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- --theguy=workspace.thejonathann NLS([[
- loadstring(_G["RM"..'Lib'])()
- Player,Backpack=pm:l(game:service'Players'.LocalPlayer.Name):load()
- Pn=Player.Name
- PlayerGui,Char,Backpack=Player.PlayerGui,Player.Character,Player.Backpack
- Head,Torso,Huma=Char.Head,Char.Torso,Char.Humanoid
- as={}
- as.ring="3270017"
- as.blast='20329976'
- as.missile='10207677'
- as.fire='2693346'
- as.boom='3264793'
- as.muffin ='23261119'
- as.muffint='23261110'
- as.firelaser='13775494'
- --Blow Dryer: http://www.roblox.com/asset/?id=11717967
- --Laser Hit: http://www.roblox.com/asset/?id=11945266
- --Laser Bewm: http://www.roblox.com/asset/?id=13775494
- for i,v in pairs(as) do
- if type(tonumber(v:sub(1,3)))=="number" then
- as[i]="http://www.roblox.com/asset/?id="..v
- end
- end
- ModelName='Tol'
- ModelParent=Char
- of=Torso.CFrame*cn(0,1,-12)
- pcall(function() ModelParent[ModelName..Pn]:Destroy() end)
- pcall(function() Backpack[ModelName]:Destroy() end)
- pcall(function() _G[Pn..ModelName..'Connection']:Disconnect() end)
- pcall(function() Torso[ModelName..'BP']:Destroy() end)
- pcall(function() Torso[ModelName..'BG']:Destroy() end)
- pcall(function() _G[ModelName..'old'].Disabled=true end)
- _G[ModelName..'old']=script
- 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
- 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=pTorso,pTorso,pTorso,pTorso
- LS.Part1,RS.Part1,LH.Part1,RH.Part1=LA,RA,LL,RL
- 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)}
- _G.limbz={}
- _G.limbz.la=la
- _G.limbz.ra=ra
- LArmz=false
- RArmz=false
- Legz=false
- Arms = function(on) LArmz=on
- if on then
- LS.Part1=nil RS.Part1=nil
- 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
- LArm = function(on) LArmz=on
- if on then
- LS.Part1=nil
- la.Part1=LA
- la.C0,la.C1=cn(-1.5,0.5,0),cn(0,0.5,0)
- else
- LS.Parent=Torso LS.Part0=Torso LS.Part1=LA
- la.Part1=nil
- end
- end
- RArm = function(on) RArmz=on
- if on then
- RS.Part1=nil
- ra.Part1=RA
- ra.C0,ra.C1=cn(1.5,0.5,0),cn(0,0.5,0)
- else
- RS.Parent=Torso RS.Part0=Torso RS.Part1=RA
- ra.Part1=nil
- end
- end
- Legs = function(on) Legz=on
- if on then
- LH.Part1=nil RH.Part1=nil
- 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
- RArm''
- LArm''
- Legs''
- q(function() wait(0.1) LArm() RArm() Legs() end)
- --bin=qi{'HopperBin',Backpack,n=ModelName}
- m=qi{'Model',ModelParent,n=ModelName..Pn,archivable=false}
