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1
---leaked gun script by memberhero have fun
2-
Player = game:GetService("Players").memberhero
2+
Player = game:GetService("Players").esteban563_1
3
Character = Player.Character 
4
PlayerGui = Player.PlayerGui 
5
Backpack = Player.Backpack 
6
Torso = Character.Torso 
7
Head = Character.Head 
8
LeftArm = Character["Left Arm"] 
9
LeftLeg = Character["Left Leg"] 
10
RightArm = Character["Right Arm"] 
11
RightLeg = Character["Right Leg"] 
12
LS = Torso["Left Shoulder"] 
13
LH = Torso["Left Hip"] 
14
RS = Torso["Right Shoulder"] 
15
RH = Torso["Right Hip"] 
16
it=Instance.new
17
vt=Vector3.new
18
cf=CFrame.new
19
euler=CFrame.fromEulerAnglesXYZ 
20
angles=CFrame.Angles 
21
necko=cf(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
22
necko2=cf(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
23
ModelName = "Weapon"
24
attack = false
25
attacktype = 1
26
Hitdeb = 0
27
Neck = Torso.Neck
28
local neckcf0 = Neck.C0
29
----------------------------
30
--Customize
31
Ammo = 6
32
MaxAmmo = 6
33
mindamage = 30
34
maxdamage = 40
35
crtmaxdamage = 50
36
reloadspeed=1
37
attackspeed=1
38
GunzerkDuration=1000
39
twobullets=false
40
omindamage = mindamage
41
omaxdamage = maxdamage
42
ocrtmaxdamage = crtmaxdamage
43
crtrate = 100/5
44
--100%/critpercentage
45
oblkbrkr = 1
46
blockbreaker = oblkbrkr
47
spread = 1
48
spread = spread*100
49
Ammoregen = 5
50
range = 400
51
rangepower = 100
52
CurrentAmmo = "Normal"
53
attackdebounce = false
54
poisoncounter=0
55
Gunzerkering=false
56
firingdebounce1=false
57
firingdebounce2=false
58
aiming=false
59
local LastPoint1 = nil
60
local LastPoint2 = nil
61
critical=false
62
dodging=false
63
holdforward=true
64
resting=false
65
hifiving=false
66
blastcannonmode=false
67
handlecolor = BrickColor.new("Navy blue")
68
bcolor = BrickColor.new("White")
69
gemcolor = BrickColor.new("Black")
70
ammotrail = BrickColor.new("White")
71
ToolName = "Romandan"
72
---------------------------------------------------------------------------------------------------------------------------------------
73
if Character:findFirstChild("EquippedVal",true) ~= nil then
74
Character:findFirstChild("EquippedVal",true).Parent = nil
75
end
76
ev = it("BoolValue",Character)
77
ev.Name = "EquippedVal"
78
ev.Value = false
79
if Character:findFirstChild("Block",true) ~= nil then
80
Character:findFirstChild("Block",true).Parent = nil
81
end
82
--player
83
player = nil
84
--welds
85
RW, LW , RWL, LWL = it("Weld"), it("Weld"), it("Weld"), it("Weld")
86
--what anim
87
anim = "none"
88
--other var
89
player = Player
90
ch = Character
91
--save shoulders
92
AoETrue = {}
93
RSH, LSH , RHL, LHL = ch.Torso["Right Shoulder"], ch.Torso["Left Shoulder"] , ch.Torso["Right Hip"] , ch.Torso["Left Hip"]
94
function RWFunc()
95
        RW.Part1 = ch["Right Arm"]
96
        RSH.Part1 = nil
97
end
98
function LWFunc()
99
        LW.Part1 = ch["Left Arm"]
100
        LSH.Part1 = nil
101
end
102
function RWLFunc()
103
        RWL.Part1 = ch["Right Leg"]
104
        RHL.Part1 = nil
105
        ch["Right Leg"].Name = "RightLeg"
106
        RightLeg.CanCollide = false
107
end
108
function LWLFunc()
109
        LWL.Part1 = ch["Left Leg"]
110
        LHL.Part1 = nil
111
        ch["Left Leg"].Name = "LeftLeg"
112
        LeftLeg.CanCollide = true
113
end
114
function RWLRem()
115
        RightLeg.Name = "Right Leg"
116
        RWL.Part1 = nil
117
        RHL.Part1 = ch["Right Leg"]
118
        RightLeg.CanCollide = false
119
end
120
function LWLRem()
121
        LeftLeg.Name = "Left Leg"
122
        LWL.Part1 = nil
123
        LHL.Part1 = ch["Left Leg"]
124
        LeftLeg.CanCollide = false
125
end
126
function RWRem()
127
        RW.Part1 = nil
128
        RSH.Part1 = ch["Right Arm"]
129
end
130
function LWRem()
131
        LW.Part1 = nil
132
        LSH.Part1 = ch["Left Arm"]
133
end
134
if Character:findFirstChild(ModelName,true) ~= nil then
135
Character:findFirstChild(ModelName,true).Parent = nil
136
        RHL.Part1 = ch["Right Leg"]
137
        LHL.Part1 = ch["Left Leg"]
138
        RSH.Part1 = ch["Right Arm"]
139
        LSH.Part1 = ch["Left Arm"]
140
end
141
if Character:findFirstChild("BlastCannon",true) ~= nil then
142
Character:findFirstChild("BlastCannon",true).Parent = nil
143
end
144
if Character:findFirstChild("HighFive",true) ~= nil then
145
Character:findFirstChild("HighFive",true).Parent=nil
146
end
147
local hifivevalue=it("BoolValue")
148
hifivevalue.Parent=Character
149
hifivevalue.Name="HighFive"
150
hifivevalue.Value=false
151
local swordholder = it("Model")
152
swordholder.Name = ModelName
153
swordholder.Parent = Character
154
--derp
155
        RW.Part0 = ch.Torso
156
        RW.C0 = cf(1.5, 0.5, 0) * euler(0, 0, 0)
157
        RW.C1 = cf(0, 0.5, 0) * euler(0, 0, 0)
158
        RW.Parent = swordholder
159
        --
160
        LW.Part0 = ch.Torso
161
        LW.C0 = cf(-1.5, 0.5, 0) --* euler(1.7, 0, 0.8)
162
        LW.C1 = cf(0, 0.5, 0)
163
        LW.Parent = swordholder
164
        --
165
        RWL.Part0 = ch.Torso
166
        RWL.C0 = cf(1, -1, 0) * angles(0, 0, 0)
167
        RWL.C1 = cf(0.5, 1, 0)
168
        RWL.Parent = swordholder
169
        --
170
        LWL.Part0 = ch.Torso
171
        LWL.C0 = cf(-1, -1, 0) * angles(0, 0, 0)
172
        LWL.C1 = cf(-0.5, 1, 0)
173
        LWL.Parent = swordholder
174
local msh1 = it("CylinderMesh")
175
msh1.Scale = vt(0.2,1,0.2)
176
local msh2 = it("CylinderMesh")
177
msh2.Scale = vt(0.5,0.8,0.5)
178
local msh3 = it("BlockMesh")
179
msh3.Scale = vt(0.25,1,0.1)
180
local msh4 = it("CylinderMesh")
181
msh4.Scale = vt(0.2,1,0.2)
182
local msh4b = it("CylinderMesh")
183
msh4b.Scale = vt(0.15,1.01,0.15)
184
local msh5 = it("CylinderMesh")
185
msh5.Scale = vt(0.4,1,0.4)
186
local msh6 = it("BlockMesh")
187
msh6.Scale = vt(0.5,0.5,0.5)
188
local msh7 = it("BlockMesh")
189
msh7.Scale = vt(0.2,1.45,0.25)
190
local msh8 = it("BlockMesh")
191
msh8.Scale = vt(0.3,1,0.2)
192
local prt1 = it("Part")
193
prt1.formFactor = 3
194
prt1.CanCollide = true
195
prt1.Name = "Handle"
196
prt1.Locked = true
197
prt1.Size = vt(1,1,1)
198
prt1.Parent = swordholder
199
msh1.Parent = prt1
200
prt1.BrickColor = handlecolor
201
local prt2 = it("Part")
202
prt2.formFactor = 3
203
prt2.CanCollide = true
204
prt2.Name = "Barrel"
205
prt2.Locked = true
206
prt2.Size = vt(1,1,1)
207
prt2.Parent = swordholder
208
msh2.Parent = prt2
209
prt2.BrickColor = bcolor
210
local prt3 = it("Part")
211
prt3.formFactor = 3
212
prt3.CanCollide = true
213
prt3.Name = "BarrelPlate"
214
prt3.Locked = true
215
prt3.Size = vt(1,1.5,1)
216
prt3.Parent = swordholder
217
msh3.Parent = prt3
218
prt3.BrickColor = handlecolor
219
local prt4 = it("Part")
220
prt4.formFactor = 3
221
prt4.CanCollide = true
222
prt4.Name = "LongBarrel"
223
prt4.Locked = true
224
prt4.Size = vt(1,1.5,1)
225
prt4.Parent = swordholder
226
msh4.Parent = prt4
227
prt4.BrickColor = handlecolor
228
local prt4b = it("Part")
229
prt4b.formFactor = 3
230
prt4b.CanCollide = true
231
prt4b.Name = "LongBarrel2"
232
prt4b.Locked = true
233
prt4b.Size = vt(1,1.5,1)
234
prt4b.Parent = swordholder
235
msh4b.Parent = prt4b
236
prt4b.BrickColor = BrickColor.new("Really black")
237
local prt5 = it("Part")
238
prt5.formFactor = 3
239
prt5.CanCollide = true
240
prt5.Name = "RearLongBarrel"
241
prt5.Locked = true
242
prt5.Size = vt(1,1,1)
243
prt5.Parent = swordholder
244
msh5.Parent = prt5
245
prt5.BrickColor = handlecolor
246
local prt6 = it("Part")
247
prt6.formFactor = 3
248
prt6.CanCollide = false
249
prt6.Name = "Aimer"
250
prt6.Locked = true
251
prt6.Size = vt(0.2,0.2,0.2)
252
prt6.Parent = swordholder
253
msh6.Parent = prt6
254
prt6.BrickColor = handlecolor
255
local prt7 = it("Part")
256
prt7.formFactor = 3
257
prt7.CanCollide = false
258
prt7.Name = "BottomBarrel"
259
prt7.Locked = true
260
prt7.Size = vt(1,1,1)
261
prt7.Parent = swordholder
262
msh7.Parent = prt7
263
prt7.BrickColor = handlecolor
264
local prt8 = it("Part")
265
prt8.formFactor = 3
266
prt8.CanCollide = false
267
prt8.Name = "BarrelTop"
268
prt8.Locked = true
269
prt8.Size = vt(1,1,1)
270
prt8.Parent = swordholder
271
msh8.Parent = prt8
272
prt8.BrickColor = handlecolor
273
local w1 = it("Weld")
274
w1.Parent = prt1
275
w1.Part0 = prt1
276
w1.C1 = euler(0, 0, 0) * cf(0, 0,0)
277
w1.C0 = euler(math.rad(90),math.rad(0), 0) * cf(-1, 1, -0.25)
278
local w2 = it("Weld")
279
w2.Parent = prt2
280
w2.Part0 = prt2
281
w2.Part1 = prt1
282
w2.C1 = euler(0, 0, 0) * cf(0, -0.16, 0)
283
w2.C0 = euler(math.rad(180), 0,0) * cf(0, -0.75, 0.25)
284
local w3 = it("Weld")
285
w3.Parent = prt3
286
w3.Part0 = prt3
287
w3.Part1 = prt1
288
w3.C1 = euler(0, 0, 0) * cf(0, 0, 0)
289
w3.C0 = euler(math.rad(90), 0,0) * cf(0, -0.5, -0.25)
290
local w4 = it("Weld")
291
w4.Parent = prt4
292
w4.Part0 = prt4
293
w4.Part1 = prt2
294
w4.C1 = euler(0, 0, 0) * cf(0, 0, 0.16)
295
w4.C0 = euler(0, 0,0) * cf(0, -1, 0)
296
local w4b = it("Weld")
297
w4b.Parent = prt4b
298
w4b.Part0 = prt4b
299
w4b.Part1 = prt4
300
w4b.C1 = euler(0,0,0) * cf(0, 0, 0)
301
w4b.C0 = euler(0,0,0) * cf(0, 0, 0)
302
local w5 = it("Weld")
303
w5.Parent = prt5
304
w5.Part0 = prt5
305
w5.Part1 = prt1
306
w5.C1 = euler(0, 0, 0) * cf(0, 0, 0)
307
w5.C0 = euler(math.rad(90), 0,0) * cf(0, -0.65, -0.1)
308
local w6 = it("Weld")
309
w6.Parent = prt6
310
w6.Part0 = prt6
311
w6.Part1 = prt4
312
w6.C1 = euler(0, 0, 0) * cf(0, 0, 0.14)
313
--w6.C0 = euler(0, math.rad(45),math.rad(0)) * cf(0, -1.65, -0.09)
314
w6.C0 = euler(0, math.rad(45),math.rad(0)) * cf(0, -.65, 0.05)
315
local w7 = it("Weld")
316
w7.Parent = prt7
317
w7.Part0 = prt7
318
w7.Part1 = prt4
319
w7.C1 = euler(0, 0, 0) * cf(0, 0, 0)
320
w7.C0 = euler(0, 0,0) * cf(0, 0, 0.08)
321
local w10 = it("Weld")
322
w10.Parent = prt8
323
w10.Part0 = prt8
324
w10.Part1 = prt5
325
w10.C1 = euler(0, 0, 0) * cf(0, -0.8, 0)
326
w10.C0 = euler(0, 0,0) * cf(0, -0.3, -0.2)
327
numb=0
328
for i=0,5 do
329
local msha = it("CylinderMesh")
330
msha.Scale = vt(0.15,0.51,0.15)
331
local prta = it("Part")
332
prta.formFactor = 3
333
prta.CanCollide = true
334
prta.Name = "Ammo"
335
prta.Locked = true
336
prta.Size = vt(1,1,1)
337
prta.Parent = prt2
338
msha.Parent = prta
339
prta.BrickColor = BrickColor.new("Black")
340
local wa = it("Weld")
341
wa.Parent = prta
342
wa.Part0 = prta
343
wa.Part1 = prt2
344
wa.C1 = euler(0, 0, 0) * cf(0, 0, 0)
345
wa.C0 = cf(0, -0.15, 0.19) * euler(0, numb, 0) 
346
numb=numb+1.046666667
347
coroutine.resume(coroutine.create(function(Part)
348
while prt2.Parent~=nil do
349
wait()
350
Part.Transparency=prt2.Transparency
351
end
352
end),prta)
353
end
354
newgun=swordholder:Clone()
355
newgun.Name="WeaponClone"
356
local newmsh1 = it("CylinderMesh")
357
newmsh1.Scale = vt(1,1,1)
358
local newmsh2 = it("BlockMesh")
359
newmsh2.Scale = vt(1,1,1)
360
local newmsh3 = it("CylinderMesh")
361
newmsh3.Scale = vt(1,1,1)
362
local newmsh4 = it("CylinderMesh")
363
newmsh4.Scale = vt(1,1,1)
364
local newmsh5 = it("CylinderMesh")
365
newmsh5.Scale = vt(1,1,1)
366
local newmsh6 = it("BlockMesh")
367
newmsh6.Scale = vt(1,1,1)
368
local newprt1 = it("Part")
369
newprt1.formFactor = 3
370
newprt1.CanCollide = true
371
newprt1.Name = "Handle"
372
newprt1.Locked = true
373
newprt1.Size = vt(0.3,1,0.3)
374
newprt1.Parent = newgun
375
newmsh1.Parent = newprt1
376
newprt1.BrickColor = handlecolor
377
local newprt2 = it("Part")
378
newprt2.formFactor = 3
379
newprt2.CanCollide = true
380
newprt2.Name = "Handle2"
381
newprt2.Locked = true
382
newprt2.Size = vt(0.5,0.2,1.5)
383
newprt2.Parent = newgun
384
newmsh2.Parent = newprt2
385
newprt2.BrickColor = handlecolor
386
local newprt3 = it("Part")
387
newprt3.formFactor = 3
388
newprt3.CanCollide = false
389
newprt3.Name = "Handle3"
390
newprt3.Locked = true
391
newprt3.Size = vt(0.7,1.2,0.7)
392
newprt3.Parent = newgun
393
newmsh3.Parent = newprt3
394
newprt3.BrickColor = BrickColor.new("White")
395
local newprt4 = it("Part")
396
newprt4.formFactor = 3
397
newprt4.CanCollide = true
398
newprt4.Name = "BackBarrel"
399
newprt4.Locked = true
400
newprt4.Size = vt(0.5,1.2,0.5)
401
newprt4.Parent = newgun
402
newmsh4.Parent = newprt4
403
newprt4.BrickColor = handlecolor
404
local newprt5 = it("Part")
405
newprt5.formFactor = 3
406
newprt5.CanCollide = true
407
newprt5.Name = "Barrel"
408
newprt5.Locked = true
409
newprt5.Size = vt(0.4,2.5,0.4)
410
newprt5.Parent = newgun
411
newmsh5.Parent = newprt5
412
newprt5.BrickColor = handlecolor
413
local newprt6 = it("Part")
414
newprt6.formFactor = 3
415
newprt6.CanCollide = false
416
newprt6.Name = "BarrelHandle"
417
newprt6.Locked = true
418
newprt6.Size = vt(0.3,1,0.3)
419
newprt6.Parent = newgun
420
newmsh6.Parent = newprt6
421
newprt6.BrickColor = handlecolor
422
local neww1 = it("Weld")
423
neww1.Parent = newprt1 
424
neww1.Part0 = newprt1
425
neww1.Name = "Weld1"
426
local neww2 = it("Weld")
427
neww2.Parent = newprt2
428
neww2.Part0 = newprt2
429
neww2.Part1 = newprt1
430
neww2.Name = "Weld2"
431
neww2.C1 = cf(0, 0,0) * angles(0, 0, 0)
432
neww2.C0 = angles(math.rad(0), 0, 0) * cf(0, 0.6,0.5)
433
local neww3 = it("Weld")
434
neww3.Parent = newprt3
435
neww3.Part0 = newprt3
436
neww3.Part1 = newprt2
437
neww3.C1 = cf(0, 0,0) * angles(0, 0, 0)
438
neww3.C0 = angles(math.rad(90), 0, 0) * cf(0, 0.25,-0.5)
439
local neww4 = it("Weld")
440
neww4.Parent = newprt4
441
neww4.Part0 = newprt4
442
neww4.Part1 = newprt2
443
neww4.C1 = cf(0, 0,0) * angles(0, 0, 0)
444
neww4.C0 = angles(math.rad(90), 0, 0) * cf(0, 0.25,0.5)
445
local neww5 = it("Weld")
446
neww5.Parent = newprt5
447
neww5.Part0 = newprt5
448
neww5.Part1 = newprt3
449
neww5.C1 = cf(0, 0,0) * angles(0, 0, 0)
450
neww5.C0 = angles(math.rad(0), 0, 0) * cf(0, 1.5,0)
451
local neww6 = it("Weld")
452
neww6.Parent = newprt6
453
neww6.Part0 = newprt6
454
neww6.Part1 = newprt3
455
neww6.C1 = cf(0, 0,0) * angles(0, 0, 0)
456
neww6.C0 = angles(math.rad(90), 0, 0) * cf(0, 1.5,-0.5)
457
if torsc then
458
holstermsh1 = it("SpecialMesh")
459
holstermsh1.MeshId = "http://www.roblox.com/asset/?id=3270017"
460
holstermsh1.Scale = vt(2.01,1,1.01)
461
else
462
holstermsh1 = it("BlockMesh")
463
holstermsh1.Scale = vt(2.01,0.1,1.01)
464
end
465
local holstermsh2 = it("SpecialMesh")
466
holstermsh2.MeshId = "http://www.roblox.com/asset/?id=3270017"
467
holstermsh2.Scale = vt(0.5,0.5,7)
468
local holstermsh3 = it("BlockMesh")
469
holstermsh3.Scale = vt(1,1,1)
470
local holster1 = it("Part")
471
holster1.formFactor = 3
472
holster1.CanCollide = false
473
holster1.Name = "HolsterStrap"
474
holster1.Locked = true
475
holster1.Size = vt(1,1,1)
476
holster1.Parent = swordholder
477
holstermsh1.Parent = holster1
478
holster1.BrickColor = handlecolor
479
local holster2 = it("Part")
480
holster2.formFactor = 3
481
holster2.CanCollide = false
482
holster2.Name = "Holster"
483
holster2.Locked = true
484
holster2.Size = vt(1,1,1)
485
--holster2.Parent = swordholder
486
holstermsh2.Parent = holster2
487
holster2.BrickColor = handlecolor 
488
local holster3 = it("Part")
489
holster3.formFactor = 3
490
holster3.CanCollide = false
491
holster3.Name = "AmmoHolster"
492
holster3.Locked = true
493
holster3.Size = vt(0.2,1,0.7)
494
holster3.Parent = swordholder
495
holstermsh3.Parent = holster3
496
holster3.BrickColor = handlecolor 
497
local w7 = it("Weld")
498
w7.Parent = holster1
499
w7.Part0 = holster1
500
w7.Part1 = Torso
501
w7.C1 = cf(0, 0,0) * angles(0, 0, 0)
502
if torsc then
503
w7.C0 = angles(math.rad(90), 0, 0) * cf(0, 1,0) 
504
else
505
w7.C0 = angles(0, 0, 0) * cf(0, 1,0) 
506
end
507
local w8 = it("Weld")
508
w8.Parent = holster2
509
w8.Part0 = holster2
510
w8.Part1 = Torso
511
w8.C1 = cf(0, 0,0) * angles(0, 0, 0)
512
w8.C0 = angles(math.rad(45), 0, 0) * cf(-1.1, 1-0.25,0) 
513
local w9 = it("Weld")
514
w9.Parent = holster3
515
w9.Part0 = holster3
516
w9.Part1 = Torso
517
w9.C1 = cf(0, 0,0) * angles(0, 0, 0)
518
w9.C0 = angles(math.rad(45), 0, 0) * cf(1, 0.75,-0.5) 
519
local model2 = it("Model") 
520
model2.Name = "BlastCannon" 
521
model2.Parent = Character
522
local prt16 = it("Part") 
523
prt16.formFactor = 1 
