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- local tool=Instance.new("HopperBin", game.Players.LocalPlayer.Backpack)
- tool.Name="Radio (Knife)"
- wait()
- script.Parent=tool
- --Murderer knife action script, original code from The Mad Murderer, by loleris.
- wait()
- local camera = game.Workspace.CurrentCamera
- local player = game.Players.LocalPlayer
- local character = player.Character
- local humanoid = character.Humanoid
- local head = character.Head
- local torso = character.Torso
- local pl_mouse = player:GetMouse()
- local rs = game:GetService("RunService")
- local stab_damage = 110
- local walkspeeds = {16, 19}
- Settings = {
- Equip_time = 0.4,
- Idle_speed = 5,
- Attack_speed = 0.65,
- }
- local assetlink = "http://www.roblox.com/asset/?id="
- local hit_sounds = {"132758219", "132758219", "132758219", "157545117"}
- local death_sounds = {"133680244", "154872806", "183345423"}
- function Clean(obj)
- spawn(function()
- wait(6)
- obj:remove()
- end)
- end
- function HIT_HANDLE(hit, dmg, pos)
- if hit == nil then return end
- local h = hit.Parent:findFirstChild("Humanoid")
- if h == nil then
- h = hit.Parent.Parent:findFirstChild("Humanoid")
- end
- if h == nil then return end
- if h.Health <= 0 then return end
- local head = h.Parent:findFirstChild("Head")
- if head == nil then return end
- local sound_part = Instance.new("Part")
- sound_part.formFactor = "Custom"
- sound_part.Size = Vector3.new(0.2, 0.2, 0.2)
- sound_part.Transparency = 1
- sound_part.CanCollide = false
- sound_part.Anchored = true
- sound_part.CFrame = head.CFrame
- Clean(sound_part)
- sound_part.Parent = Workspace
- local s_hit = Instance.new("Sound")
- s_hit.Volume = 1
- s_hit.SoundId = assetlink .. hit_sounds[math.random(1, #hit_sounds)]
- s_hit.Parent = sound_part
- local s_die = Instance.new("Sound")
- s_die.Volume = 1
- s_die.SoundId = assetlink .. death_sounds[math.random(1, #death_sounds)]
- s_die.Parent = sound_part
- s_hit:play()
- local c_tag = Instance.new("ObjectValue")
- c_tag.Name = "creator"
- c_tag.Value = player
- c_tag.Parent = h
- h.Health=0
- s_die:play()
- end
- function GENERATE_IGNORELIST()
- local result = {character, camera}
- local plr = game.Players:GetPlayers()
- for i = 1, #plr do
- if plr[i] ~= player then
- local char = plr[i].Character
- if char ~= nil then
- local ch = char:GetChildren()
- for i = 1, #ch do
- if ch[i]:IsA("Hat") or ch[i]:IsA("Tool") then
- result[#result + 1] = ch[i]
- end
- end
- end
- end
- end
- return result
- end
- function RayCast(pos1, pos2, dist, ign)
- local ray = Ray.new(
- pos1,
- (pos2 - pos1).unit * math.abs(dist)
- )
- local hit, hpos = Workspace:FindPartOnRayWithIgnoreList(ray, ign, false)
- return hit, hpos
- end
- local larm = character:findFirstChild("Left Arm")
- local rarm = character:findFirstChild("Right Arm")
- function Slash(del)
- coroutine.resume(coroutine.create(function()
- local hits = {}
- local start = tick()
- local actv = true
- local function ishitted(obj)
- for i = 1, #hits do
- if obj:IsDescendantOf(hits[i]) then
- return true
- end
- end
- return false
- end
- local function hitp(hit)
- if ishitted(hit) then return end
- local h = hit.Parent:findFirstChild("Humanoid")
- if h == nil then
- h = hit.Parent.Parent:findFirstChild("Humanoid")