- m.ChildAdded:connect(function(v)
- if v:IsA("Part") then v.CanCollide=false end
- end)
- m2=qi{'Model',m}
- Pack=qi{'Part',m,cf=of,sc=v3(2,2,1)}
- Packw=qi{'Weld',Pack,P0=Torso,P1=Pack,C0=cn(0,0,1)}
- m1f=qi{'Sound',Pack,SoundId=as.fire,Pitch=0.9,Volume=0.7}
- m2f=qi{'Sound',Pack,SoundId='rbxasset://sounds//Rubber band sling shot.wav',Pitch=0.9,Volume=1}
- m3f=qi{'Sound',Pack,SoundId=as.firelaser,Pitch=1.1,Volume=1}
- BP=qi{'BodyPosition',Torso,n=ModelName..'BP',maxForce=v3(0,0,0)}
- BG=qi{'BodyGyro',Torso,n=ModelName..'BG',maxTorque=v3(0,0,0)}
- LShoulder =qi{'Part',m,sc=v3(1.1,0.6,1.1),bn='Black'}
- LShoulderw=qi{'Weld',m,P0=LA,P1=LShoulder,C0=cn(0,0.8,0)}
- vv=qi{'Part',m,sc=v3(0.8,0.2,0.8),bn='Dark stone grey'} qi{'CylinderMesh',vv}
- qi{'Weld',m,P0=LShoulder,P1=vv,C0=cn(0,0.3,0)}
- vv2=qi{'Part',m,sc=v3(0.4,0.5,0.4),bn='Dark stone grey'} qi{'CylinderMesh',vv2}
- qi{'Weld',m,P0=vv,P1=vv2,C0=cn(0,0.35,0)}
- LShoulderx=qi{'Part',m,sc=v3(0.4,0.4,0.4),bn='Dark stone grey'} qi{'SpecialMesh',LShoulderx,mtyp='Sphere'}
- qi{'Weld',m,P0=vv2,P1=LShoulderx,C0=cn(0,0.25,0)}
- vv=qi{'Part',m,sc=v3(0.6,0.6,0.6),bn='Dark stone grey'} qi{'SpecialMesh',vv,mtyp='Sphere'}
- qi{'Weld',m,P0=Pack,P1=vv,C0=cn(-1,1,0.5)*ca(50,0,30)}
- vv2=qi{'Part',m,sc=v3(0.4,1,0.4),bn='Dark stone grey'} qi{'CylinderMesh',vv2,}
- qi{'Weld',m,P0=vv,P1=vv2,C0=cn(0,0.5,0)}
- LShoulderx2=qi{'Part',m,sc=v3(0.4,0.4,0.4),bn='Dark stone grey'} qi{'SpecialMesh',LShoulderx2,mtyp='Sphere'}
- qi{'Weld',m,P0=vv2,P1=LShoulderx2,C0=cn(0,0.5,0)}
- LShoulderx3=qi{'Part',m,sc=v3(0.4,1,0.4),bn='Dark stone grey'} qi{'CylinderMesh',LShoulderx3}
- LShoulderxw=qi{'Weld',m,P0=LShoulderx2,P1=LShoulderx3}
- RShoulder =qi{'Part',m,sc=v3(1.1,0.6,1.1),bn='Black'}
- RShoulderw=qi{'Weld',m,P0=RA,P1=RShoulder,C0=cn(0,0.8,0)}
- vv=qi{'Part',m,sc=v3(0.8,0.2,0.8),bn='Dark stone grey'} qi{'CylinderMesh',vv}
- qi{'Weld',m,P0=RShoulder,P1=vv,C0=cn(0,0.3,0)}
- vv2=qi{'Part',m,sc=v3(0.4,0.5,0.4),bn='Dark stone grey'} qi{'CylinderMesh',vv2}
- qi{'Weld',m,P0=vv,P1=vv2,C0=cn(0,0.35,0)}
- RShoulderx=qi{'Part',m,sc=v3(0.4,0.4,0.4),bn='Dark stone grey'} qi{'SpecialMesh',RShoulderx,mtyp='Sphere'}
- qi{'Weld',m,P0=vv2,P1=RShoulderx,C0=cn(0,0.25,0)}
- vv=qi{'Part',m,sc=v3(0.6,0.6,0.6),bn='Dark stone grey'} qi{'SpecialMesh',vv,mtyp='Sphere'}
- qi{'Weld',m,P0=Pack,P1=vv,C0=cn(1,1,0.5)*ca(50,0,-30)}
- vv2=qi{'Part',m,sc=v3(0.4,1,0.4),bn='Dark stone grey'} qi{'CylinderMesh',vv2,}
- qi{'Weld',m,P0=vv,P1=vv2,C0=cn(0,0.5,0)}
- RShoulderx2=qi{'Part',m,sc=v3(0.4,0.4,0.4),bn='Dark stone grey'} qi{'SpecialMesh',RShoulderx2,mtyp='Sphere'}
- qi{'Weld',m,P0=vv2,P1=RShoulderx2,C0=cn(0,0.5,0)}
- RShoulderx3=qi{'Part',m,sc=v3(0.4,1,0.4),bn='Dark stone grey'} qi{'CylinderMesh',RShoulderx3}
- RShoulderxw=qi{'Weld',m,P0=RShoulderx2,P1=RShoulderx3}
- RShoulderb =qi{'Part',m,sc=v3(1,0.5,1),bn='Dark stone grey'} qi{'BlockMesh',RShoulderb,sca=v3(1.1,1,1.1)}
- RShoulderbw=qi{'Weld',m,P0=RShoulder,P1=RShoulderb,C0=cn(0,-0.8-0.5,0)}
- HData={}
- breaker=function(hit,dmg)
- if hit.Anchored then return false end
- if hit.Parent:findFirstChild'Humanoid' then return false end
- if hit.Parent.Parent:findFirstChild'Humanoid' then return false end
- if hit.Parent.Parent.Parent:findFirstChild'Humanoid' then return false end
- local broke=false
- local dmg=dmg or mran(15,40)
- if not HData[hit] then local hh=hit.Size.x*hit.Size.y*hit.Size.z/1.5 HData[hit]=hh end
- HData[hit]=HData[hit]-dmg
- if HData[hit]<=0 then hit:BreakJoints() broke=true end
- return broke
- end
- BackBooster=function()
- local Dark=qi{'Part',m,cf=of,sc=v3(1.5,0.2,1.5),bn='Really black'} qi{'Weld',Dark,P0=Pack,P1=Dark,C0=cn(0,0,0.41)*ca(90,0,0)}
- local Hatch=qi{'Part',m,cf=of,sc=v3(1.55,0.2,1.55)} Hatchw=qi{'Weld',Dark,P0=Dark,P1=Hatch,C0=cn(0,0.05,-0.75),C1=cn(0,0,-0.75)}
- Ani(Hatchw,0,0,-0.75,135,0,0,1,0.12,1)
- local bo=qi{'Part',Dark,sc=v3(0,0,0)} local bom=qi{'CylinderMesh',bo}
- local bow=qi{'Weld',bo,P0=Dark,P1=bo}
- local bo2=qi{'Part',Dark,sc=v3(0,0,0)} local bo2m=qi{'CylinderMesh',bo2}
- local bo2w=qi{'Weld',bo,P0=bo,P1=bo2}
- local bo3=qi{'Part',Dark,sc=v3(0,0,0),bn='Really black'} local bo3m=qi{'CylinderMesh',bo3}
- local bo3w=qi{'Weld',bo,P0=bo2,P1=bo3}
- for i=0.25,1,0.25 do bow.C0=cn(0,1*i,0) bom.Scale=v3(1.4,2*i,1.4)*5 bo2w.C0=cn(0,2*i,0) bo2m.Scale=v3(1*i+1.5,2*i,1*i+1.5)*5
- bo3w.C0=cn(0,1*i,0) bo3m.Scale=v3(1*i+1,0.05,1*i+1)*5 wait() end
- local wingz={}
- for x=-1,1,2 do
- local v=qi{'WedgePart',Dark,sc=v3(0.2,0.2,0.2)} local vm=qi{'SpecialMesh',v,mtyp='Wedge',sca=v3(0.6,4,0)*5}
- local vw=qi{'Weld',v,P0=bo2,P1=v,C0=cn(x*0.5,-1,0)*ca(180,-x*90,0)}
- wingz[x]=vw
- end
- for i=0.25,1,0.25 do for x=-1,1,2 do wingz[x].Part1.Mesh.Scale=v3(0.6,4,2.5*i)*5 wingz[x].C0=cn(x*(i*1.25+0.5),-1,0)*ca(180,-x*90,0) end wait() end
- local fire=qi{'Fire',bo3,Heat=25,Size=8}
- local bv=qi{'BodyVelocity',bo,maxForce=v3(10^6,10^5,10^6)}