524
prt16.Parent = model2 
525
prt16.Reflectance = 0.2 
526
prt16.CanCollide = false 
527
prt16.BrickColor = BrickColor.new("Black") 
528
prt16.Name = "CannonHandle1" 
529
prt16.Size = vt(1,2,1) 
530
prt16.Position = Torso.Position 
531
local prt17 = it("Part") 
532
prt17.formFactor = 1 
533
prt17.Parent = model2 
534
prt17.Reflectance = 0.2 
535
prt17.CanCollide = false 
536
prt17.BrickColor = BrickColor.new("Black") 
537
prt17.Name = "CannonHandle2" 
538
prt17.Size = vt(1,1,1) 
539
prt17.Position = Torso.Position 
540
local prt18 = it("Part") 
541
prt18.formFactor = 1 
542
prt18.Parent = model2 
543
prt18.Reflectance = 0.2 
544
prt18.CanCollide = false 
545
prt18.BrickColor = BrickColor.new("Black") 
546
prt18.Name = "CannonPart1" 
547
prt18.Size = vt(1,2,1) 
548
prt18.Position = Torso.Position 
549
local prt19 = it("Part") 
550
prt19.formFactor = 1 
551
prt19.Parent = model2 
552
prt19.Reflectance = 0.2 
553
prt19.CanCollide = false 
554
prt19.BrickColor = BrickColor.new("Black") 
555
prt19.Name = "CannonPart2" 
556
prt19.Size = vt(1,2,1) 
557
prt19.Position = Torso.Position 
558
local prt20 = it("Part") 
559
prt20.formFactor = 1 
560
prt20.Parent = model2 
561
prt20.Reflectance = 0.2 
562
prt20.CanCollide = false 
563
prt20.BrickColor = BrickColor.new("White") 
564
prt20.Name = "CannonHandle3" 
565
prt20.Size = vt(1,2,1) 
566
prt20.Position = Torso.Position 
567
local prt21 = it("Part") 
568
prt21.formFactor = 1 
569
prt21.Parent = model2 
570
prt21.Reflectance = 0.2 
571
prt21.CanCollide = false 
572
prt21.BrickColor = BrickColor.new("Black") 
573
prt21.Name = "CannonPart3" 
574
prt21.Size = vt(1,2,1) 
575
prt21.Position = Torso.Position 
576
local prt22 = it("Part") 
577
prt22.formFactor = 1 
578
prt22.Parent = model2 
579
prt22.Reflectance = 0.2 
580
prt22.CanCollide = false 
581
prt22.BrickColor = BrickColor.new("Black") 
582
prt22.Name = "CannonPart4" 
583
prt22.Size = vt(1,2,1) 
584
prt22.Position = Torso.Position 
585
local prt23 = it("Part") 
586
prt23.formFactor = 1 
587
prt23.Parent = model2 
588
prt23.Reflectance = 0.2 
589
prt23.CanCollide = false 
590
prt23.BrickColor = BrickColor.new("Medium stone grey") 
591
prt23.Name = "CannonPart5" 
592
prt23.Size = vt(1,1,1) 
593
prt23.Position = Torso.Position 
594
local prt24 = it("Part") 
595
prt24.formFactor = 1 
596
prt24.Parent = model2 
597
prt24.Reflectance = 0 
598
prt24.CanCollide = false 
599
prt24.BrickColor = BrickColor.new("Black") 
600
prt24.Name = "CannonPart6" 
601
prt24.Size = vt(1,1,1) 
602
prt24.Position = Torso.Position 
603
local prt25 = it("Part") 
604
prt25.formFactor = 1 
605
prt25.Parent = model2 
606
prt25.Reflectance = 0.2 
607
prt25.CanCollide = false 
608
prt25.BrickColor = BrickColor.new("Medium stone grey") 
609
prt25.Name = "CannonPart7" 
610
prt25.Size = vt(1,2,1) 
611
prt25.Position = Torso.Position 
612
local prt26 = it("Part") 
613
prt26.formFactor = 1 
614
prt26.Parent = model2 
615
prt26.Reflectance = 0.2 
616
prt26.CanCollide = false 
617
prt26.BrickColor = BrickColor.new("Medium stone grey") 
618
prt26.Name = "CannonPart8" 
619
prt26.Size = vt(1,1,1) 
620
prt26.Position = Torso.Position 
621
local prt27 = it("Part") 
622
prt27.formFactor = 1 
623
prt27.Parent = model2 
624
prt27.Reflectance = 0 
625
prt27.CanCollide = false 
626
prt27.BrickColor = BrickColor.new("Black") 
627
prt27.Name = "CannonPart9" 
628
prt27.Size = vt(1,1,1) 
629
prt27.Position = Torso.Position 
630
local prt28 = it("Part") 
631
prt28.formFactor = 1 
632
prt28.Parent = model2 
633
prt28.Reflectance = 0 
634
prt28.CanCollide = false 
635
prt28.BrickColor = BrickColor.new("Black") 
636
prt28.Name = "CannonPart10" 
637
prt28.Size = vt(1,1,1) 
638
prt28.Position = Torso.Position 
639
local prt29 = it("Part") 
640
prt29.formFactor = 1 
641
prt29.Parent = model2 
642
prt29.Reflectance = 0.2 
643
prt29.CanCollide = false 
644
prt29.BrickColor = BrickColor.new("Black") 
645
prt29.Name = "CannonPart11" 
646
prt29.Size = vt(1,2,1) 
647
prt29.Position = Torso.Position 
648
local prt30 = it("Part") 
649
prt30.formFactor = 1 
650
prt30.Parent = model2 
651
prt30.Reflectance = 0 
652
prt30.CanCollide = false 
653
prt30.BrickColor = BrickColor.new("Bright blue") 
654
prt30.Name = "CannonPart12" 
655
prt30.Size = vt(1,2,1) 
656
prt30.Position = Torso.Position 
657
local prt31 = it("Part") 
658
prt31.formFactor = 1 
659
prt31.Parent = model2 
660
prt31.Reflectance = 0 
661
prt31.CanCollide = false 
662
prt31.BrickColor = BrickColor.new("Black") 
663
prt31.Name = "CannonPart13" 
664
prt31.Size = vt(1,2,1) 
665
prt31.Position = Torso.Position 
666
local msh16 = it("BlockMesh") 
667
msh16.Parent = prt16 
668
msh16.Scale = vt(0.5,0.6,0.5) 
669
local msh17 = it("BlockMesh") 
670
msh17.Parent = prt17 
671
msh17.Scale = vt(0.6,0.3,0.6) 
672
local msh18 = it("BlockMesh") 
673
msh18.Parent = prt18 
674
msh18.Scale = vt(0.7,0.5,0.7) 
675
local msh19 = it("BlockMesh") 
676
msh19.Parent = prt19 
677
msh19.Scale = vt(0.7,0.8,0.8) 
678
local msh20 = it("BlockMesh") 
679
msh20.Parent = prt20 
680
msh20.Scale = vt(0.59,0.79,0.69) 
681
msh20.Scale = vt(0.69,0.79,0.69) 
682
local msh21 = it("BlockMesh") 
683
msh21.Parent = prt21 
684
msh21.Scale = vt(0.7,0.65,0.7) 
685
local msh22 = it("BlockMesh") 
686
msh22.Parent = prt22 
687
msh22.Scale = vt(0.7,1.2,0.7) 
688
local msh23 = it("CylinderMesh") 
689
msh23.Parent = prt23 
690
msh23.Scale = vt(0.5,0.5,0.5) 
691
local msh24 = it("CylinderMesh") 
692
msh24.Parent = prt24 
693
msh24.Scale = vt(0.4,0.51,0.4) 
694
local msh25 = it("CylinderMesh") 
695
msh25.Parent = prt25 
696
msh25.Scale = vt(0.5,0.9,0.5) 
697
local msh26 = it("CylinderMesh") 
698
msh26.Parent = prt26 
699
msh26.Scale = vt(0.4,0.5,0.4) 
700
local msh27 = it("CylinderMesh") 
701
msh27.Parent = prt27 
702
msh27.Scale = vt(0.3,0.51,0.3) 
703
local msh28 = it("CylinderMesh") 
704
msh28.Parent = prt28 
705
msh28.Scale = vt(0.6,0.51,0.6) 
706
local msh29 = it("BlockMesh") 
707
msh29.Parent = prt29 
708
msh29.Scale = vt(0.7,0.65,1) 
709
local msh30 = it("CylinderMesh") 
710
msh30.Parent = prt30 
711
msh30.Scale = vt(1,0.65,1.2) 
712
local msh31 = it("BlockMesh") 
713
msh31.Parent = prt31 
714
msh31.Scale = vt(0.9,0.9,0.5) 
715
local wld16 = it("Weld") 
716
wld16.Parent = prt16 
717
wld16.Part0 = prt16 
718
wld16.Part1 = Torso 
719
wld16.C0 = euler(math.rad(90),0,0) * cf(0.6,-0.5,-2.2) 
720
local wld17 = it("Weld") 
721
wld17.Parent = prt17 
722
wld17.Part0 = prt17 
723
wld17.Part1 = prt16 
724
wld17.C0 = euler(0,0,0) * cf(0,0.45,0) 
725
local wld18 = it("Weld") 
726
wld18.Parent = prt18 
727
wld18.Part0 = prt18 
728
wld18.Part1 = prt16 
729
wld18.C0 = euler(0,0,0) * cf(0,-1,0) 
730
local wld19 = it("Weld") 
731
wld19.Parent = prt19 
732
wld19.Part0 = prt19 
733
wld19.Part1 = prt18 
734
wld19.C0 = euler(math.rad(90),0,0) * cf(0,-0.4,-0.45) 
735
local wld20 = it("Weld") 
736
wld20.Parent = prt20 
737
wld20.Part0 = prt20 
738
wld20.Part1 = prt19 
739
wld20.C0 = euler(0,0,0) * cf(0,0,0.5) 
740
local wld21 = it("Weld") 
741
wld21.Parent = prt21 
742
wld21.Part0 = prt21 
743
wld21.Part1 = prt19 
744
wld21.C0 = euler(math.rad(90),0,0) * cf(0,1.1,0.25) 
745
local wld22 = it("Weld") 
746
wld22.Parent = prt22 
747
wld22.Part0 = prt22 
748
wld22.Part1 = prt18 
749
wld22.C0 = euler(math.rad(90),0,0) * cf(0,-0.4,1.1) 
750
local wld23 = it("Weld") 
751
wld23.Parent = prt23 
752
wld23.Part0 = prt23 
753
wld23.Part1 = prt22 
754
wld23.C0 = euler(0,0,0) * cf(0,-1.3,0) 
755
local wld24 = it("Weld") 
756
wld24.Parent = prt24 
757
wld24.Part0 = prt24 
758
wld24.Part1 = prt23 
759
wld24.C0 = euler(0,0,0) * cf(0,0,0) 
760
local wld25 = it("Weld") 
761
wld25.Parent = prt25 
762
wld25.Part0 = prt25 
763
wld25.Part1 = prt18 
764
wld25.C0 = euler(math.rad(90),0,0) * cf(0,0.3,1.1) 
765
local wld26 = it("Weld") 
766
wld26.Parent = prt26 
767
wld26.Part0 = prt26 
768
wld26.Part1 = prt25 
769
wld26.C0 = euler(0,0,0) * cf(0,-1,0) 
770
local wld27 = it("Weld") 
771
wld27.Parent = prt27 
772
wld27.Part0 = prt27 
773
wld27.Part1 = prt26 
774
wld27.C0 = euler(0,0,0) * cf(0,0,0) 
775
local wld28 = it("Weld") 
776
wld28.Parent = prt28 
777
wld28.Part0 = prt28 
778
wld28.Part1 = prt25 
779
wld28.C0 = euler(0,0,0) * cf(0,0,0) 
780
local wld29 = it("Weld") 
781
wld29.Parent = prt29 
782
wld29.Part0 = prt29 
783
wld29.Part1 = prt21 
784
wld29.C0 = euler(0,0,0) * cf(0,0,0.8) 
785
local wld30 = it("Weld") 
786
wld30.Parent = prt30 
787
wld30.Part0 = prt30 
788
wld30.Part1 = prt29 
789
wld30.C0 = euler(math.rad(90),0,0) * cf(0,0,-0.2) 
790
local wld31 = it("Weld") 
791
wld31.Parent = prt31 
792
wld31.Part0 = prt31 
793
wld31.Part1 = prt18 
794
wld31.C0 = euler(math.rad(90),0,0) * cf(0,-0.4,0.5) 
795
local RAP = it("Part")
796
RAP.formFactor = 0
797
RAP.CanCollide = false
798
RAP.Name = "RAPart"
799
RAP.Locked = true
800
RAP.Size = vt(1,1,1)
801
RAP.Parent = swordholder
802
RAP.Transparency = 1
803
local w = it("Weld")
804
w.Parent = RAP
805
w.Part0 = RAP
806
w.Part1 = RightArm
807
w.C1 = euler(0, 0, 0) * cf(0, 0,0)
808
w.C0 = euler(math.rad(0), 0, 0) * cf(0, 1, 0)
809
saydebounce=false
810
function Say(type)
811
--[[if saydebounce==false then
812
saydebounce=true
813
if type=="Gunzerking" then
814
Sayings={"TIME TO OVERCOMPENSATE!","DUAL WIELD, BABY!","DOUBLE THE FUN!","THIS IS RIDICULOUS!","AHAHAHAH, YOU'RE ALL GONNA DIE!"}
815
elseif type=="KilledGunzerk" then
816
Sayings={"THIS IS RIDICULOUS!","GET OFF MY PLANE!","Smile, son of a...!","WAHAHAHAHAH!","DIE, BITCHES!"}
817
elseif type=="NoAmmo" then
818
Sayings={"Bullets schmullets.","I need more gun!","Damn! Out of ammo!"}
819
elseif type=="Killed" then
820
Sayings={"Hell yeah!","It's been revoked!","Scream for me!","Get off my plane!"}
821
elseif type=="Shooting" then
822
Sayings={"BULLETS FOR EVERYONE!","NEVER ENDING FIRE!","AHAHAHAHAH!","DIE ALREADY!","NOT ENOUGH BULLETS!"}
823
elseif type=="FacepalmTaunt" then
824
Sayings={"Ugh.","You've gotta be kidding me.","Pathetic."}
825
end
826
if math.random(1,3)==1 then
827
game:GetService("Chat"):Chat(Character,Sayings[math.random(1,#Sayings)],2)
828
end
829
coroutine.resume(coroutine.create(function()
830
wait(1)
831
saydebounce=false
832
end))
833
end]]
834
end
835
function unequipweld()
836
w1.Part1 = Torso 
837
w1.C1 = euler(0, 0, 0) * cf(0, 0,0)
838
w1.C0 = euler(math.rad(90),math.rad(0), 0) * cf(-1, 1, -0.25)
839
end
840
unequipweld()
841
function equipweld()
842
w1.Part0 = prt1
843
w1.Part1 = RAP
844
w1.C1 = euler(0, 0, 0) * cf(0, 0,0)
845
w1.C0 = angles(math.rad(90), math.rad(0), math.rad(0)) * cf(0, 0, 0)
846
end
847
so = function(id,par,vol,pit) 
848
coroutine.resume(coroutine.create(function()
849
local sou = it("Sound",par or workspace)
850
sou.Volume=vol
851
sou.Pitch=pit or 1
852
sou.SoundId=id
853
wait() 
854
sou:play() 
855
wait(6) 
856
sou:Remove() 
857
end))
858
end
859
function ss(parent,p) --Slash
860
so("rbxasset://sounds\\swordslash.wav",parent,.7,p) 
861
--[[local SlashSound = it("Sound")
862
SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav"
863
SlashSound.Parent = parent
864
SlashSound.Volume = .7
865
SlashSound.Pitch = p
866
SlashSound.PlayOnRemove = true
867
coroutine.resume(coroutine.create(function()
868
wait() 
869
SlashSound.Parent = nil
870
end))]]
871
end
872
function uss(parent,p) --unsheath
873
so("rbxasset://sounds\\unsheath.wav",parent,.7,p) 
874
--[[local SlashSound = it("Sound")
875
SlashSound.SoundId = "rbxasset://sounds\\unsheath.wav"
876
SlashSound.Parent = parent
877
SlashSound.Volume = .7
878
SlashSound.Pitch = p
879
SlashSound.PlayOnRemove = true
880
coroutine.resume(coroutine.create(function()
881
wait() 
882
SlashSound.Parent = nil
883
end))]]
884
end
885
function cs(parent,p) --Magic Charge
886
so("http://www.roblox.com/asset/?id=2101137",parent,.7,p) 
887
--[[local SlashSound = it("Sound")
888
SlashSound.SoundId = "http://www.roblox.com/asset/?id=2101137"
889
SlashSound.Parent = parent
890
SlashSound.Volume = .7
891
SlashSound.Pitch = p
892
SlashSound.PlayOnRemove = true
893
coroutine.resume(coroutine.create(function()
894
wait() 
895
SlashSound.Parent = nil
896
end))]]
897
end
898
function ls(parent,p) --Lazer Sound
899
so("http://www.roblox.com/asset?id=1369158",parent,.7,p) 
900
--[[local SlashSound = it("Sound")
901
SlashSound.SoundId = "http://www.roblox.com/asset?id=1369158"
902
SlashSound.Parent = parent
903
SlashSound.Volume = .7
904
SlashSound.Pitch = p
905
SlashSound.PlayOnRemove = true
906
coroutine.resume(coroutine.create(function()
907
wait()
908
SlashSound.Parent = nil
909
end))]]
910
end
911
function ts(parent,p)
912
so("http://www.roblox.com/asset/?id=12222030",parent,.7,p) 
913
--[[local SlashSound = it("Sound")
914
SlashSound.SoundId = "http://www.roblox.com/asset/?id=12222030"
915
SlashSound.Parent = parent
916
SlashSound.Volume = .7
917
SlashSound.Pitch = p
918
SlashSound.PlayOnRemove = true
919
coroutine.resume(coroutine.create(function()
920
wait()
921
SlashSound.Parent = nil
922
end))]]
923
end
924
function fs(parent,p) --Fire Sound
925
so("http://www.roblox.com/asset/?id=2697431",parent,.7,p) 
926
--[[local SlashSound = it("Sound")
927
SlashSound.SoundId = "http://www.roblox.com/asset/?id=31758982"
928
SlashSound.Parent = parent
929
SlashSound.Volume = .7
930
SlashSound.Pitch = p
931
SlashSound.PlayOnRemove = true
932
coroutine.resume(coroutine.create(function()
933
wait()
934
SlashSound.Parent = nil
935
end))]]
936
end
937
function ms(parent,p) --Metal Cling Sound
938
so("rbxasset://sounds\\metal.ogg",parent,1,p) 
939
--[[local SlashSound = it("Sound")
940
SlashSound.SoundId = "rbxasset://sounds\\metal.ogg"
941
SlashSound.Parent = parent
942
SlashSound.Volume = 5
943
SlashSound.Pitch = p
944
SlashSound.PlayOnRemove = true
945
coroutine.resume(coroutine.create(function()
946
wait()
947
SlashSound.Parent = nil
948
end))]]
949
end
950
function bs(parent,p) --Berserk Sound
951
so("http://www.roblox.com/asset/?id=2676305",parent,1,p) 
952
--[[local SlashSound = it("Sound")
953
SlashSound.SoundId = "http://www.roblox.com/asset/?id=2676305"
954
SlashSound.Parent = parent
955
SlashSound.Volume = 1
956
SlashSound.Pitch = p
957
SlashSound.PlayOnRemove = true
958
coroutine.resume(coroutine.create(function()
959
wait()
960
SlashSound.Parent = nil
961
end))]]
962
end
963
function hs(parent,p) --Ammo Hit Sound
964
--ms(parent,p)
965
end
966
function as(parent,p) --Gun Shoot Sound
967
so("http://www.roblox.com/asset/?id=134589225",parent,0.5,p) 
968
--[[local SlashSound = it("Sound")
969
SlashSound.SoundId = "http://roblox.com/asset/?id=10209257" 
970
SlashSound.Parent = parent
971
SlashSound.Volume = 0.5
972
SlashSound.Pitch = p
973
SlashSound.PlayOnRemove = true
974
coroutine.resume(coroutine.create(function()
975
wait()
976
SlashSound.Parent = nil
977
end))]]
978
end
979
function as2(parent,p) --Gun Shoot Sound 2
980
so("http://www.roblox.com/asset/?id=134589225",parent,0.7,p) 
981
--[[local SlashSound = it("Sound")
982
SlashSound.SoundId = "http://roblox.com/asset/?id=97848313" 
983
SlashSound.Parent = parent
984
SlashSound.Volume = 0.7
985
SlashSound.Pitch = p
986
SlashSound.PlayOnRemove = true
987
coroutine.resume(coroutine.create(function()
988
wait()
989
SlashSound.Parent = nil
990
end))]]
991
end
992
function ars(parent,p) --Gun Reload Sound
993
so("http://roblox.com/asset/?id=10209869",parent,1,p) 
994
--[[local SlashSound = it("Sound")
995
SlashSound.SoundId = "http://roblox.com/asset/?id=10209869"
996
SlashSound.Parent = parent
997
SlashSound.Volume = 1
998
SlashSound.Pitch = p
999
SlashSound.PlayOnRemove = true
1000
coroutine.resume(coroutine.create(function()
1001
wait()
1002
SlashSound.Parent = nil
1003
end))]]
1004
end
1005
--
1006
--
1007
function returndmg()
1008
mindamage = omindamage
1009
maxdamage = omaxdamage
1010
crtmaxdamage = ocrtmaxdamage
1011
end
1012
function subdmg(sub)
1013
mindamage = omindamage - sub
1014
maxdamage = omaxdamage - sub
1015
crtmaxdamage = ocrtmaxdamage - sub
1016
end
1017
function prcntdmg(sub)
1018
mindamage = math.floor(omindamage - (omindamage*(sub/100)))
1019
maxdamage = math.floor(omaxdamage - (omaxdamage*(sub/100)))
1020
crtmaxdamage = math.floor(ocrtmaxdamage - (ocrtmaxdamage*(sub/100)))
