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- Player = game.Players.LocalPlayer
- Character = Player.Character
- script.Parent = Character
- --[[ * Fire Handle * ]]--
- pcall(function() Character.Gun:Remove() end)
- Gun = Instance.new("Model")
- Gun.Name = "Gun"
- Gun.Parent = Character
- --[[ * Arm Weld * ]]--
- ArmWeld = Instance.new("Weld")
- ArmWeld.Parent = Character["Torso"]
- ArmWeld.Part0 = ArmWeld.Parent
- ArmWeld.Part1 = Character["Right Arm"]
- ArmWeld.C0 = CFrame.new(1.5,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(math.pi/2,0,0)
- --[[ * Arm Weld * ]]--
- ArmWeldR = Instance.new("Weld")
- ArmWeldR.Parent = Character["Torso"]
- ArmWeldR.Part0 = ArmWeldR.Parent
- ArmWeldR.Part1 = Character["Left Arm"]
- ArmWeldR.C0 = CFrame.new(-1.5,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- --[[ * Neck Weld * ]]--
- Neck = Instance.new("Weld")
- Neck.Parent = Character["Torso"]
- Neck.Part0 = Neck.Parent
- Neck.Part1 = Character["Head"]
- Neck.C0 = CFrame.new(0,1.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- --[[ * Handle * ]]--
- Handle = Instance.new("Part")
- Handle.formFactor = "Custom"
- Handle.Locked = true
- Handle.CanCollide = false
- Handle.BrickColor = BrickColor.new("Medium stone grey")
- Handle.Anchored = false
- Handle.Size = Vector3.new(0.25,0.7,0.25)
- Handle.TopSurface = 0
- Handle.BottomSurface = 0
- Handle.Parent = Gun
- MeshA = Instance.new("BlockMesh",Handle)
- WeldA = Instance.new("Weld")
- WeldA.Parent = Handle
- WeldA.Part0 = Character["Right Arm"]
- WeldA.Part1 = Handle
- WeldA.C0 = CFrame.new(0,-1.1,-0.2) * CFrame.Angles(-math.pi/2-0.1,0,0)
- --[[ * Cartrage * ]]--
- Cartrage = Instance.new("Part")
- Cartrage.formFactor = "Custom"
- Cartrage.Locked = true
- Cartrage.CanCollide = false
- Cartrage.BrickColor = BrickColor.new("Really black")
- Cartrage.Anchored = false
- Cartrage.Size = Vector3.new(0.2,0.5,0.2)
- Cartrage.TopSurface = 0
- Cartrage.BottomSurface = 0
- Cartrage.Parent = Gun
- MeshB = Instance.new("BlockMesh",Cartrage)
- WeldB = Instance.new("Weld")
- WeldB.Parent = Cartrage
- WeldB.Part0 = Handle
- WeldB.Part1 = Cartrage
- WeldB.C0 = CFrame.new(0,0,0) * CFrame.Angles(0,0,0)
- --[[ * Trigger * ]]--
- Trigger = Instance.new("Part")
- Trigger.formFactor = "Custom"
- Trigger.Locked = true
- Trigger.CanCollide = false
- Trigger.BrickColor = BrickColor.new("Really black")
- Trigger.Anchored = false
- Trigger.Size = Vector3.new(0.2,0.4,0.4)
- Trigger.TopSurface = 0
- Trigger.BottomSurface = 0
- Trigger.Parent = Gun
- MeshB = Instance.new("BlockMesh",Trigger)
- WeldB = Instance.new("Weld")
- WeldB.Parent = Trigger
- WeldB.Part0 = Handle
- WeldB.Part1 = Trigger
- WeldB.C0 = CFrame.new(0,0.21,-0.09) * CFrame.Angles(0,0,0)
- --[[ * BWall * ]]--
- BWall = Instance.new("Part")
- BWall.formFactor = "Custom"
- BWall.Locked = true
- BWall.CanCollide = false
