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astronaut32

rmdx

May 23rd, 2015
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  1. --theguy=workspace.thejonathann NLS([[
  2.  
  3. loadstring(_G["RM"..'Lib'])()
  4.  
  5. Player,Backpack=pm:l(game:service'Players'.LocalPlayer.Name):load()
  6.  
  7. Pn=Player.Name
  8.  
  9. PlayerGui,Char,Backpack=Player.PlayerGui,Player.Character,Player.Backpack
  10.  
  11. Head,Torso,Huma=Char.Head,Char.Torso,Char.Humanoid
  12.  
  13.  
  14.  
  15. as={}
  16.  
  17. as.ring="3270017"
  18.  
  19. as.blast='20329976'
  20.  
  21. as.missile='10207677'
  22.  
  23. as.fire='2693346'
  24.  
  25. as.boom='3264793'
  26.  
  27. as.muffin ='23261119'
  28.  
  29. as.muffint='23261110'
  30.  
  31. as.firelaser='13775494'
  32.  
  33.  
  34.  
  35. --Blow Dryer: http://www.roblox.com/asset/?id=11717967
  36.  
  37. --Laser Hit: http://www.roblox.com/asset/?id=11945266
  38.  
  39. --Laser Bewm: http://www.roblox.com/asset/?id=13775494
  40.  
  41.  
  42.  
  43. for i,v in pairs(as) do
  44.  
  45. if type(tonumber(v:sub(1,3)))=="number" then
  46.  
  47. as[i]="http://www.roblox.com/asset/?id="..v
  48.  
  49. end
  50.  
  51. end
  52.  
  53.  
  54.  
  55.  
  56.  
  57. ModelName='Tol'
  58.  
  59. ModelParent=Char
  60.  
  61. of=Torso.CFrame*cn(0,1,-12)
  62.  
  63.  
  64.  
  65. pcall(function() ModelParent[ModelName..Pn]:Destroy() end)
  66.  
  67. pcall(function() Backpack[ModelName]:Destroy() end)
  68.  
  69. pcall(function() _G[Pn..ModelName..'Connection']:Disconnect() end)
  70.  
  71. pcall(function() Torso[ModelName..'BP']:Destroy() end)
  72.  
  73. pcall(function() Torso[ModelName..'BG']:Destroy() end)
  74.  
  75. pcall(function() _G[ModelName..'old'].Disabled=true end)
  76.  
  77.  
  78.  
  79. _G[ModelName..'old']=script
  80.  
  81.  
  82.  
  83.  
  84.  
  85. Limbs={LS=Torso:findFirstChild'Left Shoulder',RS=Torso:findFirstChild'Right Shoulder',LH=Torso:findFirstChild'Left Hip',RH=Torso:findFirstChild'Right Hip'}
  86.  
  87. if _G.Limbz then
  88.  
  89. Limbs.LS=Limbs.LS or _G.Limbz.LS
  90.  
  91. Limbs.RS=Limbs.RS or _G.Limbz.RS
  92.  
  93. Limbs.LH=Limbs.LH or _G.Limbz.LH
  94.  
  95. Limbs.RH=Limbs.RH or _G.Limbz.RH
  96.  
  97. end
  98.  
  99. _G.Limbz=Limbs
  100.  
  101. LS,RS,LH,RH=Limbs.LS,Limbs.RS,Limbs.LH,Limbs.RH
  102.  
  103. LA,RA,LL,RL=Char['Left Arm'],Char['Right Arm'],Char['Left Leg'],Char['Right Leg']
  104.  
  105. LS.Part0,RS.Part0,LH.Part0,RH.Part0=pTorso,pTorso,pTorso,pTorso
  106.  
  107. LS.Part1,RS.Part1,LH.Part1,RH.Part1=LA,RA,LL,RL
  108.  
  109.  
  110.  
  111.  
  112.  
  113. 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)}
  114.  
  115. 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)}
  116.  
  117.  
  118.  
  119. _G.limbz={}
  120.  
  121. _G.limbz.la=la
  122.  
  123. _G.limbz.ra=ra
  124.  
  125.  
  126.  
  127.  
  128.  
  129. LArmz=false
  130.  
  131. RArmz=false
  132.  
  133. Legz=false
  134.  
  135. Arms = function(on) LArmz=on
  136.  
  137. if on then
  138.  
  139. LS.Part1=nil RS.Part1=nil
  140.  