1021
end
1022
function tagHumanoid(humanoid, player)
1023
        local creator_tag = it("ObjectValue")
1024
        creator_tag.Value = player
1025
        creator_tag.Name = "creator"
1026
        creator_tag.Parent = humanoid
1027
end
1028
function untagHumanoid(humanoid)
1029
        if humanoid ~= nil then
1030
                local tag = humanoid:findFirstChild("creator")
1031
                if tag ~= nil then
1032
                        tag.Parent = nil
1033
                end
1034
        end
1035
end
1036
local function rayCast(Pos, Dir, Max, Ignore)  -- Origin Position , Direction, MaxDistance , IgnoreDescendants
1037
return game.Workspace:FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore) 
1038
end 
1039
function hideanim()
1040
attack = true
1041
ars(Head,0.85)
1042
for i = 0.25 ,1 ,0.25 do
1043
wait()
1044
w10.C1 = euler(0, 0, 0) * cf(0, -0.8*i, 0)
1045
RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90),math.rad(0),math.rad(-60+60*i))
1046
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25+25*i), 0, 0)
1047
Neck.C0 = neckcf0 * angles(math.rad(5*i),0,math.rad(-30*i))
1048
end 
1049
for i = 0.1 ,1 ,0.2 do
1050
wait()
1051
RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90),math.rad(0),math.rad(0))
1052
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(50-70*i), 0, 0)
1053
w2.C0 = euler(math.rad(90+90*i), 0,0) * cf(0, -0.75, 0.25)
1054
Neck.C0 = neckcf0 * angles(math.rad(5-10*i),0,math.rad(-30))
1055
end
1056
for i = 0.1 ,1 ,0.1 do
1057
wait()
1058
RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90),math.rad(0),math.rad(0))
1059
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(50-70-10*i), 0, 0)
1060
w2.C0 = euler(math.rad(90+90), 0,0) * cf(0, -0.75, 0.25)
1061
Neck.C0 = neckcf0 * angles(math.rad(5-10-5*i),0,math.rad(-30))
1062
end
1063
for i = 0.1 ,1 ,0.1 do
1064
wait()
1065
RW.C0 = cf(1.5, 0.5, -0.25+0.25*i) * angles(math.rad(90-110*i),math.rad(0),math.rad(0))
1066
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(-30+30*i), 0, 0)
1067
Neck.C0 = neckcf0 * angles(math.rad(-10+40*i),0,math.rad(-30))
1068
end
1069
unequipweld()
1070
for i = 0.1 ,1 ,0.1 do
1071
wait()
1072
RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(-20+20*i),math.rad(0),math.rad(0))
1073
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(0), 0, 0)
1074
Neck.C0 = neckcf0 * angles(math.rad(30-30*i),0,math.rad(-30+30*i))
1075
end
1076
Neck.C0 = neckcf0
1077
RWRem()
1078
LWRem()        
1079
attack = false
1080
end
1081
function equipanim()
1082
attack = true
1083
RWFunc()
1084
for i = 0.1 ,1 ,0.1 do
1085
wait()
1086
RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(-20*i),math.rad(0),math.rad(0))
1087
RW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
1088
Neck.C0 = neckcf0 * angles(math.rad(30*i),0,math.rad(-30*i))
1089
end 
1090
equipweld()
1091
ars(Head,1)
1092
for i = 0.1 ,1 ,0.1 do
1093
wait()
1094
RW.C0 = cf(1.5, 0.5, -0.25*i) * angles(math.rad(-20+130*i),math.rad(0),math.rad(0))
1095
RW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
1096
w2.C0 = euler(math.rad(180-90*i), 0,0) * cf(0, -0.75, 0.25)
1097
Neck.C0 = neckcf0 * angles(math.rad(30-35*i),0,math.rad(-30))
1098
end
1099
--LWFunc()
1100
for i = 0.1 ,1 ,0.1 do
1101
wait()
1102
w10.C1 = euler(0, 0, 0) * cf(0, -0.8+0.8*i, 0)
1103
RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(110-20*i),math.rad(0),math.rad(-60*i))
1104
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25*i), 0, 0)
1105
Neck.C0 = neckcf0 * angles(math.rad(-5+5*i),0,math.rad(-30+30*i))
1106
end
1107
Neck.C0 = neckcf0
1108
attack = false
1109
end
1110
function faketors()
1111
local T = it("Part")
1112
T.formFactor = 0
1113
T.CanCollide = false
1114
T.Name = "FakeTorso"
1115
T.Locked = true
1116
T.Size = Torso.Size
1117
T.Parent = swordholder
1118
T.Transparency = 1
1119
T.BrickColor = Torso.BrickColor
1120
for i,z in pairs(Character:GetChildren()) do
1121
if z.className == "CharacterMesh" then
1122
if z.BodyPart == Enum.BodyPart.Torso then
1123
local SM = it("SpecialMesh",T)
1124
SM.MeshId = "http://www.roblox.com/asset/?id=" .. z.MeshId
1125
if z.BaseTextureId ~= 0 then
1126
SM.TextureId = z.BaseTextureId
1127
elseif z.OverlayTextureId ~= 0 then
1128
SM.TextureId = z.OverlayTextureId
1129
else
1130
SM.TextureId = ""
1131
end
1132
end
1133
end
1134
end
1135
local wt = it("Weld")
1136
wt.Parent = T
1137
wt.Part0 = T
1138
wt.Part1 = Torso
1139
RW.Part0 = T
1140
LW.Part0 = T
1141
T.Transparency = 0
1142
Torso.Transparency = 1
1143
RHL.Part0 = T
1144
LHL.Part0 = T
1145
return wt,T
1146
end
1147
if (script.Parent.className ~= "HopperBin") then 
1148
Tool = it("HopperBin") 
1149
Tool.Parent = Backpack 
1150
Tool.Name = ToolName
1151
script.Parent = Tool 
1152
end 
1153
Bin = script.Parent 
1154
function damagesplat(dmg,hit,crit,blocked)
1155
    local mo = it("Model")
1156
    mo.Name = dmg
1157
    local pa = it("Part",mo)
1158
    pa.formFactor = 3
1159
        if critical==false then
1160
    pa.Size = vt(0.8,0.3,0.8)
1161
        else
1162
    pa.Size = vt(0.8*1.5,0.3*2,0.8*1.5)
1163
        end
1164
    if critical==true then
1165
    pa.BrickColor = BrickColor.new("Really red")
1166
    elseif critical==false then
1167
    pa.BrickColor = BrickColor.new("Bright red")
1168
    end
1169
    if blocked then pa.BrickColor = BrickColor.new("Bright blue") end
1170
    pa.CFrame = cf(hit.Position) * cf(0, 3, 0)
1171
    pa.Name = "Head"
1172
    local hah = it("Humanoid")
1173
    hah.Parent = mo
1174
    hah.MaxHealth = 0
1175
    hah.Health = 0
1176
    local bp = it("BodyPosition")
1177
    bp.P = 14000
1178
    bp.maxForce = vt(math.huge, math.huge, math.huge)
1179
    bp.position = hit.Position + vt(0, 5, 0)
1180
    coroutine.resume(coroutine.create(function()
1181
        wait()
1182
        mo.Parent = workspace
1183
        bp.Parent = pa
1184
        wait(1.4)
1185
        mo:remove()
1186
    end))
1187
    return pa
1188
end
1189
function damage(hum,dmg,critornot)
1190
local pa = damagesplat(dmg,hum.Torso,critornot)
1191
--hum:TakeDamage(dmg)
1192
hum.Health=hum.Health-dmg
1193
coroutine.resume(coroutine.create(function()
1194
tagHumanoid(hum,Player)
1195
wait(1)
1196
untagHumanoid(hum)
1197
end))
1198
return pa
1199
end
1200
function AddAmmo(add)
1201
Ammo = Ammo + add
1202
if Ammo > MaxAmmo then
1203
Ammo = MaxAmmo
1204
end
1205
end
1206
Enemy=nil
1207
function ADmg(humm,hit,pos)
1208
                if Enemy==nil then
1209
                Enemy=hit.Parent
1210
                end
1211
                coroutine.resume(coroutine.create(function() 
1212
                wait(1)
1213
                print(Enemy.Humanoid.Health)
1214
                if Enemy.Humanoid.Health==0 then
1215
                if Gunzerkering==false then
1216
                Say("Killed")
1217
                else
1218
                Say("KilledGunzerk")
1219
                end
1220
                end
1221
                if attack==false and Enemy~=nil then
1222
                Did=HP-Enemy.Humanoid.Health
1223
                print("Did "..Did.." Damage")
1224
                Enemy=nil
1225
                HP=0
1226
                end
1227
                end))
1228
if CurrentAmmo == "Normal" then
1229
if humm.Parent:findFirstChild("Block") ~= nil then 
1230
if humm.Parent.Block.Value then 
1231
damagesplat(0,humm.Torso,false,true) 
1232
return
1233
end
1234
end
1235
if guntype=="Revolver" then
1236
if critical==true then
1237
prcntdmg(-75)
1238
else
1239
prcntdmg(0)
1240
end
1241
elseif guntype=="Machine Gun" then
1242
prcntdmg(60)
1243
end
1244
if critrandomizer ~= 1 then
1245
local rndmdamage = math.random(mindamage,maxdamage)
1246
damage(humm,rndmdamage,false)
1247
elseif critrandomizer == 1 then
1248
local rndmdamage = math.random(maxdamage,crtmaxdamage)
1249
damage(humm,rndmdamage,true) 
1250
end
1251
local vel = it("BodyVelocity",humm.Torso)
1252
vel.maxForce = vt(1,1,1) * math.huge
1253
vel.P = vel.P * 5
1254
vel.velocity = vt(0,1,0) + cf(Torso.Position,humm.Torso.Position).lookVector * 10
1255
coroutine.resume(coroutine.create(function()
1256
wait() wait() wait() wait()
1257
vel.Parent=nil
1258
end))
1259
end
1260
end
1261
function OT(hit) --Normal Damage
1262
if Hitdeb == 1 then return end
1263
if hit.Parent == nil then return end
1264
local hum = hit.Parent:findFirstChild("Humanoid") if hum ~= nil and hum ~= Character.Humanoid then
1265
if hum.Health <= 0 then return end
1266
if hit.Parent:findFirstChild("Block") ~= nil then 
1267
if hit.Parent.Block.Value then 
1268
damagesplat(0,hum.Torso,false,true) 
1269
Hitdeb = 1
1270
if hit.Parent.Block:findFirstChild("BlockPower") ~= nil then
1271
if hit.Parent.Block.BlockPower.Value <= 1 then
1272
hit.Parent.Block.Value = false 
1273
elseif hit.Parent.Block.BlockPower.Value > 1 then
1274
local critrandomizer = math.random(crtrate)
1275
if critrandomizer ~= 1 then
1276
hit.Parent.Block.BlockPower.Value = hit.Parent.Block.BlockPower.Value - blockbreaker 
1277
elseif critrandomizer == 1 then
1278
hit.Parent.Block.BlockPower.Value = hit.Parent.Block.BlockPower.Value - blockbreaker + 2
1279
end
1280
end
1281
end
1282
return end end
1283
local critrandomizer = math.random(crtrate)
1284
if critrandomizer ~= 1 then
1285
local rndmdamage = math.random(mindamage,maxdamage)
1286
damage(hum,rndmdamage,false)
1287
elseif critrandomizer == 1 then
1288
local rndmdamage = math.random(maxdamage,crtmaxdamage)
1289
damage(hum,rndmdamage,true)
1290
end
1291
Hitdeb = 1
1292
end
1293
end
1294
function AoE(p,magnitude) 
1295
        local c = game.Workspace:GetChildren();
1296
        for i = 1, #c do
1297
                local hum = c[i]:findFirstChild("Humanoid")
1298
                if hum ~= nil and hum.Health ~= 0 then
1299
                local head = c[i]:findFirstChild("Head");
1300
                if head ~= nil then
1301
                local mag = (head.Position - p).magnitude;
1302
                if mag <= magnitude and c[i].Name ~= Character.Name then
1303
                local foundd = false
1304
                for ii = 1 , #AoETrue do
1305
                if AoETrue[ii] == c[i].Name then
1306
                foundd = true
1307
                end
1308
                end
1309
                if foundd then
1310
                end
1311
                --
1312
                if not foundd then
1313
local critrandomizer = math.random(crtrate)
1314
if critrandomizer ~= 1 then
1315
local rndmdamage = math.random(mindamage,maxdamage)
1316
damage(hum,rndmdamage,false)
1317
elseif critrandomizer == 1 then
1318
local rndmdamage = math.random(maxdamage,crtmaxdamage)
1319
damage(hum,rndmdamage,true)
1320
end
1321
                table.insert(AoETrue,c[i].Name)
1322
                end
1323
                end
1324
                end
1325
                end
1326
        end
1327
                for ii = 1 , #AoETrue do
1328
                table.remove(AoETrue,#AoETrue)
1329
                end
1330
end
1331
--
1332
--
1333
function effect(Color,Ref,LP,P1)
1334
local effectsmsh = it("BlockMesh")
1335
effectsmsh.Scale = vt(1,1,1)
1336
effectsmsh.Name = "Mesh"
1337
local effectsg = it("Part")
1338
effectsg.formFactor = 3
1339
effectsg.CanCollide = false
1340
effectsg.Name = "Eff"
1341
effectsg.Locked = true
1342
effectsg.Anchored = true
1343
effectsg.Size = vt(0.2,1,0.2)
1344
effectsg.Parent = swordholder
1345
effectsmsh.Parent = effectsg
1346
effectsg.BrickColor = BrickColor.new(Color)
1347
effectsg.Reflectance = Ref
1348
local point1 = P1
1349
local mg = (LP.p - point1.p).magnitude
1350
effectsg.Size = vt(0.2,mg,0.2)
1351
effectsg.CFrame = cf((LP.p+point1.p)/2,point1.p) * angles(math.rad(90),0,0)
1352
coroutine.resume(coroutine.create(function()
1353
for i = 0 , 1 , 0.1 do
1354
wait()
1355
effectsg.Transparency = 1*i
1356
effectsmsh.Scale = vt(0.5-0.5*i,1,0.5-0.5*i)
1357
end
1358
wait()
1359
effectsg.Parent = nil
1360
end))
1361
end
1362
--
1363
con = nil
1364
function dmgcnnct()
1365
if con ~= nil then
1366
con:disconnect()
1367
Hitdeb = 0
1368
end
1369
con = prt11.Touched:connect(OT)
1370
end
1371
function dmgdc()
1372
if con ~= nil then
1373
con:disconnect()
1374
Hitdeb = 0
1375
end
1376
end
1377
function rptddmg(value,des,inc)
1378
coroutine.resume(coroutine.create(function()
1379
repeat
1380
wait(inc)
1381
Hitdeb = 0
1382
until value == des
1383
end))
1384
end
1385
function atktype(s,e)
1386
coroutine.resume(coroutine.create(function ()
1387
attacktype = e
1388
wait(0.25)
1389
attacktype = s
1390
end))
1391
end
1392
function EVENMOARMAGIX2(part,x1,y1,z1,x2,y2,z2,x3,y3,z3,color) 
1393
        local msh1 = it("SpecialMesh") 
1394
        msh1.Scale = vt(0.5,0.5,0.5) 
1395
        msh1.MeshType = "Sphere" 
1396
        S=it("Part")
1397
        S.Name="Effect"
1398
        S.formFactor=0
1399
        S.Size=vt(x1,y1,z1)
1400
        S.BrickColor=color
1401
        S.Reflectance = 0
1402
        S.TopSurface=0
1403
        S.BottomSurface=0
1404
        S.Transparency=0
1405
        S.Anchored=true
1406
        S.CanCollide=false
1407
        S.CFrame=part
1408
        S.Parent=workspace
1409
        msh1.Parent = S
1410
        coroutine.resume(coroutine.create(function(Part,CF) for i=1, 14 do Part.Mesh.Scale = Part.Mesh.Scale + vt(1,1,1) Part.Transparency=Part.Transparency+0.1 wait() end Part.Parent=nil end),S,S.CFrame)
1411
end 
1412
guntype="Revolver"
1413
function shoottrail(mouse)
1414
spread = 0
1415
range = 400
1416
rangepower = 100
1417
--local p1 = (prt5.CFrame * cf(0,-prt5.Size.y/4,0)).p
1418
local p1 = (prt4.CFrame * cf(0,prt4.Size.y/2,0)).p
1419
local spreadvector = (vt(math.random(-spread,spread),math.random(-spread,spread),math.random(-spread,spread)) / 100) * (p1-mouse.Hit.p).magnitude/100
1420
local dir = cf((p1+mouse.Hit.p)/2,mouse.Hit.p+spreadvector)
1421
local hit,pos = rayCast(p1,dir.lookVector,10,Character)
1422
local rangepos = range
1423
local function drawtrail(From,To)
1424
local effectsmsh = it("CylinderMesh")
1425
effectsmsh.Scale = vt(1,1,1)
1426
effectsmsh.Name = "Mesh"
1427
local effectsg = it("Part")
1428
effectsg.formFactor = 3
1429
effectsg.CanCollide = false
1430
effectsg.Name = "Eff"
1431
effectsg.Locked = true
1432
effectsg.Anchored = true
1433
effectsg.Size = vt(0.2,0.2,0.2)
1434
effectsg.Parent = swordholder
1435
effectsmsh.Parent = effectsg
1436
effectsg.BrickColor = ammotrail
1437
effectsg.Reflectance = 0.25
1438
local LP = From
1439
local point1 = To
1440
local mg = (LP - point1).magnitude
1441
effectsmsh.Scale = vt(1,mg*5,1)
1442
effectsg.CFrame = cf((LP+point1)/2,point1) * angles(math.rad(90),0,0)
1443
coroutine.resume(coroutine.create(function()
1444
for i = 0 , 1 , 0.1 do
1445
wait()
1446
effectsg.Transparency = 1*i
1447
effectsmsh.Scale = vt(1-1*i,mg*5,1-1*i)
1448
end 
1449
effectsg.Parent = nil 
1450
end))
1451
end
1452
local newpos = p1
1453
local inc = rangepower
1454
repeat
1455
wait() 
1456
rangepos = rangepos - 10
1457
dir = dir * angles(math.rad(-0.1),0,0)
1458
hit,pos = rayCast(newpos,dir.lookVector,inc,Character)
1459
drawtrail(newpos,pos)
1460
newpos = newpos + (dir.lookVector * inc)
1461
if inc >= 20 then
1462
inc = inc - 10
1463
end
1464
if hit ~= nil then
1465
rangepos = 0
1466
end
1467
until rangepos <= 0
1468
if hit ~= nil then
1469
hs(Head,1)
1470
print(hit.Name)
1471
if hit.Parent:FindFirstChild("Humanoid") ~= nil then
1472
critical=false
1473
if hit.Name=="Head" then
1474
coroutine.resume(coroutine.create(function(HeadPart)
1475
for i=0,0.5,0.1 do
1476
wait()
1477
HeadPart.Velocity=vt(0,60,0) 
1478
end
1479
end),hit)
1480
print("CRITICAL")
1481
critical=true
1482
p=it("Part")
1483
p.Parent=workspace
1484
p.CanCollide=false
1485
p.Transparency=1
1486
p.CFrame=hit.CFrame
1487
p.Anchored=true
1488
local GUI = it("BillboardGui") 
1489
GUI.Adornee = p
1490
GUI.Parent = p
1491
GUI.Active = true 
1492
GUI.Enabled = true 
1493
GUI.Size = UDim2.new(1, 0, 1, 0) 
1494
GUI.StudsOffset = vt(0, 4, 0) 
1495
local Chat = it("TextLabel") 
1496
Chat.Parent = GUI 
1497
Chat.FontSize = "Size12" 
1498
Chat.Position = UDim2.new(0.599999964, 0, 0, 0) 
1499
Chat.Visible = true 
1500
Chat.Text = "Critical!" 
