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- --MADE BY CoolLegend (NOT THE SCRIPT) All you got to do is create local and run it.
- 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
- 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
- Asset = "http://www.roblox.com/asset/?id="
- Noob = nil
- function MakeMotor(torso, p1, c0, c1)
- local mot = Instance.new("Motor6D")
- mot.C0 = c0
- mot.C1 = c1
- mot.Part0 = torso
- mot.Part1 = p1
- mot.Parent = torso
- return mot
- end
- function Set(tab)
- for _,v in pairs(tab) do
- local motor = v[1]
- local vel = v[2]
- local des = v[3]
- motor.MaxVelocity = vel
- motor.DesiredAngle = des
- end
- end
- function Animate(Hum, RSH, LSH, RH, LH)
- local pose = "Standing"
- local function sit()
- pose = "Seated"
- end
- local function jump()
- pose = "Jumping"
- end
- local function died()
- pose = "Dead"
- end
- local function falling()
- pose = "Falling"
- end
- local function climbing()
- pose = "Climbing"
- end
- local function run(speed)
- if speed > 0.5 then
- pose = "Running"
- else
- pose = "Standing"
- end
- end
- local function move()
- if pose == "Seated" then
- Set({{RSH, 0.15, math.pi/2}, {LSH, 0.15, -math.pi/2}, {LH, 0.15, math.pi/2}, {RH, 0.15, -math.pi/2}})
- return
- end
- if pose == "Jumping" then
- Set({{RSH, 0.3, math.pi}, {LSH, 0.3, -math.pi}, {LH, 0.3, 0}, {RH, 0.3, 0}})
- return
- end
- if pose == "Standing" then
- Set({{RSH, 0.25, 0}, {LSH, 0.25, 0}, {LH, 0.25, 0}, {RH, 0.25, 0}})
- return
- end
- if pose == "Falling" then
- Set({{RSH, 0.35, math.pi}, {LSH, 0.35, -math.pi}, {LH, 0.35, 0}, {RH, 0.35, 0}})
- return
- end
- if pose == "Running" then
- Set({{RSH, 0.2, -0.8}, {LSH, 0.2, 0.8}, {LH, 0.2, 0}, {RH, 0.2, 0}})
- elseif pose == "Climbing" then
- Set({{RSH, 0.35, 2.8}, {LSH, 0.35, -2.8}, {LH, 0.35, 0.1}, {RH, 0.35, 0.1}})
- end
- end
- Hum.Jumping:connect(jump)
- Hum.Running:connect(run)
- Hum.Seated:connect(sit)
- Hum.Died:connect(died)
- Hum.FreeFalling:connect(falling)
- Hum.Climbing:connect(climbing)
- coroutine.resume(coroutine.create(function()
- while pose ~= "Dead" do
- wait(0.04)
- move()
- end
- end))
- end
- function MakeNoob(pos, scale)
- local Nub = Instance.new("Model")
- Nub.Name = "Cannoneer nub"
- local Torso = Part(Nub, false, false, 0, 0, BN("Bright blue"), V3(2*scale, 2*scale, 1*scale))
- Torso.Name = "Torso"
- local Head = Part(Nub, false, false, 0, 0, BN("Bright yellow"), V3(2*scale, 1*scale, 1*scale))
- Head.Name = "Head"
- local Neck = MakeMotor(Torso, Head, CN(0, 1*scale, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0), CN(0, -0.5*scale, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0))
- local HeadMesh = Instance.new("SpecialMesh",Head)
- HeadMesh.Scale = V3(1.25, 1.25, 1.25)
- local Face = Instance.new("Decal",Head)
- Face.Face = "Front"
- Face.Texture = Asset..(13038247)
- local Rarm = Part(Nub, false, false, 0, 0, BN("Bright yellow"), V3(1*scale, 2*scale, 1*scale))
- Rarm.Name = "Right Arm"
- local Larm = Part(Nub, false, false, 0, 0, BN("Bright yellow"), V3(1*scale, 2*scale, 1*scale))
- Larm.Name = "Left Arm"
- local Rleg = Part(Nub, false, false, 0, 0, BN("Br. yellowish green"), V3(1*scale, 2*scale, 1*scale))
- Rleg.Name = "Right Leg"
- local Lleg = Part(Nub, false, false, 0, 0, BN("Br. yellowish green"), V3(1*scale, 2*scale, 1*scale))
- Lleg.Name = "Left Leg"
- local RSH = MakeMotor(Torso, Rarm, CN(1*scale, 0.5*scale, 0) * CA(0, MR(90), 0), CN(-0.5*scale, 0.5*scale, 0) * CA(0, MR(90), 0))
- local LSH = MakeMotor(Torso, Larm, CN(-1*scale, 0.5*scale, 0) * CA(0, MR(-90), 0), CN(0.5*scale, 0.5*scale, 0) * CA(0, MR(-90), 0))
