Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Player = game:GetService("Players").Excellating
- Character = Player.Character
- PlayerGui = Player.PlayerGui
- Backpack = Player.Backpack
- Torso = Character.Torso
- Head = Character.Head
- Humanoid = Character.Humanoid
- LeftArm = Character["Left Arm"]
- LeftLeg = Character["Left Leg"]
- RightArm = Character["Right Arm"]
- RightLeg = Character["Right Leg"]
- LS = Torso["Left Shoulder"]
- LH = Torso["Left Hip"]
- RS = Torso["Right Shoulder"]
- RH = Torso["Right Hip"]
- Neck = Torso.Neck
- it=Instance.new
- vt=Vector3.new
- cf=CFrame.new
- euler=CFrame.fromEulerAnglesXYZ
- angles=CFrame.Angles
- necko=cf(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- necko2=cf(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- attack = false
- attacktype = 1
- attackdebounce = false
- MMouse=nil
- combo=0
- Mode="Choose"
- Aiming=false
- DroneTarget=Torso.Position
- Drone1=nil
- Drone2=nil
- Drone3=nil
- Bullets=10
- BowAim=false
- SnipAim=false
- --player
- player = nil
- --save shoulders
- RSH, LSH = nil, nil
- --welds
- RW, LW = Instance.new("Weld"), Instance.new("Weld")
- RW.Name="Right Shoulder" LW.Name="Left Shoulder"
- if Character:findFirstChild("Techno Gauntlet",true) ~= nil then
- Character:findFirstChild("Techno Gauntlet",true).Parent = nil
- end
- function part(formfactor,parent,reflectance,transparency,brickcolor,name,size)
- local fp = it("Part")
- fp.formFactor = formfactor
- fp.Parent = parent
- fp.Reflectance = reflectance
- fp.Transparency = transparency
- fp.CanCollide = false
- fp.Locked=true
- fp.BrickColor = brickcolor
- fp.Name = name
- fp.Size = size
- fp.Position = Torso.Position
- fp.BottomSurface="Smooth"
- fp.TopSurface="Smooth"
- fp:BreakJoints()
- return fp
- end
- function mesh(Mesh,part,meshtype,meshid,offset,scale)
- local mesh = it(Mesh)
- mesh.Parent = part
- if Mesh=="SpecialMesh" then
- mesh.MeshType = meshtype
- mesh.MeshId = meshid
- end
- mesh.Offset=offset
- mesh.Scale=scale
- return mesh
- end
- function weld(parent,part0,part1,c0)
- local weld = it("Weld")
- weld.Parent = parent
- weld.Part0 = part0
- weld.Part1 = part1
- weld.C0 = c0
- return weld
- end
- local cone=part(3,modelzorz,0,1,BrickColor.new("Bright blue"),"Cone",vt(1,1,1))
- local conemsh=mesh("SpecialMesh",cone,"FileMesh","http://www.roblox.com/asset/?id=1778999",vt(0,0,0),vt(0.5,0.5,0.5))
- local screen1=part(3,modelzorz,0,1,BrickColor.new("Bright blue"),"Screen1",vt(1,1,1))
- local screen1msh=mesh("BlockMesh",screen1,"","",vt(0,0,0),vt(0.1,0.8,0.9))
- local screen2=part(3,modelzorz,0,1,BrickColor.new("Bright blue"),"Screen2",vt(1,1,1))
- local screen2msh=mesh("BlockMesh",screen2,"","",vt(0,0,0),vt(0.1,0.8,0.9))
- local screen3=part(3,modelzorz,0,1,BrickColor.new("Bright blue"),"Screen3",vt(1,1,1))
- local screen3msh=mesh("BlockMesh",screen3,"","",vt(0,0,0),vt(0.1,0.8,0.9))
- light1=Instance.new("PointLight")
- light1.Brightness=.8
- light1.Color=Color3.new(.2,.2,255)
- light1.Range=10
- light1.Parent=screen1
- light2=light1:Clone()
- light2.Parent=screen2
- light3=light1:Clone()
- light3.Parent=screen3
- if Character:findFirstChild("Drone",true) ~= nil then
- Character:findFirstChild("Drone",true).Parent = nil
- end
- local modelzorz = Instance.new("Model")
- modelzorz.Parent = Character
- modelzorz.Name = "Techno Gauntlet"
- local prt1=part(3,modelzorz,0,0,BrickColor.new("Black"),"Part1",vt(1,1,1))
- local prt2=part(3,modelzorz,0,0,BrickColor.new("Dark stone grey"),"Part2",vt(1,1,1))
- local prt3=part(3,modelzorz,0,0,BrickColor.new("Dark stone grey"),"Part3",vt(1,1,1))
- local prt4=part(3,modelzorz,0,0,BrickColor.new("Dark stone grey"),"Part4",vt(1,1,1))
- local prt5=part(3,modelzorz,0,0,BrickColor.new("Dark stone grey"),"Part5",vt(1,1,1))
- local prt6=part(3,modelzorz,0,0,BrickColor.new("Medium stone grey"),"Part6",vt(1,1,1))
- local prt7=part(3,modelzorz,0,0,Torso.BrickColor,"Part7",vt(1,1,1))
- local prt8=part(3,modelzorz,0,0,BrickColor.new("Dark stone grey"),"Part8",vt(1,1,1))
- local prt9=part(3,modelzorz,0,0,BrickColor.new("Medium stone grey"),"Part9",vt(1,1,1))
- local prt10=part(3,modelzorz,0,0,BrickColor.new("Black"),"Part10",vt(1,1,1))
- msh1=mesh("BlockMesh",prt1,"","",vt(0,0,0),vt(1.1,0.6,1.1))
- msh2=mesh("BlockMesh",prt2,"","",vt(0,0,0),vt(0.2,0.7,1.05))
- msh3=mesh("BlockMesh",prt3,"","",vt(0,0,0),vt(1.05,0.7,0.2))
- msh4=mesh("BlockMesh",prt4,"","",vt(0,0,0),vt(1.4,1.6,0.2))
- msh5=mesh("BlockMesh",prt5,"","",vt(0,0,0),vt(1.4,1.6,0.2))
- msh6=mesh("BlockMesh",prt6,"","",vt(0,0,0),vt(0.6,0.1,0.6))
- msh7=mesh("SpecialMesh",prt7,"Sphere","",vt(0,0,0),vt(0.5,0.5,0.5))
- msh8=mesh("CylinderMesh",prt8,"","",vt(0,0,0),vt(0.6,0.1,0.6))
- msh9=mesh("CylinderMesh",prt9,"","",vt(0,0,0),vt(0.3,0.1,0.3))
- msh10=mesh("CylinderMesh",prt10,"","",vt(0,0,0),vt(0.2,0.1,0.2))
- local wld1=weld(prt1,prt1,RightArm,euler(0,0,0)*cf(0,0.3,0))
- local wld2=weld(prt2,prt2,prt1,euler(0,0,0)*cf(0,0.4,0))
- local wld3=weld(prt3,prt3,prt1,euler(0,0,0)*cf(0,0.4,0))
- local wld4=weld(prt4,prt4,prt1,euler(0,0.785,0)*cf(0,-0.51,0))
- local wld5=weld(prt5,prt5,prt1,euler(0,-0.785,0)*cf(0,-0.51,0))
- local wld6=weld(prt6,prt6,prt1,euler(0,0,0)*cf(0,-1.3,0))
- local wld7=weld(prt7,prt7,prt6,euler(0,0,0)*cf(0,0,0))
- local wld8=weld(prt8,prt8,prt1,euler(0,0,-1.57)*cf(-0.55,0,0))
- local wld9=weld(prt9,prt9,prt8,euler(0,0,0)*cf(0,0.05,0))
- local wld10=weld(prt10,prt10,prt9,euler(0,0,0)*cf(0,0.01,0))
- numb2=0
- for i=1,4 do
- numb=0.3
- for i=1,3 do
- local prtclaw=part(3,modelzorz,0,0,BrickColor.new("Medium stone grey"),"Partclaw",vt(1,1,1))
- mshclaw=mesh("SpecialMesh",prtclaw,"Wedge","",vt(0,0,0),vt(0.1,0.3,0.1))
- local wldclaw=weld(prtclaw,prtclaw,prt1,euler(1.57,-1.57,-1.57)*cf(-0.55,0.3,numb)*euler(0,numb2,0))
- numb=numb-0.3
- end
- numb2=numb2+1.57
- end
- numb=0
- for i=1,5 do
- local prtgear=part(3,modelzorz,0,0,BrickColor.new("Medium stone grey"),"Partgear",vt(1,1,1))
- mshgear=mesh("BlockMesh",prtgear,"","",vt(0,0,0),vt(0.4,0.09,0.07))
- local wldgear=weld(prtgear,prtgear,prt9,euler(0,numb,0)*cf(0,0,0))
- numb=numb+0.628
- end
- local gun = Instance.new("Model")
- gun.Parent = modelzorz
- gun.Name = "Blitz"
- gun.Parent=nil
- local gprt1=part(3,gun,0,0,BrickColor.new("Dark stone grey"),"Part1",vt(1,1,1))
- local gprt2=part(3,gun,0,0,BrickColor.new("Black"),"Part2",vt(1,1,1))
- local gprt3=part(3,gun,0,0,BrickColor.new("Black"),"Part3",vt(1,1,1))
- local gprt4=part(3,gun,0,0,BrickColor.new("Black"),"Part4",vt(1,1,1))
- local gprt5=part(3,gun,0,0,BrickColor.new("Black"),"Part5",vt(1,1,1))
- local gprt6=part(3,gun,0,0,BrickColor.new("Dark stone grey"),"Part6",vt(1,1,1))
- local gprt7=part(3,gun,0,0,BrickColor.new("Medium stone grey"),"Part7",vt(1,1,1))
- local gprt8=part(3,gun,0,0,BrickColor.new("Black"),"Part8",vt(1,1,1))
- local gprt9=part(3,gun,0,0,BrickColor.new("Dark stone grey"),"Part9",vt(1,1,1))
- local gprt10=part(3,gun,0,0,BrickColor.new("Black"),"Part10",vt(1,1,1))
- local gprt11=part(3,gun,0,0,BrickColor.new("Black"),"Part11",vt(1,1,1))
- local gprt12=part(3,gun,0,0,BrickColor.new("Black"),"Part12",vt(1,1,1))
- local gprt13=part(3,gun,0,0,BrickColor.new("Black"),"Part13",vt(1,1,1))
- local gprt14=part(3,gun,0,0,BrickColor.new("Black"),"Part14",vt(1,1,1))
- local gprt15=part(3,gun,0,0,BrickColor.new("Dark stone grey"),"Part15",vt(1,1,1))
- local gprt16=part(3,gun,0,0,BrickColor.new("Dark stone grey"),"Part16",vt(1,1,1))
- local gprt17=part(3,gun,0,0,BrickColor.new("Really black"),"Part17",vt(1,1,1))
- local gprt18=part(3,gun,0,0,BrickColor.new("Black"),"Part18",vt(1,1,1))
- local gprt19=part(3,gun,0,0,BrickColor.new("Dark stone grey"),"Part19",vt(1,1,1))
- local gprt20=part(3,gun,0,0,BrickColor.new("Medium stone grey"),"Part20",vt(1,1,1))
- local gprt21=part(3,gun,0,0,BrickColor.new("Medium stone grey"),"Part21",vt(1,1,1))
- local gprt22=part(3,gun,0,0,BrickColor.new("Medium stone grey"),"Part22",vt(1,1,1))
- gmsh1=mesh("BlockMesh",gprt1,"","",vt(0,0,0),vt(0.2,0.7,0.2))
- gmsh2=mesh("BlockMesh",gprt2,"","",vt(0,0,0),vt(0.25,0.2,0.25))
- gmsh3=mesh("BlockMesh",gprt3,"","",vt(0,0,0),vt(0.25,0.2,0.25))
- gmsh4=mesh("BlockMesh",gprt4,"","",vt(0,0,0),vt(0.5,0.5,0.7))
- gmsh5=mesh("CylinderMesh",gprt5,"","",vt(0,0,0),vt(0.5,0.49,0.5))
- gmsh6=mesh("CylinderMesh",gprt6,"","",vt(0,0,0),vt(0.1,0.5,0.1))
- gmsh7=mesh("BlockMesh",gprt7,"","",vt(0,0,0),vt(0.55,0.3,0.3))
- gmsh8=mesh("CylinderMesh",gprt8,"","",vt(0,0,0),vt(0.7,0.7,0.7))
- gmsh9=mesh("CylinderMesh",gprt9,"","",vt(0,0,0),vt(0.4,0.71,0.4))
- gmsh10=mesh("BlockMesh",gprt10,"","",vt(0,0,0),vt(0.3,0.4,0.3))
- gmsh11=mesh("BlockMesh",gprt11,"","",vt(0,0,0),vt(0.2,2.5,0.5))
- gmsh12=mesh("CylinderMesh",gprt12,"","",vt(0,0,0),vt(0.3,0.51,0.3))
- gmsh13=mesh("BlockMesh",gprt13,"","",vt(0,0,0),vt(0.2,0.3,0.5))
- gmsh14=mesh("CylinderMesh",gprt14,"","",vt(0,0,0),vt(0.3,0.2,0.3))
- gmsh15=mesh("CylinderMesh",gprt15,"","",vt(0,0,0),vt(0.2,0.35,0.2))
- gmsh16=mesh("CylinderMesh",gprt16,"","",vt(0,0,0),vt(0.2,0.21,0.2))
- gmsh17=mesh("CylinderMesh",gprt17,"","",vt(0,0,0),vt(0.15,0.22,0.15))
- gmsh18=mesh("CylinderMesh",gprt18,"","",vt(0,0,0),vt(0.6,0.2,0.6))
- gmsh19=mesh("CylinderMesh",gprt19,"","",vt(0,0,0),vt(0.7,0.2,0.7))
- gmsh20=mesh("CylinderMesh",gprt20,"","",vt(0,0,0),vt(0.6,1.5,0.6))
- gmsh21=mesh("CylinderMesh",gprt21,"","",vt(0,0,0),vt(0.69,0.5,0.69))
- gmsh22=mesh("CylinderMesh",gprt22,"","",vt(0,0,0),vt(0.69,0.31,0.69))
- local GunWelds={}
- local gwld1=weld(gprt1,gprt1,Torso,euler(0.5,1.57,0)*cf(1,-0.5,1.8))
- local gwld2=weld(gprt2,gprt2,gprt1,euler(0,0,0)*cf(0,0.3,0))
- local gwld3=weld(gprt3,gprt3,gprt1,euler(0,0,0)*cf(0,-0.3,0))
- local gwld4=weld(gprt4,gprt4,gprt3,euler(-0.5,0,0)*cf(0,-0.1,-0.1))
- local gwld5=weld(gprt5,gprt5,gprt4,euler(0,0,1.57)*cf(0,0,-0.35))
- local gwld6=weld(gprt6,gprt6,gprt5,cf(0,0,-0.1))
- local gwld7=weld(gprt7,gprt7,gprt4,cf(0,0,-0.1))
- local gwld8=weld(gprt8,gprt8,gprt4,euler(0,0,1.57)*cf(0,0,0.4))
- local gwld9=weld(gprt9,gprt9,gprt8,cf(0,0,0))
- local gwld10=weld(gprt10,gprt10,gprt8,euler(1.57,0,0)*cf(0,0,0.4)*euler(0,0.7,0))
- local gwld11=weld(gprt11,gprt11,gprt8,euler(1.57,0,0)*cf(0.3,0,0.9))
- local gwld12=weld(gprt12,gprt12,gprt11,euler(-1.57,0,0)*cf(0,-1.3,0))
- local gwld13=weld(gprt13,gprt13,gprt12,cf(0,0,0.3)*euler(0,1.57,0))
