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- -- This script has been converted to FE by iPxter
- if game:GetService("RunService"):IsClient() then error("Script must be server-side in order to work; use h/ and not hl/") end
- local Player,Mouse,mouse,UserInputService,ContextActionService = owner
- do
- print("FE Compatibility code by Mokiros | Translated to FE by iPxter")
- script.Parent = Player.Character
- --RemoteEvent for communicating
- local Event = Instance.new("RemoteEvent")
- Event.Name = "UserInput_Event"
- --Fake event to make stuff like Mouse.KeyDown work
- local function fakeEvent()
- local t = {_fakeEvent=true,Connect=function(self,f)self.Function=f end}
- t.connect = t.Connect
- return t
- end
- --Creating fake input objects with fake variables
- local m = {Target=nil,Hit=CFrame.new(),KeyUp=fakeEvent(),KeyDown=fakeEvent(),Button1Up=fakeEvent(),Button1Down=fakeEvent()}
- local UIS = {InputBegan=fakeEvent(),InputEnded=fakeEvent()}
- local CAS = {Actions={},BindAction=function(self,name,fun,touch,...)
- CAS.Actions[name] = fun and {Name=name,Function=fun,Keys={...}} or nil
- end}
- --Merged 2 functions into one by checking amount of arguments
- CAS.UnbindAction = CAS.BindAction
- --This function will trigger the events that have been :Connect()'ed
- local function te(self,ev,...)
- local t = m[ev]
- if t and t._fakeEvent and t.Function then
- t.Function(...)
- end
- end
- m.TrigEvent = te
- UIS.TrigEvent = te
- Event.OnServerEvent:Connect(function(plr,io)
- if plr~=Player then return end
- if io.isMouse then
- m.Target = io.Target
- m.Hit = io.Hit
- else
- local b = io.UserInputState == Enum.UserInputState.Begin
- if io.UserInputType == Enum.UserInputType.MouseButton1 then
- return m:TrigEvent(b and "Button1Down" or "Button1Up")
- end
- for _,t in pairs(CAS.Actions) do
- for _,k in pairs(t.Keys) do
- if k==io.KeyCode then
- t.Function(t.Name,io.UserInputState,io)
- end
- end
- end
- m:TrigEvent(b and "KeyDown" or "KeyUp",io.KeyCode.Name:lower())
- UIS:TrigEvent(b and "InputBegan" or "InputEnded",io,false)
- end
- end)
- Event.Parent = NLS([==[
- local Player = game:GetService("Players").LocalPlayer
- local Event = script:WaitForChild("UserInput_Event")
- local UIS = game:GetService("UserInputService")
- local input = function(io,a)
- if a then return end
- --Since InputObject is a client-side instance, we create and pass table instead
- Event:FireServer({KeyCode=io.KeyCode,UserInputType=io.UserInputType,UserInputState=io.UserInputState})
- end
- UIS.InputBegan:Connect(input)
- UIS.InputEnded:Connect(input)
- local Mouse = Player:GetMouse()
- local h,t
- --Give the server mouse data 30 times every second, but only if the values changed
- --If player is not moving their mouse, client won't fire events
- while wait(1/30) do
- if h~=Mouse.Hit or t~=Mouse.Target then
- h,t=Mouse.Hit,Mouse.Target
- Event:FireServer({isMouse=true,Target=t,Hit=h})
- end
- end]==],Player.Character)
- Mouse,mouse,UserInputService,ContextActionService = m,m,UIS,CAS
- end
- --Player
- local player = owner
- repeat
- wait()
- until player.Character
- local character = player.Character
- local humanoid = character:WaitForChild("Humanoid")
- local mouse = Mouse
- --Health
- coroutine.resume(coroutine.create(function()
- while true do
- wait()
- humanoid.PlatformStand = false
- humanoid.MaxHealth = 1000
- end
- end))
- --Other
- local mousedown = false
- local enabled = false
- local rightready = false
- local leftready = false
- local available = true
- local fastmode = 1
- local rainbow = false
