Advertisement
KeroroGunso0

private mlg sniper do not get it

Jul 22nd, 2015
443
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 6.17 KB | None | 0 0
  1. --[[
  2.  
  3. VERSION: v0.0.2
  4.  
  5. ----------[ UPDATES ]----------------------------------------------------
  6.  
  7. Pre-Release: -Added a copyright
  8. -fixed the issue where you couldn't run when you selected the tool
  9. -Added an ADS key and allowed ADS to either be toggle or hold
  10. -Made the Ammo values external so they can be changed by outside scripts
  11.  
  12. v0.0.2: -Created new arms for the gun
  13. -Fixed an issue where the arms would glitch if PlayerAnimations was set to false and the gun was fired
  14. -Updated credit security
  15. -Put the Arm cframes in the SETTINGS
  16. -Made the stance changing animations slightly smoother
  17. -Added bullet drop
  18. -Fixed some bullet hit handling code
  19. -Made the torso being able to rotate while sitting down a setting
  20. -Added bullet settings
  21. -Added shockwave settings
  22. -Added an Explosive guntype
  23. -Added a version label in the Gui
  24.  
  25. -------------------------------------------------------------------------
  26.  
  27. Hello there!
  28.  
  29. Glad to know you're using my one and only Gun Kit!
  30.  
  31. Even though this kit has many features and is rather advanced, it's pretty easy to use
  32.  
  33. There are 4 things that this gun needs in order to function:
  34. One brick called "AimPart"
  35. At least one brick called "Mag"
  36. One brick called "Handle"
  37. One brick called "Main"
  38.  
  39. 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
  40. 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
  41. the AimPart is aligned with the sight, the gun will aim down the sights properly.
  42. (NOTE: Make sure the AimPart is behind the Sight and the FRONT of the AimPart is facing the Sight)
  43.  
  44. 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
  45. 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
  46. 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
  47.  
  48. The Handle is obviously the most important part of the Gun. Without it, the tool itself wouldn't work. It's that simple
  49. (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
  50. you reload, name it "ReloadSound" and place it in the Handle)
  51.  
  52. The Main is the brick where the bullets will originate from. It's also the brick where the flash effects are kept.
  53. (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
  54. to flash when you fire, name it "FlashFX" and place it in the Main)
  55.  
  56. ----------[ INSTRUCTIONS ]-----------------------------------------------
  57.  
  58. HOW TO USE THIS KIT:
  59. 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
  60. it wherever you like, and make sure it is facing forward
  61.  
  62. 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.
  63. 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
  64. it is facing the sight
  65.  
  66. 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
  67. called "Main", create one and move it to the very front of the gun
  68.  
  69. 4) If ReloadAnimation is set to true in the SETTINGS, make sure the gun has at least one brick called "Mag". If
  70. ReloadAnimation is set to false, the gun doesn't need any bricks called "Mag".
  71.  
  72. 5) Open the SETTINGS and edit them however you like
  73.  
  74. 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 /
  75. comments / concerns, message me.
  76.  
  77. ______ ______ __ ______ _ ______
  78. / _/ _/ /_ __/_ _______/ /_ ____ / ____/_ _______(_)___ ____ / / /
  79. / // / / / / / / / ___/ __ \/ __ \/ /_ / / / / ___/ / __ \/ __ \ / // /
  80. / // / / / / /_/ / / / /_/ / /_/ / __/ / /_/ (__ ) / /_/ / / / / / // /
  81. / // / /_/ \__,_/_/ /_.___/\____/_/ \__,_/____/_/\____/_/ /_/ _/ // /
  82. /__/__/ /__/__/
  83.  
  84. --]]
  85.  
  86. wait(math.random(0, 200) / 200) --This is to prevent more than one Ignore_Model from being created
  87.  
  88. if _G.Ignore_Code then --If the Ignore_Code already exists, then the script creates the Ignore_Model
  89. --[[
  90. The purpose of this is so that every gun in a game that uses this gun kit will share one Ignore_Model. That way,
  91. bullet trails, bullet holes, and other fake arms will be ignored by the gun which makes the bullets more likely to
  92. hit a character part
  93. --]]
  94. if (not game.Workspace:FindFirstChild("Ignore_Model_".._G.Ignore_Code)) then
  95. local Ignore_Model = Instance.new("Model")
  96. Ignore_Model.Name = "Ignore_Model_".._G.Ignore_Code
  97. Ignore_Model.Parent = game.Workspace
  98.  
  99. spawn(function()
  100. while true do
  101. Ignore_Model.Parent = game.Workspace
  102. wait(1 / 20)
  103. end
  104. end)
  105. end
  106.  
  107. script.Parent:WaitForChild("Gun_Main"):WaitForChild("Ignore_Code").Value = _G.Ignore_Code
  108. else
  109. --[[
  110. If there isn't already an Ignore_Code, then this creates one. The purpose of it being random is so that if there is
  111. an Ignore_Model for something else in the game, the script won't end up placing the ignored objects in that Ignore_Model
  112. --]]
  113. _G.Ignore_Code = math.random(1, 1e4)
  114.  
  115. if (not game.Workspace:FindFirstChild("Ignore_Model_".._G.Ignore_Code)) then
  116. local Ignore_Model = Instance.new("Model")
  117. Ignore_Model.Name = "Ignore_Model_".._G.Ignore_Code
  118. Ignore_Model.Parent = game.Workspace
  119.  
  120. spawn(function()
  121. while true do
  122. Ignore_Model.Parent = game.Workspace
  123. wait(1 / 20)
  124. end
  125. end)
  126. end
  127.  
  128. script.Parent:WaitForChild("Gun_Main"):WaitForChild("Ignore_Code").Value = _G.Ignore_Code
  129. end
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement