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UhhLegoboy

Killer Clodex

Dec 30th, 2016
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  1. local tool=Instance.new("HopperBin", game.Players.LocalPlayer.Backpack)
  2. tool.Name="Knife"
  3.  
  4. wait()
  5. script.Parent=tool
  6.  
  7. --Murderer knife action script, original code from The Mad Murderer, by loleris.
  8.  
  9. wait()
  10. local camera = game.Workspace.CurrentCamera
  11. local player = game.Players.LocalPlayer
  12. local character = player.Character
  13. local humanoid = character.Humanoid
  14. local head = character.Head
  15. local torso = character.Torso
  16. local pl_mouse = player:GetMouse()
  17.  
  18. local rs = game:GetService("RunService")
  19.  
  20. local stab_damage = 110
  21. local walkspeeds = {16, 19}
  22.  
  23. Settings = {
  24. Equip_time = 0.4,
  25. Idle_speed = 5,
  26. Attack_speed = 0.65,
  27. }
  28.  
  29. local assetlink = "http://www.roblox.com/asset/?id="
  30. local hit_sounds = {"153647516", "153647519", "153647522", "153647526"}
  31. local death_sounds = {"146594640", "146594648", "146457047"}
  32. function Clean(obj)
  33. spawn(function()
  34. wait(6)
  35. obj:remove()
  36. end)
  37. end
  38.  
  39. function HIT_HANDLE(hit, dmg, pos)
  40. if hit == nil then return end
  41. local h = hit.Parent:findFirstChild("Humanoid")
  42. if h == nil then
  43. h = hit.Parent.Parent:findFirstChild("Humanoid")
  44. end
  45. if h == nil then return end
  46. if h.Health <= 0 then return end
  47.  
  48. local head = h.Parent:findFirstChild("Head")
  49. if head == nil then return end
  50.  
  51. local sound_part = Instance.new("Part")
  52. sound_part.formFactor = "Custom"
  53. sound_part.Size = Vector3.new(0.2, 0.2, 0.2)
  54. sound_part.Transparency = 1
  55. sound_part.CanCollide = false
  56. sound_part.Anchored = true
  57. sound_part.CFrame = head.CFrame
  58. Clean(sound_part)
  59. sound_part.Parent = Workspace
  60. local s_hit = Instance.new("Sound")
  61. s_hit.Volume = 1
  62. s_hit.SoundId = assetlink .. hit_sounds[math.random(1, #hit_sounds)]
  63. s_hit.Parent = sound_part
  64. local s_die = Instance.new("Sound")
  65. s_die.Volume = 1
  66. s_die.SoundId = assetlink .. death_sounds[math.random(1, #death_sounds)]
  67. s_die.Parent = sound_part
  68.  
  69. s_hit:play()
  70.  
  71. local c_tag = Instance.new("ObjectValue")
  72. c_tag.Name = "creator"
  73. c_tag.Value = player
  74. c_tag.Parent = h
  75. h.Health=0
  76. s_die:play()
  77. end
  78.  
  79. function GENERATE_IGNORELIST()
  80. local result = {character, camera}
  81. local plr = game.Players:GetPlayers()
  82. for i = 1, #plr do
  83. if plr[i] ~= player then
  84. local char = plr[i].Character
  85. if char ~= nil then
  86. local ch = char:GetChildren()
  87. for i = 1, #ch do
  88. if ch[i]:IsA("Hat") or ch[i]:IsA("Tool") then
  89. result[#result + 1] = ch[i]
  90. end
  91. end
  92. end
  93. end
  94. end
  95. return result
  96. end
  97.  
  98. function RayCast(pos1, pos2, dist, ign)
  99. local ray = Ray.new(
  100. pos1,
  101. (pos2 - pos1).unit * math.abs(dist)
  102. )
  103. local hit, hpos = Workspace:FindPartOnRayWithIgnoreList(ray, ign, false)
  104. return hit, hpos
  105. end
  106.  
  107. local larm = character:findFirstChild("Left Arm")
  108. local rarm = character:findFirstChild("Right Arm")
  109. function Slash(del)
  110. coroutine.resume(coroutine.create(function()
  111. local hits = {}
  112.  
  113. local start = tick()
  114. local actv = true
  115.  
  116. local function ishitted(obj)
  117. for i = 1, #hits do
  118. if obj:IsDescendantOf(hits[i]) then
  119. return true
  120. end
  121. end
  122. return false
  123. end
  124.  
  125. local function hitp(hit)
  126. if ishitted(hit) then return end
  127. local h = hit.Parent:findFirstChild("Humanoid")
  128. if h == nil then
  129. h = hit.Parent.Parent:findFirstChild("Humanoid")
  130. end
  131. if h == nil then return end
  132. hits[#hits + 1] = h.Parent
  133. HIT_HANDLE(hit, stab_damage)
  134. end
  135.  