- local gwld14=weld(gprt14,gprt14,gprt13,cf(0.05,0,0.25))
- local gwld15=weld(gprt15,gprt15,gprt14,cf(0,0,0))
- local gwld16=weld(gprt16,gprt16,gprt13,euler(0,0,1.57)*cf(0,0,-0.1))
- local gwld17=weld(gprt17,gprt17,gprt16,cf(0,0,0))
- local gwld18=weld(gprt18,gprt18,gprt8,euler(1.57,0,0)*cf(-0.1,0,0.4))
- local gwld19=weld(gprt19,gprt19,gprt18,cf(-0.05,-0.15,0))
- local gwld20=weld(gprt20,gprt20,gprt19,cf(0,-0.8,0))
- local gwld21=weld(gprt21,gprt21,gprt20,cf(0,0.5,0))
- local gwld22=weld(gprt22,gprt22,gprt20,cf(0,-0.6,0))
- table.insert(GunWelds,gwld1)
- table.insert(GunWelds,gwld2)
- table.insert(GunWelds,gwld3)
- table.insert(GunWelds,gwld4)
- table.insert(GunWelds,gwld5)
- table.insert(GunWelds,gwld6)
- table.insert(GunWelds,gwld7)
- table.insert(GunWelds,gwld8)
- table.insert(GunWelds,gwld9)
- table.insert(GunWelds,gwld10)
- table.insert(GunWelds,gwld11)
- table.insert(GunWelds,gwld12)
- table.insert(GunWelds,gwld13)
- table.insert(GunWelds,gwld14)
- table.insert(GunWelds,gwld15)
- table.insert(GunWelds,gwld16)
- table.insert(GunWelds,gwld17)
- table.insert(GunWelds,gwld18)
- table.insert(GunWelds,gwld19)
- table.insert(GunWelds,gwld20)
- table.insert(GunWelds,gwld21)
- table.insert(GunWelds,gwld22)
- numb=1.57
- for i=1,10 do
- local gprt23=part(3,gun,0,0,BrickColor.new("Medium stone grey"),"Part23",vt(1,1,1))
- gmsh23=mesh("CylinderMesh",gprt23,"","",vt(0,0,0),vt(0.15,0.7,0.15))
- local gwld23=weld(gprt23,gprt23,gprt20,cf(0,-0.1,-0.25)*euler(0,numb,0))
- table.insert(GunWelds,gwld23)
- local gprt24=part(3,gun,0,0,BrickColor.new("Really black"),"Part24",vt(1,1,1))
- gmsh24=mesh("CylinderMesh",gprt24,"","",vt(0,0,0),vt(0.14,1.52,0.14))
- local gwld24=weld(gprt24,gprt24,gprt20,cf(0,0,-0.25)*euler(0,numb,0))
- table.insert(GunWelds,gwld24)
- numb=numb+0.628
- end
- local sword=Instance.new("Model")
- sword.Parent=modelzorz
- sword.Name="Daku"
- sword.Parent=nil
- local sprt1=part(3,sword,0,0,BrickColor.new("Dark stone grey"),"Part1",vt(1,1,1))
- local sprt2=part(3,sword,0,0,BrickColor.new("Medium stone grey"),"Part2",vt(1,1,1))
- local sprt3=part(3,sword,0,0,BrickColor.new("Dark stone grey"),"Part3",vt(1,1,1))
- local sprt4=part(3,sword,0,0,BrickColor.new("Medium stone grey"),"Part4",vt(1,1,1))
- local sprt5=part(3,sword,0,0,BrickColor.new("Light stone grey"),"Part5",vt(1,1,1))
- local sprt6=part(3,sword,0,0,BrickColor.new("Medium stone grey"),"Part6",vt(1,1,1))
- local sprt7=part(3,sword,0,0,BrickColor.new("Medium stone grey"),"Part7",vt(1,1,1))
- local sprt8=part(3,sword,0,0,BrickColor.new("Light stone grey"),"Part8",vt(1,1,1))
- local sprt9=part(3,sword,0,0,BrickColor.new("Medium stone grey"),"Part9",vt(1,1,1))
- local sprt10=part(3,sword,0,0,BrickColor.new("Dark stone grey"),"Part10",vt(1,1,1))
- local sprt11=part(3,sword,0,0,BrickColor.new("Medium stone grey"),"Part11",vt(1,1,1))
- local sprt12=part(3,sword,0,0,BrickColor.new("Light stone grey"),"Part12",vt(1,1,1))
- local sprt13=part(3,sword,0,0,BrickColor.new("Medium stone grey"),"Part13",vt(1,1,1))
- local sprt14=part(3,sword,0,0,BrickColor.new("Medium stone grey"),"Part14",vt(1,1,1))
- local sprt15=part(3,sword,0,0,BrickColor.new("Light stone grey"),"Part15",vt(1,1,1))
- local sprt16=part(3,sword,0,1,BrickColor.new("Black"),"Hitbox",vt(1,7,1.5))
- local sprt17=part(3,sword,0,0,BrickColor.new("Bright yellow"),"Top",vt(1,1,1))
- local sprt18=part(3,sword,0,1,BrickColor.new("Black"),"Mid",vt(0.1,0.1,0.1))
- local sprt19=part(3,sword,0,0,BrickColor.new("Bright yellow"),"Bottom",vt(1,1,1))
- smsh1=mesh("BlockMesh",sprt1,"","",vt(0,0,0),vt(0.2,1,0.2))
- smsh2=mesh("SpecialMesh",sprt2,"Head","",vt(0,0,0),vt(0.4,0.3,0.4))
- smsh3=mesh("BlockMesh",sprt3,"","",vt(0,0,0),vt(0.25,0.5,0.25))
- smsh4=mesh("SpecialMesh",sprt4,"Head","",vt(0,0,0),vt(0.5,0.3,0.5))
- smsh5=mesh("CylinderMesh",sprt5,"","",vt(0,0,0),vt(0.5,0.2,0.5))
- smsh6=mesh("BlockMesh",sprt6,"","",vt(0,0,0),vt(0.5,0.2,0.35))
- smsh7=mesh("BlockMesh",sprt7,"","",vt(0,0,0),vt(0.2,0.19,0.2))
- smsh8=mesh("BlockMesh",sprt8,"","",vt(0,0,0),vt(0.8,0.15,0.5))
- smsh9=mesh("SpecialMesh",sprt9,"Head","",vt(0,0,0),vt(0.4,0.3,0.4))
- smsh10=mesh("BlockMesh",sprt10,"","",vt(0,0,0),vt(0.25,0.5,0.25))
- smsh11=mesh("SpecialMesh",sprt11,"Head","",vt(0,0,0),vt(0.5,0.3,0.5))
- smsh12=mesh("CylinderMesh",sprt12,"","",vt(0,0,0),vt(0.5,0.2,0.5))
- smsh13=mesh("BlockMesh",sprt13,"","",vt(0,0,0),vt(0.5,0.2,0.35))
- smsh14=mesh("BlockMesh",sprt14,"","",vt(0,0,0),vt(0.2,0.19,0.2))
- smsh15=mesh("BlockMesh",sprt15,"","",vt(0,0,0),vt(0.8,0.15,0.5))
- smsh17=mesh("CylinderMesh",sprt17,"","",vt(0,0,0),vt(0.1,0.05,0.1))
- smsh19=mesh("CylinderMesh",sprt19,"","",vt(0,0,0),vt(0.1,0.05,0.1))
- local SwordWelds={}
- local swld1=weld(sprt1,sprt1,Torso,euler(0,0,1.57)*cf(0,-4,0))
- local swld2=weld(sprt2,sprt2,sprt1,euler(0,0,0)*cf(0,-0.4,0))
- local swld3=weld(sprt3,sprt3,sprt2,euler(0,0,0)*cf(0,-0.3,0))
- local swld4=weld(sprt4,sprt4,sprt3,euler(0,0,0)*cf(0,-0.3,0))
- local swld5=weld(sprt5,sprt5,sprt4,euler(0,0,0)*cf(0,-0.15,0))
- local swld6=weld(sprt6,sprt6,sprt5,euler(0,0,1.57)*cf(0,-0.2,0))
- local swld7=weld(sprt7,sprt7,sprt6,euler(0,0.785,0)*cf(0,0,-0.17))
- local swld8=weld(sprt8,sprt8,sprt5,euler(0,0,1.57)*cf(0,-0.4,0))
- local swld9=weld(sprt9,sprt9,sprt1,euler(3.14,3.14,0)*cf(0,0.4,0))
- local swld10=weld(sprt10,sprt10,sprt9,euler(0,0,0)*cf(0,-0.3,0))
- local swld11=weld(sprt11,sprt11,sprt10,euler(0,0,0)*cf(0,-0.3,0))
- local swld12=weld(sprt12,sprt12,sprt11,euler(0,0,0)*cf(0,-0.15,0))
- local swld13=weld(sprt13,sprt13,sprt12,euler(0,0,1.57)*cf(0,-0.2,0))
- local swld14=weld(sprt14,sprt14,sprt13,euler(0,0.785,0)*cf(0,0,-0.17))
- local swld15=weld(sprt15,sprt15,sprt12,euler(0,0,1.57)*cf(0,-0.4,0))
- local swld16=weld(sprt16,sprt16,sprt1,cf(0,0,-0.3))
- local swld17=weld(sprt17,sprt17,sprt1,euler(0.55,0,0)*cf(0,3.7,-0.79))
- local swld18=weld(sprt18,sprt18,sprt1,cf(0,0,-0.8))
- local swld19=weld(sprt19,sprt19,sprt1,euler(-0.55,0,0)*cf(0,-3.7,-0.79))
- table.insert(SwordWelds,swld1)
- table.insert(SwordWelds,swld2)
- table.insert(SwordWelds,swld3)
- table.insert(SwordWelds,swld4)
- table.insert(SwordWelds,swld5)
- table.insert(SwordWelds,swld6)
- table.insert(SwordWelds,swld7)
- table.insert(SwordWelds,swld8)
- table.insert(SwordWelds,swld9)
- table.insert(SwordWelds,swld10)
- table.insert(SwordWelds,swld11)
- table.insert(SwordWelds,swld12)
- table.insert(SwordWelds,swld13)
- table.insert(SwordWelds,swld14)
- table.insert(SwordWelds,swld15)
- table.insert(SwordWelds,swld16)
- table.insert(SwordWelds,swld17)
- table.insert(SwordWelds,swld18)
- table.insert(SwordWelds,swld19)
- numb=0
- numb2=0
- bend=0
- for i=1,8 do
- local sprtblade1=part(3,sword,0.3,0,BrickColor.new("White"),"Partblade1",vt(1,1,1))
- smshblade1=mesh("SpecialMesh",sprtblade1,"Wedge","",vt(0,0,0),vt(0.1+numb2,0.7,0.7))
- local swldblade1=weld(sprtblade1,sprtblade1,sprt5,euler(0,0,0)*cf(0,-0.3-numb,0.1+bend)*euler(-bend,0,0))
- table.insert(SwordWelds,swldblade1)
- local sprtblade2=part(3,sword,0.3,0,BrickColor.new("White"),"Partblade2",vt(1,1,1))
- smshblade2=mesh("SpecialMesh",sprtblade2,"Wedge","",vt(0,0,0),vt(0.1+numb2,0.7,0.7))
- local swldblade2=weld(sprtblade2,sprtblade2,sprt12,euler(0,0,0)*cf(0,-0.3-numb,0.1+bend)*euler(-bend,0,0))
- table.insert(SwordWelds,swldblade2)
- numb=numb+0.3
- numb2=numb2-0.01
- bend=bend+0.05
- end
- local sniper=Instance.new("Model")
- sniper.Parent=modelzorz
- sniper.Name="Hand Sniper"
- sniper.Parent=nil
- local snprt1=part(3,sniper,0,0,BrickColor.new("Dark stone grey"),"Part1",vt(1,1,1))
- local snprt2=part(3,sniper,0,0,BrickColor.new("Dark stone grey"),"Part2",vt(1,1,1))
- local snprt3=part(3,sniper,0,0,BrickColor.new("Dark stone grey"),"Part3",vt(1,1,1))
- local snprt4=part(3,sniper,0,0,BrickColor.new("Dark stone grey"),"Part4",vt(1,1,1))
- local snprt5=part(3,sniper,0,0,BrickColor.new("Dark stone grey"),"Part5",vt(1,1,1))
- local snprt6=part(3,sniper,0,0,BrickColor.new("Dark stone grey"),"Part6",vt(1,1,1))
- local snprt7=part(3,sniper,0,0,BrickColor.new("Dark stone grey"),"Part7",vt(1,1,1))
- local snprt8=part(3,sniper,0,0,BrickColor.new("Dark stone grey"),"Part8",vt(1,1,1))
- local snprt9=part(3,sniper,0,0,BrickColor.new("Dark stone grey"),"Part9",vt(1,1,1))
- local snprt10=part(3,sniper,0,0,BrickColor.new("Black"),"Part10",vt(1,1,1))
- local snprt11=part(3,sniper,0,0,BrickColor.new("Black"),"Part11",vt(1,1,1))
- local snprt12=part(3,sniper,0,0,BrickColor.new("Black"),"Part12",vt(1,1,1))
- local snprt13=part(3,sniper,0,0,BrickColor.new("Black"),"Part13",vt(1,1,1))
- local snprt14=part(3,sniper,0,0,BrickColor.new("Black"),"Part14",vt(1,1,1))
- local snprt15=part(3,sniper,0,0,BrickColor.new("Really black"),"Part15",vt(1,1,1))
- local snprt16=part(3,sniper,0,0,BrickColor.new("Black"),"Part16",vt(1,1,1))
- local snprt17=part(3,sniper,0,0,BrickColor.new("Black"),"Part17",vt(1,1,1))
- local snprt18=part(3,sniper,0,0,BrickColor.new("Black"),"Part18",vt(1,1,1))
- local snprt19=part(3,sniper,0,0,BrickColor.new("Black"),"Part19",vt(1,1,1))
- local snprt20=part(3,sniper,0,0,BrickColor.new("Black"),"Part20",vt(1,1,1))
- local snprt21=part(3,sniper,0,0,BrickColor.new("Black"),"Part21",vt(1,1,1))
- local snprt22=part(3,sniper,0,0,BrickColor.new("Black"),"Part22",vt(1,1,1))
- local snprt23=part(3,sniper,0,0,BrickColor.new("Dark stone grey"),"Part23",vt(1,1,1))
- local snprt24=part(3,sniper,0,0,BrickColor.new("Medium stone grey"),"Part24",vt(1,1,1))
- local snprt25=part(3,sniper,0,0,BrickColor.new("Black"),"Part25",vt(1,1,1))
- local snprt26=part(3,sniper,0,0,BrickColor.new("Black"),"Part26",vt(1,1,1))
- local snprt27=part(3,sniper,0,0,BrickColor.new("Dark stone grey"),"Part27",vt(1,1,1))
- local snprt28=part(3,sniper,0,0,BrickColor.new("Black"),"Part28",vt(1,1,1))
- local snprt29=part(3,sniper,0,0,BrickColor.new("Black"),"Part29",vt(1,1,1))
- snmsh1=mesh("BlockMesh",snprt1,"","",vt(0,0,0),vt(0.2,1,0.2))
- snmsh2=mesh("BlockMesh",snprt2,"","",vt(0,0,0),vt(0.201,0.5,0.5))
- snmsh3=mesh("BlockMesh",snprt3,"","",vt(0,0,0),vt(0.2,0.3,0.3))
- snmsh4=mesh("BlockMesh",snprt4,"","",vt(0,0,0),vt(0.199,0.6,0.7))
- snmsh5=mesh("BlockMesh",snprt5,"","",vt(0,0,0),vt(0.198,0.9,0.3))
- snmsh6=mesh("BlockMesh",snprt6,"","",vt(0,0,0),vt(0.202,3.5,0.3))