- BWall.BrickColor = BrickColor.new("Medium stone grey")
- BWall.Anchored = false
- BWall.Size = Vector3.new(0.25,0.6,0.25)
- BWall.TopSurface = 0
- BWall.BottomSurface = 0
- BWall.Parent = Gun
- MeshB = Instance.new("BlockMesh",BWall)
- WeldB = Instance.new("Weld")
- WeldB.Parent = BWall
- WeldB.Part0 = Handle
- WeldB.Part1 = BWall
- WeldB.C0 = CFrame.new(0,0.3,-0.3) * CFrame.Angles(math.pi/2+0.1,0,0)
- --[[ * CWall * ]]--
- CWall = Instance.new("Part")
- CWall.formFactor = "Custom"
- CWall.Locked = true
- CWall.CanCollide = false
- CWall.BrickColor = BrickColor.new("Really black")
- CWall.Anchored = false
- CWall.Size = Vector3.new(0.3,0.6,0.2)
- CWall.TopSurface = 0
- CWall.BottomSurface = 0
- CWall.Parent = Gun
- MeshB = Instance.new("BlockMesh",CWall)
- WeldB = Instance.new("Weld")
- WeldB.Parent = CWall
- WeldB.Part0 = Handle
- WeldB.Part1 = CWall
- WeldB.C0 = CFrame.new(0,0.4,-0.3) * CFrame.Angles(math.pi/2+0.1,0,0)
- --[[ * ButA * ]]--
- ButA = Instance.new("Part")
- ButA.formFactor = "Custom"
- ButA.Locked = true
- ButA.CanCollide = false
- ButA.BrickColor = BrickColor.new("Really black")
- ButA.Anchored = false
- ButA.Size = Vector3.new(0.3,0.6,0.3)
- ButA.TopSurface = 0
- ButA.BottomSurface = 0
- ButA.Parent = Gun
- MeshB = Instance.new("CylinderMesh",ButA)
- WeldB = Instance.new("Weld")
- WeldB.Parent = ButA
- WeldB.Part0 = Handle
- WeldB.Part1 = ButA
- WeldB.C0 = CFrame.new(0.1,0.4,-0.3) * CFrame.Angles(math.pi/2+0.1,0,0)
- --[[ * ButB * ]]--
- ButB = Instance.new("Part")
- ButB.formFactor = "Custom"
- ButB.Locked = true
- ButB.CanCollide = false
- ButB.BrickColor = BrickColor.new("Really black")
- ButB.Anchored = false
- ButB.Size = Vector3.new(0.3,0.6,0.3)
- ButB.TopSurface = 0
- ButB.BottomSurface = 0
- ButB.Parent = Gun
- MeshB = Instance.new("CylinderMesh",ButB)
- WeldB = Instance.new("Weld")
- WeldB.Parent = ButB
- WeldB.Part0 = Handle
- WeldB.Part1 = ButB
- WeldB.C0 = CFrame.new(-0.1,0.4,-0.3) * CFrame.Angles(math.pi/2+0.1,0,0)
- --[[ * Hinge * ]]--
- Hinge = Instance.new("Part")
- Hinge.formFactor = "Custom"
- Hinge.Locked = true
- Hinge.CanCollide = false
- Hinge.BrickColor = BrickColor.new("Medium stone grey")
- Hinge.Anchored = false
- Hinge.Size = Vector3.new(0.2,0.25,0.2)
- Hinge.TopSurface = 0
- Hinge.BottomSurface = 0
- Hinge.Parent = Gun
- MeshB = Instance.new("CylinderMesh",Hinge)
- WeldQ = Instance.new("Weld")
- WeldQ.Parent = Hinge
- WeldQ.Part0 = Handle
- WeldQ.Part1 = Hinge
- WeldQ.C0 = CFrame.new(0,0.3,-0.6) * CFrame.Angles(math.pi/2+0.1,0,math.pi/2)
- --[[ * HingeP * ]]--
- HingeP = Instance.new("Part")
- HingeP.formFactor = "Custom"
- HingeP.Locked = true
- HingeP.CanCollide = false
- HingeP.BrickColor = BrickColor.new("Medium stone grey")
- HingeP.Anchored = false
- HingeP.Size = Vector3.new(0.2,0.5,0.2)
- HingeP.TopSurface = 0
- HingeP.BottomSurface = 0
- HingeP.Parent = Gun
