2,y2,z2,x3,y3,z3,color)
- local msh1 = it("SpecialMesh")
- msh1.Scale = vt(0.5,0.5,0.5)
- msh1.MeshType = "Sphere"
- S=it("Part")
- S.Name="Effect"
- S.formFactor=0
- S.Size=vt(x1,y1,z1)
- S.BrickColor=color
- S.Reflectance = 0
- S.TopSurface=0
- S.BottomSurface=0
- S.Transparency=0
- S.Anchored=true
- S.CanCollide=false
- S.CFrame=part
- S.Parent=workspace
- msh1.Parent = S
- coroutine.resume(coroutine.create(function(Part,CF) for i=1, 14 do Part.Mesh.Scale = Part.Mesh.Scale + vt(1,1,1) Part.Transparency=Part.Transparency+0.1 wait() end Part.Parent=nil end),S,S.CFrame)
- end
- guntype="Revolver"
- function shoottrail(mouse)
- spread = 0
- range = 400
- rangepower = 100
- --local p1 = (prt5.CFrame * cf(0,-prt5.Size.y/4,0)).p
- local p1 = (prt4.CFrame * cf(0,prt4.Size.y/2,0)).p
- local spreadvector = (vt(math.random(-spread,spread),math.random(-spread,spread),math.random(-spread,spread)) / 100) * (p1-mouse.Hit.p).magnitude/100
- local dir = cf((p1+mouse.Hit.p)/2,mouse.Hit.p+spreadvector)
- local hit,pos = rayCast(p1,dir.lookVector,10,Character)
- local rangepos = range
- local function drawtrail(From,To)
- local effectsmsh = it("CylinderMesh")
- effectsmsh.Scale = vt(1,1,1)
- effectsmsh.Name = "Mesh"
- local effectsg = it("Part")
- effectsg.formFactor = 3
- effectsg.CanCollide = false
- effectsg.Name = "Eff"
- effectsg.Locked = true
- effectsg.Anchored = true
- effectsg.Size = vt(0.2,0.2,0.2)
- effectsg.Parent = swordholder
- effectsmsh.Parent = effectsg
- effectsg.BrickColor = ammotrail
- effectsg.Reflectance = 0.25
- local LP = From
- local point1 = To
- local mg = (LP - point1).magnitude
- effectsmsh.Scale = vt(1,mg*5,1)
- effectsg.CFrame = cf((LP+point1)/2,point1) * angles(math.rad(90),0,0)
- coroutine.resume(coroutine.create(function()
- for i = 0 , 1 , 0.1 do
- wait()
- effectsg.Transparency = 1*i
- effectsmsh.Scale = vt(1-1*i,mg*5,1-1*i)
- end
- effectsg.Parent = nil
- end))
- end
- local newpos = p1
- local inc = rangepower
- repeat
- wait()
- rangepos = rangepos - 10
- dir = dir * angles(math.rad(-0.1),0,0)
- hit,pos = rayCast(newpos,dir.lookVector,inc,Character)
- drawtrail(newpos,pos)
- newpos = newpos + (dir.lookVector * inc)
- if inc >= 20 then
- inc = inc - 10
- end
- if hit ~= nil then
- rangepos = 0
- end
- until rangepos <= 0
- if hit ~= nil then
- hs(Head,1)
- print(hit.Name)
- if hit.Parent:FindFirstChild("Humanoid") ~= nil then
- critical=false
- if hit.Name=="Head" then
- coroutine.resume(coroutine.create(function(HeadPart)
- for i=0,0.5,0.1 do
- wait()
- HeadPart.Velocity=vt(0,60,0)
- end
- end),hit)
- print("CRITICAL")
- critical=true
- p=it("Part")
- p.Parent=workspace
- p.CanCollide=false
- p.Transparency=1
- p.CFrame=hit.CFrame
- p.Anchored=true
- local GUI = it("BillboardGui")
- GUI.Adornee = p
- GUI.Parent = p
- GUI.Active = true
- GUI.Enabled = true
- GUI.Size = UDim2.new(1, 0, 1, 0)
- GUI.StudsOffset = vt(0, 4, 0)
- local Chat = it("TextLabel")
- Chat.Parent = GUI
- Chat.FontSize = "Size12"
- Chat.Position = UDim2.new(0.599999964, 0, 0, 0)
- Chat.Visible = true
- Chat.Text = "Critical!"
- coroutine.resume(coroutine.create(function(Part)
- for i=0,4,0.1 do
- wait()
- Part.CFrame=Part.CFrame*cf(0,0.05,0)
- end
- Part.Parent=nil
- end),p)
- for i=0,7 do
- Blood=it("Part")
- Blood.Name="Blood"
- Blood.TopSurface="Smooth"
- Blood.BottomSurface="Smooth"
- Blood.formFactor="Plate"
- Blood.BrickColor=BrickColor:Red()
- Blood.Size=vt(1,.4,1)
- Blood.Velocity=vt(math.random(-4,4),math.random(5,25),math.random(-4,4))
- Blood.CFrame=hit.CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50))
- Blood.Parent=workspace
- Blood.Velocity=vt(math.random(-20,20),math.random(20,50),math.random(-20,20))
- Blood.CanCollide=false
- coroutine.resume(coroutine.create(function(blod)
- wait(0.1)
- blod.CanCollide=true
- wait(5)
- blod.Parent = nil
- end),Blood)
- end
- end
- hum = hit.Parent.Humanoid
- attackdebounce=false
- guntype="Revolver"
- ADmg(hum,hit,pos)
- elseif hit.Parent.Parent ~= nil and hit.Parent.Parent:FindFirstChild("Humanoid") ~= nil then
- if hit.Parent.className == "Hat" then
- hatCF=hit.CFrame
- coroutine.resume(coroutine.create(function(hat)
- hat.Handle:BreakJoints()
- hat.Handle.CFrame=hatCF
- hat.Handle.CanCollide=true
- hat.Handle.Velocity=vt(math.random(-10,10),40,math.random(-10,10))
- wait(3)
- hatCF=hat.Handle.CFrame
- hat.Parent=workspace
- for i=0,4,0.2 do
- wait()
- hat.Handle.CFrame=hatCF
- hat.Handle.Velocity=vt(math.random(-5,5),20,math.random(-5,5))
- end
- end),hit.Parent)
- --[[hit:BreakJoints()
- hit.CFrame=CF
- hit.Velocity = vt(math.random(-5,5),20,math.random(-5,5)) ]]
- print("BREAKHAT")
- else
- hum = hit.Parent.Parent.Humanoid
- attackdebounce=false
- guntype="Revolver"
- ADmg(hum,hit,pos)
- end
- critical=false
- end
- print(critical)
- end
- end
- function shoottrail2(mouse)
- spread = 1
- spread = spread*100
- range = 100
- rangepower = 100
- local p1 = (prt26.CFrame * cf(0,prt26.Size.y/4,0)).p
- local spreadvector = (vt(math.random(-spread,spread),math.random(-spread,spread),math.random(-spread,spread)) / 100) * (p1-mouse.Hit.p).magnitude/100
- local dir = cf((p1+mouse.Hit.p)/2,mouse.Hit.p+spreadvector)
- local hit,pos = rayCast(p1,dir.lookVector,10,Character)
- local rangepos = range
- local function drawtrail(From,To)
- local effectsmsh = it("CylinderMesh")
- effectsmsh.Scale = vt(1,1,1)
- effectsmsh.Name = "Mesh"
- local effectsg = it("Part")
- effectsg.formFactor = 3
- effectsg.CanCollide = false
- effectsg.Name = "Eff"
- effectsg.Locked = true
- effectsg.Anchored = true
- effectsg.Size = vt(0.2,0.2,0.2)
- effectsg.Parent = swordholder
- effectsmsh.Parent = effectsg
- effectsg.BrickColor = ammotrail
- effectsg.Reflectance = 0.25
- local LP = From
- local point1 = To
- local mg = (LP - point1).magnitude
- effectsmsh.Scale = vt(1,mg*5,1)
- effectsg.CFrame = cf((LP+point1)/2,point1) * angles(math.rad(90),0,0)
- coroutine.resume(coroutine.create(function()
- for i = 0 , 1 , 0.1 do
- wait()
- effectsg.Transparency = 1*i
- effectsmsh.Scale = vt(1-1*i,mg*5,1-1*i)
- end
- effectsg.Parent = nil
- end))
- end
- local newpos = p1
- local inc = rangepower
- repeat
- wait()
- rangepos = rangepos - 10
- dir = dir * angles(math.rad(-0.1),0,0)
- hit,pos = rayCast(newpos,dir.lookVector,inc,Character)
- drawtrail(newpos,pos)
- newpos = newpos + (dir.lookVector * inc)
- if inc >= 20 then
- inc = inc - 10
- end
- if hit ~= nil then
- rangepos = 0
- end
- until rangepos <= 0
- if CurrentAmmo=="Explosion" then
- b=math.random(1,3)
- if b==1 then
- EVENMOARMAGIX2(cf(newpos),1,1,1,0,0,0,0,0,0,BrickColor.new("Bright red"))
- local c = game.Workspace:GetChildren();
- for i = 1, #c do
- local hum = c[i]:findFirstChild("Humanoid")
- if hum ~= nil and hum.Health ~= 0 then
- local head = c[i]:findFirstChild("Head");
- if head ~= nil then
- local targ = head.Position - newpos;
- local mag = targ.magnitude;
- if mag <= 10 and c[i].Name ~= Player.Name then
- attackdebounce=false
- guntype="Machine Gun"
- ADmg(hum,hit,pos)
- end
- end
- end
- end
- end
- end
- if hit ~= nil then
- hs(Head,1)
- if hit.Parent:FindFirstChild("Humanoid") ~= nil then
- hum = hit.Parent.Humanoid
- attackdebounce=false
- guntype="Machine Gun"
- ADmg(hum,hit,pos)
- elseif hit.Parent.Parent ~= nil and hit.Parent.Parent:FindFirstChild("Humanoid") ~= nil then
- hum = hit.Parent.Parent.Humanoid
- attackdebounce=false
- guntype="Machine Gun"
- ADmg(hum,hit,pos)
- end
- end
- end
- function shoottrail3(mouse)
- spread = 1.5
- spread = spread*100
- range = 2000
- rangepower = 10
- local spreadvector = (Vector3.new(math.random(-spread,spread),math.random(-spread,spread),math.random(-spread,spread)) / 100) * (prt24.Position-mouse.Hit.p).magnitude/100
- local dir = CFrame.new((prt24.Position+mouse.Hit.p)/2,mouse.Hit.p+spreadvector)
- local hit,pos = rayCast(prt24.Position,dir.lookVector,10,Character)
- local rangepos = range
- local function drawtrail(From,To)
- local effectsmsh = Instance.new("CylinderMesh")
- effectsmsh.Scale = Vector3.new(1,1,1)
- effectsmsh.Name = "Mesh"
- local effectsg = Instance.new("Part")
- effectsg.formFactor = 3
- effectsg.CanCollide = false
- effectsg.Name = "Eff"
- effectsg.Locked = true
- effectsg.Anchored = true
- effectsg.Size = Vector3.new(0.2,0.2,0.2)
- effectsg.Parent = swordholder
- effectsmsh.Parent = effectsg
- effectsg.BrickColor = BrickColor.new("White")
- effectsg.Reflectance = 0.25
- local LP = From
- local point1 = To
- local mg = (LP - point1).magnitude
- effectsmsh.Scale = Vector3.new(5,mg*5,5)
- effectsg.CFrame = CFrame.new((LP+point1)/2,point1) * CFrame.Angles(math.rad(90),0,0)
- coroutine.resume(coroutine.create(function()
- for i = 0 , 1 , 0.1 do
- wait()
- effectsg.Transparency = 1*i
- effectsmsh.Scale = Vector3.new(5-5*i,mg*5,5-5*i)
- end
- effectsg.Parent = nil
- end))
- end
- local newpos = prt24.Position
- local inc = rangepower
- repeat
- wait() wait()
- rangepos = rangepos - 10
- dir = dir * CFrame.Angles(math.rad(-2),0,0)
- hit,pos = rayCast(newpos,dir.lookVector,inc,Character)
- drawtrail(newpos,pos)
- newpos = newpos + (dir.lookVector * inc)
- if inc >= 20 then
- inc = inc - 10
- end
- if hit ~= nil then
- rangepos = 0
- end
- until rangepos <= 0
- EVENMOARMAGIX2(cf(newpos),5,5,5,0,0,0,0,0,0,BrickColor.new("White"))
- WaveEffect2(cf(newpos),15,15,15,0,0,0,1,0,0,BrickColor.new("Bright blue"))
- WaveEffect2(cf(newpos),15,15,15,0,0,0,-1,0,0,BrickColor.new("Bright blue"))
- local c = game.Workspace:GetChildren();
- for i = 1, #c do
- local hum = c[i]:findFirstChild("Humanoid")
- if hum ~= nil and hum.Health ~= 0 then
- local head = c[i]:findFirstChild("Head");
- if head ~= nil then
- local targ = head.Position - newpos;
- local mag = targ.magnitude;
- if mag <= 15 and c[i].Name ~= Player.Name then
- print("derp")
- newpos2=newpos
- Damagefunc2(head,30,0.1)
- end
- end
- end
- end
- if hit ~= nil then
- hs(Head,1)
- local effectsmsh = Instance.new("SpecialMesh")
- effectsmsh.MeshId = "http://www.roblox.com/asset/?id=15887356"
- effectsmsh.TextureId = "http://www.roblox.com/asset/?id=15886781"
- effectsmsh.Scale = Vector3.new(1,1,2.5)