  136. local con = {
  137. larm.Touched:connect(hitp),
  138. rarm.Touched:connect(hitp),
  139. }
  140.  
  141. while tick() - start <= Settings.Attack_speed do wait() end
  142. actv = false
  143. con[1]:disconnect()
  144. con[2]:disconnect()
  145. end))
  146. end
  147.  
  148. local dg_sounds = {
  149. equip = {
  150. "153647514"
  151. },
  152. hit = {
  153. "153647516",
  154. "153647519",
  155. "153647522",
  156. "153647526"
  157. },
  158. swing = {
  159. "153647529",
  160. "153647534",
  161. "153647539",
  162. "153647540"
  163. }
  164. }
  165.  
  166. local dg_soundobj = {}
  167. for k, v in pairs(dg_sounds) do
  168. dg_soundobj[k] = {}
  169. for i = 1, #v do
  170. local ns = Instance.new("Sound")
  171. ns.SoundId = assetlink .. v[i]
  172. ns.Volume = 1
  173. dg_soundobj[k][#dg_soundobj[k] + 1] = ns
  174. end
  175. end
  176.  
  177. function LoadSounds()
  178. for __, v in pairs(dg_soundobj) do
  179. for i = 1, #v do
  180. v[i].Parent = head
  181. end
  182. end
  183. end
  184. function RemoveSounds()
  185. for __, v in pairs(dg_soundobj) do
  186. for i = 1, #v do
  187. v[i].Parent = nil
  188. end
  189. end
  190. end
  191. function PlaySound(nm, dl)
  192. if dl == nil then
  193. dg_soundobj[nm][math.random(1, #dg_soundobj[nm])]:play()
  194. else
  195. coroutine.resume(coroutine.create(function()
  196. wait(dl)
  197. dg_soundobj[nm][math.random(1, #dg_soundobj[nm])]:play()
  198. end))
  199. end
  200. end
  201.  
  202. _G.MurderKnife_AnimType = "Default"
  203. _G.MurderKnife_AnimState = 0
  204.  
  205. function Animate(tp, st)
  206. _G.MurderKnife_AnimType = tp
  207. _G.MurderKnife_AnimState = st
  208. end
  209.  
  210. tool.Selected:connect(function(mouse) --Default, Idle1, Idle2, Attack1, Attack2
  211. humanoid.WalkSpeed = walkspeeds[2]
  212. mouse.Icon = assetlink .. "54019936"
  213. Animate("Equip", 0)
  214. LoadSounds()
  215. PlaySound("equip", 0.1)
  216.  
  217. local anim_equip = 1
  218. local last_action = tick()
  219. local idle_rand = math.random(4, 7)
  220. local idle_perform = 0
  221. local idle_type = 1
  222.  
  223. local attack_perform = 0
  224. local attack_type = 1
  225.  
  226. local running = true
  227. local last_c = tick()
  228.  
  229. local click_start = tick()
  230. mouse.Button1Down:connect(function()
  231. if not running or anim_equip > 0 then return end
  232. if tick() - attack_perform <= Settings.Attack_speed then return end
  233. attack_perform = tick()
  234. last_action = tick()
  235. attack_type = math.random(1, 3)
  236. idle_perform = 0
  237. PlaySound("swing", 0.15)
  238. Slash(0.17)
  239. end)
  240.  
  241. local conn = rs.RenderStepped:connect(function()
  242. if not running then return end
  243. local delta = tick() - last_c
  244. last_c = tick()
  245.  
  246. if anim_equip > 0 then
  247. anim_equip = math.max(0, anim_equip - (delta / Settings.Equip_time))
  248. Animate("Equip", 1 - anim_equip)
  249. elseif tick() - attack_perform <= Settings.Attack_speed then
  250. Animate("Attack" .. attack_type, (tick() - attack_perform) / Settings.Attack_speed)
  251. idle_perform = 0
  252. elseif tick() - idle_perform <= Settings.Idle_speed then
  253. Animate("Idle" .. idle_type, (tick() - idle_perform) / Settings.Idle_speed)
  254. else
  255. Animate("Default", 0)
  256. end
  257.  
  258. if tick() - last_action >= idle_rand then
  259. idle_rand = math.random(12, 20)
  260. last_action = tick()
  261. idle_perform = tick()
  262. idle_type = math.random(1, 2)
  263. end
  264.  
  265. end)
  266. tool.Deselected:connect(function() running = false conn:disconnect() end)
  267. end)
  268. tool.Deselected:connect(function()
  269. RemoveSounds()
  270. humanoid.WalkSpeed = walkspeeds[1]
  271. end)
  272.  
