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- --Credits to Paul Migo & OpTic Wisdom
- game:GetObjects("rbxassetid://503182370")[1].Parent=game.Players.LocalPlayer.Backpack
- game.Players.LocalPlayer.Backpack.AssaultRifle.Main.Transparency = 0
- game.Players.LocalPlayer.Backpack.AssaultRifle.Part1.Transparency = 0
- game.Players.LocalPlayer.Backpack.AssaultRifle.Part2.Transparency = 0
- game.Players.LocalPlayer.Backpack.AssaultRifle.Part3.Transparency = 0
- game.Players.LocalPlayer.Backpack.AssaultRifle.Part4.Transparency = 0
- game.Players.LocalPlayer.Backpack.AssaultRifle.Partkaas.Transparency = 0
- game.Players.LocalPlayer.Backpack.AssaultRifle.Part5.Transparency = 0
- game.Players.LocalPlayer.Backpack.AssaultRifle.Part6.Transparency = 0
- game.Players.LocalPlayer.Backpack.AssaultRifle.Part7.Transparency = 0
- game.Players.LocalPlayer.Backpack.AssaultRifle.Part8.Transparency = 0
- game.Players.LocalPlayer.Backpack.AssaultRifle.Part9.Transparency = 0
- game.Players.LocalPlayer.Backpack.AssaultRifle.Part10.Transparency = 0
- game.Players.LocalPlayer.Backpack.AssaultRifle.Part11.Transparency = 0
- game.Players.LocalPlayer.Backpack.AssaultRifle.Part12.Transparency = 0
- game.Players.LocalPlayer.Backpack.AssaultRifle.Part13.Transparency = 0
- --------------------- TEMPLATE ASSAULT RIFLE WEAPON ---------------------------
- -- Waits for the child of the specified parent
- local function WaitForChild(parent, childName)
- while not parent:FindFirstChild(childName) do parent.ChildAdded:wait() end
- return parent[childName]
- end
- ----- MAGIC NUMBERS ABOUT THE TOOL -----
- -- How much damage a bullet does
- local Damage = 100
- -- How many times per second the gun can fire
- local FireRate = 20 / 30
- -- The maximum distance the can can shoot, this value should never go above 1000
- local Range = 400
- -- In radians the minimum accuracy penalty
- local MinSpread = 0.01
- -- In radian the maximum accuracy penalty
- local MaxSpread = 0.1
- -- Number of bullets in a clip
- local ClipSize = 300
- -- DefaultValue for spare ammo
- local SpareAmmo = 600
- -- The amount the aim will increase or decrease by
- -- decreases this number reduces the speed that recoil takes effect
- local AimInaccuracyStepAmount = 0.0125
- -- Time it takes to reload weapon
- local ReloadTime = 1
- ----------------------------------------
- -- Colors
- local FriendlyReticleColor = Color3.new(0, 1, 0)
- local EnemyReticleColor = Color3.new(1, 0, 0)
- local NeutralReticleColor = Color3.new(1, 1, 1)
- local Spread = MinSpread
- local AmmoInClip = ClipSize
- local Tool = game.Players.LocalPlayer.Backpack.AssaultRifle
- local Handle = WaitForChild(Tool, 'Handle')
- local WeaponGui = nil
- local LeftButtonDown
- local Reloading = false
- local IsShooting = false
- -- Player specific convenience variables
- local MyPlayer = nil
- local MyCharacter = nil
- local MyHumanoid = nil
- local MyTorso = nil
- local MyMouse = nil
- local RecoilAnim
- local RecoilTrack = nil
- local IconURL = Tool.TextureId -- URL to the weapon icon asset
- local DebrisService = game:GetService('Debris')
- local PlayersService = game:GetService('Players')
- local OnFireConnection = nil
- local OnReloadConnection = nil
- local DecreasedAimLastShot = false
- local LastSpreadUpdate = time()
- -- this is a dummy object that holds the flash made when the gun is fired
- local FlashHolder = nil
- local WorldToCellFunction = Workspace.Terrain.WorldToCellPreferSolid
- local GetCellFunction = Workspace.Terrain.GetCell
- function RayIgnoreCheck(hit, pos)
- if hit then
- if hit.Transparency >= 1 or string.lower(hit.Name) == "water" or
- hit.Name == "Effect" or hit.Name == "Rocket" or hit.Name == "Bullet" or
- hit.Name == "Handle" or hit:IsDescendantOf(MyCharacter) then
- return true
- elseif hit:IsA('Terrain') and pos then
- local cellPos = WorldToCellFunction(Workspace.Terrain, pos)
- if cellPos then
- local cellMat = GetCellFunction(Workspace.Terrain, cellPos.x, cellPos.y, cellPos.z)
- if cellMat and cellMat == Enum.CellMaterial.Water then
- return true
- end
- end
- end
- end
- return false
- end
- -- @preconditions: vec should be a unit vector, and 0 < rayLength <= 1000
- function RayCast(startPos, vec, rayLength)
- local hitObject, hitPos = game.Workspace:FindPartOnRay(Ray.new(startPos + (vec * .01), vec * rayLength), Handle)
- if hitObject and hitPos then
- local distance = rayLength - (hitPos - startPos).magnitude
- if RayIgnoreCheck(hitObject, hitPos) and distance > 0 then
- -- there is a chance here for potential infinite recursion
- return RayCast(hitPos, vec, distance)
- end
- end
- return hitObject, hitPos
- end
- function TagHumanoid(humanoid, player)
- -- Add more tags here to customize what tags are available.