- local effectsg = Instance.new("Part")
- effectsg.formFactor = 3
- effectsg.Transparency = 1
- effectsg.CanCollide = false
- effectsg.Name = "Arrow"
- effectsg.Locked = true
- effectsg.Size = Vector3.new(0.2,0.2,0.2)
- effectsg.Parent = workspace
- effectsmsh.Parent = effectsg
- effectsg.CFrame = CFrame.new(newpos,pos) + CFrame.new(newpos,pos).lookVector*2.5*2
- local weld = Instance.new("Weld")
- weld.Part0 = effectsg
- weld.Part1 = hit
- local HitPos = effectsg.Position + CFrame.new(newpos,pos).lookVector*0.75
- local CJ = CFrame.new(HitPos)
- local C0 = effectsg.CFrame:inverse() * CJ
- local C1 = hit.CFrame:inverse() * CJ
- weld.C0 = C0
- weld.C1 = C1
- weld.Parent = effectsg
- coroutine.resume(coroutine.create(function()
- wait(15)
- effectsg.Parent = nil
- end))
- if hit.Parent:FindFirstChild("Humanoid") ~= nil then
- --hum = hit.Parent.Humanoid
- --tTorso=hit.Parent.Torso
- --ADmg(hum,hit)
- local critrandomizer = math.random(crtrate)
- --damagesplat(critrandomizer,hit.Parent.Torso,false,true)
- --_G.Damage(tTorso,game.Players.NoobMaster936,math.huge,"Bow")
- elseif hit.Parent.Parent ~= nil and hit.Parent.Parent:FindFirstChild("Humanoid") ~= nil then
- --hum = hit.Parent.Parent.Humanoid
- --tTorso=hit.Parent.Parent.Torso
- --ADmg(hum,hit)
- --damagesplat(critrandomizer,hit.Parent.Parent.Torso,false,true)
- --_G.Damage(tTorso,game.Players.NoobMaster936,math.huge,"Bow")
- end
- end
- end
- function EVENMOARMAGIX2(part,x1,y1,z1,x2,y2,z2,x3,y3,z3,color)
- local msh1 = it("SpecialMesh")
- msh1.Scale = vt(0.5,0.5,0.5)
- msh1.MeshType = "Sphere"
- S=it("Part")
- S.Name="Effect"
- S.formFactor=0
- S.Size=vt(x1,y1,z1)
- S.BrickColor=color
- S.Reflectance = 0
- S.TopSurface=0
- S.BottomSurface=0
- S.Transparency=0
- S.Anchored=true
- S.CanCollide=false
- S.CFrame=part
- S.Parent=workspace
- msh1.Parent = S
- coroutine.resume(coroutine.create(function(Part,CF) for i=1, 14 do Part.Mesh.Scale = Part.Mesh.Scale + vt(1,1,1) Part.Transparency=Part.Transparency+0.1 wait() end Part.Parent=nil end),S,S.CFrame)
- end
- function WaveEffect2(part,x1,y1,z1,x2,y2,z2,x3,y3,z3,color)
- local msh1 = it("SpecialMesh")
- msh1.Scale = vt(x1,y1,z1)
- msh1.MeshId = "http://www.roblox.com/asset/?id=3270017"
- S=it("Part")
- S.Name="Effect"
- S.formFactor=0
- S.Size=vt(1,1,1)
- S.BrickColor=color
- S.Reflectance = 0
- S.TopSurface=0
- S.BottomSurface=0
- S.Transparency=0
- S.Anchored=true
- S.CanCollide=false
- S.CFrame=part*cf(x2,y2,z2)*euler(x3,y3,z3)
- S.Parent=workspace
- msh1.Parent = S
- coroutine.resume(coroutine.create(function(Part,CF) for i=1, 27 do Part.Mesh.Scale = Part.Mesh.Scale + vt(3,3,3) Part.Transparency=i*.05 wait() end Part.Parent=nil end),S,S.CFrame)
- end
- Damagefunc2=function(hit,Damage,Knockback)
- --[[ if attackdebounce == false then
- attackdebounce = true
- coroutine.resume(coroutine.create(function()
- wait(0.1)
- attackdebounce = false
- end)) ]]
- if hit.Parent==nil then
- return
- end
- CPlayer=Bin
- blocked=false
- h=hit.Parent:FindFirstChild("Humanoid")
- if h~=nil and hit.Parent.Name~=game.workspace.CurrentCamera.PootisValue4.Value and hit.Parent:FindFirstChild("Torso")~=nil then
- Damage=Damage
- --[[ if game.Players:GetPlayerFromCharacter(hit.Parent)~=nil then
- return
- end]]
- c=it("ObjectValue")
- c.Name="creator"
- c.Value=game.Players.LocalPlayer
- c.Parent=h
- game:GetService("Debris"):AddItem(c,.5)
- -- print(c.Value)
- Damage=Damage+math.random(0,10)
- -- Blood(hit.CFrame*cf(math.random(-10,10)/10,math.random(-10,10)/10,0),math.floor(Damage/2))
- block=hit.Parent:findFirstChild("Block")
- if block~=nil then
- print("herp")
- if block.Value>0 then
- blocked=true
- block.Value=block.Value-3
- print(block.Value)
- end
- end
- if blocked==false then
- h:TakeDamage(Damage)
- showDamage(hit.Parent,Damage,.5)
- else
- h:TakeDamage(1)
- showDamage(hit.Parent,1,.5)
- end
- print(newpos2)
- --if blocked==false then
- local angle = (hit.Position-(newpos2+Vector3.new(0,-3,0))).unit
- hit.CFrame=CFrame.new(hit.Position,Vector3.new(angle.x,hit.Position.y,angle.z))*CFrame.fromEulerAnglesXYZ(math.pi/4,0,0)
- rl=Instance.new("BodyAngularVelocity")
- rl.P=3000
- rl.maxTorque=Vector3.new(500000,500000,500000)*50000000000000
- rl.angularvelocity=Vector3.new(math.random(-50,50),math.random(-50,50),math.random(-50,50))
- rl.Parent=hit
- coroutine.resume(coroutine.create(function(vel)
- wait(1)
- vel:Remove()
- end),rl)
- --end
- local bodyVelocity=Instance.new("BodyVelocity")
- bodyVelocity.velocity=angle*40+Vector3.new(0,35,0)
- bodyVelocity.P=5000
- bodyVelocity.maxForce=Vector3.new(8e+003, 8e+003, 8e+003)
- bodyVelocity.Parent=hit
- coroutine.resume(coroutine.create(function(Vel)
- wait(0.7)
- Vel:Remove()
- end),bodyVelocity)
- game:GetService("Debris"):AddItem(vp,1)
- c=it("ObjectValue")
- c.Name="creator"
- c.Value=Player
- c.Parent=h
- game:GetService("Debris"):AddItem(c,.5)
- CRIT=false
- hitDeb=true
- AttackPos=6
- end
- -- end
- end
- showDamage=function(Char,Dealt,du)
- m=it("Model")
- m.Name=tostring(Dealt)
- h=it("Humanoid")
- h.Health=0
- h.MaxHealth=0
- h.Parent=m
- c=it("Part")
- c.Transparency=0
- c.BrickColor=BrickColor:Red()
- if CRIT==true then
- c.BrickColor=BrickColor.new("Really red")
- end
- if blocked==true then
- c.BrickColor=BrickColor.new("Bright blue")
- end
- c.Name="Head"
- c.TopSurface=0
- c.BottomSurface=0
- c.formFactor="Plate"
- c.Size=vt(1,.4,1)
- ms=it("CylinderMesh")
- ms.Scale=vt(.8,.8,.8)
- if CRIT==true then
- ms.Scale=vt(1.25,1.5,1.25)
- end
- ms.Parent=c
- c.Reflectance=0
- it("BodyGyro").Parent=c
- c.Parent=m
- c.CFrame=cf(Char["Head"].CFrame.p+vt(0,1.5,0))
- f=it("BodyPosition")
- f.P=2000
- f.D=100
- f.maxForce=vt(math.huge,math.huge,math.huge)
- f.position=c.Position+vt(0,3,0)
- f.Parent=c
- game:GetService("Debris"):AddItem(m,.5+du)
- c.CanCollide=false
- m.Parent=workspace
- c.CanCollide=false
- end
- function Melee()
- attack=true
- guntype="Machine Gun"
- for i = 0.1 ,1 ,0.1 do
- wait()
- RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90+80*i),math.rad(0),math.rad(-60+80*i))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
- Neck.C0 = neckcf0 * angles(math.rad(-20*i),0,math.rad(-10*i))
- end
- con1=RightArm.Touched:connect(function(hit)
- hum=hit.Parent:FindFirstChild("Humanoid")
- if hum~=nil then
- if attackdebounce == false then
- attackdebounce = true
- coroutine.resume(coroutine.create(function()
- wait(0.1)
- attackdebounce = false
- end))
- ADmg(hum,hit,pos)
- end
- end
- end)
- con2=prt4.Touched:connect(function(hit)
- hum=hit.Parent:FindFirstChild("Humanoid")
- if hum~=nil then
- if attackdebounce == false then
- attackdebounce = true
- coroutine.resume(coroutine.create(function()
- wait(0.1)
- attackdebounce = false
- end))
- ADmg(hum,hit,pos)
- end
- end
- end)
- for i = 0 ,1 ,0.2 do
- wait()
- RW.C0 = cf(1.5-0.5*i, 0.5, -0.25-0.25*i) * angles(math.rad(90+80-80*i),math.rad(0),math.rad(-60+80-60*i))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), math.rad(30*i), 0)
- Neck.C0 = neckcf0 * angles(math.rad(-20+40*i),0,math.rad(-10+20*i))
- end
- con1:disconnect()
- con2:disconnect()
- for i = 0 ,1 ,0.1 do
- wait()
- RW.C0 = cf(1.5-0.5+0.5*i, 0.5, -0.25-0.25+0.25*i) * angles(math.rad(90),math.rad(0),math.rad(-60+80-60-20*i))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), math.rad(30-30*i), 0)
- Neck.C0 = neckcf0 * angles(math.rad(-20+40-20*i),0,math.rad(-10+20-10*i))
- end
- guntype="Revolver"
- attack=false
- end
- function Ready(mouse)
- if Ammo <= 0 then Reload2() return end
- attack = true
- local wt,t = faketors()
- LWFunc()
- w7.Part1 = t
- w8.Part1 = t
- w9.Part1 = t
- wld16.Part1 = t
- Character.Humanoid.WalkSpeed = 5
- for i = 0 , 1 , 0.3 do
- wait(0)
- RW.C0 = cf(1.5, 0.5, -0.25+0.25*i) * angles(math.rad(90),math.rad(0),math.rad(-60+150*i))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-25*i), 0, 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(10*i),math.rad(0),math.rad(-15*i))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- wt.C0 = angles(0, math.rad(-90*i), 0)
- end
- RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90),math.rad(0),math.rad(90))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(0), 0, 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(10),math.rad(0),math.rad(-15))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- wt.C0 = angles(0, math.rad(-90), 0)
- wait() wait()
- repeat
- as2(Head,0.5+math.random())
- coroutine.resume(coroutine.create(function()
- for z = 1 ,2 do
- coroutine.resume(coroutine.create(function()
- local meshb1 = it("BlockMesh")
- meshb1.Scale = vt(1,1,1)
- local shellb1 = it("Part")
- meshb1.Parent = shellb1
- shellb1.Anchored = true
- shellb1.formFactor = 3
- shellb1.Size = vt(0.3,0.3,0.3) * (math.random(100,300)/100)
- shellb1.CFrame = cf((prt6.CFrame * cf(0,-prt6.Size.y/2,0)).p) * angles(math.random(-100,100)/100,math.random(-100,100)/100,math.random(-100,100)/100)
- shellb1.Parent = Character
- shellb1.Transparency = 0
- if math.random(1,2) == 1 then
- shellb1.BrickColor = BrickColor.new("Bright red")
- else
- shellb1.BrickColor = BrickColor.new("Bright orange")
- end
- shellb1.CanCollide = false
- local incre = math.random(0,60)/100
- for i = 0 , 1 , 0.1 do
- wait()
- shellb1.CFrame = shellb1.CFrame + Torso.CFrame.lookVector*incre
- shellb1.Transparency = 1*i
- meshb1.Scale = vt(1+1*i,1+1*i,1+1*i)
- end
- shellb1.Parent=nil
- end))
- end
- coroutine.resume(coroutine.create(function()
- shoottrail(mouse)
- end))
- end))
- Ammo = Ammo - 1
- for i = 0.5 , 1 , 0.5*attackspeed do
- wait(0)
- RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90),math.rad(0),math.rad(90))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(-20*i), 0, 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(10),math.rad(0),math.rad(-15))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- --wt.C0 = angles(0, math.rad(-90), 0)
- end
- for i = 0.5 , 1 , 0.5*attackspeed do
- wait(0)
- w2.C0 = euler(math.rad(90), 0,1.04667*i) * cf(0, -0.75, 0.25)
- w4.C1 = euler(0, -1.04667*i, 0) * cf(0, 0, 0.14)
- RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90),math.rad(0),math.rad(90))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(-20+20*i), 0, 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(10),math.rad(0),math.rad(-15))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- --wt.C0 = angles(0, math.rad(-90), 0)
- end
- w2.C0 = euler(math.rad(90), 0,0) * cf(0, -0.75, 0.25)
- w4.C1 = euler(0, 0, 0) * cf(0, 0, 0.14)
- wait(0.3)
- until not keyhold or Ammo <= 0
- if Ammo==0 then
- Say("NoAmmo")
- end
- for i = 0.2 , 1 , 0.2 do
- wait(0)
- RW.C0 = cf(1.5, 0.5, -0.25*i) * angles(math.rad(90),math.rad(0),math.rad(90-150*i))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25*i), 0, 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(10-10*i),math.rad(0),math.rad(-15+15*i))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- wt.C0 = angles(0, math.rad(-90+90*i), 0)
- end
- LWRem()
- w7.Part1 = Torso
- w8.Part1 = Torso
- w9.Part1 = Torso
- wld16.Part1 = Torso
- RW.Part0 = Torso
- LW.Part0 = Torso
- Torso.Transparency = 0
- RHL.Part0 = Torso
- LHL.Part0 = Torso
- t.Parent = nil
- Character.Humanoid.WalkSpeed = 14
- wait(0.25)
- attack = false
- end
- function GunzerkReady(mouse)
- attack = true
- Character.Humanoid.WalkSpeed = 5
- for i = 0.2 , 1 , 0.2 do
- wait(0)
- RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(50+30*i),math.rad(20),math.rad(-5+3*i))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(0), 0, 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(50+30*i),math.rad(-20),math.rad(5-3*i))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- end
- for i = 0.2 , 1 , 0.2 do
- wait(0)
- RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(50+30+10*i),math.rad(20),math.rad(-5+3+2*i))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(0), 0, 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(50+30+10*i),math.rad(-20),math.rad(5-3-2*i))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- end
- wait() wait()
- repeat
- wait()
- if math.random(1,20)==1 then
- Say("Shooting")
- end
- coroutine.resume(coroutine.create(function()
- if firingdebounce1==false then
- firingdebounce1=true
- wait()
- as2(Head,1)
- coroutine.resume(coroutine.create(function()
- for z = 1 ,2 do
- coroutine.resume(coroutine.create(function()
- local meshb1 = it("BlockMesh")
- meshb1.Scale = vt(1,1,1)
- local shellb1 = it("Part")
- meshb1.Parent = shellb1
- shellb1.Anchored = true
- shellb1.formFactor = 3
- shellb1.Size = vt(0.3,0.3,0.3) * (math.random(100,300)/100)
- shellb1.CFrame = cf((prt6.CFrame * cf(0,-prt6.Size.y/2,0)).p) * angles(math.random(-100,100)/100,math.random(-100,100)/100,math.random(-100,100)/100)
- shellb1.Parent = Character
- shellb1.Transparency = 0
- if math.random(1,2) == 1 then
- shellb1.BrickColor = BrickColor.new("Bright red")
- else
- shellb1.BrickColor = BrickColor.new("Bright orange")
- end
- shellb1.CanCollide = false
- local incre = math.random(0,60)/100
- for i = 0 , 1 , 0.1 do
- wait()
- shellb1.CFrame = shellb1.CFrame + Torso.CFrame.lookVector*incre
- shellb1.Transparency = 1*i
- meshb1.Scale = vt(1+1*i,1+1*i,1+1*i)
- end
- shellb1.Parent=nil
- end))
- end
- coroutine.resume(coroutine.create(function()
- shoottrail(mouse)
- end))
- end))
- for i = 0.5 , 1 , 0.5*attackspeed do
- wait(0)
- RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90+10*i),math.rad(20),math.rad(0))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(0), 0, 0)
- end
- for i = 0.5 , 1 , 0.5*attackspeed do
- wait(0)
- RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90+10-10*i),math.rad(20),math.rad(0))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(0), 0, 0)
- end
- wait(0.3)
- firingdebounce1=false
- end
- end))
- coroutine.resume(coroutine.create(function()
- if firingdebounce2==false then
- firingdebounce2=true
- poisoncounter=math.random(1,5)
- wait()
- as(Head,1)
- coroutine.resume(coroutine.create(function()
- for z = 1 ,2 do
- coroutine.resume(coroutine.create(function()
- local meshb1 = it("BlockMesh")
- meshb1.Scale = vt(1,1,1)
- local shellb1 = it("Part")
- meshb1.Parent = shellb1
- shellb1.Anchored = true
- shellb1.formFactor = 3
- shellb1.Size = vt(0.3,0.3,0.3) * (math.random(100,300)/100)
- shellb1.CFrame = cf((newprt5.CFrame * cf(0,-newprt5.Size.y/2,0)).p) * angles(math.random(-100,100)/100,math.random(-100,100)/100,math.random(-100,100)/100)
- shellb1.Parent = Character
- shellb1.Transparency = 0
- if math.random(1,2) == 1 then
- shellb1.BrickColor = BrickColor.new("Bright red")
- else
- shellb1.BrickColor = BrickColor.new("Bright orange")
- end
- shellb1.CanCollide = false
- local incre = math.random(0,60)/100
- for i = 0 , 1 , 0.1 do
- wait()
- shellb1.CFrame = shellb1.CFrame + Torso.CFrame.lookVector*incre
- shellb1.Transparency = 1*i
- meshb1.Scale = vt(1+1*i,1+1*i,1+1*i)
- end
- shellb1.Parent=nil
- end))
- end
- coroutine.resume(coroutine.create(function()
- shoottrail2(mouse)
- end))
- end))
- for i = 0.5 , 1 , 0.5*attackspeed do
- wait(0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(90+10*i),math.rad(-20),math.rad(0))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- end
- for i = 0.5 , 1 , 0.5*attackspeed do
- wait(0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(90+10-10*i),math.rad(-20),math.rad(0))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- end
- firingdebounce2=false
- end
- end))
- until not keyhold or Ammo <= 0 or GunzerkDuration==0
- for i = 0.2 , 1 , 0.2 do
- wait(0)
- RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90-30*i),math.rad(20),math.rad(-3*i))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(0), 0, 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(90-30*i),math.rad(-20),math.rad(3*i))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- end
- Character.Humanoid.WalkSpeed = 14
- for i = 0.2 , 1 , 0.2 do
- wait(0)
- RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90-30-10*i),math.rad(20),math.rad(-3-2*i))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(0), 0, 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(90-30-10*i),math.rad(-20),math.rad(3+2*i))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- end
- wait(0.25)
- attack = false
- end
- function Reload2()
- attack=true
- LWFunc()
- for i = 0.2 , 1 , 0.3 do
- wait(0)
- RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90),math.rad(0),math.rad(-60+20*i))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-30*i), 0, 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(0),math.rad(0),math.rad(0))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- w2.C0 = euler(math.rad(90+90*i), 0,0) * cf(0, -0.75, 0.25)
- w10.C1 = euler(0, 0, 0) * cf(0, -0.8*i, 0)
- Neck.C0 = neckcf0 * angles(math.rad(-5*i),0,math.rad(-10*i))
- end
- for i = 0.2 , 1 , 0.3 do
- wait(0)
- RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90),math.rad(0),math.rad(-60+20+10*i))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-30-10*i), 0, 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(0),math.rad(0),math.rad(0))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- w2.C0 = euler(math.rad(180), 0,0) * cf(0, -0.75, 0.25)
- Neck.C0 = neckcf0 * angles(math.rad(-5-5*i),0,math.rad(-10))
- end
- for i = 0.2 , 1 , 0.2 do
- wait(0)
- RW.C0 = cf(1.5-0.5*i, 0.5, -0.25-0.25*i) * angles(math.rad(90),math.rad(0),math.rad(-60+20+10-10*i))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-30-10+40*i), 0, 0)
- LW.C0 = cf(-1.5+0.5*i, 0.5, -0.5*i) * angles(math.rad(90*i),math.rad(0),math.rad(20*i))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- w2.C0 = euler(math.rad(180), 0,0) * cf(0, -0.75, 0.25)
- Neck.C0 = neckcf0 * angles(math.rad(-5-5+20*i),0,math.rad(-10+10*i))
- end
- derp1=prt2:Clone()
- derp1.Parent=swordholder
- derp1.Transparency=0
- wldderp=it("Weld")
- wldderp.Parent=derp1
- wldderp.Part0=derp1
- wldderp.Part1=LeftArm
- wldderp.C0=angles(math.rad(100),math.rad(180-20),0)*cf(-0.2,1.2,0)
- prt2.Transparency=1
- for i = 0 , 1 , 0.2 do
- wait(0)
- RW.C0 = cf(1.5-0.5, 0.5, -0.5) * angles(math.rad(90),math.rad(0),math.rad(-60+20))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-30-10+40+5*i), 0, 0)
- LW.C0 = cf(-1.5+0.5-0.5*i, 0.5, -0.5+0.5*i) * angles(math.rad(90+10*i),math.rad(0),math.rad(20-40*i))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- w2.C0 = euler(math.rad(180), 0,0) * cf(0, -0.75, 0.25)
- wldderp.C0=angles(math.rad(100-10*i),math.rad(180-20+20*i),0)*cf(-0.2+0.2*i,1.2-0.2*i,0)
- Neck.C0 = neckcf0 * angles(math.rad(-5-5+20-10*i),0,math.rad(-10+10+20*i))
- end
- for i = 0 , 1 , 0.2 do
- wait(0)
- RW.C0 = cf(1.5-0.5, 0.5, -0.5) * angles(math.rad(90),math.rad(0),math.rad(-60+20))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-30-10+40+5+5*i), 0, 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(100-120*i),math.rad(0),math.rad(-20+30*i))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- w2.C0 = euler(math.rad(180), 0,0) * cf(0, -0.75, 0.25)
- wldderp.C0=angles(math.rad(90),math.rad(180),0)*cf(0,1,0)
- Neck.C0 = neckcf0 * angles(math.rad(-5-5+20-10+20*i),0,math.rad(-10+10+20))
- end
- for i = 0 , 1 , 0.2 do
- wait(0)
- RW.C0 = cf(1.5-0.5, 0.5, -0.5) * angles(math.rad(90),math.rad(0),math.rad(-60+20))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-30-10+40+5+5-5*i), 0, 0)
- LW.C0 = cf(-1.5+0.5*i, 0.5, -0.5*i) * angles(math.rad(100-120+150*i),math.rad(0),math.rad(-20+30+10*i))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- w2.C0 = euler(math.rad(180), 0,0) * cf(0, -0.75, 0.25)
- wldderp.C0=angles(math.rad(90+10*i),math.rad(180-20*i),0)*cf(-0.2*i,1+0.2*i,0)
- Neck.C0 = neckcf0 * angles(math.rad(-5-5+20-10+20-30*i),0,math.rad(-10+10+20-20*i))
- end
- for i = 0 , 1 , 0.2 do
- wait(0)
- RW.C0 = cf(1.5-0.5, 0.5, -0.5) * angles(math.rad(90),math.rad(0),math.rad(-60+20))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-30-10+40+5+5-5-5*i), 0, 0)
- LW.C0 = cf(-1.5+0.5, 0.5, -0.5) * angles(math.rad(100-120+150-40*i),math.rad(0),math.rad(-20+30+10))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- w2.C0 = euler(math.rad(180), 0,0) * cf(0, -0.75, 0.25)
- Neck.C0 = neckcf0 * angles(math.rad(-5-5+20-10+20-30+20*i),0,math.rad(0))
- end
- Ammo = MaxAmmo