- MeshB = Instance.new("CylinderMesh",HingeP)
- WeldB = Instance.new("Weld")
- WeldB.Parent = HingeP
- WeldB.Part0 = Hinge
- WeldB.Part1 = HingeP
- WeldB.C0 = CFrame.new(-0.25,0,0) * CFrame.Angles(0,0,math.pi/2)
- --[[ * BarrelA * ]]--
- BarrelA = Instance.new("Part")
- BarrelA.formFactor = "Custom"
- BarrelA.Locked = true
- BarrelA.CanCollide = false
- BarrelA.BrickColor = BrickColor.new("Really black")
- BarrelA.Anchored = false
- BarrelA.Size = Vector3.new(0.3,1.5,0.3)
- BarrelA.TopSurface = 0
- BarrelA.BottomSurface = 0
- BarrelA.Parent = Gun
- MeshB = Instance.new("CylinderMesh",BarrelA)
- WeldB = Instance.new("Weld")
- WeldB.Parent = BarrelA
- WeldB.Part0 = Hinge
- WeldB.Part1 = BarrelA
- WeldB.C0 = CFrame.new(-0.75,0.1,-0.125) * CFrame.Angles(0,0,math.pi/2)
- --[[ * BarrelB * ]]--
- BarrelB = Instance.new("Part")
- BarrelB.formFactor = "Custom"
- BarrelB.Locked = true
- BarrelB.CanCollide = false
- BarrelB.BrickColor = BrickColor.new("Really black")
- BarrelB.Anchored = false
- BarrelB.Size = Vector3.new(0.3,1.5,0.3)
- BarrelB.TopSurface = 0
- BarrelB.BottomSurface = 0
- BarrelB.Parent = Gun
- MeshB = Instance.new("CylinderMesh",BarrelB)
- WeldB = Instance.new("Weld")
- WeldB.Parent = BarrelB
- WeldB.Part0 = Hinge
- WeldB.Part1 = BarrelB
- WeldB.C0 = CFrame.new(-0.75,-0.1,-0.125) * CFrame.Angles(0,0,math.pi/2)
- --[[ * Variables * ]]--
- Head = false
- Ammo = 2
- Arms = false
- Hopper = Instance.new("HopperBin")
- function TName()
- Hopper.Name = "Gun: "..Ammo
- end
- --[[ * Animation * ]]--
- function ArmsOn()
- for i = 1,10 do wait()
- ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(math.pi/10/2,-math.pi/11/2/2,math.pi/10/2/2)
- ArmWeldR.C0 = ArmWeldR.C0 + Vector3.new(0.1,0.05,-0.05)
- ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(0,0,-math.pi/10/2/2/2)
- ArmWeld.C0 = ArmWeld.C0 + Vector3.new(-0.05,0,0.09)
- end
- end
- function ArmsOff()
- for i = 1,10 do wait()
- ArmWeldR.C0 = ArmWeldR.C0 - Vector3.new(0.1,0.05,-0.05)
- ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(-math.pi/10/2,math.pi/11/2/2,-math.pi/10/2/2)
- ArmWeld.C0 = ArmWeld.C0 - Vector3.new(-0.05,0,0.09)
- ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(0,0,math.pi/10/2/2/2)
- end
- for i = 1,3 do wait()
- ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(0,0,0.05)
- end
- ArmWeldR.C0 = CFrame.new(-1.5,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- function SuicideYes()
- for i = 1,10 do wait()
- ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(0,0,math.pi/10/2/2)
- WeldA.C0 = WeldA.C0 * CFrame.Angles(0,math.pi/11,0)
- end
- end
- function SuicideNo()
- for i = 1,10 do wait()
- ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(0,0,-math.pi/10/2/2)
- WeldA.C0 = WeldA.C0 * CFrame.Angles(0,-math.pi/11,0)
- end
- end
- function Reload()
- if Ammo == 0 then
- if Head == true then SuicideNo() end