- local RH = MakeMotor(Torso, Rleg, CN(0.5*scale, -1*scale, 0) * CA(0, MR(-90), 0), CN(0, 1*scale, 0) * CA(0, MR(-90), 0))
- local LH = MakeMotor(Torso, Lleg, CN(-0.5*scale, -1*scale, 0) * CA(0, MR(90), 0), CN(0, 1*scale, 0) * CA(0, MR(90), 0))
- local Hum = Instance.new("Humanoid")
- local Speed = 14+(2*scale)
- Hum.Parent = Nub
- Hum.Died:connect(function()
- wait(6)
- Nub:remove()
- wait(5)
- MakeNoob(pos, scale)
- end)
- Nub.Parent = workspace
- Nub:MakeJoints()
- Hum.MaxHealth = 50+(scale*70)
- Hum.Health = 50+(scale*70)
- Nub:MoveTo(pos)
- coroutine.resume(coroutine.create(function()
- repeat wait()
- Hum.Health = Hum.MaxHealth
- until Hum.Health >= Hum.MaxHealth-1
- end))
- Animate(Hum,RSH,LSH,RH,LH)
- local Char = Nub
- local necko = CN(0, 1*scale, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- local ShootColors = {"Bright yellow", "New Yeller", "Bright orange", "Neon orange", "Really red", "Bright red"}
- local Attacking = false
- local Accuracy = 5
- local Debounce = true
- local Hurt = false
- local Damage = {15,42}
- local Selected = false
- local ContentProvider = game:GetService("ContentProvider")
- local function RC(Pos, Dir, Max, Ignore)
- return workspace:FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999)), Ignore)
- end
- local function RayC(Start, En, MaxDist, Ignore)
- return RC(Start, (En - Start), MaxDist, Ignore)
- end
- local function ComputePos(pos1, pos2)
- return CN(pos1, V3(pos2.x, pos1.y, pos2.z))
- end
- local 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)*CA(MR(-90), 0, 0)}
- else
- if pos2.Y > ((siz.Y/2)-0.04) then
- surface = {"Top", CA(0, 0, 0)}
- elseif pos2.Y < -((siz.Y/2)-0.04) then
- surface = {"Bottom", CA(-MP, 0, 0)}
- elseif pos2.X > ((siz.X/2)-0.04) then
- surface = {"Right", CA(0, 0, MR(-90))}
- elseif pos2.X < -((siz.X/2)-0.04) then
- surface = {"Left", CA(0, 0, MR(90))}
- elseif pos2.Z > ((siz.Z/2)-0.04) then
- surface = {"Back", CA(MR(90), 0, 0)}
- elseif pos2.Z < -((siz.Z/2)-0.04) then
- surface = {"Front", CA(MR(-90), 0, 0)}
- end
- end
- return surface
- end
- local 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
- local function Notime(func)
- coroutine.resume(coroutine.create(function()
- func()
- end))
- end
- RSH.Part0 = Torso
- LSH.Part0 = Torso
- RH.Part0 = Torso
- LH.Part0 = Torso
- local Add = {
- Mesh = function(P, ID, Scale, Tex)
- local m = Instance.new("SpecialMesh")
- m.MeshType = "FileMesh"
- m.MeshId = ID or ""
- m.Scale = Scale or V3(1, 1, 1)
- m.TextureId = Tex or ""
- 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
- }
- local Sounds = {
- Shoot = {Id = "http://www.roblox.com/asset/?id=2697431", Pitch = 0.3, Volume = 0.5},
- Boom = {Id = "http://www.roblox.com/asset/?id=2692806", Pitch = 0.55, Volume = 0.4},
- Slash = {Id = "rbxasset://sounds//swordslash.wav", Pitch = 0.5, Volume = 0.5},
- Hit = {Id = "http://www.roblox.com/asset/?id=2801263", Pitch = 0.85, Volume = 0.35},
- Reload = {Id = "rbxasset://sounds\\metal.ogg", Pitch = 1, Volume = 0.45},
- }
- for _,v in pairs(Sounds) do
- ContentProvider:Preload(v.Id)
- end
- local function PlaySound(Sound, bool)
- local s = Instance.new("Sound")
- s.Looped = false
- s.Volume = Sound.Volume
- s.SoundId = Sound.Id
- if bool then
- s.Pitch = MRA((Sound.Pitch*0.75)*1000, (Sound.Pitch*1.15)*1000)/1000
- else
- s.Pitch = Sound.Pitch
- end
- s.Parent = Torso
- s:play()
- Notime(function()
- wait(0.5)
- s:remove()
- end)
- end
- local 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
- local 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