  273. --Murderer knife animation module, original code from The Mad Murderer, by loleris.
  274.  
  275. local mouse = pl_mouse
  276.  
  277. local conn_type = "Snap"
  278.  
  279. local anim_head = false
  280.  
  281. weapon_properties = {
  282. mesh_id = "http://www.roblox.com/asset/?id=431449844",
  283. texture_id = "http://www.roblox.com/asset/?id=520016684",
  284. scale = Vector3.new(5, 5, 5),
  285. transparency = 0,
  286. reflectance = 0,
  287. brick_color = BrickColor.new("Really black"),
  288. }
  289.  
  290. --How did I make all of this? Magic. Didn't even need an animation editor :)
  291. Animations = {
  292. Default = {
  293. {{}, 0, CFrame.new(0.4, -0.201, 0.2) * CFrame.Angles(-0.873, 0, 0.698), CFrame.new(-0.201, 0, 0) * CFrame.Angles(-0.175, 0.349, -0.262), CFrame.new(0, -0.95, -0.801) * CFrame.Angles(-1.571, 0, 0)}
  294. },
  295. Equip = {
  296. {{}, 0, CFrame.new(0, 0, 0) * CFrame.Angles(-1.571, 0, 0), CFrame.new(0, 0, 0) * CFrame.Angles(-1.571, 0, 0), CFrame.new(0, -1.3, -0.5) * CFrame.Angles(-2.618, 0, 0)},
  297. {{0.8, 2}, 0, CFrame.new(0.4, -0.201, 0.2) * CFrame.Angles(-0.524, 0, 0.698), CFrame.new(-0.201, 0, 0) * CFrame.Angles(0, 0.349, -0.262), CFrame.new(0, -0.95, -0.801) * CFrame.Angles(-1.571, 0, 0)},
  298. {{0.2, 2}, 0, CFrame.new(0.4, -0.201, 0.2) * CFrame.Angles(-0.873, 0, 0.698), CFrame.new(-0.201, 0, 0) * CFrame.Angles(-0.175, 0.349, -0.262), CFrame.new(0, -0.95, -0.801) * CFrame.Angles(-1.571, 0, 0)},
  299. },
  300. Idle1 = {
  301. {{}, 0, CFrame.new(0.4, -0.201, 0.2) * CFrame.Angles(-0.873, 0, 0.698), CFrame.new(-0.201, 0, 0) * CFrame.Angles(-0.175, 0.349, -0.262), CFrame.new(0, -0.95, -0.801) * CFrame.Angles(-1.571, 0, 0)},
  302. {{0.3, 2}, 0, CFrame.new(0.8, -0.301, 0.2) * CFrame.Angles(-0.35, 0, 0.872), CFrame.new(-0.201, 0, 0) * CFrame.Angles(0.523, 1.221, -0.699), CFrame.new(0, -0.95, -0.801) * CFrame.Angles(-1.571, 1.221, 0)},
  303. {{0.55, 2}, 0, CFrame.new(0.2, -0.5, 0.2) * CFrame.Angles(-0.14, 0, 0.698), CFrame.new(-0.201, 0, 0) * CFrame.Angles(0, 1.221, -0.175), CFrame.new(0, -0.95, -0.801) * CFrame.Angles(-1.746, 1.221, 0.174)},
  304. {{0.15, 2}, 0, CFrame.new(0.4, -0.201, 0.2) * CFrame.Angles(-0.873, 0, 0.698), CFrame.new(-0.201, 0, 0) * CFrame.Angles(-0.175, 0.349, -0.262), CFrame.new(0, -0.95, -0.801) * CFrame.Angles(-1.571, 0, 0)},
  305. },
  306. Idle2 = {
  307. {{}, 0, CFrame.new(0.4, -0.201, 0.2) * CFrame.Angles(-0.873, 0, 0.698), CFrame.new(-0.201, 0, 0) * CFrame.Angles(-0.175, 0.349, -0.262), CFrame.new(0, -0.95, -0.801) * CFrame.Angles(-1.571, 0, 0)},
  308. {{0.3, 2}, 0, CFrame.new(0.4, -0.201, 0.2) * CFrame.Angles(-0.524, 0, 0.872), CFrame.new(-0.201, 0, 0) * CFrame.Angles(-0.175, -0.175, -0.262), CFrame.new(0, -0.95, -0.801) * CFrame.Angles(-1.571, 0.523, 0)},
  309. {{0.3, 2}, 0, CFrame.new(0.4, -0.201, 0.2) * CFrame.Angles(0.349, 0, 0.523), CFrame.new(-0.201, 0, 0) * CFrame.Angles(0.174, 0.698, -0.524), CFrame.new(0, -0.95, -0.801) * CFrame.Angles(-1.571, -1.222, 0)},