1501
coroutine.resume(coroutine.create(function(Part) 
1502
for i=0,4,0.1 do
1503
wait()
1504
Part.CFrame=Part.CFrame*cf(0,0.05,0)
1505
end
1506
Part.Parent=nil
1507
end),p) 
1508
for i=0,7 do
1509
                Blood=it("Part")
1510
                Blood.Name="Blood"
1511
                Blood.TopSurface="Smooth"
1512
                Blood.BottomSurface="Smooth"
1513
                Blood.formFactor="Plate"
1514
                Blood.BrickColor=BrickColor:Red()
1515
                Blood.Size=vt(1,.4,1)
1516
                Blood.Velocity=vt(math.random(-4,4),math.random(5,25),math.random(-4,4))
1517
                Blood.CFrame=hit.CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50))
1518
                Blood.Parent=workspace 
1519
                Blood.Velocity=vt(math.random(-20,20),math.random(20,50),math.random(-20,20)) 
1520
                Blood.CanCollide=false
1521
                coroutine.resume(coroutine.create(function(blod) 
1522
                wait(0.1)
1523
                blod.CanCollide=true
1524
                wait(5) 
1525
                blod.Parent = nil 
1526
                end),Blood) 
1527
end
1528
end
1529
hum = hit.Parent.Humanoid
1530
attackdebounce=false
1531
guntype="Revolver"
1532
ADmg(hum,hit,pos)
1533
elseif hit.Parent.Parent ~= nil and hit.Parent.Parent:FindFirstChild("Humanoid") ~= nil then
1534
if hit.Parent.className == "Hat" then 
1535
hatCF=hit.CFrame
1536
coroutine.resume(coroutine.create(function(hat)
1537
hat.Handle:BreakJoints()
1538
hat.Handle.CFrame=hatCF
1539
hat.Handle.CanCollide=true
1540
hat.Handle.Velocity=vt(math.random(-10,10),40,math.random(-10,10)) 
1541
wait(3)
1542
hatCF=hat.Handle.CFrame
1543
hat.Parent=workspace
1544
for i=0,4,0.2 do
1545
wait()
1546
hat.Handle.CFrame=hatCF
1547
hat.Handle.Velocity=vt(math.random(-5,5),20,math.random(-5,5)) 
1548
end
1549
end),hit.Parent)
1550
--[[hit:BreakJoints() 
1551
hit.CFrame=CF
1552
hit.Velocity = vt(math.random(-5,5),20,math.random(-5,5)) ]]
1553
print("BREAKHAT")
1554
else
1555
hum = hit.Parent.Parent.Humanoid
1556
attackdebounce=false
1557
guntype="Revolver"
1558
ADmg(hum,hit,pos)
1559
end 
1560
critical=false
1561
end
1562
print(critical)
1563
end
1564
end
1565
function shoottrail2(mouse)
1566
spread = 1
1567
spread = spread*100
1568
range = 100
1569
rangepower = 100
1570
local p1 = (prt26.CFrame * cf(0,prt26.Size.y/4,0)).p
1571
local spreadvector = (vt(math.random(-spread,spread),math.random(-spread,spread),math.random(-spread,spread)) / 100) * (p1-mouse.Hit.p).magnitude/100
1572
local dir = cf((p1+mouse.Hit.p)/2,mouse.Hit.p+spreadvector)
1573
local hit,pos = rayCast(p1,dir.lookVector,10,Character)
1574
local rangepos = range
1575
local function drawtrail(From,To)
1576
local effectsmsh = it("CylinderMesh")
1577
effectsmsh.Scale = vt(1,1,1)
1578
effectsmsh.Name = "Mesh"
1579
local effectsg = it("Part")
1580
effectsg.formFactor = 3
1581
effectsg.CanCollide = false
1582
effectsg.Name = "Eff"
1583
effectsg.Locked = true
1584
effectsg.Anchored = true
1585
effectsg.Size = vt(0.2,0.2,0.2)
1586
effectsg.Parent = swordholder
1587
effectsmsh.Parent = effectsg
1588
effectsg.BrickColor = ammotrail
1589
effectsg.Reflectance = 0.25
1590
local LP = From
1591
local point1 = To
1592
local mg = (LP - point1).magnitude
1593
effectsmsh.Scale = vt(1,mg*5,1)
1594
effectsg.CFrame = cf((LP+point1)/2,point1) * angles(math.rad(90),0,0)
1595
coroutine.resume(coroutine.create(function()
1596
for i = 0 , 1 , 0.1 do
1597
wait()
1598
effectsg.Transparency = 1*i
1599
effectsmsh.Scale = vt(1-1*i,mg*5,1-1*i)
1600
end 
1601
effectsg.Parent = nil 
1602
end))
1603
end
1604
local newpos = p1
1605
local inc = rangepower
1606
repeat
1607
wait() 
1608
rangepos = rangepos - 10
1609
dir = dir * angles(math.rad(-0.1),0,0)
1610
hit,pos = rayCast(newpos,dir.lookVector,inc,Character)
1611
drawtrail(newpos,pos)
1612
newpos = newpos + (dir.lookVector * inc)
1613
if inc >= 20 then
1614
inc = inc - 10
1615
end
1616
if hit ~= nil then
1617
rangepos = 0
1618
end
1619
until rangepos <= 0
1620
if CurrentAmmo=="Explosion" then
1621
b=math.random(1,3)
1622
if b==1 then
1623
EVENMOARMAGIX2(cf(newpos),1,1,1,0,0,0,0,0,0,BrickColor.new("Bright red")) 
1624
local c = game.Workspace:GetChildren();
1625
for i = 1, #c do
1626
local hum = c[i]:findFirstChild("Humanoid")
1627
if hum ~= nil and hum.Health ~= 0 then
1628
local head = c[i]:findFirstChild("Head");
1629
if head ~= nil then
1630
local targ = head.Position - newpos;
1631
local mag = targ.magnitude;
1632
if mag <= 10 and c[i].Name ~= Player.Name then 
1633
attackdebounce=false
1634
guntype="Machine Gun"
1635
ADmg(hum,hit,pos)
1636
end 
1637
end 
1638
end 
1639
end
1640
end
1641
end
1642
if hit ~= nil then
1643
hs(Head,1)
1644
if hit.Parent:FindFirstChild("Humanoid") ~= nil then
1645
hum = hit.Parent.Humanoid
1646
attackdebounce=false
1647
guntype="Machine Gun"
1648
ADmg(hum,hit,pos)
1649
elseif hit.Parent.Parent ~= nil and hit.Parent.Parent:FindFirstChild("Humanoid") ~= nil then
1650
hum = hit.Parent.Parent.Humanoid
1651
attackdebounce=false
1652
guntype="Machine Gun"
1653
ADmg(hum,hit,pos)
1654
end
1655
end
1656
end
1657
function shoottrail3(mouse)
1658
spread = 1.5
1659
spread = spread*100
1660
range = 2000
1661
rangepower = 10
1662
local spreadvector = (Vector3.new(math.random(-spread,spread),math.random(-spread,spread),math.random(-spread,spread)) / 100) * (prt24.Position-mouse.Hit.p).magnitude/100
1663
local dir = CFrame.new((prt24.Position+mouse.Hit.p)/2,mouse.Hit.p+spreadvector)
1664
local hit,pos = rayCast(prt24.Position,dir.lookVector,10,Character)
1665
local rangepos = range
1666
local function drawtrail(From,To)
1667
local effectsmsh = Instance.new("CylinderMesh")
1668
effectsmsh.Scale = Vector3.new(1,1,1)
1669
effectsmsh.Name = "Mesh"
1670
local effectsg = Instance.new("Part")
1671
effectsg.formFactor = 3
1672
effectsg.CanCollide = false
1673
effectsg.Name = "Eff"
1674
effectsg.Locked = true
1675
effectsg.Anchored = true
1676
effectsg.Size = Vector3.new(0.2,0.2,0.2)
1677
effectsg.Parent = swordholder
1678
effectsmsh.Parent = effectsg
1679
effectsg.BrickColor = BrickColor.new("White")
1680
effectsg.Reflectance = 0.25
1681
local LP = From
1682
local point1 = To
1683
local mg = (LP - point1).magnitude
1684
effectsmsh.Scale = Vector3.new(5,mg*5,5)
1685
effectsg.CFrame = CFrame.new((LP+point1)/2,point1) * CFrame.Angles(math.rad(90),0,0)
1686
coroutine.resume(coroutine.create(function()
1687
for i = 0 , 1 , 0.1 do
1688
wait()
1689
effectsg.Transparency = 1*i
1690
effectsmsh.Scale = Vector3.new(5-5*i,mg*5,5-5*i)
1691
end 
1692
effectsg.Parent = nil 
1693
end))
1694
end
1695
local newpos = prt24.Position
1696
local inc = rangepower
1697
repeat
1698
wait() wait() 
1699
rangepos = rangepos - 10
1700
dir = dir * CFrame.Angles(math.rad(-2),0,0)
1701
hit,pos = rayCast(newpos,dir.lookVector,inc,Character)
1702
drawtrail(newpos,pos)
1703
newpos = newpos + (dir.lookVector * inc)
1704
if inc >= 20 then
1705
inc = inc - 10
1706
end
1707
if hit ~= nil then
1708
rangepos = 0
1709
end
1710
until rangepos <= 0
1711
EVENMOARMAGIX2(cf(newpos),5,5,5,0,0,0,0,0,0,BrickColor.new("White")) 
1712
WaveEffect2(cf(newpos),15,15,15,0,0,0,1,0,0,BrickColor.new("Bright blue")) 
1713
WaveEffect2(cf(newpos),15,15,15,0,0,0,-1,0,0,BrickColor.new("Bright blue")) 
1714
local c = game.Workspace:GetChildren();
1715
for i = 1, #c do
1716
local hum = c[i]:findFirstChild("Humanoid")
1717
if hum ~= nil and hum.Health ~= 0 then
1718
local head = c[i]:findFirstChild("Head");
1719
if head ~= nil then
1720
local targ = head.Position - newpos;
1721
local mag = targ.magnitude;
1722
if mag <= 15 and c[i].Name ~= Player.Name then 
1723
print("derp")
1724
newpos2=newpos
1725
Damagefunc2(head,30,0.1)
1726
end 
1727
end 
1728
end 
1729
end
1730
if hit ~= nil then
1731
hs(Head,1)
1732
local effectsmsh = Instance.new("SpecialMesh")
1733
effectsmsh.MeshId = "http://www.roblox.com/asset/?id=15887356"
1734
effectsmsh.TextureId = "http://www.roblox.com/asset/?id=15886781"
1735
effectsmsh.Scale = Vector3.new(1,1,2.5)
1736
local effectsg = Instance.new("Part")
1737
effectsg.formFactor = 3
1738
effectsg.Transparency = 1
1739
effectsg.CanCollide = false
1740
effectsg.Name = "Arrow"
1741
effectsg.Locked = true
1742
effectsg.Size = Vector3.new(0.2,0.2,0.2)
1743
effectsg.Parent = workspace
1744
effectsmsh.Parent = effectsg
1745
effectsg.CFrame = CFrame.new(newpos,pos) + CFrame.new(newpos,pos).lookVector*2.5*2
1746
local weld = Instance.new("Weld")
1747
weld.Part0 = effectsg
1748
weld.Part1 = hit
1749
local HitPos = effectsg.Position + CFrame.new(newpos,pos).lookVector*0.75
1750
local CJ = CFrame.new(HitPos)
1751
local C0 = effectsg.CFrame:inverse() * CJ
1752
local C1 = hit.CFrame:inverse() * CJ
1753
weld.C0 = C0
1754
weld.C1 = C1
1755
weld.Parent = effectsg
1756
coroutine.resume(coroutine.create(function()
1757
wait(15)
1758
effectsg.Parent = nil
1759
end))
1760
if hit.Parent:FindFirstChild("Humanoid") ~= nil then
1761
--hum = hit.Parent.Humanoid
1762
--tTorso=hit.Parent.Torso
1763
--ADmg(hum,hit)
1764
local critrandomizer = math.random(crtrate)
1765
--damagesplat(critrandomizer,hit.Parent.Torso,false,true) 
1766
--_G.Damage(tTorso,game.Players.NoobMaster936,math.huge,"Bow")
1767
elseif hit.Parent.Parent ~= nil and hit.Parent.Parent:FindFirstChild("Humanoid") ~= nil then
1768
--hum = hit.Parent.Parent.Humanoid
1769
--tTorso=hit.Parent.Parent.Torso
1770
--ADmg(hum,hit)
1771
--damagesplat(critrandomizer,hit.Parent.Parent.Torso,false,true) 
1772
--_G.Damage(tTorso,game.Players.NoobMaster936,math.huge,"Bow")
1773
end
1774
end
1775
end
1776
function EVENMOARMAGIX2(part,x1,y1,z1,x2,y2,z2,x3,y3,z3,color) 
1777
        local msh1 = it("SpecialMesh") 
1778
        msh1.Scale = vt(0.5,0.5,0.5) 
1779
        msh1.MeshType = "Sphere" 
1780
        S=it("Part")
1781
        S.Name="Effect"
1782
        S.formFactor=0
1783
        S.Size=vt(x1,y1,z1)
1784
        S.BrickColor=color
1785
        S.Reflectance = 0
1786
        S.TopSurface=0
1787
        S.BottomSurface=0
1788
        S.Transparency=0
1789
        S.Anchored=true
1790
        S.CanCollide=false
1791
        S.CFrame=part
1792
        S.Parent=workspace
1793
        msh1.Parent = S
1794
        coroutine.resume(coroutine.create(function(Part,CF) for i=1, 14 do Part.Mesh.Scale = Part.Mesh.Scale + vt(1,1,1) Part.Transparency=Part.Transparency+0.1 wait() end Part.Parent=nil end),S,S.CFrame)
1795
end 
1796
function WaveEffect2(part,x1,y1,z1,x2,y2,z2,x3,y3,z3,color) 
1797
        local msh1 = it("SpecialMesh") 
1798
        msh1.Scale = vt(x1,y1,z1) 
1799
        msh1.MeshId = "http://www.roblox.com/asset/?id=3270017" 
1800
        S=it("Part")
1801
        S.Name="Effect"
1802
        S.formFactor=0
1803
        S.Size=vt(1,1,1)
1804
        S.BrickColor=color
1805
        S.Reflectance = 0
1806
        S.TopSurface=0
1807
        S.BottomSurface=0
1808
        S.Transparency=0
1809
        S.Anchored=true
1810
        S.CanCollide=false
1811
        S.CFrame=part*cf(x2,y2,z2)*euler(x3,y3,z3)
1812
        S.Parent=workspace
1813
        msh1.Parent = S
1814
        coroutine.resume(coroutine.create(function(Part,CF) for i=1, 27 do Part.Mesh.Scale = Part.Mesh.Scale + vt(3,3,3) Part.Transparency=i*.05 wait() end Part.Parent=nil end),S,S.CFrame)
1815
end 
1816
Damagefunc2=function(hit,Damage,Knockback)
1817
--[[        if attackdebounce == false then 
1818
        attackdebounce = true 
1819
        coroutine.resume(coroutine.create(function() 
1820
        wait(0.1) 
1821
        attackdebounce = false 
1822
        end)) ]]
1823
        if hit.Parent==nil then
1824
                return
1825
        end
1826
        CPlayer=Bin 
1827
        blocked=false
1828
        h=hit.Parent:FindFirstChild("Humanoid")
1829
        if h~=nil and hit.Parent.Name~=game.workspace.CurrentCamera.PootisValue4.Value and hit.Parent:FindFirstChild("Torso")~=nil then
1830
                Damage=Damage
1831
--[[                if game.Players:GetPlayerFromCharacter(hit.Parent)~=nil then
1832
                        return
1833
                end]]
1834
                        c=it("ObjectValue")
1835
                        c.Name="creator"
1836
                        c.Value=game.Players.LocalPlayer
1837
                        c.Parent=h
1838
                        game:GetService("Debris"):AddItem(c,.5)
1839
--                        print(c.Value)
1840
                Damage=Damage+math.random(0,10)
1841
--                Blood(hit.CFrame*cf(math.random(-10,10)/10,math.random(-10,10)/10,0),math.floor(Damage/2))
1842
                block=hit.Parent:findFirstChild("Block")
1843
                if block~=nil then
1844
                print("herp")
1845
                if block.Value>0 then
1846
                blocked=true
1847
                block.Value=block.Value-3
1848
                print(block.Value)
1849
                end
1850
                end
1851
                if blocked==false then
1852
                h:TakeDamage(Damage)
1853
                showDamage(hit.Parent,Damage,.5)
1854
                else
1855
                h:TakeDamage(1)
1856
                showDamage(hit.Parent,1,.5)
1857
                end
1858
                print(newpos2)
1859
--if blocked==false then
1860
local angle = (hit.Position-(newpos2+Vector3.new(0,-3,0))).unit
1861
hit.CFrame=CFrame.new(hit.Position,Vector3.new(angle.x,hit.Position.y,angle.z))*CFrame.fromEulerAnglesXYZ(math.pi/4,0,0)
1862
                rl=Instance.new("BodyAngularVelocity")
1863
                rl.P=3000
1864
                rl.maxTorque=Vector3.new(500000,500000,500000)*50000000000000
1865
                rl.angularvelocity=Vector3.new(math.random(-50,50),math.random(-50,50),math.random(-50,50))
1866
                rl.Parent=hit
1867
coroutine.resume(coroutine.create(function(vel) 
1868
wait(1) 
1869
vel:Remove() 
1870
end),rl) 
1871
--end
1872
local bodyVelocity=Instance.new("BodyVelocity")
1873
bodyVelocity.velocity=angle*40+Vector3.new(0,35,0)
1874
bodyVelocity.P=5000
1875
bodyVelocity.maxForce=Vector3.new(8e+003, 8e+003, 8e+003)
1876
bodyVelocity.Parent=hit
1877
coroutine.resume(coroutine.create(function(Vel) 
1878
wait(0.7) 
1879
Vel:Remove() 
1880
end),bodyVelocity) 
1881
                game:GetService("Debris"):AddItem(vp,1)
1882
                                c=it("ObjectValue")
1883
                        c.Name="creator"
1884
                        c.Value=Player
1885
                        c.Parent=h
1886
                        game:GetService("Debris"):AddItem(c,.5)
1887
                CRIT=false
1888
                hitDeb=true
1889
                AttackPos=6
1890
        end
1891
--        end 
1892
end
1893
showDamage=function(Char,Dealt,du)
1894
        m=it("Model")
1895
        m.Name=tostring(Dealt)
1896
        h=it("Humanoid")
1897
        h.Health=0
1898
        h.MaxHealth=0
1899
        h.Parent=m
1900
        c=it("Part")
1901
        c.Transparency=0
1902
        c.BrickColor=BrickColor:Red()
1903
        if CRIT==true then
1904
                c.BrickColor=BrickColor.new("Really red")
1905
        end
1906
        if blocked==true then
1907
                c.BrickColor=BrickColor.new("Bright blue")
1908
        end
1909
        c.Name="Head"
1910
        c.TopSurface=0
1911
        c.BottomSurface=0
1912
        c.formFactor="Plate"
1913
        c.Size=vt(1,.4,1)
1914
        ms=it("CylinderMesh")
1915
        ms.Scale=vt(.8,.8,.8)
1916
        if CRIT==true then
1917
                ms.Scale=vt(1.25,1.5,1.25)
1918
        end
1919
        ms.Parent=c
1920
        c.Reflectance=0
1921
        it("BodyGyro").Parent=c
1922
        c.Parent=m
1923
        c.CFrame=cf(Char["Head"].CFrame.p+vt(0,1.5,0))
1924
        f=it("BodyPosition")
1925
        f.P=2000
1926
        f.D=100
1927
        f.maxForce=vt(math.huge,math.huge,math.huge)
1928
        f.position=c.Position+vt(0,3,0)
1929
        f.Parent=c
1930
        game:GetService("Debris"):AddItem(m,.5+du)
1931
        c.CanCollide=false
1932
        m.Parent=workspace
1933
        c.CanCollide=false
1934
end
1935
function Melee()
1936
attack=true
1937
guntype="Machine Gun"
1938
for i = 0.1 ,1 ,0.1 do
1939
wait()
1940
RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90+80*i),math.rad(0),math.rad(-60+80*i))
1941
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
1942
Neck.C0 = neckcf0 * angles(math.rad(-20*i),0,math.rad(-10*i))
1943
end
1944
con1=RightArm.Touched:connect(function(hit) 
1945
hum=hit.Parent:FindFirstChild("Humanoid")
1946
if hum~=nil then
1947
        if attackdebounce == false then 
1948
        attackdebounce = true 
1949
        coroutine.resume(coroutine.create(function() 
1950
        wait(0.1) 
1951
        attackdebounce = false 
1952
        end)) 
1953
ADmg(hum,hit,pos) 
1954
end
1955
end
1956
end) 
1957
con2=prt4.Touched:connect(function(hit) 
1958
hum=hit.Parent:FindFirstChild("Humanoid")
1959
if hum~=nil then
1960
        if attackdebounce == false then 
1961
        attackdebounce = true 
1962
        coroutine.resume(coroutine.create(function() 
1963
        wait(0.1) 
1964
        attackdebounce = false 
1965
        end)) 
1966
ADmg(hum,hit,pos) 
1967
end
1968
end
1969
end) 
1970
for i = 0 ,1 ,0.2 do
1971
wait()
1972
RW.C0 = cf(1.5-0.5*i, 0.5, -0.25-0.25*i) * angles(math.rad(90+80-80*i),math.rad(0),math.rad(-60+80-60*i))
1973
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), math.rad(30*i), 0)
1974
Neck.C0 = neckcf0 * angles(math.rad(-20+40*i),0,math.rad(-10+20*i))
1975
end
1976
con1:disconnect()
1977
con2:disconnect()
1978
for i = 0 ,1 ,0.1 do
1979
wait()
1980
RW.C0 = cf(1.5-0.5+0.5*i, 0.5, -0.25-0.25+0.25*i) * angles(math.rad(90),math.rad(0),math.rad(-60+80-60-20*i))
