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- 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")
- 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
- --[[
- Tf2 Engineer Class
- --------------------
- Script by: 123jl123
- ---------------------
- Sentry by: Madiik
- -- ]]
- local plr = owner
- local char = plr.Character
- local humanoid = char:findFirstChild("Humanoid")
- 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 rh = torso:findFirstChild("Right Hip")
- local lh = torso:findFirstChild("Left Hip")
- local neck = torso:findFirstChild("Neck")
- local rj = char:findFirstChild("HumanoidRootPart"):findFirstChild("RootJoint")
- local rootpart = char:findFirstChild("HumanoidRootPart")
- local camera = workspace.CurrentCamera
- local anim = char:findFirstChild("Animate")
- DA = false
- NoSentry = true
- maincolor = game.Players.LocalPlayer.Character.Torso.BrickColor.Name
- secondcolor = "Really black"
- WSHM = {'10209908','10209905','10209905','10209908'}
- WSH = WSHM[math.random(1,#WSHM)]
- wait(1 / 60)
- Effects = { }
- local Player = game.Players.localPlayer
- local Character = Player.Character
- local Humanoid = Character.Humanoid
- local mouse = Player:GetMouse()
- local LeftArm = Character["Left Arm"]
- local RightArm = Character["Right Arm"]
- local LeftLeg = Character["Left Leg"]
- local RightLeg = Character["Right Leg"]
- local Head = Character.Head
- local Torso = Character.Torso
- local cam = game.Workspace.CurrentCamera
- local RootPart = Character.HumanoidRootPart
- local RootJoint = RootPart.RootJoint
- local equipped = false
- local attack = false
- local Anim = 'Idle'
- local idle = 0
- local attacktype = 1
- local Torsovelocity = (RootPart.Velocity * Vector3.new(1, 0, 1)).magnitude
- local velocity = RootPart.Velocity.y
- local sine = 0
- local change = 1
- local grabbed = false
- local cn = CFrame.new
- local mr = math.rad
- local angles = CFrame.Angles
- local ud = UDim2.new
- local c3 = Color3.new
- local slashDamage = 15
- trans = 1
- for i,v in pairs(char:GetChildren()) do if v:IsA("Accessory") then v:Remove() end end
- for i,v in pairs(char:GetChildren()) do if v:IsA("Hat") then v:Remove() end end
- Wep = 1
- equippedgun2 = false
- --SB Plasma Shotgun 2013
- --madiik's plasma shottie
- --variables
- --some more variables
- local spread = 1
- -- end of some more variables
- local sound = Instance.new("Sound",head)
- sound.SoundId = "http://www.roblox.com/asset?id=10209842"
- sound.Volume = 2
- sound.Pitch = 1
- local sound2 = Instance.new("Sound",head)
- sound2.SoundId = "http://www.roblox.com/asset?id=10209881"
- sound2.Volume = 1
- sound2.Pitch = 1
- function attach(weld, part0, part1)
- weld.Part0 = part0
- weld.Part1 = part1
- end
- --create func
- function part(parent, size, color, formfactor, collide, transparency)
- if transparency == nil then transparency = 0 end
- if collide == nil then collide = false end
- if formfactor == nil then formfactor = Enum.FormFactor.Custom end
- 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, color, formfactor, collide, transparency)
- if transparency == nil then transparency = 0 end
- if collide == nil then collide = false end
- if formfactor == nil then formfactor = Enum.FormFactor.Custom end
- local p=Instance.new("WedgePart", 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(part0, part1, c0, parent, c1)
- if parent == nil then parent = gun end
- if c1 == nil then c1 = CFrame.new() end
- local wel=Instance.new("Weld", parent)
- wel.Part0 = part0
- wel.Part1 = part1
- wel.C0 = c0
- wel.C1 = c1
- return wel
- end
- function specialmesh(parent, meshType, scale, meshId)
- local mesh = Instance.new("SpecialMesh", parent)
- mesh.Scale = scale
- mesh.MeshType = meshType
- mesh.MeshId = meshId
- return mesh
- end
- --some ray functi0n
- function rayCast2(speed, gravity, from)
- coroutine.wrap(function()
- if char.Humanoid.Health == 0 then return end
- local rayP = Instance.new("Part")
- rayP.Name = "rayP"
- rayP.BrickColor = BrickColor.new("New Yeller")
- rayP.Material = 'Neon'
- rayP.Anchored = true
- rayP.CanCollide = false
- rayP.Locked = true
- rayP.TopSurface = Enum.SurfaceType.Smooth
- rayP.BottomSurface = Enum.SurfaceType.Smooth
- rayP.formFactor = Enum.FormFactor.Custom
- rayP.Size = Vector3.new(0.2, 0.2, 0.2)
- Instance.new("BlockMesh", rayP).Scale = Vector3.new(0.2, 0.2, 10)
- local bulletposition = from.Position + Vector3.new(0, 0.3, 0)
- local bulletvelocity = (Vector3.new(math.random(-spread*4,spread*4), math.random(-spread*4,spread*4), math.random(-spread*4,spread*4)))+( plr:GetMouse().Hit.p - bulletposition).unit*speed
- local bulletlastposition = bulletposition
- coroutine.resume(coroutine.create(function()
- while true do
- local dt = wait()
- bulletlastposition = bulletposition
- bulletvelocity = bulletvelocity + (Vector3.new(0, -14.81*gravity, 0)*dt)
- bulletposition = bulletposition + (bulletvelocity*dt)
- local ray = Ray.new(bulletlastposition, (bulletposition - bulletlastposition))
- local hit, hitposition = workspace:FindPartOnRayWithIgnoreList( ray, { char, rayP, TrailPart} )
- if (torso.Position - rayP.Position).magnitude > 540 then
- rayP:Destroy()
- break
- end
- if hit then
- local damage = math.random(10, 20)
- if hit.Parent:findFirstChild("Humanoid") ~= nil then
- hit.Parent.Humanoid.Health = hit.Parent.Humanoid.Health - damage
- end
- if hit.Parent:IsA("Hat") and hit.Parent.Parent:findFirstChild("Humanoid") ~= nil then
- hit.Parent.Parent.Humanoid.Health = hit.Parent.Parent.Humanoid.Health - damage
- end
- bulletposition = hitposition
- rayP.CFrame = CFrame.new(bulletposition, bulletposition+bulletvelocity)
- rayP:Destroy()
- break
- end
- rayP.CFrame = CFrame.new(bulletposition, bulletposition+bulletvelocity)
- rayP.Parent = workspace
- end
- end))
- end)()
- end
- --function attach(weld, part0, part1)
- --weld.Part0 = part0
- --weld.Part1 = part1
- --end
- TmRed = false
- TmBlue = false
- TeamColor = BrickColor.new("Really Black")
- local BC = char["Body Colors"]
- BC.HeadColor = BrickColor.new("Pastel brown")
- BC.LeftArmColor = BrickColor.new("Pastel brown")
- BC.LeftLegColor = BrickColor.new("Pastel brown")
- BC.RightArmColor = BrickColor.new("Pastel brown")
- BC.RightLegColor = BrickColor.new("Pastel brown")
- BC.TorsoColor = BrickColor.new("Pastel brown")
- New = function(Object, Parent, Name, Data)
- local Object = Instance.new(Object)
- for Index, Value in pairs(Data or {}) do
- Object[Index] = Value
- end
- Object.Parent = Parent
- Object.Name = Name
- return Object
- end
- local AddInstance = function(Object, ...)
- local Obj = Instance.new(Object)
- for i,v in next,(...) do
- Obj[i] = v
- end
- return Obj
- end
- Team=function()
- local r=math.random(1,2)
- if r==1 then
- print('RED')
- script.Name = "TeamRed"
- TmRed = true
- for i,v in pairs(char:GetChildren()) do if v:IsA("Shirt") then v:Remove() end end
- for i,v in pairs(char:GetChildren()) do if v:IsA("Pants") then v:Remove() end end
- wait()shirt = Instance.new("Shirt", char)
- shirt.Name = "Shirt"
- pants = Instance.new("Pants", char)
- pants.Name = "Pants"
- char.Shirt.ShirtTemplate = "http://www.roblox.com/asset/?id=69232230"
- char.Pants.PantsTemplate = "http://www.roblox.com/asset/?id=69232580"
- TeamColor = BrickColor.new("Bright red")
- end
- if r==2 then
- print('BLUE')
- TmBlue = true
- script.Name = "TeamBlue"
- for i,v in pairs(char:GetChildren()) do if v:IsA("Shirt") then v:Remove() end end
- for i,v in pairs(char:GetChildren()) do if v:IsA("Pants") then v:Remove() end end
- wait()shirt = Instance.new("Shirt", char)
- shirt.Name = "Shirt"
- pants = Instance.new("Pants", char)
- pants.Name = "Pants"
- char.Shirt.ShirtTemplate = "http://www.roblox.com/asset/?id=69232247"
- char.Pants.PantsTemplate = "http://www.roblox.com/asset/?id=69232594"
- TeamColor = BrickColor.new("Bright blue")
- end
- print(''..r)
- end
- Team()
- local MusThingHat = AddInstance("Part",{
- Parent = head,
- CFrame = head.CFrame,
- formFactor = "Symmetric",
- Size = Vector3.new(1, 1, 1),
- CanCollide = false,
- TopSurface = "Smooth",
- BottomSurface = "Smooth",
- Locked = true,
- BrickColor=BrickColor.new("Br. yellowish orange"),
- Transparency = 1,
- })
- local Weld = AddInstance("Weld",{
- Parent = MusThingHat,
- Part0 = head,
- C0 = CFrame.new(0,0.5,0)*CFrame.Angles(0,0,0),
- Part1 = MusThingHat,
- })
- local Mesh = AddInstance("SpecialMesh",{
- Parent = MusThingHat,
- Scale = Vector3.new(.1,0,.1),
- })
- local Reaper = AddInstance("Part",{
- Parent = head,
- CFrame = head.CFrame,
- formFactor = "Symmetric",
- Size = Vector3.new(1, 1, 1),
- CanCollide = false,
- TopSurface = "Smooth",
- BottomSurface = "Smooth",
- Locked = true,
- BrickColor=BrickColor.new("Br. yellowish orange"),
- })
- local Weld = AddInstance("Weld",{
- Parent = Reaper,
- Part0 = head,
- C0 = CFrame.new(-.04,.7,-.1)*CFrame.Angles(0,0,.08),
- Part1 = Reaper,
- })
- local Mesh = AddInstance("SpecialMesh",{
- Parent = Reaper,
- MeshId = "rbxassetid://1073659",
- Scale = Vector3.new(1.06,1.05,1.06),
- VertexColor = Vector3.new(1,1,1),
- })
- local Helmpart2 = AddInstance("Part",{
- Parent = head,
- CFrame = head.CFrame,
- formFactor = "Symmetric",
- Size = Vector3.new(1, 1, 1),
- CanCollide = false,
- TopSurface = "Smooth",
- BottomSurface = "Smooth",
- Locked = true,
- BrickColor=BrickColor.new("White"),
- })
- local Weld = AddInstance("Weld",{
- Parent = Helmpart2,
- Part0 = head,
- C0 = CFrame.new(.01,.4,.05)*CFrame.Angles(.1,0,-.02),
- Part1 = Helmpart2,
- })
- local Mesh = AddInstance("SpecialMesh",{
- Parent = Helmpart2,
- Scale = Vector3.new(1.28,.48,1.28),
- VertexColor = Vector3.new(1,1,1),
- })
- local Glassespart2 = AddInstance("Part",{
- Parent = head,
- CFrame = head.CFrame,
- formFactor = "Symmetric",
- Size = Vector3.new(1, 1, 1),
- CanCollide = false,
- TopSurface = "Smooth",
- BottomSurface = "Smooth",
- Locked = true,
- BrickColor=BrickColor.new("Really black"),
- })
- local Weld = AddInstance("Weld",{
- Parent = Glassespart2,
- Part0 = head,
- C0 = CFrame.new(0,.35,0)*CFrame.Angles(0,0,0),
- Part1 = Glassespart2,
- })
- local Mesh = AddInstance("SpecialMesh",{
- Parent = Glassespart2,
- Scale = Vector3.new(1.27,.5,1.27),
- VertexColor = Vector3.new(1,1,1),
- })
- local Reaper3 = AddInstance("Part",{
- Parent = head,
- CFrame = head.CFrame,
- formFactor = "Symmetric",
- Size = Vector3.new(1, 1, 1),
- CanCollide = false,
- TopSurface = "Smooth",
- BottomSurface = "Smooth",
- Locked = true,
- BrickColor=BrickColor.new("Gold"),
- })
- local Weld = AddInstance("Weld",{
- Parent = Reaper3,
- Part0 = head,
- C0 = CFrame.new(0,.3,-0.02)*CFrame.Angles(-.1,0,0),