- repeat wait(0.1) bv.velocity=Torso.CFrame.lookVector*80 until not Key.f
- bv:Remove()
- fire:Remove()
- for i=1,0,-0.25 do for x=-1,1,2 do wingz[x].Part1.Mesh.Scale=v3(0.6,4,2.5*i)*5 wingz[x].C0=cn(x*(i*1.25+0.5),-1,0)*ca(180,-x*90,0) end wait() end
- for x=-1,1,2 do wingz[x].Part1:Remove() end
- for i=1,0,-0.25 do bow.C0=cn(0,1*i,0) bom.Scale=v3(1.4,2*i,1.4)*5 bo2w.C0=cn(0,2*i,0) bo2m.Scale=v3(1*i+1.5,2*i,1*i+1.5)*5
- bo3w.C0=cn(0,1*i,0) bo3m.Scale=v3(1*i+1,0.05,1*i+1)*5 wait() end
- Ani(Hatchw,0,0,-0.75,0,0,0,1,0.12,1)
- Dark:Remove()
- Hatch:Remove()
- end
- BackTurret=function()
- local Dark=qi{'Part',m,cf=of,sc=v3(1.5,0.2,1.5),bn='Really black'} qi{'Weld',Dark,P0=Pack,P1=Dark,C0=cn(0,0,0.41)*ca(90,0,0)}
- local Hatch=qi{'Part',m,cf=of,sc=v3(1.55,0.2,1.55)} Hatchw=qi{'Weld',Dark,P0=Dark,P1=Hatch,C0=cn(0,0.05,0.75),C1=cn(0,0,0.75)}
- Ani(Hatchw,0,0,0.75,-90,0,0,1,0.12,1)
- local vv1=qi{'Part',m,cf=of,sc=v3(0.2,0.2,0.2)} vv1w=qi{'Weld',Dark,P0=Dark,P1=vv1} qi{'CylinderMesh',vv1}
- local vv2=qi{'Part',m,cf=of,sc=v3(0.2,0.2,0.2)} vv2w=qi{'Weld',Dark,P0=vv1 ,P1=vv2} qi{'SpecialMesh',vv2,mtyp='Sphere',sca=v3(0.8,0.8,0.8)*5}
- for i=0.2,1,0.2 do vv1w.C0=cn(0,0.5*i,0) vv2w.C0=cn(0,0.5*i,0) vv1.Mesh.Scale=v3(0.8,1*i,0.8)*5 wait() end vv2w.C0=cn(0,0.5,0)*ca(-100,0,0)
- local vv3=qi{'Part',m,cf=of,sc=v3(0.2,0.2,0.2)} vv3w=qi{'Weld',Dark,P0=vv2,P1=vv3} qi{'CylinderMesh',vv3}
- local vv4=qi{'Part',m,cf=of,sc=v3(0.2,0.2,0.2)} vv4w=qi{'Weld',Dark,P0=vv3 ,P1=vv4} qi{'SpecialMesh',vv4,mtyp='Sphere'}
- for i=0.2,1,0.2 do vv3w.C0=cn(0,2.5*i,0) vv4w.C0=cn(0,2.5*i,0) vv3.Mesh.Scale=v3(0.8,5*i,0.8)*5 vv4.Mesh.Scale=((v3(1,1,1)*i*1.2)+v3(0.8,0.8,0.8))*5 wait() end
- local vv5=qi{'Part',m,cf=of,sc=v3(0.2,0.2,0.2)} vv5w=qi{'Weld',Dark,P0=vv4,P1=vv5} qi{'CylinderMesh',vv5}
- local vv6=qi{'Part',m,cf=of,sc=v3(1,0.2,1),bn='Really black'} vv6w=qi{'Weld',Dark,P0=vv5,P1=vv6} qi{'CylinderMesh',vv6}
- for i=0.2,1,0.2 do vv5w.C0=cn(0,1*i,0) vv6w.C0=cn(0,0.91*i,0) vv5.Mesh.Scale=v3(1.25,2*i,1.25)*5 wait() end
- GrenadeOff=vv6
- BackAnim='Grenade'
- repeat wait()
- if selected and mouse then
- local cf=cn(vv4.Position,mouse.Hit.p)*cn(0,0,-1)*ca(-90,0,0)
- cf=vv4.CFrame:toObjectSpace(cf)
- vv5w.C0=cf
- end
- until not Key.f
- BackAnim='notGrenade'
- GrenadeOff=nil
- for i=1,0,-0.2 do vv5w.C0=cn(0,1*i,0) vv6w.C0=cn(0,0.91*i,0) vv5.Mesh.Scale=v3(1.25,2*i,1.25)*5 wait() end vv5:Remove() vv6:Remove()