- snmsh7=mesh("BlockMesh",snprt7,"","",vt(0,0,0),vt(0.1,0.5,0.1))
- snmsh8=mesh("BlockMesh",snprt8,"","",vt(0,0,0),vt(0.1,0.6,0.1))
- snmsh9=mesh("BlockMesh",snprt9,"","",vt(0,0,0),vt(0.201,1.7,0.2))
- snmsh10=mesh("BlockMesh",snprt10,"","",vt(0,0,0),vt(0.15,0.4,0.4))
- snmsh11=mesh("BlockMesh",snprt11,"","",vt(0,0,0),vt(0.201,0.8,0.2))
- snmsh12=mesh("CylinderMesh",snprt12,"","",vt(0,0,0),vt(0.2,4,0.2))
- snmsh13=mesh("CylinderMesh",snprt13,"","",vt(0,0,0),vt(0.4,0.2,0.4))
- snmsh14=mesh("CylinderMesh",snprt14,"","",vt(0,0,0),vt(0.22,0.3,0.22))
- snmsh15=mesh("CylinderMesh",snprt15,"","",vt(0,0,0),vt(0.15,0.301,0.15))
- snmsh16=mesh("BlockMesh",snprt16,"","",vt(0,0,0),vt(0.1,0.7,0.1))
- snmsh17=mesh("BlockMesh",snprt17,"","",vt(0,0,0),vt(0.05,0.2,0.1))
- snmsh18=mesh("BlockMesh",snprt18,"","",vt(0,0,0),vt(0.05,0.2,0.1))
- snmsh19=mesh("BlockMesh",snprt19,"","",vt(0,0,0),vt(0.05,0.2,0.1))
- snmsh20=mesh("BlockMesh",snprt20,"","",vt(0,0,0),vt(0.05,0.2,0.1))
- snmsh21=mesh("CylinderMesh",snprt21,"","",vt(0,0,0),vt(0.2,0.099,0.2))
- snmsh22=mesh("CylinderMesh",snprt22,"","",vt(0,0,0),vt(0.2,0.099,0.2))
- snmsh23=mesh("CylinderMesh",snprt23,"","",vt(0,0,0),vt(0.199,1,0.199))
- snmsh24=mesh("CylinderMesh",snprt24,"","",vt(0,0,0),vt(0.15,1.01,0.15))
- snmsh25=mesh("BlockMesh",snprt25,"","",vt(0,0,0),vt(0.3,0.5,0.2))
- snmsh26=mesh("CylinderMesh",snprt26,"","",vt(0,0,0),vt(0.05,0.3,0.05))
- snmsh27=mesh("SpecialMesh",snprt27,"Sphere","",vt(0,0,0),vt(0.1,0.1,0.1))
- snmsh28=mesh("BlockMesh",snprt28,"","",vt(0,0,0),vt(0.05,0.3,0.05))
- snmsh29=mesh("CylinderMesh",snprt29,"","",vt(0,0,0),vt(0.15,0.4,0.15))
- local SniperWelds={}
- local snwld1=weld(snprt1,snprt1,Torso,euler(0.5,0,0)*cf(0,-4,0))
- local snwld2=weld(snprt2,snprt2,snprt1,euler(-0.5,0,0)*cf(0,0.5,-0.2))
- local snwld3=weld(snprt3,snprt3,snprt2,euler(-0.785,0,0)*cf(0,-0.1,-0.2))
- local snwld4=weld(snprt4,snprt4,snprt3,euler(0.785,0,0)*cf(0,-0.4,0))
- local snwld5=weld(snprt5,snprt5,snprt4,cf(0,0,-0.3))
- local snwld6=weld(snprt6,snprt6,snprt1,euler(1.07,0,0)*cf(0,-0.5,0.2))
- local snwld7=weld(snprt7,snprt7,snprt6,euler(0,0,0)*cf(0,0.2,0.5))
- local snwld8=weld(snprt8,snprt8,snprt6,euler(1.57,0,0)*cf(0,-0.1,0.25))
- local snwld9=weld(snprt9,snprt9,snprt6,euler(0,0,0)*cf(0,-0.9,0.25))
- local snwld10=weld(snprt10,snprt10,snprt9,euler(0,0,0)*cf(0,0.5,0.2))
- local snwld11=weld(snprt11,snprt11,snprt6,euler(0,0,0)*cf(0,0.2,-0.2))
- local snwld12=weld(snprt12,snprt12,snprt11,euler(0,0,0)*cf(0,-2,0))
- local snwld13=weld(snprt13,snprt13,snprt12,euler(0,0,0)*cf(0,-1.8,0))
- local snwld14=weld(snprt14,snprt14,snprt12,euler(0,0,0)*cf(0,-2,0))
- local snwld15=weld(snprt15,snprt15,snprt14,euler(0,0,0)*cf(0,0,0))
- local snwld16=weld(snprt16,snprt16,snprt11,euler(0,0,0)*cf(0,0,-0.1))
- local snwld17=weld(snprt17,snprt17,snprt16,euler(1.57,0,0)*cf(0.05,0.2,-0.1))
- local snwld18=weld(snprt18,snprt18,snprt16,euler(1.57,0,0)*cf(-0.05,0.2,-0.1))
- local snwld19=weld(snprt19,snprt19,snprt16,euler(1.57,0,0)*cf(-0.05,-0.2,-0.1))
- local snwld20=weld(snprt20,snprt20,snprt16,euler(1.57,0,0)*cf(0.05,-0.2,-0.1))
- local snwld21=weld(snprt21,snprt21,snprt16,euler(0,0,0)*cf(0,0.2,-0.2))
- local snwld22=weld(snprt22,snprt22,snprt16,euler(0,0,0)*cf(0,-0.2,-0.2))
- local snwld23=weld(snprt23,snprt23,snprt16,euler(0,0,0)*cf(0,0,-0.2))
- local snwld24=weld(snprt24,snprt24,snprt23,euler(0,0,0)*cf(0,0,0))
- local snwld25=weld(snprt25,snprt25,snprt6,euler(0,0,0)*cf(0,-0.5,0))
- local snwld26=weld(snprt26,snprt26,snprt25,cf(0,-0.3,0)*euler(0.5,0.7,1.57))
- local snwld27=weld(snprt27,snprt27,snprt26,cf(0,-0.1,0))
- local snwld28=weld(snprt28,snprt28,snprt6,euler(1.57-0.5,0,0)*cf(0,0.2,0.2))
- local snwld29=weld(snprt29,snprt29,snprt9,euler(0,0.2,1.57)*cf(0,-0.8,0.1))
- table.insert(SniperWelds,snwld1)
- table.insert(SniperWelds,snwld2)
- table.insert(SniperWelds,snwld3)
- table.insert(SniperWelds,snwld4)
- table.insert(SniperWelds,snwld5)
- table.insert(SniperWelds,snwld6)
- table.insert(SniperWelds,snwld7)
- table.insert(SniperWelds,snwld8)
- table.insert(SniperWelds,snwld9)
- table.insert(SniperWelds,snwld10)
- table.insert(SniperWelds,snwld11)
- table.insert(SniperWelds,snwld12)
- table.insert(SniperWelds,snwld13)
- table.insert(SniperWelds,snwld14)
- table.insert(SniperWelds,snwld15)
- table.insert(SniperWelds,snwld16)
- table.insert(SniperWelds,snwld17)
- table.insert(SniperWelds,snwld18)
- table.insert(SniperWelds,snwld19)
- table.insert(SniperWelds,snwld20)
- table.insert(SniperWelds,snwld21)
- table.insert(SniperWelds,snwld22)
- table.insert(SniperWelds,snwld23)
- table.insert(SniperWelds,snwld24)
- table.insert(SniperWelds,snwld25)
- table.insert(SniperWelds,snwld26)
- table.insert(SniperWelds,snwld27)
- table.insert(SniperWelds,snwld28)
- table.insert(SniperWelds,snwld29)
- numb=-0.15
- numb2=0.1
- for i=1,2 do
- local snprt30=part(3,sniper,0,0,BrickColor.new("Black"),"Part30",vt(1,1,1))
- local snprt31=part(3,sniper,0,0,BrickColor.new("Black"),"Part31",vt(1,1,1))
- local snprt32=part(3,sniper,0,0,BrickColor.new("Black"),"Part32",vt(1,1,1))
- local snprt33=part(3,sniper,0,0,BrickColor.new("Black"),"Part33",vt(1,1,1))
- local snprt34=part(3,sniper,0,0,BrickColor.new("Black"),"Part34",vt(1,1,1))
- local snprt35=part(3,sniper,0,0,BrickColor.new("Black"),"Part35",vt(1,1,1))
- local snprt36=part(3,sniper,0,0,BrickColor.new("Black"),"Part36",vt(1,1,1))
- local snprt37=part(3,sniper,0,0,BrickColor.new("Black"),"Part37",vt(1,1,1))
- snmsh30=mesh("CylinderMesh",snprt30,"","",vt(0,0,0),vt(0.2,0.1,0.2))
- snmsh31=mesh("CylinderMesh",snprt31,"","",vt(0,0,0),vt(0.1,0.5,0.1))
- snmsh32=mesh("CylinderMesh",snprt32,"","",vt(0,0,0),vt(0.15,0.1,0.15))
- snmsh33=mesh("CylinderMesh",snprt33,"","",vt(0,0,0),vt(0.125,0.3,0.125))
- snmsh34=mesh("CylinderMesh",snprt34,"","",vt(0,0,0),vt(0.15,0.2,0.15))
- snmsh35=mesh("CylinderMesh",snprt35,"","",vt(0,0,0),vt(0.08,0.8,0.08))
- snmsh36=mesh("CylinderMesh",snprt36,"","",vt(0,0,0),vt(0.15,0.2,0.15))
- snmsh37=mesh("CylinderMesh",snprt37,"","",vt(0,0,0),vt(0.2,0.1,0.2))
- local snwld30=weld(snprt30,snprt30,snprt29,euler(0,0,0)*cf(0,numb,0))
- local snwld31=weld(snprt31,snprt31,snprt30,euler(0,0,1.57+numb2)*cf(0.25,0,0))
- local snwld32=weld(snprt32,snprt32,snprt31,cf(0,0.25,0))
- local snwld33=weld(snprt33,snprt33,snprt32,cf(0,0.15,0))
- local snwld34=weld(snprt34,snprt34,snprt33,cf(0,0.1,0))
- local snwld35=weld(snprt35,snprt35,snprt34,cf(0,0.4,0))
- local snwld36=weld(snprt36,snprt36,snprt35,cf(0,0.4,0))
- local snwld37=weld(snprt37,snprt37,snprt36,cf(0,0.1,0))
- table.insert(SniperWelds,snwld30)
- table.insert(SniperWelds,snwld31)
- table.insert(SniperWelds,snwld32)
- table.insert(SniperWelds,snwld33)
- table.insert(SniperWelds,snwld34)
- table.insert(SniperWelds,snwld35)
- table.insert(SniperWelds,snwld36)
- table.insert(SniperWelds,snwld37)
- numb=numb+0.3
- numb2=numb2-0.2
- end
- if (script.Parent.className ~= "HopperBin") then
- Tool = Instance.new("HopperBin")
- Tool.Parent = Backpack
- Tool.Name = "Techno Gauntlet"
- script.Parent = Tool
- end
- Bin = script.Parent
- local Bg = it("BodyGyro")
- Bg.maxTorque = Vector3.new(4e+005,4e+005,4e+005)*math.huge
- Bg.P = 20e+003
- Bg.Parent = nil
- so = function(id,par,vol,pit)
- coroutine.resume(coroutine.create(function()
- local sou = Instance.new("Sound",par or workspace)
- sou.Volume=vol
- sou.Pitch=pit or 1
- sou.SoundId=id
- wait()
- sou:play()
- wait(6)
- sou:Remove()
- end))
- end
- function CreateDrone()
- local drone=Instance.new("Model")
- drone.Parent=modelzorz
- drone.Name="Drone"
- local dprt1=part(3,drone,0,1,BrickColor.new("White"),"DPart1",vt(1,1,1))
- dprt1.CanCollide=true
- local dprt6=part(3,drone,0,1,BrickColor.new("Bright red"),"DPart6",vt(1,1,1))
- local dprt7=part(3,drone,0,1,BrickColor.new("Black"),"DPart7",vt(1,1,1))
- local dmsh1=mesh("SpecialMesh",dprt1,"Sphere","",vt(0,0,0),vt(1,1,1))
- local dmsh6=mesh("CylinderMesh",dprt6,"","",vt(0,0,0),vt(0.5,0.2,0.5))
- local dmsh7=mesh("CylinderMesh",dprt7,"","",vt(0,0,0),vt(0.4,0.21,0.4))
- --local dwld1=weld(dprt1,dprt1,Torso,euler(0,0,0)*cf(0,-5,0))
- local dwld6=weld(dprt6,dprt6,dprt1,euler(1.57,0,0)*cf(0,0,0.4))
- local dwld7=weld(dprt7,dprt7,dprt6,cf(0,0,0))
- numb=0
- for i=1,4 do
- local dprt2=part(3,drone,0,1,BrickColor.new("Medium stone grey"),"DPart2",vt(1,1,1))
- local dmsh2=mesh("BlockMesh",dprt2,"","",vt(0,0,0),vt(0.5,0.5,0.8))
- local dwld2=weld(dprt2,dprt2,dprt1,cf(0,-0.5,0)*euler(0,0,numb))
- numb=numb+1.57
- end
- numb=0
- for i=1,4 do
- local dprt3=part(3,drone,0,1,BrickColor.new("Dark stone grey"),"DPart3",vt(1,1,1))
- local dmsh3=mesh("BlockMesh",dprt3,"","",vt(0,0,0),vt(0.5,0.5,0.79))
- local dwld3=weld(dprt3,dprt3,dprt1,cf(0,-0.3,0)*euler(0,0,0.785+numb))
- numb=numb+1.57
- end
- numb=0
- for i=1,4 do
- local dprt4=part(3,drone,0,1,BrickColor.new("Dark stone grey"),"DPart4",vt(1,1,1))
- local dmsh4=mesh("BlockMesh",dprt4,"","",vt(0,0,0),vt(0.2,0.8,0.2))
- local dwld4=weld(dprt4,dprt4,dprt1,cf(0,0.8,0)*euler(0.785,numb,0))
- local dprt5=part(3,drone,0,1,BrickColor.new("Bright blue"),"DPart5",vt(1,1,1))
- local dmsh5=mesh("SpecialMesh",dprt5,"Sphere","",vt(0,0,0),vt(0.4,0.4,0.4))
- local dwld5=weld(dprt5,dprt5,dprt4,cf(0,0.5,0)*euler(0,0,0))
- light1=Instance.new("PointLight")
- light1.Brightness=.8
- light1.Color=Color3.new(0,0,255)
- light1.Range=10
- light1.Parent=dprt5
- numb=numb+1.57
- end
- return drone,dprt1
- end
- function hideanim()
- equipped=false
- if Mode=="Drones" then
- Mode="Choose"
- end
- wait(0.1)
- cone.Parent=nil
- screen1.Parent=nil
- screen2.Parent=nil
- screen3.Parent=nil
- Neck.C0=necko*euler(0,0,0)
- wld9.C0=euler(0,0,0)*cf(0,0.05,0)
- Bg.Parent=nil
- end
- function equipanim()
- equipped=true
- if Mode=="Choose" then
- for i=0,1,0.1 do
- wait()
- Neck.C0=necko*euler(0.3*i,0,-0.2*i)
- RW.C0=cf(1.5-0.5*i, 0.5-0.2*i, -0.5*i) * euler(1*i,0,-1*i)
- RW.C1=cf(0, 0.5, 0) * euler(0,-2.07*i,0)
- LW.C0=cf(-1.5+0.3*i, 0.5, -0.3*i) * euler(1.5*i,0,1.2*i)
- LW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- end
- for i=0,1,0.1 do
- wait()
- wld9.C0=euler(0,-1.57*i,0)*cf(0,0.05,0)
- Neck.C0=necko*euler(0.3+0.1*i,0,-0.2-0.1*i)
- RW.C0=cf(1, 0.3, -0.5) * euler(1-0.2*i,0,-1+0.3*i)
- RW.C1=cf(0, 0.5, 0) * euler(0,-2.07-0.1*i,0)
- LW.C0=cf(-1.2, 0.5, -0.3) * euler(1.5-0.2*i,0,1.2-0.5*i)