- local 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
- local Model = Instance.new("Model")
- Model.Name = "Hand Cannon"
- local FTorso = Part(Model, false, false, 1, 0, Torso.BrickColor, V3(2*scale, 2*scale, 1*scale))
- local FW = Weld(Torso, FTorso)
- local RAB = Part(Model, false, false, 1, 0, BN("White"), V3(0.2, 0.2, 0.2))
- local LAB = Part(Model, false, false, 1, 0, BN("White"), V3(0.2, 0.2, 0.2))
- local RLB = Part(Model, false, false, 1, 0, BN("White"), V3(0.2, 0.2, 0.2))
- local LLB = Part(Model, false, false, 1, 0, BN("White"), V3(0.2, 0.2, 0.2))
- local RABW = Weld(Torso, RAB, CN(), CN(-1.5*scale, -0.5*scale, 0))
- local LABW = Weld(Torso, LAB, CN(), CN(1.5*scale, -0.5*scale, 0))
- local RLBW = Weld(Torso, RLB, CN(), CN(-0.5*scale, 1*scale, 0))
- local LLBW = Weld(Torso, LLB, CN(), CN(0.5*scale, 1*scale, 0))
- local RAW = Weld(RAB, nil, CN(), CN(0, 0.5*scale, 0))
- local LAW = Weld(LAB, nil, CN(), CN(0, 0.5*scale, 0))
- local RLW = Weld(RLB, nil, CN(), CN(0, 1*scale, 0))
- local LLW = Weld(LLB, nil, CN(), CN(0, 1*scale, 0))
- local TW = Weld(Torso, nil, CN(0.7*scale, 0.8*scale, 1.2*scale), CA(0, MR(180), MR(55)))
- local Weapon = Instance.new("Model")
- Weapon.Name = "Cannon"
- local HB = Part(Weapon, false, false, 1, 0, BN("White"), V3(0.2, 0.2, 0.2))
- local HBW = Weld(Rarm, HB, CN(0, -0.7*scale, 0), CA(0, MR(90), MR(90)))
- local HW = Weld(HB, nil)
- local Handle = Part(Weapon, false, false, 0, 0, BN("Dark grey"), V3(0.5*scale, 0.5*scale, 0.3*scale))
- Add.Mesh(Handle, "http://www.roblox.com/asset/?id=3270017", V3(1*scale, 0.7*scale, 2.2*scale), "")
- TW.Part1 = Handle
- local Main = Part(Weapon, false, false, 0, 0, BN("Dark grey"), V3(1.5*scale, 1.5*scale, 3*scale))
- Add.Mesh(Main, "http://www.roblox.com/asset/?id=3270017", V3(1.6*scale, 1.6*scale, 15*scale), "")
- Weld(Handle, Main, CA(0, MR(90), MR(90)), CN(1*scale, 0, 0.2*scale))
- local Main2 = Part(Weapon, false, false, 0, 0, BN("Gun metallic"), V3(1*scale, 1*scale, 1.5*scale))
- Add.Mesh(Main2, "http://www.roblox.com/asset/?id=3270017", V3(1.2*scale, 1.2*scale, 8*scale), "")
- Weld(Main, Main2, CN(), CN(0, 0, 1.7*scale))
- local Handle2 = Part(Weapon, false, false, 0, 0, BN("Dark grey"), V3(0.5*scale, 0.5*scale, 0.3*scale))
- Add.Mesh(Handle2, "http://www.roblox.com/asset/?id=3270017", V3(0.7*scale, 0.8*scale, 2.2*scale), "")
- Weld(Main2, Handle2, CA(0, MR(90), MR(90)), CN(-0.65*scale, 0, 0))
- local Tip = Part(Weapon, false, false, 0, 0, BN("Earth yellow"), V3(1.6*scale, 1.6*scale, 0.6*scale))
- Add.Sphere(Tip, V3(1.05, 1.05, 1))
- Weld(Main, Tip, CN(), CN(0, 0, -1.15*scale))
- local Tip4 = Part(Weapon, false, false, 0, 0, BN("Black"), V3(1.2*scale, 1.2*scale, 0.3*scale))
- Add.Mesh(Tip4, "http://www.roblox.com/asset/?id=3270017", V3(1.7*scale, 1.7*scale, 10*scale), "")
- Weld(Main, Tip4, CN(), CN(0, 0, -0.15*scale))
- for i = 1.3, 1.45, 0.1 do
- local Tip3 = Part(Weapon, false, false, 0, 0, BN("Dark grey"), V3(1.2*scale, 1.2*scale, 0.3*scale))
- Add.Mesh(Tip3, "http://www.roblox.com/asset/?id=3270017", V3(i*scale, i*scale, 2*scale), "")
- Weld(Main2, Tip3, CN(), CN(0, 0, 0.6*scale))
- end
- for i = -0.95, 0.66, 1.55 do
- local Tip3 = Part(Weapon, false, false, 0, 0, BN("Dark Curry"), V3(1.2*scale, 1.2*scale, 0.3*scale))
- Add.Mesh(Tip3, "http://www.roblox.com/asset/?id=3270017", V3(1.65*scale, 1.65*scale, 3*scale), "")
- Weld(Main, Tip3, CN(), CN(0, 0, i*scale))
- end
- for i = 1.3, 1.5, 0.1 do
- local Tip2 = Part(Weapon, false, false, 0, 0, BN("Earth yellow"), V3(1.6*scale, 1.6*scale, 0.6*scale))
