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- local player = game.Players.Upscalegaming
- local character = player.Character
- Player = game:GetService("Players").Upscalegaming
- Cha = Player.Character
- mouse = game.Players.Upscalegaming:GetMouse()
- local humanoidRootPart = character.HumanoidRootPart:Clone()
- local leftArm = character["Left Arm"]
- local rightArm = character["Right Arm"]
- local leftLeg = character["Left Leg"]
- local rightLeg = character["Right Leg"]
- local torso = character["Torso"]
- local leftShoulder = character.Torso["Left Shoulder"]:Clone()
- local rightShoulder = character.Torso["Right Shoulder"]:Clone()
- local leftHip = character.Torso["Left Hip"]:Clone()
- local rightHip = character.Torso["Right Hip"]:Clone()
- local neck = character.Torso["Neck"]:Clone()
- leftArm.Size = Vector3.new(1,2,1)
- leftShoulder.Parent = character.Torso
- leftShoulder.C0 = leftShoulder.C0 * CFrame.new(0,0,0)
- leftShoulder.C1 = leftShoulder.C1 * CFrame.new(0,0,0)
- rightArm.Size = Vector3.new(1,2,1)
- rightShoulder.Parent = character.Torso
- rightShoulder.C0 = rightShoulder.C0 * CFrame.new(0,0,0)
- rightShoulder.C1 = rightShoulder.C1 * CFrame.new(0,0,0)
- leftLeg.Size = Vector3.new(1,2,1)
- leftHip.Parent = character.Torso
- leftHip.C0 = leftHip.C0 * CFrame.new(0,0,0)
- leftHip.C1 = leftHip.C1 * CFrame.new(0,0,0)
- rightLeg.Size = Vector3.new(1,2,1)
- rightHip.Parent = character.Torso
- rightHip.C0 = rightHip.C0 * CFrame.new(0,0,0)
- rightHip.C1 = rightHip.C1 * CFrame.new(0,0,0)
- for _, v in ipairs(character:children()) do
- if v:IsA("Clothing") then
- v:Remove()
- end
- end
- Top = Instance.new("Part",workspace)
- Top.TopSurface = "Smooth"
- Top.BottomSurface = "Smooth"
- Top.CanCollide = True
- Top.BrickColor = BrickColor.new("Really black")
- TopMesh = Instance.new("SpecialMesh",Top)
- TopMesh.MeshType = "Cylinder"
- TopMesh.Scale = Vector3.new(1.02, 0.5, 0.5)
- Weld = Instance.new("Weld",Cha)
- Weld.Part0 = Cha.Torso
- Weld.Part1 = Top
- Weld.C1 = CFrame.new(0, -0.5, 0)*CFrame.fromEulerAnglesXYZ(0, 0, 0)
- Leg = Instance.new("Part",workspace)
- Leg.TopSurface = "Smooth"
- Leg.BottomSurface = "Smooth"
- Leg.CanCollide = True
- Leg.BrickColor = BrickColor.new("Really black")
- LegMesh = Instance.new("SpecialMesh",Leg)
- LegMesh.MeshType = "Cylinder"
- LegMesh.Scale = Vector3.new(0.5, 0.45, 0.5)
- Weld = Instance.new("Weld",Cha)
- Weld.Part0 = Cha.Torso
- Weld.Part1 = Leg
- Weld.C1 = CFrame.new(-1, 0.5, 0)*CFrame.fromEulerAnglesXYZ(0, 0, 1.6)
- Leg2 = Instance.new("Part",workspace)
- Leg2.TopSurface = "Smooth"
- Leg2.BottomSurface = "Smooth"
- Leg2.CanCollide = True
- Leg2.BrickColor = BrickColor.new("Really black")
- Leg2Mesh = Instance.new("SpecialMesh",Leg2)
- Leg2Mesh.MeshType = "Cylinder"
- Leg2Mesh.Scale = Vector3.new(0.5, 0.45, 0.5)
- Weld = Instance.new("Weld",Cha)
- Weld.Part0 = Cha.Torso
- Weld.Part1 = Leg2
- Weld.C1 = CFrame.new(-1, -0.5, 0)*CFrame.fromEulerAnglesXYZ(0, 0, 1.6)
- Arm = Instance.new("Part",workspace)
- Arm.TopSurface = "Smooth"
- Arm.BottomSurface = "Smooth"
- Arm.CanCollide = True
- Arm.BrickColor = BrickColor.new("Bright red")
- Armmesh = Instance.new("SpecialMesh",Arm)
- Armmesh.MeshType = "Cylinder"
- Armmesh.Scale = Vector3.new(0.2, 1, 1)
- Weld = Instance.new("Weld",Cha)
