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- script:ClearAllChildren()
- loadstring(_G[" TBLib "])()
- Player=game:GetService("Players").LocalPlayer
- Char=Player.Character
- Backpack=Player.Backpack
- PlayerGui=Player.PlayerGui
- Torso=Char.Torso
- Head=Char.Head
- Hum=Char.Humanoid
- Cam=workspace.CurrentCamera
- Tn="Dual-Pistols"
- pcall(function() Backpack[Tn]:Remove() end)
- pcall(function() Cam[Tn]:Remove() end)
- pcall(function() thesuit=Char[''] end)
- pcall(function() Char.Block:Remove() end)
- pcall(function() PlayerGui[Tn]:Remove() end)
- CModel=qi{'Model',Cam,Name=Tn}
- Tool=qi{'HopperBin',Player.Backpack,Name=Tn}
- Suit=qi{'Model',Char,Name=''}
- Gui=qi{'ScreenGui',PlayerGui,Name=Tn}
- equip="unequipped"
- anim=""
- animb=""
- animc=""
- keys={}
- buttons={}
- buttons["1"]=0
- buttons["2"]=0
- Last = 1
- coolt=0.2
- lastt=0
- Gyr0z=false
- b1d=false
- b2d=false
- Prone=false
- lastctr=""
- ids = {}
- ids.Slash = 10209645
- ids.Slash2 = 46760716
- ids.Shoot = 2691586
- ids.Shoot2 = 10209842
- ids.Ring = 3270017
- ids.Crown = 20329976
- ids.Icon = 52611635
- ids.Flame = 31760113
- ids.Spike = 1033714
- ids.Hit = 10209590
- for i,v in pairs(ids) do
- if type(v)=='number' then
- ids[i]='http://www.roblox.com/asset/?id='..v
- end
- end
- Limbs={LS=Torso:findFirstChild'Left Shoulder',RS=Torso:findFirstChild'Right Shoulder',LH=Torso:findFirstChild'Left Hip',RH=Torso:findFirstChild'Right Hip'}
- if _G.Limbz then
- Limbs.LS=Limbs.LS or _G.Limbz.LS
- Limbs.RS=Limbs.RS or _G.Limbz.RS
- Limbs.LH=Limbs.LH or _G.Limbz.LH
- Limbs.RH=Limbs.RH or _G.Limbz.RH
- end
- _G.Limbz=Limbs
- Torso.Neck.C0=cn(0,1.5,0) Torso.Neck.C1=cn(0,0,0)
- c2(Torso.Neck,1,3,0,1.5,0,0,0,0)
- LS,RS,LH,RH=Limbs.LS,Limbs.RS,Limbs.LH,Limbs.RH
- LA,RA,LL,RL=Char['Left Arm'],Char['Right Arm'],Char['Left Leg'],Char['Right Leg']
- LS.Part0,RS.Part0,LH.Part0,RH.Part0=Torso,Torso,Torso,Torso
- LS.Part1,RS.Part1,LH.Part1,RH.Part1=LA,RA,LL,RL
- pcall(function() thesuit:Remove() end)
- fTorso=Char.HumanoidRootPart
- tw=weld(Torso,fTorso,Torso,0,0,0,0,0,0)
- hw=weld(Head,Torso,Head,0,1.5,0,0,0,0)
- la=qi{'Weld',Torso,Part0=Torso,C0=cn(-1.5,0.5,0),C1=cn(0,0.5,0)}ra=qi{'Weld',Torso,Part0=Torso,C0=cn(1.5,0.5,0),C1=cn(0,0.5,0)}
- ll=qi{'Weld',Torso,Part0=Torso,C0=cn(-0.5,-1,0),C1=cn(0,1,0)}rl=qi{'Weld',Torso,Part0=Torso,C0=cn(0.5,-1,0),C1=cn(0,1,0)}
- Armz=false
- Legz=false
- Arms = function(on) Armz=on
- if on then
- LS.Part1=nil RS.Part1=nil
- la.Part0=Torso ra.Part0=Torso
- la.Part1=LA ra.Part1=RA
- la.C0,la.C1=cn(-1.5,0.5,0),cn(0,0.5,0)
- ra.C0,ra.C1=cn(1.5,0.5,0),cn(0,0.5,0)
- else
- LS.Parent,RS.Parent=Torso,Torso LS.Part0=Torso RS.Part0=Torso LS.Part1=LA RS.Part1=RA
- la.Part1=nil ra.Part1=nil
- end
- end
- Legs = function(on) Legz=on
- if on then
- LH.Part1=nil RH.Part1=nil
- ll.Part0=Torso rl.Part0=Torso
- ll.Part1=LL rl.Part1=RL