- local active = false
- local spacepress = false
- local regen = true
- local cooldown = 0.3
- local firespeed = cooldown
- local heat = 50
- local beat = 1
- local order = 1
- local mindamage = 27
- local maxdamage = 43
- local pierce = 3
- --Sound
- local firesound = Instance.new("Sound")
- firesound.SoundId = "rbxassetid://10209257" --rbxassetid://146830902
- firesound.Volume = 10
- firesound.EmitterSize = 3
- firesound.Pitch = 1
- local setupsound = Instance.new("Sound")
- setupsound.SoundId = "rbxassetid://10209240"
- setupsound.Volume = 10
- setupsound.EmitterSize = 3
- setupsound.Pitch = 1
- local lasersound = Instance.new("Sound")
- lasersound.SoundId = "rbxassetid://1146690806"
- lasersound.Volume = 10
- lasersound.EmitterSize = 3
- lasersound.Pitch = 1
- --Parts
- local head = character.Head
- local torso = character.Torso
- local rightarm = character["Right Arm"]
- local leftarm = character["Left Arm"]
- local rs = torso["Right Shoulder"]
- local ls = torso["Left Shoulder"]
- local neck = torso["Neck"]
- --Useful functions
- local function Weld(part0, part1, parent, anchored)
- part0.Anchored = true
- local weld = Instance.new("Weld")
- weld.Name = "Weldy"
- weld.Part0 = part0
- weld.Part1 = part1
- weld.C0 = CFrame.new()
- weld.C1 = part1.CFrame:toObjectSpace(part0.CFrame)
- weld.Parent = parent
- if anchored == true then
- part0.Anchored = true
- elseif anchored == false then
- part0.Anchored = false
- end
- end
- local function Mesh(meshtype, parent, scale, id)
- local mesh = Instance.new("SpecialMesh")
- mesh.MeshType = meshtype
- mesh.Name = "Meshy"
- if scale ~= nil then
- mesh.Scale = scale
- end
- if meshtype == "FileMesh" then
- mesh.MeshId = "http://www.roblox.com/asset?id="..id
- end
- mesh.Parent = parent
- end
- local function Light(range, brightness, color, parent)
- local light = Instance.new("PointLight")
- light.Range = range
- light.Brightness = brightness
- light.Color = color
- light.Name = "Lighty"
- light.Parent = parent
- coroutine.resume(coroutine.create(function()
- while parent and light do
- if rainbow == true then
- light.Color = parent.Color
- else
- light.Color = color
- end
- wait()
- end
- end))
- end
- --GuiText
- local bgui = Instance.new("BillboardGui",character)
- bgui.Size = UDim2.new(0,100,0,40)
- bgui.StudsOffset = Vector3.new(0,2,0)
- bgui.Adornee = character.Head
- local text = Instance.new("TextLabel", bgui)
- text.BackgroundTransparency = 1
- text.BorderSizePixel = 0
- text.Text = "oof"
- text.Font = "ArialBold"
- text.FontSize = "Size24"
- text.TextTransparency = 0
- text.TextStrokeTransparency = 0
- text.TextStrokeColor3 = Color3.new(255,0,0)
- text.TextColor3 = Color3.new(255,155,155)
- text.Size = UDim2.new(1,0,0.5,0)
- player.Chatted:connect(function(chat)
- chat = game.Chat:FilterStringForBroadcast(chat, player)
- for i=1,string.len(chat) do
- text.Text = string.sub(chat, 1, i)
- wait()
- end
- wait(0.5)
- for i=1,10 do
- text.TextTransparency = text.TextTransparency + 0.1
- text.TextStrokeTransparency = text.TextStrokeTransparency + 0.1
- wait()
- end
- text.TextTransparency = 0
- text.TextStrokeTransparency = 0
- text.Text = ""
- end)
- wait(1)
- text.Text = ""
- text.FontSize = "Size28"
- local function Chat(stringg, waitstart, waitend)
- for i=1,string.len(stringg) do
- text.Text = string.sub(stringg, 1, i)
- wait(waitstart)
- end
- wait(0.5)
- for i=1,10 do
- text.TextTransparency = text.TextTransparency + 0.1
- text.TextStrokeTransparency = text.TextStrokeTransparency + 0.1
- wait()
- end
- text.TextTransparency = 0