- Weld.Part0 = Cha["Right Arm"]
- Weld.Part1 = Arm
- Weld.C1 = CFrame.new(0, 0, 0)*CFrame.fromEulerAnglesXYZ(0, 0, 1.6)
- Arm2 = Instance.new("Part",workspace)
- Arm2.TopSurface = "Smooth"
- Arm2.BottomSurface = "Smooth"
- Arm2.CanCollide = True
- Arm2.BrickColor = BrickColor.new("Bright red")
- Arm2mesh = Instance.new("SpecialMesh",Arm2)
- Arm2mesh.MeshType = "Cylinder"
- Arm2mesh.Scale = Vector3.new(0.2, 1, 1)
- Weld = Instance.new("Weld",Cha)
- Weld.Part0 = Cha["Left Arm"]
- Weld.Part1 = Arm2
- Weld.C1 = CFrame.new(0, 0, 0)*CFrame.fromEulerAnglesXYZ(0, 0, 1.6)
- Hand = Instance.new("Part",workspace)
- Hand.TopSurface = "Smooth"
- Hand.BottomSurface = "Smooth"
- Hand.CanCollide = True
- Hand.Transparency = 0.6
- Hand.BrickColor = BrickColor.new("Bright red")
- Handmesh = Instance.new("SpecialMesh",Hand)
- Handmesh.MeshType = "Cylinder"
- Handmesh.Scale = Vector3.new(0.05, 1, 1)
- Weld = Instance.new("Weld",Cha)
- Weld.Part0 = Cha["Left Arm"]
- Weld.Part1 = Hand
- Weld.C1 = CFrame.new(-1, 0, 0)*CFrame.fromEulerAnglesXYZ(0, 0, 1.6)
- Hand2 = Instance.new("Part",workspace)
- Hand2.TopSurface = "Smooth"
- Hand2.BottomSurface = "Smooth"
- Hand2.CanCollide = True
- Hand2.Transparency = 0.6
- Hand2.BrickColor = BrickColor.new("Bright red")
- Hand2mesh = Instance.new("SpecialMesh",Hand2)
- Hand2mesh.MeshType = "Cylinder"
- Hand2mesh.Scale = Vector3.new(0.05, 1, 1)
- Weld = Instance.new("Weld",Cha)
- Weld.Part0 = Cha["Right Arm"]
- Weld.Part1 = Hand2
- Weld.C1 = CFrame.new(-1, 0, 0)*CFrame.fromEulerAnglesXYZ(0, 0, 1.6)
- Lg = Instance.new("Part",workspace)
- Lg.TopSurface = "Smooth"
- Lg.BottomSurface = "Smooth"
- Lg.CanCollide = True
- Lg.BrickColor = BrickColor.new("Bright red")
- Lgmesh = Instance.new("SpecialMesh",Lg)
- Lgmesh.MeshType = "Cylinder"
- Lgmesh.Scale = Vector3.new(0.2, 1, 1)
- Weld = Instance.new("Weld",Cha)
- Weld.Part0 = Cha["Right Leg"]
- Weld.Part1 = Lg
- Weld.C1 = CFrame.new(0, 0, 0)*CFrame.fromEulerAnglesXYZ(0, 0, 1.6)
- Lg2 = Instance.new("Part",workspace)
- Lg2.TopSurface = "Smooth"
- Lg2.BottomSurface = "Smooth"
- Lg2.CanCollide = True
- Lg2.BrickColor = BrickColor.new("Bright red")
- Lg2mesh = Instance.new("SpecialMesh",Lg2)
- Lg2mesh.MeshType = "Cylinder"
- Lg2mesh.Scale = Vector3.new(0.2, 1, 1)
- Weld = Instance.new("Weld",Cha)
- Weld.Part0 = Cha["Left Leg"]
- Weld.Part1 = Lg2
- Weld.C1 = CFrame.new(0, 0, 0)*CFrame.fromEulerAnglesXYZ(0, 0, 1.6)
- Foot = Instance.new("Part",workspace)
- Foot.TopSurface = "Smooth"
- Foot.BottomSurface = "Smooth"
- Foot.CanCollide = True
- Foot.Transparency = 0.6
- Foot.BrickColor = BrickColor.new("Bright red")
- Footmesh = Instance.new("SpecialMesh",Foot)
- Footmesh.MeshType = "Cylinder"
- Footmesh.Scale = Vector3.new(0.05, 1, 1)
- Weld = Instance.new("Weld",Cha)
- Weld.Part0 = Cha["Left Leg"]
- Weld.Part1 = Foot
- Weld.C1 = CFrame.new(-1, 0, 0)*CFrame.fromEulerAnglesXYZ(0, 0, 1.6)
- Foot2 = Instance.new("Part",workspace)
- Foot2.TopSurface = "Smooth"
- Foot2.BottomSurface = "Smooth"
- Foot2.CanCollide = True
- Foot2.Transparency = 0.6
- Foot2.BrickColor = BrickColor.new("Bright red")
- Foot2mesh = Instance.new("SpecialMesh",Foot2)
- Foot2mesh.MeshType = "Cylinder"
- Foot2mesh.Scale = Vector3.new(0.05, 1, 1)
- Weld = Instance.new("Weld",Cha)