- LW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- end
- coroutine.resume(coroutine.create(function()
- cone.Parent=modelzorz
- cone.Transparency=1
- local conewld=weld(cone,cone,prt9,euler(0,0,0)*cf(0,0.2,0))
- screen1.Parent=modelzorz
- screen1.Transparency=1
- local screen1wld=weld(screen1,screen1,cone,euler(0,0.8,0)*cf(0,1,0))
- screen2.Parent=modelzorz
- screen2.Transparency=1
- local screen2wld=weld(screen2,screen2,screen1,cf(0,0,1)*euler(0,0.3,0))
- screen3.Parent=modelzorz
- screen3.Transparency=1
- local screen3wld=weld(screen3,screen3,screen1,cf(0,0,-1)*euler(0,-0.3,0))
- for i=1,0.5,-0.05 do
- wait()
- cone.Transparency=i
- screen1.Transparency=i
- screen2.Transparency=i
- screen3.Transparency=i
- end
- coroutine.resume(coroutine.create(function(Cone,Screen1,Screen2,Screen3)
- while Mode=="Choose" do
- wait(0.06)
- Cone.Transparency=0.5
- Screen1.Transparency=0.5
- Screen2.Transparency=0.5
- Screen3.Transparency=0.5
- light1.Brightness=.7
- light2.Brightness=.7
- light3.Brightness=.7
- wait(0.06)
- Cone.Transparency=0.6
- Screen1.Transparency=0.6
- Screen2.Transparency=0.6
- Screen3.Transparency=0.6
- light1.Brightness=.8
- light2.Brightness=.8
- light3.Brightness=.8
- end
- end),cone,screen1,screen2,screen3)
- end))
- for i=0,1,0.1 do
- wait()
- wld9.C0=euler(0,-1.57,0)*cf(0,0.05,0)
- Neck.C0=necko*euler(0.4-0.7*i,0,-0.3)
- RW.C0=cf(1, 0.3, -0.5-0.3*i) * euler(0.8+0.77*i,0,-1+0.3)
- RW.C1=cf(0, 0.5, 0) * euler(0,-2.17+0.67*i,0)
- LW.C0=cf(-1.2, 0.5, -0.3) * euler(1.3+1*i,0,0.7)
- LW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- end
- Neck.C0=necko*euler(-0.3,0,-0.3)
- RW.C0=cf(1, 0.3, -0.8) * euler(1.57,0,-0.7)
- RW.C1=cf(0, 0.5, 0) * euler(0,-1.5,0)
- LW.C0=cf(-1.2, 0.5, -0.3) * euler(2.3,0,0.7)
- LW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- end
- end
- function Drones()
- Mode="Drones"
- attack=true
- Humanoid.WalkSpeed=0
- coroutine.resume(coroutine.create(function()
- while Mode=="Drones" do
- wait()
- if Aiming==false then
- DroneTarget=Torso.Position
- end
- end
- end))
- coroutine.resume(coroutine.create(function(Cone,Screen1,Screen2,Screen3)
- numb=0.5
- for i=0,1,0.1 do
- wait()
- Cone.Transparency=numb
- Screen1.Transparency=numb
- Screen2.Transparency=numb
- Screen3.Transparency=numb
- numb=numb+0.1
- end
- Cone.Parent=nil
- Screen1.Parent=nil
- Screen2.Parent=nil
- Screen3.Parent=nil
- end),cone,screen1,screen2,screen3)
- for i=0,1,0.1 do
- wait()
- Neck.C0=necko*euler(-0.3+0.3*i,0,-0.3+0.3*i)
- RW.C0=cf(1, 0.3, -0.8) * euler(1.57-0.3*i,0,-0.7-0.6*i)
- RW.C1=cf(0, 0.5, 0) * euler(0,-1.5+0.5*i,0)
- LW.C0=cf(-1.2, 0.5, -0.3) * euler(2.3-0.8*i,0,0.7-0.5*i)
- LW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- end
- local drone1,droneprt1=CreateDrone()
- local dwld1=weld(droneprt1,droneprt1,Torso,euler(0,0,0)*cf(2,0,5))
- local drone2,droneprt2=CreateDrone()
- local dwld12=weld(droneprt2,droneprt2,Torso,euler(0,0,0)*cf(0,0,5))
- local drone3,droneprt3=CreateDrone()
- local dwld13=weld(droneprt3,droneprt3,Torso,euler(0,0,0)*cf(-2,0,5))
- wait()
- dwld1:Remove()
- dwld12:Remove()
- dwld13:Remove()
- local pos=it("BodyPosition",droneprt1)
- rand1=math.random(-5,5)
- rand2=math.random(-5,5)
- pos.position=Torso.Position + vt(rand1,5,rand2)
- coroutine.resume(coroutine.create(function(BodyPosition)
- while droneprt1.Parent~=nil do
- wait(math.random(1,3))
- BodyPosition.position=Torso.Position + vt(math.random(-15,15),5,math.random(-15,15))
- end
- end),pos)
- pos.maxForce=vt(7500,7500,7500)
- pos.Name="BP"
- local bg=it("BodyGyro",droneprt1)
- bg.maxTorque=vt(math.huge,math.huge,math.huge)
- bg.P=50000
- --bg.cframe=cf(droneprt1.Position, Torso.Position)
- coroutine.resume(coroutine.create(function(BodyGyro)
- while droneprt1.Parent~=nil do
- wait()
- if Aiming==true then
- BodyGyro.cframe=cf(droneprt1.Position, DroneTarget)
- end
- end
- end),bg)
- bg.Name="DroneGyro"
- local pos=it("BodyPosition",droneprt2)
- rand1=math.random(-5,5)
- rand2=math.random(-5,5)
- pos.position=Torso.Position + vt(rand1,5,rand2)
- coroutine.resume(coroutine.create(function(BodyPosition)
- while droneprt2.Parent~=nil do
- wait(math.random(1,3))
- BodyPosition.position=Torso.Position + vt(math.random(-15,15),5,math.random(-15,15))
- end
- end),pos)
- pos.maxForce=vt(7500,7500,7500)
- pos.Name="BP"
- local bg=it("BodyGyro",droneprt2)
- bg.maxTorque=vt(math.huge,math.huge,math.huge)
- bg.P=50000
- --bg.cframe=cf(droneprt1.Position, Torso.Position)
- coroutine.resume(coroutine.create(function(BodyGyro)
- while droneprt2.Parent~=nil do
- wait()
- if Aiming==true then
- BodyGyro.cframe=cf(droneprt2.Position, DroneTarget)
- end
- end
- end),bg)
- bg.Name="DroneGyro"
- local pos=it("BodyPosition",droneprt3)
- rand1=math.random(-5,5)
- rand2=math.random(-5,5)
- pos.position=Torso.Position + vt(rand1,5,rand2)
- coroutine.resume(coroutine.create(function(BodyPosition)
- while droneprt3.Parent~=nil do
- wait(math.random(1,3))
- BodyPosition.position=Torso.Position + vt(math.random(-15,15),5,math.random(-15,15))
- end
- end),pos)
- pos.maxForce=vt(7500,7500,7500)
- pos.Name="BP"
- local bg=it("BodyGyro",droneprt3)
- bg.maxTorque=vt(math.huge,math.huge,math.huge)
- bg.P=50000
- --bg.cframe=cf(droneprt1.Position, Torso.Position)
- coroutine.resume(coroutine.create(function(BodyGyro)
- while droneprt3.Parent~=nil do
- wait()
- if Aiming==true then
- BodyGyro.cframe=cf(droneprt3.Position, DroneTarget)
- end
- end
- end),bg)
- bg.Name="DroneGyro"
- droneprt1.Anchored=true
- for _,v in pairs(drone1:children()) do
- if v.className=="Part" then
- v.Transparency=1
- coroutine.resume(coroutine.create(function(Part)
- wait(1)
- Part.Transparency=0
- end),v)
- end
- end
- effect=drone1:Clone()
- effect.Parent=workspace
- print(effect)
- for _,v in pairs(effect:children()) do
- if v.className=="Part" then
- v.Transparency=1
- v.Anchored=true
- v.CanCollide=false
- v.BrickColor=BrickColor.new("Bright blue")
- coroutine.resume(coroutine.create(function(Part)
- for i=0,1,0.1 do
- wait(0)
- Part.Transparency=Part.Transparency-0.05
- end
- wait(0.5)
- for i=0,1,0.1 do
- wait(0)
- Part.Transparency=Part.Transparency+0.05
- end
- Part.Parent=nil
- end),v)
- end
- end
- droneprt2.Anchored=true
- for _,v in pairs(drone2:children()) do
- if v.className=="Part" then
- v.Transparency=1
- coroutine.resume(coroutine.create(function(Part)
- wait(1)
- Part.Transparency=0
- end),v)
- end
- end
- effect=drone2:Clone()
- effect.Parent=workspace
- print(effect)
- for _,v in pairs(effect:children()) do
- if v.className=="Part" then
- v.Transparency=1
- v.Anchored=true
- v.CanCollide=false
- v.BrickColor=BrickColor.new("Bright blue")
- coroutine.resume(coroutine.create(function(Part)
- for i=0,1,0.1 do
- wait(0)
- Part.Transparency=Part.Transparency-0.05
- end
- wait(0.5)
- for i=0,1,0.1 do
- wait(0)
- Part.Transparency=Part.Transparency+0.05
- end
- Part.Parent=nil
- end),v)
- end
- end
- droneprt3.Anchored=true
- for _,v in pairs(drone3:children()) do
- if v.className=="Part" then
- v.Transparency=1
- coroutine.resume(coroutine.create(function(Part)
- wait(1)
- Part.Transparency=0
- end),v)
- end
- end
- effect=drone3:Clone()
- effect.Parent=workspace
- print(effect)
- for _,v in pairs(effect:children()) do
- if v.className=="Part" then
- v.Transparency=1
- v.Anchored=true
- v.CanCollide=false
- v.BrickColor=BrickColor.new("Bright blue")
- coroutine.resume(coroutine.create(function(Part)
- for i=0,1,0.1 do
- wait(0)
- Part.Transparency=Part.Transparency-0.05
- end
- wait(0.5)
- for i=0,1,0.1 do
- wait(0)
- Part.Transparency=Part.Transparency+0.05
- end
- Part.Parent=nil
- end),v)
- end
- end
- wait(2)
- droneprt1.Anchored=false
- droneprt2.Anchored=false
- droneprt3.Anchored=false
- Humanoid.WalkSpeed=16
- wait()
- effect.Parent=nil
- for i=0,1,0.1 do
- wait()
- RW.C0=cf(1+0.5*i, 0.3+0.2*i, -0.8+0.8*i) * euler(1.27-0.77*i,0,-1.3+1.3*i)
- RW.C1=cf(0, 0.5, 0) * euler(0,-1+1*i,0)
- LW.C0=cf(-1.2-0.3*i, 0.5, -0.3+0.3*i) * euler(1.5-1.5*i,0,0.2-0.4*i)
- LW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- end
- attack=false
- return drone1, drone2, drone3
- end
- function Gun()
- attack=true
- Mode="Gun"
- gwld1.Part1=LeftArm
- gwld1.C0=euler(1.57+0.5,0,-1.57)*cf(0,1,0)
- coroutine.resume(coroutine.create(function(Cone,Screen1,Screen2,Screen3)
- numb=0.5
- for i=0,1,0.1 do
- wait()
- Cone.Transparency=numb
- Screen1.Transparency=numb
- Screen2.Transparency=numb
- Screen3.Transparency=numb
- numb=numb+0.1
- end
- Cone.Parent=nil
- Screen1.Parent=nil
- Screen2.Parent=nil
- Screen3.Parent=nil
- end),cone,screen1,screen2,screen3)
- for i=0,1,0.1 do
- wait()
- Neck.C0=necko*euler(-0.3+0.3*i,0,-0.3+0.3*i)
- RW.C0=cf(1, 0.3, -0.8) * euler(1.57-0.3*i,0,-0.7-0.6*i)
- RW.C1=cf(0, 0.5, 0) * euler(0,-1.5+0.5*i,0)
- LW.C0=cf(-1.2, 0.5, -0.3) * euler(2.3-0.8*i,0,0.7-0.5*i)
- LW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- end
- gun.Parent=modelzorz
- for e=1,#GunWelds do
- GunWelds[e].Parent=modelzorz
- end
- for _,v in pairs(gun:children()) do
- if v.className=="Part" then
- v.Transparency=1
- end
- end
- for _,v in pairs(gun:children()) do
- if v.className=="Part" then
- v.Transparency=1
- coroutine.resume(coroutine.create(function(Part)
- wait(0.5)
- Part.Transparency=0
- end),v)
- end
- end
- effect=gun:Clone()
- effect.Parent=workspace
- print(effect)
- for _,v in pairs(effect:children()) do
- if v.className=="Part" then
- v.Transparency=1
- v.Anchored=true
- v.CanCollide=false
- v.BrickColor=BrickColor.new("Bright blue")
- coroutine.resume(coroutine.create(function(Part)
- for i=0,1,0.1 do
- wait(0)
- Part.Transparency=Part.Transparency-0.05
- end
- for i=0,1,0.1 do
- wait(0)
- Part.Transparency=Part.Transparency+0.05
- end
- Part.Parent=nil
- effect.Parent=nil
- end),v)
- end
- end
- wait(0.5)
- gwld1.Part1=LeftArm
- gwld1.C0=euler(1.57+0.5,0,-1.57)*cf(0,1,0)
- for i=0,1,0.1 do
- wait()
- gwld1.C0=euler(1.57+0.5,0,-1.57+1.57*i)*cf(0,1,0)
- RW.C0=cf(1+0.5*i, 0.3+0.2*i, -0.8+0.8*i) * euler(1.27-1.27*i,0,-1.3+1.5*i)
- RW.C1=cf(0, 0.5, 0) * euler(0,-1+1*i,0)
- LW.C0=cf(-1.2, 0.5, -0.3) * euler(1.5-1*i,0,0.2+0.4*i)
- LW.C1=cf(0, 0.5, 0) * euler(0,1.57*i,0)
- end
- attack=false
- end
- function Sword()
- attack=true
- Mode="Sword"
- swld1.Part1=LeftArm
