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- Players = game:GetService("Players")
- Me = Players.LocalPlayer
- Char = Me.Character
- necko = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- Asset = "http://www.roblox.com/asset/?id="
- EffectModel = nil
- MeleeDmg = 55
- Accuracy = {Minimum = 2, Maximum = 5.5, Momentum = 2}
- Selected = false
- ReloadFlash = false
- Attacking = false
- ReloadHold = false
- Reloading = false
- Swinging = false
- Aiming = false
- ReloadOn = false
- Debounce = true
- Hurt = false
- ModelName = "Weapon"
- ToolName = "Weapon"
- Icon = Asset..(58334502)
- function ReNew()
- if EffectModel then
- if EffectModel.Parent ~= workspace then
- pcall(function() EffectModel:remove() end)
- EffectModel = Instance.new("Model",workspace)
- EffectModel.Name = "Effects"
- end
- else
- EffectModel = Instance.new("Model",workspace)
- EffectModel.Name = "Effects"
- end
- end
- Ammunition = {
- MaxAmmo = 8,
- Ammo = 150000,
- Ammoleft = 999999999999999999999999,
- }
- Images = {
- Asset..(64291927),
- Asset..(64291941),
- Asset..(64291961),
- Asset..(64291977),
- }
- Sounds = {
- Fire = {Id = Asset..(2697294), Pitch = 0.92, Volume = 0.8},
- Reload = {Id = Asset..(2697295), Pitch = 1, Volume = 0.5},
- Slash = {Id = "rbxasset://sounds//swordslash.wav", Pitch = 1.2, Volume = 0.6},
- Out = {Id = "rbxasset://sounds\\clickfast.wav", Pitch = 1.4, Volume = 0.6},
- Hit = {Id = Asset..(10209590), Pitch = 1.1, Volume = 0.45},
- PartHit = {Id = "rbxasset://sounds\\metal.ogg", Pitch = 1, Volume = 0.2},
- }
- ContentProvider = game:GetService("ContentProvider")
- for _,v in pairs(Images) do ContentProvider:Preload(v) end
- V3 = Vector3.new
- C3 = Color3.new
- BN = BrickColor.new
- CN = CFrame.new
- CA = CFrame.Angles
- MR = math.rad
- MRA = math.random
- MP = math.pi
- MH = math.huge
- UD = UDim2.new
- function RC(Pos, Dir, Max, Ignore)
- return workspace:FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999)), Ignore)
- end
- function RayC(Start, En, MaxDist, Ignore)
- return RC(Start, (En - Start), MaxDist, Ignore)
- end
- function ComputePos(pos1, pos2)
- return CN(pos1, V3(pos2.x, pos1.y, pos2.z))
- end
- function DetectSurface(pos, part)
- local surface = nil
- local pospos = part.CFrame
- local pos2 = pospos:pointToObjectSpace(pos)
- local siz = part.Size
- local shaep = part.Shape
- if shaep == Enum.PartType.Ball or shaep == Enum.PartType.Cylinder then
- surface = {"Anything", CN(pospos.p, pos)*CN(0, 0, -(pospos.p - pos).magnitude+0.12)*CA(MR(-90), 0, 0)}
- else
- if pos2.Y > ((siz.Y/2)-0.01) then
- surface = {"Top", CA(0, 0, 0)}
- elseif pos2.Y < -((siz.Y/2)-0.01) then
- surface = {"Bottom", CA(-MP, 0, 0)}
- elseif pos2.X > ((siz.X/2)-0.01) then
- surface = {"Right", CA(0, 0, MR(-90))}
- elseif pos2.X < -((siz.X/2)-0.01) then
- surface = {"Left", CA(0, 0, MR(90))}
- elseif pos2.Z > ((siz.Z/2)-0.01) then
- surface = {"Back", CA(MR(90), 0, 0)}
- elseif pos2.Z < -((siz.Z/2)-0.01) then
- surface = {"Front", CA(MR(-90), 0, 0)}
- end
- end
- return surface
- end
- function Compute(pos1, pos2)
- local pos3 = Vector3.new(pos2.x, pos1.y, pos2.z)
- return CN(pos1, pos3)
- end
- function waitChild(n, p)
- local c = p:findFirstChild(n)
- if c then return c end
- while true do
- c = p.ChildAdded:wait()
- if c.Name == n then return c end
- end
- end
- function Notime(func)
- coroutine.resume(coroutine.create(function()
- func()
- end))
- end
- local C3 = Color3.new
- local UD = UDim2.new
- local V2 = Vector2.new
- Torso = waitChild("Torso", Char)
- Head = waitChild("Head", Char)
- Rarm = waitChild("Right Arm", Char)
- Larm = waitChild("Left Arm", Char)
- Rleg = waitChild("Right Leg", Char)
- Lleg = waitChild("Left Leg", Char)
- Neck = waitChild("Neck", Torso)
- Hum = waitChild("Humanoid", Char)
- RSH = waitChild("Right Shoulder", Torso)
- LSH = waitChild("Left Shoulder", Torso)
- RH = waitChild("Right Hip", Torso)
- LH = waitChild("Left Hip", Torso)
- RSH.Part0 = Torso
- LSH.Part0 = Torso
- RH.Part0 = Torso
- LH.Part0 = Torso
- local Classes = {"Frame", "ImageLabel", "ImageButton", "TextLabel", "TextButton", "TextBox"}
- function Make(Class, Par, Size, Pos, Color, Trans, Border, Borderc, Txt, TxtC, Img)
- local Mk = "Frame"
- for _,v in pairs(Classes) do
- if Class == v then
- Mk = v
- end
- end
- local g = Instance.new(Mk)
- g.Size = Size
- g.Position = Pos
- g.BackgroundColor3 = Color
- g.Transparency = Trans
- g.BorderSizePixel = Border
- g.BorderColor3 = Borderc
- if Mk == "TextButton" or Mk == "TextLabel" or Mk == "TextBox" then
- g.Text = Txt
- g.TextColor3 = TxtC
- elseif Mk == "ImageLabel" or Mk == "ImageButton" then
- g.Image = Img
- end
- g.Parent = Par
