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- --Revolvar u derpnobs
- --[[By madiik and don't even steal eet durp or i'll make an another skrept
- that will insult Yoo and i'll follow yoo everywhere, so don't even try nub
- nobs = stealarz]]--
- local plr = game:service'Players'.LocalPlayer
- local char = plr.Character
- local torso = char:findFirstChild("Torso")
- local head = char.Head
- local ra = char:findFirstChild("Right Arm")
- local la = char:findFirstChild("Left Arm")
- local rl = char:findFirstChild("Right Leg")
- local ll = char:findFirstChild("Left Leg")
- local rs = torso:findFirstChild("Right Shoulder")
- local ls = torso:findFirstChild("Left Shoulder")
- local neck = torso:findFirstChild("Neck")
- local spread = -1
- local spread2 = 1
- local used = false
- local shootdebounce = false
- local sound = Instance.new("Sound", head)
- local ammo = 6
- sound.SoundId = "http://roblox.com/asset/?id=10209875"
- sound.Volume = 0.5
- local sound2 = Instance.new("Sound", head)
- sound2.SoundId = "http://roblox.com/asset/?id=10209590"
- sound2.Volume = 1
- local Screen = Instance.new("ScreenGui", plr:findFirstChild("PlayerGui"))
- local TextBox = Instance.new("TextLabel", Screen)
- TextBox.Position = UDim2.new(0.1, 0, 0.95, 0)
- TextBox.Size = UDim2.new(0, 200, 0.05, 0)
- TextBox.BackgroundTransparency = 1
- game:service'RunService'.Stepped:connect(function()
- TextBox.Text = ("Ammo: "..ammo)
- end)
- TextBox.Font = "SourceSansBold"
- TextBox.TextColor3 = Color3.new(1, 1, 1)
- TextBox.FontSize = "Size36"
- TextBox.TextStrokeTransparency = 0
- TextBox.BackgroundColor = BrickColor.new("Navy blue")
- pcall(function()
- char:findFirstChild("REVOLVER24/7"):Destroy()
- end)
- local main = Instance.new("Model", char)
- main.Name = "REVOLVER24/7"
- function part(parent, size, formfactor, color, collide, transparency)
- local p=Instance.new("Part", parent)
- p.FormFactor=formfactor
- p.CanCollide=false
- p.Size=size
- p.Locked=true
- p.Transparency=transparency
- p.Position=torso.Position
- p.BrickColor=color
- p.FrontSurface="SmoothNoOutlines"
- p.BackSurface="SmoothNoOutlines"
- p.LeftSurface="SmoothNoOutlines"
- p.BottomSurface="SmoothNoOutlines"
- p.TopSurface="SmoothNoOutlines"
- p.RightSurface="SmoothNoOutlines"
- return p
- end
- function wedge(parent, size, formfactor, color, collide)
- local p=Instance.new("Wedge", parent)
- p.FormFactor=formfactor
- p.CanCollide=false
- p.Size=size
- p.Locked=true
- p.Position = torso.Position
- p.BrickColor=color
- p.FrontSurface="SmoothNoOutlines"
- p.BackSurface="SmoothNoOutlines"
- p.LeftSurface="SmoothNoOutlines"
- p.BottomSurface="SmoothNoOutlines"
- p.TopSurface="SmoothNoOutlines"
- p.RightSurface="SmoothNoOutlines"
- return p
- end
- function weld(c0, c1, part1, part0)
- local wel=Instance.new("Weld", main)
- wel.Part0 = part0
- wel.Part1 = part1
- wel.C0 = c0
- wel.C1 = c1
- return wel
- end
- function specialmesh(parent, meshType, scale, meshId, texture)
- local mesh = Instance.new("SpecialMesh", parent)
- mesh.Scale = scale
- mesh.MeshType = meshType
- mesh.MeshId = meshId
- mesh.TextureId = texture