- Part1 = Reaper3,
- })
- local Mesh = AddInstance("SpecialMesh",{
- Parent = Reaper3,
- MeshId = "rbxassetid://19380122",
- TextureId = "rbxassetid://19380117",
- Scale = Vector3.new(.9,1,1),
- VertexColor = Vector3.new(1,1,1),
- })
- local Reaper4 = AddInstance("Part",{
- Parent = RightArm,
- CFrame = RightArm.CFrame,
- formFactor = "Symmetric",
- Size = Vector3.new(0.1, 0.5, 3),
- CanCollide = false,
- TopSurface = "Smooth",
- BottomSurface = "Smooth",
- Locked = true,
- Transparency = 0
- })
- local Weld = AddInstance("Weld",{
- Parent = Reaper4,
- Part0 = RightArm,
- C0 = CFrame.new(-0.35,-1.8,-0.4)*CFrame.Angles(4.7,3.4,0),
- Part1 = Reaper4,
- })
- local Mesh = AddInstance("SpecialMesh",{
- Parent = Reaper4,
- MeshId = "rbxassetid://470533002",
- TextureId = "rbxassetid://470533004",
- Scale = Vector3.new(.03,.03,.03),
- VertexColor = Vector3.new(1,1,1),
- })
- local GunFire = AddInstance("Part",{
- Parent = RightArm,
- CFrame = RightArm.CFrame,
- formFactor = "Symmetric",
- Size = Vector3.new(0.1, 0.1, 0.1),
- CanCollide = false,
- TopSurface = "Smooth",
- BottomSurface = "Smooth",
- Locked = true,
- Transparency = 1
- })
- local Weld = AddInstance("Weld",{
- Parent = GunFire,
- Part0 = RightArm,
- C0 = CFrame.new(-0.8,-3.5,-0.7)*CFrame.Angles(4.7,3.4,0),
- Part1 = GunFire,
- })
- local GunParticle = Instance.new("ParticleEmitter", GunFire);
- GunParticle.VelocitySpread = 60;
- GunParticle.LightEmission = 200;
- local Colors2 = {Color3.new(1,.5,0), Color3.new(1,.7,0), Color3.new(1,.9,0);}
- GunParticle.Size = NumberSequence.new(.05,.07);
- GunParticle.Color = ColorSequence.new(Colors2[math.random(#Colors2)]);
- GunParticle.Texture = "rbxassetid://252350680";
- GunParticle.RotSpeed = NumberRange.new(10,70);
- GunParticle.Rate = 600;
- GunParticle.Speed = NumberRange.new(15);
- GunParticle.Transparency = NumberSequence.new(0,1);
- GunParticle.Lifetime = NumberRange.new(.01,.2);
- GunParticle.EmissionDirection = 'Back'
- GunParticle.Enabled = false
- local Reaper5 = AddInstance("Part",{
- Parent = RightArm,
- CFrame = RightArm.CFrame,
- formFactor = "Symmetric",
- Size = Vector3.new(0.1, 0.5, 3),
- CanCollide = false,
- TopSurface = "Smooth",
- BottomSurface = "Smooth",
- Locked = true,
- Transparency = 1
- })
- local Weld = AddInstance("Weld",{
- Parent = Reaper5,
- Part0 = RightArm,
- C0 = CFrame.new(-.1,-0.75,-.7)*CFrame.Angles(1.5,0,3),
- Part1 = Reaper5,
- })
- local Mesh = AddInstance("SpecialMesh",{
- Parent = Reaper5,
- MeshId = "rbxassetid://431003868",
- TextureId = "rbxassetid://430627740",
- Scale = Vector3.new(1.93,1.99,1.99),
- VertexColor = Vector3.new(1,1,1),
- })
- local Arms = AddInstance("Model",{
- Parent = cam,
- Name = "Arms",
- })
- local Arm1 = AddInstance("Part",{
- Parent = Arms,
- Name = "RightArm",
- CFrame = RightArm.CFrame,
- formFactor = "Symmetric",
- Size = Vector3.new(.85,1.85,.85),
- CanCollide = false,
- Material = "SmoothPlastic",
- TopSurface = "Smooth",
- BottomSurface = "Smooth",
- Locked = true,
- BrickColor=BrickColor.new("Pastel brown"),
- Transparency = 0
- })
- local Weld = AddInstance("Weld",{
- Parent = Arm1,
- Part0 = RightArm,
- C0 = CFrame.new(0,0,0)*CFrame.Angles(0,0,0),
- Part1 = Arm1,
- })
- local Arm2 = AddInstance("Part",{
- Parent = Arms,
- Name = "LeftArm",
- CFrame = LeftArm.CFrame,
- formFactor = "Symmetric",
- Size = Vector3.new(.85,1.85,.85),
- CanCollide = false,
- Material = "SmoothPlastic",
- TopSurface = "Smooth",
- BottomSurface = "Smooth",
- Locked = true,
- BrickColor=BrickColor.new("Pastel brown"),
- Transparency = 0
- })
- local Weld = AddInstance("Weld",{
- Parent = Arm2,
- Part0 = LeftArm,
- C0 = CFrame.new(0,0,0)*CFrame.Angles(0,0,0),
- Part1 = Arm2,
- })
- local Arm3 = AddInstance("Part",{
- Parent = Arms,
- Name = "RightArm",
- CFrame = RightArm.CFrame,
- formFactor = "Symmetric",
- Size = Vector3.new(.9,.9,.9),
- CanCollide = false,
- Material = "SmoothPlastic",
- TopSurface = "Smooth",
- BottomSurface = "Smooth",
- Locked = true,
- BrickColor=TeamColor,
- Transparency = 0
- })
- local Weld = AddInstance("Weld",{
- Parent = Arm3,
- Part0 = RightArm,
- C0 = CFrame.new(0,.5,0)*CFrame.Angles(0,0,0),
- Part1 = Arm3,
- })
- local Arm4 = AddInstance("Part",{
- Parent = Arms,
- Name = "LeftArm",
- CFrame = LeftArm.CFrame,
- formFactor = "Symmetric",
- Size = Vector3.new(.9,.9,.9),
- CanCollide = false,
- Material = "SmoothPlastic",
- TopSurface = "Smooth",
- BottomSurface = "Smooth",
- Locked = true,
- BrickColor=TeamColor,
- Transparency = 0
- })
- local Weld = AddInstance("Weld",{
- Parent = Arm4,
- Part0 = LeftArm,
- C0 = CFrame.new(0,.5,0)*CFrame.Angles(0,0,0),
- Part1 = Arm4,
- })
- local Arm5 = AddInstance("Part",{
- Parent = Arms,
- Name = "RightArm",
- CFrame = RightArm.CFrame,
- formFactor = "Symmetric",
- Size = Vector3.new(.86,.8,.86),
- CanCollide = false,
- Material = "SmoothPlastic",
- TopSurface = "Smooth",
- BottomSurface = "Smooth",
- Locked = true,
- BrickColor=BrickColor.new("Br. yellowish orange"),
- Transparency = 0
- })
- local Weld = AddInstance("Weld",{
- Parent = Arm5,
- Part0 = RightArm,
- C0 = CFrame.new(0,-.55,0)*CFrame.Angles(0,0,0),
- Part1 = Arm5,
- })
- local Reaper6 = AddInstance("Part",{
- Parent = Arms,
- CFrame = RightArm.CFrame,
- formFactor = "Symmetric",
- Size = Vector3.new(0.1, 0.1, .1),
- CanCollide = false,
- TopSurface = "Smooth",
- BottomSurface = "Smooth",
- Locked = true,
- Transparency = 1
- })
- local Weld = AddInstance("Weld",{
- Parent = Reaper6,
- Part0 = RightArm,
- C0 = CFrame.new(-0.35,-1.8,-0.4)*CFrame.Angles(4.7,3.4,0),
- Part1 = Reaper6,
- })
- local Mesh = AddInstance("SpecialMesh",{
- Parent = Reaper6,
- MeshId = "rbxassetid://470533002",
- TextureId = "rbxassetid://470533004",
- Scale = Vector3.new(.029,.029,.029),
- VertexColor = Vector3.new(1,1,1),
- })
- local Reaper7 = AddInstance("Part",{
- Parent = Arms,
- CFrame = RightArm.CFrame,
- formFactor = "Symmetric",
- Size = Vector3.new(0.1, 0.5, 3),
- CanCollide = false,
- TopSurface = "Smooth",
- BottomSurface = "Smooth",
- Locked = true,
- Transparency = 1
- })
- local Weld = AddInstance("Weld",{
- Parent = Reaper7,
- Part0 = RightArm,
- C0 = CFrame.new(-.1,-0.75,-.7)*CFrame.Angles(1.5,0,3),
- Part1 = Reaper7,
- })
- local Mesh = AddInstance("SpecialMesh",{
- Parent = Reaper7,
- MeshId = "rbxassetid://431003868",
- TextureId = "rbxassetid://430627740",
- Scale = Vector3.new(1.9,1.98,1.98),
- VertexColor = Vector3.new(1,1,1),
- })
- head.face.Texture = "http://www.roblox.com/asset/?id=156600391"
- local NeckCF = cn(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- Humanoid.Animator:Destroy()
- Character.Animate:Destroy()
- local RootCF = CFrame.fromEulerAnglesXYZ(-1.57, 0, 3.14)
- local RHCF = CFrame.fromEulerAnglesXYZ(0, 1.6, 0)
- local LHCF = CFrame.fromEulerAnglesXYZ(0, -1.6, 0)
- RSH, LSH = nil, nil
- RW = Instance.new("Weld")
- LW = Instance.new("Weld")
- RH = Torso["Right Hip"]
- LH = Torso["Left Hip"]
- RSH = Torso["Right Shoulder"]
- LSH = Torso["Left Shoulder"]
- RSH.Parent = nil
- LSH.Parent = nil
- RW.Name = "RW"
- RW.Part0 = Torso
- RW.C0 = cn(1.5, 0.5, 0)
- RW.C1 = cn(0, 0.5, 0)
- RW.Part1 = RightArm
- RW.Parent = Torso
- LW.Name = "LW"
- LW.Part0 = Torso
- LW.C0 = cn(-1.5, 0.5, 0)
- LW.C1 = cn(0, 0.5, 0)
- LW.Part1 = LeftArm
- LW.Parent = Torso
- function clerp(a, b, t)
- local qa = {
- QuaternionFromCFrame(a)
- }
- local qb = {
- QuaternionFromCFrame(b)
- }
- local ax, ay, az = a.x, a.y, a.z
- local bx, by, bz = b.x, b.y, b.z
- local _t = 1 - t
- return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t))
- end
- function QuaternionFromCFrame(cf)
- local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
- local trace = m00 + m11 + m22
- if trace > 0 then
- local s = math.sqrt(1 + trace)
- local recip = 0.5 / s
- return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5
- else
- local i = 0
- if m11 > m00 then
- i = 1
- end
- if m22 > (i == 0 and m00 or m11) then
- i = 2
- end
- if i == 0 then
- local s = math.sqrt(m00 - m11 - m22 + 1)
- local recip = 0.5 / s
- return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
- elseif i == 1 then
- local s = math.sqrt(m11 - m22 - m00 + 1)
- local recip = 0.5 / s
- return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip
- elseif i == 2 then
- local s = math.sqrt(m22 - m00 - m11 + 1)
- local recip = 0.5 / s
- return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
- end
- end
- end
- function QuaternionToCFrame(px, py, pz, x, y, z, w)
- local xs, ys, zs = x + x, y + y, z + z
- local wx, wy, wz = w * xs, w * ys, w * zs
- local xx = x * xs
- local xy = x * ys
- local xz = x * zs
- local yy = y * ys
- local yz = y * zs
- local zz = z * zs
- return CFrame.new(px, py, pz, 1 - (yy + zz), xy - wz, xz + wy, xy + wz, 1 - (xx + zz), yz - wx, xz - wy, yz + wx, 1 - (xx + yy))
- end
- function QuaternionSlerp(a, b, t)
- local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
- local startInterp, finishInterp;
- if cosTheta >= 0.0001 then
- if (1 - cosTheta) > 0.0001 then
- local theta = math.acos(cosTheta)
- local invSinTheta = 1 / math.sin(theta)
- startInterp = math.sin((1 - t) * theta) * invSinTheta
- finishInterp = math.sin(t * theta) * invSinTheta
- else
- startInterp = 1 - t
- finishInterp = t
- end
- else
- if (1 + cosTheta) > 0.0001 then
- local theta = math.acos(-cosTheta)
- local invSinTheta = 1 / math.sin(theta)
- startInterp = math.sin((t - 1) * theta) * invSinTheta
- finishInterp = math.sin(t * theta) * invSinTheta
- else
- startInterp = t - 1
- finishInterp = t
- end
- end
- return a[1] * startInterp + b[1] * finishInterp, a[2] * startInterp + b[2] * finishInterp, a[3] * startInterp + b[3] * finishInterp, a[4] * startInterp + b[4] * finishInterp
- end
- function swait(num)
- if num == 0 or num == nil then
- game:service'RunService'.RenderStepped:wait(0)
- else
- for i = 0, num do
- game:service'RunService'.RenderStepped:wait(0)
- end
- end
- end
- local RbxUtility = LoadLibrary("RbxUtility")
- local Create = RbxUtility.Create
- function RemoveOutlines(part)
- part.TopSurface, part.BottomSurface, part.LeftSurface, part.RightSurface, part.FrontSurface, part.BackSurface = 10, 10, 10, 10, 10, 10
- end
- function CreatePart(FormFactor, Parent, Material, Reflectance, Transparency, BColor, Name, Size)
- local Part = Create("Part"){
- formFactor = FormFactor,
- Parent = Parent,
- Reflectance = Reflectance,
- Transparency = Transparency,
- CanCollide = false,
- Locked = true,
- BrickColor = BrickColor.new(tostring(BColor)),
- Name = Name,
- Size = Size,
- Material = Material,
- }
- RemoveOutlines(Part)