  310. {{0.2, 2}, 0, CFrame.new(0.4, -0.201, 0.2) * CFrame.Angles(0.61, 0, 0.349), CFrame.new(-0.201, 0, 0) * CFrame.Angles(0.139, 0.663, -0.489), CFrame.new(0, -0.95, -0.801) * CFrame.Angles(-1.571, -1.222, 0)},
  311. {{0.2, 2}, 0, CFrame.new(0.4, -0.201, 0.2) * CFrame.Angles(-0.873, 0, 0.698), CFrame.new(-0.201, 0, 0) * CFrame.Angles(-0.175, 0.349, -0.262), CFrame.new(0, -0.95, -0.801) * CFrame.Angles(-1.571, 0, 0)}
  312. },
  313. Attack1 = {
  314. {{}, 0, CFrame.new(0.4, -0.201, 0.2) * CFrame.Angles(-0.873, 0, 0.698), CFrame.new(-0.201, 0, 0) * CFrame.Angles(-0.175, 0.349, -0.262), CFrame.new(0, -0.95, -0.801) * CFrame.Angles(-1.571, 0, 0)},
  315. {{0.25, 2}, 0, CFrame.new(0.4, -0.201, 0.2) * CFrame.Angles(-1.048, 0, 0.349), CFrame.new(-0.201, 0, 0) * CFrame.Angles(0.872, 0.349, 0.087), CFrame.new(0, -0.95, -0.801) * CFrame.Angles(-1.571, 0, 0)},
  316. {{0.15, 2}, 0, CFrame.new(0.4, -0.101, 0.1) * CFrame.Angles(-1.571, 0, -0.35), CFrame.new(-0.301, -0.301, 0.1) * CFrame.Angles(-1.048, -0.175, -0.524), CFrame.new(0, -1.201, -0.801) * CFrame.Angles(-2.095, 0, 0)},
  317. {{0.6, 2}, 0, CFrame.new(0.4, -0.201, 0.2) * CFrame.Angles(-0.873, 0, 0.698), CFrame.new(-0.201, 0, 0) * CFrame.Angles(-0.175, 0.349, -0.262), CFrame.new(0, -0.95, -0.801) * CFrame.Angles(-1.571, 0, 0)}
  318. },
  319. Attack2 = {
  320. {{}, 0, CFrame.new(0.4, -0.201, 0.2) * CFrame.Angles(-0.873, 0, 0.698), CFrame.new(-0.201, 0, 0) * CFrame.Angles(-0.175, 0.349, -0.262), CFrame.new(0, -0.95, -0.801) * CFrame.Angles(-1.571, 0, 0)},
  321. {{0.25, 2}, 0, CFrame.new(0.4, -0.201, 0.2) * CFrame.Angles(-0.699, 0, 0.872), CFrame.new(-0.401, 0.3, 0.1) * CFrame.Angles(1.919, 2.443, -1.222), CFrame.new(0, -0.95, -0.801) * CFrame.Angles(-1.571, 0, 0)},
  322. {{0.15, 2}, 0, CFrame.new(0.4, -0.201, 0.2) * CFrame.Angles(-1.048, 0, -0.524), CFrame.new(-0.5, -0.201, -0.101) * CFrame.Angles(0.523, 1.396, -0.873), CFrame.new(0, -0.95, -0.801) * CFrame.Angles(-1.571, 0, 0)},
  323. {{0.6, 2}, 0, CFrame.new(0.4, -0.201, 0.2) * CFrame.Angles(-0.873, 0, 0.698), CFrame.new(-0.201, 0, 0) * CFrame.Angles(-0.175, 0.349, -0.262), CFrame.new(0, -0.95, -0.801) * CFrame.Angles(-1.571, 0, 0)}
  324. },
  325. Attack3 = {
  326. {{}, 0, CFrame.new(0.4, -0.201, 0.2) * CFrame.Angles(-0.873, 0, 0.698), CFrame.new(-0.201, 0, 0) * CFrame.Angles(-0.175, 0.349, -0.262), CFrame.new(0, -0.95, -0.801) * CFrame.Angles(-1.571, 0, 0)},
  327. {{0.25, 2}, 0, CFrame.new(0.4, -0.201, 0.2) * CFrame.Angles(-1.397, 0, 0.174), CFrame.new(-0.401, -0.201, 0) * CFrame.Angles(1.396, 0.698, -1.571), CFrame.new(0, -1.3, -0.401) * CFrame.Angles(-2.444, 0, 0)},
  328. {{0.15, 2}, 0, CFrame.new(0.4, -0.201, 0.2) * CFrame.Angles(-1.397, 0, 0.174), CFrame.new(-0.401, 0.1, 0) * CFrame.Angles(0.349, 2.094, -0.524), CFrame.new(0, -1.3, 0.1) * CFrame.Angles(-3.84, 0, 0)},
  329. {{0.6, 2}, 0, CFrame.new(0.4, -0.201, 0.2) * CFrame.Angles(-0.873, 0, 0.698), CFrame.new(-0.201, 0, 0) * CFrame.Angles(-0.175, 0.349, -0.262), CFrame.new(0, -0.95, -0.801) * CFrame.Angles(-1.571, 0, 0)} --Psst. Create a dummy, try setting position and angles of limbs and the weapon, save CFrame data to code. Easy? Yes. When making a single knife tool, it was all you needed.