- text.TextStrokeTransparency = 0
- text.Text = ""
- end
- text.TextStrokeColor3 = Color3.new(255,0,0)
- text.TextColor3 = Color3.new(255,155,155)
- --Fix
- torso.Anchored = true
- local original_cframe = torso.CFrame
- torso.CFrame = CFrame.new(torso.Position, torso.Position + Vector3.new(0,0,-1))
- --Main Model
- local minigun = Instance.new("Model")
- minigun.Name = "Minigun"
- minigun.Parent = character
- local bullets = Instance.new("Model")
- bullets.Name = "Bullets"
- bullets.Parent = character
- --Eye
- local eye = Instance.new("Part")
- eye.Size = Vector3.new(0.2,0.3,0.2)
- eye.CFrame = CFrame.new((head.Position + Vector3.new(0.2,0.2,0)) + (head.CFrame.lookVector * 0.5), head.Position + (head.CFrame.lookVector * 12000))
- eye.Material = Enum.Material.Neon
- eye.CanCollide = false
- eye.CustomPhysicalProperties = PhysicalProperties.new(0,0,0,0,0)
- eye.Name = "Eye"
- eye.BrickColor = BrickColor.new("Really red")
- eye.Parent = character
- head.face.Texture = ""
- Weld(eye, torso, eye, false)
- Mesh("Sphere", eye, nil)
- --Plates
- local barrels = Instance.new("Model")
- barrels.Name = "Barrels"
- barrels.Parent = minigun
- local leftbarrels = Instance.new("Model")
- leftbarrels.Name = "Left"
- leftbarrels.Parent = barrels
- local rightbarrels = Instance.new("Model")
- rightbarrels.Name = "Right"
- rightbarrels.Parent = barrels
- --Barrels
- local barrel1 = Instance.new("Part") --Barrel 1
- barrel1.BrickColor = BrickColor.new("Smoky grey")
- barrel1.Size = Vector3.new(3,0.5,0.5)
- barrel1.Material = Enum.Material.Metal
- barrel1.CanCollide = true
- barrel1.CustomPhysicalProperties = PhysicalProperties.new(0,0,0,0,0)
- barrel1.CFrame = CFrame.new((torso.Position + Vector3.new(-0.5,0.3,0)) + (torso.CFrame.lookVector * 2), torso.Position + (torso.CFrame.lookVector * 2))
- barrel1.Name = "Barrel 1"
- barrel1.Parent = leftbarrels
- Weld(barrel1, torso, barrel1, false) --Weld Barrel 1
- Mesh("Cylinder", barrel1, nil) --Mesh Barrel 1
- local barrel2 = Instance.new("Part") --Barrel 2
- barrel2.BrickColor = BrickColor.new("Smoky grey")
- barrel2.Size = Vector3.new(3,0.5,0.5)
- barrel2.Material = Enum.Material.Metal
- barrel2.CanCollide = true
- barrel2.CustomPhysicalProperties = PhysicalProperties.new(0,0,0,0,0)
- barrel2.CFrame = CFrame.new((torso.Position + Vector3.new(0.5,0.3,0)) + (torso.CFrame.lookVector * 2), torso.Position + (torso.CFrame.lookVector * 2))
- barrel2.Name = "Barrel 2"
- barrel2.Parent = rightbarrels
- Weld(barrel2, torso, barrel2, false) --Weld Barrel 2
- Mesh("Cylinder", barrel2, nil) --Mesh Barrel 2
- --Barrelholes
- local barrelhole1 = Instance.new("Part") --Barrelhole 1
- barrelhole1.BrickColor = BrickColor.new("Really black")
- barrelhole1.Size = Vector3.new(3.05,0.45,0.45)
- barrelhole1.Material = Enum.Material.Metal
- barrelhole1.CanCollide = true
- barrelhole1.CustomPhysicalProperties = PhysicalProperties.new(0,0,0,0,0)
- barrelhole1.CFrame = CFrame.new((torso.Position + Vector3.new(-0.5,0.3,0)) + (torso.CFrame.lookVector * 1.9), torso.Position + (torso.CFrame.rightVector * -100))
- barrelhole1.Name = "Barrelhole 1"
- barrelhole1.Parent = leftbarrels
- Weld(barrelhole1, barrel1, barrelhole1, false) --Weld Barrelhole 1
- Mesh("Cylinder", barrelhole1, nil) --Mesh Barrelhole 1
- local barrelhole2 = Instance.new("Part") --Barrelhole 2
- barrelhole2.BrickColor = BrickColor.new("Really black")
- barrelhole2.Size = Vector3.new(3.05,0.42,0.42)
- barrelhole2.Material = Enum.Material.Metal
- barrelhole2.CanCollide = true
- barrelhole2.CustomPhysicalProperties = PhysicalProperties.new(0,0,0,0,0)