- Add.Mesh(Tip2, "http://www.roblox.com/asset/?id=3270017", V3(i*scale, i*scale, 2*scale), "")
- Weld(Main, Tip2, CN(), CN(0, 0, 1.1*scale))
- end
- for i = -0.3, 1, 0.15 do
- local p = Part(Weapon, false, false, 0.7, 0, BN("Black"), V3(0.2, 0.2, 0.2))
- Add.Sphere(p, V3(6*scale, 6*scale, 2*scale))
- Weld(Main2, p, CN(0, 0, i*scale))
- end
- Weapon.Parent = Model
- Model.Parent = Char
- local function Show_Damage(P, D)
- local mo = Instance.new("Model")
- mo.Name = "- "..D
- local p = Part(mo, false, 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(4.5, 2.3, 4.5)
- m.Parent = p
- local bp = Instance.new("BodyPosition", p)
- bp.maxForce = V3(MH, MH, MH)
- bp.P = 9001
- bp.position = CN(P) * CN(0, 1.5, 0).p
- local h = Instance.new("Humanoid")
- h.Health = 0
- h.MaxHealth = 0
- h.Name = "asd"
- h.Parent = mo
- local nah = true
- mo.Parent = workspace
- p.CFrame = CN(P)
- Notime(function()
- 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
- local function Kill(hit)
- if Debounce and Hurt then
- local Hu = GetHum(hit.Parent)
- if Hu then
- Debounce = false
- local Dmg = MRA(Damage[1], Damage[2])
- Hu.Health = Hu.Health - Dmg
- pcall(function() Show_Damage(Tip.Position, Dmg) end)
- PlaySound(Sounds.Hit, true)
- local chance = MRA(1, 10)
- if chance >=5 then
- Hu.PlatformStand = true
- wait(0.1)
- hit.Velocity = (CN(Torso.CFrame * CN(0, 0.5, 0).p, hit.Position).lookVector * 45)
- hit.RotVelocity = V3(MRA(-10, 10), MRA(-10, 10), MRA(-10, 10))
- wait(0.3)
- Hu.PlatformStand = false
- end
- end
- end
- end
- Main.Touched:connect(Kill)
- local 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
- if t == Torso then
- FTorso.Transparency = 1
- else
- Torso.Transparency = 1
- end
- t.Transparency = 0
- end
- local function SelectAnim()
- RAW.Part1 = Rarm
- for i = 0.25, 1, 0.25 do
- RAW.C0 = CA(MR(-10*i), 0, MR(-5*i))
- wait()
- end
- for i = 0.1, 1, 0.1 do
- RAW.C0 = CA(MR(-10-90*i), 0, MR(-5-30*i))
- wait()
- end
- for i = 0.5, 1, 0.5 do
- RAW.C0 = CA(MR(-100-5*i), 0, MR(-35))
- wait()
- end
- HW.Part1 = Handle
- HW.C0 = CA(MR(50), 0, MR(-37))
- TW.Part1 = nil
- Attach(FTorso)
- LAW.Part1 = Larm
- for i = 0.25, 1, 0.25 do
- RAW.C0 = CA(MR(-105+10*i), 0, MR(-35+5*i))
- LAW.C0 = CA(MR(15*i), 0, MR(5*i))
- FW.C0 = CA(0, MR(-5*i), 0)
- HW.C0 = CA(MR(50-5*i), 0, MR(-37))
- wait()
- end
- for i = 0.06, 1, 0.06 do
- RAW.C0 = CA(MR(-95+95*i), MR(35*i), MR(-30+50*i))
- LAW.C0 = CA(MR(15+25*i), 0, MR(5+15*i)) * CN(0, (-0.4*scale)*i, 0)
- FW.C0 = CA(0, MR(-5-30*i), 0)
- HW.C0 = CA(MR(45), 0, MR(-37+15*i))
- wait()
- end
- Hum.WalkSpeed = Speed-3
- for i = 0.1, 1, 0.1 do
- RAW.C0 = CA(MR(15*i), MR(35+10*i), MR(20+8*i))
- LAW.C0 = CA(MR(40+7*i), 0, MR(20+6*i)) * CN(0, (-0.4*scale)-(0.2*scale)*i, 0)
- FW.C0 = CA(0, MR(-35-10*i), 0)
- HW.C0 = CA(MR(45-11*i), 0, MR(-22+15*i))
- wait()
- end
- for i = 0.25, 1, 0.25 do
- RAW.C0 = CA(MR(15+5*i), MR(45+5*i), MR(28+2*i))
- LAW.C0 = CA(MR(47+3*i), 0, MR(26+4*i)) * CN(0, -0.6*scale, 0)
- FW.C0 = CA(0, MR(-45-5*i), 0)
- HW.C0 = CA(MR(34-4*i), 0, MR(-7+7*i))
- wait()
- end
- end
- local function DeselAnim()
- for i = 0.25, 1, 0.25 do
- RAW.C0 = CA(MR(20-5*i), MR(50-5*i), MR(30-5*i))
- LAW.C0 = CA(MR(50-5*i), 0, MR(30-5*i)) * CN(0, -((0.6+0.1)*scale)*i, 0)
- FW.C0 = CA(0, MR(-50+5*i), 0)
- HW.C0 = CA(MR(30+5*i), 0, MR(-10*i))
- wait()
- end
- for i = 0.15, 1, 0.15 do
- RAW.C0 = CA(MR(15-30*i), MR(45-10*i), MR(25-5*i))
- LAW.C0 = CA(MR(45-20*i), 0, MR(25-15*i)) * CN(0, -0.5+0.2*i, 0)
- FW.C0 = CA(0, MR(-45+10*i), 0)
- HW.C0 = CA(MR(35+10*i), 0, MR(-10-15*i))
- wait()
- end