- ll.C0,ll.C1=cn(-0.5,-1,0),cn(0,1,0)
- rl.C0,rl.C1=cn(0.5,-1,0),cn(0,1,0)
- else
- LH.Parent,RH.Parent=Torso,Torso LH.Part0=Torso RH.Part0=Torso LH.Part1=LL RH.Part1=RL
- ll.Part1=nil rl.Part1=nil
- end
- end
- Arms'' Legs''
- WDesign=function()
- belt=pa(Suit,"","Block",2.1,0.2,1.1,false,false,0,0,"Brown") weld(belt,Torso,belt,0,-1,0,0,0,0)
- pack=pa(Suit,"","Block",0.4,1.35,0.8,false,false,0,0,"Brown") weld(pack,belt,pack,1.15,-1.25/2,0,0,0,0)
- pack2=pa(Suit,"","Block",0.2,0,0.8/2+0.8/4,false,false,0,0,"Really black")weld(pack2,pack,pack2,0,1.35/2,0,0,0,0) qi{"BlockMesh",pack2,Scale=v3(1,0.01,1)}
- pack2=pa(Suit,"","Block",0.4,1.35,0.8,false,false,0,0,"Brown")weld(pack2,belt,pack2,-1.15,-1.25/2,0,0,0,0)
- pack22=pa(Suit,"","Block",0.2,0,0.8/2+0.8/4,false,false,0,0,"Really black")weld(pack22,pack2,pack22,0,1.35/2,0,0,0,0) qi{"BlockMesh",pack22,Scale=v3(1,0.01,1)}
- ha=pa(Suit,"","Block",0,0,0,false,false,1,0) haw=weld(ha,pack,ha,0,0.9,0.425,rd(-90),0,0)
- hp1=pa(Suit,"","Block",0.2,1,0.4,false,false,0,0) weld(hp1,ha,hp1,0,0,0,rd(-8),0,0) qi{"BlockMesh",hp1}
- hp=pa(Suit,"","Block",0.2,0.2,0.4,false,false,0,0) weld(hp,ha,hp,0,-0.5,0.065,0,0,0)qi{"BlockMesh",hp,Scale=v3(1,0.5,1)}
- hp=pa(Suit,"","Block",0.21,0.9,0.3,false,false,0,0,"Black") weld(hp,hp1,hp,0,0,0,0,0,0)qi{"BlockMesh",hp}
- hp=pa(Suit,"","Block",0.2,0.2,0.4,false,false,0,0) weld(hp,ha,hp,0,0.5,-0.065,0,0,0)qi{"BlockMesh",hp,Scale=v3(1,0.5,1)}
- hp=pa(Suit,"","Block",0.2,0.22,0.2,false,false,0,0) weld(hp,hp1,hp,0,0.25,0,0,0,rd(-90))qi{"CylinderMesh",hp,Scale=v3(0.5,1,0.5)}
- hp=pa(Suit,"","Block",0.2,0.22,0.2,false,false,0,0) weld(hp,hp1,hp,0,-0.25,0,0,0,rd(-90))qi{"CylinderMesh",hp,Scale=v3(0.5,1,0.5)}
- hp=pa(Suit,"","Block",0.2,0.2,1.25,false,false,0,0) weld(hp,ha,hp,0,0.5,-0.625+0.2,0,0,0)qi{"BlockMesh",hp}
- hp=pa(Suit,"","Block",0.2,1.25,0.2,false,false,0,0) weld(hp,ha,hp,0,0.4,-0.625+0.2,rd(-90),0,0)qi{"CylinderMesh",hp}
- hp=pa(Suit,"","Block",0.25,0.15,1.35,false,false,0,0) weld(hp,ha,hp,0,0.6,-0.625+0.2-0.05,0,0,0)qi{"BlockMesh",hp}
- hp=pa(Suit,"","Block",0.2,1,0.25,false,false,0,0) weld(hp,ha,hp,0,0.1,-0.3,0,0,0)qi{"BlockMesh",hp,Scale=v3(0.25,0.04,1)}
- hp=pa(Suit,"","Block",0.2,1,0.25,false,false,0,0) weld(hp,ha,hp,0,0.225,-0.425,rd(-100),0,0)qi{"BlockMesh",hp,Scale=v3(0.25,0.04,1)}
- hp=pa(Suit,"","Block",0.2,1,0.2,false,false,0,0) weld(hp,ha,hp,0,0.225,-0.325,rd(-100),0,0)qi{"BlockMesh",hp,Scale=v3(0.25,0.04,0.75)}
- hp=pa(Suit,"","Block",0.2,0.2,0.2,false,false,0,0) weld(hp,ha,hp,0,0.45,-0.625-0.45,rd(-90),0,0)qi{"CylinderMesh",hp,Scale=v3(0.75,0.75,0.75)}
- hp=pa(Suit,"","Block",0.2,0.2,0.2,false,false,0,0) weld(hp,ha,hp,0,0.525,-0.625-0.45,rd(-90),0,0)qi{"BlockMesh",hp,Scale=v3(0.75,0.75,0.75)}
- hp=pa(Suit,"","Block",0.25,0.15,1.35,false,false,0,0) weld(hp,ha,hp,0,0.6,-0.625+0.2-0.05,0,0,0)qi{"BlockMesh",hp}