- while humanoid:FindFirstChild('creator') do
- humanoid:FindFirstChild('creator'):Destroy()
- end
- local creatorTag = Instance.new("ObjectValue")
- creatorTag.Value = player
- creatorTag.Name = "creator"
- creatorTag.Parent = humanoid
- DebrisService:AddItem(creatorTag, 1.5)
- local weaponIconTag = Instance.new("StringValue")
- weaponIconTag.Value = IconURL
- weaponIconTag.Name = "icon"
- weaponIconTag.Parent = creatorTag
- end
- local function CreateFlash()
- if FlashHolder then
- local flash = Instance.new('Fire', FlashHolder)
- flash.Color = Color3.new(1, 140 / 255, 0)
- flash.SecondaryColor = Color3.new(1, 0, 0)
- flash.Size = 0.3
- DebrisService:AddItem(flash, FireRate / 1.5)
- else
- FlashHolder = Instance.new("Part", Tool)
- FlashHolder.Transparency = 1
- FlashHolder.CanCollide= false
- FlashHolder.Size = Vector3.new(1, 1, 1)
- FlashHolder.Position = Tool.Handle.Position
- local Weld = Instance.new("ManualWeld")
- Weld.C0 = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
- Weld.C1 = CFrame.new(0, 2.2, 0, 0, 0, 1, 1, 0, 0, 0, 1, 0)
- Weld.Part0 = FlashHolder
- Weld.Part1 = Tool.Handle
- Weld.Parent = FlashHolder
- end
- end
- local function CreateBullet(bulletPos)
- local bullet = Instance.new('Part', Workspace)
- bullettext = Instance.new("Decal" ,bullet)
- bullettext1 = Instance.new("Decal" ,bullet)
- bullettext1.Texture = "http://www.roblox.com/asset/?id=164688340"
- bullettext2 = Instance.new("Decal" ,bullet)
- bullettext2.Texture = "http://www.roblox.com/asset/?id=164688340"
- bullettext1.Face = "Front"
- bullettext.Texture = "http://www.roblox.com/asset/?id=164688340"
- bullettext.Face = "Back"
- bullettext2.Face = "Top"
- bullet.FormFactor = Enum.FormFactor.Custom
- bullet.Size = Vector3.new(4, 4, 0.1)
- bullet.BrickColor = MyPlayer.TeamColor
- bullet.Shape = Enum.PartType.Block
- bullet.CanCollide = false
- bullet.CFrame = CFrame.new(bulletPos)
- bullet.Anchored = true
- bullet.TopSurface = Enum.SurfaceType.Smooth
- bullet.BottomSurface = Enum.SurfaceType.Smooth
- bullet.Name = 'Bullet'
- bullet.Transparency = 1
- DebrisService:AddItem(bullet, 2.5)
- local fire = Instance.new("Fire", bullet)
- fire.Color = Color3.new(MyPlayer.TeamColor.r, MyPlayer.TeamColor.g, MyPlayer.TeamColor.b)
- fire.SecondaryColor = Color3.new(MyPlayer.TeamColor.r, MyPlayer.TeamColor.g, MyPlayer.TeamColor.b)
- fire.Size = 5
- fire.Heat = 0
- DebrisService:AddItem(fire, 0.2)
- return bullet
- end
- local function Reload()
- if not Reloading then
- Reloading = true
- -- Don't reload if you are already full or have no extra ammo
- if AmmoInClip ~= ClipSize and SpareAmmo > 0 then
- if RecoilTrack then
- RecoilTrack:Stop()
- end
- if WeaponGui and WeaponGui:FindFirstChild('Crosshair') then
- if WeaponGui.Crosshair:FindFirstChild('ReloadingLabel') then
- WeaponGui.Crosshair.ReloadingLabel.Visible = true
- end
- end
- wait(ReloadTime)
- -- Only use as much ammo as you have
- local ammoToUse = math.min(ClipSize - AmmoInClip, SpareAmmo)
- AmmoInClip = AmmoInClip + ammoToUse
- SpareAmmo = SpareAmmo - ammoToUse
