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- --[[
- VERSION: v0.0.2
- ----------[ UPDATES ]----------------------------------------------------
- Pre-Release: -Added a copyright
- -fixed the issue where you couldn't run when you selected the tool
- -Added an ADS key and allowed ADS to either be toggle or hold
- -Made the Ammo values external so they can be changed by outside scripts
- v0.0.2: -Created new arms for the gun
- -Fixed an issue where the arms would glitch if PlayerAnimations was set to false and the gun was fired
- -Updated credit security
- -Put the Arm cframes in the SETTINGS
- -Made the stance changing animations slightly smoother
- -Added bullet drop
- -Fixed some bullet hit handling code
- -Made the torso being able to rotate while sitting down a setting
- -Added bullet settings
- -Added shockwave settings
- -Added an Explosive guntype
- -Added a version label in the Gui
- -------------------------------------------------------------------------
- Hello there!
- Glad to know you're using my one and only Gun Kit!
- Even though this kit has many features and is rather advanced, it's pretty easy to use
- There are 4 things that this gun needs in order to function:
- One brick called "AimPart"
- At least one brick called "Mag"
- One brick called "Handle"
- One brick called "Main"
- The AimPart is what the gun will use to aim down the sights. When you aim down your sights, this brick will be in the center
- of the player's head. It basically allows the gun to have any type of sight, which can be placed anywhere on the gun. As long as
- the AimPart is aligned with the sight, the gun will aim down the sights properly.
- (NOTE: Make sure the AimPart is behind the Sight and the FRONT of the AimPart is facing the Sight)
- The Mag is what the gun will move around when you reload the gun. If the mag is made up of more than one brick, make sure those
- bricks are also called "Mag" so that the gun will move them around. If you set ReloadAnimation to false in the SETTINGS, you don't
- need any bricks called "Mag". But if ReloadAnimation is set to true, the gun needs at least one brick called "Mag" or it will break
- The Handle is obviously the most important part of the Gun. Without it, the tool itself wouldn't work. It's that simple
- (NOTE: If you want a sound to play when you fire, name it "FireSound" and place it in the Handle. If you want a sound to play when
- you reload, name it "ReloadSound" and place it in the Handle)
- The Main is the brick where the bullets will originate from. It's also the brick where the flash effects are kept.
- (NOTE: If you want a flash billboardgui to appear when you fire, name it "FlashGui" and place it in the Main. If you want a light
- to flash when you fire, name it "FlashFX" and place it in the Main)
- ----------[ INSTRUCTIONS ]-----------------------------------------------
- HOW TO USE THIS KIT:
- 1) If the gun already has a Handle, make sure it is facing forward. If the gun doesn't have a Handle, create one and place
- it wherever you like, and make sure it is facing forward
- 2) If the gun already has a brick called "AimPart", move it to where you would like, and make sure it is facing the sight.
- If the gun doesn't have a brick called "AimPart", create one and move it where you would like it to be, and make sure
- it is facing the sight
- 3) If the gun already has a brick called "Main", move it to the very front of the gun. If the gun doesn't have a brick
- called "Main", create one and move it to the very front of the gun
- 4) If ReloadAnimation is set to true in the SETTINGS, make sure the gun has at least one brick called "Mag". If
- ReloadAnimation is set to false, the gun doesn't need any bricks called "Mag".
- 5) Open the SETTINGS and edit them however you like
- That's it! Only 5 steps! It's not that complicated, just follow the Directions and it should work fine. If you have any questions /
- comments / concerns, message me.
- ______ ______ __ ______ _ ______
- / _/ _/ /_ __/_ _______/ /_ ____ / ____/_ _______(_)___ ____ / / /
- / // / / / / / / / ___/ __ \/ __ \/ /_ / / / / ___/ / __ \/ __ \ / // /
- / // / / / / /_/ / / / /_/ / /_/ / __/ / /_/ (__ ) / /_/ / / / / / // /
- / // / /_/ \__,_/_/ /_.___/\____/_/ \__,_/____/_/\____/_/ /_/ _/ // /
- /__/__/ /__/__/
- --]]
- wait(math.random(0, 200) / 200) --This is to prevent more than one Ignore_Model from being created
- if _G.Ignore_Code then --If the Ignore_Code already exists, then the script creates the Ignore_Model
- --[[
- The purpose of this is so that every gun in a game that uses this gun kit will share one Ignore_Model. That way,
- bullet trails, bullet holes, and other fake arms will be ignored by the gun which makes the bullets more likely to
- hit a character part
- --]]
- if (not game.Workspace:FindFirstChild("Ignore_Model_".._G.Ignore_Code)) then
- local Ignore_Model = Instance.new("Model")
- Ignore_Model.Name = "Ignore_Model_".._G.Ignore_Code
- Ignore_Model.Parent = game.Workspace
- spawn(function()
- while true do
- Ignore_Model.Parent = game.Workspace
- wait(1 / 20)
- end
- end)
- end
- script.Parent:WaitForChild("Gun_Main"):WaitForChild("Ignore_Code").Value = _G.Ignore_Code
- else
- --[[
- If there isn't already an Ignore_Code, then this creates one. The purpose of it being random is so that if there is
- an Ignore_Model for something else in the game, the script won't end up placing the ignored objects in that Ignore_Model
- --]]
- _G.Ignore_Code = math.random(1, 1e4)
- if (not game.Workspace:FindFirstChild("Ignore_Model_".._G.Ignore_Code)) then
- local Ignore_Model = Instance.new("Model")
- Ignore_Model.Name = "Ignore_Model_".._G.Ignore_Code
- Ignore_Model.Parent = game.Workspace
- spawn(function()
- while true do
- Ignore_Model.Parent = game.Workspace
- wait(1 / 20)
- end
- end)
- end
- script.Parent:WaitForChild("Gun_Main"):WaitForChild("Ignore_Code").Value = _G.Ignore_Code
- end
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