- for i=1,0,-0.2 do vv3w.C0=cn(0,2.5*i,0) vv4w.C0=cn(0,2.5*i,0) vv3.Mesh.Scale=v3(0.8,5*i,0.8)*5 vv4.Mesh.Scale=((v3(1,1,1)*i*1.2)+v3(0.8,0.8,0.8))*5 wait() end vv3:Remove() vv4:Remove()
- for i=1,0,-0.2 do vv1w.C0=cn(0,0.5*i,0) vv2w.C0=cn(0,0.5*i,0) vv1.Mesh.Scale=v3(0.8,1*i,0.8)*5 wait() end vv1:Remove() vv2:Remove()
- Ani(Hatchw,0,0,0.75,0,0,0,1,0.12,1)
- Dark:Remove()
- Hatch:Remove()
- end
- RightArmGun=function()
- RArm''
- local armpos=Torso.CFrame*cn(1.5,0.5,0)
- local cc=cn(armpos.p,mouse.Hit.p)*ca(90,0,0)*cn(0,-0.5,0)
- cc=Torso.CFrame:toObjectSpace(cc)
- local ccx,ccy,ccz=cc:toEulerAnglesXYZ()
- qAni(ra,cc.x,cc.y,cc.z,mdeg(ccx),mdeg(ccy),mdeg(ccz),0,0.1,1)
- local me=RShoulderb.Mesh
- RightGun ={}
- RightGunAlter=true
- RightGun2={}
- qAni(RShoulderbw,0,-0.8-0.5,-0.25,0,0,0,0,0.1,1)
- for x=-1,1,2 do
- local v=qi{'Part',m,sc=v3(0.2,0.2,0.2)} qi{'CylinderMesh',v}
- local vw=qi{'Weld',v,P0=me.Parent,P1=v,C0=cn(x*0.25,0,0)}
- RightGun[x]=vw
- local v2=qi{'Part',m,sc=v3(0.2,0.2,0.2),bn='Really black'} qi{'CylinderMesh',v2,sca=v3(0.3,0.02,0.3)*5}
- local v2w=qi{'Weld',v,P0=v,P1=v2,C0=cn(0,0,0)}
- RightGun2[x]=v2w
- end
- for i=0,1,0.1 do me.Scale=v3(1.1,1,1.1+(0.7*i)) for x=-1,1,2 do RightGun2[x].C0=cn(0,-0.5*i,0) RightGun[x].C0=cn(x*0.25,-0.5*i,-0.5*i) RightGun[x].Part1.Mesh.Scale=v3(0.5,1*i,0.5)*5 end wait() end
- ra.C1=cn(0,0,0)
- RightArmAnim='Gun'
- repeat
- local armpos=Torso.CFrame*cn(1.5,0.5,0)
- local cc=cn(armpos.p,mouse.Hit.p)*ca(90,0,0)*cn(0,-0.5,0)
- cc=Torso.CFrame:toObjectSpace(cc)
- ra.C0=cc
- wait()
- until not Key.e and RightArmAnim=='Gun'
- RightArmAnim='GunReady'
- rAni(ra)
- qAni(ra,1.5,0.5,0,0,0,0,0,0.1,1)
- qAni(ra,0 ,0.5,0,0,0,0,1,0.1,1)
- qAni(RShoulderbw,0,-0.8-0.5,0,0,0,0,0,0.1,1)
- for i=1,0,-0.1 do me.Scale=v3(1.1,1,1.1+(0.7*i)) for x=-1,1,2 do RightGun2[x].C0=cn(0,-0.5*i,0) RightGun[x].C0=cn(x*0.25,-0.5*i,-0.5*i) RightGun[x].Part1.Mesh.Scale=v3(0.5,1*i,0.5)*5 end wait() end
- for x=-1,1,2 do RightGun[x].Part1:Remove() RightGun2[x].Part1:Remove() end
- wait()
- RArm()
- RightArmAnim='None'
- end
- FireLaser=function(targetpos,spawn)
- q(function()
- local cff=cn(spawn.Position,targetpos)*cn(0,0,4)
- local arc=qi{'Part',m,n='asd',sc=v3(0.3,0.3,1),cf=cff,an=true,bn='New Yeller',tra=0.1} qi{'SpecialMesh',arc,mtyp='Sphere',sca=v3(1,1,2)}
- local Hit,Mag,Pos=RangeAnim(arc,{arc},30,4,4,function(ty2,obj,hit,pos) end,m,false,false)
- arc.CFrame=arc.CFrame*cn(0,0,-Mag)