- hp=pa(Suit,"","Block",0.25,0.3,0.25,false,false,0,0) weld(hp,ha,hp,0,0.7,0.05,rd(-90),0,0)qi{"CylinderMesh",hp}
- b1=pa(Suit,"","Block",0.2,1.4,0.2,false,false,0,0) weld(b1,ha,b1,0,0.7,-0.5,rd(-90),0,0)qi{"CylinderMesh",b1,Scale=v3(0.6,1,0.6)}
- hp=pa(Suit,"","Block",0.25,0.2,0.25,false,false,0,0) weld(hp,ha,hp,0,0.7,-1.05,rd(-90),0,0)qi{"CylinderMesh",hp}
- hp=pa(Suit,"","Block",0.2,0.2,0.2,false,false,0,0,"Really black") weld(hp,ha,hp,0,0.7,-1.2,rd(-90),0,0)qi{"CylinderMesh",hp,Scale=v3(0.4,0.01,0.4)}
- ha2=pa(Suit,"","Block",0,0,0,false,false,1,0) haw2=weld(ha2,pack2,ha2,0,0.9,0.425,rd(-90),0,0)
- hp1=pa(Suit,"","Block",0.2,1,0.4,false,false,0,0) weld(hp1,ha2,hp1,0,0,0,rd(-8),0,0) qi{"BlockMesh",hp1}
- hp=pa(Suit,"","Block",0.2,0.2,0.4,false,false,0,0) weld(hp,ha2,hp,0,-0.5,0.065,0,0,0)qi{"BlockMesh",hp,Scale=v3(1,0.5,1)}
- hp=pa(Suit,"","Block",0.21,0.9,0.3,false,false,0,0,"Black") weld(hp,hp1,hp,0,0,0,0,0,0)qi{"BlockMesh",hp}
- hp=pa(Suit,"","Block",0.2,0.2,0.4,false,false,0,0) weld(hp,ha2,hp,0,0.5,-0.065,0,0,0)qi{"BlockMesh",hp,Scale=v3(1,0.5,1)}
- hp=pa(Suit,"","Block",0.2,0.22,0.2,false,false,0,0) weld(hp,hp1,hp,0,0.25,0,0,0,rd(-90))qi{"CylinderMesh",hp,Scale=v3(0.5,1,0.5)}
- hp=pa(Suit,"","Block",0.2,0.22,0.2,false,false,0,0) weld(hp,hp1,hp,0,-0.25,0,0,0,rd(-90))qi{"CylinderMesh",hp,Scale=v3(0.5,1,0.5)}
- hp=pa(Suit,"","Block",0.2,0.2,1.25,false,false,0,0) weld(hp,ha2,hp,0,0.5,-0.625+0.2,0,0,0)qi{"BlockMesh",hp}
- hp=pa(Suit,"","Block",0.2,1.25,0.2,false,false,0,0) weld(hp,ha2,hp,0,0.4,-0.625+0.2,rd(-90),0,0)qi{"CylinderMesh",hp}
- hp=pa(Suit,"","Block",0.25,0.15,1.35,false,false,0,0) weld(hp,ha2,hp,0,0.6,-0.625+0.2-0.05,0,0,0)qi{"BlockMesh",hp}
- hp=pa(Suit,"","Block",0.2,1,0.25,false,false,0,0) weld(hp,ha2,hp,0,0.1,-0.3,0,0,0)qi{"BlockMesh",hp,Scale=v3(0.25,0.04,1)}
- hp=pa(Suit,"","Block",0.2,1,0.25,false,false,0,0) weld(hp,ha2,hp,0,0.225,-0.425,rd(-100),0,0)qi{"BlockMesh",hp,Scale=v3(0.25,0.04,1)}
- hp=pa(Suit,"","Block",0.2,1,0.2,false,false,0,0) weld(hp,ha2,hp,0,0.225,-0.325,rd(-100),0,0)qi{"BlockMesh",hp,Scale=v3(0.25,0.04,0.75)}
- hp=pa(Suit,"","Block",0.2,0.2,0.2,false,false,0,0) weld(hp,ha2,hp,0,0.45,-0.625-0.45,rd(-90),0,0)qi{"CylinderMesh",hp,Scale=v3(0.75,0.75,0.75)}
- hp=pa(Suit,"","Block",0.2,0.2,0.2,false,false,0,0) weld(hp,ha2,hp,0,0.525,-0.625-0.45,rd(-90),0,0)qi{"BlockMesh",hp,Scale=v3(0.75,0.75,0.75)}
- hp=pa(Suit,"","Block",0.25,0.15,1.35,false,false,0,0) weld(hp,ha2,hp,0,0.6,-0.625+0.2-0.05,0,0,0)qi{"BlockMesh",hp}
- hp=pa(Suit,"","Block",0.25,0.3,0.25,false,false,0,0) weld(hp,ha2,hp,0,0.7,0.05,rd(-90),0,0)qi{"CylinderMesh",hp}
- b2=pa(Suit,"","Block",0.2,1.4,0.2,false,false,0,0) weld(b2,ha2,b2,0,0.7,-0.5,rd(-90),0,0)qi{"CylinderMesh",b2,Scale=v3(0.6,1,0.6)}
- hp=pa(Suit,"","Block",0.25,0.2,0.25,false,false,0,0) weld(hp,ha2,hp,0,0.7,-1.05,rd(-90),0,0)qi{"CylinderMesh",hp}