- Weld.Part0 = Cha["Right Leg"]
- Weld.Part1 = Foot2
- Weld.C1 = CFrame.new(-1, 0, 0)*CFrame.fromEulerAnglesXYZ(0, 0, 1.6)
- Cannon = Instance.new("Part",workspace)
- Cannon.TopSurface = "Smooth"
- Cannon.BottomSurface = "Smooth"
- Cannon.CanCollide = True
- Cannon.Transparency = 0.6
- Cannon.BrickColor = BrickColor.new("Bright red")
- Cannonmesh = Instance.new("SpecialMesh",Cannon)
- Cannonmesh.MeshType = "Cylinder"
- Cannonmesh.Scale = Vector3.new(0.2, 1, 1)
- Weld = Instance.new("Weld",Cha)
- Weld.Part0 = Cha.Torso
- Weld.Part1 = Cannon
- Weld.C1 = CFrame.new(0.12, 0.05, -0.05)*CFrame.fromEulerAnglesXYZ(0, 1.58, 0)
- Weapon = Instance.new("Part",workspace)
- Weapon.TopSurface = "Smooth"
- Weapon.BottomSurface = "Smooth"
- Weapon.CanCollide = True
- Weapon.Transparency = 0
- Weapon.BrickColor = BrickColor.new("Really black")
- Weaponmesh = Instance.new("SpecialMesh",Weapon)
- Weaponmesh.MeshType = "Cylinder"
- Weaponmesh.Scale = Vector3.new(0.3, 0.3, 0.3)
- Weld = Instance.new("Weld",Cha)
- Weld.Part0 = Cha["Right Arm"]
- Weld.Part1 = Weapon
- Weld.C1 = CFrame.new(0.12, 0.5, -0.05)*CFrame.fromEulerAnglesXYZ(0, 1.58, 0)
- Weapon2 = Instance.new("Part",workspace)
- Weapon2.TopSurface = "Smooth"
- Weapon2.BottomSurface = "Smooth"
- Weapon2.CanCollide = True
- Weapon2.Transparency = 0
- Weapon2.BrickColor = BrickColor.new("Really black")
- Weapon2mesh = Instance.new("SpecialMesh",Weapon2)
- Weapon2mesh.MeshType = "Cylinder"
- Weapon2mesh.Scale = Vector3.new(0.3, 0.3, 0.3)
- Weld = Instance.new("Weld",Cha)
- Weld.Part0 = Cha["Left Arm"]
- Weld.Part1 = Weapon2
- Weld.C1 = CFrame.new(0.12, 0.5, -0.05)*CFrame.fromEulerAnglesXYZ(0, 1.58, 0)
- Hand.Touched:connect(function(hit)
- if hit.Parent.ClassName == "Model" then
- if hit.Parent:FindFirstChild("Humanoid") then
- e = Instance.new('Explosion',Workspace)
- e.Position = hit.Parent.Torso.Position
- e.BlastPressure = 0
- e.BlastRadius = 3
- hit.Parent:FindFirstChild("Humanoid"):TakeDamage(5)
- end
- end
- end)
- Hand2.Touched:connect(function(hit)
- if hit.Parent.ClassName == "Model" then
- if hit.Parent:FindFirstChild("Humanoid") then
- e2 = Instance.new('Explosion',Workspace)
- e2.Position = hit.Parent.Torso.Position
- e2.BlastPressure = 0
- e2.BlastRadius = 3
- hit.Parent:FindFirstChild("Humanoid"):TakeDamage(5)
- end
- end
- end)
- Cannon.Touched:connect(function(hit)
- if hit.Parent.ClassName == "Model" then
- if hit.Parent:FindFirstChild("Humanoid") then
- e3 = Instance.new('Explosion',Workspace)
- e3.Position = hit.Parent.Torso.Position
- e3.BlastPressure = 0
- e3.BlastRadius = 5
- hit.Parent:FindFirstChild("Humanoid"):TakeDamage(5)
- end
- end
- end)
- Foot.Touched:connect(function(hit)
- if hit.Parent.ClassName == "Model" then
- if hit.Parent:FindFirstChild("Humanoid") then
- e4 = Instance.new('Explosion',Workspace)
- e4.Position = hit.Parent.Torso.Position
- e4.BlastPressure = 0
- e4.BlastRadius = 3
- hit.Parent:FindFirstChild("Humanoid"):TakeDamage(5)
- end
- end
- end)
- Foot2.Touched:connect(function(hit)
- if hit.Parent.ClassName == "Model" then
- if hit.Parent:FindFirstChild("Humanoid") then
- e5 = Instance.new('Explosion',Workspace)
- e5.Position = hit.Parent.Torso.Position
- e5.BlastPressure = 0
- e5.BlastRadius = 3
- hit.Parent:FindFirstChild("Humanoid"):TakeDamage(5)