1981
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), math.rad(30-30*i), 0)
1982
Neck.C0 = neckcf0 * angles(math.rad(-20+40-20*i),0,math.rad(-10+20-10*i))
1983
end
1984
guntype="Revolver"
1985
attack=false
1986
end
1987
function Ready(mouse)
1988
if Ammo <= 0 then Reload2() return end
1989
attack = true
1990
local wt,t = faketors()
1991
LWFunc()
1992
w7.Part1 = t
1993
w8.Part1 = t
1994
w9.Part1 = t
1995
wld16.Part1 = t
1996
Character.Humanoid.WalkSpeed = 5
1997
for i = 0 , 1 , 0.3 do
1998
wait(0)
1999
RW.C0 = cf(1.5, 0.5, -0.25+0.25*i) * angles(math.rad(90),math.rad(0),math.rad(-60+150*i))
2000
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-25*i), 0, 0)
2001
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(10*i),math.rad(0),math.rad(-15*i))
2002
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2003
wt.C0 = angles(0, math.rad(-90*i), 0) 
2004
end
2005
RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90),math.rad(0),math.rad(90))
2006
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(0), 0, 0)
2007
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(10),math.rad(0),math.rad(-15))
2008
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2009
wt.C0 = angles(0, math.rad(-90), 0) 
2010
wait() wait()
2011
repeat
2012
as2(Head,0.5+math.random())
2013
coroutine.resume(coroutine.create(function()
2014
for z = 1 ,2 do
2015
coroutine.resume(coroutine.create(function()
2016
local meshb1 = it("BlockMesh")
2017
meshb1.Scale = vt(1,1,1)
2018
local shellb1 = it("Part")
2019
meshb1.Parent = shellb1
2020
shellb1.Anchored = true
2021
shellb1.formFactor = 3
2022
shellb1.Size = vt(0.3,0.3,0.3) * (math.random(100,300)/100)
2023
shellb1.CFrame = cf((prt6.CFrame * cf(0,-prt6.Size.y/2,0)).p) * angles(math.random(-100,100)/100,math.random(-100,100)/100,math.random(-100,100)/100)
2024
shellb1.Parent = Character
2025
shellb1.Transparency = 0
2026
if math.random(1,2) == 1 then
2027
shellb1.BrickColor = BrickColor.new("Bright red")
2028
else
2029
shellb1.BrickColor = BrickColor.new("Bright orange")
2030
end
2031
shellb1.CanCollide = false
2032
local incre = math.random(0,60)/100
2033
for i = 0 , 1 , 0.1 do
2034
wait()
2035
shellb1.CFrame = shellb1.CFrame + Torso.CFrame.lookVector*incre
2036
shellb1.Transparency = 1*i
2037
meshb1.Scale = vt(1+1*i,1+1*i,1+1*i)
2038
end
2039
shellb1.Parent=nil
2040
end))
2041
end
2042
coroutine.resume(coroutine.create(function()
2043
shoottrail(mouse)
2044
end))
2045
end))
2046
Ammo = Ammo - 1 
2047
for i = 0.5 , 1 , 0.5*attackspeed do
2048
wait(0)
2049
RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90),math.rad(0),math.rad(90))
2050
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(-20*i), 0, 0)
2051
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(10),math.rad(0),math.rad(-15))
2052
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2053
--wt.C0 = angles(0, math.rad(-90), 0) 
2054
end
2055
for i = 0.5 , 1 , 0.5*attackspeed do
2056
wait(0)
2057
w2.C0 = euler(math.rad(90), 0,1.04667*i) * cf(0, -0.75, 0.25)
2058
w4.C1 = euler(0, -1.04667*i, 0) * cf(0, 0, 0.14)
2059
RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90),math.rad(0),math.rad(90))
2060
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(-20+20*i), 0, 0)
2061
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(10),math.rad(0),math.rad(-15))
2062
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2063
--wt.C0 = angles(0, math.rad(-90), 0) 
2064
end
2065
w2.C0 = euler(math.rad(90), 0,0) * cf(0, -0.75, 0.25)
2066
w4.C1 = euler(0, 0, 0) * cf(0, 0, 0.14)
2067
wait(0.3)
2068
until not keyhold or Ammo <= 0
2069
if Ammo==0 then
2070
Say("NoAmmo")
2071
end
2072
for i = 0.2 , 1 , 0.2 do
2073
wait(0)
2074
RW.C0 = cf(1.5, 0.5, -0.25*i) * angles(math.rad(90),math.rad(0),math.rad(90-150*i))
2075
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25*i), 0, 0)
2076
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(10-10*i),math.rad(0),math.rad(-15+15*i))
2077
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2078
wt.C0 = angles(0, math.rad(-90+90*i), 0) 
2079
end
2080
LWRem()        
2081
w7.Part1 = Torso
2082
w8.Part1 = Torso
2083
w9.Part1 = Torso
2084
wld16.Part1 = Torso 
2085
RW.Part0 = Torso
2086
LW.Part0 = Torso
2087
Torso.Transparency = 0
2088
RHL.Part0 = Torso
2089
LHL.Part0 = Torso
2090
t.Parent = nil
2091
Character.Humanoid.WalkSpeed = 14
2092
wait(0.25)
2093
attack = false
2094
end
2095
function GunzerkReady(mouse)
2096
attack = true
2097
Character.Humanoid.WalkSpeed = 5
2098
for i = 0.2 , 1 , 0.2 do
2099
wait(0)
2100
RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(50+30*i),math.rad(20),math.rad(-5+3*i))
2101
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(0), 0, 0)
2102
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(50+30*i),math.rad(-20),math.rad(5-3*i))
2103
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2104
end
2105
for i = 0.2 , 1 , 0.2 do
2106
wait(0)
2107
RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(50+30+10*i),math.rad(20),math.rad(-5+3+2*i))
2108
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(0), 0, 0)
2109
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(50+30+10*i),math.rad(-20),math.rad(5-3-2*i))
2110
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2111
end
2112
wait() wait()
2113
repeat 
2114
wait()
2115
if math.random(1,20)==1 then
2116
Say("Shooting")
2117
end
2118
coroutine.resume(coroutine.create(function()
2119
if firingdebounce1==false then
2120
firingdebounce1=true
2121
wait()
2122
as2(Head,1)
2123
coroutine.resume(coroutine.create(function()
2124
for z = 1 ,2 do
2125
coroutine.resume(coroutine.create(function()
2126
local meshb1 = it("BlockMesh")
2127
meshb1.Scale = vt(1,1,1)
2128
local shellb1 = it("Part")
2129
meshb1.Parent = shellb1
2130
shellb1.Anchored = true
2131
shellb1.formFactor = 3
2132
shellb1.Size = vt(0.3,0.3,0.3) * (math.random(100,300)/100)
2133
shellb1.CFrame = cf((prt6.CFrame * cf(0,-prt6.Size.y/2,0)).p) * angles(math.random(-100,100)/100,math.random(-100,100)/100,math.random(-100,100)/100)
2134
shellb1.Parent = Character
2135
shellb1.Transparency = 0
2136
if math.random(1,2) == 1 then
2137
shellb1.BrickColor = BrickColor.new("Bright red")
2138
else
2139
shellb1.BrickColor = BrickColor.new("Bright orange")
2140
end
2141
shellb1.CanCollide = false
2142
local incre = math.random(0,60)/100
2143
for i = 0 , 1 , 0.1 do
2144
wait()
2145
shellb1.CFrame = shellb1.CFrame + Torso.CFrame.lookVector*incre
2146
shellb1.Transparency = 1*i
2147
meshb1.Scale = vt(1+1*i,1+1*i,1+1*i)
2148
end
2149
shellb1.Parent=nil
2150
end))
2151
end
2152
coroutine.resume(coroutine.create(function()
2153
shoottrail(mouse)
2154
end))
2155
end))
2156
for i = 0.5 , 1 , 0.5*attackspeed do
2157
wait(0)
2158
RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90+10*i),math.rad(20),math.rad(0))
2159
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(0), 0, 0)
2160
end
2161
for i = 0.5 , 1 , 0.5*attackspeed do
2162
wait(0)
2163
RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90+10-10*i),math.rad(20),math.rad(0))
2164
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(0), 0, 0)
2165
end
2166
wait(0.3)
2167
firingdebounce1=false
2168
end
2169
end))
2170
coroutine.resume(coroutine.create(function()
2171
if firingdebounce2==false then
2172
firingdebounce2=true
2173
poisoncounter=math.random(1,5)
2174
wait()
2175
as(Head,1)
2176
coroutine.resume(coroutine.create(function()
2177
for z = 1 ,2 do
2178
coroutine.resume(coroutine.create(function()
2179
local meshb1 = it("BlockMesh")
2180
meshb1.Scale = vt(1,1,1)
2181
local shellb1 = it("Part")
2182
meshb1.Parent = shellb1
2183
shellb1.Anchored = true
2184
shellb1.formFactor = 3
2185
shellb1.Size = vt(0.3,0.3,0.3) * (math.random(100,300)/100)
2186
shellb1.CFrame = cf((newprt5.CFrame * cf(0,-newprt5.Size.y/2,0)).p) * angles(math.random(-100,100)/100,math.random(-100,100)/100,math.random(-100,100)/100)
2187
shellb1.Parent = Character
2188
shellb1.Transparency = 0
2189
if math.random(1,2) == 1 then
2190
shellb1.BrickColor = BrickColor.new("Bright red")
2191
else
2192
shellb1.BrickColor = BrickColor.new("Bright orange")
2193
end
2194
shellb1.CanCollide = false
2195
local incre = math.random(0,60)/100
2196
for i = 0 , 1 , 0.1 do
2197
wait()
2198
shellb1.CFrame = shellb1.CFrame + Torso.CFrame.lookVector*incre
2199
shellb1.Transparency = 1*i
2200
meshb1.Scale = vt(1+1*i,1+1*i,1+1*i)
2201
end
2202
shellb1.Parent=nil
2203
end))
2204
end
2205
coroutine.resume(coroutine.create(function()
2206
shoottrail2(mouse)
2207
end))
2208
end))
2209
for i = 0.5 , 1 , 0.5*attackspeed do
2210
wait(0)
2211
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(90+10*i),math.rad(-20),math.rad(0))
2212
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2213
end
2214
for i = 0.5 , 1 , 0.5*attackspeed do
2215
wait(0)
2216
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(90+10-10*i),math.rad(-20),math.rad(0))
2217
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2218
end
2219
firingdebounce2=false
2220
end
2221
end))
2222
until not keyhold or Ammo <= 0 or GunzerkDuration==0
2223
for i = 0.2 , 1 , 0.2 do
2224
wait(0)
2225
RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90-30*i),math.rad(20),math.rad(-3*i))
2226
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(0), 0, 0)
2227
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(90-30*i),math.rad(-20),math.rad(3*i))
2228
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2229
end
2230
Character.Humanoid.WalkSpeed = 14
2231
for i = 0.2 , 1 , 0.2 do
2232
wait(0)
2233
RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90-30-10*i),math.rad(20),math.rad(-3-2*i))
2234
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(0), 0, 0)
2235
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(90-30-10*i),math.rad(-20),math.rad(3+2*i))
2236
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2237
end
2238
wait(0.25)
2239
attack = false
2240
end
2241
function Reload2()
2242
attack=true
2243
LWFunc()
2244
for i = 0.2 , 1 , 0.3 do
2245
wait(0)
2246
RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90),math.rad(0),math.rad(-60+20*i))
2247
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-30*i), 0, 0)
2248
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(0),math.rad(0),math.rad(0))
2249
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2250
w2.C0 = euler(math.rad(90+90*i), 0,0) * cf(0, -0.75, 0.25)
2251
w10.C1 = euler(0, 0, 0) * cf(0, -0.8*i, 0)
2252
Neck.C0 = neckcf0 * angles(math.rad(-5*i),0,math.rad(-10*i))
2253
end
2254
for i = 0.2 , 1 , 0.3 do
2255
wait(0)
2256
RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90),math.rad(0),math.rad(-60+20+10*i))
2257
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-30-10*i), 0, 0)
2258
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(0),math.rad(0),math.rad(0))
2259
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2260
w2.C0 = euler(math.rad(180), 0,0) * cf(0, -0.75, 0.25)
2261
Neck.C0 = neckcf0 * angles(math.rad(-5-5*i),0,math.rad(-10))
2262
end
2263
for i = 0.2 , 1 , 0.2 do
2264
wait(0)
2265
RW.C0 = cf(1.5-0.5*i, 0.5, -0.25-0.25*i) * angles(math.rad(90),math.rad(0),math.rad(-60+20+10-10*i))
2266
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-30-10+40*i), 0, 0)
2267
LW.C0 = cf(-1.5+0.5*i, 0.5, -0.5*i) * angles(math.rad(90*i),math.rad(0),math.rad(20*i))
2268
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2269
w2.C0 = euler(math.rad(180), 0,0) * cf(0, -0.75, 0.25)
2270
Neck.C0 = neckcf0 * angles(math.rad(-5-5+20*i),0,math.rad(-10+10*i))
2271
end
2272
derp1=prt2:Clone()
2273
derp1.Parent=swordholder
2274
derp1.Transparency=0
2275
wldderp=it("Weld")
2276
wldderp.Parent=derp1
2277
wldderp.Part0=derp1
2278
wldderp.Part1=LeftArm
2279
wldderp.C0=angles(math.rad(100),math.rad(180-20),0)*cf(-0.2,1.2,0)
2280
prt2.Transparency=1
2281
for i = 0 , 1 , 0.2 do
2282
wait(0)
2283
RW.C0 = cf(1.5-0.5, 0.5, -0.5) * angles(math.rad(90),math.rad(0),math.rad(-60+20))
2284
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-30-10+40+5*i), 0, 0)
2285
LW.C0 = cf(-1.5+0.5-0.5*i, 0.5, -0.5+0.5*i) * angles(math.rad(90+10*i),math.rad(0),math.rad(20-40*i))
2286
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2287
w2.C0 = euler(math.rad(180), 0,0) * cf(0, -0.75, 0.25)
2288
wldderp.C0=angles(math.rad(100-10*i),math.rad(180-20+20*i),0)*cf(-0.2+0.2*i,1.2-0.2*i,0)
2289
Neck.C0 = neckcf0 * angles(math.rad(-5-5+20-10*i),0,math.rad(-10+10+20*i))
2290
end
2291
for i = 0 , 1 , 0.2 do
2292
wait(0)
2293
RW.C0 = cf(1.5-0.5, 0.5, -0.5) * angles(math.rad(90),math.rad(0),math.rad(-60+20))
2294
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-30-10+40+5+5*i), 0, 0)
2295
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(100-120*i),math.rad(0),math.rad(-20+30*i))
2296
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2297
w2.C0 = euler(math.rad(180), 0,0) * cf(0, -0.75, 0.25)
2298
wldderp.C0=angles(math.rad(90),math.rad(180),0)*cf(0,1,0)
2299
Neck.C0 = neckcf0 * angles(math.rad(-5-5+20-10+20*i),0,math.rad(-10+10+20))
2300
end
2301
for i = 0 , 1 , 0.2 do
2302
wait(0)
2303
RW.C0 = cf(1.5-0.5, 0.5, -0.5) * angles(math.rad(90),math.rad(0),math.rad(-60+20))
2304
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-30-10+40+5+5-5*i), 0, 0)
2305
LW.C0 = cf(-1.5+0.5*i, 0.5, -0.5*i) * angles(math.rad(100-120+150*i),math.rad(0),math.rad(-20+30+10*i))
2306
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2307
w2.C0 = euler(math.rad(180), 0,0) * cf(0, -0.75, 0.25)
2308
wldderp.C0=angles(math.rad(90+10*i),math.rad(180-20*i),0)*cf(-0.2*i,1+0.2*i,0)
2309
Neck.C0 = neckcf0 * angles(math.rad(-5-5+20-10+20-30*i),0,math.rad(-10+10+20-20*i))
2310
end
2311
for i = 0 , 1 , 0.2 do
2312
wait(0)
2313
RW.C0 = cf(1.5-0.5, 0.5, -0.5) * angles(math.rad(90),math.rad(0),math.rad(-60+20))
2314
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-30-10+40+5+5-5-5*i), 0, 0)
2315
LW.C0 = cf(-1.5+0.5, 0.5, -0.5) * angles(math.rad(100-120+150-40*i),math.rad(0),math.rad(-20+30+10))
2316
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2317
w2.C0 = euler(math.rad(180), 0,0) * cf(0, -0.75, 0.25)
2318
Neck.C0 = neckcf0 * angles(math.rad(-5-5+20-10+20-30+20*i),0,math.rad(0))
2319
end
2320
Ammo = MaxAmmo
2321
derp1.Parent=nil
2322
prt2.Transparency=0
2323
for i = 0 , 1 , 0.2 do
2324
wait(0)
2325
RW.C0 = cf(1.5-0.5, 0.5, -0.5) * angles(math.rad(90),math.rad(0),math.rad(-60+20))
2326
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-50*i), 0, 0)
2327
LW.C0 = cf(-1.5+0.5-0.5*i, 0.5, -0.5+0.5*i) * angles(math.rad(90-90*i),math.rad(0),math.rad(20-20*i))
2328
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2329
w2.C0 = euler(math.rad(180-90*i), 0,0) * cf(0, -0.75, 0.25)
2330
Neck.C0 = neckcf0 * angles(math.rad(-5-5+20-10+20-30+20-30*i),0,math.rad(0))
2331
end
2332
for i = 0 , 1 , 0.2 do
2333
wait(0)
2334
w10.C1 = euler(0, 0, 0) * cf(0, -0.8+0.8*i, 0)
2335
RW.C0 = cf(1.5-0.5+0.5*i, 0.5, -0.5) * angles(math.rad(90),math.rad(0),math.rad(-60+20-20*i))
2336
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-50+50*i), 0, 0)
2337
Neck.C0 = neckcf0 * angles(math.rad(-5-5+20-10+20-30+20-30+20*i),0,math.rad(0))
2338
end
2339
Neck.C0 = neckcf0 * angles(math.rad(0),0,math.rad(0))
2340
w2.C0 = euler(math.rad(90), 0,0) * cf(0, -0.75, 0.25)
2341
LWRem()        
2342
attack=false
2343
end
2344
function BlasterMode()
2345
attack=true
2346
blastcannonmode=true
2347
prt5.CanCollide=false
2348
prt6.CanCollide=false
2349
LWFunc()
2350
for i=0,1,0.1 do
2351
wait()
2352
RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90-90*i),math.rad(0),math.rad(-60+60*i))
2353
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
2354
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(200*i),math.rad(0),math.rad(20*i))
2355
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2356
Neck.C0 = neckcf0 * angles(math.rad(-20*i),0,math.rad(30*i))
2357
end
2358
unequipweld()
2359
wld16.Part1 = LeftArm
2360
wld16.C0 = euler(-1.3,0,0) * cf(-0.5,0.2,2) 
2361
wld16.C1 = euler(0,0,-0.3) * cf(0,0,0) 
2362
Character.Humanoid.WalkSpeed=12
2363
for i=0,1,0.1 do
2364
wait()
2365
RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90-90+25*i),math.rad(0),math.rad(-60+60+10*i))
2366
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
2367
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(200-130*i),math.rad(0),math.rad(20-30*i))
2368
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2369
Neck.C0 = neckcf0 * angles(math.rad(-20+20*i),0,math.rad(30-10*i))
2370
wld16.C0 = euler(-1.3+2.87*i,0,0) * cf(-0.5+0.5*i,0.2+0.8*i,2-2*i) 
2371
wld16.C1 = euler(0,0,-0.3+0.3*i) * cf(0,0,0) 
2372
end
2373
for i=0,1,0.1 do
2374
wait()
2375
RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90-90+25),math.rad(0),math.rad(-60+60+10))
2376
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
2377
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(200-130-10*i),math.rad(0),math.rad(20-30))
2378
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2379
Neck.C0 = neckcf0 * angles(0,0,math.rad(30-10-20*i))
2380
end
2381
attack=false
2382
end
2383
function EndBlasterMode()
2384
attack=true
2385
blastcannonmode=false
2386
for i=0,1,0.1 do
2387
wait()
2388
RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90-90+25-25*i),math.rad(0),math.rad(-60+60+10-10*i))
2389
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
2390
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(200-140+140*i),math.rad(0),math.rad(-10+40*i))
2391
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2392
Neck.C0 = neckcf0 * angles(math.rad(-20*i),0,math.rad(30*i))
2393
wld16.C0 = euler(1.57-2.87*i,0,0) * cf(-0.5*i,1-0.8*i,2*i) 
2394
wld16.C1 = euler(0,0,-0.3*i) * cf(0,0,0) 
2395
end
2396
equipweld()
2397
wld16.Part1 = Torso 