- MeshEffect(arc,arc.CFrame,2,2,2,0.2,'New Yeller','Sphere',cn(0,0,0))
- wait()
- arc.Transparency=1
- Debris:AddItem(arc,1)
- if Hit and (Hit.Parent:findFirstChild'Humanoid' or Hit.Parent.Parent:findFirstChild'Humanoid') then
- if Hit.Parent.Name==Pn or Hit.Parent.Parent.Name==Pn then return end
- Dmg(Hit.Parent:findFirstChild'Humanoid' or Hit.Parent.Parent.Humanoid,11)
- end -- ifhit
- --
- end)
- end
- Huma.PlatformStand=false
- Jp={} Jp.Wings={} Jp.w={} Jp.t={} Jp.b={}
- Jetpack=function()
- if LeftAnim=='JetpackAnim' then return end
- if LeftAnim=='None' then
- LeftAnim,RightAnim='JetpackAnim','JetpackAnim'
- for x=-1,1,2 do
- local vv=qi{'Part',m,sc=v3(0,0,0)} qi{'BlockMesh',vv}
- local vw=qi{'Weld',vv,P0=Pack,P1=vv,C0=cn(x*1,0,0)}
- Jp.Wings[x]=vw
- qAni(vw,x*2.7,0,0.6,0,-x*20,0,0,0.1)
- end
- for i=0.1,1,0.1 do for x=-1,1,2 do Jp.Wings[x].Part1.Mesh.Scale=v3(4*i,1.5,0.5)*5 end wait() end
- for x=-1,1,2 do
- local vv=qi{'Part',m,sc=v3(0,0,0)} qi{'SpecialMesh',vv,mid=as.ring,sca=v3(3,3,3*3.5)}
- local vw=qi{'Weld',vv,P0=Jp.Wings[x].Part1,P1=vv,C0=cn(x*2,0,0)*ca(90,0,0),C1=ca(0,-x*20,0)}
- Jp.w[x]=vw
- qAni(vw,x*3.5,0,0.3,Rots*2,0,0,0,0.1)
- local vv=qi{'Part',m,sc=v3(1,1,1)} qi{'SpecialMesh',vv,mtyp='Sphere',sca=v3(3,3,3)}
- local vw=qi{'Weld',vv,P0=Jp.w[x].Part1,P1=vv,C0=cn(0,0,0)*ca(-90,0,0)}
- Jp.t[x]=vw
- local vv=qi{'Part',m,sc=v3(1,1,1),bn='Really black'} qi{'SpecialMesh',vv,mtyp='Sphere',sca=v3(3,3,3)}
- local vw=qi{'Weld',vv,P0=Jp.w[x].Part1,P1=vv,C0=cn(0,0,0)*ca(-90,0,0)}
- Jp.b[x]=vw
- end
- for i=0.1,1,0.1 do for x=-1,1,2 do Jp.b[x].Part1.Mesh.Scale=v3(3*i,0.2,3*i) Jp.t[x].Part1.Mesh.Scale=v3(3*i,0.2,3*i) Jp.w[x].Part1.Mesh.Scale=v3(3*i,3*i,3*3.5) end wait() end
- for i=0.25,1,0.25 do for x=-1,1,2 do Jp.b[x].C0=cn(0,0,i*1)*ca(-90,0,0) Jp.t[x].C0=cn(0,0,-2*i)*ca(-90,0,0) Jp.t[x].Part1.Mesh.Scale=v3(3,6*i,3) Jp.w[x].Part1.Mesh.Scale=v3(3,3,(i*3+3)*3.5) end wait() end
- for x=-1,1,2 do qi{'Fire',Jp.b[x].Part1,Heat=-25,Size=6} qi{'Smoke',Jp.b[x].Part1,RiseVelocity=-25,Size=5,Opacity=0.2,Color=bn'Black'.Color} end
- BP.position=Torso.Position
- BG.cframe=cn(Torso.Position,Torso.CFrame*cn(0,0,-5).p)
- Huma.PlatformStand=true
- LeftAnim,RightAnim='Jetpack','Jetpack'
- elseif LeftAnim=='Jetpack' then
- LeftAnim,RightAnim='JetpackAnim','JetpackAnim'
- Huma.PlatformStand=false
- for x=-1,1,2 do Jp.b[x].Part1:Remove() end