- end
- end
- end)
- Weapon.Touched:connect(function(hit)
- if hit.Parent:FindFirstChild("Humanoid") then
- hit.Parent:FindFirstChild("Humanoid"):TakeDamage(15)
- end
- end)
- Weapon2.Touched:connect(function(hit)
- if hit.Parent:FindFirstChild("Humanoid") then
- hit.Parent:FindFirstChild("Humanoid"):TakeDamage(15)
- end
- end)
- --Key
- mouse.KeyDown:connect(function(key)
- key:lower()
- if key == "e" then
- rightShoulder.C0 = rightShoulder.C0 * CFrame.new(0,0,0)
- rightShoulder.C1 = rightShoulder.C1 * CFrame.new(0,0,-0.2)
- wait()
- rightShoulder.C0 = rightShoulder.C0 * CFrame.new(0,0,0)
- rightShoulder.C1 = rightShoulder.C1 * CFrame.new(0,0,-0.2)
- wait()
- rightShoulder.C0 = rightShoulder.C0 * CFrame.new(0,0,0)
- rightShoulder.C1 = rightShoulder.C1 * CFrame.new(0,0,-0.2)
- wait()
- rightShoulder.C0 = rightShoulder.C0 * CFrame.new(0,0,0)
- rightShoulder.C1 = rightShoulder.C1 * CFrame.new(0,0,-0.2)
- wait()
- rightShoulder.C0 = rightShoulder.C0 * CFrame.new(0,0,0)
- rightShoulder.C1 = rightShoulder.C1 * CFrame.new(0,0,-0.2)
- leftShoulder.C0 = leftShoulder.C0 * CFrame.new(0,0,0)
- leftShoulder.C1 = leftShoulder.C1 * CFrame.new(0,0,-0.2)
- wait()
- leftShoulder.C0 = leftShoulder.C0 * CFrame.new(0,0,0)
- leftShoulder.C1 = leftShoulder.C1 * CFrame.new(0,0,-0.2)
- wait()
- leftShoulder.C0 = leftShoulder.C0 * CFrame.new(0,0,0)
- leftShoulder.C1 = leftShoulder.C1 * CFrame.new(0,0,-0.2)
- wait()
- leftShoulder.C0 = leftShoulder.C0 * CFrame.new(0,0,0)
- leftShoulder.C1 = leftShoulder.C1 * CFrame.new(0,0,-0.2)
- wait()
- leftShoulder.C0 = leftShoulder.C0 * CFrame.new(0,0,0)
- leftShoulder.C1 = leftShoulder.C1 * CFrame.new(0,0,-0.2)
- leftHip.C0 = leftHip.C0 * CFrame.new(0,0,0)
- leftHip.C1 = leftHip.C1 * CFrame.new(0,0.2,0)
- wait()
- leftHip.C0 = leftHip.C0 * CFrame.new(0,0,0)
- leftHip.C1 = leftHip.C1 * CFrame.new(0,0.2,0)
- wait()
- leftHip.C0 = leftHip.C0 * CFrame.new(0,0,0)
- leftHip.C1 = leftHip.C1 * CFrame.new(0,0.2,0)
- wait()
- leftHip.C0 = leftHip.C0 * CFrame.new(0,0,0)
- leftHip.C1 = leftHip.C1 * CFrame.new(0,0.2,0)
- wait()
- leftHip.C0 = leftHip.C0 * CFrame.new(0,0,0)
- leftHip.C1 = leftHip.C1 * CFrame.new(0,0.2,0)
- rightHip.C0 = rightHip.C0 * CFrame.new(0,0,0)
- rightHip.C1 = rightHip.C1 * CFrame.new(0,0.2,0)
- wait()
- rightHip.C0 = rightHip.C0 * CFrame.new(0,0,0)
- rightHip.C1 = rightHip.C1 * CFrame.new(0,0.2,0)
- wait()
- rightHip.C0 = rightHip.C0 * CFrame.new(0,0,0)
- rightHip.C1 = rightHip.C1 * CFrame.new(0,0.2,0)
- wait()
- rightHip.C0 = rightHip.C0 * CFrame.new(0,0,0)
- rightHip.C1 = rightHip.C1 * CFrame.new(0,0.2,0)
- wait()
- rightHip.C0 = rightHip.C0 * CFrame.new(0,0,0)
- rightHip.C1 = rightHip.C1 * CFrame.new(0,0.2,0)
- end
- if key == "q" then
- rightShoulder.C0 = rightShoulder.C0 * CFrame.new(0,0,0)
- rightShoulder.C1 = rightShoulder.C1 * CFrame.new(0,0,0.2)
- wait()
- rightShoulder.C0 = rightShoulder.C0 * CFrame.new(0,0,0)
- rightShoulder.C1 = rightShoulder.C1 * CFrame.new(0,0,0.2)
- wait()
- rightShoulder.C0 = rightShoulder.C0 * CFrame.new(0,0,0)
- rightShoulder.C1 = rightShoulder.C1 * CFrame.new(0,0,0.2)
- wait()
- rightShoulder.C0 = rightShoulder.C0 * CFrame.new(0,0,0)
- rightShoulder.C1 = rightShoulder.C1 * CFrame.new(0,0,0.2)
- wait()
- rightShoulder.C0 = rightShoulder.C0 * CFrame.new(0,0,0)