- hp=pa(Suit,"","Block",0.2,0.2,0.2,false,false,0,0,"Really black") weld(hp,ha2,hp,0,0.7,-1.2,rd(-90),0,0)qi{"CylinderMesh",hp,Scale=v3(0.4,0.01,0.4)}
- end
- CDesign=function()
- ccra=pa(CModel,"Right Arm","Block",0.2,0.2,0.2,false,false,0,0,RA.BrickColor.Name)weld(ccra,RA,ccra,0,0,0,0,0,0) qi{"BlockMesh",ccra,Scale=v3(5,10,5)}
- ccla=pa(CModel,"Left Arm","Block",0.2,0.2,0.2,false,false,0,0,LA.BrickColor.Name)weld(ccla,LA,ccla,0,0,0,0,0,0) qi{"BlockMesh",ccla,Scale=v3(5,10,5)}
- camha=pa(CModel,"","Block",0,0,0,false,false,1,0) weld(camha,ha,camha,0,0,0,0,0,0)
- hp1=pa(CModel,"","Block",0.2,1,0.4,false,false,0,0) weld(hp1,camha,hp1,0,0,0,rd(-8),0,0)qi{"BlockMesh",hp1}
- hp=pa(CModel,"","Block",0.2,0.2,0.4,false,false,0,0) weld(hp,camha,hp,0,-0.5,0.065,0,0,0)qi{"BlockMesh",hp,Scale=v3(1,0.5,1)}
- hp=pa(CModel,"","Block",0.21,0.9,0.3,false,false,0,0,"Black") weld(hp,hp1,hp,0,0,0,0,0,0)qi{"BlockMesh",hp}
- hp=pa(CModel,"","Block",0.2,0.2,0.4,false,false,0,0) weld(hp,camha,hp,0,0.5,-0.065,0,0,0)qi{"BlockMesh",hp,Scale=v3(1,0.5,1)}
- hp=pa(CModel,"","Block",0.2,0.22,0.2,false,false,0,0) weld(hp,hp1,hp,0,0.25,0,0,0,rd(-90))qi{"CylinderMesh",hp,Scale=v3(0.5,1,0.5)}
- hp=pa(CModel,"","Block",0.2,0.22,0.2,false,false,0,0) weld(hp,hp1,hp,0,-0.25,0,0,0,rd(-90))qi{"CylinderMesh",hp,Scale=v3(0.5,1,0.5)}
- hp=pa(CModel,"","Block",0.2,0.2,1.25,false,false,0,0) weld(hp,camha,hp,0,0.5,-0.625+0.2,0,0,0)qi{"BlockMesh",hp}
- hp=pa(CModel,"","Block",0.2,1.25,0.2,false,false,0,0) weld(hp,camha,hp,0,0.4,-0.625+0.2,rd(-90),0,0)qi{"CylinderMesh",hp}
- hp=pa(CModel,"","Block",0.25,0.15,1.35,false,false,0,0) weld(hp,camha,hp,0,0.6,-0.625+0.2-0.05,0,0,0)qi{"BlockMesh",hp}
- hp=pa(CModel,"","Block",0.2,1,0.25,false,false,0,0) weld(hp,camha,hp,0,0.1,-0.3,0,0,0)qi{"BlockMesh",hp,Scale=v3(0.25,0.04,1)}
- hp=pa(CModel,"","Block",0.2,1,0.25,false,false,0,0) weld(hp,camha,hp,0,0.225,-0.425,rd(-100),0,0)qi{"BlockMesh",hp,Scale=v3(0.25,0.04,1)}
- hp=pa(CModel,"","Block",0.2,1,0.2,false,false,0,0) weld(hp,camha,hp,0,0.225,-0.325,rd(-100),0,0)qi{"BlockMesh",hp,Scale=v3(0.25,0.04,0.75)}
- hp=pa(CModel,"","Block",0.2,0.2,0.2,false,false,0,0) weld(hp,camha,hp,0,0.45,-0.625-0.45,rd(-90),0,0)qi{"CylinderMesh",hp,Scale=v3(0.75,0.75,0.75)}
- hp=pa(CModel,"","Block",0.2,0.2,0.2,false,false,0,0) weld(hp,camha,hp,0,0.525,-0.625-0.45,rd(-90),0,0)qi{"BlockMesh",hp,Scale=v3(0.75,0.75,0.75)}
- hp=pa(CModel,"","Block",0.25,0.15,1.35,false,false,0,0) weld(hp,camha,hp,0,0.6,-0.625+0.2-0.05,0,0,0)qi{"BlockMesh",hp}
- hp=pa(CModel,"","Block",0.25,0.3,0.25,false,false,0,0) weld(hp,camha,hp,0,0.7,0.05,rd(-90),0,0)qi{"CylinderMesh",hp}
- cb1=pa(CModel,"","Block",0.2,1.4,0.2,false,false,0,0) weld(cb1,camha,cb1,0,0.7,-0.5,rd(-90),0,0)qi{"CylinderMesh",cb1,Scale=v3(0.6,1,0.6)}
- hp=pa(CModel,"","Block",0.25,0.2,0.25,false,false,0,0) weld(hp,camha,hp,0,0.7,-1.05,rd(-90),0,0)qi{"CylinderMesh",hp}