2398
wld16.C0 = euler(math.rad(90),0,0) * cf(0.6,-0.5,-2.2) 
2399
wld16.C1 = euler(0,0,0) * cf(0,0,0) 
2400
Character.Humanoid.WalkSpeed=14
2401
for i=0,1,0.1 do
2402
wait()
2403
RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90-90+90*i),math.rad(0),math.rad(-60*i))
2404
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
2405
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(200-200*i),math.rad(0),math.rad(30-30*i))
2406
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2407
Neck.C0 = neckcf0 * angles(math.rad(-20+20*i),0,math.rad(30-30*i))
2408
end
2409
LWRem()
2410
prt5.CanCollide=true
2411
prt6.CanCollide=true
2412
attack=false
2413
end
2414
function CannonShoot(mouse)
2415
attack = true
2416
readyblast=true
2417
Character.Humanoid.WalkSpeed = 0.01
2418
offset=(Torso.Position.y-mouse.Hit.p.y)/60
2419
mag=(Torso.Position-mouse.Hit.p).magnitude/80
2420
offset=offset/mag 
2421
for i = 0 , 1 , 0.1 do
2422
wait(0)
2423
RW.C0 = cf(1.5-1.4*i, 0.5, -0.25-0.45*i) * angles(math.rad(25+115*i),math.rad(0),math.rad(10-80*i))
2424
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-25*i), math.rad(20*i), 0)
2425
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(60+30*i),math.rad(0),math.rad(-10+10*i))
2426
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2427
end
2428
coroutine.resume(coroutine.create(function()
2429
while readyblast==true do
2430
wait()
2431
offset=(Torso.Position.y-mouse.Hit.p.y)/60
2432
mag=(Torso.Position-mouse.Hit.p).magnitude/80
2433
offset=offset/mag 
2434
Torso.Neck.C1=necko2*euler(-offset,0,0) 
2435
RW.C0 = cf(0.1, 0.5, -0.7) * angles(math.rad(140),math.rad(0),math.rad(-70))
2436
RW.C1 = cf(0, 0.5, 0) * angles(offset, math.rad(20), 0)
2437
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(90),math.rad(0),math.rad(0))
2438
LW.C1 = cf(0, 0.5, 0) * angles(offset, 0, 0)
2439
end
2440
end))
2441
clone=prt31:Clone()
2442
clone.Parent=prt31
2443
prt31.Transparency=1
2444
clonewld=Instance.new("Weld")
2445
clonewld.Parent=clone
2446
clonewld.Part0=clone
2447
clonewld.Part1=prt31
2448
clone2=prt30:Clone()
2449
clone2.Parent=prt30
2450
prt30.Transparency=1
2451
clonewld2=Instance.new("Weld")
2452
clonewld2.Parent=clone2
2453
clonewld2.Part0=clone2
2454
clonewld2.Part1=prt30
2455
for i=0,1,0.1 do
2456
wait(0.1)
2457
clonewld2.C0 = euler(0,0,0) * cf(0,0.5*i,0) 
2458
end
2459
for i=0,1,0.1 do
2460
wait(0)
2461
clonewld.C0 = euler(0,0,0) * cf(0,-0.7*i,0) 
2462
end
2463
coroutine.resume(coroutine.create(function()
2464
for z = 1 ,4 do
2465
coroutine.resume(coroutine.create(function()
2466
local meshb1 = it("BlockMesh")
2467
meshb1.Scale = vt(1,1,1)
2468
local shellb1 = it("Part")
2469
meshb1.Parent = shellb1
2470
shellb1.Anchored = true
2471
shellb1.formFactor = 3
2472
shellb1.Size = vt(0.3,0.3,0.3) * (math.random(100,300)/100)
2473
shellb1.CFrame = cf((prt24.CFrame * cf(0,prt24.Size.y/2,0)).p) * angles(math.random(-100,100)/100,math.random(-100,100)/100,math.random(-100,100)/100)
2474
shellb1.Parent = Character
2475
shellb1.Transparency = 0
2476
if math.random(1,2) == 1 then
2477
shellb1.BrickColor = BrickColor.new("Bright red")
2478
else
2479
shellb1.BrickColor = BrickColor.new("Bright orange")
2480
end
2481
shellb1.CanCollide = false
2482
local incre = math.random(0,60)/100
2483
for i = 0 , 1 , 0.1 do
2484
wait()
2485
shellb1.CFrame = shellb1.CFrame + Torso.CFrame.lookVector*incre
2486
shellb1.Transparency = 1*i
2487
meshb1.Scale = vt(1+1*i,1+1*i,1+1*i)
2488
end
2489
shellb1.Parent=nil
2490
end))
2491
end
2492
end))
2493
readyblast=false
2494
fs(Head,0.2)
2495
as(Head,0.4)
2496
coroutine.resume(coroutine.create(function()
2497
shoottrail3(mouse)
2498
end))
2499
for i=0,1,0.2 do
2500
wait()
2501
clonewld2.C0 = euler(0,0,0) * cf(0,0.5-0.25*i,0) 
2502
clonewld.C0 = euler(0,0,0) * cf(0,-0.7+0.35*i,0) 
2503
Torso.Neck.C1=necko2*euler(-offset,0,0) 
2504
RW.C0 = cf(0.1, 0.5, -0.7) * angles(math.rad(140+20*i),math.rad(0),math.rad(-70))
2505
RW.C1 = cf(0, 0.5, 0) * angles(offset, math.rad(20), 0)
2506
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(90+20*i),math.rad(0),math.rad(0))
2507
LW.C1 = cf(0, 0.5, 0) * angles(offset, 0, 0)
2508
end
2509
for i=0,1,0.2 do
2510
wait()
2511
clonewld2.C0 = euler(0,0,0) * cf(0,0.5-0.25-0.25*i,0) 
2512
clonewld.C0 = euler(0,0,0) * cf(0,-0.7+0.35+0.35*i,0) 
2513
Torso.Neck.C1=necko2*euler(-offset,0,0) 
2514
RW.C0 = cf(0.1, 0.5, -0.7) * angles(math.rad(140+20+10*i),math.rad(0),math.rad(-70))
2515
RW.C1 = cf(0, 0.5, 0) * angles(offset, math.rad(20), 0)
2516
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(90+20+10*i),math.rad(0),math.rad(0))
2517
LW.C1 = cf(0, 0.5, 0) * angles(offset, 0, 0)
2518
end
2519
wait(0.1)
2520
for i=0,1,0.05 do
2521
wait()
2522
Torso.Neck.C1=necko2*euler(-offset+offset*i,0,0) 
2523
RW.C0 = cf(0.1+1.4*i, 0.5, -0.7+0.45*i) * angles(math.rad(170-170*i),math.rad(0),math.rad(-70+80*i))
2524
RW.C1 = cf(0, 0.5, 0) * angles(offset+(-offset+math.rad(25))*i, math.rad(20-20*i), 0)
2525
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(120-60*i),math.rad(0),math.rad(-10*i))
2526
LW.C1 = cf(0, 0.5, 0) * angles(offset-offset*i, 0, 0)
2527
end
2528
--[[local wt,t = faketors()
2529
w7.Part1 = t
2530
w8.Part1 = t
2531
w9.Part1 = t
2532
w1.Part1 = t
2533
for i = 0 , 1 , 0.05 do
2534
wait(0)
2535
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(60+30*i),math.rad(0),math.rad(-10-30*i))
2536
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2537
wt.C0 = angles(0, math.rad(40*i), 0) 
2538
end
2539
--wait(1)
2540
clone=prt20:Clone()
2541
clone.Parent=prt20
2542
prt20.Transparency=1
2543
clonewld=Instance.new("Weld")
2544
clonewld.Parent=clone
2545
clonewld.Part0=clone
2546
clonewld.Part1=prt20
2547
for i=0,1,0.1 do
2548
wait(0.1)
2549
clonewld.C0 = euler(0,math.rad(90*i),0) * cf(0,-0.2*i,0.2*i) 
2550
end
2551
wait() wait()
2552
repeat
2553
as(Head,0.5+math.random())
2554
coroutine.resume(coroutine.create(function()
2555
for z = 1 ,2 do
2556
coroutine.resume(coroutine.create(function()
2557
local meshb1 = it("BlockMesh")
2558
meshb1.Scale = vt(1,1,1)
2559
local shellb1 = it("Part")
2560
meshb1.Parent = shellb1
2561
shellb1.Anchored = true
2562
shellb1.formFactor = 3
2563
shellb1.Size = vt(0.3,0.3,0.3) * (math.random(100,300)/100)
2564
shellb1.CFrame = cf((prt26.CFrame * cf(0,prt26.Size.y/2,0)).p) * angles(math.random(-100,100)/100,math.random(-100,100)/100,math.random(-100,100)/100)
2565
shellb1.Parent = Character
2566
shellb1.Transparency = 0
2567
if math.random(1,2) == 1 then
2568
shellb1.BrickColor = BrickColor.new("Bright red")
2569
else
2570
shellb1.BrickColor = BrickColor.new("Bright orange")
2571
end
2572
shellb1.CanCollide = false
2573
local incre = math.random(0,60)/100
2574
for i = 0 , 1 , 0.1 do
2575
wait()
2576
shellb1.CFrame = shellb1.CFrame + Torso.CFrame.lookVector*incre
2577
shellb1.Transparency = 1*i
2578
meshb1.Scale = vt(1+1*i,1+1*i,1+1*i)
2579
end
2580
shellb1.Parent=nil
2581
end))
2582
end
2583
coroutine.resume(coroutine.create(function()
2584
shoottrail2(mouse)
2585
end))
2586
end))
2587
wait(0.2)
2588
until not keyhold 
2589
for i = 0 , 1 , 0.05 do
2590
wait(0)
2591
clonewld.C0 = euler(0,math.rad(90-90*i),0) * cf(0,-0.2+0.2*i,0.2-0.2*i) 
2592
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(60+30-30*i),math.rad(0),math.rad(-10-30+30*i))
2593
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2594
wt.C0 = angles(0, math.rad(40-40*i), 0) 
2595
end
2596
clone.Parent=nil
2597
prt20.Transparency=0
2598
RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(0),math.rad(0),math.rad(10))
2599
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
2600
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(60),math.rad(0),math.rad(-10))
2601
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2602
wt.C0 = angles(0, math.rad(0), 0) 
2603
w7.Part1 = Torso
2604
w8.Part1 = Torso
2605
w9.Part1 = Torso
2606
w1.Part1 = Torso 
2607
RW.Part0 = Torso
2608
LW.Part0 = Torso
2609
Torso.Transparency = 0
2610
RHL.Part0 = Torso
2611
LHL.Part0 = Torso
2612
t.Parent = nil
2613
wait(0.25) ]]
2614
Torso.Neck.C1=necko2
2615
clone.Parent=nil
2616
prt31.Transparency=0
2617
clone2.Parent=nil
2618
prt30.Transparency=0
2619
Character.Humanoid.WalkSpeed = 12
2620
attack = false
2621
wait(0.2)
2622
Torso.Neck.C1=necko2
2623
end
2624
function BlasterShoot(mouse)
2625
attack = true
2626
local wt,t = faketors()
2627
w7.Part1 = t
2628
w8.Part1 = t
2629
w9.Part1 = t
2630
w1.Part1 = t
2631
Character.Humanoid.WalkSpeed = 0.01
2632
for i = 0 , 1 , 0.05 do
2633
wait(0)
2634
RW.C0 = cf(1.5-1.5*i, 0.5, -0.25-0.45*i) * angles(math.rad(25+115*i),math.rad(0),math.rad(10-80*i))
2635
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-25*i), math.rad(20*i), 0)
2636
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(60+30*i),math.rad(0),math.rad(-10-30*i))
2637
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2638
wt.C0 = angles(0, math.rad(40*i), 0) 
2639
end
2640
--wait(1)
2641
clone=prt20:Clone()
2642
clone.Parent=prt20
2643
prt20.Transparency=1
2644
clonewld=Instance.new("Weld")
2645
clonewld.Parent=clone
2646
clonewld.Part0=clone
2647
clonewld.Part1=prt20
2648
for i=0,1,0.1 do
2649
wait(0.1)
2650
clonewld.C0 = euler(0,math.rad(90*i*i),0) * cf(0,-0.2*i,0.2*i) 
2651
end
2652
--[[RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90),math.rad(0),math.rad(90))
2653
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(0), 0, 0)
2654
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(10),math.rad(0),math.rad(-15))
2655
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2656
wt.C0 = angles(0, math.rad(-90), 0) ]]
2657
minigunspin=false
2658
doingminigun=true
2659
repeat
2660
coroutine.resume(coroutine.create(function()
2661
if minigunspin==false and doingminigun==true then
2662
minigunspin=true
2663
for i=0,1,0.02 do
2664
if doingminigun==true then
2665
wait()
2666
clonewld.C0 = euler(0,math.rad(90+360*i),0) * cf(0,-0.2,0.2) 
2667
end
2668
end
2669
minigunspin=false
2670
end
2671
end))
2672
as(Head,0.5+math.random())
2673
coroutine.resume(coroutine.create(function()
2674
for z = 1 ,2 do
2675
coroutine.resume(coroutine.create(function()
2676
local meshb1 = it("BlockMesh")
2677
meshb1.Scale = vt(1,1,1)
2678
local shellb1 = it("Part")
2679
meshb1.Parent = shellb1
2680
shellb1.Anchored = true
2681
shellb1.formFactor = 3
2682
shellb1.Size = vt(0.3,0.3,0.3) * (math.random(100,300)/100)
2683
shellb1.CFrame = cf((prt26.CFrame * cf(0,prt26.Size.y/2,0)).p) * angles(math.random(-100,100)/100,math.random(-100,100)/100,math.random(-100,100)/100)
2684
shellb1.Parent = Character
2685
shellb1.Transparency = 0
2686
if math.random(1,2) == 1 then
2687
shellb1.BrickColor = BrickColor.new("Bright red")
2688
else
2689
shellb1.BrickColor = BrickColor.new("Bright orange")
2690
end
2691
shellb1.CanCollide = false
2692
local incre = math.random(0,60)/100
2693
for i = 0 , 1 , 0.1 do
2694
wait()
2695
shellb1.CFrame = shellb1.CFrame + Torso.CFrame.lookVector*incre
2696
shellb1.Transparency = 1*i
2697
meshb1.Scale = vt(1+1*i,1+1*i,1+1*i)
2698
end
2699
shellb1.Parent=nil
2700
end))
2701
end
2702
coroutine.resume(coroutine.create(function()
2703
shoottrail2(mouse)
2704
end))
2705
end))
2706
--[[for i = 0.5 , 1 , 0.5*attackspeed do
2707
wait(0)
2708
RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90),math.rad(0),math.rad(90))
2709
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(-20*i), 0, 0)
2710
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(10),math.rad(0),math.rad(-15))
2711
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2712
--wt.C0 = angles(0, math.rad(-90), 0) 
2713
end
2714
for i = 0.5 , 1 , 0.5*attackspeed do
2715
wait(0)
2716
w2.C0 = euler(math.rad(90), 0,1.04667*i) * cf(0, -0.75, 0.25)
2717
w4.C1 = euler(0, -1.04667*i, 0) * cf(0, 0, 0.14)
2718
RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90),math.rad(0),math.rad(90))
2719
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(-20+20*i), 0, 0)
2720
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(10),math.rad(0),math.rad(-15))
2721
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2722
--wt.C0 = angles(0, math.rad(-90), 0) 
2723
end
2724
w2.C0 = euler(math.rad(90), 0,0) * cf(0, -0.75, 0.25)
2725
w4.C1 = euler(0, 0, 0) * cf(0, 0, 0.14)]]
2726
wait(0.2)
2727
until not keyhold 
2728
doingminigun=false
2729
--[[for i = 0.2 , 1 , 0.2 do
2730
wait(0)
2731
RW.C0 = cf(1.5, 0.5, -0.25*i) * angles(math.rad(90),math.rad(0),math.rad(90-150*i))
2732
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25*i), 0, 0)
2733
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(10-10*i),math.rad(0),math.rad(-15+15*i))
2734
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2735
wt.C0 = angles(0, math.rad(-90+90*i), 0) 
2736
end
2737
LWRem()        ]]
2738
for i = 0 , 1 , 0.05 do
2739
wait(0)
2740
clonewld.C0 = euler(0,math.rad(90+90*i),0) * cf(0,-0.2+0.2*i,0.2-0.2*i) 
2741
RW.C0 = cf(1.5-1.5+1.5*i, 0.5, -0.25-0.45+0.45*i) * angles(math.rad(25+115-115*i),math.rad(0),math.rad(10-80+80*i))
2742
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25*i), math.rad(20-20*i), 0)
2743
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(60+30-30*i),math.rad(0),math.rad(-10-30+30*i))
2744
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2745
wt.C0 = angles(0, math.rad(40-40*i), 0) 
2746
end
2747
clone.Parent=nil
2748
prt20.Transparency=0
2749
RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(25),math.rad(0),math.rad(10))
2750
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
2751
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(60),math.rad(0),math.rad(-10))
2752
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2753
wt.C0 = angles(0, math.rad(0), 0) 
2754
w7.Part1 = Torso
2755
w8.Part1 = Torso
2756
w9.Part1 = Torso
2757
w1.Part1 = Torso 
2758
RW.Part0 = Torso
2759
LW.Part0 = Torso
2760
Torso.Transparency = 0
2761
RHL.Part0 = Torso
2762
LHL.Part0 = Torso
2763
t.Parent = nil
2764
Character.Humanoid.WalkSpeed = 12
2765
wait(0.25)
2766
attack = false
2767
end
2768
function Gunzerker()
2769
LWFunc()
2770
attack=true
2771
Gunzerkering=true
2772
for i = 0.1 , 1 , 0.1 do
2773
wait()
2774
RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90),math.rad(0),math.rad(-60+60*i))
2775
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
2776
LW.C0 = cf(-1.5, 0.5, -0.5+0.5*i) * angles(math.rad(40-60*i),math.rad(0),math.rad(25-25*i))
2777
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2778
Neck.C0 = neckcf0 * angles(math.rad(5*i),0,0)
2779
end
2780
newgun.Parent=workspace
2781
newprt3.BrickColor=BrickColor.new("White")
2782
neww1.Parent=newprt1
2783
neww2.Parent=newprt2
2784
neww3.Parent=newprt3
2785
neww4.Parent=newprt4
2786
neww5.Parent=newprt5
2787
neww6.Parent=newprt6
2788
neww1.Part0 = newprt1
2789
neww1.Part1 = LeftArm
2790
neww1.C1 = euler(0, 0, 0) * cf(0, 0,0)
2791
neww1.C0 = angles(math.rad(-90), math.rad(0), math.rad(0)) * cf(0, 1, 0)
2792
Say("Gunzerking")
2793
for i = 0.1 , 1 , 0.15 do
2794
wait()
2795
RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90+10*i),math.rad(0),math.rad(0))
2796
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-25*i), 0, 0)
2797
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(40-60+120*i),math.rad(0),math.rad(0))
2798
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2799
Neck.C0 = neckcf0 * angles(math.rad(5-10*i),0,0)
2800
end
2801
for i = 0.1 , 1 , 0.2 do
2802
wait()
2803
RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90+10+10*i),math.rad(0),math.rad(0))
2804
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(0), 0, 0)
2805
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(40-60+120+10*i),math.rad(0),math.rad(0))
2806
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2807
Neck.C0 = neckcf0 * angles(math.rad(5-10-5*i),0,0)
2808
end
2809
for i = 0.1 , 1 , 0.15 do
2810
wait()
2811
RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(110-60*i),math.rad(20*i),math.rad(-5*i))
2812
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(0), 0, 0)
2813
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(110-60*i),math.rad(-20*i),math.rad(5*i))
2814
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2815
Neck.C0 = neckcf0 * angles(math.rad(5-10-5+10*i),0,0)
2816
end
2817
attack=false
2818
end
2819
function ChangeAmmoAnim(ammo,trail,derpcol)
2820
for i = 0.1 , 1 , 0.1 do
2821
wait()
2822
RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90),math.rad(0),math.rad(-60+10*i))
2823
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-10*i), 0, 0)
2824
LW.C0 = cf(-1.5, 0.5, -0.5) * angles(math.rad(40+60*i),math.rad(0),math.rad(25))
2825
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2826
w3.C0 = angles(math.rad(90), 0, 0) * cf(0, 0.25,-0.5)
2827
Neck.C0 = neckcf0 * angles(math.rad(-5*i),0,0)
2828
end
2829
for i = 0.1 , 1 , 0.15 do
2830
wait()
2831
RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90),math.rad(0),math.rad(-60+10))
2832
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-10+5*i), 0, 0)
2833
LW.C0 = cf(-1.5+0.5*i, 0.5, -0.5) * angles(math.rad(40+60-50*i),math.rad(0),math.rad(25+20*i))
2834
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2835
w3.C0 = angles(math.rad(90+90*i), 0, 0) * cf(0, 0.25,-0.5)
2836
Neck.C0 = neckcf0 * angles(math.rad(-5+20*i),0,0)
2837
end
2838
for i = 0.1 , 1 , 0.1 do
2839
wait()
2840
RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90),math.rad(0),math.rad(-60+10))
2841
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-10+5+5*i), 0, 0)
2842
LW.C0 = cf(-1.5+0.5, 0.5, -0.5) * angles(math.rad(40+60-50+50*i),math.rad(0),math.rad(25+20))
2843
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2844
w3.C0 = angles(math.rad(180), 0, 0) * cf(0, 0.25,-0.5)
2845