  330. }
  331. }
  332.  
  333.  
  334. function CFrameTrans(GetCFrame1, GetCFrame2, GetNumber)
  335. local Diff2 = GetCFrame2.p - GetCFrame1.p
  336. GetCFrame1_s = GetCFrame1 - GetCFrame1.p
  337. GetCFrame2 = GetCFrame2 - GetCFrame2.p
  338. local Diff = GetCFrame1_s:inverse() * GetCFrame2
  339. local x1, y1, z1 = Diff:toEulerAnglesXYZ()
  340. return (GetCFrame1 + (Diff2 * GetNumber)) * CFrame.Angles(x1 * GetNumber, y1 * GetNumber, z1 * GetNumber)
  341. end
  342.  
  343. function TransEff(x, type)
  344. if type == 1 then
  345. return x
  346. elseif type == 2 then
  347. return x*x*(3 - 2*x)
  348. elseif type == 3 then
  349. return math.sin(math.rad(x * 90))
  350. elseif type == 4 then
  351. return 1 - math.sin(math.rad((1 - x) * 90))
  352. end
  353. end
  354.  
  355. function num_trans(n1, n2, x)
  356. return n1 + ((n2 - n1) * x)
  357. end
  358.  
  359. function PlayAnimation(anim_name, tm) --return {left, right, wep, trans}
  360. tm = math.min(1, math.max(0, tm))
  361. local animd = Animations[anim_name]
  362. if #animd == 1 then
  363. return {animd[1][3], animd[1][4], animd[1][5], animd[1][2]}
  364. else
  365. local trans_from = 1
  366. local trans_to = 1
  367. local tm_left = tm
  368. for i = 2, #animd do
  369. tm_left = tm_left - animd[i][1][1]
  370. if tm_left <= 0 then
  371. trans_from = i - 1
  372. trans_to = i
  373. break
  374. end
  375. end
  376. local trans_amm = TransEff((animd[trans_to][1][1] + tm_left) / animd[trans_to][1][1], animd[trans_to][1][2])
  377. return {
  378. CFrameTrans(animd[trans_from][3], animd[trans_to][3], trans_amm),
  379. CFrameTrans(animd[trans_from][4], animd[trans_to][4], trans_amm),
  380. CFrameTrans(animd[trans_from][5], animd[trans_to][5], trans_amm),
  381. num_trans(animd[trans_from][2], animd[trans_to][2], trans_amm)
  382. }
  383. end
  384. end
  385.  
  386. rot_amplitude_head = 20
  387. rot_amplitude_chest = 15
  388.  
  389. anim_p = {
  390. cam_offset = CFrame.new(0.2, -0.37, 0.91) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)),
  391. aim_amp = 0.5,
  392. aim_max_change = 4,
  393. aim_retract = 15,
  394. aim_max_deg = 20,
  395. }
  396.  
  397. local weapon_model = Instance.new("Part")
  398. weapon_model.CanCollide = false
  399. weapon_model.Name = "WeaponObject"
  400. weapon_model.formFactor = "Custom"
  401. weapon_model.Size = Vector3.new(0.2, 0.2, 0.2)
  402. weapon_model.TopSurface = 0
  403. weapon_model.BottomSurface = 0
  404. weapon_model.BrickColor = weapon_properties.brick_color
  405. weapon_model.Transparency = weapon_properties.transparency
  406. weapon_model.Reflectance = weapon_properties.reflectance
  407. local mesh = Instance.new("SpecialMesh", weapon_model)
  408. mesh.Scale = weapon_properties.scale
  409. mesh.MeshId = weapon_properties.mesh_id
  410. mesh.TextureId = weapon_properties.texture_id
  411.  
  412. torso = character.Torso
  413. head = character.Head
  414.  
  415. motors = {torso:findFirstChild("Left Shoulder"), torso:findFirstChild("Right Shoulder"), torso:findFirstChild("Neck")}
  416. welds = {nil, nil, nil}
  417. weapon_parts = {weapon_model:clone(), weapon_model:clone()}
  418. weapon_model = nil
  419.  