- return Part
- end
- function CreateMesh(Mesh, Part, MeshType, MeshId, OffSet, Scale)
- local Msh = Create(Mesh){
- Parent = Part,
- Offset = OffSet,
- Scale = Scale,
- }
- if Mesh == "SpecialMesh" then
- Msh.MeshType = MeshType
- Msh.MeshId = MeshId
- end
- return Msh
- end
- function CreateWeld(Parent, Part0, Part1, C0, C1)
- local Weld = Create("Weld"){
- Parent = Parent,
- Part0 = Part0,
- Part1 = Part1,
- C0 = C0,
- C1 = C1,
- }
- return Weld
- end
- function rayCast(Position, Direction, Range, Ignore)
- return game:service("Workspace"):FindPartOnRay(Ray.new(Position, Direction.unit * (Range or 999.999)), Ignore)
- end
- function CreateSound(id, par, vol, pit)
- coroutine.resume(coroutine.create(function()
- local sou = Instance.new("Sound", par or workspace)
- sou.Volume = vol
- sou.Pitch = pit or 1
- sou.SoundId = id
- wait()
- sou:play()
- game:GetService("Debris"):AddItem(sou, 6)
- end))
- end
- local function getclosest(obj, distance)
- local last, lastx = distance + 1
- for i, v in pairs(workspace:GetChildren()) do
- if v:IsA'Model' and v ~= Character and v:findFirstChild('Humanoid') and v:findFirstChild('Torso') and v:findFirstChild('Humanoid').Health > 0 then
- local t = v.Torso
- local dist = (t.Position - obj.Position).magnitude
- if dist <= distance then
- if dist < last then
- last = dist
- lastx = v
- end
- end
- end
- end
- return lastx
- end
- function Damage(hit, damage, cooldown, Color1, Color2, HSound, HPitch)
- for i, v in pairs(hit:GetChildren()) do
- if v:IsA("Humanoid") and hit.Name ~= Character.Name then
- local find = v:FindFirstChild("Hitz")
- if not find then
- if v.Parent:findFirstChild("Head") then
- local BillG = Create("BillboardGui"){
- Parent = v.Parent.Head,
- Size = UDim2.new(1, 0, 1, 0),
- Adornee = v.Parent.Head,
- StudsOffset = Vector3.new(math.random(-3, 3), math.random(3, 5), math.random(-3, 3)),
- }
- local TL = Create("TextLabel"){
- Parent = BillG,
- Size = UDim2.new(3, 3, 3, 3),
- BackgroundTransparency = 1,
- Text = tostring(damage).."-",
- TextColor3 = Color1.Color,
- TextStrokeColor3 = Color2.Color,
- TextStrokeTransparency = 0,
- TextXAlignment = Enum.TextXAlignment.Center,
- TextYAlignment = Enum.TextYAlignment.Center,
- FontSize = Enum.FontSize.Size18,
- Font = "ArialBold",
- }
- coroutine.resume(coroutine.create(function()
- wait(1)
- for i = 0, 1, .1 do
- wait(.1)
- BillG.StudsOffset = BillG.StudsOffset + Vector3.new(0, .1, 0)
- end
- BillG:Destroy()
- end))
- end
- v.Health = v.Health - damage
- local bool = Create("BoolValue"){
- Parent = v,
- Name = 'Hitz',
- }
- if HSound ~= nil and HPitch ~= nil then
- CreateSound(HSound, hit, 1, HPitch)
- end
- game:GetService("Debris"):AddItem(bool, cooldown)
- end
- end
- end
- end
- function BlockEffect(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, Type)
- local prt = CreatePart(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CreateMesh("BlockMesh", prt, "", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- if Type == 1 or Type == nil then
- table.insert(Effects, {
- prt,
- "Block1",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- elseif Type == 2 then
- table.insert(Effects, {
- prt,
- "Block2",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- end
- function SphereEffect(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CreatePart(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CreateMesh("SpecialMesh", prt, "Sphere", "nil", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- function RingEffect(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CreatePart(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new(0.5, 0.5, 0.5))
- prt.Anchored = true
- prt.CFrame = cframe * CFrame.new(x1, y1, z1)
- local msh = CreateMesh("SpecialMesh", prt, "FileMesh", "3270017", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- function CylinderEffect(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CreatePart(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CreateMesh("CylinderMesh", prt, "", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- function WaveEffect(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CreatePart(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CreateMesh("SpecialMesh", prt, "FileMesh", "20329976", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- function SpecialEffect(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CreatePart(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CreateMesh("SpecialMesh", prt, "FileMesh", "24388358", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- function BreakEffect(brickcolor, cframe, x1, y1, z1)
- local prt = CreatePart(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new(0.5, 0.5, 0.5))
- prt.Anchored = true
- prt.CFrame = cframe * CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- local msh = CreateMesh("SpecialMesh", prt, "Sphere", "nil", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- local num = math.random(10, 50) / 1000
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Shatter",
- num,
- prt.CFrame,
- math.random() - math.random(),
- 0,
- math.random(50, 100) / 100
- })
- end
- for i = 0, 1, 0.05 do
- swait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), .1)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(5), math.rad(0), math.rad(0)), .1)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, -.1) * angles(math.rad(5), math.rad(0), math.rad(5)), 0.1)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(20), math.rad(0), math.rad(-10)), 0.3)
- if Torsovelocity > 2 then
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(-50 * math.cos(sine / 4)), math.rad(0), math.rad(4 * math.cos(sine / 4))), .2)
- RH.C0 = clerp(RH.C0, cn(1, -1 + .1 * math.cos(sine / 5), 0) * RHCF * angles(math.rad(-2), math.rad(0), math.rad(30 * math.cos(sine / 4))), .3)
- LH.C0 = clerp(LH.C0, cn(-1, -1 + .1 * math.cos(sine / 5), 0) * LHCF * angles(math.rad(-2), math.rad(0), math.rad(30 * math.cos(sine / 4))), .3)
- elseif Torsovelocity < 1 then
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, -.1) * angles(math.rad(5), math.rad(0), math.rad(5)), 0.1)
- RH.C0 = clerp(RH.C0, cn(1, -1, 0) * RHCF * angles(math.rad(-2), math.rad(5), math.rad(0)), .1)
- LH.C0 = clerp(LH.C0, cn(-1, -1, 0) * LHCF * angles(math.rad(-2), math.rad(5), math.rad(0)), .1)
- end
- end
- attack = false
- game:GetService'RunService'.Stepped:connect(function()
- if Wep == 1 then
- equippedgun2 = false
- Reaper4.Transparency = 1
- Reaper5.Transparency = 0
- Reaper6.Transparency = 1
- Reaper7.Transparency = 0
- end
- if Wep == 2 then
- equippedgun2 = true
- Reaper4.Transparency = 0
- Reaper5.Transparency = 1
- Reaper6.Transparency = 0
- Reaper7.Transparency = 1
- end
- if Wep == 3 then
- equippedgun2 = false
- Reaper4.Transparency = 1
- Reaper5.Transparency = 1
- Reaper6.Transparency = 1
- Reaper7.Transparency = 1
- end
- Torsovelocity = (RootPart.Velocity * Vector3.new(1, 0, 1)).magnitude
- velocity = RootPart.Velocity.y
- sine = sine + change
- local hit, pos = rayCast(RootPart.Position, (CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0))).lookVector, 4, Character)
- if equipped == true or equipped == false then
- if RootPart.Velocity.y > 1 and hit == nil then
- Anim = "Jump"
- if attack == false and Wep == 1 then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, 0, 0) * angles(math.rad(-5), math.rad(0), math.rad(0)), .1)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(10), math.rad(0), math.rad(0)), .1)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(-40), math.rad(0), math.rad(30)), .1)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-40), math.rad(0), math.rad(-30)), .1)
- RH.C0 = clerp(RH.C0, cn(1, -.9, -.3) * RHCF * angles(math.rad(3), math.rad(0), math.rad(0)), .1)
- LH.C0 = clerp(LH.C0, cn(-1, -.7, -.5) * LHCF * angles(math.rad(-3), math.rad(0), math.rad(0)), .1)
- end
- elseif RootPart.Velocity.y < -1 and hit == nil then
- Anim = "Fall"
- if attack == false and Wep == 1 then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), .1)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(10), math.rad(0), math.rad(0)), .1)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(-20), math.rad(0), math.rad(50)), .1)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-20), math.rad(0), math.rad(-50)), .1)
- RH.C0 = clerp(RH.C0, cn(1, -1, -.3) * RHCF * angles(math.rad(-5), math.rad(0), math.rad(0)), .1)
- LH.C0 = clerp(LH.C0, cn(-1, -.8, -.3) * LHCF * angles(math.rad(-5), math.rad(0), math.rad(0)), .1)
- end
- elseif Torsovelocity < 1 and hit ~= nil then
- Anim = "Idle"
- if attack == false and Wep == 1 then
- change = 1
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, 0, -0.1 + 0.1 * math.cos(sine / 25)) * angles(math.rad(0), math.rad(0), math.rad(5)), .1)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(5 - 2 * math.cos(sine / 25)), math.rad(0), math.rad(-5)), .1)
- RW.C0 = clerp(RW.C0, CFrame.new(1.2, 0.5 - -.1 * math.cos(sine / 25), 0) * angles(math.rad(50), math.rad(35 - 25 * math.cos(sine / 25)), math.rad(5 + 3 * math.cos(sine / 25))), 0.1)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.2, 0.4, -.4) * angles(math.rad(80 + 7 * math.cos(sine / 25)), math.rad(-30), math.rad(35 - 1 * math.cos(sine / 25))), 0.1)
- RH.C0 = clerp(RH.C0, cn(1, -.9 - 0.1 * math.cos(sine / 25), 0) * RHCF * angles(math.rad(-2 + 1 * math.cos(sine / 25)), math.rad(-5), math.rad(0 + 2 * math.cos(sine / 25))), .1)
- LH.C0 = clerp(LH.C0, cn(-1, -.9 - 0.1 * math.cos(sine / 25), 0) * LHCF * angles(math.rad(-2 + 1 * math.cos(sine / 25)), math.rad(-5), math.rad(0 + 2 * math.cos(sine / 25))), .1)
- end
- elseif Torsovelocity > 2 and hit ~= nil then
- Anim = "Walk"
- if attack == false and Wep == 1 then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, 0, -0.05 + .1 * math.cos(sine / 3)) * angles(math.rad(5), math.rad(0) + RootPart.RotVelocity.Y / 30, math.rad(5 * math.cos(sine / 5))), .2)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(-3), math.rad(0), math.rad(-5 * math.cos(sine / 5)) + RootPart.RotVelocity.Y / 9), .2)
- RW.C0 = clerp(RW.C0, CFrame.new(1.2 - -.05 * math.cos(sine / 4), 0.5 - -.05 * math.cos(sine / 4), 0) * angles(math.rad(50), math.rad(57 - .1 * math.cos(sine / 25)), math.rad(5 + 3 * math.cos(sine / 25))), 0.1)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.2 - -.05 * math.cos(sine / 4), 0.4 - -.05 * math.cos(sine / 4), -.4) * angles(math.rad(80 + 1 * math.cos(sine / 25)), math.rad(-30), math.rad(35 - 1 * math.cos(sine / 25))), 0.1)
- RH.C0 = clerp(RH.C0, cn(1, -.9 + -.1 * math.cos(sine / 4),0 + -.1 * math.cos(sine / 4)) * RHCF * angles(math.rad(-2), math.rad(0), math.rad(50 * math.cos(sine / 4))), .3)