- return mesh
- end
- local p = part(main, Vector3.new(0.3, 0.9, 0.3), "Custom", BrickColor.Black(), false, 0)
- local w = weld(CFrame.new(0, -.2, 0.9) * CFrame.Angles(math.rad(105), 0, 0), CFrame.new(), ra, p)
- local p1 = part(main, Vector3.new(0.3, 0.5, 0.3), "Custom", BrickColor.Black(), false, 0)
- local w1 = weld(CFrame.new(0, -.4, -.1) * CFrame.Angles(math.rad(30), 0, 0), CFrame.new(), p, p1)
- local p2 = part(main, Vector3.new(0.2, 1, 0.4), "Custom", BrickColor.Gray(), false, 0)
- local w2 = weld(CFrame.new(0, -.2, 0.9) * CFrame.Angles(math.rad(105), 0, 0), CFrame.new(), ra, p2)
- local p3 = part(main, Vector3.new(0.2, 0.6, 0.4), "Custom", BrickColor.Gray(), false, 0)
- local w3 = weld(CFrame.new(0, -.4, -.1) * CFrame.Angles(math.rad(30), 0, 0), CFrame.new(), p2, p3)
- local p4 = part(main, Vector3.new(0.205, 1.2, 0.3), "Custom", BrickColor.Gray(), false, 0)
- local w4 = weld(CFrame.new(0, 1.65, 0.55), CFrame.new(), ra, p4)
- local p5 = part(main, Vector3.new(0.2, 1.2, 0.2), "Custom", BrickColor.Gray(), false, 0)
- local w5 = weld(CFrame.new(0, 0.05, 0.1), CFrame.new(), p4, p5)
- local p6 = part(main, Vector3.new(0.2, 1.2, 0.2), "Custom", BrickColor.Black(), false, 0)
- Instance.new("CylinderMesh", p6).Scale = Vector3.new(0.5, 1, 0.5)
- local w6 = weld(CFrame.new(0, 0.002, 0.02), CFrame.new(), p5, p6)
- local p7 = part(main, Vector3.new(0.34, 0.37, 0.34), "Custom", BrickColor.Gray(), false, 0)
- local p7mesh = Instance.new("CylinderMesh", p7)
- local w7 = weld(CFrame.new(0, 0, 0), CFrame.new(), p6, p7)
- local p8 = part(main, Vector3.new(0.2, 1.2, 0.2), "Custom", BrickColor.Gray(), false, 0)
- local p8mesh = Instance.new("CylinderMesh", p8)
- local w8 = weld(CFrame.new(0, -0.01, 0.05), CFrame.new(), p6, p8)
- function equip()
- ar = Instance.new("Part", main)
- ar.FormFactor = "Custom"
- ar.Size = Vector3.new(1, 1, 1)
- ar.Transparency = 1
- ar.CanCollide = false
- ar.Locked = true
- ar:breakJoints()
- fakel = Instance.new("Weld", main)
- fakel.Part0 = char.Torso
- fakel.Part1 = ar
- fakel.C0 = CFrame.new(1.5, 0.5, 0)
- welditbro = Instance.new("Weld", main)
- welditbro.C0 = CFrame.new(0, 0.5, 0)
- welditbro.Part0 = ra
- welditbro.Part1 = ar
- coroutine.wrap(function()
- for angle = 0, 70, 10 do
- neck.C0 = neck.C0 * CFrame.Angles(0, 0, -math.rad(10))
- wait()
- end
- end)()
- coroutine.wrap(function()
- for i = 0, 90, 10 do
- fakel.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(i), 0, math.rad(i))
- wait()
- end
- end)()
- bg2 = Instance.new("BodyGyro", torso)
- bg2.P = 9999
- bg2.D = 2000
- bg2.maxTorque = Vector3.new(4e+005,4e+005,4e+005)*math.huge
- for i = 0, 90, 10 do
- bg2.cframe = CFrame.new(torso.Position,Vector3.new(mouse.hit.p.x,torso.Position.y,mouse.hit.p.z)) * CFrame.Angles(0, math.rad(i), 0)
- wait()
- end
- coroutine.wrap(function()
- while used do
- bg2.cframe = CFrame.new(torso.Position,Vector3.new(mouse.hit.p.x,torso.Position.y,mouse.hit.p.z)) * CFrame.Angles(0, math.rad(90), 0)
- game:service'RunService'.Stepped:wait()
- end
- end)()
- debounce = false
- end
- function reload()
- if not used then return end