- UpdateAmmo(AmmoInClip)
- end
- Reloading = false
- end
- end
- function OnFire()
- if IsShooting then return end
- if MyHumanoid and MyHumanoid.Health > 0 then
- if RecoilTrack and AmmoInClip > 0 then
- RecoilTrack:Play()
- end
- IsShooting = true
- while LeftButtonDown and AmmoInClip > 0 and not Reloading do
- if Spread and not DecreasedAimLastShot then
- Spread = math.min(MaxSpread, Spread + AimInaccuracyStepAmount)
- UpdateCrosshair(Spread)
- end
- CreateFlash()
- if MyMouse then
- local targetPoint = MyMouse.Hit.p
- local shootDirection = (targetPoint - Handle.Position).unit
- -- Adjust the shoot direction randomly off by a little bit to account for recoil
- shootDirection = CFrame.Angles((0.5 - math.random()) * 2 * Spread,
- (0.5 - math.random()) * 2 * Spread,
- (0.5 - math.random()) * 2 * Spread) * shootDirection
- local hitObject, bulletPos = RayCast(Handle.Position, shootDirection, Range)
- local bullet
- -- Create a bullet here
- if hitObject then
- bullet = CreateBullet(bulletPos)
- end
- if hitObject and hitObject.Parent then
- local hitHumanoid = hitObject.Parent:FindFirstChild("Humanoid")
- if hitHumanoid then
- local hitPlayer = game.Players:GetPlayerFromCharacter(hitHumanoid.Parent)
- if MyPlayer.Neutral or (hitPlayer and hitPlayer.TeamColor ~= MyPlayer.TeamColor) then
- TagHumanoid(hitHumanoid, MyPlayer)
- hitHumanoid:TakeDamage(Damage)
- if bullet then
- bullet:Destroy()
- bullet = nil
- --bullet.Transparency = 1
- end
- Spawn(UpdateTargetHit)
- end
- end
- end
- Kek = Instance.new ("Sound" ,game.Players.LocalPlayer.Character.AssaultRifle.Handle)
- Kek.Name = "FireSound"
- Kek.SoundId = "rbxassetid://384987591"
- Kek.Volume = 100
- Kek:Play()
- AmmoInClip = AmmoInClip - 1
- UpdateAmmo(AmmoInClip)
- end
- wait(FireRate)
- end
- IsShooting = false
- wait(5)
- local children = game.Workspace:GetChildren()
- for _, child in pairs(children) do
- for _, child in pairs(child:GetChildren()) do
- table.insert(children, child)
- end
- if child:IsA("Sound") and child.Name == "FireSound" then
- child:Destroy()
- if AmmoInClip == 0 then
- Reload()
- end
- end
- end
- if RecoilTrack then
- RecoilTrack:Stop()
- end
- end
- end
- local TargetHits = 0
- function UpdateTargetHit()
- TargetHits = TargetHits + 1
- if WeaponGui and WeaponGui:FindFirstChild('Crosshair') and WeaponGui.Crosshair:FindFirstChild('TargetHitImage') then
- WeaponGui.Crosshair.TargetHitImage.Visible = true
- end
- wait(0.5)
- TargetHits = TargetHits - 1
- if TargetHits == 0 and WeaponGui and WeaponGui:FindFirstChild('Crosshair') and WeaponGui.Crosshair:FindFirstChild('TargetHitImage') then
- WeaponGui.Crosshair.TargetHitImage.Visible = false
- end
- end
- function UpdateCrosshair(value, mouse)
- if WeaponGui then
- local absoluteY = 650
- WeaponGui.Crosshair:TweenSize(
- UDim2.new(0, value * absoluteY * 2 + 23, 0, value * absoluteY * 2 + 23),
- Enum.EasingDirection.Out,
- Enum.EasingStyle.Linear,
- 0.33)
- end
- end
- function UpdateAmmo(value)
- if WeaponGui and WeaponGui:FindFirstChild('AmmoHud') and WeaponGui.AmmoHud:FindFirstChild('ClipAmmo') then