- for i = 0.12, 1, 0.12 do
- RAW.C0 = CA(MR(-15-70*i), MR(35-30*i), MR(20-30*i))
- LAW.C0 = CA(MR(25-25*i), 0, MR(10-10*i)) * CN(0, -0.3+0.3*i, 0)
- FW.C0 = CA(0, MR(-35+20*i), 0)
- HW.C0 = CA(MR(45+5*i), 0, MR(-25-12*i))
- wait()
- end
- LAW.Part1 = nil
- HW.C0 = CA(MR(50), 0, MR(-37))
- for i = 0.25, 1, 0.25 do
- RAW.C0 = CA(MR(-85-20*i), MR(5-5*i), MR(-10-25*i))
- FW.C0 = CA(0, MR(-15+15*i), 0)
- wait()
- end
- Attach(Torso)
- HW.Part1 = nil
- TW.Part1 = Handle
- Hum.WalkSpeed = 16
- for i = 0.15, 1, 0.15 do
- RAW.C0 = CA(MR(-105+95*i), 0, MR(-35+30*i))
- wait()
- end
- for i = 0.33, 1, 0.33 do
- RAW.C0 = CA(MR(-10+10*i), 0, MR(-5+5*i))
- wait()
- end
- RAW.Part1 = nil
- end
- local function Explode(Par, Pos, surface)
- Notime(function()
- local cf = CN(Pos) * CA(Par.CFrame:toEulerAnglesXYZ()) * surface[2] * CN(0, 1, 0)
- local col = Par.BrickColor.Color
- local r, g, b = col.r, col.g, col.b
- local col1, col2, col3 = C3(MRA(r*60, r*100)/100, MRA(g*60, g*100)/100, MRA(b*60, b*100)/100), C3(MRA(r*60, r*100)/100, MRA(g*60, g*100)/100, MRA(b*60, b*100)/100), C3(MRA(r*60, r*100)/100, MRA(g*60, g*100)/100, MRA(b*60, b*100)/100)
- local p = Part(workspace, true, false, 0, 0, BN(col1.r, col1.g, col1.b), V3(0.2, 0.2, 0.2))
- local p2 = Part(workspace, true, false, 0, 0, BN(col2.r, col2.g, col2.b), V3(0.2, 0.2, 0.2))
- local p3 = Part(workspace, true, false, 0, 0, BN(col3.r, col3.g, col3.b), V3(0.2, 0.2, 0.2))
- p.CFrame = cf
- p2.CFrame = cf
- p3.CFrame = cf
- local m = Add.Mesh(p, "http://www.roblox.com/asset/?id=20329976", V3(1, 1, 1))
- local m2 = Add.Mesh(p2, "http://www.roblox.com/asset/?id=20329976", V3(1, 1, 1))
- local m3 = Add.Mesh(p3, "http://www.roblox.com/asset/?id=20329976", V3(1, 1, 1))
- for i = -0.2, 1, 0.12 do
- p2.Transparency = i+0.1
- p.Transparency = i
- p3.Transparency = i+0.2
- m.Scale = V3(scale+(2.5*scale)*i, (1.4*scale)+scale*i, scale+(2.5*scale)*i)
- m2.Scale = V3((0.8*scale)+(2*scale)*i, (1.2*scale)+scale*i, (0.8*scale)+(2*scale)*i)
- m3.Scale = V3((0.5*scale)+scale*i, scale+scale*i, (0.5*scale)+scale*i)
- wait()
- end
- p2:remove()
- p3:remove()
- p:remove()
- end)
- end
- local function Shoot(Pos)
- coroutine.resume(coroutine.create(function()
- local acc = Accuracy*100
- local Start = Main2.CFrame * CN(0, 0, -0.5).p
- local Face = CN(Start, Pos) * CA(MR(MRA(-acc, acc))/100, MR(MRA(-acc, acc))/100, MR(MRA(-acc, acc))/100)
- local Cannonball = Part(Model, true, false, 0, 0, BN("Black"), V3(1.3*scale, 1.3*scale, 1.3*scale))
- Add.Sphere(Cannonball)
- Cannonball.CFrame = Face
- local Go = 3*scale
- local Drop = 0.55/(Go*3)
- local Dist = 500*scale
- local lastP = Start
- local omg = 0
- for i = Go, Dist, Go do
- Drop = Drop + 1/(Go*3)
- omg = omg + Drop
- local dropping = CA(MR(-Drop), 0, 0)
- if omg > 130 then
- dropping = CN()
- end
- Face = Face * dropping * CN(0, 0, -Go)
- Cannonball.CFrame = Face
- local Magn = (Face.p - lastP).magnitude
- local T = Part(Model, true, false, 0.1, 0, BN("Mid gray"), V3(0.2, 1, 0.2))
- local M = Instance.new("SpecialMesh",T)
- M.MeshType = "Head"
- M.Scale = V3(4.5*scale, Magn, 4.5*scale)
- T.CFrame = CN(lastP, Face.p) * CA(MR(-90), 0, 0) * CN(0, Magn/2, 0)
- Notime(function()
- wait(0.1)
- for i = 0.1, 1, 0.1 do
- T.Transparency = i+0.1
- M.Scale = V3(5-5*i, Magn+0.5, 5-5*i)
- wait()
- end
- T:remove()
- end)
- local Hit, Hitpos = RayC(lastP, Face.p, Go*2, Char)
- lastP = Face.p
- if Hit then
- PlaySound(Sounds.Boom, true)
- local s = DetectSurface(Hitpos, Hit)
- Explode(Hit, Hitpos, s)
- Cannonball.CFrame = CN(Hitpos)
- local hu = GetHum(Hit.Parent)