- local ar2 = Instance.new("Part", main)
- ar2.FormFactor = "Custom"
- ar2.Size = Vector3.new(1, 1, 1)
- ar2.Transparency = 1
- ar2.CanCollide = false
- ar2.Locked = true
- ar2:breakJoints()
- local fakel2 = Instance.new("Weld", main)
- fakel2.Part0 = char.Torso
- fakel2.Part1 = ar2
- fakel2.C0 = CFrame.new(-1.5, 0.5, 0)
- local welditbro2 = Instance.new("Weld", main)
- welditbro2.C0 = CFrame.new(0, 0.5, 0)
- welditbro2.Part0 = la
- welditbro2.Part1 = ar2
- coroutine.wrap(function()
- for angle = 0, 70, 10 do
- neck.C0 = neck.C0 * CFrame.Angles(0, 0, math.rad(10))
- wait()
- end
- for angle = 0, 70, 10 do
- neck.C0 = neck.C0 * CFrame.Angles(math.rad(5), 0, 0)
- wait()
- end
- end)()
- coroutine.wrap(function()
- for angle = 90, -60, -10 do
- fakel.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(angle + 80), 0, math.rad(angle))
- wait()
- end
- end)()
- for angle = 0, 60, 10 do
- fakel2.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(angle), 0, math.rad(angle))
- wait()
- end
- wait(2)
- ammo = 6
- coroutine.wrap(function()
- for angle = -60, 90, 10 do
- fakel.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(angle + 80), 0, math.rad(angle))
- wait()
- end
- fakel.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90), 0, math.rad(90))
- end)()
- coroutine.wrap(function()
- for angle = 0, 70, 10 do
- neck.C0 = neck.C0 * CFrame.Angles(-math.rad(5), 0, 0)
- wait()
- end
- for angle = 0, 70, 10 do
- neck.C0 = neck.C0 * CFrame.Angles(0, 0,-math.rad(10))
- wait()
- end
- end)()
- for angle = 60, 0, -10 do
- fakel2.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(angle), 0, math.rad(angle))
- wait()
- end
- pcall(function()
- ar2:Destroy()
- fakel2:Destory()
- welditbro2:Destroy()
- end)
- shootdebounce = false
- end
- function unequip()
- coroutine.wrap(function()
- for angle = 0, 70, 10 do
- neck.C0 = neck.C0 * CFrame.Angles(0, 0, math.rad(10))
- wait()
- end
- end)()
- coroutine.wrap(function()
- for i = 90, 0, -10 do
- fakel.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(i), 0, math.rad(i))
- wait()
- end
- end)()
- for i = 90, 0, -10 do
- bg2.cframe = CFrame.new(torso.Position,Vector3.new(mouse.hit.p.x,torso.Position.y,mouse.hit.p.z)) * CFrame.Angles(0, math.rad(i), 0)
- wait()
- end
- pcall(function()
- bg2:Destroy()
- fakel:Destroy()
- welditbro:Destroy()
- ar:Destroy()
- end)
- end
- mouse.KeyDown:connect(function(key)
- if key == "q" then
- if shootdebounce then return end
- if debounce then return end
- used = not used
- if used then
- debounce = true
- equip()
- else
- debounce = true
- used = false
- unequip()
- debounce = false
- end
- end
- if key == "r" then
- if shootdebounce then return end
- if debounce then return end
- if not used then return end
- shootdebounce = true
- reload()
- end
- end)
- mouse.Button1Down:connect(function(mouse)
- if not used then return end
- if shootdebounce then return end
- if ammo < 1 then sound2:play() return end
- if debounce then return end
- shootdebounce = true
- coroutine.wrap(function()
- sound:play()
- ammo = ammo - 1
- local muz = part(main, Vector3.new(0.8, 1.2, 0.8), "Custom", BrickColor.Yellow(), false, 0)