Neck.C0 = neckcf0 * angles(math.rad(-5+20-10*i),0,0)
2846
end
2847
derpd=prt3:Clone()
2848
derpd.Parent=swordholder
2849
derpd.Transparency=0
2850
derpdw=it("Weld")
2851
derpdw.Parent=swordholder
2852
derpdw.Part0=derpd
2853
derpdw.Part1=LeftArm
2854
derpdw.C0=angles(math.rad(90),math.rad(-30),0)*cf(-0.4,0.8,0)
2855
prt3.Transparency=1
2856
wait(0.1)
2857
for i = 0.1 , 1 , 0.1 do
2858
wait()
2859
RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90),math.rad(0),math.rad(-60+10))
2860
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-10+5+5+5*i), 0, 0)
2861
LW.C0 = cf(-1.5+0.5-0.5*i, 0.5, -0.5+0.5*i) * angles(math.rad(40+60-50+50+10*i),math.rad(0),math.rad(25+20-30*i))
2862
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2863
w3.C0 = angles(math.rad(180), 0, 0) * cf(0, 0.25,-0.5)
2864
Neck.C0 = neckcf0 * angles(math.rad(-5+20-10-5*i),0,0)
2865
derpdw.C0=angles(math.rad(90),math.rad(-30+30*i),0)*cf(-0.4+0.4*i,0.8+0.2*i,0)
2866
end
2867
for i = 0.1 , 1 , 0.2 do
2868
wait()
2869
RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90),math.rad(0),math.rad(-60+10))
2870
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-10+5+5+5), 0, 0)
2871
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(40+60-50+50+10-140*i),math.rad(0),math.rad(25+20-30))
2872
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2873
w3.C0 = angles(math.rad(180), 0, 0) * cf(0, 0.25,-0.5)
2874
Neck.C0 = neckcf0 * angles(math.rad(-5+20-10-5+30*i),0,math.rad(20*i))
2875
derpdw.C0=angles(math.rad(90),math.rad(0),0)*cf(0,1,0)
2876
end
2877
CurrentAmmo = ammo
2878
ammotrail = BrickColor.new(trail)
2879
derpd.BrickColor=BrickColor.new(derpcol)
2880
prt3.BrickColor=BrickColor.new(derpcol)
2881
for i = 0.1 , 1 , 0.1 do
2882
wait()
2883
RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90),math.rad(0),math.rad(-60+10))
2884
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-10+5+5+5), 0, 0)
2885
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(40+60-50+50+10-140+140*i),math.rad(0),math.rad(25+20-30+30*i))
2886
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2887
w3.C0 = angles(math.rad(180), 0, 0) * cf(0, 0.25,-0.5)
2888
Neck.C0 = neckcf0 * angles(math.rad(-5+20-10-5+30-30*i),0,math.rad(20-20*i))
2889
derpdw.C0=angles(math.rad(90),math.rad(0),0)*cf(0,1,0)
2890
end
2891
for i = 0.1 , 1 , 0.1 do
2892
wait()
2893
RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90),math.rad(0),math.rad(-60+10))
2894
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-10+5+5+5-5*i), 0, 0)
2895
LW.C0 = cf(-1.5+0.5*i, 0.5, -0.5*i) * angles(math.rad(40+60-50+50+10-10*i),math.rad(0),math.rad(25+20))
2896
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2897
w3.C0 = angles(math.rad(180), 0, 0) * cf(0, 0.25,-0.5)
2898
Neck.C0 = neckcf0 * angles(math.rad(-5+20-10-5+5*i),0,0)
2899
derpdw.C0=angles(math.rad(90),math.rad(-30*i),0)*cf(-0.4*i,1-0.2*i,0)
2900
end
2901
prt3.Transparency=0
2902
derpd.Parent=nil
2903
for i = 0.1 , 1 , 0.1 do
2904
wait()
2905
RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90),math.rad(0),math.rad(-60+10))
2906
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-10+5+5+5-5-5*i), 0, 0)
2907
LW.C0 = cf(-1.5+0.5, 0.5, -0.5) * angles(math.rad(40+60-50+50-60*i),math.rad(0),math.rad(25+20))
2908
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2909
w3.C0 = angles(math.rad(180), 0, 0) * cf(0, 0.25,-0.5)
2910
Neck.C0 = neckcf0 * angles(math.rad(-5+20-10+10*i),0,0)
2911
end
2912
for i = 0.1 , 1 , 0.15 do
2913
wait()
2914
RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90),math.rad(0),math.rad(-60+10))
2915
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-10+5+5+5-5-5-5*i), 0, 0)
2916
LW.C0 = cf(-1.5+0.5-0.5*i, 0.5, -0.5) * angles(math.rad(40+60*i),math.rad(0),math.rad(25+20-20*i))
2917
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2918
w3.C0 = angles(math.rad(180-90*i), 0, 0) * cf(0, 0.25,-0.5)
2919
Neck.C0 = neckcf0 * angles(math.rad(-5+20-20*i),0,0)
2920
end
2921
for i = 0.1 , 1 , 0.1 do
2922
wait()
2923
RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90),math.rad(0),math.rad(-60+10-10*i))
2924
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-10+10*i), 0, 0)
2925
LW.C0 = cf(-1.5, 0.5, -0.5) * angles(math.rad(40+60-60*i),math.rad(0),math.rad(25))
2926
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2927
w3.C0 = angles(math.rad(90), 0, 0) * cf(0, 0.25,-0.5)
2928
Neck.C0 = neckcf0 * angles(math.rad(-5+5*i),0,0)
2929
end
2930
end
2931
function DodgeBack()
2932
attack=true
2933
dodging=true
2934
LWFunc()
2935
vel = it("BodyVelocity")
2936
vel.Parent = Head
2937
vel.maxForce = vt(4e+005,4e+005,4e+005)*1
2938
vel.velocity = Head.CFrame.lookVector * -60 
2939
vel2 = it("BodyGyro") 
2940
vel2.Parent = Head
2941
vel2.maxTorque = vt(4e+005,4e+005,4e+005)*math.huge 
2942
vel2.P = 50e+003 
2943
vel2.cframe=Torso.CFrame
2944
neckcf0=Neck.C0
2945
for i = 0.1 , 1 , 0.2 do
2946
wait()
2947
RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90),math.rad(0),math.rad(-60+150*i))
2948
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
2949
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(0),math.rad(-20*i),math.rad(-90*i))
2950
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2951
Neck.C0 = neckcf0 * angles(0,0,math.rad(70*i))
2952
end
2953
wait(0.2)
2954
dodging=false
2955
vel.Parent=nil
2956
for i = 0.1 , 1 , 0.1 do
2957
wait()
2958
RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90),math.rad(0),math.rad(-60+150-150*i))
2959
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
2960
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(0),math.rad(-20+20*i),math.rad(-90+90*i))
2961
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2962
Neck.C0 = neckcf0 * angles(0,0,math.rad(70-70*i))
2963
end
2964
LWRem()
2965
RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90),math.rad(0),math.rad(-60))
2966
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
2967
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(0),math.rad(0),math.rad(0))
2968
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
2969
Neck.C0 = neckcf0 * angles(0,0,math.rad(0))
2970
vel2.Parent=nil
2971
attack=false
2972
end
2973
function DodgeForward()
2974
attack=true
2975
dodging=true
2976
LWFunc()
2977
vel=it("BodyVelocity")
2978
vel.Parent=Head
2979
vel.maxForce=vt(4e+005,4e+005,4e+005)*1
2980
vel.velocity=Head.CFrame.lookVector * 60 
2981
vel2=it("BodyGyro") 
2982
vel2.Parent=Head
2983
vel2.maxTorque=vt(4e+005,4e+005,4e+005)*math.huge 
2984
vel2.P=50e+003 
2985
vel2.cframe=Torso.CFrame
2986
neckcf0=Neck.C0
2987
for i = 0.1 , 1 , 0.2 do
2988
wait()
2989
RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90-120*i),math.rad(0),math.rad(-60+60*i))
2990
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(-30*i),math.rad(0),math.rad(0))
2991
Neck.C0 = neckcf0 * angles(0,0,math.rad(0))
2992
end
2993
wait(0.2)
2994
if holdforward==true then
2995
--vel.velocity = (Head.CFrame.lookVector+vt(0,1,0)) * 50 
2996
vel.velocity = (Head.CFrame.lookVector*90)+(vt(0,1,0)*50) 
2997
CF=Torso.CFrame
2998
RWLFunc()
2999
LWLFunc()
3000
for i=0,1,0.1 do
3001
wait()
3002
vel2.cframe=CF*euler(math.rad(-360*i),0,0)
3003
RWL.C0 = cf(1, -1, -1*i)*euler(-1.57*i,0,0)
3004
LWL.C0 = cf(-1, -1+1*i, -1*i)*euler(0,0,0)
3005
end
3006
vel2.cframe=CF
3007
vel.Parent=nil
3008
for i=0,1,0.1 do
3009
wait()
3010
vel2.cframe=CF*euler(0,math.rad(180*i),0)
3011
RWL.C0 = cf(1, -1, -1+1*i)*euler(-1.57+1.57*i,0,0)
3012
LWL.C0 = cf(-1, -1+1-1*i, -1+1*i)*euler(0,0,0)
3013
RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90-120),math.rad(0),math.rad(90*i))
3014
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(-30),math.rad(0),math.rad(-90*i))
3015
end
3016
RWL.C0 = cf(1, -1, 0) * angles(0, 0, 0)
3017
RWL.C1 = cf(0.5, 1, 0)
3018
RWLRem()
3019
LWLRem()
3020
vel2.Parent=nil
3021
for i=0,1,0.1 do
3022
wait()
3023
RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90-120+120*i),math.rad(0),math.rad(90-150*i))
3024
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(-30+30*i),math.rad(0),math.rad(-90+90*i))
3025
end
3026
dodging=false
3027
LWRem()
3028
RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90),math.rad(0),math.rad(-60))
3029
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
3030
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(0),math.rad(0),math.rad(0))
3031
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
3032
Neck.C0 = neckcf0 * angles(0,0,math.rad(0))
3033
else
3034
dodging=false
3035
vel.Parent=nil
3036
vel2.Parent=nil
3037
for i = 0.1 , 1 , 0.2 do
3038
wait()
3039
RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90-120+120*i),math.rad(0),math.rad(-60+60-60*i))
3040
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(-30+30*i),math.rad(0),math.rad(0))
3041
Neck.C0 = neckcf0 * angles(0,0,math.rad(0))
3042
end
3043
LWRem()
3044
end
3045
attack=false
3046
end
3047
function DodgeLeft()
3048
attack=true
3049
dodging=true
3050
LWFunc()
3051
CF=Head.CFrame*euler(0,1.57,0)
3052
vel = it("BodyVelocity")
3053
vel.Parent = Torso
3054
vel.maxForce = vt(4e+005,4e+005,4e+005)*1
3055
vel.velocity = CF.lookVector * 70 
3056
vel2 = it("BodyGyro") 
3057
vel2.Parent = Head
3058
vel2.maxTorque = vt(4e+005,4e+005,4e+005)*math.huge 
3059
vel2.P = 50e+003 
3060
vel2.cframe=Torso.CFrame
3061
CF2=Torso.CFrame
3062
for i=0,1,0.1 do
3063
wait()
3064
CF=Torso.CFrame*euler(0,1.57,0)
3065
vel.velocity = CF.lookVector * 60 
3066
RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90),math.rad(0),math.rad(-60+150*i))
3067
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-25*i), 0, 0)
3068
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(0),math.rad(0),math.rad(-90*i))
3069
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
3070
vel2.cframe=CF2*euler(0,-1.57*i,0)
3071
end
3072
vel.Parent=nil
3073
for i=0,1,0.2 do
3074
wait()
3075
RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90),math.rad(0),math.rad(-60+150-150*i))
3076
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-25+25*i), 0, 0)
3077
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(0),math.rad(0),math.rad(-90+90*i))
3078
end
3079
vel2.Parent=nil
3080
RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90),math.rad(0),math.rad(-60))
3081
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
3082
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(0),math.rad(0),math.rad(0))
3083
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
3084
Neck.C0 = neckcf0 * angles(0,0,math.rad(0))
3085
LWRem()
3086
dodging=false
3087
attack=false
3088
end
3089
function DodgeRight()
3090
attack=true
3091
dodging=true
3092
LWFunc()
3093
CF=Head.CFrame*euler(0,-1.57,0)
3094
vel = it("BodyVelocity")
3095
vel.Parent = Torso
3096
vel.maxForce = vt(4e+005,4e+005,4e+005)*1
3097
vel.velocity = CF.lookVector * 70 
3098
vel2 = it("BodyGyro") 
3099
vel2.Parent = Head
3100
vel2.maxTorque = vt(4e+005,4e+005,4e+005)*math.huge 
3101
vel2.P = 50e+003 
3102
vel2.cframe=Torso.CFrame
3103
CF2=Torso.CFrame
3104
for i=0,1,0.1 do
3105
wait()
3106
CF=Torso.CFrame*euler(0,-1.57,0)
3107
vel.velocity = CF.lookVector * 60 
3108
RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90),math.rad(0),math.rad(-60+150*i))
3109
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-25*i), 0, 0)
3110
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(0),math.rad(0),math.rad(-90*i))
3111
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
3112
vel2.cframe=CF2*euler(0,1.57*i,0)
3113
end
3114
vel.Parent=nil
3115
vel2.Parent=nil
3116
for i=0,1,0.2 do
3117
wait()
3118
RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90),math.rad(0),math.rad(-60+150-150*i))
3119
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25-25+25*i), 0, 0)
3120
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(0),math.rad(0),math.rad(-90+90*i))
3121
end
3122
RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90),math.rad(0),math.rad(-60))
3123
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
3124
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(0),math.rad(0),math.rad(0))
3125
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
3126
Neck.C0 = neckcf0 * angles(0,0,math.rad(0))
3127
LWRem()
3128
dodging=false
3129
attack=false
3130
end
3131
function Action1()
3132
prt5.CanCollide=false
3133
prt6.CanCollide=false
3134
attack=true
3135
LWFunc()
3136
for i = 0 , 1 , 0.1 do
3137
wait(0)
3138
RW.C0 = cf(1.5, 0.5, -0.25+0.25*i) * angles(math.rad(90-60*i),math.rad(0),math.rad(-60+60*i))
3139
LW.C0 = cf(-1.5+0.5*i, 0.5, 0) * angles(math.rad(130*i),math.rad(0),math.rad(40*i))
3140
Neck.C0 = neckcf0 * angles(math.rad(20*i),0,math.rad(20*i))
3141
end
3142
Say("FacepalmTaunt")
3143
for i = 0 , 1 , 0.2 do
3144
wait(0)
3145
RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90-60-10*i),math.rad(0),math.rad(0))
3146
LW.C0 = cf(-1.5+0.5, 0.5, 0) * angles(math.rad(130),math.rad(0),math.rad(40))
3147
Neck.C0 = neckcf0 * angles(math.rad(20),0,math.rad(20+10*i))
3148
end
3149
for i = 0 , 1 , 0.2 do
3150
wait(0)
3151
RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90-60-10-10*i),math.rad(0),math.rad(0))
3152
LW.C0 = cf(-1.5+0.5, 0.5, 0) * angles(math.rad(130),math.rad(0),math.rad(40))
3153
Neck.C0 = neckcf0 * angles(math.rad(20),0,math.rad(20+10-10*i))
3154
end
3155
for i = 0 , 1 , 0.2 do
3156
wait(0)
3157
RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90-60-10-10+10*i),math.rad(0),math.rad(0))
3158
LW.C0 = cf(-1.5+0.5, 0.5, 0) * angles(math.rad(130),math.rad(0),math.rad(40))
3159
Neck.C0 = neckcf0 * angles(math.rad(20),0,math.rad(20+10*i))
3160
end
3161
for i = 0 , 1 , 0.2 do
3162
wait(0)
3163
RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90-60-10-10+10+10*i),math.rad(0),math.rad(0))
3164
LW.C0 = cf(-1.5+0.5, 0.5, 0) * angles(math.rad(130),math.rad(0),math.rad(40))
3165
Neck.C0 = neckcf0 * angles(math.rad(20),0,math.rad(20+10-10*i))
3166
end
3167
for i = 0 , 1 , 0.1 do
3168
wait(0)
3169
RW.C0 = cf(1.5, 0.5, -0.25*i) * angles(math.rad(90-60+60*i),math.rad(0),math.rad(-60*i))
3170
LW.C0 = cf(-1.5+0.5-0.5*i, 0.5, 0) * angles(math.rad(130-130*i),math.rad(0),math.rad(40-40*i))
3171
Neck.C0 = neckcf0 * angles(math.rad(20-20*i),0,math.rad(20-20*i))
3172
end
3173
LWRem()        
3174
attack=false
3175
prt5.CanCollide=true
3176
prt6.CanCollide=true
3177
end
3178
function Action2()
3179
Character.Humanoid.WalkSpeed=0
3180
attack=true
3181
LWFunc()
3182
TorsCF=Torso.CFrame
3183
for i = 0 , 1 , 0.1 do
3184
wait(0)
3185
Torso.CFrame=TorsCF*angles(0,math.rad(-90*i),0)
3186
RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90),math.rad(0),math.rad(-60+150*i))
3187
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(0),math.rad(0),math.rad(-180*i))
3188
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, math.rad(0))
3189
Neck.C0 = neckcf0 * angles(math.rad(0),0,math.rad(90*i))
3190
end
3191
for i = 0 , 1 , 0.2 do
3192
wait(0)
3193
RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90),math.rad(0),math.rad(-60+150))
3194
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(30*i),math.rad(0),math.rad(-180+100*i))
3195
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, math.rad(0))
3196
Neck.C0 = neckcf0 * angles(math.rad(0),0,math.rad(90))
3197
end
3198
for i = 0 , 1 , 0.2 do
3199
wait(0)
3200
RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90),math.rad(0),math.rad(-60+150))
3201
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(30),math.rad(0),math.rad(-180+100+10*i))
3202
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, math.rad(0))
3203
Neck.C0 = neckcf0 * angles(math.rad(0),0,math.rad(90))
3204
end
3205
wait(0.5)
3206
TorsCF=Torso.CFrame
3207
for i = 0 , 1 , 0.1 do
3208
wait(0)
3209
Torso.CFrame=TorsCF*angles(0,math.rad(90*i),0)
3210
RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90),math.rad(0),math.rad(-60+150-150*i))
3211
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(30-30*i),math.rad(0),math.rad(-70+70*i))
3212
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, math.rad(0))
3213
Neck.C0 = neckcf0 * angles(math.rad(0),0,math.rad(90-90*i))
3214
end
3215
LWRem()        
3216
attack=false
3217
Character.Humanoid.WalkSpeed=14
3218
end
3219
bodpos=it("BodyPosition")
3220
bodpos.P=2000
3221
bodpos.D=100
3222
bodpos.maxForce=vt(math.huge,math.huge,math.huge)
3223
bodgy=it("BodyGyro") 
3224
bodgy.maxTorque=vt(4e+005,4e+005,4e+005)*math.huge 
3225
bodgy.P=50e+003 
3226
function Sit()
3227
bodpos.position=Torso.Position-vt(0,3,0)
3228
bodpos.Parent=Torso
3229
bodgy.cframe=Torso.CFrame
3230
bodgy.Parent=Head
3231
LWFunc()
3232
RWLFunc()
3233
LWLFunc()
3234
for i=0,1,0.1 do
3235
wait()
3236
bodgy.cframe=Torso.CFrame*euler(0.07*i,0,0)
3237
RWL.C0 = cf(0.5+0.1*i,-1.5+0.6*i,-0.7*i) * euler(1.2*i,0,0.5*i) 
3238
RWL.C1 = cf(0,0.5,0) * euler(0,0,0) 
3239
LWL.C0 = cf(-0.5-0.1*i,-1.5+0.6*i,-0.7*i) * euler(1.2*i,0,-0.5*i) 
3240
LWL.C1 = cf(0,0.5,0) * euler(0,0,0)
3241
RW.C0 = cf(1.5, 0.5, -0.25-0.25*i) * angles(math.rad(90-50*i),math.rad(0),math.rad(-60+10*i))
3242
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), math.rad(-90*i), 0)
3243
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(-20*i),math.rad(0),math.rad(0))
3244
end
3245
end
3246
function GetUp()
3247
for i=0,1,0.1 do
3248
wait()
3249
bodgy.cframe=Torso.CFrame*euler(-0.07*i,0,0)
3250
RWL.C0 = cf(0.5+0.1-0.1*i,-1.5+0.6-0.6*i,-0.7+0.7*i) * euler(1.2-1.2*i,0,0.5-0.5*i) 
3251
LWL.C0 = cf(-0.5-0.1+0.1*i,-1.5+0.6-0.6*i,-0.7+0.7*i) * euler(1.2-1.2*i,0,-0.5+0.5*i) 
3252
RW.C0 = cf(1.5, 0.5, -0.25-0.25+0.25*i) * angles(math.rad(90-50+50*i),math.rad(0),math.rad(-60+10-10*i))
3253
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), math.rad(-90+90*i), 0)
3254
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(-20+20*i),math.rad(0),math.rad(0))