- barrelhole2.CFrame = CFrame.new((torso.Position + Vector3.new(0.5,0.3,0)) + (torso.CFrame.lookVector * 1.9), torso.Position + (torso.CFrame.rightVector * -100))
- barrelhole2.Name = "Barrelhole 2"
- barrelhole2.Parent = rightbarrels
- Weld(barrelhole2, barrel2, barrelhole2, false) --Weld Barrelhole 2
- Mesh("Cylinder", barrelhole2, nil) --Mesh Barrelhole 2
- firesound.Parent = torso
- setupsound.Parent = torso
- lasersound.Parent = torso
- --Turn Torso
- coroutine.resume(coroutine.create(function()
- while true do
- torso.CFrame = torso.CFrame:lerp(CFrame.new(torso.Position, Vector3.new(mouse.Hit.p.x, torso.Position.y, mouse.Hit.p.z)), 0.5)
- wait()
- end
- end))
- local left = {barrel1, barrelhole1}
- local right = {barrel2, barrelhole2}
- local both = {barrel1, barrelhole1, barrel2, barrelhole2}
- local bothgun = {barrel1, barrel2}
- local bothhole = {barrelhole1, barrelhole2}
- --Intro
- barrel1.Meshy.Scale = Vector3.new(0,1,1)
- barrel1.Meshy.Offset = Vector3.new(2,0,0)
- barrel2.Meshy.Scale = Vector3.new(0,1,1)
- barrel2.Meshy.Offset = Vector3.new(-2,0,0)
- barrelhole1.Meshy.Scale = Vector3.new(0,1,1)
- barrelhole1.Meshy.Offset = Vector3.new(2,0,0)
- barrelhole2.Meshy.Scale = Vector3.new(0,1,1)
- barrelhole2.Meshy.Offset = Vector3.new(-2,0,0)
- setupsound:Play()
- for i=1,10 do
- for b,v in pairs(both) do
- for c=1,2 do
- v.Meshy.Scale = v.Meshy.Scale:lerp(Vector3.new(1,1,1), i / 15)
- v.Meshy.Offset = v.Meshy.Offset:lerp(Vector3.new(0,0,0), i / 15)
- end
- end
- wait()
- end
- active = true
- torso.CFrame = original_cframe
- torso.Anchored = false
- rightready = true
- leftready = true
- --Fire function
- local function CreateBullet(place)
- local firepos = nil
- if order == 1 then
- firepos = barrel1.Position + (barrel1.CFrame.rightVector * -1.5)
- elseif order == 2 then
- firepos = barrel2.Position + (barrel2.CFrame.rightVector * 1.5)
- end
- --Ray
- local ray = Ray.new(firepos, (mouse.Hit.p - firepos).unit * 1000)
- local hit, pos = game.Workspace:FindPartOnRay(ray, character, true, false)
- local dist = (firepos - pos).magnitude
- --Bullet
- local beam = Instance.new("Part", bullets)
- beam.Size = Vector3.new(0.5,0.5,dist)
- beam.CFrame = CFrame.new(firepos, pos) * CFrame.new(0,0,-dist/2)
- beam.CanCollide = false
- beam.Anchored = true
- beam.BrickColor = BrickColor.new("Bright yellow")
- beam.Material = Enum.Material.Neon
- beam.Transparency = 0.3
- local boosh = Instance.new("Part", bullets)
- boosh.Size = Vector3.new(1,1,1)
- boosh.CFrame = CFrame.new(firepos)
- boosh.CanCollide = false
- boosh.Anchored = true
- boosh.BrickColor = BrickColor.new("Bright yellow")
- boosh.Material = Enum.Material.Neon
- boosh.Transparency = 0.3
- --Hit
- if hit then
- if hit.Parent then
- local hithuman = hit.Parent:FindFirstChild("Humanoid")
- if hithuman then
- hit.Velocity = hit.Velocity + ((hit.Position - pos).unit * 50)
- hithuman:TakeDamage(math.random(mindamage, maxdamage))
- end
- end
- end
- --Effect
- local change1 = Vector3.new(0,beam.Transparency,0)
- local change2 = Vector3.new(0,boosh.Transparency,0)
- for i=1,10 do
- beam.Transparency = change1.Y
- boosh.Transparency = change2.Y
- beam.Size = beam.Size:lerp(Vector3.new(0,0,dist), 0.05 * i)
- boosh.Size = boosh.Size:lerp(Vector3.new(0,0,0), 0.05 * i)
- boosh.CFrame = boosh.CFrame * CFrame.fromEulerAnglesXYZ(1,1,1)
- change1 = change1:lerp(Vector3.new(0,1,0), 0.05 * i)
- change2 = change2:lerp(Vector3.new(0,1,0), 0.05 * i)
- if rainbow then
- boosh.Color = boosh.Color:lerp(BrickColor.Random().Color, 0.3)
