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- Player = game.Players.LocalPlayer
- Character = Player.Character
- script.Parent = Character
- Character.Humanoid.MaxHealth = math.huge
- pcall(function() Character.Tazer:Remove() end)
- Staff = Instance.new("Model")
- Staff.Name = "Tazer"
- Staff.Parent = Character
- --[[ * Arm Weld * ]]--
- ArmWeld = Instance.new("Weld")
- ArmWeld.Parent = Character["Torso"]
- ArmWeld.Part0 = ArmWeld.Parent
- ArmWeld.Part1 = Character["Right Arm"]
- ArmWeld.C0 = CFrame.new(1.5,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- --[[ * Arm Weld * ]]--
- ArmWeldR = Instance.new("Weld")
- ArmWeldR.Parent = Character["Torso"]
- ArmWeldR.Part0 = ArmWeldR.Parent
- ArmWeldR.Part1 = Character["Left Arm"]
- ArmWeldR.C0 = CFrame.new(-1.5,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- --[[ * Neck Weld * ]]--
- Neck = Instance.new("Weld")
- Neck.Parent = Character["Torso"]
- Neck.Part0 = Neck.Parent
- Neck.Part1 = Character["Head"]
- Neck.C0 = CFrame.new(0,1.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- --[[ * TBody * ]]--
- TBody = Instance.new("Part")
- TBody.formFactor = "Custom"
- TBody.Locked = true
- TBody.CanCollide = false
- TBody.BrickColor = BrickColor.new("Really black")
- TBody.Anchored = false
- TBody.Size = Vector3.new(0.4,1,0.25)
- TBody.TopSurface = 0
- TBody.BottomSurface = 0
- TBody.Parent = Staff
- MeshA = Instance.new("BlockMesh",TBody)
- WeldA = Instance.new("Weld")
- WeldA.Parent = TBody
- WeldA.Part0 = Character["Right Arm"]
- WeldA.Part1 = TBody
- WeldA.C0 = CFrame.new(0,-1,-0) * CFrame.Angles(-math.pi/2,0,0)
- SoundA = Instance.new("Sound")
- SoundA.Parent = TBody
- --[[ * TBodyA * ]]--
- TBodyA = Instance.new("Part")
- TBodyA.formFactor = "Custom"
- TBodyA.Locked = true
- TBodyA.CanCollide = false
- TBodyA.BrickColor = BrickColor.new("Really black")
- TBodyA.Anchored = false
- TBodyA.Size = Vector3.new(0.2,0.25,0.25)
- TBodyA.TopSurface = 0
- TBodyA.BottomSurface = 0
- TBodyA.Parent = Staff
- MeshA = Instance.new("BlockMesh",TBodyA)
- WeldA = Instance.new("Weld")
- WeldA.Parent = TBodyA
- WeldA.Part0 = TBody
- WeldA.Part1 = TBodyA
- WeldA.C0 = CFrame.new(0.125,0.5,0) * CFrame.Angles(0,0,0)
- --[[ * TBodyB * ]]--
- TBodyB = Instance.new("Part")
- TBodyB.formFactor = "Custom"
- TBodyB.Locked = true
- TBodyB.CanCollide = false
- TBodyB.BrickColor = BrickColor.new("Really black")
- TBodyB.Anchored = false
- TBodyB.Size = Vector3.new(0.2,0.25,0.25)
- TBodyB.TopSurface = 0
- TBodyB.BottomSurface = 0
- TBodyB.Parent = Staff
- MeshB = Instance.new("BlockMesh",TBodyB)
- WeldB = Instance.new("Weld")
- WeldB.Parent = TBodyB
- WeldB.Part0 = TBody
- WeldB.Part1 = TBodyB
- WeldB.C0 = CFrame.new(-0.125,0.5,0) * CFrame.Angles(0,0,0)
- --[[ * Taze * ]]--
- Taze = Instance.new("Part")
- Taze.formFactor = "Custom"
- Taze.Locked = true
- Taze.CanCollide = false
- Taze.BrickColor = BrickColor.new("Really black")
- Taze.Anchored = false
- Taze.Size = Vector3.new(0.2,0.2,0.2)
- Taze.TopSurface = 0
- Taze.BottomSurface = 0
- Taze.Parent = Staff
- Taze.Reflectance = 1
- MeshB = Instance.new("BlockMesh",Taze)
- WeldB = Instance.new("Weld")
- WeldB.Parent = Taze
- WeldB.Part0 = TBody
- WeldB.Part1 = Taze
- WeldB.C0 = CFrame.new(0,0.5,0) * CFrame.Angles(0,0,0)
- if Taze:IsDescendantOf(Character) then print('yes') end
- if script.Parent.Name == Player.Name then
- Hopper = Instance.new("HopperBin")
- Hopper.Name = "Tazer"
- Hopper.Parent = Player.Backpack
- end
- Blah = true
- Relax = false
- Tazing = false
- function Tazed(hit)
- if Tazing == true then
- for i,v in pairs(hit.Parent:GetChildren()) do
- if v:IsA("Pants") or v:IsA("Shirt") or v:IsA("ShirtGraphic") or v:IsA("CharacterMesh") then
- v:Remove()
- end
- if v:IsA("Hat") then
- pcall(function()
- v.Handle.Anchored = true
- v.Handle.Reflectance = 1
- end)
- pcall(function()
- v.Handle.Mesh.TextureId = ""
- end)
- end
- if v:IsA("Part") then
- v.Anchored = true
- v.Reflectance = 1
- v:BreakJoints()
- end
- end
- end
- end
- function Clicked(Mouse)
- if Blah == true then
- Blah = false
- if Relax == true then
- for i = 1,5 do wait()
- ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(math.pi/10/10*3,math.pi/10/10*3,math.pi/10/10*3)
- ArmWeld.C0 = ArmWeld.C0 - Vector3.new(-0.05*3,0,0.05/2*3)
- Neck.C0 = Neck.C0 * CFrame.Angles(math.pi/10/10/2*3,0,0)
- Neck.C0 = Neck.C0 + Vector3.new(0,0,0.1/10*3)
- end
- ArmWeld.C0 = CFrame.new(1.5,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- for i = 1,5 do wait()
- ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(0,0,math.pi/5/2)
- ArmWeld.C0 = ArmWeld.C0 + Vector3.new(0.1,0.1,0)
- end
- for i = 1,3 do wait()
- ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(math.pi/5/2,0,0)
- ArmWeld.C0 = ArmWeld.C0 - Vector3.new(0.3/2,0,0.2/2)
- end
- Tazing = true
- Taze.Touched:connect(Tazed)
- TBodyA.Touched:connect(Tazed)
- TBodyB.Touched:connect(Tazed)
- TBody.Touched:connect(Tazed)
- Character["Right Arm"].Touched:connect(Tazed)
- for i = 1,2 do wait()
- ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(math.pi/5/2,0,0)
- ArmWeld.C0 = ArmWeld.C0 - Vector3.new(0.3/2,0,0.2/2)
- end
- Character.Humanoid.WalkSpeed = 0
- wait(1)
- Tazing = false
- Character.Humanoid.WalkSpeed = 16
- for i = 1,5 do wait()
- ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(-math.pi/5/2,0,0)
- ArmWeld.C0 = ArmWeld.C0 + Vector3.new(0.3/2,0,0.2/2)
- end
- for i = 1,5 do wait()
- ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(0,0,-math.pi/5/2)
- ArmWeld.C0 = ArmWeld.C0 - Vector3.new(0.1,0.1,0)
- end
- for i = 1,5 do wait()
- ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(-math.pi/10/10*3,-math.pi/10/10*3,-math.pi/10/10*3)
- ArmWeld.C0 = ArmWeld.C0 + Vector3.new(-0.05*3,0,0.05/2*3)
- Neck.C0 = Neck.C0 * CFrame.Angles(-math.pi/10/10/2*3,0,0)
- Neck.C0 = Neck.C0 - Vector3.new(0,0,0.1/10*3)
- end
- end
- Blah = true
- end
- end
- VCZ = 0
- Keys = {}
- function onKeyDown(key,Mouse)
- if Blah == true then
- Blah = false
- if key == "p" then
- if Relax == false then
- Relax = true
- for i = 1,15 do wait()
- ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(-math.pi/10/10,-math.pi/10/10,-math.pi/10/10)
- ArmWeld.C0 = ArmWeld.C0 + Vector3.new(-0.05,0,0.05/2)
- ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(-math.pi/10/10,math.pi/10/10,math.pi/10/10)
- ArmWeldR.C0 = ArmWeldR.C0 + Vector3.new(0.05,0,0.05/2)
- Neck.C0 = Neck.C0 * CFrame.Angles(-math.pi/10/10/2,0,0)
- Neck.C0 = Neck.C0 - Vector3.new(0,0,0.1/10)
- end
- elseif Relax == true then
- Relax = false
- for i = 1,15 do wait()
- ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(math.pi/10/10,math.pi/10/10,math.pi/10/10)
- ArmWeld.C0 = ArmWeld.C0 - Vector3.new(-0.05,0,0.05/2)
- ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(math.pi/10/10,-math.pi/10/10,-math.pi/10/10)
- ArmWeldR.C0 = ArmWeldR.C0 - Vector3.new(0.05,0,0.05/2)
- Neck.C0 = Neck.C0 * CFrame.Angles(math.pi/10/10/2,0,0)
- Neck.C0 = Neck.C0 + Vector3.new(0,0,0.1/10)
- end
- ArmWeld.C0 = CFrame.new(1.5,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- ArmWeldR.C0 = CFrame.new(-1.5,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
- end
- end
- Blah = true
- return
- end
- end
- function onKeyUp(key,Mouse)
- end
- function Selected(Mouse)
- Mouse.Icon = "rbxasset://textures\\GunCursor.png"
- Mouse.KeyDown:connect(function(key) onKeyDown(key, Mouse) end)
- Mouse.KeyUp:connect(function(key) onKeyUp(key, Mouse) end)
- Mouse.Button1Down:connect(function()Clicked(Mouse)end)
- end
- function Deselected(Mouse)
- end
- function DeadGuy()
- --pcall(function() Character.Head.face:Remove() end)
- for i = 1,20 do
- for i,v in pairs(Character:GetChildren()) do
- if v:IsA("Part") then
- v.Anchored = true
- end
- end
- for i,v in pairs(Assassin:GetChildren()) do
- if v:IsA("Part") then
- v.Anchored = true
- end
- end
- for i,v in pairs(Staff:GetChildren()) do
- if v:IsA("Part") then
- v.Anchored = true
- end
- end
- for i,v in pairs(Lightning:GetChildren()) do
- if v:IsA("Part") then
- v.Anchored = true
- end
- end
- end
- wait(0.1)
- end
- Hopper.Selected:connect(Selected)
- Hopper.Deselected:connect(Deselected)
- Character.Humanoid.Died:connect(DeadGuy)
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