- if hu == nil and Hit.Parent.className ~= "Hat" and Hit.Anchored then
- coroutine.resume(coroutine.create(function()
- wait(10)
- for i = 0, 1, 0.04 do
- Cannonball.Transparency = i
- wait()
- end
- Cannonball:remove()
- end))
- else
- Cannonball:remove()
- end
- local Noobs = GetGroup(Hitpos, 5*scale, Hit)
- for _,v in pairs(Noobs) do
- local dm = 60/((v[3]+3)/3)
- local multi = (scale+10)/10
- dm = MRA(dm*0.9, dm*1.04)*multi
- v[1].Health = v[1].Health - dm
- local t = v[2]:findFirstChild("Head")
- if t then
- Show_Damage(t.Position, dm)
- end
- end
- local Parts = GetParts(Hitpos, 6*scale)
- for _,v in pairs(Parts) do
- if v[3] == false then
- Notime(function()
- if v[1].Name == "Brick wall" then
- v[1]:BreakJoints()
- v[1].Velocity = (CN(Hitpos, v[1].Position).lookVector * (110/((v[2]+2)/3)))
- wait(0.1)
- v[1].Velocity = (CN(Hitpos, v[1].Position).lookVector * (110/((v[2]+2)/3)))
- else
- v[1].Velocity = (CN(Hitpos, v[1].Position).lookVector * (80/((v[2]+2)/3)))
- end
- end)
- end
- end
- break
- end
- wait()
- end
- end))
- end
- local function ShootAnim(pos)
- RLW.Part1 = Rleg
- LLW.Part1 = Lleg
- local cf = ComputePos(Torso.Position, pos)
- local bp = Instance.new("BodyPosition",Torso)
- bp.maxForce = V3(MH, 0, MH)
- bp.P = 11000
- PlaySound(Sounds.Shoot, true)
- local effect = Part(Model, false, false, 0, 0, BN(ShootColors[MRA(1,#ShootColors)]), V3(0.2, 0.2, 0.2))
- local effect2 = Part(Model, false, false, 0, 0, BN(ShootColors[MRA(1,#ShootColors)]), V3(0.2, 0.2, 0.2))
- local m1 = Add.Mesh(effect, "http://www.roblox.com/asset/?id=20329976", V3(1,1,1))
- local m2 = Add.Mesh(effect2, "http://www.roblox.com/asset/?id=20329976", V3(1,1,1))
- local w1 = Weld(Main2, effect, CA(MR(-90), 0, 0), CN(0, -1, 0))
- local w2 = Weld(Main2, effect2, CA(MR(-90), 0, 0), CN(0, -1, 0))
- for i = 0, 1, 0.5 do
- RAW.C0 = CA(MR(20-50*i), MR(50-25*i), MR(30+45*i))
- LAW.C0 = CA(MR(50-10*i), 0, MR(30+20*i)) * CN(0, (-0.6*scale)-(0.3*scale)*i, 0)
- RLW.C0 = CA(MR(30*i), 0, MR(-15*i))
- LLW.C0 = CA(MR(10*i), 0, MR(-35*i))
- FW.C0 = CA(MR(5*i), MR(-50-15*i), 0)
- HW.C0 = CA(MR(30), MR(35*i), MR(-25*i))
- Neck.C0 = necko * CA(MR(10*i), 0, 0)
- bp.position = cf * CN(0, 0, (3*scale)*i).p
- m1.Scale = V3((0.5*scale)+(0.6*scale)*i, (0.4*scale)+(0.2*scale)*i, (0.5*scale)+(0.6*scale)*i)
- m2.Scale = V3((0.3*scale)+(0.5*scale)*i, (0.5*scale)+scale*i, (0.3*scale)+(0.5*scale)*i)
- w1.C1 = CN(0, -scale-(0.2*scale)*i, 0)
- w2.C1 = CN(0, -scale-(0.5*scale)*i, 0)
- effect.Transparency = 0.2*i
- effect2.Transparency = 0.2*i
- wait()
- end
- for i = 0.2, 1, 0.2 do
- RAW.C0 = CA(MR(-30-10*i), MR(25-5*i), MR(75+5*i))
- LAW.C0 = CA(MR(40-5*i), 0, MR(50+5*i)) * CN(0, (-0.9*scale)-(0.05*scale)*i, 0)
- RLW.C0 = CA(MR(30+5*i), 0, MR(-15))
- LLW.C0 = CA(MR(10+5*i), 0, MR(-35-5*i))
- FW.C0 = CA(MR(5+5*i), MR(-65-5*i), 0)
- HW.C0 = CA(MR(30), MR(35+5*i), MR(-25-5*i))
- Neck.C0 = necko * CA(MR(10+5*i), 0, 0)
- bp.position = cf * CN(0, 0, (3*scale)+scale*i).p
- m1.Scale = V3(scale+scale*i, (0.7*scale)+(0.9*scale)*i, scale+scale*i)
- m2.Scale = V3((0.8*scale)+(0.6*scale)*i, (1.5*scale)+(1.6*scale)*i, (0.8*scale)+(0.6*scale)*i)
- w1.C1 = CN(0, (-1.2*scale)-(0.6*scale)*i, 0)
- w2.C1 = CN(0, (-1.5*scale)-(1.8*scale)*i, 0)
- effect.Transparency = 0.2+0.9*i
- effect2.Transparency = 0.2+0.9*i
- wait()
- end
- effect:remove()
- effect2:remove()
- for i = 0.2, 1, 0.2 do
- bp.position = cf * CN(0, 0, (4*scale)+(0.8*scale)*i).p
- wait()
- end
- for i = 0.08, 1, 0.06 do
- RAW.C0 = CA(MR(-40+50*i), MR(20+15*i), MR(80-35*i))