  141. la.Part1=LA ra.Part1=RA
  142.  
  143. la.C0,la.C1=cn(-1.5,0.5,0),cn(0,0.5,0)
  144.  
  145. ra.C0,ra.C1=cn(1.5,0.5,0),cn(0,0.5,0)
  146.  
  147. else
  148.  
  149. LS.Parent,RS.Parent=Torso,Torso LS.Part0=Torso RS.Part0=Torso LS.Part1=LA RS.Part1=RA
  150.  
  151. la.Part1=nil ra.Part1=nil
  152.  
  153. end
  154.  
  155. end
  156.  
  157.  
  158.  
  159. LArm = function(on) LArmz=on
  160.  
  161. if on then
  162.  
  163. LS.Part1=nil
  164.  
  165. la.Part1=LA
  166.  
  167. la.C0,la.C1=cn(-1.5,0.5,0),cn(0,0.5,0)
  168.  
  169. else
  170.  
  171. LS.Parent=Torso LS.Part0=Torso LS.Part1=LA
  172.  
  173. la.Part1=nil
  174.  
  175. end
  176.  
  177. end
  178.  
  179.  
  180.  
  181. RArm = function(on) RArmz=on
  182.  
  183. if on then
  184.  
  185. RS.Part1=nil
  186.  
  187. ra.Part1=RA
  188.  
  189. ra.C0,ra.C1=cn(1.5,0.5,0),cn(0,0.5,0)
  190.  
  191. else
  192.  
  193. RS.Parent=Torso RS.Part0=Torso RS.Part1=RA
  194.  
  195. ra.Part1=nil
  196.  
  197. end
  198.  
  199. end
  200.  
  201.  
  202.  
  203.  
  204.  
  205. Legs = function(on) Legz=on
  206.  
  207. if on then
  208.  
  209. LH.Part1=nil RH.Part1=nil
  210.  
  211. ll.Part1=LL rl.Part1=RL
  212.  
  213. ll.C0,ll.C1=cn(-0.5,-1,0),cn(0,1,0)
  214.  
  215. rl.C0,rl.C1=cn(0.5,-1,0),cn(0,1,0)
  216.  
  217. else
  218.  
  219. LH.Parent,RH.Parent=Torso,Torso LH.Part0=Torso RH.Part0=Torso LH.Part1=LL RH.Part1=RL
  220.  
  221. ll.Part1=nil rl.Part1=nil
  222.  
  223. end
  224.  
  225. end
  226.  
  227. RArm''
  228.  
  229. LArm''
  230.  
  231. Legs''
  232.  
  233.  
  234.  
  235. q(function() wait(0.1) LArm() RArm() Legs() end)
  236.  
  237.  
  238.  
  239.  
  240.  
  241. --bin=qi{'HopperBin',Backpack,n=ModelName}
  242.  
  243.  
  244.  
  245. m=qi{'Model',ModelParent,n=ModelName..Pn,archivable=false}
  246.  
  247. m.ChildAdded:connect(function(v)
  248.  
  249. if v:IsA("Part") then v.CanCollide=false end
  250.  
  251. end)
  252.  
  253. m2=qi{'Model',m}
  254.  
  255.  
  256.  
  257. Pack=qi{'Part',m,cf=of,sc=v3(2,2,1)}
  258.  
  259. Packw=qi{'Weld',Pack,P0=Torso,P1=Pack,C0=cn(0,0,1)}
  260.  
  261.  
  262.  
  263. m1f=qi{'Sound',Pack,SoundId=as.fire,Pitch=0.9,Volume=0.7}
  264.  
  265. m2f=qi{'Sound',Pack,SoundId='rbxasset://sounds//Rubber band sling shot.wav',Pitch=0.9,Volume=1}
  266.  
  267. m3f=qi{'Sound',Pack,SoundId=as.firelaser,Pitch=1.1,Volume=1}
  268.  
  269.  
  270.  
  271.  
  272.  
  273. BP=qi{'BodyPosition',Torso,n=ModelName..'BP',maxForce=v3(0,0,0)}
  274.  
  275. BG=qi{'BodyGyro',Torso,n=ModelName..'BG',maxTorque=v3(0,0,0)}
  276.  
  277.  
  278.  
  279. LShoulder =qi{'Part',m,sc=v3(1.1,0.6,1.1),bn='Black'}
  280.  