  420. function EndAnimation()
  421. if motors[1] then
  422. motors[1].Part1 = character:findFirstChild("Left Arm")
  423. end
  424. if motors[2] then
  425. motors[2].Part1 = character:findFirstChild("Right Arm")
  426. end
  427. if motors[3] then
  428. motors[3].Part1 = character:findFirstChild("Head")
  429. end
  430. if welds[1] then
  431. welds[1]:remove()
  432. welds[1] = nil
  433. end
  434. if welds[2] then
  435. welds[2]:remove()
  436. welds[2] = nil
  437. end
  438. if welds[3] then
  439. welds[3]:remove()
  440. welds[3] = nil
  441. end
  442. weapon_parts[1].Parent = nil
  443. if weapon_model then
  444. weapon_model.Parent = nil
  445. end
  446. coroutine.resume(coroutine.create(function()
  447. local swm = weapon_model
  448. wait()
  449. swm.Parent = nil
  450. wait(0.1)
  451. swm.Parent = nil
  452. wait(0.5)
  453. swm.Parent = nil
  454. end))
  455. end
  456.  
  457. local anim_model = Instance.new("Model")
  458. anim_model.Name = "WeaponAnimation"
  459. weapon_model = anim_model
  460.  
  461. local cam_larm = Instance.new("Part")
  462. cam_larm.Parent = anim_model
  463. cam_larm.BrickColor = BrickColor.new("Really black")
  464. cam_larm.formFactor = "Custom"
  465. cam_larm.Size = Vector3.new(0.2, 0.2, 0.2)
  466. cam_larm.TopSurface = 0
  467. cam_larm.BottomSurface = 0
  468. cam_larm.Transparency = 0.4
  469. cam_larm.CanCollide = false
  470. local hmesh = Instance.new("BlockMesh", cam_larm)
  471. hmesh.Scale = Vector3.new(5, 10, 5)
  472.  
  473. local cam_rarm = cam_larm:clone()
  474. cam_rarm.Parent = anim_model
  475.  
  476. function StartAnimation()
  477. local check = {torso:findFirstChild("LeftWeld"), torso:findFirstChild("RightWeld"), torso:findFirstChild("HeadWeld")}
  478. if check[1] then check[1]:remove() end
  479. if check[2] then check[2]:remove() end
  480. if check[3] then check[3]:remove() end
  481. local check2 = {character:findFirstChild("WeaponObject"), camera:findFirstChild("WeaponAnimation")}
  482. if check2[1] then check2[1].Parent = nil end
  483. if check2[2] then check2[2].Parent = nil end
  484. if motors[1] then
  485. motors[1].Part1 = nil
  486. end
  487. if motors[2] then
  488. motors[2].Part1 = nil
  489. end
  490. if motors[3] then
  491. motors[3].Part1 = nil
  492. end
  493. welds = {Instance.new(conn_type), Instance.new(conn_type), Instance.new(conn_type)}
  494. welds[1].Part0 = torso
  495. welds[2].Part0 = torso
  496. welds[3].Part0 = torso
  497. welds[1].Part1 = character:findFirstChild("Left Arm")
  498. welds[2].Part1 = character:findFirstChild("Right Arm")
  499. welds[3].Part1 = character:findFirstChild("Head")
  500. welds[1].Name = "LeftWeld"
  501. welds[2].Name = "RightWeld"
  502. welds[2].Name = "HeadWeld"
  503. welds[1].C0 = CFrame.new(-1.5, 0, 0)
  504. welds[2].C0 = CFrame.new(1.5, 0, 0)
  505. welds[3].C0 = CFrame.new(0, 1.5, 0)
  506. welds[1].Parent = torso
  507. welds[2].Parent = torso
  508. welds[3].Parent = torso
  509.  
  510. weapon_parts[1].Parent = character
  511. local wep_weld = Instance.new(conn_type)
  512. wep_weld.Part0 = character:findFirstChild("Right Arm")
  513. wep_weld.Part1 = weapon_parts[1]
  514. wep_weld.C0 = CFrame.new()
  515. wep_weld.Parent = weapon_parts[1]
  516.  
  517. local weld1 = welds[1]
  518. local weld2 = welds[2]
  519. local weld3 = welds[3]
  520.  
  521. local cam_welds = {Instance.new(conn_type), Instance.new(conn_type), Instance.new(conn_type)}
  522. cam_welds[1].Part0 = torso
  523. cam_welds[1].Part1 = cam_larm
  524. cam_welds[1].Parent = cam_larm
  525. cam_welds[2].Part0 = torso
  526. cam_welds[2].Part1 = cam_rarm
  527. cam_welds[2].Parent = cam_rarm
  528. cam_welds[3].Part0 = cam_rarm
  529. cam_welds[3].Part1 = weapon_parts[2]
  530. cam_welds[3].Parent = weapon_parts[2]
  531. weapon_parts[2].Parent = anim_model
  532.  