- derp1.Parent=nil
- prt2.Transparency=0
- for i = 0 , 1 , 0.2 do
- wait(0)
- RW.C0 = cf(1.5-0.5, 0.5, -0.5) * angles(math.rad(90),math.rad(0),math.rad(-60+20))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-50*i), 0, 0)
- LW.C0 = cf(-1.5+0.5-0.5*i, 0.5, -0.5+0.5*i) * angles(math.rad(90-90*i),math.rad(0),math.rad(20-20*i))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- w2.C0 = euler(math.rad(180-90*i), 0,0) * cf(0, -0.75, 0.25)
- Neck.C0 = neckcf0 * angles(math.rad(-5-5+20-10+20-30+20-30*i),0,math.rad(0))
- end
- for i = 0 , 1 , 0.2 do
- wait(0)
- w10.C1 = euler(0, 0, 0) * cf(0, -0.8+0.8*i, 0)
- RW.C0 = cf(1.5-0.5+0.5*i, 0.5, -0.5) * angles(math.rad(90),math.rad(0),math.rad(-60+20-20*i))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-50+50*i), 0, 0)
- Neck.C0 = neckcf0 * angles(math.rad(-5-5+20-10+20-30+20-30+20*i),0,math.rad(0))
- end
- Neck.C0 = neckcf0 * angles(math.rad(0),0,math.rad(0))
- w2.C0 = euler(math.rad(90), 0,0) * cf(0, -0.75, 0.25)
- LWRem()
- attack=false
- end
- function BlasterMode()
- attack=true
- blastcannonmode=true
- prt5.CanCollide=false
- prt6.CanCollide=false
- LWFunc()
- for i=0,1,0.1 do
- wait()
- RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90-90*i),math.rad(0),math.rad(-60+60*i))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(200*i),math.rad(0),math.rad(20*i))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- Neck.C0 = neckcf0 * angles(math.rad(-20*i),0,math.rad(30*i))
- end
- unequipweld()
- wld16.Part1 = LeftArm
- wld16.C0 = euler(-1.3,0,0) * cf(-0.5,0.2,2)
- wld16.C1 = euler(0,0,-0.3) * cf(0,0,0)
- Character.Humanoid.WalkSpeed=12
- for i=0,1,0.1 do
- wait()
- RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90-90+25*i),math.rad(0),math.rad(-60+60+10*i))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(200-130*i),math.rad(0),math.rad(20-30*i))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- Neck.C0 = neckcf0 * angles(math.rad(-20+20*i),0,math.rad(30-10*i))
- wld16.C0 = euler(-1.3+2.87*i,0,0) * cf(-0.5+0.5*i,0.2+0.8*i,2-2*i)
- wld16.C1 = euler(0,0,-0.3+0.3*i) * cf(0,0,0)
- end
- for i=0,1,0.1 do
- wait()
- RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90-90+25),math.rad(0),math.rad(-60+60+10))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(200-130-10*i),math.rad(0),math.rad(20-30))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- Neck.C0 = neckcf0 * angles(0,0,math.rad(30-10-20*i))
- end
- attack=false
- end
- function EndBlasterMode()
- attack=true
- blastcannonmode=false
- for i=0,1,0.1 do
- wait()
- RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90-90+25-25*i),math.rad(0),math.rad(-60+60+10-10*i))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(200-140+140*i),math.rad(0),math.rad(-10+40*i))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- Neck.C0 = neckcf0 * angles(math.rad(-20*i),0,math.rad(30*i))
- wld16.C0 = euler(1.57-2.87*i,0,0) * cf(-0.5*i,1-0.8*i,2*i)
- wld16.C1 = euler(0,0,-0.3*i) * cf(0,0,0)
- end
- equipweld()
- wld16.Part1 = Torso
- wld16.C0 = euler(math.rad(90),0,0) * cf(0.6,-0.5,-2.2)
- wld16.C1 = euler(0,0,0) * cf(0,0,0)
- Character.Humanoid.WalkSpeed=14
- for i=0,1,0.1 do
- wait()
- RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90-90+90*i),math.rad(0),math.rad(-60*i))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(200-200*i),math.rad(0),math.rad(30-30*i))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- Neck.C0 = neckcf0 * angles(math.rad(-20+20*i),0,math.rad(30-30*i))
- end
- LWRem()
- prt5.CanCollide=true
- prt6.CanCollide=true
- attack=false
- end
- function CannonShoot(mouse)
- attack = true
- readyblast=true
- Character.Humanoid.WalkSpeed = 0.01
- offset=(Torso.Position.y-mouse.Hit.p.y)/60
- mag=(Torso.Position-mouse.Hit.p).magnitude/80
- offset=offset/mag
- for i = 0 , 1 , 0.1 do
- wait(0)
- RW.C0 = cf(1.5-1.4*i, 0.5, -0.25-0.45*i) * angles(math.rad(25+115*i),math.rad(0),math.rad(10-80*i))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-25*i), math.rad(20*i), 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(60+30*i),math.rad(0),math.rad(-10+10*i))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- end
- coroutine.resume(coroutine.create(function()
- while readyblast==true do
- wait()
- offset=(Torso.Position.y-mouse.Hit.p.y)/60
- mag=(Torso.Position-mouse.Hit.p).magnitude/80
- offset=offset/mag
- Torso.Neck.C1=necko2*euler(-offset,0,0)
- RW.C0 = cf(0.1, 0.5, -0.7) * angles(math.rad(140),math.rad(0),math.rad(-70))
- RW.C1 = cf(0, 0.5, 0) * angles(offset, math.rad(20), 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(90),math.rad(0),math.rad(0))
- LW.C1 = cf(0, 0.5, 0) * angles(offset, 0, 0)
- end
- end))
- clone=prt31:Clone()
- clone.Parent=prt31
- prt31.Transparency=1
- clonewld=Instance.new("Weld")
- clonewld.Parent=clone
- clonewld.Part0=clone
- clonewld.Part1=prt31
- clone2=prt30:Clone()
- clone2.Parent=prt30
- prt30.Transparency=1
- clonewld2=Instance.new("Weld")
- clonewld2.Parent=clone2
- clonewld2.Part0=clone2
- clonewld2.Part1=prt30
- for i=0,1,0.1 do
- wait(0.1)
- clonewld2.C0 = euler(0,0,0) * cf(0,0.5*i,0)
- end
- for i=0,1,0.1 do
- wait(0)
- clonewld.C0 = euler(0,0,0) * cf(0,-0.7*i,0)
- end
- coroutine.resume(coroutine.create(function()
- for z = 1 ,4 do
- coroutine.resume(coroutine.create(function()
- local meshb1 = it("BlockMesh")
- meshb1.Scale = vt(1,1,1)
- local shellb1 = it("Part")
- meshb1.Parent = shellb1
- shellb1.Anchored = true
- shellb1.formFactor = 3
- shellb1.Size = vt(0.3,0.3,0.3) * (math.random(100,300)/100)
- shellb1.CFrame = cf((prt24.CFrame * cf(0,prt24.Size.y/2,0)).p) * angles(math.random(-100,100)/100,math.random(-100,100)/100,math.random(-100,100)/100)
- shellb1.Parent = Character
- shellb1.Transparency = 0
- if math.random(1,2) == 1 then
- shellb1.BrickColor = BrickColor.new("Bright red")
- else
- shellb1.BrickColor = BrickColor.new("Bright orange")
- end
- shellb1.CanCollide = false
- local incre = math.random(0,60)/100
- for i = 0 , 1 , 0.1 do
- wait()
- shellb1.CFrame = shellb1.CFrame + Torso.CFrame.lookVector*incre
- shellb1.Transparency = 1*i
- meshb1.Scale = vt(1+1*i,1+1*i,1+1*i)
- end
- shellb1.Parent=nil
- end))
- end
- end))
- readyblast=false
- fs(Head,0.2)
- as(Head,0.4)
- coroutine.resume(coroutine.create(function()
- shoottrail3(mouse)
- end))
- for i=0,1,0.2 do
- wait()
- clonewld2.C0 = euler(0,0,0) * cf(0,0.5-0.25*i,0)
- clonewld.C0 = euler(0,0,0) * cf(0,-0.7+0.35*i,0)
- Torso.Neck.C1=necko2*euler(-offset,0,0)
- RW.C0 = cf(0.1, 0.5, -0.7) * angles(math.rad(140+20*i),math.rad(0),math.rad(-70))
- RW.C1 = cf(0, 0.5, 0) * angles(offset, math.rad(20), 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(90+20*i),math.rad(0),math.rad(0))
- LW.C1 = cf(0, 0.5, 0) * angles(offset, 0, 0)
- end
- for i=0,1,0.2 do
- wait()
- clonewld2.C0 = euler(0,0,0) * cf(0,0.5-0.25-0.25*i,0)
- clonewld.C0 = euler(0,0,0) * cf(0,-0.7+0.35+0.35*i,0)
- Torso.Neck.C1=necko2*euler(-offset,0,0)
- RW.C0 = cf(0.1, 0.5, -0.7) * angles(math.rad(140+20+10*i),math.rad(0),math.rad(-70))
- RW.C1 = cf(0, 0.5, 0) * angles(offset, math.rad(20), 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(90+20+10*i),math.rad(0),math.rad(0))
- LW.C1 = cf(0, 0.5, 0) * angles(offset, 0, 0)
- end
- wait(0.1)
- for i=0,1,0.05 do
- wait()
- Torso.Neck.C1=necko2*euler(-offset+offset*i,0,0)
- RW.C0 = cf(0.1+1.4*i, 0.5, -0.7+0.45*i) * angles(math.rad(170-170*i),math.rad(0),math.rad(-70+80*i))
- RW.C1 = cf(0, 0.5, 0) * angles(offset+(-offset+math.rad(25))*i, math.rad(20-20*i), 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(120-60*i),math.rad(0),math.rad(-10*i))
- LW.C1 = cf(0, 0.5, 0) * angles(offset-offset*i, 0, 0)
- end
- --[[local wt,t = faketors()
- w7.Part1 = t
- w8.Part1 = t
- w9.Part1 = t
- w1.Part1 = t
- for i = 0 , 1 , 0.05 do
- wait(0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(60+30*i),math.rad(0),math.rad(-10-30*i))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- wt.C0 = angles(0, math.rad(40*i), 0)
- end
- --wait(1)
- clone=prt20:Clone()
- clone.Parent=prt20
- prt20.Transparency=1
- clonewld=Instance.new("Weld")
- clonewld.Parent=clone
- clonewld.Part0=clone
- clonewld.Part1=prt20
- for i=0,1,0.1 do
- wait(0.1)
- clonewld.C0 = euler(0,math.rad(90*i),0) * cf(0,-0.2*i,0.2*i)
- end
- wait() wait()
- repeat
- as(Head,0.5+math.random())
- coroutine.resume(coroutine.create(function()
- for z = 1 ,2 do
- coroutine.resume(coroutine.create(function()
- local meshb1 = it("BlockMesh")
- meshb1.Scale = vt(1,1,1)
- local shellb1 = it("Part")
- meshb1.Parent = shellb1
- shellb1.Anchored = true
- shellb1.formFactor = 3
- shellb1.Size = vt(0.3,0.3,0.3) * (math.random(100,300)/100)
- shellb1.CFrame = cf((prt26.CFrame * cf(0,prt26.Size.y/2,0)).p) * angles(math.random(-100,100)/100,math.random(-100,100)/100,math.random(-100,100)/100)
- shellb1.Parent = Character
- shellb1.Transparency = 0
- if math.random(1,2) == 1 then
- shellb1.BrickColor = BrickColor.new("Bright red")
- else
- shellb1.BrickColor = BrickColor.new("Bright orange")
- end
- shellb1.CanCollide = false
- local incre = math.random(0,60)/100
- for i = 0 , 1 , 0.1 do
- wait()
- shellb1.CFrame = shellb1.CFrame + Torso.CFrame.lookVector*incre
- shellb1.Transparency = 1*i
- meshb1.Scale = vt(1+1*i,1+1*i,1+1*i)
- end
- shellb1.Parent=nil
- end))
- end
- coroutine.resume(coroutine.create(function()
- shoottrail2(mouse)
- end))
- end))
- wait(0.2)
- until not keyhold
- for i = 0 , 1 , 0.05 do
- wait(0)
- clonewld.C0 = euler(0,math.rad(90-90*i),0) * cf(0,-0.2+0.2*i,0.2-0.2*i)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(60+30-30*i),math.rad(0),math.rad(-10-30+30*i))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- wt.C0 = angles(0, math.rad(40-40*i), 0)
- end
- clone.Parent=nil
- prt20.Transparency=0
- RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(0),math.rad(0),math.rad(10))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(60),math.rad(0),math.rad(-10))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- wt.C0 = angles(0, math.rad(0), 0)
- w7.Part1 = Torso
- w8.Part1 = Torso
- w9.Part1 = Torso
- w1.Part1 = Torso
- RW.Part0 = Torso