- swld1.C0=euler(0,0,-1.57)*cf(0,1,0)
- swld1.C1=euler(0,0,0)
- coroutine.resume(coroutine.create(function(Cone,Screen1,Screen2,Screen3)
- numb=0.5
- for i=0,1,0.1 do
- wait()
- Cone.Transparency=numb
- Screen1.Transparency=numb
- Screen2.Transparency=numb
- Screen3.Transparency=numb
- numb=numb+0.1
- end
- Cone.Parent=nil
- Screen1.Parent=nil
- Screen2.Parent=nil
- Screen3.Parent=nil
- end),cone,screen1,screen2,screen3)
- for i=0,1,0.1 do
- wait()
- Neck.C0=necko*euler(-0.3+0.3*i,0,-0.3+0.3*i)
- RW.C0=cf(1, 0.3, -0.8) * euler(1.57-0.3*i,0,-0.7-0.6*i)
- RW.C1=cf(0, 0.5, 0) * euler(0,-1.5+0.5*i,0)
- LW.C0=cf(-1.2, 0.5, -0.3) * euler(2.3-0.8*i,0,0.7-0.5*i)
- LW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- end
- sword.Parent=modelzorz
- for e=1,#SwordWelds do
- SwordWelds[e].Parent=modelzorz
- end
- for _,v in pairs(sword:children()) do
- if v.className=="Part" and v.Name~="Hitbox" and v.Name~="Mid" then
- v.Transparency=1
- end
- end
- for _,v in pairs(sword:children()) do
- if v.className=="Part" and v.Name~="Hitbox" and v.Name~="Mid" then
- v.Transparency=1
- coroutine.resume(coroutine.create(function(Part)
- wait(0.5)
- Part.Transparency=0
- end),v)
- end
- end
- effect=sword:Clone()
- effect.Parent=workspace
- print(effect)
- for _,v in pairs(effect:children()) do
- if v.className=="Part" and v.Name~="Hitbox" and v.Name~="Mid" then
- v.Transparency=1
- v.Anchored=true
- v.CanCollide=false
- v.BrickColor=BrickColor.new("Bright blue")
- coroutine.resume(coroutine.create(function(Part)
- for i=0,1,0.1 do
- wait(0)
- Part.Transparency=Part.Transparency-0.05
- end
- for i=0,1,0.1 do
- wait(0)
- Part.Transparency=Part.Transparency+0.05
- end
- Part.Parent=nil
- effect.Parent=nil
- end),v)
- end
- end
- wait(0.5)
- for i=0,1,0.1 do
- wait()
- swld1.C0=euler(0,-1.57*i,1.57-3.14*i)*cf(0,1,0)
- swld1.C1=euler(0,1.57*i,0)
- RW.C0=cf(1+0.5*i, 0.3+0.2*i, -0.8+0.8*i) * euler(1.27-1.27*i,0,-1.3+1.5*i)
- RW.C1=cf(0, 0.5, 0) * euler(0,-1+1*i,0)
- LW.C0=cf(-1.2-0.3*i, 0.5, -0.3+0.3*i) * euler(1.5-1.5*i,0,0.2-0.6*i)
- LW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- end
- attack=false
- end
- function Sniper()
- attack=true
- Mode="Sniper"
- snwld1.Part1=LeftArm
- snwld1.C0=euler(0.5,0,0)*cf(0,1.6,-2)
- coroutine.resume(coroutine.create(function(Cone,Screen1,Screen2,Screen3)
- numb=0.5
- for i=0,1,0.1 do
- wait()
- Cone.Transparency=numb
- Screen1.Transparency=numb
- Screen2.Transparency=numb
- Screen3.Transparency=numb
- numb=numb+0.1
- end
- Cone.Parent=nil
- Screen1.Parent=nil
- Screen2.Parent=nil
- Screen3.Parent=nil
- end),cone,screen1,screen2,screen3)
- for i=0,1,0.1 do
- wait()
- Neck.C0=necko*euler(-0.3+0.3*i,0,-0.3+0.3*i)
- RW.C0=cf(1, 0.3, -0.8) * euler(1.57-0.3*i,0,-0.7-0.6*i)
- RW.C1=cf(0, 0.5, 0) * euler(0,-1.5+0.5*i,0)
- LW.C0=cf(-1.2, 0.5, -0.3) * euler(2.3-0.8*i,0,0.7-0.5*i)
- LW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- end
- sniper.Parent=modelzorz
- for e=1,#SniperWelds do
- SniperWelds[e].Parent=modelzorz
- end
- for _,v in pairs(sniper:children()) do
- if v.className=="Part" then
- v.Transparency=1
- end
- end
- for _,v in pairs(sniper:children()) do
- if v.className=="Part" then
- v.Transparency=1
- coroutine.resume(coroutine.create(function(Part)
- wait(0.5)
- Part.Transparency=0
- end),v)
- end
- end
- effect=sniper:Clone()
- effect.Parent=workspace
- print(effect)
- for _,v in pairs(effect:children()) do
- if v.className=="Part" then
- v.Transparency=1
- v.Anchored=true
- v.CanCollide=false
- v.BrickColor=BrickColor.new("Bright blue")
- coroutine.resume(coroutine.create(function(Part)
- for i=0,1,0.1 do
- wait(0)
- Part.Transparency=Part.Transparency-0.05
- end
- for i=0,1,0.1 do
- wait(0)
- Part.Transparency=Part.Transparency+0.05
- end
- Part.Parent=nil
- effect.Parent=nil
- end),v)
- end
- end
- wait(0.5)
- gwld1.Part1=LeftArm
- snwld1.C0=euler(0.5,0,0)*cf(0,1.6,-2)
- snwld1.C1=cf(0,0,0)
- for i=0,1,0.1 do
- wait()
- snwld1.C0=euler(0.5+1.57*i,0,0)*cf(0,1.6-0.6*i,-2+2*i)
- RW.C0=cf(1, 0.3, -0.8+0.3*i) * euler(1.27-0.37*i,0,-1.3+1*i)
- RW.C1=cf(0, 0.5, 0) * euler(0,-1+2.3*i,0)
- LW.C0=cf(-1.2, 0.5, -0.3) * euler(1.57-0.5*i,0,0.2+0.5*i)
- LW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- end
- attack=false
- end
- function Shoot()
- attack=true
- Humanoid.WalkSpeed=2
- Bg.Parent=Head
- Bg.cframe=Head.CFrame
- for i=0,1,0.2 do
- wait()
- Neck.C0=necko*euler(0,0,0.785*i)
- RW.C0=cf(1.5, 0.5, 0) * euler(0,0,0.2)
- RW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- LW.C0=cf(-1.2, 0.5, -0.3) * euler(0.5+1.07*i,0,0.6-1.385*i)
- LW.C1=cf(0, 0.5, 0) * euler(0,1.57-1.57*i,0)
- end
- spread=1
- range=50
- rangepower=70
- while hold==true and Bullets~=0 do
- for i=1,5 do
- wait(0.05)
- Bullets=Bullets-1
- so("http://roblox.com/asset/?id=10209257",gprt16,0.5,1+math.random())
- coroutine.resume(coroutine.create(function()
- for z = 1 ,2 do
- coroutine.resume(coroutine.create(function()
- local meshb1 = Instance.new("BlockMesh")
- meshb1.Scale = Vector3.new(1,1,1)
- light = Instance.new("PointLight")
- light.Brightness = .8
- light.Color = Color3.new(100,50,0)
- light.Range = 10
- local shellb1 = Instance.new("Part")
- light.Parent = shellb1
- meshb1.Parent = shellb1
- shellb1.Anchored = true
- shellb1.formFactor = 3
- shellb1.Size = Vector3.new(0.3,0.3,0.3) * (math.random(100,300)/100)
- shellb1.CFrame = CFrame.new((gprt16.CFrame * CFrame.new(0,-gprt16.Size.y/2,0)).p) * CFrame.Angles(math.random(-100,100)/100,math.random(-100,100)/100,math.random(-100,100)/100)
- shellb1.Parent = Character
- shellb1.Transparency = 0
- if math.random(1,2) == 1 then
- shellb1.BrickColor = BrickColor.new("Bright red")
- else
- shellb1.BrickColor = BrickColor.new("Bright orange")
- end
- shellb1.CanCollide = false
- local incre = math.random(0,60)/100
- for i = 0 , 1 , 0.1 do
- wait()
- light.Brightness = light.Brightness - .1
- shellb1.CFrame = shellb1.CFrame + Head.CFrame.lookVector*incre
- shellb1.Transparency = 1*i
- meshb1.Scale = Vector3.new(1+1*i,1+1*i,1+1*i)
- end
- shellb1.Parent=nil
- end))
- end
- end))
- shoottrail(MMouse.Hit.p,gprt16,5,1,1)
- LW.C1=cf(0, 0.5, 0) * euler(-0.2,0,0)
- wait(0.05)
- LW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- end
- end
- spread=0
- range=500
- rangepower=50
- if Bullets==0 then
- for i=0,1,0.2 do
- wait(0)
- gwld13.C0=cf(0,0,0.3)*euler(0,1.57-1.57*i,0)
- end
- wait(0.2)
- Humanoid.WalkSpeed=16
- Bg.Parent=nil
- for i=0,1,0.1 do
- wait()
- gwld1.C0=euler(1.57+0.5,0,-1.57*i)*cf(0,1,0)
- Neck.C0=necko*euler(0.3*i,0,0.785-0.785*i)
- RW.C0=cf(1.5-0.5*i, 0.5, -0.5*i) * euler(1.2*i,0,0.2-0.4*i)
- RW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- LW.C0=cf(-1.2+0.2*i, 0.5, -0.3-0.2*i) * euler(1.57-0.57*i,0,-0.785+0.785*i)
- LW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- end
- for i=0,1,0.1 do
- wait()
- gwld20.C0=cf(0.3*i,-0.8-0.2*i,0)*euler(0,0,1.57*i)
- RW.C0=cf(1, 0.5, -0.5) * euler(1.2-0.3*i,0,-0.2-0.1*i)
- RW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- end
- for i=0,1,0.2 do
- wait()
- Neck.C0=necko*euler(0.3+0.2*i,0,-0.5*i)
- RW.C0=cf(1+0.5*i, 0.5, -0.5+0.5*i) * euler(0.9-1.3*i,0,-0.3)
- RW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- end
- local ammo=Instance.new("Model")
- ammo.Parent=modelzorz
- ammo.Name="Ammo"
- local aprt1=part(3,ammo,0,0,BrickColor.new("Dark stone grey"),"Part1",vt(1,1,1))
- local amsh1=mesh("CylinderMesh",aprt1,"","",vt(0,0,0),vt(0.7,0.2,0.7))
- local awld1=weld(aprt1,aprt1,RightArm,cf(0,1,0))
- numb=0
- for i=1,10 do
- local aprt2=part(3,ammo,0,0,BrickColor.new("Bright yellow"),"Part2",vt(1,1,1))
- local amsh2=mesh("CylinderMesh",aprt2,"","",vt(0,0,0),vt(0.2,0.3,0.2))
- local awld2=weld(aprt2,aprt2,aprt1,cf(0.2,0.1,0)*euler(0,numb,0))
- numb=numb+0.628
- end
- for i=0,1,0.2 do
- wait()
- awld1.C0=euler(1.57,0,0)*cf(0,1+0.1*i,0)
- Neck.C0=necko*euler(0.5-0.2*i,0,-0.5+0.5*i)
- RW.C0=cf(1.5-0.5*i, 0.5, -0.5*i) * euler(-0.4+1.5*i,0,-0.3-0.1*i)
- RW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- end
- ammo.Parent=nil
- for i=0,1,0.2 do
- wait()
- gwld20.C0=cf(0.3-0.3*i,-0.8-0.2+0.2*i,0)*euler(0,0,1.57-1.57*i)
- Neck.C0=necko*euler(0.3-0.1*i,0,-0.2*i)
- RW.C0=cf(1.5-0.5, 0.5, -0.5) * euler(1.1+0.1*i,0,-0.4+0.4*i)
- RW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- end
- for i=0,1,0.1 do
- wait()
- gwld1.C0=euler(1.57+0.5,0,-1.57+1.57*i)*cf(0,1,0)
- gwld13.C0=cf(0,0,0.3)*euler(0,1.57*i,0)
- Neck.C0=necko*euler(0.2-0.2*i,0,-0.2+0.2*i)
- RW.C0=cf(1.5-0.5+0.5*i, 0.5, -0.5+0.5*i) * euler(1.2-1.2*i,0,0.2*i)
- RW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- LW.C0=cf(-1-0.2*i, 0.5, -0.5+0.2*i) * euler(1-0.5*i,0,0.6*i)
- LW.C1=cf(0, 0.5, 0) * euler(0,1.57*i,0)
- end
- Bullets=10
- else
- for i=0,1,0.1 do
- wait()
- Neck.C0=necko*euler(0,0,0.785-0.785*i)
- RW.C0=cf(1.5, 0.5, 0) * euler(0,0,0.2)
- RW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- LW.C0=cf(-1.2, 0.5, -0.3) * euler(1.57-1.57*i,0,-0.785+1.385*i)
- LW.C1=cf(0, 0.5, 0) * euler(0,1.57*i,0)
- end
- Neck.C0=necko
- RW.C0=cf(1.5, 0.5, 0) * euler(0,0,0.2)
- RW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- LW.C0=cf(-1.2, 0.5, -0.3) * euler(0.5,0,0.6)
- LW.C1=cf(0, 0.5, 0) * euler(0,1.57,0)
- end
- Bg.Parent=nil
- Humanoid.WalkSpeed=16
- attack=false
- end
- function slash1()
- attack=true
- for i=0,1,0.1 do
- wait()
- RW.C0=cf(1.5, 0.5, 0) * euler(0,0,0.2)
- RW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- LW.C0=cf(-1.5, 0.5, 0) * euler(-0.4*i,0,-0.4-0.2*i)
- LW.C1=cf(0, 0.5, 0) * euler(0,1*i,0)
- end
- Bg.Parent=Head
- Bg.cframe=Head.CFrame
- con1=sprt16.Touched:connect(function(hit) Damagefunc1(hit,20,10) end)
- so("http://roblox.com/asset/?id=10209640",LeftArm,1,1)
- for i=0,1,0.2 do
- wait()
- Neck.C0=necko*euler(0,0,0.785*i)
- swld1.C0=euler(0.5*i,-1.57,-1.57)*cf(0,1,0)
- RW.C0=cf(1.5, 0.5, 0) * euler(0,0,0.2)
- RW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- LW.C0=cf(-1.5+0.5*i, 0.5, -0.5*i) * euler(-0.4+2.4*i,0,-0.6+1.4*i)
- LW.C1=cf(0, 0.5, 0) * euler(0,1,0)
- end
- for i=0,1,0.1 do
- wait()
- --[[Neck.C0=necko*euler(0,0,0.785*i)
- swld1.C0=euler(0.5*i,-1.57,-1.57)*cf(0,1,0)]]
- RW.C0=cf(1.5, 0.5, 0) * euler(0,0,0.2)
- RW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- LW.C0=cf(-1.5+0.5, 0.5, -0.5) * euler(2,0,0.8+0.2*i)