- LAW.C0 = CA(MR(35-30*i), 0, MR(55-45*i)) * CN(0, (-0.95*scale)+(0.5*scale)*i, 0)
- RLW.C0 = CA(MR(35-35*i), 0, MR(-15+25*i))
- LLW.C0 = CA(MR(15-15*i), 0, MR(-40+30*i))
- FW.C0 = CA(MR(10-7*i), MR(-70+40*i), 0)
- HW.C0 = CA(MR(30), MR(40-40*i), MR(-30-10*i))
- Neck.C0 = necko * CA(MR(15+5*i), 0, MR(20*i))
- bp.position = cf * CN(0, 0, (4.8*scale)+(0.8*scale)*i).p
- wait()
- end
- bp:remove()
- for i = 0.33, 1, 0.33 do
- RAW.C0 = CA(MR(10+10*i), MR(35+5*i), MR(45-5*i))
- LAW.C0 = CA(MR(5), 0, MR(10)) * CN(0, (-0.45*scale)+(0.1*scale)*i, 0)
- FW.C0 = CA(MR(3-3*i), MR(-30+5*i), 0)
- HW.C0 = CA(MR(30), 0, MR(-40-10*i))
- wait()
- end
- for i = 0.12, 1, 0.12 do
- RAW.C0 = CA(MR(20+5*i), MR(40+5*i), MR(40+5*i))
- LAW.C0 = CA(MR(5), 0, MR(10)) * CN(0, (-0.35*scale)-(0.3*scale)*i, 0)
- FW.C0 = CA(0, MR(-25+5*i), 0)
- HW.C0 = CA(MR(30), 0, MR(-50-5*i))
- wait()
- end
- local b = Part(Model, false, false, 0, 0, BN("Black"), V3(1.1*scale, 1.1*scale, 1.1*scale))
- local m = Add.Sphere(b)
- local w = Weld(Larm, b, CN(), CN(0, 1.4*scale, 0))
- for i = 0.16, 1, 0.16 do
- LAW.C0 = CA(MR(5+30*i), 0, MR(10+10*i)) * CN(0, (-0.65*scale)+(0.65*scale)*i, 0)
- RAW.C0 = CA(MR(25), MR(45+3*i), MR(40))
- m.Scale = V3(0.5+0.5*i, 0.5+0.5*i, 0.5+0.5*i)
- Neck.C0 = necko * CA(MR(20-10*i), 0, MR(20-15*i))
- wait()
- end
- for i = 0.1, 1, 0.1 do
- LAW.C0 = CA(MR(35+105*i), 0, MR(20+20*i)) * CN(0, (-0.9*scale)*i, 0)
- RAW.C0 = CA(MR(25), MR(48+6*i), MR(40))
- Neck.C0 = necko * CA(MR(10-10*i), 0, MR(5-35*i))
- wait()
- end
- for i = 0.16, 1, 0.16 do
- LAW.C0 = CA(MR(140-10*i), 0, MR(40-15*i)) * CN(0, (-0.9*scale)-(0.2*scale)*i, 0)
- RAW.C0 = CA(MR(25), MR(54), MR(40))
- Neck.C0 = necko * CA(MR(5*i), 0, MR(-30))
- w.C0 = CN((1.5*scale)*i, (0.55*scale)*i, (1.1*scale)*i)
- wait()
- end
- PlaySound(Sounds.Reload, true)
- b:remove()
- w:remove()
- for i = 0.2, 1, 0.2 do
- LAW.C0 = CA(MR(130-10*i), 0, MR(25-15*i)) * CN(0, (-1.1*scale)+(0.2*scale)*i, 0)
- RAW.C0 = CA(MR(25-10*i), MR(54), MR(40))
- Neck.C0 = necko * CA(MR(5-3*i), 0, MR(-30+5*i))
- HW.C0 = CA(MR(30), 0, MR(-55+10*i))
- FW.C0 = CA(0, MR(-20-5*i), 0)
- wait()
- end
- for i = 0.11, 1, 0.11 do
- LAW.C0 = CA(MR(120-60*i), 0, MR(10+15*i)) * CN(0, (-0.9*scale)+(0.3*scale)*i, 0)
- RAW.C0 = CA(MR(15+5*i), MR(54-4*i), MR(40-10*i))
- Neck.C0 = necko * CA(MR(2-2*i), 0, MR(-25+25*i))
- HW.C0 = CA(MR(30), 0, MR(-45+45*i))
- FW.C0 = CA(0, MR(-25-20*i), 0)
- RLW.C0 = CA(0, 0, MR(10-8*i))
- LLW.C0 = CA(0, 0, MR(-10+8*i))
- wait()
- end
- Neck.C0 = necko
- for i = 0.25, 1, 0.25 do
- LAW.C0 = CA(MR(60-10*i), 0, MR(25+5*i)) * CN(0, -0.6*scale, 0)
- RAW.C0 = CA(MR(20), MR(50), MR(30))
- HW.C0 = CA(MR(30), 0, 0)
- FW.C0 = CA(0, MR(-45-5*i), 0)
- RLW.C0 = CA(0, 0, MR(2-2*i))
- LLW.C0 = CA(0, 0, MR(-2+2*i))
- wait()
- end
- RLW.Part1 = nil
- LLW.Part1 = nil
- RAW.C0 = CA(MR(20), MR(50), MR(30))
- LAW.C0 = CA(MR(50), 0, MR(30)) * CN(0, -0.6*scale, 0)
- FW.C0 = CA(0, MR(-50), 0)
- HW.C0 = CA(MR(30), 0, 0)
- Neck.C0 = necko
- end
- local function Melee()
- PlaySound(Sounds.Slash, true)
- for i = 0.25, 1, 0.25 do
- RAW.C0 = CA(MR(20+5*i), MR(50-5*i), MR(30+3*i))
- LAW.C0 = CA(MR(50), 0, MR(30+4*i)) * CN(0, (-0.6*scale)-(0.05*scale)*i, 0)
- HW.C0 = CA(MR(30), MR(5*i), 0)
- FW.C0 = CA(0, MR(-50-5*i), 0)
- wait()
- end
- for i = 0.12, 1, 0.12 do
- RAW.C0 = CA(MR(25+25*i), MR(45-30*i), MR(33+7*i))
- LAW.C0 = CA(MR(50), 0, MR(34+11*i)) * CN(0, (-0.65*scale)-(0.25*scale)*i, 0)
- HW.C0 = CA(MR(30), MR(5+25*i), 0)
- FW.C0 = CA(0, MR(-55-25*i), 0)
- wait()
- end
- for i = 0.33, 1, 0.33 do
- RAW.C0 = CA(MR(50+15*i), MR(15-5*i), MR(40-10*i)) * CN(0, (-0.2*scale)*i, 0)