- LW.Part0 = Torso
- Torso.Transparency = 0
- RHL.Part0 = Torso
- LHL.Part0 = Torso
- t.Parent = nil
- wait(0.25) ]]
- Torso.Neck.C1=necko2
- clone.Parent=nil
- prt31.Transparency=0
- clone2.Parent=nil
- prt30.Transparency=0
- Character.Humanoid.WalkSpeed = 12
- attack = false
- wait(0.2)
- Torso.Neck.C1=necko2
- end
- function BlasterShoot(mouse)
- attack = true
- local wt,t = faketors()
- w7.Part1 = t
- w8.Part1 = t
- w9.Part1 = t
- w1.Part1 = t
- Character.Humanoid.WalkSpeed = 0.01
- for i = 0 , 1 , 0.05 do
- wait(0)
- RW.C0 = cf(1.5-1.5*i, 0.5, -0.25-0.45*i) * angles(math.rad(25+115*i),math.rad(0),math.rad(10-80*i))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-25*i), math.rad(20*i), 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(60+30*i),math.rad(0),math.rad(-10-30*i))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- wt.C0 = angles(0, math.rad(40*i), 0)
- end
- --wait(1)
- clone=prt20:Clone()
- clone.Parent=prt20
- prt20.Transparency=1
- clonewld=Instance.new("Weld")
- clonewld.Parent=clone
- clonewld.Part0=clone
- clonewld.Part1=prt20
- for i=0,1,0.1 do
- wait(0.1)
- clonewld.C0 = euler(0,math.rad(90*i*i),0) * cf(0,-0.2*i,0.2*i)
- end
- --[[RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90),math.rad(0),math.rad(90))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(0), 0, 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(10),math.rad(0),math.rad(-15))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- wt.C0 = angles(0, math.rad(-90), 0) ]]
- minigunspin=false
- doingminigun=true
- repeat
- coroutine.resume(coroutine.create(function()
- if minigunspin==false and doingminigun==true then
- minigunspin=true
- for i=0,1,0.02 do
- if doingminigun==true then
- wait()
- clonewld.C0 = euler(0,math.rad(90+360*i),0) * cf(0,-0.2,0.2)
- end
- end
- minigunspin=false
- end
- end))
- as(Head,0.5+math.random())
- coroutine.resume(coroutine.create(function()
- for z = 1 ,2 do
- coroutine.resume(coroutine.create(function()
- local meshb1 = it("BlockMesh")
- meshb1.Scale = vt(1,1,1)
- local shellb1 = it("Part")
- meshb1.Parent = shellb1
- shellb1.Anchored = true
- shellb1.formFactor = 3
- shellb1.Size = vt(0.3,0.3,0.3) * (math.random(100,300)/100)
- shellb1.CFrame = cf((prt26.CFrame * cf(0,prt26.Size.y/2,0)).p) * angles(math.random(-100,100)/100,math.random(-100,100)/100,math.random(-100,100)/100)
- shellb1.Parent = Character
- shellb1.Transparency = 0
- if math.random(1,2) == 1 then
- shellb1.BrickColor = BrickColor.new("Bright red")
- else
- shellb1.BrickColor = BrickColor.new("Bright orange")
- end
- shellb1.CanCollide = false
- local incre = math.random(0,60)/100
- for i = 0 , 1 , 0.1 do
- wait()
- shellb1.CFrame = shellb1.CFrame + Torso.CFrame.lookVector*incre
- shellb1.Transparency = 1*i
- meshb1.Scale = vt(1+1*i,1+1*i,1+1*i)
- end
- shellb1.Parent=nil
- end))
- end
- coroutine.resume(coroutine.create(function()
- shoottrail2(mouse)
- end))
- end))
- --[[for i = 0.5 , 1 , 0.5*attackspeed do
- wait(0)
- RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90),math.rad(0),math.rad(90))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(-20*i), 0, 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(10),math.rad(0),math.rad(-15))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- --wt.C0 = angles(0, math.rad(-90), 0)
- end
- for i = 0.5 , 1 , 0.5*attackspeed do
- wait(0)
- w2.C0 = euler(math.rad(90), 0,1.04667*i) * cf(0, -0.75, 0.25)
- w4.C1 = euler(0, -1.04667*i, 0) * cf(0, 0, 0.14)
- RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90),math.rad(0),math.rad(90))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(-20+20*i), 0, 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(10),math.rad(0),math.rad(-15))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- --wt.C0 = angles(0, math.rad(-90), 0)
- end
- w2.C0 = euler(math.rad(90), 0,0) * cf(0, -0.75, 0.25)
- w4.C1 = euler(0, 0, 0) * cf(0, 0, 0.14)]]
- wait(0.2)
- until not keyhold
- doingminigun=false
- --[[for i = 0.2 , 1 , 0.2 do
- wait(0)
- RW.C0 = cf(1.5, 0.5, -0.25*i) * angles(math.rad(90),math.rad(0),math.rad(90-150*i))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25*i), 0, 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(10-10*i),math.rad(0),math.rad(-15+15*i))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- wt.C0 = angles(0, math.rad(-90+90*i), 0)
- end
- LWRem() ]]
- for i = 0 , 1 , 0.05 do
- wait(0)
- clonewld.C0 = euler(0,math.rad(90+90*i),0) * cf(0,-0.2+0.2*i,0.2-0.2*i)
- RW.C0 = cf(1.5-1.5+1.5*i, 0.5, -0.25-0.45+0.45*i) * angles(math.rad(25+115-115*i),math.rad(0),math.rad(10-80+80*i))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25*i), math.rad(20-20*i), 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(60+30-30*i),math.rad(0),math.rad(-10-30+30*i))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- wt.C0 = angles(0, math.rad(40-40*i), 0)
- end
- clone.Parent=nil
- prt20.Transparency=0
- RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(25),math.rad(0),math.rad(10))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(60),math.rad(0),math.rad(-10))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- wt.C0 = angles(0, math.rad(0), 0)
- w7.Part1 = Torso
- w8.Part1 = Torso
- w9.Part1 = Torso
- w1.Part1 = Torso
- RW.Part0 = Torso
- LW.Part0 = Torso
- Torso.Transparency = 0
- RHL.Part0 = Torso
- LHL.Part0 = Torso
- t.Parent = nil
- Character.Humanoid.WalkSpeed = 12
- wait(0.25)
- attack = false
- end
- function Gunzerker()
- LWFunc()
- attack=true
- Gunzerkering=true
- for i = 0.1 , 1 , 0.1 do
- wait()
- RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90),math.rad(0),math.rad(-60+60*i))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
- LW.C0 = cf(-1.5, 0.5, -0.5+0.5*i) * angles(math.rad(40-60*i),math.rad(0),math.rad(25-25*i))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- Neck.C0 = neckcf0 * angles(math.rad(5*i),0,0)
- end
- newgun.Parent=workspace
- newprt3.BrickColor=BrickColor.new("White")
- neww1.Parent=newprt1
- neww2.Parent=newprt2
- neww3.Parent=newprt3
- neww4.Parent=newprt4
- neww5.Parent=newprt5
- neww6.Parent=newprt6
- neww1.Part0 = newprt1
- neww1.Part1 = LeftArm
- neww1.C1 = euler(0, 0, 0) * cf(0, 0,0)
- neww1.C0 = angles(math.rad(-90), math.rad(0), math.rad(0)) * cf(0, 1, 0)
- Say("Gunzerking")
- for i = 0.1 , 1 , 0.15 do
- wait()
- RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90+10*i),math.rad(0),math.rad(0))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-25*i), 0, 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(40-60+120*i),math.rad(0),math.rad(0))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- Neck.C0 = neckcf0 * angles(math.rad(5-10*i),0,0)
- end
- for i = 0.1 , 1 , 0.2 do
- wait()
- RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90+10+10*i),math.rad(0),math.rad(0))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(0), 0, 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(40-60+120+10*i),math.rad(0),math.rad(0))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- Neck.C0 = neckcf0 * angles(math.rad(5-10-5*i),0,0)
- end
- for i = 0.1 , 1 , 0.15 do
- wait()
- RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(110-60*i),math.rad(20*i),math.rad(-5*i))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(0), 0, 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(110-60*i),math.rad(-20*i),math.rad(5*i))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- Neck.C0 = neckcf0 * angles(math.rad(5-10-5+10*i),0,0)
- end
- attack=false
- end
- function ChangeAmmoAnim(ammo,trail,derpcol)
- for i = 0.1 , 1 , 0.1 do
- wait()
- RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90),math.rad(0),math.rad(-60+10*i))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-10*i), 0, 0)
- LW.C0 = cf(-1.5, 0.5, -0.5) * angles(math.rad(40+60*i),math.rad(0),math.rad(25))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- w3.C0 = angles(math.rad(90), 0, 0) * cf(0, 0.25,-0.5)
- Neck.C0 = neckcf0 * angles(math.rad(-5*i),0,0)
- end
- for i = 0.1 , 1 , 0.15 do
- wait()
- RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90),math.rad(0),math.rad(-60+10))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-10+5*i), 0, 0)
- LW.C0 = cf(-1.5+0.5*i, 0.5, -0.5) * angles(math.rad(40+60-50*i),math.rad(0),math.rad(25+20*i))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- w3.C0 = angles(math.rad(90+90*i), 0, 0) * cf(0, 0.25,-0.5)
- Neck.C0 = neckcf0 * angles(math.rad(-5+20*i),0,0)
- end
- for i = 0.1 , 1 , 0.1 do
- wait()
- RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90),math.rad(0),math.rad(-60+10))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-10+5+5*i), 0, 0)
- LW.C0 = cf(-1.5+0.5, 0.5, -0.5) * angles(math.rad(40+60-50+50*i),math.rad(0),math.rad(25+20))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- w3.C0 = angles(math.rad(180), 0, 0) * cf(0, 0.25,-0.5)
- Neck.C0 = neckcf0 * angles(math.rad(-5+20-10*i),0,0)
- end
- derpd=prt3:Clone()
- derpd.Parent=swordholder
- derpd.Transparency=0
- derpdw=it("Weld")
- derpdw.Parent=swordholder
- derpdw.Part0=derpd
- derpdw.Part1=LeftArm
- derpdw.C0=angles(math.rad(90),math.rad(-30),0)*cf(-0.4,0.8,0)
- prt3.Transparency=1
- wait(0.1)
- for i = 0.1 , 1 , 0.1 do
- wait()
- RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90),math.rad(0),math.rad(-60+10))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-10+5+5+5*i), 0, 0)
- LW.C0 = cf(-1.5+0.5-0.5*i, 0.5, -0.5+0.5*i) * angles(math.rad(40+60-50+50+10*i),math.rad(0),math.rad(25+20-30*i))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- w3.C0 = angles(math.rad(180), 0, 0) * cf(0, 0.25,-0.5)
- Neck.C0 = neckcf0 * angles(math.rad(-5+20-10-5*i),0,0)
- derpdw.C0=angles(math.rad(90),math.rad(-30+30*i),0)*cf(-0.4+0.4*i,0.8+0.2*i,0)
- end
- for i = 0.1 , 1 , 0.2 do
- wait()
- RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90),math.rad(0),math.rad(-60+10))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-10+5+5+5), 0, 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(40+60-50+50+10-140*i),math.rad(0),math.rad(25+20-30))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- w3.C0 = angles(math.rad(180), 0, 0) * cf(0, 0.25,-0.5)