- LW.C1=cf(0, 0.5, 0) * euler(0,1,0)
- end
- con1:disconnect()
- wait()
- attack=false
- end
- function slash2()
- attack=true
- CF=Head.CFrame
- con1=sprt16.Touched:connect(function(hit) Damagefunc1(hit,10,10) end)
- so("http://roblox.com/asset/?id=10209640",LeftArm,1,1.5)
- for i=0,1,0.2 do
- wait()
- swld1.C0=euler(0.5-0.5*i,-1.57,-1.57)*cf(0,1,0)
- RW.C0=cf(1.5, 0.5, 0) * euler(0,0,0.2)
- RW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- LW.C0=cf(-1-0.5*i, 0.5, -0.5+0.5*i) * euler(2-0.43*i,0,1-2.57*i)
- LW.C1=cf(0, 0.5, 0) * euler(0,1+.57*i,0)
- Bg.cframe=CF*euler(0,3.14*i,0)
- end
- so("http://roblox.com/asset/?id=10209640",LeftArm,1,1.5)
- for i=0,1,0.2 do
- wait()
- swld1.C0=euler(-0.5*i,-1.57,-1.57)*cf(0,1,0)
- Bg.cframe=CF*euler(0,3.14+3.14*i,0)
- end
- con1:disconnect()
- wait()
- attack=false
- end
- function slash3()
- attack=true
- Bg.Parent=nil
- for i=0,1,0.1 do
- wait()
- Neck.C0=necko*euler(0,0,0.785-0.785*i)
- swld1.C0=euler(-0.5+0.5*i,-1.57,-1.57)*cf(0,1,0)
- RW.C0=cf(1.5, 0.5, 0) * euler(0,0,0.2)
- RW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- LW.C0=cf(-1.5, 0.5, 0) * euler(1.57+.43*i,0,-1.57+1*i)
- LW.C1=cf(0, 0.5, 0) * euler(0,1.57-2.07*i,0)
- end
- con1=sprt16.Touched:connect(function(hit) Damagefunc1(hit,20,10) end)
- so("http://roblox.com/asset/?id=10209640",LeftArm,1,0.9)
- for i=0,1,0.2 do
- wait()
- Neck.C0=necko*euler(0.3*i,0,-0.2*i)
- swld1.C0=euler(-0.3*i,-1.57,-1.57)*cf(0,1,0)
- RW.C0=cf(1.5, 0.5, 0) * euler(-0.5*i,0,0.2+0.2*i)
- RW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- LW.C0=cf(-1.5+1.5*i, 0.5-0.2*i, -1*i) * euler(2-1.5*i,0,-.57+1.07*i)
- LW.C1=cf(0, 0.5, 0) * euler(0,-.5,0)
- end
- for i=0,1,0.1 do
- wait()
- RW.C0=cf(1.5, 0.5, 0) * euler(-0.5,0,0.4)
- RW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- LW.C0=cf(0, 0.3, -1) * euler(.5-.2*i,0,.5)
- LW.C1=cf(0, 0.5, 0) * euler(0,-.5,0)
- end
- con1:disconnect()
- wait()
- attack=false
- end
- function BowShoot()
- attack=true
- BowAim=true
- HeadNumb=0
- Humanoid.WalkSpeed=2
- coroutine.resume(coroutine.create(function(FenNeck)
- while BowAim==true do
- wait()
- local pos4 = vt(workspace.CurrentCamera.CoordinateFrame.X,Head.Position.Y,workspace.CurrentCamera.CoordinateFrame.Z)
- Bg.cframe = cf(Head.Position,pos4) * euler(0,3.14-HeadNumb,0) * cf(0,0,0) --cf(Torso.Position,MMouse.Hit.p) *
- Bg.Parent = Torso
- offset=(Torso.Position.y-MMouse.Hit.p.y)/60
- mag=(Torso.Position-MMouse.Hit.p).magnitude/80
- offset=offset/mag
- FenNeck.C1=necko2*euler(-offset,0,0)
- end
- end),Neck)
- for i=0,1,0.1 do
- wait()
- HeadNumb=1.57*i
- swld1.C0=euler(0,-1.57+0.3*i,-1.57)*cf(0,1,0)
- Neck.C0=necko*euler(0,0,HeadNumb)
- RW.C0=cf(1.5-2.5*i, 0.5, -1*i) * euler(1.57*i,0,0.2-1.97*i)
- RW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- LW.C0=cf(-1.5, 0.5, 0) * euler(1.57*i,0,-0.4-0.87*i)
- LW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- end
- local string1=part(3,sword,0,1,BrickColor.new("Bright yellow"),"String1",vt(0.5,1,0.5))
- local stringmsh1=mesh("CylinderMesh",string1,"","",vt(0,0,0),vt(0.1,1,0.1))
- local stringwld1=weld(string1,string1,prt17,euler(0,0,0)*cf(0,0,0))
- local string2=part(3,sword,0,1,BrickColor.new("Bright yellow"),"String2",vt(0.5,1,0.5))
- local stringmsh2=mesh("CylinderMesh",string2,"","",vt(0,0,0),vt(0.1,1,0.1))
- local stringwld2=weld(string2,string2,prt19,euler(0,0,0)*cf(0,0,0))
- table.insert(SwordWelds,stringwld1)
- table.insert(SwordWelds,stringwld1)
- coroutine.resume(coroutine.create(function(String1,String2)
- for i=0,1,0.1 do
- wait()
- String1.Transparency=String1.Transparency-0.05
- String2.Transparency=String2.Transparency-0.05
- end
- end),string1,string2)
- local strmdl = "Arrow"
- coroutine.resume(coroutine.create(function()
- arrowdebounce=false
- repeat
- wait(0)
- coroutine.resume(coroutine.create(function()
- if arrowdebounce==false then
- so("http://www.roblox.com/asset/?id=10756118",sprt18,1,1)
- Lightning(sprt17.Position,sprt18.Position,3,0.2,"Bright yellow",0.00001,0.4)
- Lightning(sprt19.Position,sprt18.Position,3,0.2,"Bright yellow",0.00001,0.4)
- arrowdebounce=true
- wait(0.1)
- arrowdebounce=false
- end
- end))
- local top = sprt17.CFrame
- local bottom = sprt19.CFrame
- local oristrpos
- if strmdl == "Bow" then
- oristrpos = CFrame.new((top.p+bottom.p)/2)
- elseif strmdl == "Arrow" then
- oristrpos = sprt18.CFrame
- end
- local mg1 = (top.p - oristrpos.p).magnitude
- local mg2 = (bottom.p - oristrpos.p).magnitude
- stringmsh1.Scale=vt(0.1,mg1,0.1)
- basecf=sprt17.CFrame
- cff=CFrame.new(sprt17.CFrame*angles(1.57,0,0).p,sprt18.Position)*angles(math.rad(90),0,0)*cf(0,-mg1/2,0)
- hit2=string1
- hit=sprt18
- stringwld1.Parent=string1
- stringwld1.Part0=hit2
- stringwld1.Part1=hit
- HitPos=cff.p
- local CJ = CFrame.new(HitPos)
- local C0=cff:inverse() *CJ
- local C1=hit.CFrame:inverse() * CJ
- stringwld1.C0=C0
- stringwld1.C1=C1
- stringmsh2.Scale=vt(0.1,mg2,0.1)
- cff2=CFrame.new(sprt18.CFrame*angles(1.57,0,0).p,sprt19.Position)*angles(math.rad(90),0,0)*cf(0,-mg2/2,0)
- hit3=string2
- hit2=sprt18
- stringwld2.Parent=string2
- stringwld2.Part0=hit3
- stringwld2.Part1=hit2
- HitPos2=cff2.p
- local CJ2 = CFrame.new(HitPos2)
- local C02=cff2:inverse() *CJ
- local C12=hit2.CFrame:inverse() * CJ
- stringwld2.C0=C02
- stringwld2.C1=C12
- until string1.Parent==nil
- end))
- swld18.Part1=RightArm
- swld18.C0=cf(0,1,0)
- local arrow=part(3,sword,0,1,BrickColor.new("Bright yellow"),"Arrow",vt(1,1,1))
- local arrowmsh=mesh("SpecialMesh",arrow,"FileMesh","http://www.roblox.com/asset/?id=15887356",vt(0,0,0),vt(1,1,2))
- arrowmsh.VertexColor=vt(1,1,1)
- local arrowwld=weld(arrow,arrow,sprt18,euler(-1.57,0,0)*cf(0,1,0))
- for i=0,1,0.1 do
- wait()
- arrow.Transparency=arrow.Transparency-0.05
- arrowwld.C0=euler(-1.57,0,0)*cf(0,1,0)*euler(0,0,0.15*i)
- RW.C0=cf(1.5-2.5+2*i, 0.5, -1) * euler(1.57,0,-1.77+0.2*i)
- RW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- LW.C0=cf(-1.5, 0.5, 0) * euler(1.57,0,-1.27)
- LW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- end
- while BowAim==true do
- wait(0)
- end
- so("http://www.roblox.com/asset/?id=16211041",prt18,1,1)
- spread=0
- range=500
- rangepower=100
- shoottrail(MMouse.Hit.p,arrow,30,10,2)
- Humanoid.WalkSpeed=0
- arrow.Parent=nil
- swld18.Part0=sprt18
- swld18.Part1=sprt1
- swld18.C0=cf(0,0,-0.8)
- for i=0,1,0.2 do
- wait()
- Neck.C0=necko*euler(-0.2*i,0,HeadNumb)
- RW.C0=cf(1, 0.5, -1) * euler(1.57,0,-1.57)
- RW.C1=cf(0, 0.5, 0) * euler(-0.4*i,0,0)
- LW.C0=cf(-1.5, 0.5, 0) * euler(1.57,0,-1.27)
- LW.C1=cf(0, 0.5, 0) * euler(-0.4*i,0,0)
- end
- for i=0,1,0.1 do
- wait()
- Neck.C0=necko*euler(-0.2-0.1*i,0,HeadNumb)
- RW.C0=cf(1, 0.5, -1) * euler(1.57,0,-1.57)
- RW.C1=cf(0, 0.5, 0) * euler(-0.4-0.1*i,0,0)
- LW.C0=cf(-1.5, 0.5, 0) * euler(1.57,0,-1.27)
- LW.C1=cf(0, 0.5, 0) * euler(-0.4-0.1*i,0,0)
- end
- string1.Parent=nil
- string2.Parent=nil
- BowAim=false
- Humanoid.WalkSpeed=16
- Bg.Parent=nil
- for i=0,1,0.1 do
- wait()
- Neck.C0=necko*euler(-0.3+0.3*i,0,HeadNumb-HeadNumb*i)
- RW.C0=cf(1+0.5*i, 0.5, -1+1*i) * euler(1.57-1.57*i,0,-1.57+1.77*i)
- RW.C1=cf(0, 0.5, 0) * euler(-0.5+0.5*i,0,0)
- LW.C0=cf(-1.5, 0.5, 0) * euler(1.57-1.57*i,0,-1.27+1.07*i)
- LW.C1=cf(0, 0.5, 0) * euler(-0.5+0.5*i,0,0)
- end
- spread=0
- range=500
- rangepower=50
- Neck.C1=necko2
- Neck.C0=necko
- attack=false
- end
- function Aim()
- attack=true
- Humanoid.WalkSpeed=5
- Bg.Parent=Torso
- Bg.cframe=Head.CFrame
- CF=Torso.CFrame
- for i=0,1,0.1 do
- wait()
- Bg.cframe=CF*euler(0,0.785*i,0)
- Neck.C0=necko*euler(0,0,-0.785*i)
- Neck.C1=necko2*euler(0,-0.5*i,0)
- RW.C0=cf(1+0.2*i, 0.3, -0.5-0.2*i) * euler(0.9+0.6*i,0,-0.3+0.1*i)
- RW.C1=cf(0, 0.5, 0) * euler(0,1.3+0.27*i,0)
- LW.C0=cf(-1.2, 0.5, -0.3) * euler(1.07+0.5*i,0,0.7+0.085*i)
- LW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- end
- attack=false
- end
- function UnAim()
- attack=true
- Humanoid.WalkSpeed=16
- for i=0,1,0.1 do
- wait()
- Bg.cframe=CF*euler(0,0.785-0.785*i,0)
- Neck.C0=necko*euler(0,0,-0.785+0.785*i)
- Neck.C1=necko2*euler(0,-0.5+0.5*i,0)
- RW.C0=cf(1.2-0.2*i, 0.3, -0.7+0.2*i) * euler(1.5-0.6*i,0,-0.2-0.1*i)
- RW.C1=cf(0, 0.5, 0) * euler(0,1.57-0.27*i,0)
- LW.C0=cf(-1.2, 0.5, -0.3) * euler(1.57-0.5*i,0,0.785-0.085*i)
- LW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- end
- Bg.Parent=nil
- attack=false
- end
- function SniperShoot()
- attack=true
- spread=0
- range=1000
- rangepower=100
- shoottrail(MMouse.Hit.p,snprt15,20,20,0.5)
- coroutine.resume(coroutine.create(function()
- for z = 1 ,4 do
- coroutine.resume(coroutine.create(function()
- local meshb1 = Instance.new("BlockMesh")
- meshb1.Scale = Vector3.new(1,1,1)
- light = Instance.new("PointLight")
- light.Brightness = .8
- light.Color = Color3.new(100,50,0)
- light.Range = 10
- local shellb1 = Instance.new("Part")
- light.Parent = shellb1
- meshb1.Parent = shellb1
- shellb1.Anchored = true
- shellb1.formFactor = 3
- shellb1.Size = Vector3.new(0.3,0.3,0.3) * (math.random(100,300)/100)
- shellb1.CFrame = CFrame.new((snprt15.CFrame * CFrame.new(0,-snprt15.Size.y/2,0)).p) * CFrame.Angles(math.random(-100,100)/100,math.random(-100,100)/100,math.random(-100,100)/100)
- shellb1.Parent = Character
- shellb1.Transparency = 0
- if math.random(1,2) == 1 then
- shellb1.BrickColor = BrickColor.new("Bright red")
- else
- shellb1.BrickColor = BrickColor.new("Bright orange")
- end
- shellb1.CanCollide = false
- local incre = math.random(0,60)/100
- HCF=Head.CFrame.lookVector
- for i = 0 , 1 , 0.02 do
- wait()
- light.Brightness = light.Brightness - .02
- shellb1.CFrame = shellb1.CFrame + HCF*incre
- shellb1.Transparency = 1*i
- meshb1.Scale = Vector3.new(1+1*i,1+1*i,1+1*i)
- end
- shellb1.Parent=nil
- end))
- end
- end))
- so("http://roblox.com/asset/?id=10209875",snprt15,1,0.8)
- for i=0,1,0.3 do
- wait()
- Neck.C0=necko*euler(-0.3*i,0,-0.785)
- RW.C0=cf(1.2, 0.3, -0.7) * euler(1.5+0.3*i,0,-0.2)
- RW.C1=cf(0, 0.5, 0) * euler(0,1.57,0)
- LW.C0=cf(-1.2, 0.5, -0.3) * euler(1.57,0,0.785)
- LW.C1=cf(0, 0.5, 0) * euler(-0.3*i,0,0)
- end
- for i=0,1,0.2 do
- wait()
- Neck.C0=necko*euler(-0.3-0.1*i,0,-0.785)
- RW.C0=cf(1.2, 0.3, -0.7) * euler(1.5+0.3+0.1*i,0,-0.2)
- RW.C1=cf(0, 0.5, 0) * euler(0,1.57,0)
- LW.C0=cf(-1.2, 0.5, -0.3) * euler(1.57,0,0.785)