3255
end
3256
RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90),math.rad(0),math.rad(-60))
3257
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), math.rad(0), 0)
3258
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(0),math.rad(0),math.rad(0))
3259
bodpos.Parent=nil
3260
bodgy.Parent=nil
3261
LWRem()
3262
RWLRem()
3263
LWLRem()
3264
end
3265
function Hi5()
3266
prt5.CanCollide=false
3267
prt6.CanCollide=false
3268
attack=true
3269
didhifive=false
3270
detecthifive=false
3271
LWFunc()
3272
bodpos.Parent=Torso
3273
bodpos.position=Torso.Position
3274
bodgy.cframe=Torso.CFrame
3275
bodgy.Parent=Head
3276
for i=0,1,0.2 do
3277
wait()
3278
Neck.C0 = neckcf0 * angles(math.rad(0),0,math.rad(20*i))
3279
RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90-100*i),math.rad(0),math.rad(-60+60*i))
3280
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
3281
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(150*i),math.rad(-20*i),math.rad(0))
3282
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
3283
end
3284
coroutine.resume(coroutine.create(function()
3285
print("herp")
3286
while hifiving==true do
3287
wait(0)
3288
hifivevalue.Value=true
3289
local hitted,post = rayCast(Torso.Position,Head.CFrame.lookVector,6,Character)
3290
if hitted~=nil then
3291
if hitted.Parent:findFirstChild("HighFive")~=nil then
3292
if hitted.Parent:findFirstChild("HighFive").Value==true then
3293
wait(0.8)
3294
print("HI FIVE")
3295
didhifive=true
3296
hifiving=false
3297
for i=0,1,0.1 do
3298
wait(0.05)
3299
Neck.C0 = neckcf0 * angles(math.rad(0),0,math.rad(20-30*i))
3300
RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(-10),math.rad(0),math.rad(0))
3301
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
3302
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(150-170*i),math.rad(-20),math.rad(0))
3303
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
3304
end
3305
hifivevalue.Value=false
3306
for i=0,1,0.1 do
3307
wait()
3308
Neck.C0 = neckcf0 * angles(math.rad(0),0,math.rad(-10-10*i))
3309
RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(-10),math.rad(0),math.rad(20*i))
3310
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
3311
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(-20+220*i),math.rad(-20+20*i),math.rad(0))
3312
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
3313
end
3314
for i=0,1,0.1 do
3315
wait()
3316
Neck.C0 = neckcf0 * angles(math.rad(0),0,math.rad(-20+60*i))
3317
RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(-10),math.rad(0),math.rad(20))
3318
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
3319
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(200-70*i),math.rad(0),math.rad(0))
3320
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
3321
end
3322
for i=0,1,0.1 do
3323
wait()
3324
Neck.C0 = neckcf0 * angles(math.rad(0),0,math.rad(-20+60-30*i))
3325
RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(-10),math.rad(0),math.rad(20))
3326
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
3327
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(200-70+50*i),math.rad(0),math.rad(0))
3328
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
3329
end
3330
for i=0,1,0.1 do
3331
wait()
3332
Neck.C0 = neckcf0 * angles(math.rad(0),0,math.rad(10-10*i))
3333
RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(-10+100*i),math.rad(0),math.rad(20-80*i))
3334
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
3335
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(180-180*i),math.rad(0),math.rad(0))
3336
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
3337
end
3338
bodpos.Parent=nil
3339
bodgy.Parent=nil
3340
hifivevalue.Value=false
3341
LWRem()
3342
Neck.C0 = neckcf0
3343
RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90),math.rad(0),math.rad(-60))
3344
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
3345
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(0),math.rad(0),math.rad(0))
3346
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
3347
prt5.CanCollide=true
3348
prt6.CanCollide=true
3349
else
3350
print("No hi five :c")
3351
end
3352
end
3353
else
3354
print("DERP")
3355
end
3356
end
3357
end))
3358
while hifiving==true and detecthifive==false do
3359
wait()
3360
end
3361
if didhifive==false then
3362
for i=0,1,0.2 do
3363
wait()
3364
Neck.C0 = neckcf0 * angles(math.rad(0),0,math.rad(20-20*i))
3365
RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90-100+100*i),math.rad(0),math.rad(-60*i))
3366
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
3367
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(150-150*i),math.rad(-20+20*i),math.rad(0))
3368
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
3369
end
3370
bodpos.Parent=nil
3371
bodgy.Parent=nil
3372
hifivevalue.Value=false
3373
LWRem()
3374
Neck.C0 = neckcf0
3375
RW.C0 = cf(1.5, 0.5, -0.25) * angles(math.rad(90),math.rad(0),math.rad(-60))
3376
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
3377
LW.C0 = cf(-1.5, 0.5, 0) * angles(math.rad(0),math.rad(0),math.rad(0))
3378
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
3379
prt5.CanCollide=true
3380
prt6.CanCollide=true
3381
else
3382
--wait(2)
3383
end
3384
attack=false
3385
end
3386
function NormalAmmo()
3387
attack = true
3388
ChangeAmmoAnim("Normal","White","White")
3389
attack = false
3390
end
3391
function effect(Color,Ref,LP,P1,returnn)
3392
local effectsmsh = it("BlockMesh")
3393
effectsmsh.Scale = vt(1,1,1)
3394
effectsmsh.Name = "Mesh"
3395
local effectsg = it("Part")
3396
effectsg.formFactor = 3
3397
effectsg.CanCollide = false
3398
effectsg.Name = "Eff"
3399
effectsg.Locked = true
3400
effectsg.Anchored = true
3401
effectsg.Size = vt(0.2,1,0.2)
3402
effectsg.Parent = swordholder
3403
effectsmsh.Parent = effectsg
3404
effectsg.BrickColor = BrickColor.new(Color)
3405
effectsg.Reflectance = Ref
3406
local point1 = P1
3407
local mg = (LP.p - point1.p).magnitude
3408
effectsg.Size = vt(0.2,mg,0.2)
3409
effectsg.CFrame = cf((LP.p+point1.p)/2,point1.p) * angles(math.rad(90),0,0)
3410
if returnn then return effectsg end
3411
effectsmsh.Scale = vt(0.2,0.2,0.2)
3412
coroutine.resume(coroutine.create(function()
3413
if not returnn then
3414
for i = 0 , 1 , 0.1 do
3415
wait()
3416
effectsg.Transparency = 1*i
3417
effectsmsh.Scale = vt(0.2-0.2*i,1,0.2-0.2*i)
3418
end
3419
wait()
3420
effectsg.Parent = nil
3421
end
3422
end))
3423
end
3424
function returnwelds()
3425
RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90),math.rad(0),math.rad(-60))
3426
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
3427
LW.C0 = cf(-1.5, 0.5, -0.5) * angles(math.rad(40),math.rad(0),math.rad(25))
3428
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
3429
w3.C0 = angles(math.rad(90), 0, 0) * cf(0, 0.25,-0.5)
3430
w1.C0 = angles(math.rad(-90), math.rad(0), math.rad(0)) * cf(0, 0, 0)
3431
RWL.C0 = cf(1, -1, 0) * angles(0, 0, 0)
3432
RWL.C1 = cf(0.5, 1, 0)
3433
LWL.C0 = cf(-1, -1, 0) * angles(0, 0, 0)
3434
LWL.C1 = cf(-0.5, 1, 0)
3435
Neck.C0 = neckcf0
3436
end
3437
keyhold = false
3438
function ob1d(mouse) 
3439
hold = true 
3440
if attack then return end
3441
keyhold = true
3442
if blastcannonmode==true then
3443
BlasterShoot(mouse)
3444
end
3445
if blastcannonmode==true then return end
3446
if Gunzerkering==true then
3447
GunzerkReady(mouse)
3448
else
3449
Ready(mouse)
3450
end
3451
end 
3452
function ob1u(mouse)  
3453
keyhold = false
3454
end 
3455
buttonhold = false
3456
function key(key,mouse)
3457
if attack then return end
3458
if key=="h" then
3459
if blastcannonmode==false then
3460
BlasterMode()
3461
else
3462
EndBlasterMode()
3463
end
3464
end
3465
if key=="q" and blastcannonmode==true then
3466
CannonShoot(mouse)
3467
end
3468
if blastcannonmode==true then return end
3469
if key=="f" and GunzerkDuration==1000 then
3470
Gunzerker()
3471
coroutine.resume(coroutine.create(function()
3472
local meh = Character
3473
local rprt1 = it("Part") 
3474
rprt1.Parent = meh 
3475
rprt1.BrickColor = BrickColor.new("Bright red") 
3476
rprt1.CanCollide = false 
3477
rprt1.Name = "RedEye"
3478
local rmsh1 = it("CylinderMesh") 
3479
rmsh1.Parent = rprt1 
3480
rmsh1.Scale = vt(0.035,0.2,0.035) 
3481
local rwld1 = it("Weld") 
3482
rwld1.Parent = rprt1 
3483
rwld1.Part0 = rprt1 
3484
rwld1.Part1 = meh.Head 
3485
rwld1.C0 = euler(1.57,0,0) * cf(0.1,-0.18,0.5) 
3486
local rprt2 = it("Part") 
3487
rprt2.Parent = meh 
3488
rprt2.BrickColor = BrickColor.new("Bright red") 
3489
rprt2.CanCollide = false 
3490
rprt2.Name = "RedEye"
3491
local rmsh2 = it("CylinderMesh") 
3492
rmsh2.Parent = rprt2 
3493
rmsh2.Scale = vt(0.035,0.2,0.035) 
3494
local wld2 = it("Weld") 
3495
wld2.Parent = rprt2 
3496
wld2.Part0 = rprt2 
3497
wld2.Part1 = meh.Head 
3498
wld2.C0 = euler(1.57,0,0) * cf(-0.1,-0.18,0.5) 
3499
local LastPoint1 = rprt1.CFrame * cf(0,rprt1.Size.Y/10,0)
3500
local LastPoint2 = rprt2.CFrame * cf(0,rprt2.Size.Y/10,0)
3501
while GunzerkDuration~=0 do
3502
wait(0)
3503
GunzerkDuration=GunzerkDuration-2
3504
local Point1 = rprt1.CFrame * cf(0,rprt1.Size.Y/10,0)
3505
effect("Bright red",0.5,LastPoint1,Point1)
3506
LastPoint1 = Point1
3507
local Point2 = rprt2.CFrame * cf(0,rprt2.Size.Y/10,0)
3508
effect("Bright red",0.5,LastPoint2,Point2)
3509
LastPoint2 = Point2
3510
end
3511
Gunzerkering=false
3512
while attack==true do
3513
wait()
3514
end
3515
LWRem()        
3516
rprt1.Parent=nil
3517
rprt2.Parent=nil
3518
newgun.Parent=nil
3519
RW.C0 = cf(1.5, 0.5, 0) * angles(math.rad(90),math.rad(0),math.rad(-60))
3520
RW.C1 = cf(0, 0.5, 0) * angles(math.rad(25), 0, 0)
3521
LW.C0 = cf(-1.5, 0.5, -0.5) * angles(math.rad(40),math.rad(0),math.rad(25))
3522
LW.C1 = cf(0, 0.5, 0) * angles(0, 0, 0)
3523
Neck.C0 = neckcf0 * angles(math.rad(0),0,0)
3524
wait()
3525
while GunzerkDuration~=1000 and Gunzerkering==false do
3526
wait()
3527
GunzerkDuration=GunzerkDuration+2
3528
end
3529
end))
3530
end
3531
if Gunzerkering~=true then
3532
if key == "r" then
3533
if Ammo~=MaxAmmo then
3534
Reload2()
3535
end
3536
end
3537
if key == "e" then
3538
critical=false
3539
Melee()
3540
end
3541
--[[DODGE ANIMATIONS]]--
3542
if key=="b" then
3543
DodgeBack()
3544
end
3545
if key=="g" then
3546
DodgeForward()
3547
holdforward=true
3548
end
3549
if key=="v" then
3550
DodgeLeft()
3551
end
3552
if key=="n" then
3553
DodgeRight()
3554
end
3555
--[[TAUNT ANIMATIONS]]--
3556
if key=="z" then
3557
Action1()
3558
end
3559
if key=="x" then
3560
Action2()
3561
end
3562
if key=="c" then
3563
if resting==false then
3564
resting=true
3565
Sit()
3566
else
3567
resting=false
3568
GetUp()
3569
end
3570
end
3571
if key=="t" then
3572
hifiving=true
3573
Hi5()
3574
end
3575
end
3576
end
3577
function key2(key) 
3578
if key == "f" or key == "q" then
3579
buttonhold = false
3580
end
3581
if key=="g" then
3582
holdforward=false
3583
end
3584
if key=="t" then
3585
hifiving=false
3586
end
3587
end 
3588
function s(mouse) 
3589
repeat wait() until not attack
3590
repeat wait() until not ev.Value
3591
mouse.Button1Down:connect(function() ob1d(mouse) end) 
3592
mouse.Button1Up:connect(function() ob1u(mouse) end) 
3593
mouse.KeyDown:connect(function(ke) key(ke,mouse) end) 
3594
mouse.KeyUp:connect(key2) 
3595
equipanim()
3596
ev.Value = true
3597
end 
3598
function ds(mouse) 
3599
keyhold = false
3600
repeat wait() until not attack
3601
repeat wait() until ev.Value
3602
hideanim()
3603
wait(0.1)
3604
ev.Value = false 
3605
end 
3606
Bin.Selected:connect(s) 
3607
Bin.Deselected:connect(ds) 
3608
if PlayerGui:findFirstChild("AmmoMeter") ~= nil then
3609
PlayerGui:findFirstChild("AmmoMeter").Parent = nil
3610
end
3611
coroutine.resume(coroutine.create(function()
3612
local SG = it("ScreenGui",PlayerGui)
3613
SG.Name = "AmmoMeter"
3614
local frame = it("Frame",SG)
3615
frame.Size = UDim2.new(0.2,0,0.1,0)
3616
frame.Position = UDim2.new(0.5-0.1,0,0.05,0)
3617
frame.BackgroundColor3 = BrickColor.new("Brown").Color
3618
local Ammotext = it("TextLabel",frame)
3619
Ammotext.Size = UDim2.new(1,0,0.35,0)
3620
Ammotext.BackgroundTransparency = 1
3621
Ammotext.Text = "Ammo"
3622
Ammotext.FontSize = "Size10"
3623
Ammotext.TextColor3 = BrickColor.new("White").Color
3624
local backing = it("ImageLabel",frame)
3625
backing.Size = UDim2.new(0.8,0,0.2,0)
3626
backing.Image = "http://www.roblox.com/asset/?id=48965808"
3627
backing.Position = UDim2.new(0.1,0,0.3,0)
3628
backing.BackgroundColor3 = BrickColor.new("Black").Color
3629
local img = it("ImageLabel",backing)
3630
img.Size = UDim2.new(1,0,1,0)
3631
img.Image = "http://www.roblox.com/asset/?id=48965808"
3632
img.Position = UDim2.new(0,0,0,0)
3633
img.BackgroundColor3 = BrickColor.new("Brown").Color
3634
local percent = it("TextLabel",backing)
3635
percent.Size = UDim2.new(1,0,1,0)
3636
percent.BackgroundTransparency = 1
3637
percent.TextColor3 = BrickColor.new("White").Color
3638
percent.Text = Ammo.."/".. MaxAmmo
3639
percent.FontSize = "Size10"
3640
local Gunzerktext = it("TextLabel",frame)
3641
Gunzerktext.Size = UDim2.new(1,0,1.2,0)
3642
Gunzerktext.BackgroundTransparency = 1
3643
Gunzerktext.Text = "Gunzerk Duration"
3644
Gunzerktext.FontSize = "Size10"
3645
Gunzerktext.TextColor3 = BrickColor.new("White").Color
3646
local Gunzerkbacking = it("ImageLabel",frame)
3647
Gunzerkbacking.Size = UDim2.new(0.8,0,0.2,0)
3648
Gunzerkbacking.Image = "http://www.roblox.com/asset/?id=48965808"
3649
Gunzerkbacking.Position = UDim2.new(0.1,0,0.75,0)
3650
Gunzerkbacking.BackgroundColor3 = BrickColor.new("Black").Color
3651
local Gunzerkimg = it("ImageLabel",Gunzerkbacking)
3652
Gunzerkimg.Size = UDim2.new(1,0,1,0)
3653
Gunzerkimg.Image = "http://www.roblox.com/asset/?id=48965808"
3654
Gunzerkimg.Position = UDim2.new(0,0,0,0)
3655
Gunzerkimg.BackgroundColor3 = BrickColor.new("Brown").Color
3656
local currentam = it("TextLabel",frame)
3657
currentam.Size = UDim2.new(0.5,0,0.25,0)
3658
currentam.Position = UDim2.new(0,0,1,0)
3659
currentam.BackgroundTransparency = 0
3660
currentam.BackgroundColor3 = BrickColor.new("Brown").Color
3661
currentam.TextColor3 = BrickColor.new("White").Color
3662
currentam.Text = CurrentAmmo
3663
currentam.FontSize = "Size18"
3664
repeat
3665
wait()
3666
pcall(function()
3667
img.Size = UDim2.new(1*(Ammo/MaxAmmo),0,1,0)
3668
percent.Text = Ammo.."/".. MaxAmmo
3669
Gunzerkimg.Size = UDim2.new(1*(GunzerkDuration/1000),0,1,0)
3670
currentam.Text = CurrentAmmo
3671
end)
3672
until SG.Parent == nil
3673
end))
3674
--[[coroutine.resume(coroutine.create(function()
3675
swordholder.Parent = workspace
3676
for i=0,9999999999 do
3677
wait()
3678
if swordholder.Parent==nil then
3679
wait(1)
3680
swordholder.Parent = workspace
3681
prt1.Parent = swordholder 
3682
prt2.Parent = swordholder 
3683
prt3.Parent = swordholder 
3684
prt4.Parent = swordholder 
3685
prt5.Parent = swordholder 
3686
prt6.Parent = swordholder 
3687
holster1.Parent = swordholder 
3688
--holster2.Parent = swordholder 
3689
holster3.Parent = swordholder 
3690
w1.Parent=prt1
3691
w2.Parent=prt2
3692
w3.Parent=prt3
3693
w4.Parent=prt4
3694
w5.Parent=prt5
3695
w6.Parent=prt6
3696
w7.Parent=holster1
3697
w8.Parent=holster2
3698
w9.Parent=holster3
3699
if Gunzerkering==true then
3700
newgun.Parent = workspace
3701
newprt1.Parent = newgun 
3702
newprt2.Parent = newgun 
3703
newprt3.Parent = newgun 
3704
newprt4.Parent = newgun 
3705
newprt5.Parent = newgun 
3706
newprt6.Parent = newgun 
3707
neww1.Parent=newprt1
3708
neww2.Parent=newprt2
3709
neww3.Parent=newprt3
3710
neww4.Parent=newprt4
3711
neww5.Parent=newprt5
3712
neww6.Parent=newprt6
3713
end
3714
end
3715
end
3716
end))]]
3717
coroutine.resume(coroutine.create(function()
3718
for i=0,9999999999 do
3719
wait()
3720
if Character.Humanoid.Health==0 then
3721
swordholder.Parent=workspace
3722
prt1.Parent = swordholder 
3723
prt2.Parent = swordholder 
3724
prt3.Parent = swordholder 
3725
prt4.Parent = swordholder 
3726
prt5.Parent = swordholder 
3727
prt6.Parent = swordholder 
3728
holster1.Parent = swordholder 
3729
holster3.Parent = swordholder 
3730
w1.Parent=prt1
3731
w2.Parent=prt2
3732
w3.Parent=prt3
3733
w4.Parent=prt4
3734
w5.Parent=prt5
3735
w6.Parent=prt6
3736
w7.Parent=holster1
3737
w8.Parent=holster2
3738
w9.Parent=holster3
3739
end
3740
end
3741
end))
3742
testpart=it("Part")
3743
testpart.Parent=swordholder
3744
testpart.Anchored=true
3745
testpart.CanCollide=false
3746
testpart.Transparency=1
3747
scarfp2=it("Part")
3748
scarfp2.Parent=swordholder
3749
scarfp2.Anchored=true
3750
scarfp2.CanCollide=false
3751
scarfp2.Transparency=1
3752
cf=cf
3753
euler=euler
3754
coroutine.resume(coroutine.create(function()
3755
while true do
3756
wait(0)
3757
if dodging==true then
3758
scarfp2.CFrame = cf(Torso.Position, testpart.Position) *cf(0,0,0)
3759
scarfp2.CFrame = scarfp2.CFrame + scarfp2.CFrame.lookVector * 0.5 
3760
scarfp2.CFrame = scarfp2.CFrame * cf(0,0,-0.5) * euler(1.57,0,0) 
3761
testpart.CFrame=cf(Torso.Position-Torso.Velocity) *cf(0,-1,0)
3762
coroutine.resume(coroutine.create(function()
3763
for i=0,2 do
3764
Part=it("Part")
3765
Mesh=it("CylinderMesh")
3766
Mesh.Parent=Part
3767
Mesh.Scale=vt(0.3,2,0.3)
3768
Part.Parent=swordholder
3769
Part.CanCollide=false
3770
Part.BrickColor=BrickColor.new("Navy blue")
3771
Part.Size=vt(1,1,1)
3772
Part.Transparency=0.2
3773
Part.Anchored=true
3774
Part.CFrame=scarfp2.CFrame*cf(math.random(-2,1)+math.random(),math.random(-2,1)+math.random(),math.random(-2,1)+math.random())
3775
coroutine.resume(coroutine.create(function(derpPart)
3776
for i=0,1,0.1 do
3777
wait()
3778
derpPart.Transparency=derpPart.Transparency+0.05
3779
end
3780
derpPart.Parent=nil
3781
end),Part)
3782
end
3783
end))
3784
end
3785
end
3786
end))
3787
Character.Humanoid.WalkSpeed = 14
3788
-- mediafire