- rightShoulder.C1 = rightShoulder.C1 * CFrame.new(0,0,0.2)
- leftShoulder.C0 = leftShoulder.C0 * CFrame.new(0,0,0)
- leftShoulder.C1 = leftShoulder.C1 * CFrame.new(0,0,0.2)
- wait()
- leftShoulder.C0 = leftShoulder.C0 * CFrame.new(0,0,0)
- leftShoulder.C1 = leftShoulder.C1 * CFrame.new(0,0,0.2)
- wait()
- leftShoulder.C0 = leftShoulder.C0 * CFrame.new(0,0,0)
- leftShoulder.C1 = leftShoulder.C1 * CFrame.new(0,0,0.2)
- wait()
- leftShoulder.C0 = leftShoulder.C0 * CFrame.new(0,0,0)
- leftShoulder.C1 = leftShoulder.C1 * CFrame.new(0,0,0.2)
- wait()
- leftShoulder.C0 = leftShoulder.C0 * CFrame.new(0,0,0)
- leftShoulder.C1 = leftShoulder.C1 * CFrame.new(0,0,0.2)
- leftHip.C0 = leftHip.C0 * CFrame.new(0,0,0)
- leftHip.C1 = leftHip.C1 * CFrame.new(0,-0.2,0)
- wait()
- leftHip.C0 = leftHip.C0 * CFrame.new(0,0,0)
- leftHip.C1 = leftHip.C1 * CFrame.new(0,-0.2,0)
- wait()
- leftHip.C0 = leftHip.C0 * CFrame.new(0,0,0)
- leftHip.C1 = leftHip.C1 * CFrame.new(0,-0.2,0)
- wait()
- leftHip.C0 = leftHip.C0 * CFrame.new(0,0,0)
- leftHip.C1 = leftHip.C1 * CFrame.new(0,-0.2,0)
- wait()
- leftHip.C0 = leftHip.C0 * CFrame.new(0,0,0)
- leftHip.C1 = leftHip.C1 * CFrame.new(0,-0.2,0)
- rightHip.C0 = rightHip.C0 * CFrame.new(0,0,0)
- rightHip.C1 = rightHip.C1 * CFrame.new(0,-0.2,0)
- wait()
- rightHip.C0 = rightHip.C0 * CFrame.new(0,0,0)
- rightHip.C1 = rightHip.C1 * CFrame.new(0,-0.2,0)
- wait()
- rightHip.C0 = rightHip.C0 * CFrame.new(0,0,0)
- rightHip.C1 = rightHip.C1 * CFrame.new(0,-0.2,0)
- wait()
- rightHip.C0 = rightHip.C0 * CFrame.new(0,0,0)
- rightHip.C1 = rightHip.C1 * CFrame.new(0,-0.2,0)
- wait()
- rightHip.C0 = rightHip.C0 * CFrame.new(0,0,0)
- rightHip.C1 = rightHip.C1 * CFrame.new(0,-0.2,0)
- end
- if key == "f" then
- sound = Cha.Torso
- sound["Right Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,300) * CFrame.new(-0.2,0,0)
- sound["Left Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,-300) * CFrame.new(0.2,0,0)
- wait()
- sound["Right Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,300) * CFrame.new(-0.4,0,0)
- sound["Left Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,-300) * CFrame.new(0.4,0,0)
- wait()
- sound["Right Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,-300) * CFrame.new(-0.6,0,0)
- sound["Left Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,-300) * CFrame.new(0.6,0,0)
- wait()
- sound["Right Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,300) * CFrame.new(-0.8,0,0)
- sound["Left Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,-300) * CFrame.new(0.8,0,0)
- wait()
- sound["Right Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,300) * CFrame.new(-1,0,0)
- sound["Left Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,-300) * CFrame.new(1,0,0)
- wait()
- sound["Right Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,300) * CFrame.new(-1.2,0,0)
- sound["Left Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,-300) * CFrame.new(1.2,0,0)
- wait()
- sound["Right Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,300) * CFrame.new(-1.4,0,0)
- sound["Left Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,-300) * CFrame.new(1.4,0,0)
- wait()
- sound["Right Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,300) * CFrame.new(-1.6,0,0)