- LH.C0 = clerp(LH.C0, cn(-1, -.9 + .1 * math.cos(sine / 4), 0 + .1 * math.cos(sine / 4)) * LHCF * angles(math.rad(-2), math.rad(0), math.rad(50 * math.cos(sine / 4))), .3)
- end
- end
- end
- -----------------------[Anim2]--------------------------------------------------------------------------------------------------------------------------
- if equipped == true or equipped == false then
- if RootPart.Velocity.y > 1 and hit == nil then
- Anim = "Jump"
- if attack == false and Wep == 2 then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, 0, 0) * angles(math.rad(-5), math.rad(0), math.rad(0)), .1)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(10), math.rad(0), math.rad(0)), .1)
- RW.C0 = clerp(RW.C0, CFrame.new(1.2, 0.2, 0) * angles(math.rad(60), math.rad(0 - .01 * math.cos(sine / 25)), math.rad(-40 + 0.1 * math.cos(sine / 25))), 0.1)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.2, 0.1, -.4) * angles(math.rad(55 + 1 * math.cos(sine / 25)), math.rad(15), math.rad(-10 - 1 * math.cos(sine / 25))), 0.1)
- RH.C0 = clerp(RH.C0, cn(1, -.9, -.3) * RHCF * angles(math.rad(3), math.rad(0), math.rad(0)), .1)
- LH.C0 = clerp(LH.C0, cn(-1, -.7, -.5) * LHCF * angles(math.rad(-3), math.rad(0), math.rad(0)), .1)
- end
- elseif RootPart.Velocity.y < -1 and hit == nil then
- Anim = "Fall"
- if attack == false and Wep == 2 then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), .1)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(10), math.rad(0), math.rad(0)), .1)
- RW.C0 = clerp(RW.C0, CFrame.new(1.2, 0.8, 0) * angles(math.rad(60), math.rad(0 - .01 * math.cos(sine / 25)), math.rad(-40 + 0.1 * math.cos(sine / 25))), 0.05)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.2, 0.7, -.4) * angles(math.rad(55 + 1 * math.cos(sine / 25)), math.rad(15), math.rad(-10 - 1 * math.cos(sine / 25))), 0.05)
- RH.C0 = clerp(RH.C0, cn(1, -1, -.3) * RHCF * angles(math.rad(-5), math.rad(0), math.rad(0)), .1)
- LH.C0 = clerp(LH.C0, cn(-1, -.8, -.3) * LHCF * angles(math.rad(-5), math.rad(0), math.rad(0)), .1)
- end
- elseif Torsovelocity < 1 and hit ~= nil then
- Anim = "Idle"
- if attack == false and Wep == 2 then
- change = 1
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, 0, -0.1 + 0.1 * math.cos(sine / 25)) * angles(math.rad(0), math.rad(0), math.rad(5)), .1)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(5 - 2 * math.cos(sine / 25)), math.rad(0), math.rad(-5)), .1)
- RW.C0 = clerp(RW.C0, CFrame.new(1.2, 0.5, 0) * angles(math.rad(60), math.rad(0 - .01 * math.cos(sine / 25)), math.rad(-40 + 0.1 * math.cos(sine / 25))), 0.1)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.2, 0.4, -.4) * angles(math.rad(55 + 1 * math.cos(sine / 25)), math.rad(15), math.rad(-10 - 1 * math.cos(sine / 25))), 0.1)
- RH.C0 = clerp(RH.C0, cn(1, -.9 - 0.1 * math.cos(sine / 25), 0) * RHCF * angles(math.rad(-2 + 1 * math.cos(sine / 25)), math.rad(-5), math.rad(0 + 2 * math.cos(sine / 25))), .1)
- LH.C0 = clerp(LH.C0, cn(-1, -.9 - 0.1 * math.cos(sine / 25), 0) * LHCF * angles(math.rad(-2 + 1 * math.cos(sine / 25)), math.rad(-5), math.rad(0 + 2 * math.cos(sine / 25))), .1)
- end
- elseif Torsovelocity > 2 and hit ~= nil then
- Anim = "Walk"
- if attack == false and Wep == 2 then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, 0, -0.05 + .1 * math.cos(sine / 3)) * angles(math.rad(5), math.rad(0) + RootPart.RotVelocity.Y / 30, math.rad(-25 - 5 * math.cos(sine / 5))), .2)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(-3), math.rad(0), math.rad(25 + 5 * math.cos(sine / 5)) + RootPart.RotVelocity.Y / 9), .2)
- RW.C0 = clerp(RW.C0, CFrame.new(1.2, 0.5, 0) * angles(math.rad(60), math.rad(0 - .01 * math.cos(sine / 25)), math.rad(-40 + 0.1 * math.cos(sine / 25))), 0.1)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.2, 0.4, -.4) * angles(math.rad(55 + 1 * math.cos(sine / 25)), math.rad(15), math.rad(-10 - 1 * math.cos(sine / 25))), 0.1)
- RH.C0 = clerp(RH.C0, cn(.95, -.9 + -.1 * math.cos(sine / 4),-.35) * RHCF * angles(math.rad(-2), math.rad(25), math.rad(50 * math.cos(sine / 4))), .3)
- LH.C0 = clerp(LH.C0, cn(-.95, -.9 + .1 * math.cos(sine / 4), .35) * LHCF * angles(math.rad(-2), math.rad(25), math.rad(50 * math.cos(sine / 4))), .3)
- end
- end
- end
- -----------------------[Noraml Anim]--------------------------------------------------------------------------------------------------------------------------
- if equipped == true or equipped == false then
- if RootPart.Velocity.y > 1 and hit == nil then
- Anim = "Jump"
- if attack == false and Wep == 3 then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, 0, 0) * angles(math.rad(-5), math.rad(0), math.rad(0)), .1)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(10), math.rad(0), math.rad(0)), .1)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(-40), math.rad(0), math.rad(30)), .1)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-40), math.rad(0), math.rad(-30)), .1)
- RH.C0 = clerp(RH.C0, cn(1, -.9, -.3) * RHCF * angles(math.rad(3), math.rad(0), math.rad(0)), .1)
- LH.C0 = clerp(LH.C0, cn(-1, -.7, -.5) * LHCF * angles(math.rad(-3), math.rad(0), math.rad(0)), .1)
- end
- elseif RootPart.Velocity.y < -1 and hit == nil then
- Anim = "Fall"
- if attack == false and Wep == 3 then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), .1)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(10), math.rad(0), math.rad(0)), .1)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(-20), math.rad(0), math.rad(50)), .1)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-20), math.rad(0), math.rad(-50)), .1)
- RH.C0 = clerp(RH.C0, cn(1, -1, -.3) * RHCF * angles(math.rad(-5), math.rad(0), math.rad(0)), .1)
- LH.C0 = clerp(LH.C0, cn(-1, -.8, -.3) * LHCF * angles(math.rad(-5), math.rad(0), math.rad(0)), .1)
- end
- elseif Torsovelocity < 1 and hit ~= nil then
- Anim = "Idle"
- if attack == false and Wep == 3 then
- change = 1
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, 0, -0.1 + 0.1 * math.cos(sine / 25)) * angles(math.rad(0), math.rad(0), math.rad(5)), .1)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(5 - 2 * math.cos(sine / 25)), math.rad(0), math.rad(-5)), .1)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5 - 0 * math.cos(sine / 25), 0) * angles(math.rad(0), math.rad(0 - 0 * math.cos(sine / 25)), math.rad(5 + 3 * math.cos(sine / 25))), 0.1)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0 + 0 * math.cos(sine / 25)), math.rad(-0), math.rad(-5 - 3 * math.cos(sine / 25))), 0.1)
- RH.C0 = clerp(RH.C0, cn(1, -.9 - 0.1 * math.cos(sine / 25), 0) * RHCF * angles(math.rad(-2 + 1 * math.cos(sine / 25)), math.rad(-5), math.rad(0 + 2 * math.cos(sine / 25))), .1)
- LH.C0 = clerp(LH.C0, cn(-1, -.9 - 0.1 * math.cos(sine / 25), 0) * LHCF * angles(math.rad(-2 + 1 * math.cos(sine / 25)), math.rad(-5), math.rad(0 + 2 * math.cos(sine / 25))), .1)
- end
- elseif Torsovelocity > 2 and hit ~= nil then
- Anim = "Walk"
- if attack == false and Wep == 3 then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, 0, -0.05 + .1 * math.cos(sine / 3)) * angles(math.rad(5), math.rad(0) + RootPart.RotVelocity.Y / 30, math.rad(5 * math.cos(sine / 5))), .2)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(-3), math.rad(0), math.rad(-5 * math.cos(sine / 5)) + RootPart.RotVelocity.Y / 9), .2)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5 - -0 * math.cos(sine / 4), 0.5 - -.05 * math.cos(sine / 4), 0) * angles(math.rad(10 + -50 * math.cos(sine / 4)), math.rad(0 - .1 * math.cos(sine / 25)), math.rad(5 + 3 * math.cos(sine / 25))), 0.3)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5 - -0 * math.cos(sine / 4), 0.5 - -.05 * math.cos(sine / 4), 0) * angles(math.rad(10 + 50 * math.cos(sine / 4)), math.rad(-0), math.rad(-5 - 3 * math.cos(sine / 25))), 0.3)
- RH.C0 = clerp(RH.C0, cn(1, -.9 + -.1 * math.cos(sine / 4),0 + -.1 * math.cos(sine / 4)) * RHCF * angles(math.rad(-2), math.rad(0), math.rad(50 * math.cos(sine / 4))), .3)
- LH.C0 = clerp(LH.C0, cn(-1, -.9 + .1 * math.cos(sine / 4), 0 + .1 * math.cos(sine / 4)) * LHCF * angles(math.rad(-2), math.rad(0), math.rad(50 * math.cos(sine / 4))), .3)
- end
- end
- end
- if #Effects > 0 then
- for e = 1, #Effects do
- if Effects[e] ~= nil then
- local Thing = Effects[e]
- if Thing ~= nil then
- local Part = Thing[1]
- local Mode = Thing[2]
- local Delay = Thing[3]
- local IncX = Thing[4]
- local IncY = Thing[5]
- local IncZ = Thing[6]
- if Thing[1].Transparency <= 1 then
- if Thing[2] == "Block1" then
- Thing[1].CFrame = Thing[1].CFrame * CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- local Mesh = Thing[1].Mesh
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Block2" then
- Thing[1].CFrame = Thing[1].CFrame
- local Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Cylinder" then
- local Mesh = Thing[1].Mesh
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Blood" then
- local Mesh = Thing[7]
- Thing[1].CFrame = Thing[1].CFrame * Vector3.new(0, .5, 0)
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Elec" then
- local Mesh = Thing[1].Mesh
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[7], Thing[8], Thing[9])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Disappear" then
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Shatter" then
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- Thing[4] = Thing[4] * CFrame.new(0, Thing[7], 0)
- Thing[1].CFrame = Thing[4] * CFrame.fromEulerAnglesXYZ(Thing[6], 0, 0)
- Thing[6] = Thing[6] + Thing[5]
- end
- else
- Part.Parent = nil
- table.remove(Effects, e)
- end
- end
- end
- end
- end
- end)
- local No = Instance.new("Sound", head);
- No.SoundId = "rbxassetid://245064504"
- No.Volume = 3
- local yes = Instance.new("Sound", head);
- yes.SoundId = "rbxassetid://131384028"
- yes.Volume = 3
- local HitM = Instance.new("Sound", Reaper5);
- HitM.SoundId = "rbxassetid://"..WSH
- HitM.Volume = 1.1
- local Swing = Instance.new("Sound", Reaper5);
- Swing.SoundId = "rbxassetid://10209850"
- Swing.Volume = 1.5
- Swing.Pitch = 1.1
- local SwingH = Instance.new("Sound", Reaper5);
- SwingH.SoundId = "rbxassetid://10209590"
- SwingH.Volume = 2.9
- SwingH.Pitch = .8
- local Taunt = Instance.new("Sound", head);
- Taunt.SoundId = "rbxassetid://150611842"
- Taunt.Volume = 2
- local RUS = Instance.new("Sound", char);
- RUS.SoundId = "rbxassetid://322621962"
- RUS.Volume = 2.5
- RUS.Pitch = 1
- RUS.Looped = true
- function BuildSentry()
- do --CFrame lerp (stravant, clerp by AntiBoomz0r)
- local function QuaternionFromCFrame(cf) -- y u no axis angle interpolation?