- NewSoundI("http://www.roblox.com/Asset/?id=2761842",10,1,Handle,1.2)
- if Arms == false then
- for i = 1,10 do wait()
- ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(math.pi/10/2,-math.pi/11/2/2,math.pi/10/2/2)
- ArmWeldR.C0 = ArmWeldR.C0 + Vector3.new(0.1,0.05,-0.05)
- ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(0,0,-math.pi/10/2/2/2)
- ArmWeld.C0 = ArmWeld.C0 + Vector3.new(-0.05,0,0.09)
- end
- end
- for i = 1,10 do wait()
- WeldQ.C0 = WeldQ.C0 * CFrame.Angles(0,math.pi/10/2/2,0)
- ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(-math.pi/10/2/2/2,0,0)
- end
- for i = 1,10 do wait()
- ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(math.pi/10/2/2/2,0,0)
- end
- for i = 1,9 do wait()
- ArmWeldR.C0 = ArmWeldR.C0 - Vector3.new(0.1,0.05,-0.05)
- ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(-math.pi/10/2,math.pi/11/2/2,-math.pi/10/2/2)
- end
- for i = 1,3 do wait()
- ArmWeldR.C0 = ArmWeldR.C0 - Vector3.new(-0.1,0.05,-0.05)
- ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(-math.pi/10/2,math.pi/11/2/2,math.pi/10/2/2)
- end
- for i = 1,3 do wait()
- ArmWeldR.C0 = ArmWeldR.C0 + Vector3.new(-0.1,0.05,-0.05)
- ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(math.pi/10/2,-math.pi/11/2/2,-math.pi/10/2/2)
- end
- for i = 1,9 do wait()
- ArmWeldR.C0 = ArmWeldR.C0 + Vector3.new(0.1,0.05,-0.05)
- ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(math.pi/10/2,-math.pi/11/2/2,math.pi/10/2/2)
- end
- for i = 1,5 do wait()
- ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(math.pi/4/2/2/2,0,0)
- end
- Ammo = 1
- TName()
- NewSound("http://www.roblox.com/Asset/?id=13510352",2,10,Handle)
- for i = 1,5 do wait()
- ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(-math.pi/4/2/2/2,0,0)
- end
- NewSound("http://www.roblox.com/Asset/?id=13510352",2,10,Handle)
- for i = 1,9 do wait()
- ArmWeldR.C0 = ArmWeldR.C0 - Vector3.new(0.1,0.05,-0.05)
- ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(-math.pi/10/2,math.pi/11/2/2,-math.pi/10/2/2)
- end
- for i = 1,3 do wait()
- ArmWeldR.C0 = ArmWeldR.C0 - Vector3.new(-0.1,0.05,-0.05)
- ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(-math.pi/10/2,math.pi/11/2/2,math.pi/10/2/2)
- end
- for i = 1,3 do wait()
- ArmWeldR.C0 = ArmWeldR.C0 + Vector3.new(-0.1,0.05,-0.05)
- ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(math.pi/10/2,-math.pi/11/2/2,-math.pi/10/2/2)
- end
- for i = 1,9 do wait()
- ArmWeldR.C0 = ArmWeldR.C0 + Vector3.new(0.1,0.05,-0.05)
- ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(math.pi/10/2,-math.pi/11/2/2,math.pi/10/2/2)
- end
- for i = 1,5 do wait()
- ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(math.pi/4/2/2/2,0,0)
- end
- Ammo = 2
- TName()
- NewSound("http://www.roblox.com/Asset/?id=13510352",2,10,Handle)
- for i = 1,5 do wait()
- ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(-math.pi/4/2/2/2,0,0)
- end