- return g
- end
- Gui = Me:findFirstChild("PlayerGui")
- if Gui then
- for _,v in pairs(Gui:children()) do if v.Name == "Weapon GUI" then v:remove() end end
- end
- Screen = Instance.new("ScreenGui")
- Screen.Name = "Weapon GUI"
- AmmoTable = {}
- AccuracyGuis = {}
- lul = {
- {unit = V2(0, -1), size = V2(2, 25), offset = V2(-1, -1-25)},
- {unit = V2(1, 0), size = V2(25, 2), offset = V2(1, -1)},
- {unit = V2(0, 1), size = V2(2, 25), offset = V2(-1, -1)},
- {unit = V2(-1, 0), size = V2(25, 2), offset = V2(-1-25, -1)}
- }
- Main = Make("Frame", Screen, UD(0, 175, 0, 20), UD(1, -185-60, 1, -30), C3(0.25, 0.25, 0.3), 0.6, 0, C3())
- for i = 1, Ammunition.MaxAmmo, 1 do
- local Fr = Make("Frame", Main, UD(0, 8, 0, 14), UD(1, -12*i, 0, -14-6), C3(0.25, 0.25, 0.3), 0.6, 0, C3())
- table.insert(AmmoTable, Fr)
- end
- AmmoAtm = Make("TextLabel", Main, UD(0, 0, 0, 0), UD(0, 8, 0.5, 0), C3(), 0, 0, C3(), "0", C3(1, 1, 1))
- AmmoAtm.BackgroundTransparency = 1
- AmmoAtm.TextXAlignment = "Left"
- AmmoAtm.Font = "ArialBold"
- AmmoAtm.FontSize = "Size18"
- AmmoLeft = Make("TextLabel", Main, UD(0, 0, 0, 0), UD(1, -8, 0.5, 0), C3(), 0, 0, C3(), "40", C3(1, 1, 1))
- AmmoLeft.BackgroundTransparency = 1
- AmmoLeft.TextXAlignment = "Right"
- AmmoLeft.Font = "ArialBold"
- AmmoLeft.FontSize = "Size18"
- ReloadGui = Make("TextLabel", Main, UD(0, 0, 0, 0), UD(1, -12, 0, -40), C3(), 1, 0, C3(), "RELOAD", C3(1, 0.25, 0.1))
- ReloadGui.TextXAlignment = "Right"
- ReloadGui.Font = "ArialBold"
- ReloadGui.FontSize = "Size24"
- for _, prop in pairs(lul) do
- local g = Make("Frame", Screen, UD(0, prop.size.x, 0, prop.size.y), UD(0.5, prop.offset.x, 0.5, prop.offset.y), C3(0.8, 0.8, 0.9), 1, 0, C3())
- table.insert(AccuracyGuis, {Gui = g, props = prop})
- end
- Screen.Parent = Gui
- local Offset = 0.1
- local Thing = 1
- local Speed1 = 0.1
- local Speed2 = 0
- local TempAcc = 0
- local AccTimesMax = 17
- local AccTime = 1.25
- local AccTimes = AccTimesMax
- local AccOn = false
- function AddInaccuracy(Acc)
- TempAcc = Acc
- end
- Notime(function()
- while true do
- ReNew()
- AmmoAtm.Text = Ammunition.Ammo
- AmmoLeft.Text = Ammunition.Ammoleft
- for i,v in pairs(AmmoTable) do
- v.Transparency = 1
- end
- for i = 1, Ammunition.Ammo do
- AmmoTable[i].Transparency = 0.6
- end
- if Ammunition.Ammo <= Ammunition.MaxAmmo/4 then ReloadFlash = true else ReloadFlash = false end
- local Speed = Torso.Velocity.magnitude
- Offset = 0
- if Speed > 1 then
- Speed1 = Speed
- Thing = Thing*1.2
- else
- Speed2 = Speed
- local lol = 1.4
- if AccOn then lol = AccTime end
- Thing = Thing/lol
- end
- if TempAcc ~= 0 then
- Speed1 = TempAcc
- Thing = TempAcc/2
- AccOn = true
- if TempAcc ~= 0 then
- AccTimes = AccTimes - 1
- if AccTimes < 1 then AccTimes = AccTimesMax Notime(function() wait(0.4) AccOn = false end) TempAcc = 0 end
- end
- end
- if Thing < 1 then Thing = 1 elseif Thing > 14 then Thing = 14 end
- Offset = Accuracy.Minimum + ((Speed1 - Speed1/Thing)/(Speed1 - Speed1/14))*Accuracy.Maximum
- Accuracy.Momentum = Offset
- wait()
- end
- end)
- Notime(function()
- while true do
- if ReloadFlash then
- if ReloadOn then
- ReloadOn = false
- ReloadGui.Transparency = 1
- else
- ReloadOn = true
- ReloadGui.Transparency = 0
- end
- else
- ReloadGui.Transparency = 1
- end
- wait(0.4)
- end
- end)
- Add = {
- Head = function(P, Scale)
- local m = Instance.new("SpecialMesh")
- m.MeshType = "Head"
- m.Scale = Scale or V3(1, 1, 1)
- m.Parent = P
- return m
- end,
- Sphere = function(P, Scale)
- local m = Instance.new("SpecialMesh")
- m.MeshType = "Sphere"
- m.Scale = Scale or V3(1, 1, 1)
- m.Parent = P
- return m
- end,
- Wedge = function(P, Scale)
- local m = Instance.new("SpecialMesh")
- m.MeshType = "Wedge"
- m.Scale = Scale or V3(1, 1, 1)
- m.Parent = P
- return m
- end,
- Block = function(P, Scale, Brick)
- local m = Instance.new("BlockMesh")
- m.Scale = Scale or V3(1,1,1)
- m.Parent = P
- return m
- end
- }
- for _,v in pairs(Sounds) do
- ContentProvider:Preload(v.Id)
- end
- function PlaySound(Sound, bool)
- Pitch = Sound.Pitch
- if bool then
- Pitch = MRA((Sound.Pitch*0.75)*1000, (Sound.Pitch*1.15)*1000)/1000
- end
- local a = Instance.new("Sound")
- a.SoundId = Sound.Id
- a.Volume = Sound.Volume
- a.Pitch = Pitch
- a.Name = "FX"
- a.Parent = Torso
- a:play()
- Notime(function()
- wait(1)
- a:remove()
- end)
- end
- function GetParts(pos, dist)
- local parts = {}
- local function o(p)
- for _,v in pairs(p:children()) do
- if v:IsA("BasePart") then
- if (pos - v.Position).magnitude <= dist then
- table.insert(parts, {v, (pos - v.Position).magnitude, v.Anchored})
- end
- end
- o(v)
- end
- end
- o(workspace)
- return parts
- end