- hp=pa(CModel,"","Block",0.2,0.2,0.2,false,false,0,0,"Really black")weld(hp,camha,hp,0,0.7,-1.2,rd(90),0,0) qi{"CylinderMesh",hp,Scale=v3(0.4,0.01,0.4)}
- ccha2=pa(CModel,"","Block",0,0,0,false,false,1,0) weld(ccha2,ha2,ccha2,0,0,0,0,0,0)
- hp1=pa(CModel,"","Block",0.2,1,0.4,false,false,0,0) weld(hp1,ccha2,hp1,0,0,0,rd(-8),0,0)qi{"BlockMesh",hp1}
- hp=pa(CModel,"","Block",0.2,0.2,0.4,false,false,0,0) weld(hp,ccha2,hp,0,-0.5,0.065,0,0,0)qi{"BlockMesh",hp,Scale=v3(1,0.5,1)}
- hp=pa(CModel,"","Block",0.21,0.9,0.3,false,false,0,0,"Black") weld(hp,hp1,hp,0,0,0,0,0,0)qi{"BlockMesh",hp}
- hp=pa(CModel,"","Block",0.2,0.2,0.4,false,false,0,0) weld(hp,ccha2,hp,0,0.5,-0.065,0,0,0)qi{"BlockMesh",hp,Scale=v3(1,0.5,1)}
- hp=pa(CModel,"","Block",0.2,0.22,0.2,false,false,0,0) weld(hp,hp1,hp,0,0.25,0,0,0,rd(-90))qi{"CylinderMesh",hp,Scale=v3(0.5,1,0.5)}
- hp=pa(CModel,"","Block",0.2,0.22,0.2,false,false,0,0) weld(hp,hp1,hp,0,-0.25,0,0,0,rd(-90))qi{"CylinderMesh",hp,Scale=v3(0.5,1,0.5)}
- hp=pa(CModel,"","Block",0.2,0.2,1.25,false,false,0,0) weld(hp,ccha2,hp,0,0.5,-0.625+0.2,0,0,0)qi{"BlockMesh",hp}
- hp=pa(CModel,"","Block",0.2,1.25,0.2,false,false,0,0) weld(hp,ccha2,hp,0,0.4,-0.625+0.2,rd(-90),0,0)qi{"CylinderMesh",hp}
- hp=pa(CModel,"","Block",0.25,0.15,1.35,false,false,0,0) weld(hp,ccha2,hp,0,0.6,-0.625+0.2-0.05,0,0,0)qi{"BlockMesh",hp}
- hp=pa(CModel,"","Block",0.2,1,0.25,false,false,0,0) weld(hp,ccha2,hp,0,0.1,-0.3,0,0,0)qi{"BlockMesh",hp,Scale=v3(0.25,0.04,1)}
- hp=pa(CModel,"","Block",0.2,1,0.25,false,false,0,0) weld(hp,ccha2,hp,0,0.225,-0.425,rd(-100),0,0)qi{"BlockMesh",hp,Scale=v3(0.25,0.04,1)}
- hp=pa(CModel,"","Block",0.2,1,0.2,false,false,0,0) weld(hp,ccha2,hp,0,0.225,-0.325,rd(-100),0,0)qi{"BlockMesh",hp,Scale=v3(0.25,0.04,0.75)}
- hp=pa(CModel,"","Block",0.2,0.2,0.2,false,false,0,0) weld(hp,ccha2,hp,0,0.45,-0.625-0.45,rd(-90),0,0)qi{"CylinderMesh",hp,Scale=v3(0.75,0.75,0.75)}
- hp=pa(CModel,"","Block",0.2,0.2,0.2,false,false,0,0) weld(hp,ccha2,hp,0,0.525,-0.625-0.45,rd(-90),0,0)qi{"BlockMesh",hp,Scale=v3(0.75,0.75,0.75)}
- hp=pa(CModel,"","Block",0.25,0.15,1.35,false,false,0,0) weld(hp,ccha2,hp,0,0.6,-0.625+0.2-0.05,0,0,0)qi{"BlockMesh",hp}
- hp=pa(CModel,"","Block",0.25,0.3,0.25,false,false,0,0) weld(hp,ccha2,hp,0,0.7,0.05,rd(-90),0,0)qi{"CylinderMesh",hp}
- cb2=pa(CModel,"","Block",0.2,1.4,0.2,false,false,0,0) weld(cb2,ccha2,cb2,0,0.7,-0.5,rd(-90),0,0)qi{"CylinderMesh",cb2,Scale=v3(0.6,1,0.6)}
- hp=pa(CModel,"","Block",0.25,0.2,0.25,false,false,0,0) weld(hp,ccha2,hp,0,0.7,-1.05,rd(-90),0,0)qi{"CylinderMesh",hp}
- hp=pa(CModel,"","Block",0.2,0.2,0.2,false,false,0,0,"Really black")weld(hp,ccha2,hp,0,0.7,-1.2,rd(-90),0,0) qi{"CylinderMesh",hp,Scale=v3(0.4,0.01,0.4)}
- for i,v in pairs(CModel:GetChildren()) do v.CanCollide=false end
- end
- WDesign() CDesign() Arms(false) Legs(false)
- a,b,c=haw.C0:toEulerAnglesXYZ() a,b,c=rd(a),rd(b),rd(c)
- HFS={haw.C0.x,haw.C0.y,haw.C0.z,a,b,c}