- local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
- local trace = m00 + m11 + m22
- if trace > 0 then
- local s = math.sqrt(1 + trace)
- local recip = 0.5/s
- return (m21-m12)*recip, (m02-m20)*recip, (m10-m01)*recip, s*0.5
- else
- local i = 0
- if m11 > m00 then
- i = 1
- end
- if m22 > (i == 0 and m00 or m11) then
- i = 2
- end
- if i == 0 then
- local s = math.sqrt(m00-m11-m22+1)
- local recip = 0.5/s
- return 0.5*s, (m10+m01)*recip, (m20+m02)*recip, (m21-m12)*recip
- elseif i == 1 then
- local s = math.sqrt(m11-m22-m00+1)
- local recip = 0.5/s
- return (m01+m10)*recip, 0.5*s, (m21+m12)*recip, (m02-m20)*recip
- elseif i == 2 then
- local s = math.sqrt(m22-m00-m11+1)
- local recip = 0.5/s return (m02+m20)*recip, (m12+m21)*recip, 0.5*s, (m10-m01)*recip
- end
- end
- end
- local function QuaternionToCFrame(px, py, pz, x, y, z, w)
- local xs, ys, zs = x + x, y + y, z + z
- local wx, wy, wz = w*xs, w*ys, w*zs
- local xx = x*xs
- local xy = x*ys
- local xz = x*zs
- local yy = y*ys
- local yz = y*zs
- local zz = z*zs
- return CFrame.new(px, py, pz,1-(yy+zz), xy - wz, xz + wy,xy + wz, 1-(xx+zz), yz - wx, xz - wy, yz + wx, 1-(xx+yy))
- end
- function QuaternionSlerp(a, b, t)
- local cosTheta = a[1]*b[1] + a[2]*b[2] + a[3]*b[3] + a[4]*b[4]
- local startInterp, finishInterp;
- if cosTheta >= 0.0001 then
- if (1 - cosTheta) > 0.0001 then
- local theta = math.acos(cosTheta)
- local invSinTheta = 1/math.sin(theta)
- startInterp = math.sin((1-t)*theta)*invSinTheta
- finishInterp = math.sin(t*theta)*invSinTheta
- else
- startInterp = 1-t
- finishInterp = t
- end
- else
- if (1+cosTheta) > 0.0001 then
- local theta = math.acos(-cosTheta)
- local invSinTheta = 1/math.sin(theta)
- startInterp = math.sin((t-1)*theta)*invSinTheta
- finishInterp = math.sin(t*theta)*invSinTheta
- else
- startInterp = t-1
- finishInterp = t
- end
- end
- return a[1]*startInterp + b[1]*finishInterp, a[2]*startInterp + b[2]*finishInterp, a[3]*startInterp + b[3]*finishInterp, a[4]*startInterp + b[4]*finishInterp
- end
- function clerp(a,b,t)
- local qa = {QuaternionFromCFrame(a)}
- local qb = {QuaternionFromCFrame(b)}
- local ax, ay, az = a.x, a.y, a.z
- local bx, by, bz = b.x, b.y, b.z
- local _t = 1-t
- return QuaternionToCFrame(_t*ax + t*bx, _t*ay + t*by, _t*az + t*bz,QuaternionSlerp(qa, qb, t))
- end
- end
- local ABS = math.abs;
- local SIN = math.sin;
- local ASIN = math.asin;
- local COS = math.cos;
- local new = Instance.new;
- function math_pos(float)
- if float < 0 then float = 0 end
- return float
- end
- function math_neg(float)
- if float > 0 then float = 0 end
- return float
- end
- function math_max(float, max)
- if float > max then float = max end
- return float
- end
- function math_min(float, min)
- if float > min then float = min end
- return float
- end
- function SharpSin(double_p1)
- return ASIN(SIN(double_p1));
- end
- local Storage = Instance.new("Model", script);
- function WeldP(part0, part1, C0, C1)
- local W = new("Weld", Storage);
- W.Part0 = part0;
- W.Part1 = part1;
- W.C0 = C0 or CFrame.new();
- W.C1 = C1 or CFrame.new();
- return W;
- end
- function Bevel(part, sizeV3)
- local BvlMesh = new("SpecialMesh", part)
- BvlMesh.MeshId = "rbxasset://fonts/torso.mesh";
- if (sizeV3 ~= nil) then
- BvlMesh.Scale = Vector3.new(sizeV3.x/2, sizeV3.y/2, sizeV3.z);
- else
- BvlMesh.Scale = Vector3.new(part.Size.x/2, part.Size.y/2, part.Size.z);
- end
- end
- local Scale = 0.5 -- 1 is size of a robloxian (mostly);
- Storage.Name = "ä";
- local BasePart = new("Part");
- BasePart.FormFactor = "Custom";
- BasePart.TopSurface = 10;
- BasePart.BottomSurface = 10;
- BasePart.LeftSurface = 10;
- BasePart.RightSurface = 10;
- BasePart.FrontSurface = 10;
- BasePart.BackSurface = 10;
- local CylPart = new("Part");
- CylPart.FormFactor = "Custom";
- CylPart.TopSurface = 10;
- CylPart.BottomSurface = 10;
- CylPart.LeftSurface = 10;
- CylPart.RightSurface = 10;
- CylPart.FrontSurface = 10;
- CylPart.BackSurface = 10;
- new("CylinderMesh", CylPart);
- local TopFrame = BasePart:clone()
- TopFrame.Parent = Storage;
- TopFrame.Size = Vector3.new(3.5*Scale, 1.5*Scale, 3.5*Scale);
- TopFrame.BrickColor = TeamColor;
- new("CylinderMesh", TopFrame);
- local Screw = CylPart:clone();
- Screw.Parent = Storage;
- Screw.Size = Vector3.new(.3*Scale, 1.6*Scale, .3*Scale);
- Screw.BrickColor = BrickColor.new(199);
- local CGreyStyle = CylPart:clone()
- CGreyStyle.Parent = Storage;
- CGreyStyle.Size = Vector3.new(2.2*Scale, 1.52*Scale, 2.6*Scale);
- CGreyStyle.BrickColor = BrickColor.new(199);
- local TurretCasing = BasePart:clone();
- TurretCasing.Size = Vector3.new(2.2*Scale, 1.4*Scale, 5.6*Scale);
- TurretCasing.BrickColor = BrickColor.new(199);
- TurretCasing.Parent = Storage;
- Bevel(TurretCasing);
- local TurretFront = BasePart:clone();
- TurretFront.Size = Vector3.new(1.7*Scale, 1*Scale, .2*Scale);
- TurretFront.BrickColor = TeamColor;
- TurretFront.Parent = Storage;
- local Barrel = CylPart:clone();
- Barrel.Parent = Storage;
- Barrel.Size = Vector3.new(.7*Scale, .4*Scale, .7*Scale);
- Barrel.BrickColor = BrickColor.Black();
- local Particle = Instance.new("ParticleEmitter", Barrel);
- Particle.VelocitySpread = 30;
- Particle.LightEmission = 200;
- local Colors = {Color3.new(1,.5,0), Color3.new(1,.7,0), Color3.new(1,.9,0);}
- Particle.Size = NumberSequence.new(.05,.07);
- Particle.Color = ColorSequence.new(Colors[math.random(#Colors)]);
- Particle.Texture = "rbxassetid://252350680";
- Particle.RotSpeed = NumberRange.new(10,70);
- Particle.Rate = 300;
- Particle.Speed = NumberRange.new(15);
- Particle.Transparency = NumberSequence.new(0,1);
- Particle.Lifetime = NumberRange.new(.01,.2);
- Particle.Enabled = false
- local RedDot = BasePart:clone();
- RedDot.Parent = Storage;
- RedDot.Size = Vector3.new(.2*Scale, .2*Scale, .2*Scale);
- RedDot.BrickColor = BrickColor.new("Really red");
- local Sphere = Instance.new("SpecialMesh", RedDot);
- Sphere.MeshType = "Sphere";
- Sphere.Scale = Vector3.new(1*Scale,1*Scale,1*Scale);
- Bevel(TurretFront, Vector3.new(1.7*Scale, 1*Scale, .05*Scale));
- local Joint = CylPart:clone();
- Joint.Parent = Storage;
- Joint.Size = Vector3.new(.7*Scale, 2*Scale, .7*Scale);
- Joint.BrickColor = BrickColor.Black();
- local Hold = BasePart:clone();
- Hold.Parent = Storage;
- Hold.BrickColor = BrickColor.Black();
- Hold.Size = Vector3.new(2.2*Scale, .2*Scale, .75*Scale);
- local Bolt = BasePart:clone();
- Bolt.Size = Vector3.new(.2*Scale, 1.5*Scale, .5*Scale);
- Bolt.Parent = Storage;
- Bolt.BrickColor = BrickColor.Black();
- local Bolt2 = BasePart:clone();
- Bolt2.Size = Vector3.new(.2*Scale, 1.5*Scale, .5*Scale);
- Bolt2.Parent = Storage;
- Bolt2.BrickColor = BrickColor.Black();
- local TurretToFrame = WeldP(TopFrame, TurretCasing, CFrame.new(0, 0, 1.4*Scale));
- WeldP(TopFrame, CGreyStyle);
- WeldP(TurretCasing, TurretFront, CFrame.new(0, 0, 2.8*Scale));
- WeldP(TopFrame, Screw);
- local BarrelWeld = WeldP(Barrel, TurretFront, CFrame.new(.3*Scale, -.2*Scale, 0), CFrame.Angles(math.pi/2, 0, 0));
- WeldP(RedDot, TurretFront, CFrame.new(-.55*Scale, 0, -.15*Scale), CFrame.Angles(math.pi/2, 0, 0));
- local RotateAxisY = WeldP(Bolt, TurretCasing, CFrame.Angles(0,0,0), CFrame.new(1.1*Scale, -.75*Scale, 1*Scale));
- WeldP(Bolt, Hold, CFrame.new(-1.1*Scale, -.5*Scale, 0));
- WeldP(Bolt2, Hold, CFrame.new(1.1*Scale, -.5*Scale, 0));
- local RotateAxisX = WeldP(Hold, Joint, CFrame.new(0, -1*Scale, 0));
- local Leg1 = BasePart:clone();
- Leg1.Size = Vector3.new(.2*Scale, 3.5*Scale, .5*Scale);
- Leg1.Parent = Storage;
- Leg1.BrickColor = BrickColor.Black();
- WeldP(Leg1, Joint, CFrame.new(0, -1.75*Scale, 0), CFrame.new(0, -.75*Scale, 0) * CFrame.Angles(math.pi/3, 0, math.pi));
- local Leg2 = BasePart:clone();
- Leg2.Size = Vector3.new(.2*Scale, 3.5*Scale, .5*Scale);
- Leg2.Parent = Storage;
- Leg2.BrickColor = BrickColor.Black();
- WeldP(Leg2, Joint, CFrame.new(0, -1.75*Scale, 0), CFrame.new(0, -.45*Scale, 0) * CFrame.Angles(-math.pi/4, 0, math.pi + -math.pi/6));
- local Leg3 = BasePart:clone();
- Leg3.Size = Vector3.new(.2*Scale, 3.5*Scale, .5*Scale);
- Leg3.Parent = Storage;
- Leg3.BrickColor = BrickColor.Black();
- WeldP(Leg3, Joint, CFrame.new(0, -1.75*Scale, 0), CFrame.new(0, -.45*Scale, 0) * CFrame.Angles(-math.pi/4, 0, math.pi + math.pi/6));
- for i,v in pairs(Storage:children()) do
- if v.Name== "Part" then
- trans = 1
- v.Transparency = 1
- end
- end
- local InvisiBox = BasePart:clone();
- InvisiBox.Size = Storage:GetModelSize() + Vector3.new(2*Scale, 0, 0);
- InvisiBox.Parent = Storage;
- InvisiBox.Transparency = 1
- InvisiBox.Name = 'box'
- WeldP(InvisiBox, Joint, CFrame.new(0, -.2*Scale, .97*Scale));
- local InvisiBox2 = BasePart:clone();
- InvisiBox2.Size = Storage:GetModelSize() + Vector3.new(2*Scale, 0, 0);
- InvisiBox2.Parent = Arms;
- InvisiBox2.Transparency = .9
- InvisiBox2.Name = 'box'
- InvisiBox2.CanCollide = false
- InvisiBox2.BrickColor = TeamColor
- InvisiBox2.Material = 'Neon'
- WeldP(InvisiBox2, Joint, CFrame.new(0, -1.2*Scale, .97*Scale));
- InvisiBox.CFrame = torso.CFrame * CFrame.new(0, 5.5*Scale, -2.9) * CFrame.Angles(0, math.pi, 0);
- local Action = "Idle";
- local Target = nil;
- wait(1)
- InvisiBox.Anchored = true
- for i,v in pairs(Storage:children()) do
- if v:IsA'Part' then
- v.Locked = true
- end
- end
- --//
- --// SOUNDS
- --//
- for i,v in pairs(Storage:children()) do
- if v.Name== "Part" then
- trans = 1
- v.Transparency = 1
- end
- end
- for i,v in pairs(Storage:children()) do
- if v.Name== "Part" then
- trans = 1
- v.Transparency = 1
- for i = 1,11 do
- trans = trans - .1
- v.Transparency = trans
- wait()
- end
- end
- end
- trans = 1
- local OnFind = new("Sound", TopFrame);
- OnFind.SoundId = "rbxassetid://10209260"
- OnFind.Volume = 1
- local OnFire = new("Sound", TopFrame);
- OnFire.SoundId = "rbxassetid://10209257"
- OnFire.Volume = 1
- local OnEmpty = new("Sound", TopFrame);
- OnEmpty.SoundId = "rbxassetid://10209225"
- OnEmpty.Volume = 1
- local Scanning = new("Sound", TopFrame);
- Scanning.SoundId = "rbxassetid://258704234"
- Scanning.Volume = 1
- local Explode = new("Sound", TopFrame);
- Explode.SoundId = "rbxassetid://10209236"