- function GetHum(P)
- for _,v in pairs(P:children()) do
- if v:IsA("Humanoid") then
- if v.Health > 0 then
- return v
- end
- end
- end
- end
- function GetGroup(Pos, Distance, Hit)
- local tab = {}
- for _,v in pairs(workspace:children()) do
- local h = GetHum(v)
- local t = v:findFirstChild("Torso")
- if h and t and v ~= Hit.Parent then
- if (t.Position - Pos).magnitude <= Distance then
- table.insert(tab, {h, v, (t.Position - Pos).magnitude})
- end
- end
- end
- if Hit then
- local h = GetHum(Hit.Parent)
- if h then
- table.insert(tab, {h, Hit.Parent, 0})
- end
- end
- return tab
- end
- function Part(Par, Anc, Colli, Tran, Ref, Col, Siz)
- local p = Instance.new("Part")
- p.formFactor = "Custom"
- p.TopSurface = 0
- p.BottomSurface = 0
- p.Transparency = Tran
- p.Reflectance = Ref
- p.Anchored = Anc
- p.CanCollide = Colli
- p.BrickColor = Col
- p.Size = Siz
- p.Locked = true
- p.Parent = Par
- p:BreakJoints()
- return p
- end
- function Weld(P0, P1, C0, C1)
- local w = Instance.new("Weld")
- w.Part0 = P0
- w.Part1 = P1
- if C0 then
- w.C0 = C0
- end
- if C1 then
- w.C1 = C1
- end
- w.Parent = P0
- return w
- end
- for _,v in pairs(Char:children()) do
- if v.Name == ModelName then
- v:remove()
- end
- end
- for _,v in pairs(Char:children()) do if v.Name == ModelName then v:remove() end end
- Model = Instance.new("Model")
- Model.Name = ModelName
- FTorso = Part(Model, false, false, 1, 0, Torso.BrickColor, V3(2, 2, 1))
- FW = Weld(Torso, FTorso)
- RAB = Part(Model, false, false, 1, 0, BN("White"), V3(0.2, 0.2, 0.2))
- LAB = Part(Model, false, false, 1, 0, BN("White"), V3(0.2, 0.2, 0.2))
- RLB = Part(Model, false, false, 1, 0, BN("White"), V3(0.2, 0.2, 0.2))
- LLB = Part(Model, false, false, 1, 0, BN("White"), V3(0.2, 0.2, 0.2))
- RABW = Weld(Torso, RAB, CN(), CN(-1.5, -0.5, 0))
- LABW = Weld(Torso, LAB, CN(), CN(1.5, -0.5, 0))
- RLBW = Weld(Torso, RLB, CN(), CN(-0.5, 1, 0))
- LLBW = Weld(Torso, LLB, CN(), CN(0.5, 1, 0))
- RAW = Weld(RAB, nil, CN(), CN(0, 0.5, 0))
- LAW = Weld(LAB, nil, CN(), CN(0, 0.5, 0))
- RLW = Weld(RLB, nil, CN(), CN(0, 1, 0))
- LLW = Weld(LLB, nil, CN(), CN(0, 1, 0))
- TW = Weld(Torso, nil, CN(-0.4, -1.5, 0.7), CA(MR(55), MR(-90), MR(0)))
- local FH = Instance.new("Humanoid",Model)
- FH.PlatformStand = true
- FH.MaxHealth = math.huge
- FH.Health = math.huge
- pcall(function() Torso:findFirstChild("Shirt"):clone().Parent = Model end)
- local hh = Part(Model, false, false, 1, 0, BN("White"), V3(0.2, 0.2, 0.2))
- hh.Name = "Head"
- Weld(FTorso, hh)
- Weapon = Instance.new("Model")
- Weapon.Name = "Weapon"
- HB = Part(Weapon, false, false, 1, 0, BN("White"), V3(0.2, 0.2, 0.2))
- HBW = Weld(Rarm, HB, CN(0, -0.7, 0), CA(MR(-90), MR(180), 0))
- HW = Weld(HB, nil, CA(MR(38), MR(-28), MR(-90)) * CN(0, -0.2, -3.8))
- LHB = Part(Weapon, false, false, 1, 0, BN("White"), V3(0.2, 0.2, 0.2))
- LHBW = Weld(Larm, LHB, CN(0, -0.7, 0), CA(MR(-90), MR(180), 0))
- LHW = Weld(LHB, nil, CA(MR(-2), MR(30), MR(-3)) * CN(-0.1, 0.32, -0.24))
- LHWK = Weld(LHB, nil, CA(MR(170), 0, 0))
- Handle = Part(Weapon, false, false, 0, 0, BN("Really black"), V3(0.5, 0.9, 0.9))
- TW.Part1 = Handle
- Handle2 = Part(Weapon, false, false, 0, 0, BN("Really black"), V3(0.5, 0.6, 1.6))
- Weld(Handle, Handle2, CA(MR(-45), 0, 0), CN(0, 0.5, -0.4))
- Handle3 = Part(Weapon, false, false, 0, 0, BN("Really black"), V3(0.5, 0.7, 1.3))
- Weld(Handle2, Handle3, CA(MR(45), 0, 0), CN(0, -0.4, -0.9))
- Pipe1 = Part(Weapon, false, false, 0, 0.1, BN("Light grey"), V3(0.3, 0.3, 3.2))
- Add.Block(Pipe1, V3(1,1,1), 0.08)
- Weld(Handle3, Pipe1, CN(0, 0.15, 1.6+0.55))
- Pipe2 = Part(Weapon, false, false, 0, 0.1, BN("Light grey"), V3(0.3, 0.3, 1.7))
- Add.Block(Pipe2, V3(1,1,1), 0.08)
- Weld(Handle3, Pipe2, CN(0, -0.15, 0.85+0.55))
- Pipe3 = Part(Weapon, false, false, 0, 0.1, BN("Light grey"), V3(0.25, 0.25, 1.6))
- Add.Block(Pipe3, V3(1,1,1), 0.065)
- Weld(Pipe2, Pipe3, CN(0, 0, 0.8+0.7))
- Pump = Part(Weapon, false, false, 0, 0, BN("Really black"), V3(0.45, 0.45, 1.1))
- Add.Block(Pump, V3(1,1,1), 0.225/2)
- PumpWeld = Weld(Pipe2, Pump, CN(0, 0, 0.6), CN(0, 0, 0))
- Pump2 = Part(Weapon, false, false, 0, 0, BN("Really black"), V3(0.5, 0.5, 0.3))
- Add.Block(Pump, V3(1,1,1), 0.13)
- Weld(Pump, Pump2, CN(0, 0, -0.5))
- for degrees = -20, 200, 20 do
- local Derp = Part(Weapon, false, false, 0, 0, BN("Really black"), V3(0.2, 0.2, 0.2))
- Add.Block(Derp, V3(0.4,0.6,0.4), 0.02)
- Weld(Handle3, Derp, CN(0, -0.45, -0.32) * CA(MR(degrees), 0, 0), CN(0, 0, -0.2))
- end
- Derp = Part(Weapon, false, false, 0, 0, BN("Really black"), V3(0.2, 0.2, 0.3))
- Add.Block(Derp, V3(0.4,1,1), 0.02)