- end
- if h == nil then return end
- hits[#hits + 1] = h.Parent
- HIT_HANDLE(hit, stab_damage)
- end
- local con = {
- larm.Touched:connect(hitp),
- rarm.Touched:connect(hitp),
- }
- while tick() - start <= Settings.Attack_speed do wait() end
- actv = false
- con[1]:disconnect()
- con[2]:disconnect()
- end))
- end
- local dg_sounds = {
- equip = {
- "153647514"
- },
- hit = {
- "132758219",
- "132758219",
- "132758219",
- "157545117"
- },
- swing = {
- "153647529",
- "153647534",
- "153647539",
- "153647540"
- }
- }
- local dg_soundobj = {}
- for k, v in pairs(dg_sounds) do
- dg_soundobj[k] = {}
- for i = 1, #v do
- local ns = Instance.new("Sound")
- ns.SoundId = assetlink .. v[i]
- ns.Volume = 1
- dg_soundobj[k][#dg_soundobj[k] + 1] = ns
- end
- end
- function LoadSounds()
- for __, v in pairs(dg_soundobj) do
- for i = 1, #v do
- v[i].Parent = head
- end
- end
- end
- function RemoveSounds()
- for __, v in pairs(dg_soundobj) do
- for i = 1, #v do
- v[i].Parent = nil
- end
- end
- end
- function PlaySound(nm, dl)
- if dl == nil then
- dg_soundobj[nm][math.random(1, #dg_soundobj[nm])]:play()
- else
- coroutine.resume(coroutine.create(function()
- wait(dl)
- dg_soundobj[nm][math.random(1, #dg_soundobj[nm])]:play()
- end))
- end
- end
- _G.MurderKnife_AnimType = "Default"
- _G.MurderKnife_AnimState = 0
- function Animate(tp, st)
- _G.MurderKnife_AnimType = tp
- _G.MurderKnife_AnimState = st
- end
- tool.Selected:connect(function(mouse) --Default, Idle1, Idle2, Attack1, Attack2
- humanoid.WalkSpeed = walkspeeds[2]
- mouse.Icon = assetlink .. "54019936"
- Animate("Equip", 0)
- LoadSounds()
- PlaySound("equip", 0.1)
- local anim_equip = 1
- local last_action = tick()
- local idle_rand = math.random(4, 7)
- local idle_perform = 0
- local idle_type = 1
- local attack_perform = 0
- local attack_type = 1
- local running = true
- local last_c = tick()
- local click_start = tick()
- mouse.Button1Down:connect(function()
- if not running or anim_equip > 0 then return end
- if tick() - attack_perform <= Settings.Attack_speed then return end
- attack_perform = tick()
- last_action = tick()
- attack_type = math.random(1, 3)
- idle_perform = 0
- PlaySound("swing", 0.15)
- Slash(0.17)
- end)
- local conn = rs.RenderStepped:connect(function()
- if not running then return end
- local delta = tick() - last_c
- last_c = tick()
- if anim_equip > 0 then
- anim_equip = math.max(0, anim_equip - (delta / Settings.Equip_time))
- Animate("Equip", 1 - anim_equip)
- elseif tick() - attack_perform <= Settings.Attack_speed then
- Animate("Attack" .. attack_type, (tick() - attack_perform) / Settings.Attack_speed)
- idle_perform = 0
- elseif tick() - idle_perform <= Settings.Idle_speed then
- Animate("Idle" .. idle_type, (tick() - idle_perform) / Settings.Idle_speed)
- else
- Animate("Default", 0)
- end
- if tick() - last_action >= idle_rand then
- idle_rand = math.random(12, 20)
- last_action = tick()
- idle_perform = tick()
- idle_type = math.random(1, 2)
- end
- end)
- tool.Deselected:connect(function() running = false conn:disconnect() end)
- end)
- tool.Deselected:connect(function()
- RemoveSounds()
- humanoid.WalkSpeed = walkspeeds[1]
- end)
- --Murderer knife animation module, original code from The Mad Murderer, by loleris.