  281. LShoulderw=qi{'Weld',m,P0=LA,P1=LShoulder,C0=cn(0,0.8,0)}
  282.  
  283.  
  284.  
  285. vv=qi{'Part',m,sc=v3(0.8,0.2,0.8),bn='Dark stone grey'} qi{'CylinderMesh',vv}
  286.  
  287. qi{'Weld',m,P0=LShoulder,P1=vv,C0=cn(0,0.3,0)}
  288.  
  289. vv2=qi{'Part',m,sc=v3(0.4,0.5,0.4),bn='Dark stone grey'} qi{'CylinderMesh',vv2}
  290.  
  291. qi{'Weld',m,P0=vv,P1=vv2,C0=cn(0,0.35,0)}
  292.  
  293. LShoulderx=qi{'Part',m,sc=v3(0.4,0.4,0.4),bn='Dark stone grey'} qi{'SpecialMesh',LShoulderx,mtyp='Sphere'}
  294.  
  295. qi{'Weld',m,P0=vv2,P1=LShoulderx,C0=cn(0,0.25,0)}
  296.  
  297.  
  298.  
  299. vv=qi{'Part',m,sc=v3(0.6,0.6,0.6),bn='Dark stone grey'} qi{'SpecialMesh',vv,mtyp='Sphere'}
  300.  
  301. qi{'Weld',m,P0=Pack,P1=vv,C0=cn(-1,1,0.5)*ca(50,0,30)}
  302.  
  303. vv2=qi{'Part',m,sc=v3(0.4,1,0.4),bn='Dark stone grey'} qi{'CylinderMesh',vv2,}
  304.  
  305. qi{'Weld',m,P0=vv,P1=vv2,C0=cn(0,0.5,0)}
  306.  
  307. LShoulderx2=qi{'Part',m,sc=v3(0.4,0.4,0.4),bn='Dark stone grey'} qi{'SpecialMesh',LShoulderx2,mtyp='Sphere'}
  308.  
  309. qi{'Weld',m,P0=vv2,P1=LShoulderx2,C0=cn(0,0.5,0)}
  310.  
  311. LShoulderx3=qi{'Part',m,sc=v3(0.4,1,0.4),bn='Dark stone grey'} qi{'CylinderMesh',LShoulderx3}
  312.  
  313. LShoulderxw=qi{'Weld',m,P0=LShoulderx2,P1=LShoulderx3}
  314.  
  315.  
  316.  
  317.  
  318.  
  319. RShoulder =qi{'Part',m,sc=v3(1.1,0.6,1.1),bn='Black'}
  320.  
  321. RShoulderw=qi{'Weld',m,P0=RA,P1=RShoulder,C0=cn(0,0.8,0)}
  322.  
  323.  
  324.  
  325. vv=qi{'Part',m,sc=v3(0.8,0.2,0.8),bn='Dark stone grey'} qi{'CylinderMesh',vv}
  326.  
  327. qi{'Weld',m,P0=RShoulder,P1=vv,C0=cn(0,0.3,0)}
  328.  
  329. vv2=qi{'Part',m,sc=v3(0.4,0.5,0.4),bn='Dark stone grey'} qi{'CylinderMesh',vv2}
  330.  
  331. qi{'Weld',m,P0=vv,P1=vv2,C0=cn(0,0.35,0)}
  332.  
  333. RShoulderx=qi{'Part',m,sc=v3(0.4,0.4,0.4),bn='Dark stone grey'} qi{'SpecialMesh',RShoulderx,mtyp='Sphere'}
  334.  
  335. qi{'Weld',m,P0=vv2,P1=RShoulderx,C0=cn(0,0.25,0)}
  336.  
  337.  
  338.  
  339. vv=qi{'Part',m,sc=v3(0.6,0.6,0.6),bn='Dark stone grey'} qi{'SpecialMesh',vv,mtyp='Sphere'}
  340.  
  341. qi{'Weld',m,P0=Pack,P1=vv,C0=cn(1,1,0.5)*ca(50,0,-30)}
  342.  
  343. vv2=qi{'Part',m,sc=v3(0.4,1,0.4),bn='Dark stone grey'} qi{'CylinderMesh',vv2,}
  344.  
  345. qi{'Weld',m,P0=vv,P1=vv2,C0=cn(0,0.5,0)}
  346.  