- for i=1,0,-0.25 do for x=-1,1,2 do Jp.t[x].C0=cn(0,0,-2*i)*ca(-90,0,0) Jp.t[x].Part1.Mesh.Scale=v3(3,6*i,3) Jp.w[x].Part1.Mesh.Scale=v3(3,3,(i*3+3)*3.5) end wait() end
- for x=-1,1,2 do qAni(Jp.w[x],x*2,0,0,0,0,0,0,0.1) end
- for i=1,0,-0.1 do for x=-1,1,2 do Jp.t[x].Part1.Mesh.Scale=v3(3*i,0.2,3*i) Jp.w[x].Part1.Mesh.Scale=v3(3*i,3*i,3*3.5) end wait() end
- for x=-1,1,2 do qAni(Jp.Wings[x],x*1,0,0,0,0,0,0,0.1) end
- for i=1,0,-0.1 do for x=-1,1,2 do Jp.Wings[x].Part1.Mesh.Scale=v3(4*i,1.5,0.5)*5 end wait() end
- for x=-1,1,2 do
- Jp.Wings[x].Part1:Remove()
- end
- LeftAnim,RightAnim='None','None'
- end
- end
- Explode=function(object,sc,dmg)
- if object and object.Parent then
- qi{'Sound',object,SoundId=as.boom,Pitch=2,Volume=0.5}:play()
- for x=-1,1,2 do
- MeshEffect(object,object.CFrame*ca(0,0,45*x),sc*0.7,sc*1.5,sc*0.7,0.2,x==-1 and 'Bright red' or 'Bright yellow','Sphere')
- end
- GetRegion(object.Position,sc,function(Hum,HT) Dmg(Hum,dmg or 25)
- Hum.PlatformStand=true
- HT.RotVelocity=v3(0,100,0)
- AddBV(45,cn(object.Position,HT.Position+v3(0,8,0)),HT,0.2) wait(1.5) Hum.PlatformStand=false
- end,function(hit) if breaker(hit) then hit.Velocity=object.CFrame.lookVector*65 end end)
- end
- end --
- GetX = function(CFF)
- local a1,a2,a3,a4,a5,a6,a7,a8,a9=CFF:components()
- return math.floor(math.deg(math.asin(a9)))
- end
- ButtonDown=function()
- if BackAnim=='Grenade' and GrenadeOff then
- local muffin=qi{'Part',m2,Friction=2,Elasticity=0,Debris=8,sc=v3(1.5,2,1.5)} local muffinm=qi{'SpecialMesh',muffin,sca=v3(2,2,2)*0.9,mid=as.muffin,tid=as.muffint}
- muffin.CFrame=cn(GrenadeOff.CFrame*cn(0,1,0).p,GrenadeOff.CFrame*cn(0,10,0).p)
- muffin.Velocity=muffin.CFrame.lookVector*180
- --m2f:play()
- local bewm
- q(function() wait(3) if muffin.Parent then Explode(muffin,15,18) end end)
- muffin.Touched:connect(function(hit)
- if hit.Anchored then return end
- if bewm then return end bewm=true
- qi{'Weld',muffin,P0=hit,P1=muffin,C0=hit.CFrame:toObjectSpace(muffin.CFrame),Debris=3}
- end)
- end
- ---
- ---
- if RightArmAnim=='Gun' then
- RightArmAnim='Fire'
- repeat
- RightGunAlter = not RightGunAlter
- local gunturn=RightGunAlter and RightGun2[-1].Part1 or RightGun2[1].Part1
- MeshEffect(gunturn,gunturn.CFrame*cn(0,-0.1,0),1,2,1,0.15,'New Yeller','Sphere',cn(0,-0.1,0)*ca(0,0,0))
- m3f:play()
- FireLaser(mouse.Hit.p,gunturn)
- wait(0.25)
- until not Button
- RightArmAnim='Gun'
- end
- end
- ButtonUp=function()
- end
- mouseMove=function()
- if LeftAnim=='Jetpack' then