- beam.Color = beam.Color:lerp(BrickColor.Random().Color, 0.3)
- end
- wait()
- end
- beam:Destroy()
- boosh:Destroy()
- end
- local function Laser()
- lasersound:Play()
- if beat == 3 then
- lasersound.Pitch = 1
- else
- lasersound.Pitch = 1.5
- end
- local laser = Instance.new("Part")
- laser.Size = Vector3.new(0.05,0.05, 1000)
- laser.CFrame = CFrame.new(eye.Position + (eye.CFrame.lookVector * 500), head.Position + (head.CFrame.lookVector * 12000))
- laser.Transparency = 0
- laser.Material = Enum.Material.Neon
- laser.Name = "Laser"
- laser.CanCollide = false
- laser.Anchored = true
- laser.BrickColor = BrickColor.new("Really red")
- laser.Parent = workspace
- Mesh("Sphere", laser, Vector3.new(0.5,0.5,1))
- mouse.TargetFilter = laser
- laser.Touched:connect(function(touched)
- if laser and touched ~= nil and touched.Parent ~= nil then
- local laserhumanoid = touched.Parent:FindFirstChild("Humanoid")
- if laserhumanoid and laserhumanoid ~= humanoid then
- if beat == 3 then
- laserhumanoid.Health = laserhumanoid.Health - ((laserhumanoid.MaxHealth / 10) + (math.random(mindamage, maxdamage) * 0.1))
- else
- laserhumanoid.Health = laserhumanoid.Health - (math.random(mindamage, maxdamage) * 0.1)
- end
- touched.Velocity = touched.Velocity + (laser.CFrame.lookVector * 5)
- end
- end
- end)
- if beat == 3 then
- beat = 1
- for i=1,20 do
- laser.Transparency = laser.Transparency + (i / 70)
- laser.Size = laser.Size:lerp(Vector3.new(45,45,1000), i / 66)
- laser.CFrame = CFrame.new(eye.Position + (eye.CFrame.lookVector * 500), eye.Position + (eye.CFrame.lookVector * 12000))
- wait()
- end
- else
- beat = beat + 1
- for i=1,10 do
- laser.Transparency = laser.Transparency + (i / 25)
- laser.Size = laser.Size:lerp(Vector3.new(15,15,1000), i / 45)
- laser.CFrame = CFrame.new(eye.Position + (eye.CFrame.lookVector * 500), eye.Position + (eye.CFrame.lookVector * 12000))
- wait()
- end
- end
- laser:Destroy()
- end
- local function Fire()
- firesound:Play()
- coroutine.resume(coroutine.create(function()
- CreateBullet(order)
- end))
- if order == 1 then
- coroutine.resume(coroutine.create(function()
- local b = 0
- local y = 2
- order = 2
- leftready = false
- if fastmode < 4 then
- rightready = true
- end
- for i=1,5 do
- for i=1,#left do
- for c=1,3 do
- left[i].Meshy.Scale = left[i].Meshy.Scale:lerp(Vector3.new(b,1,1), i / 6)
- left[i].Meshy.Offset = left[i].Meshy.Offset:lerp(Vector3.new(y,0,0), i / 6)
- end
- end
- b = 1
- y = 0
- wait()
- end
- leftready = true
- end))
- if fastmode < 4 then
- wait(firespeed)
- end
- if fastmode < 4 then
- repeat
- wait()
- until rightready == true
- end
- elseif order == 2 then
- coroutine.resume(coroutine.create(function()
- local b = 0
- local y = -2
- order = 1
- rightready = false
- if fastmode < 4 then
- leftready = true
- end
- for i=1,5 do
- for i=1,#right do
- for c=1,3 do
- right[i].Meshy.Scale = right[i].Meshy.Scale:lerp(Vector3.new(b,1,1), i / 6)
- right[i].Meshy.Offset = right[i].Meshy.Offset:lerp(Vector3.new(y,0,0), i / 6)
- end
- end
- b = 1
- y = 0
- wait()
- end
- rightready = true
- end))
- if fastmode < 4 then
- wait(firespeed)
- end
- if fastmode < 4 then
- repeat
- wait()
- until leftready == true
- end
- end
- end
- --Main
- mouse.Button1Up:connect(function()
- mousedown = false
- end)
- mouse.Button1Down:connect(function()
- if active == false then
- return
- end
- if enabled == true then
- return
- else
- enabled = true
- end
- humanoid.WalkSpeed = 7
- mousedown = true
- repeat
- Fire()
- wait()
- until mousedown == false
- humanoid.WalkSpeed = 16
- wait(0.2)