  347. RShoulderx2=qi{'Part',m,sc=v3(0.4,0.4,0.4),bn='Dark stone grey'} qi{'SpecialMesh',RShoulderx2,mtyp='Sphere'}
  348.  
  349. qi{'Weld',m,P0=vv2,P1=RShoulderx2,C0=cn(0,0.5,0)}
  350.  
  351. RShoulderx3=qi{'Part',m,sc=v3(0.4,1,0.4),bn='Dark stone grey'} qi{'CylinderMesh',RShoulderx3}
  352.  
  353. RShoulderxw=qi{'Weld',m,P0=RShoulderx2,P1=RShoulderx3}
  354.  
  355.  
  356.  
  357. RShoulderb =qi{'Part',m,sc=v3(1,0.5,1),bn='Dark stone grey'} qi{'BlockMesh',RShoulderb,sca=v3(1.1,1,1.1)}
  358.  
  359. RShoulderbw=qi{'Weld',m,P0=RShoulder,P1=RShoulderb,C0=cn(0,-0.8-0.5,0)}
  360.  
  361.  
  362.  
  363. HData={}
  364.  
  365. breaker=function(hit,dmg)
  366.  
  367. if hit.Anchored then return false end
  368.  
  369. if hit.Parent:findFirstChild'Humanoid' then return false end
  370.  
  371. if hit.Parent.Parent:findFirstChild'Humanoid' then return false end
  372.  
  373. if hit.Parent.Parent.Parent:findFirstChild'Humanoid' then return false end
  374.  
  375. local broke=false
  376.  
  377. local dmg=dmg or mran(15,40)
  378.  
  379. if not HData[hit] then local hh=hit.Size.x*hit.Size.y*hit.Size.z/1.5 HData[hit]=hh end
  380.  
  381. HData[hit]=HData[hit]-dmg
  382.  
  383. if HData[hit]<=0 then hit:BreakJoints() broke=true end
  384.  
  385. return broke
  386.  
  387. end
  388.  
  389.  
  390.  
  391. BackBooster=function()
  392.  
  393. 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)}
  394.  
  395. 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)}
  396.  
  397. Ani(Hatchw,0,0,-0.75,135,0,0,1,0.12,1)
  398.  
  399. local bo=qi{'Part',Dark,sc=v3(0,0,0)} local bom=qi{'CylinderMesh',bo}
  400.  
  401. local bow=qi{'Weld',bo,P0=Dark,P1=bo}
  402.  
  403. local bo2=qi{'Part',Dark,sc=v3(0,0,0)} local bo2m=qi{'CylinderMesh',bo2}
  404.  
  405. local bo2w=qi{'Weld',bo,P0=bo,P1=bo2}
  406.  
  407. local bo3=qi{'Part',Dark,sc=v3(0,0,0),bn='Really black'} local bo3m=qi{'CylinderMesh',bo3}
  408.  
  409. local bo3w=qi{'Weld',bo,P0=bo2,P1=bo3}
  410.  
  411. 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
  412.  
  413. bo3w.C0=cn(0,1*i,0) bo3m.Scale=v3(1*i+1,0.05,1*i+1)*5 wait() end
  414.  
  415. local wingz={}
  416.  
  417. for x=-1,1,2 do
  418.  
  419. 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}
  420.  
  421. local vw=qi{'Weld',v,P0=bo2,P1=v,C0=cn(x*0.5,-1,0)*ca(180,-x*90,0)}
  422.  
  423. wingz[x]=vw
  424.  
  425. end
  426.  
  427. 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
  428.  
  429. local fire=qi{'Fire',bo3,Heat=25,Size=8}
  430.  
  431. local bv=qi{'BodyVelocity',bo,maxForce=v3(10^6,10^5,10^6)}
  432.  
  433. repeat wait(0.1) bv.velocity=Torso.CFrame.lookVector*80 until not Key.f
  434.  
  435. bv:Remove()
  436.  
  437. fire:Remove()
  438.  
  439. 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
  440.  
  441. for x=-1,1,2 do wingz[x].Part1:Remove() end
  442.  
  443. 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
  444.  
  445. bo3w.C0=cn(0,1*i,0) bo3m.Scale=v3(1*i+1,0.05,1*i+1)*5 wait() end
  446.  
  447. Ani(Hatchw,0,0,-0.75,0,0,0,1,0.12,1)
  448.  
  449. Dark:Remove()
  450.  