- sound["Left Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,-300) * CFrame.new(1.6,0,0)
- wait()
- sound["Right Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,300) * CFrame.new(-1.8,0,0)
- sound["Left Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,-300) * CFrame.new(1.8,0,0)
- wait()
- sound["Right Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,300) * CFrame.new(-2,0,0)
- sound["Left Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,-300) * CFrame.new(2,0,0)
- wait()
- sound["Right Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,300) * CFrame.new(-2.2,0,0)
- sound["Left Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,-300) * CFrame.new(2.2,0,0)
- wait()
- sound["Right Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,300) * CFrame.new(-2.4,0,0)
- sound["Left Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,-300) * CFrame.new(2.4,0,0)
- wait()
- sound["Right Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,-300) * CFrame.new(-2.6,0,0)
- sound["Left Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,-300) * CFrame.new(2.6,0,0)
- wait()
- sound["Right Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,300) * CFrame.new(-2.8,0,0)
- sound["Left Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,-300) * CFrame.new(2.8,0,0)
- wait()
- sound["Right Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,300) * CFrame.new(-3,0,0)
- sound["Left Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,-300) * CFrame.new(3,0,0)
- wait()
- sound["Right Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,300) * CFrame.new(-3.2,0,0)
- sound["Left Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,-300) * CFrame.new(3.2,0,0)
- wait()
- sound["Right Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,300) * CFrame.new(-3.4,0,0)
- sound["Left Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,-300) * CFrame.new(3.4,0,0)
- wait()
- sound["Right Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,300) * CFrame.new(-3.6,0,0)
- sound["Left Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,-300) * CFrame.new(3.6,0,0)
- wait()
- sound["Right Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,300) * CFrame.new(-3.8,0,0)
- sound["Left Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,-300) * CFrame.new(3.8,0,0)
- wait()
- sound["Right Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,300) * CFrame.new(-4,0,0)
- sound["Left Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,-300) * CFrame.new(4,0,0)
- wait()
- sound["Right Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,300) * CFrame.new(-4.2,0,0)
- sound["Left Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,-300) * CFrame.new(4.2,0,0)
- wait()
- sound["Right Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,300) * CFrame.new(-4.4,0,0)
- sound["Left Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,-300) * CFrame.new(4.4,0,0)
- wait()
- sound["Right Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,-300) * CFrame.new(-4.6,0,0)
- sound["Left Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,-300) * CFrame.new(4.6,0,0)
- wait()
- sound["Right Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,300) * CFrame.new(-4.8,0,0)
- sound["Left Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,-300) * CFrame.new(4.8,0,0)
- wait()