- local mouse = pl_mouse
- local conn_type = "Snap"
- local anim_head = false
- weapon_properties = {
- mesh_id = "http://www.roblox.com/asset/?id=319536754",
- texture_id = "http://www.roblox.com/asset/?id=319536704",
- scale = Vector3.new(0.6, 0.6, 0.6),
- transparency = 0,
- reflectance = 0,
- brick_color = BrickColor.new("Really black"),
- }
- --How did I make all of this? Magic. Didn't even need an animation editor :)
- Animations = {
- Default = {
- {{}, 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)}
- },
- Equip = {
- {{}, 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)},
- {{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)},
- {{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)},
- },
- Idle1 = {
- {{}, 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)},
- {{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)},
- {{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)},
- {{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)},
- },
- Idle2 = {
- {{}, 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)},
- {{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)},
- {{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)},
- {{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)},
- {{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)}
- },
- Attack1 = {
- {{}, 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)},
- {{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)},
- {{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)},
- {{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)}
- },
- Attack2 = {
- {{}, 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)},
- {{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)},
- {{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)},
- {{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)}
- },
- Attack3 = {
- {{}, 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)},
- {{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)},
- {{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)},
- {{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.
- }
- }
- function CFrameTrans(GetCFrame1, GetCFrame2, GetNumber)
- local Diff2 = GetCFrame2.p - GetCFrame1.p
- GetCFrame1_s = GetCFrame1 - GetCFrame1.p
- GetCFrame2 = GetCFrame2 - GetCFrame2.p
- local Diff = GetCFrame1_s:inverse() * GetCFrame2
- local x1, y1, z1 = Diff:toEulerAnglesXYZ()
- return (GetCFrame1 + (Diff2 * GetNumber)) * CFrame.Angles(x1 * GetNumber, y1 * GetNumber, z1 * GetNumber)
- end
- function TransEff(x, type)
- if type == 1 then
- return x
- elseif type == 2 then
- return x*x*(3 - 2*x)
- elseif type == 3 then
- return math.sin(math.rad(x * 90))
- elseif type == 4 then
- return 1 - math.sin(math.rad((1 - x) * 90))
- end
- end
- function num_trans(n1, n2, x)
- return n1 + ((n2 - n1) * x)
- end
- function PlayAnimation(anim_name, tm) --return {left, right, wep, trans}
- tm = math.min(1, math.max(0, tm))
- local animd = Animations[anim_name]
- if #animd == 1 then
- return {animd[1][3], animd[1][4], animd[1][5], animd[1][2]}
- else
- local trans_from = 1
- local trans_to = 1
- local tm_left = tm
- for i = 2, #animd do
- tm_left = tm_left - animd[i][1][1]
- if tm_left <= 0 then
- trans_from = i - 1
- trans_to = i
- break
- end
- end
- local trans_amm = TransEff((animd[trans_to][1][1] + tm_left) / animd[trans_to][1][1], animd[trans_to][1][2])
- return {
- CFrameTrans(animd[trans_from][3], animd[trans_to][3], trans_amm),