  451. Hatch:Remove()
  452.  
  453. end
  454.  
  455.  
  456.  
  457. BackTurret=function()
  458.  
  459. 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)}
  460.  
  461. 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)}
  462.  
  463. Ani(Hatchw,0,0,0.75,-90,0,0,1,0.12,1)
  464.  
  465. 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}
  466.  
  467. 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}
  468.  
  469. 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)
  470.  
  471. 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}
  472.  
  473. 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'}
  474.  
  475. 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
  476.  
  477. 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}
  478.  
  479. 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}
  480.  
  481. 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
  482.  
  483. GrenadeOff=vv6
  484.  
  485. BackAnim='Grenade'
  486.  
  487. repeat wait()
  488.  
  489. if selected and mouse then
  490.  
  491. local cf=cn(vv4.Position,mouse.Hit.p)*cn(0,0,-1)*ca(-90,0,0)
  492.  
  493. cf=vv4.CFrame:toObjectSpace(cf)
  494.  
  495. vv5w.C0=cf
  496.  
  497. end
  498.  
  499. until not Key.f
  500.  
  501. BackAnim='notGrenade'
  502.  
  503. GrenadeOff=nil
  504.  
  505. 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()
  506.  
  507. 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()
  508.  
  509. 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()
  510.  
  511. Ani(Hatchw,0,0,0.75,0,0,0,1,0.12,1)
  512.  
  513. Dark:Remove()
  514.  
  515. Hatch:Remove()
  516.  
  517. end
  518.  
  519.  
  520.  
  521. RightArmGun=function()
  522.  
  523. RArm''
  524.  
  525. local armpos=Torso.CFrame*cn(1.5,0.5,0)
  526.  
  527. local cc=cn(armpos.p,mouse.Hit.p)*ca(90,0,0)*cn(0,-0.5,0)
  528.  
  529. cc=Torso.CFrame:toObjectSpace(cc)
  530.  
  531. local ccx,ccy,ccz=cc:toEulerAnglesXYZ()
  532.  
  533. qAni(ra,cc.x,cc.y,cc.z,mdeg(ccx),mdeg(ccy),mdeg(ccz),0,0.1,1)
  534.  
  535. local me=RShoulderb.Mesh
  536.  
  537. RightGun ={}
  538.  
  539. RightGunAlter=true
  540.  
  541. RightGun2={}
  542.  
  543. qAni(RShoulderbw,0,-0.8-0.5,-0.25,0,0,0,0,0.1,1)
  544.  
  545. for x=-1,1,2 do
  546.  
  547. local v=qi{'Part',m,sc=v3(0.2,0.2,0.2)} qi{'CylinderMesh',v}
  548.  
  549. local vw=qi{'Weld',v,P0=me.Parent,P1=v,C0=cn(x*0.25,0,0)}
  550.  
  551. RightGun[x]=vw
  552.  
  553. 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}
  554.  
  555. local v2w=qi{'Weld',v,P0=v,P1=v2,C0=cn(0,0,0)}
  556.  
  557. RightGun2[x]=v2w
  558.  
  559. end
  560.  
  561. 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
  562.  
  563. ra.C1=cn(0,0,0)
  564.  
  565. RightArmAnim='Gun'
  566.  
  567. repeat
  568.  
  569. local armpos=Torso.CFrame*cn(1.5,0.5,0)
  570.  
  571. local cc=cn(armpos.p,mouse.Hit.p)*ca(90,0,0)*cn(0,-0.5,0)
  572.  
  573. cc=Torso.CFrame:toObjectSpace(cc)
  574.  
  575. ra.C0=cc
  576.  
  577. wait()
  578.  
  579. until not Key.e and RightArmAnim=='Gun'
  580.  
  581. RightArmAnim='GunReady'
  582.  
  583. rAni(ra)
  584.  
  585. qAni(ra,1.5,0.5,0,0,0,0,0,0.1,1)
  586.  
  587. qAni(ra,0 ,0.5,0,0,0,0,1,0.1,1)
  588.  
  589. qAni(RShoulderbw,0,-0.8-0.5,0,0,0,0,0,0.1,1)
  590.  
  591. 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
  592.  
  593. for x=-1,1,2 do RightGun[x].Part1:Remove() RightGun2[x].Part1:Remove() end
  594.  
  595. wait()
  596.  
  597. RArm()
  598.  
  599. RightArmAnim='None'
  600.  