- Weld(Handle3, Derp, CN(0, 0, -0.32) * CA(MR(-20), 0, 0), CN(0, 0.45, -0.2))
- Trigger = Part(Weapon, false, false, 0, 0, BN("Really black"), V3(0.2, 0.3, 0.2))
- Add.Block(Trigger, V3(0.5, 0.9, 0.3), 0.02)
- TriggerWeld = Weld(Handle3, Trigger, CN(0, -0.45, -0.4) * CA(MR(2), 0, 0))
- Aim = Part(Weapon, false, false, 0, 0, BN("Really black"), V3(0.3, 0.2, 0.7))
- Add.Block(Aim, V3(1,0.7,1), 0.05)
- Weld(Pipe1, Aim, CN(0, 0.12, 1.1))
- Aim1 = Part(Weapon, false, false, 0, 0, BN("Really black"), V3(0.2, 0.2, 0.2))
- Add.Block(Aim1, V3(0.3, 0.7, 0.5))
- Weld(Aim, Aim1, CN(-.1, 0.1, -0.25))
- Aim2 = Part(Weapon, false, false, 0, 0, BN("Really black"), V3(0.2, 0.2, 0.2))
- Add.Block(Aim2, V3(0.3, 0.7, 0.5))
- Weld(Aim, Aim2, CN(.1, 0.1, -0.25))
- Aim3 = Part(Weapon, false, false, 0, 0, BN("Really black"), V3(0.2, 0.2, 0.2))
- Add.Block(Aim3, V3(0.3, 0.7, 0.5))
- Weld(Aim, Aim3, CN(0, 0.1, 0.25))
- BulletFlip = Part(Weapon, false, false, 0, 0, BN("Light grey"), V3(0.2, 0.3, 0.6))
- Flip = Weld(Handle3, BulletFlip, CN(-0.18, 0.1, 0.2) * CA(0, MR(-10), 0))
- ---POCKET
- BeltWelds = {}
- BeltK = nil
- for i = -0.5, 0.5, 1 do
- local Belt = Part(Weapon, false, false, 0, 0, BN("Really black"), V3(2.1, 0.3, 0.2))
- table.insert(BeltWelds, Weld(Torso, Belt, CN(0, -0.9, i)))
- end
- for i = 1, -1, -2 do
- local Belt = Part(Weapon, false, false, 0, 0, BN("Really black"), V3(0.2, 0.3, 1.1))
- table.insert(BeltWelds, Weld(Torso, Belt, CN(i, -0.9, 0)))
- BeltK = Belt
- end
- for i = -0.25, 0.25, 0.5 do
- local Pocket = Part(Weapon, false, false, 0, 0, BN("Really black"), V3(1.1, 0.9, 0.2))
- table.insert(BeltWelds, Weld(Torso, Pocket, CN(0.8, -1.2, -0.8) * CA(0, MR(-15), 0), CN(0, 0, i)))
- end
- for i = -0.5, 0.5, 1 do
- local Pocket = Part(Weapon, false, false, 0, 0, BN("Really black"), V3(0.6, 0.9, 0.2))
- table.insert(BeltWelds, Weld(Torso, Pocket, CN(0.8, -1.2, -0.8) * CA(0, MR(-15)+MP/2, 0), CN(0, 0, i)))
- end
- Pocket = Part(Weapon, false, false, 0, 0, BN("Really black"), V3(1.1, 0.2, 0.6))
- table.insert(BeltWelds, Weld(Torso, Pocket, CN(0.8, -1.6, -0.8) * CA(0, MR(-15), 0)))
- function Shell(P)
- local Shel = Instance.new("Model")
- local Back = Part(Shel, false, false, 0, 0, BN("Bright yellow"), V3(0.3, 0.3, 0.25))
- local Main = Part(Shel, false, false, 0, 0, BN("Bright red"), V3(0.3, 0.3, 0.4))
- Add.Block(Back, V3(1,1,1), 0.077)
- Add.Block(Main, V3(1,1,1), 0.077)
- Weld(Main, Back, CN(0, 0, -0.225))
- Shel.Parent = P
- return {Model = Shel, Back = Back, Main = Main}
- end
- for y = 0.15, 0.65, 0.25 do
- for x = -0.12, 0.13, 0.24 do
- for z = -0.25, 0.26, 0.5 do
- local sh = Shell(Weapon)
- Weld(Pocket, sh.Main, CN(z-0.05, y, x), CA(0, MP/2, 0))
- end
- end
- end
- KnifeSheath = Part(Weapon, false, false, 0, 0, BN("Really black"), V3(0.3, 0.9, 0.6))
- SheathWeld = Weld(BeltK, KnifeSheath, CN(-0.2, -0.3, -0.25) * CA(MR(-20), 0, 0))
- KnifeHandle = Part(Weapon, false, false, 0, 0, BN("Really black"), V3(0.3, 0.6, 0.3))
- KnifeWeld = Weld(KnifeSheath, KnifeHandle, CA(MP, 0, 0), CN(0, 0.9, 0))
- KnifeHandle2 = Part(Weapon, false, false, 0, 0, BN("Dark grey"), V3(0.3, 0.2, 0.4))
- Weld(KnifeHandle, KnifeHandle2, CN(0, 0.35, 0))
- KnifeBlade1 = Part(Weapon, false, false, 0, 0.1, BN("Light grey"), V3(0.2, 0.8, 0.3))
- Add.Block(KnifeBlade1, V3(0.4, 1, 1), 0.05)
- Weld(KnifeHandle2, KnifeBlade1, CN(0, 0.42, 0))
- KnifeBlade2 = Part(Weapon, false, false, 0, 0.1, BN("Light grey"), V3(0.2, 0.24, 0.24))
- Add.Block(KnifeBlade2, V3(0.4, 1, 1), 0.05)
- Weld(KnifeBlade1, KnifeBlade2, CN(0, 0.32, 0), CA(MR(45), 0, 0))
- function Show_Damage(P, D, Area)
- local mo = Instance.new("Model")
- mo.Name = D
- local p = Part(mo, true, false, 0, 0, BN("Bright red"), V3(0.2, 0.2, 0.2))
- p.Name = "Head"
- local m = Instance.new("SpecialMesh")
- m.MeshType = "Brick"
- m.Scale = Vector3.new(3.5, 2.3, 3.5)
- m.Parent = p
- local h = Instance.new("Humanoid")
- h.Health = 0
- h.MaxHealth = 0
- h.Name = "asd"
- h.Parent = mo
- local nah = true
- mo.Parent = workspace
- local cf = CN(P) * CN(MRA(-Area*100, Area*100)/100, MRA(-Area*100, Area*100)/100, MRA(-Area*100, Area*100)/100)
- p.CFrame = cf
- Notime(function()
- Notime(function()
- for i = 0, 6, 0.03 do
- wait()
- p.CFrame = cf * CN(0, i, 0)
- end
- end)
- wait(1.5)
- for i = 0, 1, 0.05 do
- p.Transparency = i
- if nah then mo.Name = "" nah = false else mo.Name = "- "..D nah = true end
- wait()
- end
- mo:remove()
- end)
- end
- function Hit(part)
- local H = GetHum(part.Parent)
- if H and Debounce and Hurt then
- Debounce = false
- local Dmg = MRA(MeleeDmg/1.3, MeleeDmg)
- H.Health = H.Health - Dmg
- Show_Damage(KnifeBlade2.Position, Dmg, 0.1)
- end
- end
- KnifeBlade1.Touched:connect(Hit)