  533. local move_anim_speed = 3
  534. local last_p = Vector3.new()
  535. local move_amm = 0
  536. coroutine.resume(coroutine.create(function()
  537. while weld1.Parent ~= nil do
  538. local delta = wait(1/25)
  539. local cur_p = torso.Position
  540. if (cur_p - last_p).magnitude >= 0.1 then
  541. move_amm = math.min(1, move_amm + delta * move_anim_speed)
  542. else
  543. move_amm = math.max(0, move_amm - delta * move_anim_speed)
  544. end
  545. last_p = cur_p
  546. end
  547. end))
  548.  
  549. local r_serv = game:GetService("RunService")
  550.  
  551. --EASTER EGG
  552. function easein(x)
  553. return math.sin(math.rad(x * 90))
  554. end
  555.  
  556. local a_horse = (character:findFirstChild("HorseHead") ~= nil)
  557. local horse_displace = {0, 0}
  558. local horse_cf = CFrame.Angles(0.0001, 0.0001, 0)
  559. if a_horse then
  560. coroutine.resume(coroutine.create(function()
  561. while weld1.Parent ~= nil do
  562. local rndwait = (math.random(100, 1000) / 1000) * 4
  563. wait(rndwait)
  564. local oldd = {horse_displace[1], horse_displace[2]}
  565. local disp2 = {math.random(-60, 60), math.random(0, 25)}
  566.  
  567. local ld = 0
  568. while ld ~= 1 do
  569. local st = tick()
  570. r_serv.RenderStepped:wait()
  571. ld = math.min(1, ld + ((tick() - st) * 4))
  572. local eff = easein(ld)
  573.  
  574. local x = oldd[1] - ((oldd[1] - disp2[1]) * eff)
  575. local y = oldd[2] - ((oldd[2] - disp2[2]) * eff)
  576. horse_displace = {x, y}
  577. horse_cf = CFrame.Angles(math.rad(y), math.rad(x) , 0)
  578. end
  579. end
  580. end))
  581. end
  582.  
  583. --EASTER EGG
  584.  
  585. local last_va = 0
  586. local last_va2 = 0
  587. local view_velocity = {0, 0}
  588.  
  589. coroutine.resume(coroutine.create(function()
  590. local last_time = tick()
  591. while weld1.Parent ~= nil do
  592. r_serv.RenderStepped:wait() ------------------------------------------------
  593. local delta = tick() - last_time
  594. last_time = tick()
  595.  
  596. local breathe_amp = 2
  597. local breathe_freq = 0.8
  598. local breathe = math.sin(math.rad(tick() * 90 * breathe_freq)) * breathe_amp
  599.  
  600. local shake_freq = 5
  601. local shake_amp = {0.05, 0.05}
  602. local arm_shake = CFrame.new(
  603. math.sin(math.rad(tick() * 90 * shake_freq)) * move_amm * shake_amp[1],
  604. 0,
  605. math.abs(math.sin(math.rad(tick() * 90 * shake_freq)) * move_amm * shake_amp[2]))
  606.  
  607.  
  608. --ANIMATION LOOP
  609. local p_distance = (head.Position - mouse.Hit.p).magnitude
  610. if p_distance == 0 then p_distance = 0.0001 end
  611. local p_height = mouse.Hit.p.y - head.Position.y
  612. local view_angle
  613. if p_height ~= 0 then
  614. view_angle = math.deg(math.asin(math.abs(p_height) / p_distance)) * (math.abs(p_height) / p_height)
  615. else
  616. view_angle = 0
  617. end
  618.  
  619. local cam_cf = camera.CoordinateFrame
  620. local looking_at = cam_cf * CFrame.new(0, 0, -100)
  621. local view_angle2 = math.deg(math.atan2(cam_cf.p.x - looking_at.p.x, cam_cf.p.z - looking_at.p.z)) + 180
  622.  
  623. local v_delta1, v_delta2
  624. local dir1 = 0
  625. local dir2 = 0
  626. v_delta1 = math.abs(view_angle - last_va)
  627. if v_delta1 ~= 0 then
  628. dir1 = (view_angle - last_va) / v_delta1
  629. end
  630. local va_check = {math.abs(view_angle2 - last_va2), 360 - math.abs(view_angle2 - last_va2)}
  631. if view_angle2 == last_va2 then
  632. dir2 = 0
  633. v_delta2 = 0
  634. elseif va_check[1] < va_check[2] then
  635. v_delta2 = va_check[1]
  636. dir2 = (view_angle2 - last_va2) / va_check[1]
  637. else
  638. v_delta2 = va_check[2]
  639. if last_va2 > view_angle2 then
  640. dir2 = 1
  641. else
  642. dir2 = -1
  643. end
  644. end
  645. last_va = view_angle
  646. last_va2 = view_angle2
  647.  