- CFrameTrans(animd[trans_from][4], animd[trans_to][4], trans_amm),
- CFrameTrans(animd[trans_from][5], animd[trans_to][5], trans_amm),
- num_trans(animd[trans_from][2], animd[trans_to][2], trans_amm)
- }
- end
- end
- rot_amplitude_head = 20
- rot_amplitude_chest = 15
- anim_p = {
- cam_offset = CFrame.new(0.2, -0.37, 0.91) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)),
- aim_amp = 0.5,
- aim_max_change = 4,
- aim_retract = 15,
- aim_max_deg = 20,
- }
- local weapon_model = Instance.new("Part")
- weapon_model.CanCollide = false
- weapon_model.Name = "WeaponObject"
- weapon_model.formFactor = "Custom"
- weapon_model.Size = Vector3.new(0.2, 0.2, 0.2)
- weapon_model.TopSurface = 0
- weapon_model.BottomSurface = 0
- weapon_model.BrickColor = weapon_properties.brick_color
- weapon_model.Transparency = weapon_properties.transparency
- weapon_model.Reflectance = weapon_properties.reflectance
- local mesh = Instance.new("SpecialMesh", weapon_model)
- mesh.Scale = weapon_properties.scale
- mesh.MeshId = weapon_properties.mesh_id
- mesh.TextureId = weapon_properties.texture_id
- torso = character.Torso
- head = character.Head
- motors = {torso:findFirstChild("Left Shoulder"), torso:findFirstChild("Right Shoulder"), torso:findFirstChild("Neck")}
- welds = {nil, nil, nil}
- weapon_parts = {weapon_model:clone(), weapon_model:clone()}
- weapon_model = nil
- function EndAnimation()
- if motors[1] then
- motors[1].Part1 = character:findFirstChild("Left Arm")
- end
- if motors[2] then
- motors[2].Part1 = character:findFirstChild("Right Arm")
- end
- if motors[3] then
- motors[3].Part1 = character:findFirstChild("Head")
- end
- if welds[1] then
- welds[1]:remove()
- welds[1] = nil
- end
- if welds[2] then
- welds[2]:remove()
- welds[2] = nil
- end
- if welds[3] then
- welds[3]:remove()
- welds[3] = nil
- end
- weapon_parts[1].Parent = nil
- if weapon_model then
- weapon_model.Parent = nil
- end
- coroutine.resume(coroutine.create(function()
- local swm = weapon_model
- wait()
- swm.Parent = nil
- wait(0.1)
- swm.Parent = nil
- wait(0.5)
- swm.Parent = nil
- end))
- end
- local anim_model = Instance.new("Model")
- anim_model.Name = "WeaponAnimation"
- weapon_model = anim_model
- local cam_larm = Instance.new("Part")
- cam_larm.Parent = anim_model
- cam_larm.BrickColor = BrickColor.new("Really black")
- cam_larm.formFactor = "Custom"
- cam_larm.Size = Vector3.new(0.2, 0.2, 0.2)
- cam_larm.TopSurface = 0
- cam_larm.BottomSurface = 0
- cam_larm.Transparency = 0.4
- cam_larm.CanCollide = false
- local hmesh = Instance.new("BlockMesh", cam_larm)
- hmesh.Scale = Vector3.new(5, 10, 5)
- local cam_rarm = cam_larm:clone()
- cam_rarm.Parent = anim_model
- function StartAnimation()
- local check = {torso:findFirstChild("LeftWeld"), torso:findFirstChild("RightWeld"), torso:findFirstChild("HeadWeld")}
- if check[1] then check[1]:remove() end
- if check[2] then check[2]:remove() end
- if check[3] then check[3]:remove() end
- local check2 = {character:findFirstChild("WeaponObject"), camera:findFirstChild("WeaponAnimation")}
- if check2[1] then check2[1].Parent = nil end
- if check2[2] then check2[2].Parent = nil end
- if motors[1] then
- motors[1].Part1 = nil
- end
- if motors[2] then
- motors[2].Part1 = nil
- end
- if motors[3] then
- motors[3].Part1 = nil
- end
- welds = {Instance.new(conn_type), Instance.new(conn_type), Instance.new(conn_type)}
- welds[1].Part0 = torso
- welds[2].Part0 = torso
- welds[3].Part0 = torso
- welds[1].Part1 = character:findFirstChild("Left Arm")