- KnifeBlade2.Touched:connect(Hit)
- Weapon.Parent = Model
- Model.Parent = Char
- if script.Parent.className ~= "HopperBin" then
- h = Instance.new("HopperBin", Me.Backpack)
- h.Name = ToolName
- script.Parent = h
- end
- bin = script.Parent
- function Attach(t)
- RSH.Part0 = t
- LSH.Part0 = t
- RH.Part0 = t
- LH.Part0 = t
- RABW.Part0 = t
- LABW.Part0 = t
- LLBW.Part0 = t
- RLBW.Part0 = t
- for _,v in pairs(BeltWelds) do
- v.Part0 = t
- end
- if t == Torso then
- FTorso.Transparency = 1
- else
- Torso.Transparency = 1
- end
- t.Transparency = 0
- end
- function Normal()
- RAW.C0 = CA(MR(90), 0, MR(-65)) * CN(0.6, -0.9, 0)
- LAW.C0 = CA(MR(85), 0, MR(-40)) * CN(0.5, -0.5, 0)
- FW.C0 = CA(0, MR(-70), 0)
- HW.C0 = CA(MR(0), MR(5), MR(0)) * CN(0.4, 0, -1.2)
- LHW.C0 = CA(MR(-2), MR(30), MR(-3)) * CN(-0.1, 0.32, -0.24)
- PumpWeld.C1 = CN(0, 0, 0)
- Flip.C1 = CN(0, 0, 0)
- Attach(FTorso)
- LHW.Part1 = nil
- TW.Part1 = nil
- LHWK.Part1 = nil
- KnifeWeld.Part1 = KnifeHandle
- Neck.C0 = necko
- HW.Part1 = Handle
- end
- function Swing()
- Swinging = true
- for i = 0.5, 1, 0.5 do
- LAW.C0 = CA(MR(85-8*i), 0, MR(-40+5*i)) * CN(0.5, -0.5+0.2*i, 0)
- RAW.C0 = CA(MR(90-5*i), 0, MR(-65-5*i)) * CN(0.6+0.05*i, -0.9+0.05*i, -0.1*i)
- HW.C0 = CA(MR(-5*i), MR(5+5*i), MR(0)) * CN(0.4, 0, -1.2)
- FW.C0 = CA(0, MR(-70+8*i), 0)
- wait()
- end
- for i = 0.33, 1, 0.33 do
- LAW.C0 = CA(MR(77-37*i), 0, MR(-35+30*i)) * CN(0.5-0.15*i, -0.3+0.3*i, 0)
- RAW.C0 = CA(MR(85-15*i), 0, MR(-70-5*i)) * CN(0.65+0.15*i, -0.85+0.2*i, -0.1-0.2*i)
- HW.C0 = CA(MR(-5-15*i), MR(10+10*i), MR(0)) * CN(0.4, 0, -1.2)
- FW.C0 = CA(0, MR(-62+58*i), 0)
- wait()
- end
- LHWK.Part1 = KnifeHandle
- KnifeWeld.Part1 = nil
- PlaySound(Sounds.Slash)
- for i = 0.25, 1, 0.25 do
- LAW.C0 = CA(MR(40+30*i), 0, MR(-5-45*i)) * CN(0.35-0.2*i, -0.5*i, 0)
- RAW.C0 = CA(MR(70-15*i), 0, MR(-75-5*i)) * CN(0.8, -0.65+0.15*i, -0.3-0.05*i)
- HW.C0 = CA(MR(-20-10*i), MR(20+5*i), MR(0)) * CN(0.4, 0, -1.2)
- FW.C0 = CA(0, MR(-4+14*i), 0)
- LHWK.C0 = CN(0, -0.1*i, 0.2*i) * CA(MR(170), 0, MR(-50*i))
- wait()
- end
- Hurt = true
- Debounce = true
- for i = 0.25, 1, 0.25 do
- LAW.C0 = CA(MR(70+20*i), 0, MR(-50+35*i)) * CN(0.15-0.05*i, -0.5-0.3*i, 0)
- FW.C0 = CA(0, MR(10-60*i), 0)
- LHWK.C0 = CN(0, -0.1-0.05*i, 0.2+0.1*i) * CA(MR(170), 0, MR(-50-40*i))
- wait()
- end
- for i = 0.25, 1, 0.25 do
- LAW.C0 = CA(MR(90+10*i), 0, MR(-15+15*i)) * CN(0.1, -0.9, 0)
- FW.C0 = CA(0, MR(-50-40*i), 0)
- LHWK.C0 = CN(0, -0.15, 0.3) * CA(MR(170), 0, MR(-90))
- wait()
- end
- for i = 0.33, 1, 0.33 do
- LAW.C0 = CA(MR(100+3*i), 0, 0) * CN(0.1, -0.9, 0)
- FW.C0 = CA(0, MR(-90-6*i), 0)
- LHWK.C0 = CN(0, -0.15, 0.3) * CA(MR(170), 0, MR(-90))
- wait()
- end
- Hurt = false
- wait(0.04)
- for i = 0.25, 1, 0.25 do
- LAW.C0 = CA(MR(103-13*i), 0, 0) * CN(0.1, -0.9+0.1*i, 0)
- FW.C0 = CA(0, MR(-96+16*i), 0)
- LHWK.C0 = CN(0, -0.15, 0.3-0.1*i) * CA(MR(170), 0, MR(-90+15*i))
- wait()
- end
- for i = 0.25, 1, 0.25 do
- LAW.C0 = CA(MR(90-42*i), 0, 0) * CN(0.1+0.1*i, -0.8+0.3*i, 0)
- RAW.C0 = CA(MR(55+15*i), 0, MR(-80+5*i)) * CN(0.8-0.05*i, -0.5-0.1*i, -0.35+0.05*i)
- FW.C0 = CA(0, MR(-80+10*i), 0)
- HW.C0 = CA(MR(-30+20*i), MR(25-15*i), MR(0)) * CN(0.4, 0, -1.2)
- LHWK.C0 = CN(0, -0.15, 0.2-0.45*i) * CA(MR(170), 0, MR(-75+75*i))
- wait()
- end
- for i = 0.5, 1, 0.5 do
- LAW.C0 = CA(MR(48-8*i), 0, 0) * CN(0.2+0.05*i, -0.5, 0)
- RAW.C0 = CA(MR(70+10*i), 0, MR(-75+7*i)) * CN(0.75-0.05*i, -0.6-0.1*i, -0.3+0.05*i)
- FW.C0 = CA(0, MR(-70), 0)
- HW.C0 = CA(MR(-10+10*i), MR(10-5*i), MR(0)) * CN(0.4, 0, -1.2)
- LHWK.C0 = CN(0, -0.15, -0.25-0.15*i) * CA(MR(170), 0, 0)
- wait()
- end
- LHWK.Part1 = nil
- KnifeWeld.Part1 = KnifeHandle
- for i = 0.25, 1, 0.25 do
- LAW.C0 = CA(MR(40+40*i), 0, MR(-30*i)) * CN(0.25+0.2*i, -0.5, 0)
- RAW.C0 = CA(MR(80+10*i), 0, MR(-68+3*i)) * CN(0.7-0.1*i, -0.7-0.2*i, -0.25+0.2*i)
- wait()
- end
- for i = 0.5, 1, 0.5 do
- LAW.C0 = CA(MR(80+5*i), 0, MR(-30-10*i)) * CN(0.45+0.05*i, -0.5, -0.05+0.05*i)
- RAW.C0 = CA(MR(90), 0, MR(-65)) * CN(0.6, -0.9, 0)
- wait()
- end
- Normal()
- Swinging = false
- end
- function Reload(once)
- while Ammunition.Ammo < Ammunition.MaxAmmo and Ammunition.Ammoleft > 0 do
- wait()
- for i = 0.33, 1, 0.33 do
- RAW.C0 = CA(MR(45-2*i), 0, MR(-15)) * CN(0, -0.15-0.05*i, 0)
- LAW.C0 = CA(MR(50), MR(40), MR(-15)) * CN(0.5, -0.5, 0)
- LHW.C0 = CA(MR(-35), MR(60), MR(-45)) * CN(-0.6, 0.2, -0.24)
- wait()
- end
- for i = 0.25, 1, 0.25 do
- RAW.C0 = CA(MR(43-8*i), 0, MR(-15)) * CN(0, -0.2-0.2*i, 0)
- LAW.C0 = CA(MR(50), MR(40), MR(-15)) * CN(0.5, -0.5, 0)
- LHW.C0 = CA(MR(-35), MR(60), MR(-45)) * CN(-0.6, 0.2, -0.24)
- wait()
- end
- for i = 0.5, 1, 0.5 do