- LW.C1=cf(0, 0.5, 0) * euler(-0.3-0.1*i,0,0)
- end
- Humanoid.WalkSpeed=16
- for i=0,1,0.1 do
- wait()
- Neck.C0=necko*euler(-0.4+0.6*i,0,-0.785+0.785*i)
- Neck.C1=necko2*euler(0,-0.5+0.5*i,0)
- RW.C0=cf(1.2, 0.3, -0.7) * euler(1.9-0.6*i,0,-0.2-0.4*i)
- RW.C1=cf(0, 0.5, 0) * euler(0,1.57,0)
- LW.C0=cf(-1.2, 0.5, -0.3) * euler(1.57,0,0.785-0.185*i)
- LW.C1=cf(0, 0.5, 0) * euler(-0.4+0.8*i,0,0)
- end
- so("http://roblox.com/asset/?id=10209881",snprt15,1,1)
- local ammo=part(3,workspace,0,0,BrickColor.new("Bright yellow"),"Ammo",vt(1,1,1))
- ammo.CanCollide=true
- ammomsh=mesh("CylinderMesh",ammo,"","",vt(0,0,0),vt(0.15,0.2,0.15))
- local cfrf = snprt25.CFrame * CFrame.fromEulerAnglesXYZ(0,1.57,0)
- local cfr = cfrf + cfrf.lookVector * -0.5
- ammo.CFrame = cfr
- ammo.RotVelocity = Vector3.new(math.random(-5,5),math.random(-5,5),math.random(-5,5))
- ammo.Velocity = cfr.lookVector * 20
- coroutine.resume(coroutine.create(function(Part)
- wait(10)
- Part.Parent=nil
- end),ammo)
- for i=0,1,0.2 do
- wait()
- snwld26.C1=euler(0,0,1*i)
- RW.C0=cf(1.2, 0.3, -0.7-0.4*i) * euler(1.3,0,-0.6+0.3*i)
- RW.C1=cf(0, 0.5, 0) * euler(0,1.57,0)
- end
- for i=0,1,0.2 do
- wait()
- snwld26.C1=euler(0,0,1-1*i)
- RW.C0=cf(1.2, 0.3, -0.7-0.4+0.4*i) * euler(1.3,0,-0.6+0.3-0.3*i)
- RW.C1=cf(0, 0.5, 0) * euler(0,1.57,0)
- end
- Humanoid.WalkSpeed=5
- for i=0,1,0.1 do
- wait()
- Neck.C0=necko*euler(0.2-0.2*i,0,-0.785*i)
- Neck.C1=necko2*euler(0,-0.5*i,0)
- RW.C0=cf(1.2, 0.3, -0.7) * euler(1.3+0.2*i,0,-0.6+0.4*i)
- RW.C1=cf(0, 0.5, 0) * euler(0,1.57,0)
- LW.C0=cf(-1.2, 0.5, -0.3) * euler(1.57,0,0.6+0.185*i)
- LW.C1=cf(0, 0.5, 0) * euler(0.4-0.4*i,0,0)
- end
- spread=0
- range=500
- rangepower=50
- attack=false
- end
- function RemoveDrones()
- attack=true
- for i=0,1,0.1 do
- wait()
- Neck.C0=necko*euler(-0.5*i,0,0)
- RW.C0=cf(1.5, 0.5, 0) * euler(0.5+2.64*i,0,0)
- RW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- LW.C0=cf(-1.5, 0.5, 0) * euler(0,0,-0.2)
- LW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- end
- for _,v in pairs(modelzorz:children()) do
- if v.Name=="Drone" then
- print("FoundDrone")
- for _,s in pairs(v:children()) do
- if s.className=="Part" then
- s.Anchored=true
- coroutine.resume(coroutine.create(function(Part,Model)
- for i=0,1,0.1 do
- wait(0)
- Part.Transparency=Part.Transparency+0.1
- end
- wait()
- Model.Parent=nil
- end),s,v)
- end
- end
- end
- end
- wait(1)
- for i=0,1,0.1 do
- wait()
- Neck.C0=necko*euler(-0.5+0.5*i,0,0)
- RW.C0=cf(1.5, 0.5, 0) * euler(3.14-3.14*i,0,0)
- RW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- LW.C0=cf(-1.5, 0.5, 0) * euler(0,0,-0.2+0.2*i)
- LW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- end
- attack=false
- end
- function RemoveDrones2()
- attack=true
- for i=0,1,0.1 do
- wait()
- Neck.C0=necko*euler(-0.3-0.3*i,0,-0.3+0.3*i)
- RW.C0=cf(1, 0.3, -0.8) * euler(1.57-0.4*i,0,-0.7)
- RW.C1=cf(0, 0.5, 0) * euler(0,-1.5,0)
- LW.C0=cf(-1.2-0.3*i, 0.5, -0.3+0.3*i) * euler(2.3+0.84*i,0,0.7-0.7*i)
- LW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- end
- for _,v in pairs(modelzorz:children()) do
- if v.Name=="Drone" then
- print("FoundDrone")
- for _,s in pairs(v:children()) do
- if s.className=="Part" then
- s.Anchored=true
- coroutine.resume(coroutine.create(function(Part,Model)
- for i=0,1,0.1 do
- wait(0)
- Part.Transparency=Part.Transparency+0.1
- end
- wait()
- Model.Parent=nil
- end),s,v)
- end
- end
- end
- end
- wait(1)
- for i=0,1,0.1 do
- wait()
- Neck.C0=necko*euler(-0.6+0.3*i,0,-0.3*i)
- RW.C0=cf(1, 0.3, -0.8) * euler(1.17+0.4*i,0,-0.7)
- RW.C1=cf(0, 0.5, 0) * euler(0,-1.5,0)
- LW.C0=cf(-1.5+0.3*i, 0.5, -0.3*i) * euler(3.14-0.84*i,0,0.7*i)
- LW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- end
- attack=false
- end
- function RemoveGun()
- attack=true
- for i=0,1,0.1 do
- wait()
- RW.C0=cf(1.5-0.5*i, 0.5-0.2*i, -0.8*i) * euler(1.27*i,0,0.2-1.5*i)
- RW.C1=cf(0, 0.5, 0) * euler(0,-1*i,0)
- LW.C0=cf(-1.2-0.3*i, 0.5, -0.3+0.2*i) * euler(0.5+1.07*i,0,0.6-0.6*i)
- LW.C1=cf(0, 0.5, 0) * euler(0,1.57,0)
- end
- for _,s in pairs(gun:children()) do
- if s.className=="Part" then
- coroutine.resume(coroutine.create(function(Part,Model)
- for i=0,1,0.1 do
- wait(0)
- Part.Transparency=Part.Transparency+0.1
- end
- wait()
- Model.Parent=nil
- end),s,gun)
- end
- end
- wait(0.7)
- for i=0,1,0.1 do
- wait()
- RW.C0=cf(1+0.5*i, 0.3+0.2*i, -0.8+0.8*i) * euler(1.27-1.27*i,0,-1.3+1.3*i)
- RW.C1=cf(0, 0.5, 0) * euler(0,-1+1*i,0)
- LW.C0=cf(-1.5, 0.5, -0.1+0.1*i) * euler(1.57-1.57*i,0,0)
- LW.C1=cf(0, 0.5, 0) * euler(0,1.57-1.57*i,0)
- end
- attack=false
- end
- function RemoveSword()
- attack=true
- for i=0,1,0.1 do
- wait()
- RW.C0=cf(1.5-0.5*i, 0.5-0.2*i, -0.8*i) * euler(1.27*i,0,0.2-1.5*i)
- RW.C1=cf(0, 0.5, 0) * euler(0,-1*i,0)
- LW.C0=cf(-1.5, 0.5, -0.1*i) * euler(1.57*i,0,-0.4+0.4*i)
- LW.C1=cf(0, 0.5, 0) * euler(0,1.57*i,0)
- end
- for _,s in pairs(sword:children()) do
- if s.className=="Part" then
- coroutine.resume(coroutine.create(function(Part,Model)
- for i=0,1,0.1 do
- wait(0)
- Part.Transparency=Part.Transparency+0.1
- end
- wait()
- Model.Parent=nil
- end),s,sword)
- end
- end
- wait(0.7)
- for i=0,1,0.1 do
- wait()
- RW.C0=cf(1+0.5*i, 0.3+0.2*i, -0.8+0.8*i) * euler(1.27-1.27*i,0,-1.3+1.3*i)
- RW.C1=cf(0, 0.5, 0) * euler(0,-1+1*i,0)
- LW.C0=cf(-1.5, 0.5, -0.1+0.1*i) * euler(1.57-1.57*i,0,0)
- LW.C1=cf(0, 0.5, 0) * euler(0,1.57-1.57*i,0)
- end
- attack=false
- end
- function RemoveSniper()
- attack=true
- for i=0,1,0.1 do
- wait()
- Neck.C0=necko*euler(0.4*i,0,0)
- snwld1.C0=euler(2.07+0.3*i,0,0)*cf(0,1,0)
- RW.C0=cf(1, 0.3, -0.5-0.3*i) * euler(0.9+0.37*i,0,-0.3-1*i)
- RW.C1=cf(0, 0.5, 0) * euler(0,1.3-1*i,0)
- LW.C0=cf(-1.2, 0.5, -0.3) * euler(1.07,0,0.7-0.2*i)
- LW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- end
- for _,s in pairs(sniper:children()) do
- if s.className=="Part" then
- coroutine.resume(coroutine.create(function(Part,Model)
- for i=0,1,0.1 do
- wait(0)
- Part.Transparency=Part.Transparency+0.1
- end
- wait()
- Model.Parent=nil
- end),s,sniper)
- end
- end
- wait(0.7)
- for i=0,1,0.1 do
- wait()
- Neck.C0=necko*euler(0.4-0.4*i,0,0)
- RW.C0=cf(1+0.5*i, 0.3, -0.8+0.8*i) * euler(1.27-1.27*i,0,-1.3+1.3*i)
- RW.C1=cf(0, 0.5, 0) * euler(0,0.3-0.3*i,0)
- LW.C0=cf(-1.2-0.3*i, 0.5, -0.3+0.3*i) * euler(1.07-1.07*i,0,0.5-0.5*i)
- LW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- end
- attack=false
- end
- function rayCast(Pos, Dir, Max, Ignore) -- Origin Position , Direction, MaxDistance , IgnoreDescendants
- return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
- end
- function Lightning(p0,p1,tym,ofs,col,th,tra)
- local magz = (p0 - p1).magnitude local curpos = p0 local trz = {-ofs,ofs}
- for i=1,tym do
- local li = Instance.new("Part",workspace) li.TopSurface =0 li.BottomSurface = 0 li.Anchored = true li.Transparency = tra or 0.4 li.BrickColor = BrickColor.new(col)
- li.formFactor = "Custom" li.CanCollide = false li.Size = Vector3.new(th,th,magz/tym) local ofz = Vector3.new(trz[math.random(1,2)],trz[math.random(1,2)],trz[math.random(1,2)])
- light1=Instance.new("PointLight")
- light1.Brightness=.8
- light1.Color=Color3.new(.2,255,.2)
- light1.Range=8
- light1.Parent=li
- local trolpos = CFrame.new(curpos,p1)*CFrame.new(0,0,magz/tym).p+ofz
- if tym == i then
- local magz2 = (curpos - p1).magnitude li.Size = Vector3.new(th,th,magz2)
- li.CFrame = CFrame.new(curpos,p1)*CFrame.new(0,0,-magz2/2)
- else
- li.CFrame = CFrame.new(curpos,trolpos)*CFrame.new(0,0,magz/tym/2)
- end
- curpos = li.CFrame*CFrame.new(0,0,magz/tym/2).p game.Debris:AddItem(li,.2)
- end
- end
- spread=0
- range=500
- rangepower=50
- function shoottrail(ShootPosition,baseprt,Damage,Knockback,Size)
- coroutine.resume(coroutine.create(function()
- local spreadvector = (Vector3.new(math.random(-spread,spread),math.random(-spread,spread),math.random(-spread,spread))) * (baseprt.Position-ShootPosition).magnitude/100
- local dir = CFrame.new((baseprt.Position+ShootPosition)/2,ShootPosition+spreadvector)
- local hit,pos = rayCast(baseprt.Position,dir.lookVector,10,modelzorz)
- local rangepos = range
- local function drawtrail(From,To)
- local effectsmsh = Instance.new("CylinderMesh")
- effectsmsh.Scale = Vector3.new(1,1,1)
- effectsmsh.Name = "Mesh"
- local effectsg = Instance.new("Part")
- effectsg.formFactor = 3
- effectsg.CanCollide = false
- effectsg.Name = "Eff"
- effectsg.Locked = true
- effectsg.Anchored = true
- effectsg.Size = Vector3.new(0.2,0.2,0.2)
- effectsg.Parent = modelzorz
- effectsmsh.Parent = effectsg
- effectsg.BrickColor = BrickColor.new("Bright yellow")
- effectsg.Reflectance = 0.4
- local LP = From
- local point1 = To
- local mg = (LP - point1).magnitude
- effectsmsh.Scale = Vector3.new(2,mg*5,2)
- effectsg.CFrame = CFrame.new((LP+point1)/2,point1) * CFrame.Angles(math.rad(90),0,0)
- coroutine.resume(coroutine.create(function()
- for i = 0 , 1 , 0.1 do
- wait()
- effectsg.Transparency = 1*i
- effectsmsh.Scale = Vector3.new(Size-Size*i,mg*5,Size-Size*i)
- end
- effectsg.Parent = nil
- end))
- end
- local newpos = baseprt.Position
- local inc = rangepower
- repeat
- wait() wait()
- rangepos = rangepos - 10
- dir = dir
- if Mode~="Sniper" then
- dir = dir * CFrame.Angles(math.rad(-1),0,0)
- end
- hit,pos = rayCast(newpos,dir.lookVector,inc,Character)
- drawtrail(newpos,pos)
- newpos = newpos + (dir.lookVector * inc)
- if inc >= 20 then
- inc = inc - 10
- end
- if hit ~= nil then
- rangepos = 0
- end
- until rangepos <= 0
- if hit ~= nil then
- if hit.Parent:FindFirstChild("Humanoid") ~= nil then
- critical=false
- if SnipAim==true then
- if hit.Name=="Head" then
- coroutine.resume(coroutine.create(function(HeadPart)
- for i=0,0.5,0.1 do
- wait()
- HeadPart.Velocity=vt(0,60,0)
- end
- end),hit)
- print("CRITICAL")
- critical=true
- p=it("Part")
- p.Parent=workspace
- p.CanCollide=false
- p.Transparency=1
- p.CFrame=hit.CFrame
- p.Anchored=true
- local GUI = it("BillboardGui")
- GUI.Adornee = p
- GUI.Parent = p
- GUI.Active = true
- GUI.Enabled = true
- GUI.Size = UDim2.new(1, 0, 1, 0)
- GUI.StudsOffset = vt(0, 4, 0)
- local Chat = it("TextLabel")
- Chat.Parent = GUI
- Chat.FontSize = "Size12"
- Chat.Position = UDim2.new(0.599999964, 0, 0, 0)
- Chat.Visible = true
- Chat.Text = "Critical!"