- muz.Transparency = 0.2
- specialmesh(muz, "Sphere", Vector3.new(1, 1, 1), "", "")
- local localweld = weld(CFrame.new(0, 1.2, 0), CFrame.new(), p5, muz)
- local muzflash = Instance.new("PointLight", muz)
- muzflash.Color = Color3.new(1, 1, 0)
- muzflash.Range = 19
- pcall(function()
- local ray = Ray.new(muz.CFrame.p, ((plr:GetMouse().Hit.p + Vector3.new(math.random(spread,spread2), math.random(spread,spread2), math.random(spread,spread2))/4) - muz.CFrame.p).unit*1000)
- local hit, position = game.Workspace:FindPartOnRay(ray, char)
- --do damage to any humanoids hit
- pcall(function()
- if hit.Parent:IsA("Hat") then
- hit.Parent.Parent:findFirstChild("Humanoid"):TakeDamage(30)
- end
- if hit:IsA("Part") and hit.Name == "Head" then
- hit.Parent:findFirstChild("Humanoid"):TakeDamage(50)
- end
- if hit:IsA("Part") and hit.Name == "Torso" then
- coroutine.wrap(function()
- local restored = hit.Parent:findFirstChild("Humanoid").WalkSpeed
- hit.Parent:findFirstChild("Humanoid"):TakeDamage(30)
- hit.Parent:findFirstChild("Humanoid").PlatformStand = true
- wait(1)
- hit.Parent:findFirstChild("Humanoid").WalkSpeed = 4
- hit.Parent:findFirstChild("Humanoid").PlatformStand = false
- wait(8)
- hit.Parent:findFirstChild("Humanoid").WalkSpeed = restored
- end)()
- end
- if hit:IsA("Part") and hit.Name == "Left Leg" or hit.Name == "Right Leg" then
- hit.Parent:findFirstChild("Humanoid"):TakeDamage(10)
- hit.Parent:findFirstChild("Humanoid").WalkSpeed = hit.Parent:findFirstChild("Humanoid").WalkSpeed - 1
- end
- if hit:IsA("Part") and hit.Name == "Left Arm" or hit.Name == "Right Arm" then
- hit.Parent:findFirstChild("Humanoid"):TakeDamage(10)
- hit.Parent:findFirstChild("Humanoid").WalkSpeed = hit.Parent:findFirstChild("Humanoid").WalkSpeed - 0.2
- end
- end)
- --draw the ray
- local distance = (position - muz.CFrame.p).magnitude
- local rayPart = Instance.new("Part", char)
- rayPart.Name = "RayPart"
- rayPart.BrickColor = BrickColor.new("White")
- rayPart.Transparency = 0
- rayPart.Anchored = true
- rayPart.CanCollide = false
- rayPart.TopSurface = Enum.SurfaceType.Smooth
- rayPart.BottomSurface = Enum.SurfaceType.Smooth
- rayPart.formFactor = Enum.FormFactor.Custom
- rayPart.Size = Vector3.new(0.2, distance, 0.2)
- Instance.new("CylinderMesh", rayPart)
- rayPart.CFrame = CFrame.new(position, muz.CFrame.p) * CFrame.new(0, 0, -distance/2) * CFrame.Angles(math.pi/2, 0, 0)
- coroutine.wrap(function()
- for i = 0, 30 do
- if rayPart == nil then return end
- rayPart.Transparency = rayPart.Transparency + 0.1
- if muz == nil then return end
- muz.Transparency = muz.Transparency + 0.2
- wait()
- end
- end)()
- end)
- wait(0.05)
- muz:Destroy()
- localweld:Destroy()
- game:service'Debris':AddItem(rayPart, 0)
- end)()
- for i = 0, 30, 15 do
- fakel.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90), math.rad(i), math.rad(90))
- wait()
- end
- wait()
- for i = 30, 0, -10 do
- fakel.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(90), math.rad(i), math.rad(90))
- wait()
- end
- shootdebounce = false
- end)
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