  601. end
  602.  
  603.  
  604.  
  605. FireLaser=function(targetpos,spawn)
  606.  
  607. q(function()
  608.  
  609. local cff=cn(spawn.Position,targetpos)*cn(0,0,4)
  610.  
  611. 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)}
  612.  
  613. local Hit,Mag,Pos=RangeAnim(arc,{arc},30,4,4,function(ty2,obj,hit,pos) end,m,false,false)
  614.  
  615. arc.CFrame=arc.CFrame*cn(0,0,-Mag)
  616.  
  617. MeshEffect(arc,arc.CFrame,2,2,2,0.2,'New Yeller','Sphere',cn(0,0,0))
  618.  
  619. wait()
  620.  
  621. arc.Transparency=1
  622.  
  623. Debris:AddItem(arc,1)
  624.  
  625. if Hit and (Hit.Parent:findFirstChild'Humanoid' or Hit.Parent.Parent:findFirstChild'Humanoid') then
  626.  
  627. if Hit.Parent.Name==Pn or Hit.Parent.Parent.Name==Pn then return end
  628.  
  629. Dmg(Hit.Parent:findFirstChild'Humanoid' or Hit.Parent.Parent.Humanoid,11)
  630.  
  631. end -- ifhit
  632.  
  633. --
  634.  
  635. end)
  636.  
  637. end
  638.  
  639.  
  640.  
  641. Huma.PlatformStand=false
  642.  
  643. Jp={} Jp.Wings={} Jp.w={} Jp.t={} Jp.b={}
  644.  
  645. Jetpack=function()
  646.  
  647. if LeftAnim=='JetpackAnim' then return end
  648.  
  649. if LeftAnim=='None' then
  650.  
  651. LeftAnim,RightAnim='JetpackAnim','JetpackAnim'
  652.  
  653. for x=-1,1,2 do
  654.  
  655. local vv=qi{'Part',m,sc=v3(0,0,0)} qi{'BlockMesh',vv}
  656.  
  657. local vw=qi{'Weld',vv,P0=Pack,P1=vv,C0=cn(x*1,0,0)}
  658.  
  659. Jp.Wings[x]=vw
  660.  
  661. qAni(vw,x*2.7,0,0.6,0,-x*20,0,0,0.1)
  662.  
  663. end
  664.  
  665. 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
  666.  
  667. for x=-1,1,2 do
  668.  
  669. local vv=qi{'Part',m,sc=v3(0,0,0)} qi{'SpecialMesh',vv,mid=as.ring,sca=v3(3,3,3*3.5)}
  670.  
  671. 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)}
  672.  
  673. Jp.w[x]=vw
  674.  
  675. qAni(vw,x*3.5,0,0.3,Rots*2,0,0,0,0.1)
  676.  
  677. local vv=qi{'Part',m,sc=v3(1,1,1)} qi{'SpecialMesh',vv,mtyp='Sphere',sca=v3(3,3,3)}
  678.  
  679. local vw=qi{'Weld',vv,P0=Jp.w[x].Part1,P1=vv,C0=cn(0,0,0)*ca(-90,0,0)}
  680.  
  681. Jp.t[x]=vw
  682.  
  683. local vv=qi{'Part',m,sc=v3(1,1,1),bn='Really black'} qi{'SpecialMesh',vv,mtyp='Sphere',sca=v3(3,3,3)}
  684.  
  685. local vw=qi{'Weld',vv,P0=Jp.w[x].Part1,P1=vv,C0=cn(0,0,0)*ca(-90,0,0)}
  686.  
  687. Jp.b[x]=vw
  688.  
  689. end
  690.  
  691. 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
  692.  
  693. 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
  694.  
  695. 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
  696.  
  697. BP.position=Torso.Position
  698.  
  699. BG.cframe=cn(Torso.Position,Torso.CFrame*cn(0,0,-5).p)
  700.  
  701. Huma.PlatformStand=true
  702.  
  703. LeftAnim,RightAnim='Jetpack','Jetpack'
  704.  
  705. elseif LeftAnim=='Jetpack' then
  706.  
  707. LeftAnim,RightAnim='JetpackAnim','JetpackAnim'
  708.  
  709. Huma.PlatformStand=false
  710.  
  711. for x=-1,1,2 do Jp.b[x].Part1:Remove() end
  712.  
  713. 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
  714.  