- sound["Right Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,300) * CFrame.new(-5,0,0)
- sound["Left Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,-300) * CFrame.new(5,0,0)
- wait()
- sound["Right Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,300) * CFrame.new(-5.2,0,0)
- sound["Left Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,-300) * CFrame.new(5.2,0,0)
- wait()
- sound["Right Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,300) * CFrame.new(-5.4,0,0)
- sound["Left Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,-300) * CFrame.new(5.4,0,0)
- wait()
- sound["Right Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,300) * CFrame.new(-5.6,0,0)
- sound["Left Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,-300) * CFrame.new(5.6,0,0)
- wait()
- sound["Right Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,300) * CFrame.new(-5.4,0,0)
- sound["Left Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,-300) * CFrame.new(5.4,0,0)
- wait()
- sound["Right Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,300) * CFrame.new(-5.6,0,0)
- sound["Left Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,-300) * CFrame.new(5.6,0,0)
- wait()
- sound["Right Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,300) * CFrame.new(-5.8,0,0)
- sound["Left Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,-300) * CFrame.new(5.8,0,0)
- wait()
- sound["Right Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,300) * CFrame.new(-6,0,0)
- sound["Left Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,-300) * CFrame.new(6,0,0)
- wait()
- sound["Right Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,300) * CFrame.new(-6.2,0,0)
- sound["Left Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,-300) * CFrame.new(6.2,0,0)
- wait()
- sound["Right Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,300) * CFrame.new(-6.4,0,0)
- sound["Left Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,-300) * CFrame.new(6.4,0,0)
- wait()
- sound["Right Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,-300) * CFrame.new(-6.6,0,0)
- sound["Left Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,-300) * CFrame.new(6.6,0,0)
- wait()
- sound["Right Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,300) * CFrame.new(-6.8,0,0)
- sound["Left Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,-300) * CFrame.new(6.8,0,0)
- wait()
- sound["Right Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,300) * CFrame.new(-7,0,0)
- sound["Left Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,-300) * CFrame.new(7,0,0)
- wait()
- sound["Right Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,300) * CFrame.new(-7.2,0,0)
- sound["Left Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,-300) * CFrame.new(7.2,0,0)
- wait()
- sound["Right Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,300) * CFrame.new(-7.4,0,0)
- sound["Left Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,-300) * CFrame.new(7.4,0,0)
- wait()
- sound["Right Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,300) * CFrame.new(-7.6,0,0)
- sound["Left Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,-300) * CFrame.new(7.6,0,0)
- wait()
- sound["Right Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,300) * CFrame.new(-7.8,0,0)