- NewSound("http://www.roblox.com/Asset/?id=13510352",2,10,Handle)
- for i = 1,10 do wait()
- ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(-math.pi/10/2,math.pi/11/2/2,-math.pi/10/2/2)
- ArmWeldR.C0 = ArmWeldR.C0 - Vector3.new(0.1,0.05,-0.05)
- end
- for i = 1,10 do wait()
- ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(0,0,0.05)
- ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(0,0,math.pi/10/2/2/2)
- ArmWeld.C0 = ArmWeld.C0 - Vector3.new(-0.05,0,0.09)
- end
- ArmWeldR.C0 = CFrame.new(-1.5,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- NewSound("http://www.roblox.com/Asset/?id=10209881",10,0.9,Handle)
- for i = 1,5 do wait()
- WeldQ.C0 = WeldQ.C0 * CFrame.Angles(0,-math.pi/5/2/2,0)
- ArmWeld.C0 = ArmWeld.C0 * CFrame.new(0,0,-0.1) * CFrame.Angles(math.pi/5/2/2,0,0)
- end
- for i = 1,10 do wait()
- ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(-math.pi/10/2/2,0,0) * CFrame.new(0,0,0.05)
- end
- ArmWeld.C0 = CFrame.new(1.5,0.5,-0.5) * CFrame.fromEulerAnglesXYZ(math.pi/2,0,0)
- Ammo = 2
- TName()
- if Head == true then SuicideYes() end
- if Arms == true then ArmsOn() end
- elseif Ammo ~= 0 then
- if Arms == false then ArmsOn() end
- wait(0.1)
- NewSound("http://www.roblox.com/Asset/?id=10209881",10,1,Handle)
- for i = 1,10 do wait()
- ArmWeldR.C0 = ArmWeldR.C0 - Vector3.new(0,0,0.1)
- end
- --Ammo = Ammo - 1
- TName()
- for i = 1,10 do wait()
- ArmWeldR.C0 = ArmWeldR.C0 + Vector3.new(0,0,0.1)
- end
- if Arms == false then ArmsOff() end
- end
- end
- function Shoot()
- NewSound("http://www.roblox.com/Asset/?id=2691586",10,1,Handle)
- if Arms == false then
- for i = 1,5 do wait()
- ArmWeld.C0 = ArmWeld.C0 * CFrame.new(0,0,-0.1) * CFrame.Angles(math.pi/5/2/2,0,0)
- WeldA.C0 = WeldA.C0 * CFrame.Angles(0.2,0,0)
- end
- for i = 1,10 do wait()
- ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(-math.pi/10/2/2,0,0) * CFrame.new(0,0,0.05)
- WeldA.C0 = WeldA.C0 * CFrame.Angles(-0.1,0,0)
- end
- if Arms == false then ArmsOn() end
- wait(0.05)
- NewSound("http://www.roblox.com/Asset/?id=10209881",10,1,Handle)
- for i = 1,5 do wait()
- ArmWeldR.C0 = ArmWeldR.C0 - Vector3.new(0,0,0.2)
- end
- Ammo = Ammo - 1 TName()
- wait(0.1)
- for i = 1,5 do wait()
- ArmWeldR.C0 = ArmWeldR.C0 + Vector3.new(0,0,0.2)
- end
- if Arms == false then ArmsOff() end
- elseif Arms == true then
- for i = 1,5 do wait()
- ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(math.pi/4/2/2/2,0,0)
- ArmWeldR.C0 = ArmWeldR.C0 + Vector3.new(0,0.2,0)
- ArmWeld.C0 = ArmWeld.C0 * CFrame.new(0,0,-0.1) * CFrame.Angles(math.pi/5/2/2,0,0)
- WeldA.C0 = WeldA.C0 * CFrame.Angles(0.2,0,0)
- end
- for i = 1,10 do wait()
- ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(-math.pi/8/2/2/2,0,0)
- ArmWeldR.C0 = ArmWeldR.C0 - Vector3.new(0,0.1,0)
- ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(-math.pi/10/2/2,0,0) * CFrame.new(0,0,0.05)