  715. for x=-1,1,2 do qAni(Jp.w[x],x*2,0,0,0,0,0,0,0.1) end
  716.  
  717. 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
  718.  
  719. for x=-1,1,2 do qAni(Jp.Wings[x],x*1,0,0,0,0,0,0,0.1) end
  720.  
  721. 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
  722.  
  723. for x=-1,1,2 do
  724.  
  725. Jp.Wings[x].Part1:Remove()
  726.  
  727. end
  728.  
  729. LeftAnim,RightAnim='None','None'
  730.  
  731. end
  732.  
  733. end
  734.  
  735.  
  736.  
  737. Explode=function(object,sc,dmg)
  738.  
  739. if object and object.Parent then
  740.  
  741. qi{'Sound',object,SoundId=as.boom,Pitch=2,Volume=0.5}:play()
  742.  
  743. for x=-1,1,2 do
  744.  
  745. 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')
  746.  
  747. end
  748.  
  749. GetRegion(object.Position,sc,function(Hum,HT) Dmg(Hum,dmg or 25)
  750.  
  751. Hum.PlatformStand=true
  752.  
  753. HT.RotVelocity=v3(0,100,0)
  754.  
  755. AddBV(45,cn(object.Position,HT.Position+v3(0,8,0)),HT,0.2) wait(1.5) Hum.PlatformStand=false
  756.  
  757. end,function(hit) if breaker(hit) then hit.Velocity=object.CFrame.lookVector*65 end end)
  758.  
  759. end
  760.  
  761. end --
  762.  
  763.  
  764.  
  765. GetX = function(CFF)
  766.  
  767. local a1,a2,a3,a4,a5,a6,a7,a8,a9=CFF:components()
  768.  
  769. return math.floor(math.deg(math.asin(a9)))
  770.  
  771. end
  772.  
  773.  
  774.  
  775. ButtonDown=function()
  776.  
  777. if BackAnim=='Grenade' and GrenadeOff then
  778.  
  779. 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}
  780.  
  781. muffin.CFrame=cn(GrenadeOff.CFrame*cn(0,1,0).p,GrenadeOff.CFrame*cn(0,10,0).p)
  782.  
  783. muffin.Velocity=muffin.CFrame.lookVector*180
  784.  
  785. --m2f:play()
  786.  
  787. local bewm
  788.  
  789. q(function() wait(3) if muffin.Parent then Explode(muffin,15,18) end end)
  790.  
  791. muffin.Touched:connect(function(hit)
  792.  
  793. if hit.Anchored then return end
  794.  
  795. if bewm then return end bewm=true
  796.  
  797. qi{'Weld',muffin,P0=hit,P1=muffin,C0=hit.CFrame:toObjectSpace(muffin.CFrame),Debris=3}
  798.  
  799. end)
  800.  
  801. end
  802.  
  803. ---
  804.  
  805.  
  806.  
  807.  
  808.  
  809. ---
  810.  
  811. if RightArmAnim=='Gun' then
  812.  
  813. RightArmAnim='Fire'
  814.  
  815. repeat
  816.  
  817. RightGunAlter = not RightGunAlter
  818.  
  819. local gunturn=RightGunAlter and RightGun2[-1].Part1 or RightGun2[1].Part1
  820.  
  821. 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))
  822.  
  823. m3f:play()
  824.  
  825. FireLaser(mouse.Hit.p,gunturn)
  826.  
  827. wait(0.25)
  828.  
  829. until not Button
  830.  
  831. RightArmAnim='Gun'
  832.  
  833.  
  834.  
  835.  
  836.  
  837. end
  838.  
  839. end
  840.  
  841. ButtonUp=function()
  842.  
  843. end
  844.  
  845.  
  846.  
  847. mouseMove=function()
  848.  
  849. if LeftAnim=='Jetpack' then
  850.  
  851. BG.cframe=cn(Torso.Position,mouse.hit.p)*ca(Key.w and -80 or 0,0,0)
  852.  
  853. end
  854.  
  855. end
  856.  
  857.  
  858.  
  859. Rots=0
  860.  
  861. Key={}
  862.  
  863. BackAnim='None'
  864.  
  865. RightArmAnim='None'
  866.  
  867. LeftArmAnim='None'
  868.  
  869. RightAnim='None'
  870.  
  871. LeftAnim='None'
  872.  
  873. --bin.Selected:connect(function(mouse2)
  874.  