- Neck.C0 = neckcf0 * angles(math.rad(-5+20-10-5+30*i),0,math.rad(20*i))
- derpdw.C0=angles(math.rad(90),math.rad(0),0)*cf(0,1,0)
- end
- CurrentAmmo = ammo
- ammotrail = BrickColor.new(trail)
- derpd.BrickColor=BrickColor.new(derpcol)
- prt3.BrickColor=BrickColor.new(derpcol)
- for i = 0.1 , 1 , 0.1 do
- wait()
- RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90),math.rad(0),math.rad(-60+10))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-10+5+5+5), 0, 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(40+60-50+50+10-140+140*i),math.rad(0),math.rad(25+20-30+30*i))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- w3.C0 = angles(math.rad(180), 0, 0) * cf(0, 0.25,-0.5)
- Neck.C0 = neckcf0 * angles(math.rad(-5+20-10-5+30-30*i),0,math.rad(20-20*i))
- derpdw.C0=angles(math.rad(90),math.rad(0),0)*cf(0,1,0)
- end
- for i = 0.1 , 1 , 0.1 do
- wait()
- RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90),math.rad(0),math.rad(-60+10))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-10+5+5+5-5*i), 0, 0)
- LW.C0 = cf(-1.5+0.5*i, 0.5, -0.5*i) * angles(math.rad(40+60-50+50+10-10*i),math.rad(0),math.rad(25+20))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- w3.C0 = angles(math.rad(180), 0, 0) * cf(0, 0.25,-0.5)
- Neck.C0 = neckcf0 * angles(math.rad(-5+20-10-5+5*i),0,0)
- derpdw.C0=angles(math.rad(90),math.rad(-30*i),0)*cf(-0.4*i,1-0.2*i,0)
- end
- prt3.Transparency=0
- derpd.Parent=nil
- for i = 0.1 , 1 , 0.1 do
- wait()
- RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90),math.rad(0),math.rad(-60+10))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-10+5+5+5-5-5*i), 0, 0)
- LW.C0 = cf(-1.5+0.5, 0.5, -0.5) * angles(math.rad(40+60-50+50-60*i),math.rad(0),math.rad(25+20))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- w3.C0 = angles(math.rad(180), 0, 0) * cf(0, 0.25,-0.5)
- Neck.C0 = neckcf0 * angles(math.rad(-5+20-10+10*i),0,0)
- end
- for i = 0.1 , 1 , 0.15 do
- wait()
- RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90),math.rad(0),math.rad(-60+10))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-10+5+5+5-5-5-5*i), 0, 0)
- LW.C0 = cf(-1.5+0.5-0.5*i, 0.5, -0.5) * angles(math.rad(40+60*i),math.rad(0),math.rad(25+20-20*i))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- w3.C0 = angles(math.rad(180-90*i), 0, 0) * cf(0, 0.25,-0.5)
- Neck.C0 = neckcf0 * angles(math.rad(-5+20-20*i),0,0)
- end
- for i = 0.1 , 1 , 0.1 do
- wait()
- RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90),math.rad(0),math.rad(-60+10-10*i))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-10+10*i), 0, 0)
- LW.C0 = cf(-1.5, 0.5, -0.5) * angles(math.rad(40+60-60*i),math.rad(0),math.rad(25))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- w3.C0 = angles(math.rad(90), 0, 0) * cf(0, 0.25,-0.5)
- Neck.C0 = neckcf0 * angles(math.rad(-5+5*i),0,0)
- end
- end
- function DodgeBack()
- attack=true
- dodging=true
- LWFunc()
- vel = it("BodyVelocity")
- vel.Parent = Head
- vel.maxForce = vt(4e+005,4e+005,4e+005)*1
- vel.velocity = Head.CFrame.lookVector * -60
- vel2 = it("BodyGyro")
- vel2.Parent = Head
- vel2.maxTorque = vt(4e+005,4e+005,4e+005)*math.huge
- vel2.P = 50e+003
- vel2.cframe=Torso.CFrame
- neckcf0=Neck.C0
- for i = 0.1 , 1 , 0.2 do
- wait()
- RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90),math.rad(0),math.rad(-60+150*i))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(0),math.rad(-20*i),math.rad(-90*i))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- Neck.C0 = neckcf0 * angles(0,0,math.rad(70*i))
- end
- wait(0.2)
- dodging=false
- vel.Parent=nil
- for i = 0.1 , 1 , 0.1 do
- wait()
- RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90),math.rad(0),math.rad(-60+150-150*i))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(0),math.rad(-20+20*i),math.rad(-90+90*i))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- Neck.C0 = neckcf0 * angles(0,0,math.rad(70-70*i))
- end
- LWRem()
- RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90),math.rad(0),math.rad(-60))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(0),math.rad(0),math.rad(0))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- Neck.C0 = neckcf0 * angles(0,0,math.rad(0))
- vel2.Parent=nil
- attack=false
- end
- function DodgeForward()
- attack=true
- dodging=true
- LWFunc()
- vel=it("BodyVelocity")
- vel.Parent=Head
- vel.maxForce=vt(4e+005,4e+005,4e+005)*1
- vel.velocity=Head.CFrame.lookVector * 60
- vel2=it("BodyGyro")
- vel2.Parent=Head
- vel2.maxTorque=vt(4e+005,4e+005,4e+005)*math.huge
- vel2.P=50e+003
- vel2.cframe=Torso.CFrame
- neckcf0=Neck.C0
- for i = 0.1 , 1 , 0.2 do
- wait()
- RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90-120*i),math.rad(0),math.rad(-60+60*i))
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(-30*i),math.rad(0),math.rad(0))
- Neck.C0 = neckcf0 * angles(0,0,math.rad(0))
- end
- wait(0.2)
- if holdforward==true then
- --vel.velocity = (Head.CFrame.lookVector+vt(0,1,0)) * 50
- vel.velocity = (Head.CFrame.lookVector*90)+(vt(0,1,0)*50)
- CF=Torso.CFrame
- RWLFunc()
- LWLFunc()
- for i=0,1,0.1 do
- wait()
- vel2.cframe=CF*euler(math.rad(-360*i),0,0)
- RWL.C0 = cf(1, -1, -1*i)*euler(-1.57*i,0,0)
- LWL.C0 = cf(-1, -1+1*i, -1*i)*euler(0,0,0)
- end
- vel2.cframe=CF
- vel.Parent=nil
- for i=0,1,0.1 do
- wait()
- vel2.cframe=CF*euler(0,math.rad(180*i),0)
- RWL.C0 = cf(1, -1, -1+1*i)*euler(-1.57+1.57*i,0,0)
- LWL.C0 = cf(-1, -1+1-1*i, -1+1*i)*euler(0,0,0)
- RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90-120),math.rad(0),math.rad(90*i))
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(-30),math.rad(0),math.rad(-90*i))
- end
- RWL.C0 = cf(1, -1, 0) * angles(0, 0, 0)
- RWL.C1 = cf(0.5, 1, 0)
- RWLRem()
- LWLRem()
- vel2.Parent=nil
- for i=0,1,0.1 do
- wait()
- RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90-120+120*i),math.rad(0),math.rad(90-150*i))
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(-30+30*i),math.rad(0),math.rad(-90+90*i))
- end
- dodging=false
- LWRem()
- RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90),math.rad(0),math.rad(-60))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(0),math.rad(0),math.rad(0))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- Neck.C0 = neckcf0 * angles(0,0,math.rad(0))
- else
- dodging=false
- vel.Parent=nil
- vel2.Parent=nil
- for i = 0.1 , 1 , 0.2 do
- wait()
- RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90-120+120*i),math.rad(0),math.rad(-60+60-60*i))
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(-30+30*i),math.rad(0),math.rad(0))
- Neck.C0 = neckcf0 * angles(0,0,math.rad(0))
- end
- LWRem()
- end
- attack=false
- end
- function DodgeLeft()
- attack=true
- dodging=true
- LWFunc()
- CF=Head.CFrame*euler(0,1.57,0)
- vel = it("BodyVelocity")
- vel.Parent = Torso
- vel.maxForce = vt(4e+005,4e+005,4e+005)*1
- vel.velocity = CF.lookVector * 70
- vel2 = it("BodyGyro")
- vel2.Parent = Head
- vel2.maxTorque = vt(4e+005,4e+005,4e+005)*math.huge
- vel2.P = 50e+003
- vel2.cframe=Torso.CFrame
- CF2=Torso.CFrame
- for i=0,1,0.1 do
- wait()
- CF=Torso.CFrame*euler(0,1.57,0)
- vel.velocity = CF.lookVector * 60
- RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90),math.rad(0),math.rad(-60+150*i))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-25*i), 0, 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(0),math.rad(0),math.rad(-90*i))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- vel2.cframe=CF2*euler(0,-1.57*i,0)
- end
- vel.Parent=nil
- for i=0,1,0.2 do
- wait()
- RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90),math.rad(0),math.rad(-60+150-150*i))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-25+25*i), 0, 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(0),math.rad(0),math.rad(-90+90*i))
- end
- vel2.Parent=nil
- RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90),math.rad(0),math.rad(-60))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(0),math.rad(0),math.rad(0))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- Neck.C0 = neckcf0 * angles(0,0,math.rad(0))
- LWRem()
- dodging=false
- attack=false
- end
- function DodgeRight()
- attack=true
- dodging=true
- LWFunc()
- CF=Head.CFrame*euler(0,-1.57,0)
- vel = it("BodyVelocity")
- vel.Parent = Torso
- vel.maxForce = vt(4e+005,4e+005,4e+005)*1
- vel.velocity = CF.lookVector * 70
- vel2 = it("BodyGyro")
- vel2.Parent = Head
- vel2.maxTorque = vt(4e+005,4e+005,4e+005)*math.huge
- vel2.P = 50e+003
- vel2.cframe=Torso.CFrame
- CF2=Torso.CFrame
- for i=0,1,0.1 do
- wait()
- CF=Torso.CFrame*euler(0,-1.57,0)
- vel.velocity = CF.lookVector * 60
- RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90),math.rad(0),math.rad(-60+150*i))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-25*i), 0, 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(0),math.rad(0),math.rad(-90*i))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- vel2.cframe=CF2*euler(0,1.57*i,0)
- end
- vel.Parent=nil
- vel2.Parent=nil
- for i=0,1,0.2 do
- wait()
- RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90),math.rad(0),math.rad(-60+150-150*i))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-25+25*i), 0, 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(0),math.rad(0),math.rad(-90+90*i))
- end
- RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90),math.rad(0),math.rad(-60))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(0),math.rad(0),math.rad(0))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- Neck.C0 = neckcf0 * angles(0,0,math.rad(0))
- LWRem()
- dodging=false
- attack=false
- end
- function Action1()
- prt5.CanCollide=false
- prt6.CanCollide=false
- attack=true
- LWFunc()
- for i = 0 , 1 , 0.1 do
- wait(0)
- RW.C0 = cf(1.5, 0.5, -0.25+0.25*i) * angles(math.rad(90-60*i),math.rad(0),math.rad(-60+60*i))
- LW.C0 = cf(-1.5+0.5*i, 0.5, 0) * angles(math.rad(130*i),math.rad(0),math.rad(40*i))
- Neck.C0 = neckcf0 * angles(math.rad(20*i),0,math.rad(20*i))
- end
- Say("FacepalmTaunt")
- for i = 0 , 1 , 0.2 do
- wait(0)
- RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90-60-10*i),math.rad(0),math.rad(0))
- LW.C0 = cf(-1.5+0.5, 0.5, 0) * angles(math.rad(130),math.rad(0),math.rad(40))
- Neck.C0 = neckcf0 * angles(math.rad(20),0,math.rad(20+10*i))
- end
- for i = 0 , 1 , 0.2 do
- wait(0)
- RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90-60-10-10*i),math.rad(0),math.rad(0))
- LW.C0 = cf(-1.5+0.5, 0.5, 0) * angles(math.rad(130),math.rad(0),math.rad(40))
- Neck.C0 = neckcf0 * angles(math.rad(20),0,math.rad(20+10-10*i))
- end
- for i = 0 , 1 , 0.2 do
- wait(0)
- RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90-60-10-10+10*i),math.rad(0),math.rad(0))
- LW.C0 = cf(-1.5+0.5, 0.5, 0) * angles(math.rad(130),math.rad(0),math.rad(40))
- Neck.C0 = neckcf0 * angles(math.rad(20),0,math.rad(20+10*i))
- end
- for i = 0 , 1 , 0.2 do
- wait(0)
- RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90-60-10-10+10+10*i),math.rad(0),math.rad(0))
- LW.C0 = cf(-1.5+0.5, 0.5, 0) * angles(math.rad(130),math.rad(0),math.rad(40))
- Neck.C0 = neckcf0 * angles(math.rad(20),0,math.rad(20+10-10*i))
- end
- for i = 0 , 1 , 0.1 do
- wait(0)
- RW.C0 = cf(1.5, 0.5, -0.25*i) * angles(math.rad(90-60+60*i),math.rad(0),math.rad(-60*i))
- LW.C0 = cf(-1.5+0.5-0.5*i, 0.5, 0) * angles(math.rad(130-130*i),math.rad(0),math.rad(40-40*i))
- Neck.C0 = neckcf0 * angles(math.rad(20-20*i),0,math.rad(20-20*i))
- end
- LWRem()
- attack=false
- prt5.CanCollide=true
- prt6.CanCollide=true
- end
- function Action2()
- Character.Humanoid.WalkSpeed=0
- attack=true
- LWFunc()
- TorsCF=Torso.CFrame
- for i = 0 , 1 , 0.1 do
- wait(0)
- Torso.CFrame=TorsCF*angles(0,math.rad(-90*i),0)
- RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90),math.rad(0),math.rad(-60+150*i))
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(0),math.rad(0),math.rad(-180*i))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, math.rad(0))
- Neck.C0 = neckcf0 * angles(math.rad(0),0,math.rad(90*i))
- end
- for i = 0 , 1 , 0.2 do
- wait(0)
- RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90),math.rad(0),math.rad(-60+150))
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(30*i),math.rad(0),math.rad(-180+100*i))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, math.rad(0))
- Neck.C0 = neckcf0 * angles(math.rad(0),0,math.rad(90))
- end
- for i = 0 , 1 , 0.2 do
- wait(0)
- RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90),math.rad(0),math.rad(-60+150))
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(30),math.rad(0),math.rad(-180+100+10*i))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, math.rad(0))
- Neck.C0 = neckcf0 * angles(math.rad(0),0,math.rad(90))
- end
- wait(0.5)
- TorsCF=Torso.CFrame
- for i = 0 , 1 , 0.1 do
- wait(0)
- Torso.CFrame=TorsCF*angles(0,math.rad(90*i),0)
- RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90),math.rad(0),math.rad(-60+150-150*i))
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(30-30*i),math.rad(0),math.rad(-70+70*i))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, math.rad(0))
- Neck.C0 = neckcf0 * angles(math.rad(0),0,math.rad(90-90*i))
- end
- LWRem()
- attack=false
- Character.Humanoid.WalkSpeed=14
- end
- bodpos=it("BodyPosition")
- bodpos.P=2000
- bodpos.D=100
- bodpos.maxForce=vt(math.huge,math.huge,math.huge)
- bodgy=it("BodyGyro")
- bodgy.maxTorque=vt(4e+005,4e+005,4e+005)*math.huge
- bodgy.P=50e+003
- function Sit()
- bodpos.position=Torso.Position-vt(0,3,0)
- bodpos.Parent=Torso
- bodgy.cframe=Torso.CFrame
- bodgy.Parent=Head
- LWFunc()
- RWLFunc()
- LWLFunc()
- for i=0,1,0.1 do
- wait()
- bodgy.cframe=Torso.CFrame*euler(0.07*i,0,0)
- RWL.C0 = cf(0.5+0.1*i,-1.5+0.6*i,-0.7*i) * euler(1.2*i,0,0.5*i)
- RWL.C1 = cf(0,0.5,0) * euler(0,0,0)
- LWL.C0 = cf(-0.5-0.1*i,-1.5+0.6*i,-0.7*i) * euler(1.2*i,0,-0.5*i)
- LWL.C1 = cf(0,0.5,0) * euler(0,0,0)
- RW.C0 = cf(1.5, 0.5, -0.25-0.25*i) * angles(math.rad(90-50*i),math.rad(0),math.rad(-60+10*i))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), math.rad(-90*i), 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(-20*i),math.rad(0),math.rad(0))
- end
- end
- function GetUp()
- for i=0,1,0.1 do
- wait()
- bodgy.cframe=Torso.CFrame*euler(-0.07*i,0,0)
- RWL.C0 = cf(0.5+0.1-0.1*i,-1.5+0.6-0.6*i,-0.7+0.7*i) * euler(1.2-1.2*i,0,0.5-0.5*i)
- LWL.C0 = cf(-0.5-0.1+0.1*i,-1.5+0.6-0.6*i,-0.7+0.7*i) * euler(1.2-1.2*i,0,-0.5+0.5*i)
- RW.C0 = cf(1.5, 0.5, -0.25-0.25+0.25*i) * angles(math.rad(90-50+50*i),math.rad(0),math.rad(-60+10-10*i))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), math.rad(-90+90*i), 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(-20+20*i),math.rad(0),math.rad(0))
- end
- RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90),math.rad(0),math.rad(-60))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), math.rad(0), 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(0),math.rad(0),math.rad(0))
- bodpos.Parent=nil
- bodgy.Parent=nil
- LWRem()
- RWLRem()
- LWLRem()
- end
- function Hi5()
- prt5.CanCollide=false
- prt6.CanCollide=false
- attack=true
- didhifive=false
- detecthifive=false
- LWFunc()
- bodpos.Parent=Torso
- bodpos.position=Torso.Position
- bodgy.cframe=Torso.CFrame
- bodgy.Parent=Head
- for i=0,1,0.2 do
- wait()
- Neck.C0 = neckcf0 * angles(math.rad(0),0,math.rad(20*i))
- RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90-100*i),math.rad(0),math.rad(-60+60*i))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(150*i),math.rad(-20*i),math.rad(0))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- end
- coroutine.resume(coroutine.create(function()
- print("herp")
- while hifiving==true do
- wait(0)
- hifivevalue.Value=true
- local hitted,post = rayCast(Torso.Position,Head.CFrame.lookVector,6,Character)
- if hitted~=nil then
- if hitted.Parent:findFirstChild("HighFive")~=nil then
- if hitted.Parent:findFirstChild("HighFive").Value==true then
- wait(0.8)
- print("HI FIVE")
- didhifive=true
- hifiving=false
- for i=0,1,0.1 do
- wait(0.05)
- Neck.C0 = neckcf0 * angles(math.rad(0),0,math.rad(20-30*i))
- RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(-10),math.rad(0),math.rad(0))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(150-170*i),math.rad(-20),math.rad(0))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- end
- hifivevalue.Value=false
- for i=0,1,0.1 do
- wait()
- Neck.C0 = neckcf0 * angles(math.rad(0),0,math.rad(-10-10*i))
- RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(-10),math.rad(0),math.rad(20*i))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(-20+220*i),math.rad(-20+20*i),math.rad(0))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- end
- for i=0,1,0.1 do
- wait()
- Neck.C0 = neckcf0 * angles(math.rad(0),0,math.rad(-20+60*i))
- RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(-10),math.rad(0),math.rad(20))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(200-70*i),math.rad(0),math.rad(0))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- end
- for i=0,1,0.1 do
- wait()
- Neck.C0 = neckcf0 * angles(math.rad(0),0,math.rad(-20+60-30*i))
- RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(-10),math.rad(0),math.rad(20))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(200-70+50*i),math.rad(0),math.rad(0))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- end
- for i=0,1,0.1 do
- wait()
- Neck.C0 = neckcf0 * angles(math.rad(0),0,math.rad(10-10*i))
- RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(-10+100*i),math.rad(0),math.rad(20-80*i))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(180-180*i),math.rad(0),math.rad(0))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- end
- bodpos.Parent=nil
- bodgy.Parent=nil
- hifivevalue.Value=false
- LWRem()
- Neck.C0 = neckcf0
- RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90),math.rad(0),math.rad(-60))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(0),math.rad(0),math.rad(0))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- prt5.CanCollide=true
- prt6.CanCollide=true
- else
- print("No hi five :c")
- end
- end
- else
- print("DERP")
- end
- end
- end))
- while hifiving==true and detecthifive==false do
- wait()
- end
- if didhifive==false then
- for i=0,1,0.2 do
- wait()
- Neck.C0 = neckcf0 * angles(math.rad(0),0,math.rad(20-20*i))
- RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90-100+100*i),math.rad(0),math.rad(-60*i))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(150-150*i),math.rad(-20+20*i),math.rad(0))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- end
- bodpos.Parent=nil
- bodgy.Parent=nil
- hifivevalue.Value=false
- LWRem()
- Neck.C0 = neckcf0
- RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90),math.rad(0),math.rad(-60))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
- LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(0),math.rad(0),math.rad(0))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- prt5.CanCollide=true
- prt6.CanCollide=true
- else
- --wait(2)
- end
- attack=false
- end
- function NormalAmmo()
- attack = true
- ChangeAmmoAnim("Normal","White","White")
- attack = false
- end
- function effect(Color,Ref,LP,P1,returnn)
- local effectsmsh = it("BlockMesh")
- effectsmsh.Scale = vt(1,1,1)
- effectsmsh.Name = "Mesh"
- local effectsg = it("Part")
- effectsg.formFactor = 3
- effectsg.CanCollide = false
- effectsg.Name = "Eff"
- effectsg.Locked = true
- effectsg.Anchored = true
- effectsg.Size = vt(0.2,1,0.2)
- effectsg.Parent = swordholder
- effectsmsh.Parent = effectsg
- effectsg.BrickColor = BrickColor.new(Color)
- effectsg.Reflectance = Ref
- local point1 = P1
- local mg = (LP.p - point1.p).magnitude
- effectsg.Size = vt(0.2,mg,0.2)
- effectsg.CFrame = cf((LP.p+point1.p)/2,point1.p) * angles(math.rad(90),0,0)
- if returnn then return effectsg end
- effectsmsh.Scale = vt(0.2,0.2,0.2)
- coroutine.resume(coroutine.create(function()
- if not returnn then
- for i = 0 , 1 , 0.1 do
- wait()
- effectsg.Transparency = 1*i
- effectsmsh.Scale = vt(0.2-0.2*i,1,0.2-0.2*i)
- end
- wait()
- effectsg.Parent = nil
- end
- end))
- end
- function returnwelds()
- RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90),math.rad(0),math.rad(-60))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