- WeaponGui.AmmoHud.ClipAmmo.Text = AmmoInClip
- if value > 0 and WeaponGui:FindFirstChild('Crosshair') and WeaponGui.Crosshair:FindFirstChild('ReloadingLabel') then
- WeaponGui.Crosshair.ReloadingLabel.Visible = false
- end
- end
- if WeaponGui and WeaponGui:FindFirstChild('AmmoHud') and WeaponGui.AmmoHud:FindFirstChild('TotalAmmo') then
- WeaponGui.AmmoHud.TotalAmmo.Text = SpareAmmo
- end
- end
- function OnMouseDown()
- LeftButtonDown = true
- OnFire()
- end
- function OnMouseUp()
- LeftButtonDown = false
- end
- function OnKeyDown(key)
- if string.lower(key) == 'r' then
- Reload()
- end
- end
- function OnEquipped(mouse)
- RecoilAnim = WaitForChild(Tool, 'Recoil')
- MyCharacter = Tool.Parent
- MyPlayer = game:GetService('Players'):GetPlayerFromCharacter(MyCharacter)
- MyHumanoid = MyCharacter:FindFirstChild('Humanoid')
- MyTorso = MyCharacter:FindFirstChild('Torso')
- MyMouse = mouse
- WeaponGui = WaitForChild(Tool, 'WeaponHud'):Clone()
- if WeaponGui and MyPlayer then
- WeaponGui.Parent = MyPlayer.PlayerGui
- UpdateAmmo(AmmoInClip)
- end
- if RecoilAnim then
- RecoilTrack = MyHumanoid:LoadAnimation(RecoilAnim)
- end
- if MyMouse then
- -- Disable mouse icon
- MyMouse.Icon = "http://www.roblox.com/asset/?id=18662154"
- MyMouse.Button1Down:connect(OnMouseDown)
- MyMouse.Button1Up:connect(OnMouseUp)
- MyMouse.KeyDown:connect(OnKeyDown)
- end
- end
- -- Unequip logic here
- function OnUnequipped()
- LeftButtonDown = false
- Reloading = false
- MyCharacter = nil
- MyHumanoid = nil
- MyTorso = nil
- MyPlayer = nil
- MyMouse = nil
- if OnFireConnection then
- OnFireConnection:disconnect()
- end
- if OnReloadConnection then
- OnReloadConnection:disconnect()
- end
- if FlashHolder then
- FlashHolder = nil
- end
- if WeaponGui then
- WeaponGui.Parent = nil
- WeaponGui = nil
- end
- if RecoilTrack then
- RecoilTrack:Stop()
- end
- end
- local function SetReticleColor(color)
- if WeaponGui and WeaponGui:FindFirstChild('Crosshair') then
- for _, line in pairs(WeaponGui.Crosshair:GetChildren()) do
- if line:IsA('Frame') then
- line.BorderColor3 = color
- end
- end
- end
- end
- Tool.Equipped:connect(OnEquipped)
- Tool.Unequipped:connect(OnUnequipped)
- while true do
- wait(0.033)
- if WeaponGui and WeaponGui:FindFirstChild('Crosshair') and MyMouse then
- WeaponGui.Crosshair.Position = UDim2.new(0, MyMouse.X, 0, MyMouse.Y)
- SetReticleColor(NeutralReticleColor)
- local target = MyMouse.Target
- if target and target.Parent then
- local player = PlayersService:GetPlayerFromCharacter(target.Parent)
- if player then
- if MyPlayer.Neutral or player.TeamColor ~= MyPlayer.TeamColor then
- SetReticleColor(EnemyReticleColor)
- else
- SetReticleColor(FriendlyReticleColor)
- end
- end
- end
- end
- if Spread and not IsShooting then
- local currTime = time()
- if currTime - LastSpreadUpdate > FireRate * 2 then
- LastSpreadUpdate = currTime
- Spread = math.max(MinSpread, Spread - AimInaccuracyStepAmount)
- UpdateCrosshair(Spread, MyMouse)
- end
- end
- end
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