- a,b,c=haw2.C0:toEulerAnglesXYZ() a,b,c=rd(a),rd(b),rd(c)
- HFS2={haw2.C0.x,haw2.C0.y,haw2.C0.z,a,b,c}
- function Stance(speed)
- c2(ra,speed,3,1.5,0.5,0,-90,45,0)
- c2(la,speed,3,-0.5,0.5,-0.75,-90,45,0)
- c2(ll,speed,3,-0.5,-1,0,0,0,0)
- c2(rl,speed,3,0.5,-1,0,0,0,0)
- c2(hw,speed,3,0,1.5,0,0,45,0)
- c2(tw,speed,3,0,0,0,0,-45,0)
- c2(speed,3,0,1.5,0,0,0,0)
- qAni(haw,0,-1.1,0,-90,0,0,0,speed/2,1)
- Ani(haw2,0,-1.1,0,-90,0,0,0,speed/2,1)
- end
- ShowDmg=function(Dmg,Type,cf)
- local fakeM=it("Model",workspace)
- if Type=="Headshot" then fakeM.Name="Headshot!" elseif Type=="Normal" then fakeM.Name=tostring(Dmg) end
- local fakeH=it("Humanoid",fakeM) fakeH.MaxHealth=0 fakeH.Health=0
- local effect=pa(fakeM,"Head","Block",1.25,0.4,1.25,true,true,0,0,"Really red")qi{"CylinderMesh",effect,Scale=v3(1,1,1)}
- if Type=="Headshot" then effect.Size=v3(1.25,0.4,1.25) elseif Type=="Normal" then effect.Size=v3(1,0.2,1) end
- effect.CFrame=cf
- game:GetService("Debris"):AddItem(fakeM,2)
- end
- Fire = function(speed,sc,dmg,cff,dest,side) q(function()
- local bb = pa(workspace,"bullet","Block",0.2*sc,4*sc,0.2*sc,false,true,0,0.1,"Bright yellow")game:GetService("Debris"):AddItem(bb,5) qi{"CylinderMesh",bb} bb.CanCollide=false
- bb.CFrame = cn(cff.p,dest)*ca(rd(-90),0,0)
- local muzzle=pa(workspace,"muzzle","Block",0,0,0,false,false,0.5,0,"Bright yellow")qi{"SpecialMesh",muzzle,MeshId=ids.Crown,Scale=v3(0.2,0.3,0.2)} muzzle.CanCollide=false
- weld(muzzle,side,muzzle,0,0.7,0,0,0,0) so(ids.Shoot,side,1.1,1.1) wait()game:GetService("Debris"):AddItem(muzzle,0.1)
- for i=1,100 do
- bhit,bpos=ray(bb.Position,bb.Position - (bb.CFrame *cn(0,-2,0)).p)
- if bhit and bhit.Name ~= "bullet" and bhit.Name ~= "bullethole" and bhit.Name~="muzzle" and bpos and(bpos - bb.Position).magnitude < speed and bhit~=Suit and bhit.Parent.Name~=Player.Name then break end
- bb.CFrame=bb.CFrame*cn(0,speed,0)
- wait()
- end
- game:GetService("Debris"):AddItem(bb,0.1) if bhit.Parent:FindFirstChild("Humanoid")==nil and bhit.Parent.Parent:FindFirstChild("Humanoid")==nil then BulletHole(bpos,bhit,sc) end
- local aihu,aito,aibl=GetHum(bhit)
- local aihu2,aito2,aibl2=GetHum(bhit.Parent)
- if aihu and aito and bhit.Name=="Head" then
- so(ids.Hit,bb,0.6,1)
- bhit:BreakJoints() ShowDmg(1/0,"Headshot",aito.CFrame*cn(rn(-5,5),5,rn(-5,5)))
- elseif aihu2 and aito2 and bhit.Parent:IsA("Hat") then
- so(ids.Hit,bb,0.6,1)
- aito2:BreakJoints() ShowDmg(1/0,"Headshot",aito2.CFrame*cn(rn(-5,5),5,rn(-5,5)))
- elseif aihu2 and aito2 and bhit.Name=="Hat" then
- so(ids.Hit,bb,0.6,1)
- aito2:BreakJoints() ShowDmg(1/0,"Headshot",aito2.CFrame*cn(rn(-5,5),5,rn(-5,5)))
- elseif aihu and bhit.Name~="Head" then
- so(ids.Hit,bb,0.6,1)
- aihu.Health=aihu.Health-dmg ShowDmg(dmg,"Normal",aito.CFrame*cn(rn(-5,5),5,rn(-5,5)))
- end
- bb.CFrame=bb.CFrame*cn(0,(bpos-bb.Position).magnitude,0)