- coroutine.resume(coroutine.create(function(Part)
- for i=0,4,0.1 do
- wait()
- Part.CFrame=Part.CFrame*cf(0,0.05,0)
- end
- Part.Parent=nil
- end),p)
- for i=0,7 do
- Blood=it("Part")
- Blood.Name="Blood"
- Blood.TopSurface="Smooth"
- Blood.BottomSurface="Smooth"
- Blood.formFactor="Plate"
- Blood.BrickColor=BrickColor:Red()
- Blood.Size=vt(1,.4,1)
- Blood.Velocity=vt(math.random(-4,4),math.random(5,25),math.random(-4,4))
- Blood.CFrame=hit.CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50))
- Blood.Parent=workspace
- Blood.Velocity=vt(math.random(-20,20),math.random(20,50),math.random(-20,20))
- Blood.CanCollide=false
- coroutine.resume(coroutine.create(function(blod)
- wait(0.1)
- blod.CanCollide=true
- wait(5)
- blod.Parent = nil
- end),Blood)
- end
- end
- hum = hit.Parent.Humanoid
- tTorso=hit.Parent.Torso
- end
- if critical==true then
- CRIT=true
- Damagefunc1(hit,Damage*math.random(3,8),Knockback)
- else
- Damagefunc1(hit,Damage,Knockback)
- end
- attackdebounce=false
- --ADmg(hum,hit)
- elseif hit.Parent.Parent ~= nil and hit.Parent.Parent:FindFirstChild("Humanoid") ~= nil then
- if SnipAim==true then
- if hit.Parent.className == "Hat" then
- hatCF=hit.CFrame
- coroutine.resume(coroutine.create(function(hat)
- hat.Handle:BreakJoints()
- hat.Handle.CFrame=hatCF
- hat.Handle.CanCollide=true
- hat.Handle.Velocity=vt(math.random(-10,10),40,math.random(-10,10))
- wait(3)
- hatCF=hat.Handle.CFrame
- hat.Parent=workspace
- for i=0,4,0.2 do
- wait()
- hat.Handle.CFrame=hatCF
- hat.Handle.Velocity=vt(math.random(-5,5),20,math.random(-5,5))
- end
- end),hit.Parent)
- --[[hit:BreakJoints()
- hit.CFrame=CF
- hit.Velocity = vt(math.random(-5,5),20,math.random(-5,5)) ]]
- print("BREAKHAT")
- end
- end
- hum = hit.Parent.Parent.Humanoid
- tTorso=hit.Parent.Parent.Torso
- Damagefunc1(hit.Parent.Parent.Torso,Damage,Knockback)
- attackdebounce=false
- --ADmg(hum,hit)
- end
- end
- end))
- end
- function findNearestTorso(pos)
- local list = game:service("Workspace"):children()
- local torso = nil
- local dist = 50
- local temp = nil
- local human = nil
- local temp2 = nil
- for x = 1, #list do
- temp2 = list[x]
- if (temp2.className == "Model") and (temp2 ~= Character) and (temp2.Name ~= "Fenrier") then
- temp = temp2:findFirstChild("Torso")
- human = temp2:findFirstChild("Humanoid")
- if (temp ~= nil) and (human ~= nil) and (human.Health > 0) then
- if (temp.Position - pos).magnitude < dist then
- torso = temp
- dist = (temp.Position - pos).magnitude
- end
- end
- end
- end
- return torso
- end
- function MagicCircle(brickcolor,cframe,x1,y1,z1,x2,y2,z2,x3,y3,z3)
- local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
- prt.Anchored=true
- prt.CFrame=cframe*cf(x2,y2,z2)
- local msh=mesh("SpecialMesh",prt,"Sphere","",vt(0,0,0),vt(x1,y1,z1))
- coroutine.resume(coroutine.create(function()
- for i=0,1,0.1 do
- wait()
- prt.CFrame=prt.CFrame
- prt.Transparency=i
- msh.Scale=msh.Scale+vt(x3,y3,z3)
- end
- prt.Parent=nil
- end))
- end
- Damagefunc1=function(hit,Damage,Knockback)
- if hit.Parent==nil then
- return
- end
- CPlayer=Bin
- h=hit.Parent:FindFirstChild("Humanoid")
- if h~=nil and hit.Parent.Name~=Character.Name and hit.Parent:FindFirstChild("Torso")~=nil then
- if attackdebounce == false then
- attackdebounce = true
- coroutine.resume(coroutine.create(function()
- wait(0.2)
- attackdebounce = false
- end))
- Damage=Damage
- --[[ if game.Players:GetPlayerFromCharacter(hit.Parent)~=nil then
- return
- end]]
- -- hs(hit,1.2)
- c=Instance.new("ObjectValue")
- c.Name="creator"
- c.Value=game:service("Players").LocalPlayer
- c.Parent=h
- game:GetService("Debris"):AddItem(c,.5)
- Damage=Damage+math.random(0,10)
- -- h:TakeDamage(Damage)
- blocked=false
- block=hit.Parent:findFirstChild("Block")
- if block~=nil then
- print("herp")
- if block.Value>0 then
- blocked=true
- block.Value=block.Value-1
- print(block.Value)
- end
- end
- if blocked==false then
- -- h:TakeDamage(Damage)
- h.Health=h.Health-Damage
- showDamage(hit.Parent,Damage,.5)
- else
- h:TakeDamage(1)
- showDamage(hit.Parent,1,.5)
- end
- vp=Instance.new("BodyVelocity")
- vp.P=500
- vp.maxForce=Vector3.new(math.huge,0,math.huge)
- -- vp.velocity=Character.Torso.CFrame.lookVector*Knockback
- vp.velocity=Head.CFrame.lookVector*Knockback+Head.Velocity/1.05
- if Knockback>0 then
- vp.Parent=hit.Parent.Torso
- end
- game:GetService("Debris"):AddItem(vp,.25)
- c=Instance.new("ObjectValue")
- c.Name="creator"
- c.Value=Player
- c.Parent=h
- game:GetService("Debris"):AddItem(c,.5)
- CRIT=false
- hitDeb=true
- AttackPos=6
- end
- end
- end
- showDamage=function(Char,Dealt,du)
- m=Instance.new("Model")
- m.Name=tostring(Dealt)
- h=Instance.new("Humanoid")
- h.Health=0
- h.MaxHealth=0
- h.Parent=m
- c=Instance.new("Part")
- c.Transparency=0
- c.BrickColor=BrickColor:Red()
- if CRIT==true then
- c.BrickColor=BrickColor.new("Really red")
- end
- c.Name="Head"
- c.TopSurface=0
- c.BottomSurface=0
- c.formFactor="Plate"
- c.Size=Vector3.new(1,.4,1)
- ms=Instance.new("CylinderMesh")
- ms.Scale=Vector3.new(.8,.8,.8)
- if CRIT==true then
- ms.Scale=Vector3.new(1,1.25,1)
- end
- ms.Parent=c
- c.Reflectance=0
- Instance.new("BodyGyro").Parent=c
- c.Parent=m
- c.CFrame=CFrame.new(Char["Head"].CFrame.p+Vector3.new(0,1.5,0))
- f=Instance.new("BodyPosition")
- f.P=2000
- f.D=100
- f.maxForce=Vector3.new(math.huge,math.huge,math.huge)
- f.position=c.Position+Vector3.new(0,3,0)
- f.Parent=c
- game:GetService("Debris"):AddItem(m,.5+du)
- c.CanCollide=false
- m.Parent=workspace
- c.CanCollide=false
- end
- function ob1d(mouse)
- if attack == true then return end
- hold=true
- if Mode=="Drones" and Aiming==true then
- print("Attack drones")
- for i=0,1,0.1 do
- wait()
- RW.C0=cf(1.5, 0.5, 0) * euler(0.5+1.07*i,0,0)
- RW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- LW.C0=cf(-1.5, 0.5, 0) * euler(0,0,-0.2)
- LW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- end
- Drone1debounce=false
- Drone2debounce=false
- Drone3debounce=false
- for _,v in pairs(modelzorz:children()) do
- if v.Name=="Drone" then
- coroutine.resume(coroutine.create(function(Drone)
- while hold==true do
- so("http://roblox.com/asset/?id=10209257",Drone.DPart1,0.5,1.5)
- shoottrail(MMouse.Hit.p,Drone.DPart1,5,0,1)
- wait(math.random(0,2)+math.random())
- end
- end),v)
- end
- end
- while hold==true do
- wait()
- end
- for i=0,1,0.1 do
- wait()
- RW.C0=cf(1.5, 0.5, 0) * euler(1.57-1.07*i,0,0)
- RW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- LW.C0=cf(-1.5, 0.5, 0) * euler(0,0,-0.2)
- LW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- end
- elseif Aiming==false then
- for _,v in pairs(modelzorz:children()) do
- if v.Name=="Drone" and v:findFirstChild("CanShoot")~=nil then
- coroutine.resume(coroutine.create(function(Drone)
- while hold==true do
- if v.CanShoot.Value==true then
- print("Shoot")
- so("http://roblox.com/asset/?id=10209257",Drone.DPart1,0.5,1.5)
- shoottrail(Drone.DPart6.Position,Drone.DPart1,5,0,1)
- elseif v.CanShoot.Value==false then
- print("NoShoot")
- end
- wait(math.random(0,2)+math.random())
- end
- end),v)
- end
- end
- end
- if Mode=="Gun" then
- print("Shoot")
- Shoot()
- end
- if Mode=="Sword" then
- slash1()
- if hold==true then
- slash2()
- end
- if hold==true then
- slash3()
- end
- wait(0.5)
- Bg.Parent=nil
- Neck.C0=necko*euler(0,0,0)
- swld1.C0=euler(0,-1.57,-1.57)*cf(0,1,0)
- swld1.C1=euler(0,1.57,0)
- RW.C0=cf(1.5, 0.5, 0) * euler(0,0,0.2)
- RW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- LW.C0=cf(-1.5, 0.5, 0) * euler(0,0,-0.4)
- LW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- end
- if Mode=="Sniper" and SnipAim==true then
- SniperShoot()
- end
- end
- function ob1u(mouse)
- hold = false
- end
- buttonhold = false
- eul=0
- function key(key)
- if attack == true then return end
- if Mode=="Drones" then
- if key=="z" then
- RemoveDrones()
- Mode="Choose"
- equipanim()
- return
- end
- if key=="f" then
- if Aiming==false then
- attack=true
- for i=0,1,0.1 do
- wait()
- RW.C0=cf(1.5, 0.5, 0) * euler(0.5+2.64*i,0,0)
- RW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- LW.C0=cf(-1.5, 0.5, 0) * euler(0,0,-0.2)
- LW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- end
- for i=0,1,0.1 do
- wait()
- RW.C0=cf(1.5, 0.5, 0) * euler(3.14-1.57*i,0,0)
- RW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- LW.C0=cf(-1.5, 0.5, 0) * euler(0,0,-0.2)
- LW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- end
- Aiming=true
- coroutine.resume(coroutine.create(function()
- while Aiming==true do
- wait()
- DroneTarget=MMouse.Hit.p
- end
- end))
- wait(0.5)
- for i=0,1,0.1 do
- wait()
- RW.C0=cf(1.5, 0.5, 0) * euler(1.57-1.07*i,0,0)
- RW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- LW.C0=cf(-1.5, 0.5, 0) * euler(0,0,-0.2)
- LW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- end
- attack=false
- elseif Aiming==true then
- attack=true
- for i=0,1,0.1 do
- wait()
- RW.C0=cf(1.5-0.5*i, 0.5, -0.5*i) * euler(.5+1.07*i,0,-1*i)
- RW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- LW.C0=cf(-1.5+0.5*i, 0.5, -0.5*i) * euler(1.57*i,0,-0.2+1.2*i)
- LW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- end
- Aiming=false
- for _,v in pairs(modelzorz:children()) do
- if v.Name=="Drone" then
- Valuee=Instance.new("BoolValue")
- Valuee.Parent=v
- Valuee.Name="CanShoot"
- print("Found Drone")
- coroutine.resume(coroutine.create(function(DDrone,Val,Gyro)
- --coroutine.resume(coroutine.create(function()
- while Aiming==false do
- wait()
- local target = findNearestTorso(DDrone.DPart1.Position)
- if target~=nil then
- Val.Value=true
- Gyro.cframe=cf(DDrone.DPart1.Position, target.Position)
- else
- Val.Value=false
- Gyro.cframe=cf(DDrone.DPart1.Position, Torso.Position)
- end
- end
- Val.Parent=nil
- end),v,Valuee,v.DPart1.DroneGyro)
- end
- end
- wait(0.5)
- for i=0,1,0.1 do
- wait()
- RW.C0=cf(1+.5*i, 0.5, -0.5+0.5*i) * euler(1.57-1.07*i,0,-1+1*i)
- RW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- LW.C0=cf(-1-.5*i, 0.5, -0.5+0.5*i) * euler(1.57-1.57*i,0,1-1.2*i)
- LW.C1=cf(0, 0.5, 0) * euler(0,0,0)
- end
- attack=false
- end
- end
- end
- if Mode=="Gun" then
- if key=="x" then
- RemoveGun()
- Mode="Choose"
- equipanim()
- return
- end
- end
- if Mode=="Sword" then
- if key=="c" then
- RemoveSword()
- Mode="Choose"
- equipanim()
- return
- end
- if key=="f" then
- BowShoot()
- end
- end
- if Mode=="Sniper" then
- if key=="v" then
- if SnipAim==true then
- SnipAim=false
- UnAim()
- end
- RemoveSniper()
- Mode="Choose"
- equipanim()
- return
- end
- if key=="f" then
- if SnipAim==false then
- SnipAim=true
- Aim()
- else
- SnipAim=false
- UnAim()
- end
- end
- end
- if Mode=="Choose" then
- if key=="f" then
- RemoveDrones2()
- end
- if key=="z" then
- Drone1,Drone2,Drone3=Drones()
- end
- if key=="x" then
- Gun()
- end
- if key=="c" then
- Sword()
- end
- if key=="v" then
- Sniper()
- end
- end
- end
- function key2(key)
- if key=="f" then
- BowAim=false
- end
- end
- function s(mouse)
- mouse.Button1Down:connect(function() ob1d(mouse) end)
- mouse.Button1Up:connect(function() ob1u(mouse) end)
- mouse.KeyDown:connect(key)
- mouse.KeyUp:connect(key2)
- unsheathed = true
- player = Player
- ch = Character
- MMouse = mouse
- RSH = ch.Torso["Right Shoulder"]
- LSH = ch.Torso["Left Shoulder"]
- --
- RSH.Parent = nil
- LSH.Parent = nil
- --
- RW.Part0 = ch.Torso
- RW.C0 = CFrame.new(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5)
- RW.C1 = CFrame.new(0, 0.5, 0)
- RW.Part1 = ch["Right Arm"]
- RW.Parent = ch.Torso
- --_G.R = RW
- --
- LW.Part0 = ch.Torso
- LW.C0 = CFrame.new(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)
- LW.C1 = CFrame.new(0, 0.5, 0)
- LW.Part1 = ch["Left Arm"]
- LW.Parent = ch.Torso
- --_G.L = LW
- --
- equipanim()
- end
- function ds(mouse)
- hideanim()
- wait(0)
- RW.Parent = nil
- LW.Parent = nil
- RSH.Parent = player.Character.Torso
- LSH.Parent = player.Character.Torso
- end
- Bin.Selected:connect(s)
- Bin.Deselected:connect(ds)
- print("Fenrier's Techno Gauntlet loaded.")
- -- mediafire lego
- --[[
- Copyrighted (C) Fenrier 2013
- ]]
Add Comment
Please, Sign In to add comment