- LW.C0 = cf(-1.5, 0.5, -0.5) * angles(math.rad(40),math.rad(0),math.rad(25))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- w3.C0 = angles(math.rad(90), 0, 0) * cf(0, 0.25,-0.5)
- w1.C0 = angles(math.rad(-90), math.rad(0), math.rad(0)) * cf(0, 0, 0)
- RWL.C0 = cf(1, -1, 0) * angles(0, 0, 0)
- RWL.C1 = cf(0.5, 1, 0)
- LWL.C0 = cf(-1, -1, 0) * angles(0, 0, 0)
- LWL.C1 = cf(-0.5, 1, 0)
- Neck.C0 = neckcf0
- end
- keyhold = false
- function ob1d(mouse)
- hold = true
- if attack then return end
- keyhold = true
- if blastcannonmode==true then
- BlasterShoot(mouse)
- end
- if blastcannonmode==true then return end
- if Gunzerkering==true then
- GunzerkReady(mouse)
- else
- Ready(mouse)
- end
- end
- function ob1u(mouse)
- keyhold = false
- end
- buttonhold = false
- function key(key,mouse)
- if attack then return end
- if key=="h" then
- if blastcannonmode==false then
- BlasterMode()
- else
- EndBlasterMode()
- end
- end
- if key=="q" and blastcannonmode==true then
- CannonShoot(mouse)
- end
- if blastcannonmode==true then return end
- if key=="f" and GunzerkDuration==1000 then
- Gunzerker()
- coroutine.resume(coroutine.create(function()
- local meh = Character
- local rprt1 = it("Part")
- rprt1.Parent = meh
- rprt1.BrickColor = BrickColor.new("Bright red")
- rprt1.CanCollide = false
- rprt1.Name = "RedEye"
- local rmsh1 = it("CylinderMesh")
- rmsh1.Parent = rprt1
- rmsh1.Scale = vt(0.035,0.2,0.035)
- local rwld1 = it("Weld")
- rwld1.Parent = rprt1
- rwld1.Part0 = rprt1
- rwld1.Part1 = meh.Head
- rwld1.C0 = euler(1.57,0,0) * cf(0.1,-0.18,0.5)
- local rprt2 = it("Part")
- rprt2.Parent = meh
- rprt2.BrickColor = BrickColor.new("Bright red")
- rprt2.CanCollide = false
- rprt2.Name = "RedEye"
- local rmsh2 = it("CylinderMesh")
- rmsh2.Parent = rprt2
- rmsh2.Scale = vt(0.035,0.2,0.035)
- local wld2 = it("Weld")
- wld2.Parent = rprt2
- wld2.Part0 = rprt2
- wld2.Part1 = meh.Head
- wld2.C0 = euler(1.57,0,0) * cf(-0.1,-0.18,0.5)
- local LastPoint1 = rprt1.CFrame * cf(0,rprt1.Size.Y/10,0)
- local LastPoint2 = rprt2.CFrame * cf(0,rprt2.Size.Y/10,0)
- while GunzerkDuration~=0 do
- wait(0)
- GunzerkDuration=GunzerkDuration-2
- local Point1 = rprt1.CFrame * cf(0,rprt1.Size.Y/10,0)
- effect("Bright red",0.5,LastPoint1,Point1)
- LastPoint1 = Point1
- local Point2 = rprt2.CFrame * cf(0,rprt2.Size.Y/10,0)
- effect("Bright red",0.5,LastPoint2,Point2)
- LastPoint2 = Point2
- end
- Gunzerkering=false
- while attack==true do
- wait()
- end
- LWRem()
- rprt1.Parent=nil
- rprt2.Parent=nil
- newgun.Parent=nil
- RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90),math.rad(0),math.rad(-60))
- RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
- LW.C0 = cf(-1.5, 0.5, -0.5) * angles(math.rad(40),math.rad(0),math.rad(25))
- LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
- Neck.C0 = neckcf0 * angles(math.rad(0),0,0)
- wait()
- while GunzerkDuration~=1000 and Gunzerkering==false do
- wait()
- GunzerkDuration=GunzerkDuration+2
- end
- end))
- end
- if Gunzerkering~=true then
- if key == "r" then
- if Ammo~=MaxAmmo then
- Reload2()
- end
- end
- if key == "e" then
- critical=false
- Melee()
- end
- --[[DODGE ANIMATIONS]]--
- if key=="b" then
- DodgeBack()
- end
- if key=="g" then
- DodgeForward()
- holdforward=true
- end
- if key=="v" then
- DodgeLeft()
- end
- if key=="n" then
- DodgeRight()
- end
- --[[TAUNT ANIMATIONS]]--
- if key=="z" then
- Action1()
- end
- if key=="x" then
- Action2()
- end
- if key=="c" then
- if resting==false then
- resting=true
- Sit()
- else
- resting=false
- GetUp()
- end
- end
- if key=="t" then
- hifiving=true
- Hi5()
- end
- end
- end
- function key2(key)
- if key == "f" or key == "q" then
- buttonhold = false
- end
- if key=="g" then
- holdforward=false
- end
- if key=="t" then
- hifiving=false
- end
- end
- function s(mouse)
- repeat wait() until not attack
- repeat wait() until not ev.Value
- mouse.Button1Down:connect(function() ob1d(mouse) end)
- mouse.Button1Up:connect(function() ob1u(mouse) end)
- mouse.KeyDown:connect(function(ke) key(ke,mouse) end)
- mouse.KeyUp:connect(key2)
- equipanim()
- ev.Value = true
- end
- function ds(mouse)
- keyhold = false
- repeat wait() until not attack
- repeat wait() until ev.Value
- hideanim()
- wait(0.1)
- ev.Value = false
- end
- Bin.Selected:connect(s)
- Bin.Deselected:connect(ds)
- if PlayerGui:findFirstChild("AmmoMeter") ~= nil then
- PlayerGui:findFirstChild("AmmoMeter").Parent = nil
- end
- coroutine.resume(coroutine.create(function()
- local SG = it("ScreenGui",PlayerGui)
- SG.Name = "AmmoMeter"
- local frame = it("Frame",SG)
- frame.Size = UDim2.new(0.2,0,0.1,0)
- frame.Position = UDim2.new(0.5-0.1,0,0.05,0)
- frame.BackgroundColor3 = BrickColor.new("Brown").Color
- local Ammotext = it("TextLabel",frame)
- Ammotext.Size = UDim2.new(1,0,0.35,0)
- Ammotext.BackgroundTransparency = 1
- Ammotext.Text = "Ammo"
- Ammotext.FontSize = "Size10"
- Ammotext.TextColor3 = BrickColor.new("White").Color
- local backing = it("ImageLabel",frame)
- backing.Size = UDim2.new(0.8,0,0.2,0)
- backing.Image = "http://www.roblox.com/asset/?id=48965808"
- backing.Position = UDim2.new(0.1,0,0.3,0)
- backing.BackgroundColor3 = BrickColor.new("Black").Color
- local img = it("ImageLabel",backing)
- img.Size = UDim2.new(1,0,1,0)
- img.Image = "http://www.roblox.com/asset/?id=48965808"
- img.Position = UDim2.new(0,0,0,0)
- img.BackgroundColor3 = BrickColor.new("Brown").Color
- local percent = it("TextLabel",backing)
- percent.Size = UDim2.new(1,0,1,0)
- percent.BackgroundTransparency = 1
- percent.TextColor3 = BrickColor.new("White").Color
- percent.Text = Ammo.."/".. MaxAmmo
- percent.FontSize = "Size10"
- local Gunzerktext = it("TextLabel",frame)
- Gunzerktext.Size = UDim2.new(1,0,1.2,0)
- Gunzerktext.BackgroundTransparency = 1
- Gunzerktext.Text = "Gunzerk Duration"
- Gunzerktext.FontSize = "Size10"
- Gunzerktext.TextColor3 = BrickColor.new("White").Color
- local Gunzerkbacking = it("ImageLabel",frame)
- Gunzerkbacking.Size = UDim2.new(0.8,0,0.2,0)
- Gunzerkbacking.Image = "http://www.roblox.com/asset/?id=48965808"
- Gunzerkbacking.Position = UDim2.new(0.1,0,0.75,0)
- Gunzerkbacking.BackgroundColor3 = BrickColor.new("Black").Color
- local Gunzerkimg = it("ImageLabel",Gunzerkbacking)
- Gunzerkimg.Size = UDim2.new(1,0,1,0)
- Gunzerkimg.Image = "http://www.roblox.com/asset/?id=48965808"
- Gunzerkimg.Position = UDim2.new(0,0,0,0)
- Gunzerkimg.BackgroundColor3 = BrickColor.new("Brown").Color
- local currentam = it("TextLabel",frame)
- currentam.Size = UDim2.new(0.5,0,0.25,0)
- currentam.Position = UDim2.new(0,0,1,0)
- currentam.BackgroundTransparency = 0
- currentam.BackgroundColor3 = BrickColor.new("Brown").Color
- currentam.TextColor3 = BrickColor.new("White").Color
- currentam.Text = CurrentAmmo
- currentam.FontSize = "Size18"
- repeat
- wait()
- pcall(function()
- img.Size = UDim2.new(1*(Ammo/MaxAmmo),0,1,0)
- percent.Text = Ammo.."/".. MaxAmmo
- Gunzerkimg.Size = UDim2.new(1*(GunzerkDuration/1000),0,1,0)
- currentam.Text = CurrentAmmo
- end)
- until SG.Parent == nil
- end))
- --[[coroutine.resume(coroutine.create(function()
- swordholder.Parent = workspace
- for i=0,9999999999 do
- wait()
- if swordholder.Parent==nil then
- wait(1)
- swordholder.Parent = workspace
- prt1.Parent = swordholder
- prt2.Parent = swordholder
- prt3.Parent = swordholder
- prt4.Parent = swordholder
- prt5.Parent = swordholder
- prt6.Parent = swordholder
- holster1.Parent = swordholder
- --holster2.Parent = swordholder
- holster3.Parent = swordholder
- w1.Parent=prt1
- w2.Parent=prt2
- w3.Parent=prt3
- w4.Parent=prt4
- w5.Parent=prt5
- w6.Parent=prt6
- w7.Parent=holster1
- w8.Parent=holster2
- w9.Parent=holster3
- if Gunzerkering==true then
- newgun.Parent = workspace
- newprt1.Parent = newgun
- newprt2.Parent = newgun
- newprt3.Parent = newgun
- newprt4.Parent = newgun
- newprt5.Parent = newgun
- newprt6.Parent = newgun
- neww1.Parent=newprt1
- neww2.Parent=newprt2
- neww3.Parent=newprt3
- neww4.Parent=newprt4
- neww5.Parent=newprt5
- neww6.Parent=newprt6
- end
- end
- end
- end))]]
- coroutine.resume(coroutine.create(function()
- for i=0,9999999999 do
- wait()
- if Character.Humanoid.Health==0 then
- swordholder.Parent=workspace
- prt1.Parent = swordholder
- prt2.Parent = swordholder
- prt3.Parent = swordholder
- prt4.Parent = swordholder
- prt5.Parent = swordholder
- prt6.Parent = swordholder
- holster1.Parent = swordholder
- holster3.Parent = swordholder
- w1.Parent=prt1
- w2.Parent=prt2
- w3.Parent=prt3
- w4.Parent=prt4
- w5.Parent=prt5
- w6.Parent=prt6
- w7.Parent=holster1
- w8.Parent=holster2
- w9.Parent=holster3
- end
- end
- end))
- testpart=it("Part")
- testpart.Parent=swordholder
- testpart.Anchored=true
- testpart.CanCollide=false
- testpart.Transparency=1
- scarfp2=it("Part")
- scarfp2.Parent=swordholder
- scarfp2.Anchored=true
- scarfp2.CanCollide=false
- scarfp2.Transparency=1
- cf=cf
- euler=euler
- coroutine.resume(coroutine.create(function()
- while true do
- wait(0)
- if dodging==true then
- scarfp2.CFrame = cf(Torso.Position, testpart.Position) *cf(0,0,0)
- scarfp2.CFrame = scarfp2.CFrame + scarfp2.CFrame.lookVector * 0.5
- scarfp2.CFrame = scarfp2.CFrame * cf(0,0,-0.5) * euler(1.57,0,0)
- testpart.CFrame=cf(Torso.Position-Torso.Velocity) *cf(0,-1,0)
- coroutine.resume(coroutine.create(function()
- for i=0,2 do
- Part=it("Part")
- Mesh=it("CylinderMesh")
- Mesh.Parent=Part
- Mesh.Scale=vt(0.3,2,0.3)
- Part.Parent=swordholder
- Part.CanCollide=false
- Part.BrickColor=BrickColor.new("Navy blue")
- Part.Size=vt(1,1,1)
- Part.Transparency=0.2
- Part.Anchored=true
- Part.CFrame=scarfp2.CFrame*cf(math.random(-2,1)+math.random(),math.random(-2,1)+math.random(),math.random(-2,1)+math.random())
- coroutine.resume(coroutine.create(function(derpPart)
- for i=0,1,0.1 do
- wait()
- derpPart.Transparency=derpPart.Transparency+0.05
- end
- derpPart.Parent=nil
- end),Part)
- end
- end))
- end
- end
- end))
- Character.Humanoid.WalkSpeed = 14
- -- mediafire
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