- LAW.C0 = CA(MR(50+10*i), 0, MR(45-5*i)) * CN(0, (-0.9*scale)+(0.15*scale)*i, 0)
- HW.C0 = CA(MR(30+2*i), MR(30+5*i), 0)
- FW.C0 = CA(0, MR(-80+10*i), MR(-5*i))
- wait()
- end
- Hurt = true
- Debounce = true
- for i = 0.07, 1, 0.07 do
- RAW.C0 = CA(MR(65+55*i), MR(10), MR(30-70*i)) * CN(0, (-0.2*scale)-(1.1*scale)*i, 0)
- LAW.C0 = CA(MR(60+120*i), 0, MR(40-70*i)) * CN(0, (-0.75*scale)+(0.7*scale)*i, 0)
- HW.C0 = CA(MR(32+6*i), MR(35+20*i), MR(-4*i))
- FW.C0 = CA(0, MR(-70+110*i), 0)
- wait()
- end
- for i = 0.16, 1, 0.16 do
- RAW.C0 = CA(MR(120+10*i), MR(10), MR(-40-5*i)) * CN(0, (-1.3*scale)-(0.1*scale)*i, 0)
- LAW.C0 = CA(MR(180+15*i), 0, MR(-30-20*i)) * CN(0, (-0.05*scale)+(0.1*scale)*i, 0)
- HW.C0 = CA(MR(38+2*i), MR(55-6*i), MR(-4-1*i))
- FW.C0 = CA(0, MR(40+10*i), 0)
- wait()
- end
- Hurt = false
- for i = 0.2, 1, 0.2 do
- RAW.C0 = CA(MR(130+5*i), MR(10), MR(-45-2*i)) * CN(0, (-1.4*scale)-(0.05*scale)*i, 0)
- LAW.C0 = CA(MR(195+5*i), 0, MR(-50-8*i)) * CN(0, (0.05*scale)+(0.05*scale)*i, 0)
- HW.C0 = CA(MR(40), MR(49-2*i), MR(-5))
- FW.C0 = CA(0, MR(50+3*i), 0)
- wait()
- end
- wait(0.2)
- for i = 0.2, 1, 0.2 do
- RAW.C0 = CA(MR(135-10*i), MR(10+5*i), MR(-47+10*i)) * CN(0, (-1.45*scale)+(0.25*scale)*i, 0)
- LAW.C0 = CA(MR(200-10*i), 0, MR(-58+10*i)) * CN(0, (0.1*scale)-(0.1*scale)*i, 0)
- HW.C0 = CA(MR(40), MR(47-5*i), MR(-5+5*i))
- FW.C0 = CA(0, MR(53-10*i), 0)
- wait()
- end
- for i = 0.08, 1, 0.08 do
- RAW.C0 = CA(MR(125-90*i), MR(15+30*i), MR(-37+57*i)) * CN(0, (-1.2*scale)+(1.1*scale)*i, 0)
- LAW.C0 = CA(MR(190-125*i), 0, MR(-48+68*i)) * CN(0, (-0.5*scale)*i, 0)
- HW.C0 = CA(MR(40-7*i), MR(42-37*i), 0)
- FW.C0 = CA(0, MR(43-82*i), 0)
- wait()
- end
- for i = 0.2, 1, 0.2 do
- RAW.C0 = CA(MR(35-15*i), MR(45+5*i), MR(20+10*i)) * CN(0, (-0.1*scale)+(0.1*scale)*i, 0)
- LAW.C0 = CA(MR(65-15*i), 0, MR(20+10*i)) * CN(0, (-0.5*scale)-(0.1*scale)*i, 0)
- HW.C0 = CA(MR(33-3*i), MR(5-5*i), 0)
- FW.C0 = CA(0, MR(-41-9*i), 0)
- wait()
- end
- RLW.Part1 = nil
- LLW.Part1 = nil
- RAW.C0 = CA(MR(20), MR(50), MR(30))
- LAW.C0 = CA(MR(50), 0, MR(30)) * CN(0, -0.6*scale, 0)
- FW.C0 = CA(0, MR(-50), 0)
- HW.C0 = CA(MR(30), 0, 0)
- Neck.C0 = necko
- end
- wait(1)
- Selected = true
- SelectAnim()
- wait(1.5)
- while Hum.Health > 0 do
- local list = game.Players:GetPlayers()
- local targ = list[MRA(1,#list)].Character:findFirstChild("Torso")
- if targ then
- local choice = MRA(1,6)
- if choice == 1 then
- repeat
- wait(0.2)
- if targ.Parent == nil then break end
- Hum:MoveTo(CN(targ.Position, Torso.Position) * CN(0, 0, -(scale)).p, targ)
- until (Torso.Position - targ.Position).magnitude < (scale*2)+1
- Melee()
- else
- local bg = Instance.new("BodyGyro")
- bg.P = 3000
- bg.maxTorque = V3(MH, MH, MH)
- bg.cframe = ComputePos(Torso.Position, targ.Position)
- bg.Parent = Torso
- local pos = Torso.Position
- local pos2 = targ.Position
- for i = 1, 10, 1 do
- wait(0.1)
- bg.cframe = ComputePos(Torso.Position, targ.Position)
- pos2 = targ.Position
- end
- bg:remove()
- wait(0.2)
- if Hum.Health >0 then
- local magn = ((Torso.Position - pos2).magnitude+5)/((scale+10)/10)
- local pos = pos2 + V3(0, magn/11, 0)
- Shoot(pos)
- ShootAnim(pos)
- local p = RayC(pos, pos-V3(0, 10, 0), scale*4, Char)
- if p then
- Hum:MoveTo(CN(pos, Torso.Position) * CN(0, 0, -2).p, p)
- end
- end
- end
- end
- wait(0.2)
- end
- return Nub
- end
- for i = 1, 1 do
- coroutine.resume(coroutine.create(function()
- local nub = MakeNoob(V3(MRA(-50, 50),20,MRA(-50, 50)), 30)
- end))
- end
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