- RAW.C0 = CA(MR(35-2*i), 0, MR(-15)) * CN(0, -0.4-0.05*i, 0)
- wait()
- end
- local shel = Shell(Weapon)
- local w = Weld(Rarm, shel.Main, CN(0, -1.25, 0.45), CA(MR(-140), 0, MR(60)))
- for i = 0.25, 1, 0.25 do
- RAW.C0 = CA(MR(33+20*i), 0, MR(-15-10*i)) * CN(0, -0.45+0.2*i, 0)
- LAW.C0 = CA(MR(50-5*i), MR(40), MR(-15+5*i)) * CN(0.5, -0.5, 0)
- w.C0 = CN(-0.1*i, -1.25, 0.45-0.25*i)
- wait()
- end
- for i = 0.2, 1, 0.2 do
- RAW.C0 = CA(MR(53+32*i), 0, MR(-25-12*i)) * CN(0, -0.25-0.3*i, 0)
- LAW.C0 = CA(MR(45), MR(40), MR(-10+10*i)) * CN(0.5, -0.5+0.15*i, 0)
- w.C0 = CN(-0.1-0.1*i, -1.25, 0.2-0.3*i)
- w.C1 = CA(MR(-140+50*i), 0, MR(60))
- wait()
- end
- PlaySound(Sounds.Reload, false)
- for i = 0.25, 1, 0.25 do
- RAW.C0 = CA(MR(85+10*i), 0, MR(-42-8*i)) * CN(0, -0.55-0.1*i, 0)
- LAW.C0 = CA(MR(45), MR(40), 0) * CN(0.5, -0.35, 0)
- w.C0 = CN(-0.2-0.05*i, -1.25, -0.1-0.1*i)
- wait()
- end
- shel.Model:remove() shell = nil
- Ammunition.Ammo = Ammunition.Ammo + 1
- Ammunition.Ammoleft = Ammunition.Ammoleft - 1
- wait(0.1)
- for i = 0.33, 1, 0.33 do
- RAW.C0 = CA(MR(95-10*i), 0, MR(-50+10*i)) * CN(0, -0.65+0.1*i, 0)
- LAW.C0 = CA(MR(45+5*i), MR(40), MR(-12*i)) * CN(0.5, -0.35-0.1*i, 0)
- wait()
- end
- for i = 0.25, 1, 0.25 do
- RAW.C0 = CA(MR(85-40*i), 0, MR(-40+25*i)) * CN(0, -0.55+0.4*i, 0)
- LAW.C0 = CA(MR(50), MR(40), MR(-12-3*i)) * CN(0.5, -0.45-0.05*i, 0)
- wait()
- end
- if once then break end
- if not ReloadHold then break end
- end
- for i = 0.33, 1, 0.33 do
- RAW.C0 = CA(MR(45+10*i), 0, MR(-15-10*i)) * CN(0.1*i, -0.15-0.1*i, 0)
- LAW.C0 = CA(MR(52+12*i), MR(40-5*i), MR(-15-5*i)) * CN(0.5, -0.5, 0)
- LHW.C0 = CA(MR(-35+10*i), MR(60-10*i), MR(-45+10*i)) * CN(-0.6+0.1*i, 0.2, -0.24)
- wait()
- end
- for i = 0.2, 1, 0.2 do
- RAW.C0 = CA(MR(55+30*i), 0, MR(-25-30*i)) * CN(0.1+0.4*i, -0.25-0.55*i, 0)
- LAW.C0 = CA(MR(70+10*i), MR(35-30*i), MR(-20-15*i)) * CN(0.5, -0.5, 0)
- LHW.C0 = CA(MR(-25+18*i), MR(50-15*i), MR(-35+25*i)) * CN(-0.5+0.3*i, 0.2+0.1*i, -0.24)
- wait()
- end
- for i = 0.25, 1, 0.25 do
- RAW.C0 = CA(MR(85+5*i), 0, MR(-55-10*i)) * CN(0.5+0.1*i, -0.8-0.1*i, 0)
- LAW.C0 = CA(MR(80+5*i), MR(5-5*i), MR(-35-5*i)) * CN(0.5, -0.5, 0)
- LHW.C0 = CA(MR(-7+5*i), MR(35-5*i), MR(-10+7*i)) * CN(-0.2+0.1*i, 0.3+0.02*i, -0.24)
- wait()
- end
- end
- function ReloadStart(once)
- Reloading = true
- HW.Part1 = nil
- LHW.Part1 = Pipe2
- for i = 0.25, 1, 0.25 do
- RAW.C0 = CA(MR(90-10*i), 0, MR(-65+10*i)) * CN(0.6-0.2*i, -0.9+0.15*i, 0)
- LAW.C0 = CA(MR(85-5*i), MR(7*i), MR(-40+5*i)) * CN(0.5, -0.5, 0)
- LHW.C0 = CA(MR(-2-8*i), MR(30+5*i), MR(-3-12*i)) * CN(-0.1-0.1*i, 0.32-0.12*i, -0.24)
- wait()
- end
- for i = 0.15, 1, 0.15 do
- RAW.C0 = CA(MR(80-35*i), 0, MR(-55+40*i)) * CN(0.4-0.4*i, -0.75+0.6*i, 0)
- LAW.C0 = CA(MR(80-30*i), MR(7+33*i), MR(-35+20*i)) * CN(0.5, -0.5, 0)
- LHW.C0 = CA(MR(-10-25*i), MR(35+25*i), MR(-15-30*i)) * CN(-0.2-0.4*i, 0.2, -0.24)
- wait()
- end
- Reload(once)
- Normal()
- Reloading = false
- end
- function AimEet()
- end
- function Shoot(Start, To)
- local Accu = CA(MR(MRA(-Accuracy.Momentum*1000, Accuracy.Momentum*1000)/1700), MR(MRA(-Accuracy.Momentum*1000, Accuracy.Momentum*1000)/1000), MR(MRA(-Accuracy.Momentum*1000, Accuracy.Momentum*1000)/1000))
- for Pellets = 1, 8 do
- local Power = 20
- local Drop = 0.2
- local Face = CN(Start, To) * Accu * CA(MR(MRA(-10000, 10000)/2500), MR(MRA(-10000, 10000)/2500), MR(MRA(-10000, 10000)/2500))
- local Pellet = Part(PelletModel, true, false, 0, 0, BN("Dark grey"), V3(0.2, 0.2, 0.3))
- Pellet.CFrame = Face
- local LastPoint = Face.p
- Notime(function()
- local HitObj
- local HitPos
- local DistThing = 250
- for Distance = Power, 600, Power do
- Face = Face * CA(MR(-Drop), 0, 0) * CN(0, 0, -Power)
- local PointNow = Face.p
- local Hit, Pos = RayC(LastPoint, PointNow, Power+2, EffectModel)
- if Hit then
- DistThing = Distance
- if DistThing > 250 then DistThing = 200 end
- PointNow = Pos
- HitPos = Pos
- HitObj = Hit
- end
- local Dist = (PointNow - LastPoint).magnitude
- Pellet.CFrame = Face
- Drop = Drop + 0.04
- local Effect = Part(EffectModel, true, false, 0, 0, BN("White"), V3(0.2, 0.2, 0.2))
- Effect.CFrame = CN(LastPoint, PointNow) * CA(MR(-90), 0, 0) * CN(0, Dist/2, 0)
- local H = Add.Head(Effect, V3(0.8, Dist*5, 0.8))
- LastPoint = Face.p
- Power = Power - Drop/3
- Notime(function()
- for i = 0, 1, 0.2 do
- wait()
- Effect.Transparency = i
- end
- Effect:remove()
- end)
- if Hit then
- Pellet.CFrame = CN(Pos)
- break
- end
- wait()
- end
- Pellet:remove()
- if HitObj then
- local Surface = DetectSurface(HitPos, HitObj)
- local C = CN(HitPos) * CA(HitObj.CFrame:toEulerAnglesXYZ()) * Surface[2]