- Explode.Volume = .5
- local Move = new("Sound", TopFrame);
- Move.SoundId = "rbxassetid://258704467";
- Move.Volume = 1;
- function FindShortest(Table)
- local Current = Table[1]
- local Final
- for _,v in pairs(Table) do
- if v[2] ~= Current[2] then
- if v[1] < Current[1] then
- Current = v
- end
- end
- end
- Final = Current
- return Final
- end
- function GetNearbyPlayer()
- local List = {}
- for i,v in pairs(workspace:children()) do
- if (v ~= nil) then
- if (v:IsA'Model') then
- if (v:findFirstChild'Torso' ~= nil) then
- local rx, ry, rz = Hold.CFrame:toEulerAnglesXYZ();
- if (v:findFirstChild'Torso'.Position - Hold.CFrame * CFrame.new(0, 0, 20) * CFrame.Angles(0, ry, 0).p).magnitude < 20 then
- if (v ~= char) then
- for x,z in next, v:children() do
- if z:IsA'Humanoid' and z.Health > 0.01 then
- table.insert(List, {(v:findFirstChild'Torso'.Position - Hold.CFrame * CFrame.new(0, 0, 20) * CFrame.Angles(0, ry, 0).p).magnitude, v})
- end
- end
- end
- end
- end
- end
- end
- end
- if (FindShortest(List) ~= nil) then
- return FindShortest(List)[2];
- else
- return nil;
- end
- end
- local Health = Instance.new("Humanoid", Storage);
- Health.MaxHealth = 150;
- Health.Health = 150;
- function RayC(Part, speed)
- coroutine.wrap(function()
- local Visual = BasePart:clone();
- Visual.FormFactor = "Custom";
- Visual.BrickColor = BrickColor.Yellow();
- Visual.Size = Vector3.new(.2, 3, .2);
- Visual.CFrame = Part.CFrame * CFrame.new(0, -1, 0);
- Visual.Anchored = true;
- Visual.CanCollide = false;
- Visual.Locked = true
- coroutine.wrap(function()
- wait(.2)
- wait(.1);
- wait(.3)
- end)()
- Instance.new("SpecialMesh", Visual).MeshType = "Sphere";
- Visual.Mesh.Scale = Vector3.new(.5, 1, .5);
- local bulletpos = Visual.Position
- local bulletvelocity = (Part.CFrame.p - bulletpos).unit*speed
- local lastbulletpos = Visual.Position
- Visual.Parent = Storage;
- while game:service'RunService'.Stepped:wait() do
- lastbulletpos = bulletpos
- bulletpos = bulletpos + bulletvelocity
- local RayCast = Ray.new(lastbulletpos, (bulletpos - lastbulletpos))
- local hit, hitpos = workspace:FindPartOnRay(RayCast, Storage, false, true)
- if (Joint.Position - Visual.Position).magnitude > 1000 or Visual.Parent == nil then
- Visual:Destroy();
- break
- end
- Visual.Anchored = true
- Visual.CFrame = CFrame.new(bulletpos, bulletpos+bulletvelocity) * CFrame.Angles(math.pi/2, 0, 0);
- if hit then
- if hit.Parent:IsA'Hat' then
- if hit.Parent.Parent:IsA'Model' then
- for x,z in next, hit.Parent.Parent:children() do
- if z:IsA'Humanoid' then
- z:TakeDamage(math.random(8,12));
- end
- end
- end
- else
- if hit.Parent:IsA'Model' then
- for x,z in next, hit.Parent:children() do
- if z:IsA'Humanoid' then
- z:TakeDamage(math.random(8,12));
- end
- end
- end
- end
- Visual:Destroy();
- break
- end
- end
- end)()
- end
- lastTick = tick();
- local db = false;
- game:service'RunService'.RenderStepped:connect(function()
- if Action == "DEAD" then return end;
- if not Wrangler then
- --//
- --// AUTOMATED MODE, MOTION SENSOR WILL DETECT MOVEMENT
- --//
- --//
- --// IF PLAYER USED WRANGLER, THERE IS A SHIELD WICH MUST BE REMOVED
- --//
- if (Storage:findFirstChild'Shield') then
- Storage:findFirstChild'Shield':Destroy();
- end
- local LastTarget = Target;
- --//
- --// CHECK FOR NEARBY ENEMIES
- --//
- local Player = GetNearbyPlayer();
- Target = Player;
- --//
- --// BEEP ON TARGET FOUND
- --//
- if (Target ~= LastTarget and Target ~= nil) then
- Move.Pitch = 0.9 + math.random()/9;
- Move:play();
- OnFind:play();
- Action = "Standby";
- end
- --//
- --// IDLE
- --//
- if Action == "Idle" then
- RotateAxisX.C1 = clerp(RotateAxisX.C1, CFrame.Angles(0, SharpSin(tick()*2)*.2, 0), .1);
- RotateAxisY.C0 = clerp(RotateAxisY.C0, CFrame.new(), .1);
- end
- --//
- --// SENTRY DEAD
- --//
- --//
- --// IF PLAYER EXISTS, FIRE!
- --//
- if Action == "Standby" then
- pcall(function()
- local tor = Target.Torso.CFrame.p -- Target CFrame
- local direction = InvisiBox.CFrame.lookVector -- Direction handling, welds mess up, just a workaround.
- local heading = math.atan2(direction.x, direction.z)--
- local RotY = math.deg(heading)
- if RotY < 0 then
- RotY = (360 - math.abs(RotY));
- end
- RotateAxisX.C1 = --Begin here
- clerp(RotateAxisX.C1,
- CFrame.new(
- Vector3.new(), --The Pivot0 of pointing the weld.
- Vector3.new(tor.x, 0, tor.z) - Vector3.new(RotateAxisX.Part1.CFrame.x, 0, RotateAxisX.Part1.CFrame.z)) --We point the sentry here
- * CFrame.Angles(0, math.rad(360) - math.rad(RotY), 0),
- .1
- );
- local Point = Hold.CFrame:toObjectSpace(CFrame.new(Hold.CFrame.p,tor))*CFrame.Angles(0,math.rad(180),0)
- local RX, RY, RZ = Point:toEulerAnglesXYZ()
- if math.deg(RX) > 45 then
- RX = math.rad(45)
- elseif math.deg(RX) < -55 then
- RX = math.rad(-55)
- end
- RotateAxisY.C0 = clerp(RotateAxisY.C0,CFrame.Angles(RX,0,0),.1)
- end)
- end
- if Action == "Fire" then
- pcall(function()
- local tor = Target.Torso.CFrame.p;
- local direction = InvisiBox.CFrame.lookVector
- local heading = math.atan2(direction.x, direction.z)
- local RotY = math.deg(heading)
- if RotY < 0 then
- RotY = (360 - math.abs(RotY));
- end
- RotateAxisX.C1 = --Begin here
- clerp(RotateAxisX.C1,
- CFrame.new(
- Vector3.new(), --The Pivot0 of pointing the weld.
- Vector3.new(tor.x, 0, tor.z) - Vector3.new(RotateAxisX.Part1.CFrame.x, 0, RotateAxisX.Part1.CFrame.z)) --We point the sentry here
- * CFrame.Angles(0, math.rad(360) - math.rad(RotY), 0),
- .1
- );
- BarrelWeld.C0 = clerp(BarrelWeld.C0, CFrame.new())
- local Point = Hold.CFrame:toObjectSpace(CFrame.new(Hold.CFrame.p,tor))*CFrame.Angles(0,math.rad(180),0)
- local RX, RY, RZ = Point:toEulerAnglesXYZ()
- if math.deg(RX) > 45 then
- RX = math.rad(45)
- elseif math.deg(RX) < -55 then
- RX = math.rad(-55)
- end
- RotateAxisY.C0 = clerp(RotateAxisY.C0,CFrame.Angles(RX,0,0),.1)
- end)
- end
- if (Target ~= nil) then
- if Action == "Fire" or db then return end
- if Action == "Standby" then
- db = true
- wait(.2);
- end
- Action = "Fire";
- db = false
- OnFire:play();
- Particle.Color = ColorSequence.new(Colors[math.random(#Colors)]);
- local PointLight = Instance.new("PointLight", Barrel);
- PointLight.Color = Color3.new(1,.8,0)
- PointLight.Brightness = 6;
- Particle.Enabled = true
- game:service'Debris':AddItem(PointLight, .05);
- RayC(Barrel, 20)
- wait(.1)
- Particle.Enabled = false
- if (Target ~= nil) then
- Action = "Standby";
- else
- Action = "Idle";
- end
- end
- if tick() - lastTick > 2.5 and Target == nil then
- lastTick = tick();
- Scanning:play();
- end
- end
- if (Health.Health < 0.0001 or RotateAxisX.Parent == nil) then
- Action = "DEAD";
- if db then return end
- RotateAxisY:Destroy();
- TurretToFrame:Destroy();
- Joint:Destroy();
- InvisiBox2:Destroy();
- db = true
- local expl = Instance.new("Explosion", Storage);
- expl.BlastRadius = .3;
- expl.BlastPressure = 2050000;
- expl.Position = TopFrame.Position;
- Explode:Play()
- NoSentry = true
- game:service'Debris':AddItem(Storage, 3);
- end
- end)
- end
- combo = 0
- function strike(hit)
- if hit and hit.Parent and hit.Parent.Name ~= char.Name then
- local targetHumanoid = hit.Parent:FindFirstChild("Humanoid")
- if targetHumanoid and targetHumanoid ~= char:FindFirstChild("Humanoid") then
- if combo == 1 then
- targetHumanoid:TakeDamage(slashDamage)
- SwingH:Play()
- end
- end
- end
- end
- Reaper5.Touched:connect(strike)
- --------------------------------------------------------------------------------------------------------------------------
- function AnimSit()
- for i = 0, 1, 0.05 do
- swait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, -1, -.6) * angles(math.rad(0), math.rad(0), math.rad(0)), .1)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(0), math.rad(0), math.rad(0)), .1)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.3, 0.3, .1) * angles(math.rad(20), math.rad(0), math.rad(20)), 0.1)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, -.1) * angles(math.rad(0), math.rad(0), math.rad(5)), 0.1)
- RH.C0 = clerp(RH.C0, cn(1, -.4, -.4) * RHCF * angles(math.rad(-2), math.rad(5), math.rad(0)), .1)
- LH.C0 = clerp(LH.C0, cn(-1, -1, -.6) * LHCF * angles(math.rad(-2), math.rad(5), math.rad(60)), .1)
- end
- end
- function AnimSitHit1()
- for i = 0, 1, 0.05 do
- swait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, -1, -.6) * angles(math.rad(10), math.rad(0), math.rad(0)), .1)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(5), math.rad(0), math.rad(0)), .1)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.3, 0.3, .1) * angles(math.rad(20), math.rad(0), math.rad(20)), 0.1)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, -.1) * angles(math.rad(170), math.rad(0), math.rad(-5)), 0.08)
- RH.C0 = clerp(RH.C0, cn(1, -.4, -.4) * RHCF * angles(math.rad(-2), math.rad(5), math.rad(10)), .1)
- LH.C0 = clerp(LH.C0, cn(-1, -1, -.6) * LHCF * angles(math.rad(-2), math.rad(5), math.rad(50)), .1)
- end
- end
- function AnimSitHit2()
- for i = 0, 1, 0.05 do
- swait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, -1, -.6) * angles(math.rad(0), math.rad(0), math.rad(0)), .1)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(15), math.rad(0), math.rad(0)), .1)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.3, 0.3, .1) * angles(math.rad(20), math.rad(0), math.rad(20)), 0.1)
- RW.C0 = clerp(RW.C0, CFrame.new(1.55, 0.4, -.1) * angles(math.rad(40), math.rad(3 ), math.rad(-15)), 0.3)
- RH.C0 = clerp(RH.C0, cn(1, -.4, -.4) * RHCF * angles(math.rad(-2), math.rad(5), math.rad(0)), .1)
- LH.C0 = clerp(LH.C0, cn(-1, -1, -.6) * LHCF * angles(math.rad(-2), math.rad(5), math.rad(60)), .1)
- end
- end
- --------------------------------------------------------------------------------------------------------------------------
- function No1()
- for i = 0, 1, 0.05 do
- swait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0,0,0) * angles(math.rad(0), math.rad(0), math.rad(0)), .1)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(30), math.rad(0), math.rad(40)), .1)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.3, 0.5, -.1) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.1)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, -.1) * angles(math.rad(30), math.rad(0), math.rad(0)), 0.1)