- end) end
- Tool.Selected:connect(function(mouse)
- Gyr0z=true
- fmouse=mouse
- mouse.Icon=ids.Icon
- if equip=="unequipped" and anim=="" then
- equip="equipping" Arms(true)
- local ofs = RA.CFrame:toObjectSpace(ha.CFrame)
- haw.Part0=RA haw.C0=ofs haw.C1=cn(0,0,0) rAni(haw) qAni(haw,0,-1.1,0,-90,0,0,0,0.1,1)
- local ofs2 = LA.CFrame:toObjectSpace(ha2.CFrame)
- haw2.Part0=LA haw2.C0=ofs2 haw2.C1=cn(0,0,0) rAni(haw2) Ani(haw2,0,-1.1,0,-90,0,0,0,0.1,1)
- Stance(0.2) equip="equipped"
- end
- mouse.Button1Down:connect(function()
- b1d=true
- q(function()
- while b1d and wait(0.1) do
- buttons["1"]=buttons["1"]+0.1
- end
- end)
- if (tick()-lastt)>=coolt then lastt=tick()
- if Last==1 then Last=2 anim="shooting"
- Fire(20,1,rn(15,34),b1.CFrame*cn(0,2,0),mouse.Hit.p,b1)
- if animb~="prone" then
- c1(ra,0.4,3,1.5,0.5,0,-120+math.deg((Torso.Position-mouse.Hit.p).unit.y),45,0)c1(ra,0.4,3,1.5,0.5,0,-90+math.deg((Torso.Position-mouse.Hit.p).unit.y),45,0)
- elseif animb=="prone" then
- c1(ra,0.4,3,1.5,0.9,0,-210+math.deg((Torso.Position-mouse.Hit.p).unit.y),0,0)c1(ra,0.4,3,1.5,0.9,0,-180+math.deg((Torso.Position-mouse.Hit.p).unit.y),0,0)
- end anim=""
- elseif Last==2 then Last=1 anim="shooting"
- Fire(20,1,rn(15,34),b2.CFrame*cn(0,2,0),mouse.Hit.p,b2)
- if animb~="prone" then
- c1(la,0.4,3,-0.5,0.5,-0.75,-120+math.deg((Torso.Position-fmouse.hit.p).unit.y),45,0)c1(la,0.4,3,-0.5,0.5,-0.75,-90+math.deg((Torso.Position-fmouse.hit.p).unit.y),45,0)
- elseif animb=="prone" then
- c1(la,0.4,3,-1.5,0.9,0,-210+math.deg((Torso.Position-mouse.Hit.p).unit.y),0,0)c1(la,0.4,3,-1.5,0.9,0,-180+math.deg((Torso.Position-mouse.Hit.p).unit.y),0,0)
- end anim=""
- end
- end
- end)
- mouse.Button1Up:connect(function()
- b1d=false
- buttons["1"]=0
- end)
- mouse.Button2Down:connect(function()
- b2d=true
- q(function()
- while b2d and wait(0.1) do
- buttons["2"]=buttons["2"]+0.1
- end
- end)
- q(function() while b2d and wait(0.1) do
- if buttons["2"]>=1 then animc="zooming"
- for i=70,20,-3 do Cam.FieldOfView=i wait() end break
- end
- end end)
- end)
- mouse.Button2Up:connect(function()
- b2d=false
- if buttons["2"]>=1 and animc=="zooming" then local lolcamfov=Cam.FieldOfView
- q(function() for i=lolcamfov,70.1,6 do Cam.FieldOfView=i wait() end Cam.FieldOfView=70 animc="" end)
- end
- buttons["2"]=0
- end)
- mouse.KeyDown:connect(function(key) key=key:lower()
- keys[key]="down"
- if key:byte()==50 and animb=="" and lastctr=="" then
- animb="crouching" Legs(true) Hum.WalkSpeed=8 lastctr=""
- c2(rl,0.1,3,0.5,-1.5,-0.5,90,0,0) c2(ll,0.1,3,-0.5,0,-1,0,0,0) c2(tw,0.1,3,0,-1,0,0,-45,0)c1(Torso.Neck,0.1,3,0,0.5,0,rd(-90),0,0) animb="crouch"
- elseif key:byte()==50 and animb=="crouch" and lastctr=="" then
- animb="proning" Legs(true) Hum.WalkSpeed=4 lastctr="crouch" anim="stopteharms" Prone=true