- sound["Left Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,-300) * CFrame.new(7.8,0,0)
- wait()
- sound["Right Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,300) * CFrame.new(-8,0,0)
- sound["Left Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,0,-300) * CFrame.new(8,0,0)
- wait()
- sound["Right Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,900,0) * CFrame.new(0,0.5,-0.5)
- sound["Left Shoulder"].C1 = CFrame.fromEulerAnglesXYZ(0,300,0) * CFrame.new(0,0.5,-0.5)
- end
- if key == "r" then
- p = Instance.new("Part",Workspace)
- p.BrickColor = BrickColor.new("Bright red")
- p.Size = Vector3.new(1,1,8)
- p.TopSurface = "Smooth"
- p.BottomSurface = "Smooth"
- p.Transparency = 0.6
- p.CanCollide = True
- p.CFrame = Cha.Torso.CFrame *CFrame.new(0,0,-10) --this is what i did
- r = Instance.new("BodyVelocity",p)
- r.maxForce = Vector3.new(math.huge,math.huge,math.huge)
- r.velocity = Cha.Torso.CFrame.lookVector * 200
- p:BreakJoints()
- p.Touched:connect(function(hit)
- if hit.Parent.ClassName == "Model" then
- if hit.Parent:FindFirstChild("Humanoid") then
- cannon = Instance.new('Explosion',Workspace)
- cannon.Position = hit.Parent.Torso.Position
- cannon.BlastPressure = 20
- cannon.BlastRadius = 5
- hit.Parent:FindFirstChild("Humanoid"):TakeDamage(15)
- end
- end
- end)
- wait(5)
- p:Destroy()
- end
- if key == "z" then
- Weaponmesh.Scale = Vector3.new(0.5, 0.3, 0.3)
- wait()
- Weaponmesh.Scale = Vector3.new(0.7, 0.3, 0.3)
- wait()
- Weaponmesh.Scale = Vector3.new(0.9, 0.3, 0.3)
- wait()
- Weaponmesh.Scale = Vector3.new(1.1, 0.3, 0.3)
- wait()
- Weaponmesh.Scale = Vector3.new(1.3, 0.3, 0.3)
- wait()
- Weaponmesh.Scale = Vector3.new(1.5, 0.3, 0.3)
- wait()
- Weaponmesh.Scale = Vector3.new(1.7, 0.3, 0.3)
- wait()
- Weaponmesh.Scale = Vector3.new(1.9, 0.3, 0.3)
- wait()
- Weapon2mesh.Scale = Vector3.new(0.5, 0.3, 0.3)
- wait()
- Weapon2mesh.Scale = Vector3.new(0.7, 0.3, 0.3)
- wait()
- Weapon2mesh.Scale = Vector3.new(0.9, 0.3, 0.3)
- wait()
- Weapon2mesh.Scale = Vector3.new(1.1, 0.3, 0.3)
- wait()
- Weapon2mesh.Scale = Vector3.new(1.3, 0.3, 0.3)
- wait()
- Weapon2mesh.Scale = Vector3.new(1.5, 0.3, 0.3)
- wait()
- Weapon2mesh.Scale = Vector3.new(1.7, 0.3, 0.3)
- wait()
- Weaponmesh.Scale = Vector3.new(1.9, 0.3, 0.3)
- end
- if key == "x" then
- Weaponmesh.Scale = Vector3.new(1.9, 0.3, 0.3)
- wait()
- Weaponmesh.Scale = Vector3.new(1.7, 0.3, 0.3)
- wait()
- Weaponmesh.Scale = Vector3.new(1.5, 0.3, 0.3)
- wait()
- Weaponmesh.Scale = Vector3.new(1.3, 0.3, 0.3)
- wait()
- Weaponmesh.Scale = Vector3.new(1.1, 0.3, 0.3)
- wait()
- Weaponmesh.Scale = Vector3.new(0.9, 0.3, 0.3)
- wait()
- Weaponmesh.Scale = Vector3.new(0.7, 0.3, 0.3)
- wait()
- Weaponmesh.Scale = Vector3.new(0.5, 0.3, 0.3)
- wait()
- Weapon2mesh.Scale = Vector3.new(1.9, 0.3, 0.3)
- wait()
- Weapon2mesh.Scale = Vector3.new(1.7, 0.3, 0.3)
- wait()
- Weapon2mesh.Scale = Vector3.new(1.5, 0.3, 0.3)
- wait()
- Weapon2mesh.Scale = Vector3.new(1.3, 0.3, 0.3)
- wait()
- Weapon2mesh.Scale = Vector3.new(1.1, 0.3, 0.3)
- wait()
- Weapon2mesh.Scale = Vector3.new(0.9, 0.3, 0.3)
- wait()
- Weapon2mesh.Scale = Vector3.new(0.7, 0.3, 0.3)
- wait()
- Weapon2mesh.Scale = Vector3.new(0.5, 0.3, 0.3)
- end
- end)
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