- welds[2].Part1 = character:findFirstChild("Right Arm")
- welds[3].Part1 = character:findFirstChild("Head")
- welds[1].Name = "LeftWeld"
- welds[2].Name = "RightWeld"
- welds[2].Name = "HeadWeld"
- welds[1].C0 = CFrame.new(-1.5, 0, 0)
- welds[2].C0 = CFrame.new(1.5, 0, 0)
- welds[3].C0 = CFrame.new(0, 1.5, 0)
- welds[1].Parent = torso
- welds[2].Parent = torso
- welds[3].Parent = torso
- weapon_parts[1].Parent = character
- local wep_weld = Instance.new(conn_type)
- wep_weld.Part0 = character:findFirstChild("Right Arm")
- wep_weld.Part1 = weapon_parts[1]
- wep_weld.C0 = CFrame.new()
- wep_weld.Parent = weapon_parts[1]
- local weld1 = welds[1]
- local weld2 = welds[2]
- local weld3 = welds[3]
- local cam_welds = {Instance.new(conn_type), Instance.new(conn_type), Instance.new(conn_type)}
- cam_welds[1].Part0 = torso
- cam_welds[1].Part1 = cam_larm
- cam_welds[1].Parent = cam_larm
- cam_welds[2].Part0 = torso
- cam_welds[2].Part1 = cam_rarm
- cam_welds[2].Parent = cam_rarm
- cam_welds[3].Part0 = cam_rarm
- cam_welds[3].Part1 = weapon_parts[2]
- cam_welds[3].Parent = weapon_parts[2]
- weapon_parts[2].Parent = anim_model
- local move_anim_speed = 3
- local last_p = Vector3.new()
- local move_amm = 0
- coroutine.resume(coroutine.create(function()
- while weld1.Parent ~= nil do
- local delta = wait(1/25)
- local cur_p = torso.Position
- if (cur_p - last_p).magnitude >= 0.1 then
- move_amm = math.min(1, move_amm + delta * move_anim_speed)
- else
- move_amm = math.max(0, move_amm - delta * move_anim_speed)
- end
- last_p = cur_p
- end
- end))
- local r_serv = game:GetService("RunService")
- --EASTER EGG
- function easein(x)
- return math.sin(math.rad(x * 90))
- end
- local a_horse = (character:findFirstChild("HorseHead") ~= nil)
- local horse_displace = {0, 0}
- local horse_cf = CFrame.Angles(0.0001, 0.0001, 0)
- if a_horse then
- coroutine.resume(coroutine.create(function()
- while weld1.Parent ~= nil do
- local rndwait = (math.random(100, 1000) / 1000) * 4
- wait(rndwait)
- local oldd = {horse_displace[1], horse_displace[2]}
- local disp2 = {math.random(-60, 60), math.random(0, 25)}
- local ld = 0
- while ld ~= 1 do
- local st = tick()
- r_serv.RenderStepped:wait()
- ld = math.min(1, ld + ((tick() - st) * 4))
- local eff = easein(ld)
- local x = oldd[1] - ((oldd[1] - disp2[1]) * eff)
- local y = oldd[2] - ((oldd[2] - disp2[2]) * eff)
- horse_displace = {x, y}
- horse_cf = CFrame.Angles(math.rad(y), math.rad(x) , 0)
- end
- end
- end))
- end
- --EASTER EGG
- local last_va = 0
- local last_va2 = 0
- local view_velocity = {0, 0}
- coroutine.resume(coroutine.create(function()
- local last_time = tick()
- while weld1.Parent ~= nil do
- r_serv.RenderStepped:wait() ------------------------------------------------
- local delta = tick() - last_time
- last_time = tick()
- local breathe_amp = 2
- local breathe_freq = 0.8
- local breathe = math.sin(math.rad(tick() * 90 * breathe_freq)) * breathe_amp
- local shake_freq = 5
- local shake_amp = {0.05, 0.05}
- local arm_shake = CFrame.new(
- math.sin(math.rad(tick() * 90 * shake_freq)) * move_amm * shake_amp[1],
- 0,
- math.abs(math.sin(math.rad(tick() * 90 * shake_freq)) * move_amm * shake_amp[2]))
- --ANIMATION LOOP
- local p_distance = (head.Position - mouse.Hit.p).magnitude
- if p_distance == 0 then p_distance = 0.0001 end
- local p_height = mouse.Hit.p.y - head.Position.y
- local view_angle
- if p_height ~= 0 then
- view_angle = math.deg(math.asin(math.abs(p_height) / p_distance)) * (math.abs(p_height) / p_height)