- c2(tw,0.1,3,0,-2.5,0,90,0,0) c2(hw,0.1,3,0,1.5,0,-90,0,0) c2(ra,0.1,3,1.5,0.9,0,-180,0,0)c2(la,0.1,3,-1.5,0.9,0,-180,0,0) c1(Torso.Neck,0.1,3,0,-2.5,-1.5,0,0,0) animb="prone"
- anim=""
- elseif key:byte()==50 and animb=="prone" and lastctr=="crouch" then
- animb="crouching" Legs(true) Hum.WalkSpeed=8 lastctr="prone" Prone=false
- c2(rl,0.1,3,0.5,-1.5,-0.5,90,0,0) c2(ll,0.1,3,-0.5,0,-1,0,0,0) c2(tw,0.1,3,0,-1,0,0,-45,0)c2(ra,speed,3,1.5,0.5,0,-90,45,0) c2(la,speed,3,-0.5,0.5,-0.75,-90,45,0) c2(hw,speed,3,0,1.5,0,0,45,0)
- c1(Torso.Neck,0.1,3,0,0.5,0,rd(-90),0,0) animb="crouch" anim=""
- elseif key:byte()==50 and animb=="crouch" and lastctr=="prone" then
- anim="returning" c2(Torso.Neck,0.1,3,0,1.5,0,rd(-90),0,0) Legs(true) lastctr=""
- Stance(0.1) Legs(false) anim="" animb="" Hum.WalkSpeed=16
- end
- if key==";" then if Gyr0z then Gyr0z=false elseif not Gyr0z then Gyr0z=true end end
- end)
- mouse.KeyUp:connect(function(key) key=key:lower()
- keys[key]="up"
- end)
- end)
- Tool.Deselected:connect(function()
- Gyr0z=false
- fmouse=nil
- if equip=="equipped" and anim=="" then
- equip="unequipping"
- c2(tw,0.1,3,0,0,0,0,0,0) --[[Torso.Neck.C1=cn() Torso.Neck.C0=cn(0,1.5,0) c2(Torso.Neck,0.1,3,0,1.5,0,0,0,0)]]c2(hw,0.1,3,0,1.5,0,0,0,0) c2(ra,0.1,3,1.5,0.5,0,0,0,0) c1(la,0.1,3,-1.5,0.5,0,0,0,0)
- local ofs = pack.CFrame:toObjectSpace(ha.CFrame)
- haw.Part0=pack haw.C0=ofs haw.C1=cn(0,0,0) rAni(haw)
- qAni(haw,0,0.9,0.425,-90,0,0,0,0.1/1.3,1)
- local ofs2 = pack2.CFrame:toObjectSpace(ha2.CFrame)
- haw2.Part0=pack2 haw2.C0=ofs2 haw2.C1=cn(0,0,0) rAni(haw2)
- qAni(haw2,0,0.9,0.425,-90,0,0,0,0.1/1.3,1)
- Arms(false) Legs(false) equip="unequipped" Hum.WalkSpeed=16 Prone=false lastctr="" animb="" anim=""
- end
- end)
- Gyro=qi{"BodyGyro",fTorso,D=50,P=1500}
- game:GetService("RunService").Stepped:connect(function()
- if equip=="equipped" and anim=="" and not Prone then
- c2(ra,1,3,1.5,0.5,0,-90+math.deg((Torso.Position-fmouse.Hit.p).unit.y),45,0)
- c2(la,1,3,-0.5,0.5,-0.75,-90+math.deg((Torso.Position-fmouse.Hit.p).unit.y),45,0)
- c2(hw,1,3,0,1.5,0,math.deg((Torso.Position-fmouse.Hit.p).unit.y),45,0)
- elseif equip=="equipped" and anim=="" and Prone then
- c2(ra,1,3,1.5,0.9,0,-180+math.deg((Torso.Position-fmouse.Hit.p).unit.y),0,0)
- c2(la,1,3,-1.5,0.9,0,-180+math.deg((Torso.Position-fmouse.Hit.p).unit.y),0,0)
- c2(hw,1,3,0,1.5,0,-90+math.deg((Torso.Position-fmouse.Hit.p).unit.y),0,0)
- end
- if Gyr0z==true then
- Gyro.maxTorque=v3(1/0,1/0,1/0)
- Gyro.cframe = cn(Torso.Position,v3(fmouse.hit.p.x,Torso.Position.y,fmouse.hit.p.z))
- else
- Gyro.maxTorque = v3(0,0,0)
- end
- if (Cam.CoordinateFrame.p-Head.Position).magnitude>3 then
- for i,v in pairs(CModel:GetChildren()) do v.Transparency=1 end
- elseif (Cam.CoordinateFrame.p-Head.Position).magnitude<3 then
- for i,v in pairs(CModel:GetChildren()) do v.Transparency=0 end
- end
- end)
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