- WeldA.C0 = WeldA.C0 * CFrame.Angles(-0.1,0,0)
- end
- NewSound("http://www.roblox.com/Asset/?id=10209881",10,1,Handle)
- for i = 1,5 do wait()
- ArmWeldR.C0 = ArmWeldR.C0 - Vector3.new(0,0,0.2)
- end
- Ammo = Ammo - 1 TName()
- wait(0.1)
- for i = 1,5 do wait()
- ArmWeldR.C0 = ArmWeldR.C0 + Vector3.new(0,0,0.2)
- end
- end
- end
- --[[ * Sound * ]]--
- function NewSound(ID,V,P,N)
- coroutine.resume(coroutine.create(function()
- local SoundD = Instance.new("Sound")
- SoundD.SoundId = ID
- SoundD.Volume = V
- SoundD.Pitch = P
- SoundD.Parent = N
- SoundD:Play()
- while SoundD.IsPlaying do wait() end
- SoundD:Remove()
- end))
- end
- function NewSoundI(ID,V,P,N,I)
- coroutine.resume(coroutine.create(function()
- local SoundD = Instance.new("Sound")
- SoundD.SoundId = ID
- SoundD.Volume = V
- SoundD.Pitch = P
- SoundD.Parent = N
- SoundD:Play()
- wait(I)
- SoundD:Stop()
- wait()
- SoundD:Remove()
- end))
- end
- --[[ * Tool * ]]--
- if script.Parent.Name == Player.Name then
- Hopper = Instance.new("HopperBin")
- Hopper.Name = "Gun"
- Hopper.Parent = Player.Backpack
- end
- Blah = true
- ABC = BarrelA.CFrame
- function Clicked(Mouse)
- if Blah == true then
- Blah = false
- if Ammo == 0 then
- Reload()
- else
- if Head == true then Character.Head:BreakJoints() return end
- coroutine.resume(coroutine.create(function()
- Mouse.Target:BreakJoints()
- end))
- Shoot()
- end
- Blah = true
- return
- end
- end
- function onKeyDown(key)
- if Blah == true then
- Blah = false
- if key == "p" then
- NewSound("",10,0.5,Handle)
- end
- if key == "0" or key == "/" then
- if not Head then
- if Arms == false then
- ArmsOn()
- Arms = true
- elseif Arms == true then
- ArmsOff()
- Arms = false
- end
- end
- end
- if key == "" then
- if not Head then
- if Arms then ArmsOff() Arms = false end
- SuicideYes()
- Head = true
- elseif Head then
- SuicideNo()
- if Arms then ArmsOn() end
- Head = false
- end
- end
- if key == "r" then
- Reload()
- end
- Blah = true
- return
- end
- end
- function Selected(Mouse)
- Mouse.Icon = "rbxasset://textures\\GunCursor.png"
- Mouse.KeyDown:connect(onKeyDown)
- Mouse.Button1Down:connect(function()Clicked(Mouse)end)
- TName()
- if Blah then
- Blah = false
- if not Arms then
- ArmsOn()
- Arms = true
- end
- Blah = true
- end
- end
- function Deselected(Mouse)
- if Blah then
- Blah = false
- if Arms then
- ArmsOff()
- Arms = false
- end
- Blah = true
- end
- end
- function Dead()
- for i,v in pairs(Character:GetChildren()) do
- pcall(function() v.Anchored = true end)
- if v.Name == "Head" then v.Anchored = false v.Velocity = Vector3.new(10,0,10) end
- for i,a in pairs(v:GetChildren()) do pcall(function() a.Anchored = true end) end
- end
- end
- Character.Humanoid.Died:connect(Dead)
- Hopper.Selected:connect(Selected)
- Hopper.Deselected:connect(Deselected)
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