  875. mouse2=Player:GetMouse()
  876.  
  877. selected=true
  878.  
  879. mouse=mouse2
  880.  
  881. mouse.KeyDown:connect(function(k)
  882.  
  883. Key[k]=true
  884.  
  885. if k=='f' and BackAnim=='None' and not Button then
  886.  
  887. BackAnim='TurretReady'
  888.  
  889. BackTurret()
  890.  
  891. BackAnim='None'
  892.  
  893. elseif k=='f' and BackAnim=='None' and Button then
  894.  
  895. BackAnim='Booster'
  896.  
  897. BackBooster()
  898.  
  899. BackAnim='None'
  900.  
  901. elseif k=='e' and RightArmAnim=='None' then
  902.  
  903. RightArmAnim='GunReady'
  904.  
  905. RightArmGun()
  906.  
  907. elseif k=='v' then
  908.  
  909. Jetpack()
  910.  
  911. elseif k=='w' and LeftAnim=='Jetpack' then
  912.  
  913. local tp=Torso.Position
  914.  
  915. BG.cframe=cn(tp,mouse.hit.p)*ca(-80,0,0)
  916.  
  917. repeat
  918.  
  919. local tp=Torso.Position
  920.  
  921. local mp=mouse.hit.p+v3(0,2,0)
  922.  
  923. local speed=(tp-mp).magnitude/30+5 speed=speed<30 and speed or 30
  924.  
  925. speed=mouse.Target and speed or 12
  926.  
  927. BP.position=cn(tp,mp)*cn(0,0,-speed).p
  928.  
  929. wait()
  930.  
  931. until not Key.w or LeftAnim~='Jetpack'
  932.  
  933. BG.cframe=cn(tp,mouse.hit.p)*ca(0,0,0)
  934.  
  935. elseif k=='y' then
  936.  
  937. end
  938.  
  939. end)
  940.  
  941. mouse.KeyUp:connect(function(k)
  942.  
  943. Key[k]=false
  944.  
  945. if k=='b' then
  946.  
  947.  
  948.  
  949. end
  950.  
  951. end)
  952.  
  953. mouse.Button1Down:connect(function()
  954.  
  955. Button=true
  956.  
  957. ButtonDown()
  958.  
  959. end)
  960.  
  961. mouse.Button1Up:connect(function()
  962.  
  963. Button=false
  964.  
  965. ButtonUp()
  966.  
  967. end)
  968.  
  969. mouse.Move:connect(function()
  970.  
  971. mouseMove()
  972.  
  973.  
  974.  
  975. end)
  976.  
  977. --end)
  978.  
  979.  
  980.  
  981. --bin.Deselected:connect(function()
  982.  
  983. --selected=false
  984.  
  985. --end)
  986.  
  987.  
  988.  
  989. u=0
  990.  
  991. while m.Parent do
  992.  
  993. u=u+1
  994.  
  995. for i,v in pairs{{LShoulderx,LShoulderx2,LShoulderx3,LShoulderxw},{RShoulderx,RShoulderx2,RShoulderx3,RShoulderxw}} do
  996.  
  997. local shouldermag=(v[1].Position-v[2].Position).magnitude
  998.  
  999. v[3].Mesh.Scale=v3(1,shouldermag,1)
  1000.  
  1001. local cf=cn(v[1].Position,v[2].Position)*cn(0,0,-shouldermag/2)*ca(90,0,0)
  1002.  
  1003. cf=v[2].CFrame:toObjectSpace(cf)
  1004.  
  1005. v[4].C0=cf
  1006.  
  1007. end
  1008.  
  1009. if mouse then Rots = -math.deg((Head.Position - mouse.hit.p).unit.y) end
  1010.  
  1011. 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
  1012.  
  1013. if LeftAnim=='Jetpack' then
  1014.  
  1015. BG.maxTorque=v3(0,0,0)/0
  1016.  
  1017. BP.maxForce=v3(0,0,0)/0
  1018.  
  1019. else
  1020.  
  1021. BG.maxTorque=v3(0,0,0)
  1022.  
  1023. BP.maxForce=v3(0,0,0)
  1024.  
  1025. end
  1026.  
  1027.  
  1028.  
  1029. wait()
  1030.  
  1031. end
  1032.  
  1033.  
  1034.  
  1035. --]],theguy)
  1036.  
  1037. ---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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