- if Surface[1] == "Anything" then
- C = Surface[2]
- end
- local H = nil
- if HitObj.Parent ~= workspace then
- H = GetHum(HitObj.Parent)
- if HitObj.Parent.Parent ~= workspace and H == nil then
- H = GetHum(HitObj.Parent.Parent)
- end
- end
- if H then
- local Dmg = DistThing/200
- Dmg = (1-Dmg)*15
- Dmg = MRA(Dmg*850, Dmg*1100)/1000
- H.Health = H.Health - Dmg
- PlaySound(Sounds.Hit)
- Show_Damage(HitObj.Position, math.floor(Dmg), 1.5)
- else
- PlaySound(Sounds.PartHit)
- local BulletHole = Part(EffectModel, true, false, 1, 0, BN("White"), V3(0.8, 0.2, 0.8))
- BulletHole.CFrame = C * CN(0, -0.085, 0)
- local Dec = Instance.new("Decal",BulletHole)
- Dec.Texture = Images[MRA(1,#Images)]
- Dec.Face = "Top"
- if not HitObj.Anchored then
- BulletHole.Anchored = false
- local W = Weld(HitObj, BulletHole, HitObj.CFrame:toObjectSpace(C))
- end
- Notime(function()
- wait(MRA(700, 15000)/100)
- BulletHole:remove()
- end)
- end
- end
- end)
- end
- end
- function ShootAnim(From, To)
- Shoot(From, To)
- AddInaccuracy(16)
- PlaySound(Sounds.Fire, false)
- for i = 0.33, 1, 0.33 do
- RAW.C0 = CA(MR(90+10*i), 0, MR(-65)) * CN(0.6, -0.9+0.5*i, 0)
- LAW.C0 = CA(MR(85+26*i), 0, MR(-40)) * CN(0.5, -0.5+0.1*i, 0)
- HW.C0 = CA(MR(-15*i), MR(5), MR(0)) * CN(0.4, 0, -1.2)
- wait()
- end
- for i = 0.2, 1, 0.2 do
- RAW.C0 = CA(MR(100+5*i), 0, MR(-65)) * CN(0.6, -0.4+0.15*i, 0)
- LAW.C0 = CA(MR(111+4*i), 0, MR(-40)) * CN(0.5, -0.4+0.05*i, 0)
- HW.C0 = CA(MR(-15-2*i), MR(5), MR(0)) * CN(0.4, 0, -1.2)
- wait()
- end
- for i = 0.5, 1, 0.5 do
- RAW.C0 = CA(MR(105+2*i), 0, MR(-65)) * CN(0.6, -0.25+0.03*i, 0)
- LAW.C0 = CA(MR(115+2*i), 0, MR(-40)) * CN(0.5, -0.35+0.02*i, 0)
- HW.C0 = CA(MR(-17), MR(5), MR(0)) * CN(0.4, 0, -1.2)
- wait()
- end
- for i = 0.2, 1, 0.2 do
- RAW.C0 = CA(MR(107-12*i), 0, MR(-65)) * CN(0.6, -0.22-0.68*i, 0)
- LAW.C0 = CA(MR(117-17*i), 0, MR(-40)) * CN(0.5, -0.33-0.02*i, 0)
- HW.C0 = CA(MR(-17+2*i), MR(5), MR(0)) * CN(0.4, 0, -1.2)
- wait()
- end
- for i = 0.33, 1, 0.33 do
- RAW.C0 = CA(MR(95-5*i), 0, MR(-65)) * CN(0.6, -0.9-0.1*i, 0)
- LAW.C0 = CA(MR(100-5*i), 0, MR(-40)) * CN(0.5+0.1*i, -0.35+0.1*i, 0)
- HW.C0 = CA(MR(-15+11*i), MR(5), MR(0)) * CN(0.4, 0, -1.2)
- PumpWeld.C1 = CN(0, 0, 0.1*i)
- wait()
- end
- for i = 0.33, 1, 0.33 do
- RAW.C0 = CA(MR(90-3*i), 0, MR(-65)) * CN(0.6, -1+0.05*i, 0)
- LAW.C0 = CA(MR(95-5*i), 0, MR(-40)) * CN(0.6+0.2*i, -0.25+0.35*i, 0)
- HW.C0 = CA(MR(-4+4*i), MR(5), MR(0)) * CN(0.4, 0, -1.2)
- PumpWeld.C1 = CN(0, 0, 0.1+0.6*i)
- Flip.C1 = CN(0, 0, 0.5*i)
- wait()
- end
- local sh = Shell(workspace)
- sh.Main.CanCollide = true
- sh.Back.CanCollide = true
- sh.Main.CFrame = Handle3.CFrame * CN(0.3, 0.2, 0)
- sh.Main.Velocity = (Handle3.CFrame * CA(0, MR(90), 0)).lookVector * 15
- Notime(function()
- wait(MRA(100,180)/10)
- for i = 0, 1, 0.005 do
- sh.Main.Transparency = i
- sh.Back.Transparency = i
- wait()
- end
- sh.Model:remove()
- end)
- for i = 0.33, 1, 0.33 do
- RAW.C0 = CA(MR(87+3*i), 0, MR(-65)) * CN(0.6, -0.95+0.05*i, 0)
- LAW.C0 = CA(MR(90-5*i), 0, MR(-40)) * CN(0.8-0.3*i, 0.1-0.6*i, 0)
- HW.C0 = CA(0, MR(5), 0) * CN(0.4, 0, -1.2)
- PumpWeld.C1 = CN(0, 0, 0.7-0.7*i)
- Flip.C1 = CN(0, 0, 0.5-0.5*i)
- wait()
- end
- Normal()
- end
- function ShootFunc(From, To)
- local H, Pos = RayC(From, To, 10, EffectModel)
- local Can = true
- if H then
- if H:IsDescendantOf(Char) then
- Can = false
- end
- end
- if Can then
- Attacking = true
- Ammunition.Ammo = Ammunition.Ammo - 1
- if Ammunition.Ammo < 0 then Ammunition.Ammo = 0 end
- ShootAnim(From, To)
- Attacking = false
- end
- end
- function SelectAnim()
- RAW.Part1 = Rarm
- for i = 0.25, 1, 0.25 do
- RAW.C0 = CA(MR(-10*i), 0, MR(2*i))
- wait()
- end
- for i = 0.1, 1, 0.1 do
- RAW.C0 = CN(-0.15*i, 0, -0.45*i) * CA(MR(-10-115*i), 0, MR(2+8*i)) * CN(0, -0.4*i, 0)
- wait()
- end
- for i = 0.25, 1, 0.25 do
- RAW.C0 = CN(-0.15, 0, -0.45-0.05*i) * CA(MR(-125-15*i), 0, MR(10)) * CN(0, -0.4, 0)
- wait()
- end
- TW.Part1 = nil
- HW.Part1 = Handle
- for i = 0.25, 1, 0.25 do
- RAW.C0 = CN(-0.15+0.15*i, 0, -0.5+0.1*i) * CA(MR(-140+10*i), 0, MR(10+2*i)) * CN(0, -0.4+0.15*i, 0)
- HW.C0 = CA(MR(38+12*i), MR(-28-15*i), MR(-90-10*i)) * CN(0, -0.1*i, -3.8)
- wait()
- end
- Attach(FTorso)
- for i = 0.1, 1, 0.1 do
- RAW.C0 = CN(0, 0, -0.4+0.3*i) * CA(MR(-130+90*i), 0, MR(12+30*i)) * CN(0, -0.25+0.25*i, 0)
- HW.C0 = CA(MR(50+30*i), MR(-43-50*i), MR(-100-50*i)) * CN(0, -0.1-0.7*i, -3.8+0.7*i)
- FW.C0 = CA(0, MR(-15*i), 0)
- wait()
- end
- LAW.Part1 = Larm
- for i = 0.15, 1, 0.15 do
- RAW.C0 = CN(0, 0, -0.1+0.1*i) * CA(MR(-40+60*i), 0, MR(42+4*i))
- LAW.C0 = CA(MR(10*i), 0, MR(-8*i)) * CN(0, -0.15*i, 0)