- else
- view_angle = 0
- end
- local cam_cf = camera.CoordinateFrame
- local looking_at = cam_cf * CFrame.new(0, 0, -100)
- local view_angle2 = math.deg(math.atan2(cam_cf.p.x - looking_at.p.x, cam_cf.p.z - looking_at.p.z)) + 180
- local v_delta1, v_delta2
- local dir1 = 0
- local dir2 = 0
- v_delta1 = math.abs(view_angle - last_va)
- if v_delta1 ~= 0 then
- dir1 = (view_angle - last_va) / v_delta1
- end
- local va_check = {math.abs(view_angle2 - last_va2), 360 - math.abs(view_angle2 - last_va2)}
- if view_angle2 == last_va2 then
- dir2 = 0
- v_delta2 = 0
- elseif va_check[1] < va_check[2] then
- v_delta2 = va_check[1]
- dir2 = (view_angle2 - last_va2) / va_check[1]
- else
- v_delta2 = va_check[2]
- if last_va2 > view_angle2 then
- dir2 = 1
- else
- dir2 = -1
- end
- end
- last_va = view_angle
- last_va2 = view_angle2
- view_velocity[1] = view_velocity[1] / (1 + (delta * anim_p.aim_retract))
- view_velocity[2] = view_velocity[2] / (1 + (delta * anim_p.aim_retract))
- local calc1 = v_delta1 * dir1 * anim_p.aim_amp
- if calc1 ~= 0 then
- view_velocity[1] = view_velocity[1] + (math.min(anim_p.aim_max_change, math.abs(calc1)) * (calc1 / math.abs(calc1)))
- end
- local calc2 = v_delta2 * dir2 * anim_p.aim_amp
- if calc2 ~= 0 then
- view_velocity[2] = view_velocity[2] + (math.min(anim_p.aim_max_change, math.abs(calc2)) * (calc2 / math.abs(calc2)))
- end
- if view_velocity[1] ~= 0 then
- view_velocity[1] = math.min(anim_p.aim_max_deg, math.abs(view_velocity[1])) * (math.abs(view_velocity[1]) / view_velocity[1])
- end
- if view_velocity[2] ~= 0 then
- view_velocity[2] = math.min(anim_p.aim_max_deg, math.abs(view_velocity[2])) * (math.abs(view_velocity[2]) / view_velocity[2])
- end
- local anmtp = _G.MurderKnife_AnimType
- local anmst = _G.MurderKnife_AnimState
- if anmst == nil then
- anmst = 0
- end
- if anmtp ~= nil then
- if Animations[anmtp] == nil then
- anmtp = "Default"
- end
- else
- anmtp = "Default"
- end
- local curr_anim = PlayAnimation(anmtp, anmst) --left, right, weapon, wep trans
- --curr_anim = {Animations.Default[1][3], Animations.Default[1][4], Animations.Default[1][5], 0}
- 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)
- weld1.C1 = (chestCF * curr_anim[1] * CFrame.new(0, -0.5, 0)):inverse()
- weld2.C1 = (chestCF * curr_anim[2] * CFrame.new(0, -0.5, 0)):inverse()
- wep_weld.C1 = (curr_anim[3]):inverse()
- weapon_parts[1].Transparency = curr_anim[4]
- if anim_head then
- 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()
- else
- weld3.C1 = (CFrame.new(0, 0, 0)):inverse()
- end
- if (head.Position - camera.CoordinateFrame.p).magnitude < 3 then
- if anim_model.Parent == nil then
- anim_model.Parent = camera
- end
- cam_welds[1].Parent = cam_larm
- cam_welds[2].Parent = cam_rarm
- cam_welds[3].Parent = weapon_parts[2]
- 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
- 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()
- 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()
- cam_welds[3].C1 = (curr_anim[3]):inverse()
- weapon_parts[2].Transparency = curr_anim[4]
- else
- if anim_model.Parent ~= nil then
- anim_model.Parent = nil
- end
- end
- --ANIMATION LOOP
- end
- end))
- end
- local last_st = 0
- local eq = false
- tool.Selected:connect(function(mouse)
- if eq then return end
- eq = true
- wait()
- StartAnimation()
- end)
- tool.Deselected:connect(function()
- eq = false
- EndAnimation()
- end)
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