- BG.cframe=cn(Torso.Position,mouse.hit.p)*ca(Key.w and -80 or 0,0,0)
- end
- end
- Rots=0
- Key={}
- BackAnim='None'
- RightArmAnim='None'
- LeftArmAnim='None'
- RightAnim='None'
- LeftAnim='None'
- --bin.Selected:connect(function(mouse2)
- mouse2=Player:GetMouse()
- selected=true
- mouse=mouse2
- mouse.KeyDown:connect(function(k)
- Key[k]=true
- if k=='f' and BackAnim=='None' and not Button then
- BackAnim='TurretReady'
- BackTurret()
- BackAnim='None'
- elseif k=='f' and BackAnim=='None' and Button then
- BackAnim='Booster'
- BackBooster()
- BackAnim='None'
- elseif k=='e' and RightArmAnim=='None' then
- RightArmAnim='GunReady'
- RightArmGun()
- elseif k=='v' then
- Jetpack()
- elseif k=='w' and LeftAnim=='Jetpack' then
- local tp=Torso.Position
- BG.cframe=cn(tp,mouse.hit.p)*ca(-80,0,0)
- repeat
- local tp=Torso.Position
- local mp=mouse.hit.p+v3(0,2,0)
- local speed=(tp-mp).magnitude/30+5 speed=speed<30 and speed or 30
- speed=mouse.Target and speed or 12
- BP.position=cn(tp,mp)*cn(0,0,-speed).p
- wait()
- until not Key.w or LeftAnim~='Jetpack'
- BG.cframe=cn(tp,mouse.hit.p)*ca(0,0,0)
- elseif k=='y' then
- end
- end)
- mouse.KeyUp:connect(function(k)
- Key[k]=false
- if k=='b' then
- end
- end)
- mouse.Button1Down:connect(function()
- Button=true
- ButtonDown()
- end)
- mouse.Button1Up:connect(function()
- Button=false
- ButtonUp()
- end)
- mouse.Move:connect(function()
- mouseMove()
- end)
- --end)
- --bin.Deselected:connect(function()
- --selected=false
- --end)
- u=0
- while m.Parent do
- u=u+1
- for i,v in pairs{{LShoulderx,LShoulderx2,LShoulderx3,LShoulderxw},{RShoulderx,RShoulderx2,RShoulderx3,RShoulderxw}} do
- local shouldermag=(v[1].Position-v[2].Position).magnitude
- v[3].Mesh.Scale=v3(1,shouldermag,1)
- local cf=cn(v[1].Position,v[2].Position)*cn(0,0,-shouldermag/2)*ca(90,0,0)
- cf=v[2].CFrame:toObjectSpace(cf)
- v[4].C0=cf
- end
- if mouse then Rots = -math.deg((Head.Position - mouse.hit.p).unit.y) end
- if Jp.w and LeftAnim=='Jetpack' then for x=-1,1,2 do Jp.w[x].C0=cn(x*3.5,0,0.3)*ca(GetX(Torso.CFrame)+20,0,0) end end
- if LeftAnim=='Jetpack' then
- BG.maxTorque=v3(0,0,0)/0
- BP.maxForce=v3(0,0,0)/0
- else
- BG.maxTorque=v3(0,0,0)
- BP.maxForce=v3(0,0,0)
- end
- wait()
- end
- --]],theguy)
- ---c/while true do wait() for i,v in pairs(workspace["NOT TELLING LOL"]:children()) do v.BrickColor=BrickColor.Random() end end
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