- RH.C0 = clerp(RH.C0, cn(1, -1, 0) * RHCF * angles(math.rad(-2), math.rad(5), math.rad(0)), .1)
- LH.C0 = clerp(LH.C0, cn(-1, -1, 0) * LHCF * angles(math.rad(-2), math.rad(5), math.rad(0)), .1)
- end
- end
- function No2()
- for i = 0, 1, 0.05 do
- swait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0,0,0) * angles(math.rad(0), math.rad(0), math.rad(0)), .1)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(0), math.rad(0), math.rad(-40)), .1)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.3, 0.5, -.1) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.1)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, -.1) * angles(math.rad(30), math.rad(0), math.rad(0)), 0.1)
- RH.C0 = clerp(RH.C0, cn(1, -1, 0) * RHCF * angles(math.rad(-2), math.rad(5), math.rad(0)), .1)
- LH.C0 = clerp(LH.C0, cn(-1, -1, 0) * LHCF * angles(math.rad(-2), math.rad(5), math.rad(0)), .1)
- end
- end
- --------------------------------------------------------------------------------------------------------------------------
- function Yes1()
- for i = 0, 1, 0.1 do
- swait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0,0,0) * angles(math.rad(0), math.rad(0), math.rad(0)), .1)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(25), math.rad(0), math.rad(0)), .1)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.3, 0.5, -.1) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.1)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, -.1) * angles(math.rad(30), math.rad(0), math.rad(0)), 0.1)
- RH.C0 = clerp(RH.C0, cn(1, -1, 0) * RHCF * angles(math.rad(-2), math.rad(5), math.rad(0)), .1)
- LH.C0 = clerp(LH.C0, cn(-1, -1, 0) * LHCF * angles(math.rad(-2), math.rad(5), math.rad(0)), .1)
- end
- end
- function Yes2()
- for i = 0, 1, 0.1 do
- swait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0,0,0) * angles(math.rad(0), math.rad(0), math.rad(0)), .1)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(-5), math.rad(0), math.rad(0)), .1)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.3, 0.5, -.1) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.1)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, -.1) * angles(math.rad(30), math.rad(0), math.rad(0)), 0.1)
- RH.C0 = clerp(RH.C0, cn(1, -1, 0) * RHCF * angles(math.rad(-2), math.rad(5), math.rad(0)), .1)
- LH.C0 = clerp(LH.C0, cn(-1, -1, 0) * LHCF * angles(math.rad(-2), math.rad(5), math.rad(0)), .1)
- end
- end
- --------------------------------------------------------------------------------------------------------------------------
- function AttackAnim1()
- for i = 0, 1, 0.05 do
- swait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, 0, 0) * angles(math.rad(-5), math.rad(0), math.rad(0)), .1)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(5), math.rad(0), math.rad(0)), .1)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, -.1) * angles(math.rad(170), math.rad(0), math.rad(10)), 0.08)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(40), math.rad(0), math.rad(10)), 0.3)
- if Torsovelocity > 2 then
- RH.C0 = clerp(RH.C0, cn(1, -1 + .1 * math.cos(sine / 5), 0) * RHCF * angles(math.rad(-2), math.rad(0), math.rad(30 * math.cos(sine / 4))), .3)
- LH.C0 = clerp(LH.C0, cn(-1, -1 + .1 * math.cos(sine / 5), 0) * LHCF * angles(math.rad(-2), math.rad(0), math.rad(30 * math.cos(sine / 4))), .3)
- elseif Torsovelocity < 1 then
- RH.C0 = clerp(RH.C0, cn(1, -1, 0) * RHCF * angles(math.rad(-2), math.rad(5), math.rad(-5)), .1)
- LH.C0 = clerp(LH.C0, cn(-1, -1, 0) * LHCF * angles(math.rad(-2), math.rad(5), math.rad(5)), .1)
- end
- end
- end
- function AttackAnim2()
- for i = 0, 1, 0.05 do
- swait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(0)), .2)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(5), math.rad(0), math.rad(0)), .1)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, -.1) * angles(math.rad(5), math.rad(10), math.rad(-10)), 0.25)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(20), math.rad(0), math.rad(10)), 0.3)
- if Torsovelocity > 2 then
- RH.C0 = clerp(RH.C0, cn(1, -.9 + -.1 * math.cos(sine / 4),0 + -.1 * math.cos(sine / 4)) * RHCF * angles(math.rad(-2), math.rad(0), math.rad(50 * math.cos(sine / 4))), .3)
- LH.C0 = clerp(LH.C0, cn(-1, -.9 + .1 * math.cos(sine / 4), 0 + .1 * math.cos(sine / 4)) * LHCF * angles(math.rad(-2), math.rad(0), math.rad(50 * math.cos(sine / 4))), .3)
- elseif Torsovelocity < 1 then
- RH.C0 = clerp(RH.C0, cn(1, -1, 0) * RHCF * angles(math.rad(-2), math.rad(5), math.rad(5)), .1)
- LH.C0 = clerp(LH.C0, cn(-1, -1, 0) * LHCF * angles(math.rad(-2), math.rad(5), math.rad(-5)), .1)
- end
- end
- end
- --------------------------------------------------------------------------------------------------------------------------
- function ShotAttackAnim1()
- for i = 0, 1, 0.07 do
- swait()
- if Torsovelocity > 2 then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, 0, -0.05 + .1 * math.cos(sine / 3)) * angles(math.rad(5), math.rad(0) + RootPart.RotVelocity.Y / 30, math.rad(-50 - 5 * math.cos(sine / 5))), .2)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(-3), math.rad(0), math.rad(50 + 5 * math.cos(sine / 5)) + RootPart.RotVelocity.Y / 9), .2)
- RW.C0 = clerp(RW.C0, CFrame.new(1.2, 0.5, 0) * angles(math.rad(90), math.rad(0 - .01 * math.cos(sine / 25)), math.rad(-40 + 0.1 * math.cos(sine / 25))), 0.2)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.2, 0.4, -.4) * angles(math.rad(85 + 1 * math.cos(sine / 25)), math.rad(15), math.rad(-10 - 1 * math.cos(sine / 25))), 0.2)
- RH.C0 = clerp(RH.C0, cn(.9, -.9 + -.1 * math.cos(sine / 4),-.6) * RHCF * angles(math.rad(-2), math.rad(50), math.rad(50 * math.cos(sine / 4))), .3)
- LH.C0 = clerp(LH.C0, cn(-.9, -.9 + .1 * math.cos(sine / 4), .5) * LHCF * angles(math.rad(-2), math.rad(50), math.rad(50 * math.cos(sine / 4))), .3)
- elseif Torsovelocity < 1 then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-50)), .2)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(0), math.rad(0), math.rad(50)), .2)
- RW.C0 = clerp(RW.C0, CFrame.new(1.2, 0.5, 0) * angles(math.rad(90), math.rad(0 - .01 * math.cos(sine / 25)), math.rad(-40 + 0.1 * math.cos(sine / 25))), 0.2)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.2, 0.4, -.4) * angles(math.rad(85 + 1 * math.cos(sine / 25)), math.rad(15), math.rad(-10 - 1 * math.cos(sine / 25))), 0.2)
- RH.C0 = clerp(RH.C0, cn(.9, -.9 - 0.1 * math.cos(sine / 25), -.6) * RHCF * angles(math.rad(-2 + 1 * math.cos(sine / 25)), math.rad(50), math.rad(10 + 2 * math.cos(sine / 25))), .2)
- LH.C0 = clerp(LH.C0, cn(-.9, -.9 - 0.1 * math.cos(sine / 25), .5) * LHCF * angles(math.rad(-2 + 1 * math.cos(sine / 25)), math.rad(50), math.rad(10 + 2 * math.cos(sine / 25))), .2)
- end
- end
- end
- function ShotAttackAnim2()
- for i = 0, 1, 0.05 do
- swait()
- if Torsovelocity > 2 then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, 0, -0.05 + .1 * math.cos(sine / 3)) * angles(math.rad(5), math.rad(0) + RootPart.RotVelocity.Y / 30, math.rad(-50 - 5 * math.cos(sine / 5))), .2)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(-3), math.rad(0), math.rad(50 + 5 * math.cos(sine / 5)) + RootPart.RotVelocity.Y / 9), .2)
- RW.C0 = clerp(RW.C0, CFrame.new(1.2, 0.5, 0) * angles(math.rad(100), math.rad(0 - .01 * math.cos(sine / 25)), math.rad(-40 + 0.1 * math.cos(sine / 25))), 0.1)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.2, 0.4, -.4) * angles(math.rad(75 + 1 * math.cos(sine / 25)), math.rad(15), math.rad(-10 - 1 * math.cos(sine / 25))), 0.1)
- RH.C0 = clerp(RH.C0, cn(.9, -.9 + -.1 * math.cos(sine / 4),-.6) * RHCF * angles(math.rad(-2), math.rad(50), math.rad(50 * math.cos(sine / 4))), .3)
- LH.C0 = clerp(LH.C0, cn(-.9, -.9 + .1 * math.cos(sine / 4), .5) * LHCF * angles(math.rad(-2), math.rad(50), math.rad(50 * math.cos(sine / 4))), .3)
- elseif Torsovelocity < 1 then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-50)), .2)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(0), math.rad(0), math.rad(50)), .2)
- RW.C0 = clerp(RW.C0, CFrame.new(1.2, 0.5, 0) * angles(math.rad(100), math.rad(0 - .01 * math.cos(sine / 25)), math.rad(-40 + 0.1 * math.cos(sine / 25))), 0.1)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.2, 0.4, -.4) * angles(math.rad(75 + 1 * math.cos(sine / 25)), math.rad(15), math.rad(-10 - 1 * math.cos(sine / 25))), 0.1)
- RH.C0 = clerp(RH.C0, cn(.9, -.9 - 0.1 * math.cos(sine / 25), -.6) * RHCF * angles(math.rad(-2 + 1 * math.cos(sine / 25)), math.rad(50), math.rad(10 + 2 * math.cos(sine / 25))), .2)
- LH.C0 = clerp(LH.C0, cn(-.9, -.9 - 0.1 * math.cos(sine / 25), .5) * LHCF * angles(math.rad(-2 + 1 * math.cos(sine / 25)), math.rad(50), math.rad(10 + 2 * math.cos(sine / 25))), .2)
- end
- end
- end
- function ShotAttackAnim3()
- for i = 0, 1, 0.05 do
- swait()
- if Torsovelocity > 2 then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, 0, -0.05 + .1 * math.cos(sine / 3)) * angles(math.rad(5), math.rad(0) + RootPart.RotVelocity.Y / 30, math.rad(-50 - 5 * math.cos(sine / 5))), .2)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(-3), math.rad(0), math.rad(50 + 5 * math.cos(sine / 5)) + RootPart.RotVelocity.Y / 9), .2)
- RW.C0 = clerp(RW.C0, CFrame.new(1.2, 0.56, -.2) * angles(math.rad(45), math.rad(-20 - .01 * math.cos(sine / 25)), math.rad(-70 + 0.1 * math.cos(sine / 25))), 0.2)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.2, 0.6, -.6) * angles(math.rad(115 + 1 * math.cos(sine / 25)), math.rad(15), math.rad(-30 - 1 * math.cos(sine / 25))), 0.2)
- RH.C0 = clerp(RH.C0, cn(.9, -.9 + -.1 * math.cos(sine / 4),-.6) * RHCF * angles(math.rad(-2), math.rad(50), math.rad(50 * math.cos(sine / 4))), .3)
- LH.C0 = clerp(LH.C0, cn(-.9, -.9 + .1 * math.cos(sine / 4), .5) * LHCF * angles(math.rad(-2), math.rad(50), math.rad(50 * math.cos(sine / 4))), .3)
- elseif Torsovelocity < 1 then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-50)), .2)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(0), math.rad(0), math.rad(50)), .2)