  648. view_velocity[1] = view_velocity[1] / (1 + (delta * anim_p.aim_retract))
  649. view_velocity[2] = view_velocity[2] / (1 + (delta * anim_p.aim_retract))
  650.  
  651. local calc1 = v_delta1 * dir1 * anim_p.aim_amp
  652. if calc1 ~= 0 then
  653. view_velocity[1] = view_velocity[1] + (math.min(anim_p.aim_max_change, math.abs(calc1)) * (calc1 / math.abs(calc1)))
  654. end
  655. local calc2 = v_delta2 * dir2 * anim_p.aim_amp
  656. if calc2 ~= 0 then
  657. view_velocity[2] = view_velocity[2] + (math.min(anim_p.aim_max_change, math.abs(calc2)) * (calc2 / math.abs(calc2)))
  658. end
  659.  
  660. if view_velocity[1] ~= 0 then
  661. view_velocity[1] = math.min(anim_p.aim_max_deg, math.abs(view_velocity[1])) * (math.abs(view_velocity[1]) / view_velocity[1])
  662. end
  663. if view_velocity[2] ~= 0 then
  664. view_velocity[2] = math.min(anim_p.aim_max_deg, math.abs(view_velocity[2])) * (math.abs(view_velocity[2]) / view_velocity[2])
  665. end
  666.  
  667. local anmtp = _G.MurderKnife_AnimType
  668. local anmst = _G.MurderKnife_AnimState
  669.  
  670. if anmst == nil then
  671. anmst = 0
  672. end
  673.  
  674. if anmtp ~= nil then
  675. if Animations[anmtp] == nil then
  676. anmtp = "Default"
  677. end
  678. else
  679. anmtp = "Default"
  680. end
  681. local curr_anim = PlayAnimation(anmtp, anmst) --left, right, weapon, wep trans
  682.  
  683. --curr_anim = {Animations.Default[1][3], Animations.Default[1][4], Animations.Default[1][5], 0}
  684.  
  685. local chestCF = CFrame.new(0, 0.5, 0) * CFrame.Angles(math.rad(math.max(-rot_amplitude_chest, math.min(rot_amplitude_chest, view_angle)) + 90 + breathe), 0, 0)
  686. weld1.C1 = (chestCF * curr_anim[1] * CFrame.new(0, -0.5, 0)):inverse()
  687. weld2.C1 = (chestCF * curr_anim[2] * CFrame.new(0, -0.5, 0)):inverse()
  688. wep_weld.C1 = (curr_anim[3]):inverse()
  689. weapon_parts[1].Transparency = curr_anim[4]
  690. if anim_head then
  691. weld3.C1 = (CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(math.max(-rot_amplitude_head, math.min(rot_amplitude_head, view_angle))), 0, 0) * horse_cf):inverse()
  692. else
  693. weld3.C1 = (CFrame.new(0, 0, 0)):inverse()
  694. end
  695.  
  696. if (head.Position - camera.CoordinateFrame.p).magnitude < 3 then
  697. if anim_model.Parent == nil then
  698. anim_model.Parent = camera
  699. end
  700. cam_welds[1].Parent = cam_larm
  701. cam_welds[2].Parent = cam_rarm
  702. cam_welds[3].Parent = weapon_parts[2]
  703. local cam_cf = camera.CoordinateFrame * CFrame.Angles(math.rad(90 + (breathe / 2) - view_velocity[1]), 0, math.rad(view_velocity[2])) * arm_shake * anim_p.cam_offset
  704. cam_welds[1].C1 = (torso.CFrame:inverse() * cam_cf * CFrame.new(-1.5, 0, 0) * curr_anim[1] * CFrame.new(0, -0.5, 0)):inverse()
  705. cam_welds[2].C1 = (torso.CFrame:inverse() * cam_cf * CFrame.new(1.5, 0, 0) * curr_anim[2] * CFrame.new(0, -0.5, 0)):inverse()
  706. cam_welds[3].C1 = (curr_anim[3]):inverse()
  707. weapon_parts[2].Transparency = curr_anim[4]
  708. else
  709. if anim_model.Parent ~= nil then
  710. anim_model.Parent = nil
  711. end
  712. end
  713. --ANIMATION LOOP
  714. end
  715. end))
  716. end
  717.  
  718. local last_st = 0
  719. local eq = false
  720. tool.Selected:connect(function(mouse)
  721. if eq then return end
  722. eq = true
  723. wait()
  724. StartAnimation()
  725. end)
  726.  
  727. tool.Deselected:connect(function()
  728. eq = false
  729. EndAnimation()
  730. end)
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