- enabled = false
- end)
- mouse.KeyUp:connect(function(key)
- key = key:lower()
- if key:byte() == 32 then
- spacepress = false
- end
- end)
- mouse.KeyDown:connect(function(key)
- key = key:lower()
- if key == "q" then
- if fastmode == 4 then
- fastmode = 1
- firespeed = cooldown
- else
- fastmode = fastmode + 1
- firespeed = firespeed / 2
- if fastmode == 4 then
- firespeed = 0
- end
- end
- elseif key == "e" then
- if rainbow == false then
- rainbow = true
- else
- rainbow = false
- end
- print(rainbow)
- elseif key == "z" and available == true then
- available = false
- Laser()
- wait(0.5)
- available = true
- elseif key == "x" then
- if active == true then
- for i=1,10 do
- for i,v in pairs(both) do
- v.Transparency = v.Transparency + 0.1
- end
- wait()
- end
- active = false
- else
- for i=1,10 do
- for i,v in pairs(both) do
- v.Transparency = v.Transparency - 0.1
- end
- wait()
- end
- active = true
- end
- elseif key:byte() == 32 then
- spacepress = true
- wait(0.4)
- if spacepress and heat > 0 then
- regen = false
- repeat
- heat = heat * 0.9
- heat = math.floor(heat)
- torso.Velocity = Vector3.new(torso.Velocity.x,heat * 1.5,torso.Velocity.z)
- local flame = Instance.new("Part")
- flame.Size = Vector3.new(3,3,3)
- flame.CFrame = torso.CFrame - Vector3.new(math.random(-1.5,1.5),3,math.random(-1.5,1.5))
- flame.Anchored = true
- flame.CanCollide = false
- flame.Transparency = 0.5
- flame.BrickColor = BrickColor.new("Deep orange")
- flame.Material = Enum.Material.Neon
- flame.Name = "Flame"
- flame.Parent = workspace
- Mesh("Sphere", flame, nil)
- coroutine.resume(coroutine.create(function()
- for i=1,10 do
- flame.Transparency = flame.Transparency + (0.02 * i)
- flame.Meshy.Scale = flame.Meshy.Scale:lerp(Vector3.new(0.6 / i, 0.6 / i, 0.6 / i) * (heat / 50), 0.7)
- flame.CFrame = CFrame.new(flame.Position + (flame.CFrame.upVector * ((1.5 / i) * -1)))
- wait()
- end
- flame:Destroy()
- end))
- wait()
- until heat == 0 or spacepress == false
- regen = true
- end
- end
- end)
- coroutine.resume(coroutine.create(function()
- while true do
- if rainbow == true then
- for i,v in pairs(bothgun) do
- v.Color = v.Color:lerp(BrickColor.Random().Color, 0.2)
- v.Material = Enum.Material.Neon
- end
- elseif rainbow == false then
- for i,v in pairs(bothgun) do
- v.Color = v.Color:lerp(BrickColor.new("Smoky grey").Color, 0.1)
- v.Material = Enum.Material.Metal
- end
- end
- wait()
- end
- end))
- --Eye Blink
- coroutine.resume(coroutine.create(function()
- local time = 180
- while true do
- repeat
- time = time - 1
- wait()
- until time == 0
- print("blink")
- coroutine.resume(coroutine.create(function()
- Chat("*blink*", 0, 0.3)
- end))
- time = 180
- local goal = Vector3.new(2,0,1)
- local colorgoal = BrickColor.new("Really black").Color
- for i=1,20 do
- eye.Meshy.Scale = eye.Meshy.Scale:lerp(goal, i / 35)
- eye.Color = eye.Color:lerp(colorgoal, 0.6)
- goal = Vector3.new(1,goal.y + 0.05,1)
- colorgoal = BrickColor.new("Really red").Color
- wait()
- end
- end
- end))
- --Regen Heat
- coroutine.resume(coroutine.create(function()
- while true do
- if regen == true then
- repeat
- heat = (heat * 1.3) + 0.1
- wait()
- until heat >= 100 or regen == false
- if regen then
- heat = 100
- end
- end
- wait()
- end
- end))
- print([["-|-
- Q to change firing speed
- E to turn off or on rainbow mode
- Z to shoot a laser out of your eye
- X to hide or show guns
- Space to hover
- Firing Speeds:
- 1 = Slow
- 2 = Normal
- 3 = Fast
- 4 = Literally impossible
- -|-"]])
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