- FW.C0 = CA(0, MR(-15-20*i), 0)
- HW.C0 = CA(MR(80+50*i), MR(-93-57*i), MR(-150-30*i)) * CN(0, -0.8, -3.1+1*i)
- wait()
- end
- for i = 0.15, 1, 0.15 do
- RAW.C0 = CA(MR(20+58*i), 0, MR(46-60*i)) * CN(0.2*i, -0.35*i, 0)
- LAW.C0 = CA(MR(10+65*i), 0, MR(-8-32*i)) * CN(0.3*i, -0.15-0.25*i, 0)
- FW.C0 = CA(0, MR(-35-30*i), 0)
- HW.C0 = CA(MR(130+50*i), MR(-150-20*i), MR(-180)) * CN(0.25*i, -0.8+0.3*i, -2.1+0.9*i)
- wait()
- end
- for i = 0.2, 1, 0.2 do
- RAW.C0 = CA(MR(78+8*i), 0, MR(-14-41*i)) * CN(0.2+0.35*i, -0.35-0.55*i, 0)
- LAW.C0 = CA(MR(75+7*i), 0, MR(-40)) * CN(0.3+0.15*i, -0.4-0.06*i, 0)
- FW.C0 = CA(0, MR(-65-5*i), 0)
- HW.C0 = CA(MR(0), MR(-10+10*i), MR(0)) * CN(0.25+0.1*i, -0.5+0.4*i, -1.2)
- wait()
- end
- for i = 0.25, 1, 0.25 do
- RAW.C0 = CA(MR(86+4*i), 0, MR(-55-10*i)) * CN(0.55+0.05*i, -0.8-0.1*i, 0)
- LAW.C0 = CA(MR(82+3*i), 0, MR(-40)) * CN(0.45+0.05*i, -0.46-0.04*i, 0)
- FW.C0 = CA(0, MR(-70), 0)
- HW.C0 = CA(MR(0), MR(5*i), MR(0)) * CN(0.35+0.05*i, -0.1+0.1*i, -1.2)
- wait()
- end
- end
- function DeselAnim()
- for i = 0.25, 1, 0.25 do
- RAW.C0 = CA(MR(90-10*i), 0, MR(-65+10*i)) * CN(0.6-0.05*i, -0.9+0.35*i, 0)
- LAW.C0 = CA(MR(85-10*i), 0, MR(-40+4*i)) * CN(0.5-0.05*i, -0.5+0.04*i, 0)
- FW.C0 = CA(0, MR(-70+10*i), 0)
- HW.C0 = CA(MR(180-10*i), MR(-185+10*i), MR(180-10*i)) * CN(0.4-0.05*i, -0.1*i, -1.2)
- wait()
- end
- for i = 0.07, 1, 0.07 do
- RAW.C0 = CA(MR(80-80*i), 0, MR(-55+90*i)) * CN(0.55-0.35*i, -0.55+0.55*i, 0)
- LAW.C0 = CA(MR(75-70*i), 0, MR(-36+30*i)) * CN(0.45-0.35*i, -0.46+0.36*i, 0)
- FW.C0 = CA(0, MR(-60+40*i), 0)
- HW.C0 = CA(MR(170-70*i), MR(-175+70*i), MR(170-70*i)) * CN(0.35-0.35*i, -0.1-0.1*i, -1.2-1*i)
- wait()
- end
- for i = 0.25, 1, 0.25 do
- RAW.C0 = CN(-0.1*i, 0, -0.15*i) * CA(MR(-30*i), 0, MR(35+10*i)) * CN(0.2-0.2*i, 0, 0)
- LAW.C0 = CA(MR(5-5*i), 0, MR(-6+6*i)) * CN(0.1-0.1*i, -0.1+0.1*i, 0)
- FW.C0 = CA(0, MR(-20+15*i), 0)
- HW.C0 = CA(MR(100-20*i), MR(-105+15*i), MR(100-15*i)) * CN(0, -0.2, -2.2-0.3*i)
- wait()
- end
- LAW.Part1 = nil
- for i = 0.12, 1, 0.12 do
- RAW.C0 = CN(-0.1-0.05*i, 0, -0.15-0.3*i) * CA(MR(-30-100*i), 0, MR(45-30*i)) * CN(0, -0.3*i, 0)
- FW.C0 = CA(0, MR(-5+5*i), 0)
- HW.C0 = CA(MR(80-37*i), MR(-90+55*i), MR(85-135*i)) * CN(0, -0.2, -2.5-0.9*i)
- wait()
- end
- Attach(Torso)
- for i = 0.2, 1, 0.2 do
- RAW.C0 = CN(-0.15*i, 0, -0.45-0.05*i) * CA(MR(-130-10*i), 0, MR(15-5*i)) * CN(0, -0.3-0.1*i, 0)
- HW.C0 = CA(MR(43-5*i), MR(-35+7*i), MR(-50-40*i)) * CN(0, -0.2, -3.4-0.4*i)
- wait()
- end
- TW.Part1 = Handle
- HW.Part1 = nil
- for i = 0.25, 1, 0.25 do
- RAW.C0 = CN(-0.15+0.05*i, 0, -0.5+0.15*i) * CA(MR(-140+10*i), 0, MR(10-3*i)) * CN(0, -0.4+0.1*i, 0)
- wait()
- end
- for i = 0.15, 1, 0.15 do
- RAW.C0 = CN(-0.1+0.1*i, 0, -0.35+0.25*i) * CA(MR(-130+115*i), 0, MR(7-7*i)) * CN(0, -0.3+0.25*i, 0)
- wait()
- end
- for i = 0.33, 1, 0.33 do
- RAW.C0 = CN(0, 0, -0.1+0.1*i) * CA(MR(-15+15*i), 0, 0) * CN(0, -0.05+0.05*i, 0)
- wait()
- end
- Attach(Torso)
- TW.Part1 = Handle
- HW.Part1 = nil
- RAW.Part1 = nil
- LAW.Part1 = nil
- end
- function ReloadFunc(once)
- if Ammunition.Ammo < Ammunition.MaxAmmo and Selected and not Reloading and not Attacking and Ammunition.Ammoleft > 0 then
- if not once then
- ReloadHold = true
- end
- ReloadStart(once)
- end
- end
- function onSelected(mouse)
- SelectAnim()
- mouse.Icon = Icon
- Selected = true
- Notime(function()
- for _, g in pairs(AccuracyGuis) do
- g.Gui.Transparency = 0.2
- end
- while Selected do
- pcall(function()
- for _, g in pairs(AccuracyGuis) do
- g.Gui.Position = UD(0, mouse.X+g.props.offset.x+g.props.unit.x*(Accuracy.Momentum*11), 0, mouse.Y+g.props.offset.y+g.props.unit.y*(Accuracy.Momentum*11))
- end
- end)
- wait()
- end
- end)
- mouse.Button1Down:connect(function()
- if Selected and not Attacking and not Swinging then
- if Reloading then
- ReloadHold = false
- else
- if Ammunition.Ammo < 1 then
- ReloadFunc(true)
- else
- ShootFunc((Pipe1.CFrame * CN(0, 0, 1.65)).p, mouse.Hit.p)
- end
- if Ammunition.Ammo < 1 and Ammunition.Ammoleft < 1 then
- PlaySound(Sounds.Out)
- end
- end
- end
- end)
- mouse.KeyDown:connect(function(key)
- key = key:lower()
- if Selected and not Attacking and not Swinging then
- if key == "r" then
- ReloadFunc()
- elseif key == "e" then
- Swing()
- end
- end
- end)
- mouse.KeyUp:connect(function(key)
- key = key:lower()
- if key == "r" then
- ReloadHold = false
- end
- end)
- end
- function onDeselected(mouse)
- Selected = false
- for _, g in pairs(AccuracyGuis) do
- g.Gui.Transparency = 1
- end
- DeselAnim()
- end
- bin.Selected:connect(onSelected)
- bin.Deselected:connect(onDeselected)
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