- RW.C0 = clerp(RW.C0, CFrame.new(1.2, 0.56, -.2) * angles(math.rad(45), math.rad(-20 - .01 * math.cos(sine / 25)), math.rad(-70 + 0.1 * math.cos(sine / 25))), 0.2)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.2, 0.6, -.6) * angles(math.rad(115 + 1 * math.cos(sine / 25)), math.rad(15), math.rad(-30 - 1 * math.cos(sine / 25))), 0.2)
- RH.C0 = clerp(RH.C0, cn(.9, -.9 - 0.1 * math.cos(sine / 25), -.6) * RHCF * angles(math.rad(-2 + 1 * math.cos(sine / 25)), math.rad(50), math.rad(10 + 2 * math.cos(sine / 25))), .2)
- LH.C0 = clerp(LH.C0, cn(-.9, -.9 - 0.1 * math.cos(sine / 25), .5) * LHCF * angles(math.rad(-2 + 1 * math.cos(sine / 25)), math.rad(50), math.rad(10 + 2 * math.cos(sine / 25))), .2)
- end
- end
- end
- function ShotAttackAnim4()
- for i = 0, 1, 0.05 do
- swait()
- if Torsovelocity > 2 then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, 0, -0.05 + .1 * math.cos(sine / 3)) * angles(math.rad(5), math.rad(0) + RootPart.RotVelocity.Y / 30, math.rad(-50 - 5 * math.cos(sine / 5))), .2)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(-3), math.rad(0), math.rad(50 + 5 * math.cos(sine / 5)) + RootPart.RotVelocity.Y / 9), .2)
- RW.C0 = clerp(RW.C0, CFrame.new(1.2, 0.56, 0) * angles(math.rad(45), math.rad(-20 - .01 * math.cos(sine / 25)), math.rad(-70 + 0.1 * math.cos(sine / 25))), 0.2)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.2, 0.6, -.8) * angles(math.rad(115 + 1 * math.cos(sine / 25)), math.rad(15), math.rad(-50 - 1 * math.cos(sine / 25))), 0.2)
- RH.C0 = clerp(RH.C0, cn(.9, -.9 + -.1 * math.cos(sine / 4),-.6) * RHCF * angles(math.rad(-2), math.rad(50), math.rad(50 * math.cos(sine / 4))), .3)
- LH.C0 = clerp(LH.C0, cn(-.9, -.9 + .1 * math.cos(sine / 4), .5) * LHCF * angles(math.rad(-2), math.rad(50), math.rad(50 * math.cos(sine / 4))), .3)
- elseif Torsovelocity < 1 then
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-50)), .2)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(0), math.rad(0), math.rad(50)), .2)
- RW.C0 = clerp(RW.C0, CFrame.new(1.2, 0.56, 0) * angles(math.rad(45), math.rad(-20 - .01 * math.cos(sine / 25)), math.rad(-70 + 0.1 * math.cos(sine / 25))), 0.2)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.2, 0.6, -.8) * angles(math.rad(115 + 1 * math.cos(sine / 25)), math.rad(15), math.rad(-50 - 1 * math.cos(sine / 25))), 0.2)
- RH.C0 = clerp(RH.C0, cn(.9, -.9 - 0.1 * math.cos(sine / 25), -.6) * RHCF * angles(math.rad(-2 + 1 * math.cos(sine / 25)), math.rad(50), math.rad(10 + 2 * math.cos(sine / 25))), .2)
- LH.C0 = clerp(LH.C0, cn(-.9, -.9 - 0.1 * math.cos(sine / 25), .5) * LHCF * angles(math.rad(-2 + 1 * math.cos(sine / 25)), math.rad(50), math.rad(10 + 2 * math.cos(sine / 25))), .2)
- end
- end
- end
- --------------------------------------------------------------------------------------------------------------------------
- function DanAni1()
- for i = 0, .8, 0.05 + MusThingHat.Mesh.Scale.Y*0.025 do
- swait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0,0,-.4) * angles(math.rad(5), math.rad(-8), math.rad(0)), MusThingHat.Mesh.Scale.Y*0.2)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(MusThingHat.Mesh.Scale.Y*30) +math.rad(-10),0,math.rad(0)),MusThingHat.Mesh.Scale.Y*0.2)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, -.25) * angles(math.rad(170), math.rad(0), math.rad(20)), MusThingHat.Mesh.Scale.Y*0.2)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, -.0) * angles(math.rad(90), math.rad(0), math.rad(-45)), MusThingHat.Mesh.Scale.Y*0.2)
- RH.C0 = clerp(RH.C0, cn(1, -.2, -.4) * RHCF * angles(math.rad(-4), math.rad(-15), math.rad(-5)), MusThingHat.Mesh.Scale.Y*0.3)
- LH.C0 = clerp(LH.C0, cn(-1, -1, -.0) * LHCF * angles(math.rad(4), math.rad(5), math.rad(5)), MusThingHat.Mesh.Scale.Y*0.2)
- end
- end
- function DanAni2()
- for i = 0, .8, 0.05 + MusThingHat.Mesh.Scale.Y*0.025 do
- swait()
- RootJoint.C0 = clerp(RootJoint.C0, RootCF * cn(0,0,-.5) * angles(math.rad(8), math.rad(8), math.rad(0)), MusThingHat.Mesh.Scale.Y*0.2)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(MusThingHat.Mesh.Scale.Y*30) +math.rad(-10),0,math.rad(0)),MusThingHat.Mesh.Scale.Y*0.2)
- LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.6, -.25) * angles(math.rad(180), math.rad(0), math.rad(25)), MusThingHat.Mesh.Scale.Y*0.2)
- RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, -.0) * angles(math.rad(0), math.rad(0), math.rad(45)), MusThingHat.Mesh.Scale.Y*0.2)
- RH.C0 = clerp(RH.C0, cn(1, -1, -.0) * RHCF * angles(math.rad(4), math.rad(-5), math.rad(-8)), MusThingHat.Mesh.Scale.Y*0.2)
- LH.C0 = clerp(LH.C0, cn(-1, -.2, -.4) * LHCF * angles(math.rad(-4), math.rad(15), math.rad(8)), MusThingHat.Mesh.Scale.Y*0.3)
- end
- end
- --------------------------------------------------------------------------------------------------------------------------
- BuildNow = false
- Shotuse = false
- wait2 = false
- mouse.KeyDown:connect(function(key)
- if key == "g" and attack == false then
- yes:Play()
- head.face.Texture = "http://www.roblox.com/asset/?id=393521316"
- humanoid.WalkSpeed = 0
- attack = true
- Yes1()
- Yes2()
- Yes1()
- Yes2()
- attack = false
- humanoid.WalkSpeed = 16
- head.face.Texture = "http://www.roblox.com/asset/?id=156600391"
- end
- end)
- mouse.KeyDown:connect(function(key)
- if key == "e" and attack == false then
- if Wep == 1 then
- Wep = 2
- else
- Wep = 1
- end
- end
- end)
- mouse.KeyDown:connect(function(key)
- if key == "p" and attack == false then
- Wep = 3
- end
- end)
- equippedgun = true
- coroutine.wrap(function()
- while equippedgun do
- if spread < 0 then spread = 0 end
- if humanoid.Health == 0 then break end
- game:service'RunService'.Stepped:wait()
- end
- end)()
- mouse.Button1Down:connect(function()
- if debounce then return end
- if equippedgun2 == true and attack == false then
- Shotuse = true
- debounce = true
- wait(.2)
- sound:play()
- coroutine.wrap(function()
- wait(0.3)
- for angle = 0, 4 do
- wait()
- end
- wait(0.2)
- sound2:play()
- wait(0.1)
- for move = 0, 3 do
- if move > 2 then return end
- wait(0.06)
- end
- end)()
- spread = spread + 1
- coroutine.wrap(function()
- for bullitz = 0, 7 do
- if bullitz > 6 then return end
- rayCast2(300, 1, Reaper4)
- GunParticle.Enabled = true
- local PointLight = Instance.new("PointLight", Reaper4);
- PointLight.Color = Color3.new(.2,.2,0)
- PointLight.Brightness = 2;
- game:service'Debris':AddItem(PointLight, .05);
- end
- end)()
- coroutine.wrap(function()
- for _ = 0, 50 do
- pcall(function()
- spread = spread - 0.03
- end)
- wait()
- end
- end)()
- wait(1)
- debounce = false
- end
- end)
- mouse.Button1Down:connect(function(key)
- if attack == false and Wep == 1 then
- attack = true
- AttackAnim1()
- combo = 1
- Swing:Play()
- AttackAnim2()
- attack = false
- combo = 0
- end
- end)
- mouse.KeyDown:connect(function(key)
- if key == "f" and attack == false then
- No:Play()
- humanoid.WalkSpeed = 0
- attack = true
- No1()
- No2()
- attack = false
- humanoid.WalkSpeed = 16
- end
- end)
- mouse.KeyDown:connect(function(key)
- if attack == false or DA == true then
- if key == "r" and Wep == 3 then
- if DA == false then
- DA = true
- RUS:Play()
- attack=true
- humanoid.WalkSpeed = 0
- head.face.Texture = "http://www.roblox.com/asset/?id=393521316"
- else
- DA = false
- RUS:Stop()
- attack=false
- humanoid.WalkSpeed = 16
- head.face.Texture = "http://www.roblox.com/asset/?id=156600391"
- end
- end
- end
- end)
- mouse.KeyDown:connect(function(key)
- if key == "t" and attack == false then
- Taunt:Play()
- humanoid.WalkSpeed = 0
- attack = true
- No1()
- Yes2()
- attack = false
- humanoid.WalkSpeed = 16
- end
- end)
- mouse.KeyDown:connect(function(key)
- if key == "z" then
- if NoSentry == false and attack == false and wait2 == false then
- wait2 = true
- for i,v in pairs(script:children()) do
- if (v:IsA'Model') then
- for i,v in pairs(v:children()) do
- if (v:IsA'Humanoid') then
- v.Health = 0
- end
- end
- end
- NoSentry = true
- end
- end
- if NoSentry == true and attack == false and wait2 == false and Wep == 1 then
- attack = true
- wait2 = true
- humanoid.WalkSpeed = 0
- AnimSit()
- AnimSitHit1()
- WSH = WSHM[math.random(1,#WSHM)]
- HitM.SoundId = "rbxassetid://"..WSH
- HitM:Play()
- BuildNow = true
- AnimSitHit2()
- AnimSitHit1()
- WSH = WSHM[math.random(1,#WSHM)]
- HitM.SoundId = "rbxassetid://"..WSH
- HitM:Play()
- AnimSitHit2()
- AnimSitHit1()
- WSH = WSHM[math.random(1,#WSHM)]
- HitM.SoundId = "rbxassetid://"..WSH
- HitM:Play()
- AnimSitHit2()
- AnimSitHit1()
- WSH = WSHM[math.random(1,#WSHM)]
- HitM.SoundId = "rbxassetid://"..WSH
- HitM:Play()
- AnimSitHit2()
- AnimSitHit1()
- WSH = WSHM[math.random(1,#WSHM)]
- HitM.SoundId = "rbxassetid://"..WSH
- HitM:Play()
- AnimSitHit2()
- AnimSitHit1()
- WSH = WSHM[math.random(1,#WSHM)]
- HitM.SoundId = "rbxassetid://"..WSH
- HitM:Play()
- AnimSitHit2()
- AnimSitHit1()
- WSH = WSHM[math.random(1,#WSHM)]
- HitM.SoundId = "rbxassetid://"..WSH
- HitM:Play()
- AnimSitHit2()
- AnimSitHit1()
- WSH = WSHM[math.random(1,#WSHM)]
- HitM.SoundId = "rbxassetid://"..WSH
- HitM:Play()
- AnimSitHit2()
- AnimSitHit1()
- WSH = WSHM[math.random(1,#WSHM)]
- HitM.SoundId = "rbxassetid://"..WSH
- HitM:Play()
- AnimSitHit2()
- AnimSitHit1()
- WSH = WSHM[math.random(1,#WSHM)]
- HitM.SoundId = "rbxassetid://"..WSH
- HitM:Play()
- AnimSitHit2()
- AnimSit()
- humanoid.WalkSpeed = 16
- attack = false
- NoSentry = false
- end
- wait()
- wait2 = false
- end end)
- humanoid.Died:connect(function()
- Arms:Destroy()
- end)
- print([[
- ----------------------------------------
- Tf2 Engineer Class
- ----------------------------------------
- Script by: 123jl123
- Sentry by: Madiik
- TheBoozled gave me a Mesh and Sounds from tf2
- ----------------------------------------
- Dont leak and dont do it.....
- ----------------------------------------
- ]])
- game:GetService("RunService"):BindToRenderStep("ew", 0, function()
- MusThingHat.Mesh.Scale = Vector3.new(MusThingHat.Mesh.Scale.X, RUS.PlaybackLoudness / 160, MusThingHat.Mesh.Scale.Z)
- end)
- local mesh1anan = Instance.new("SpecialMesh")
- mesh1anan.MeshType = Enum.MeshType.FileMesh
- mesh1anan.Scale = Vector3.new(3,3,3)
- mesh1anan.MeshId = "http://www.roblox.com/asset/?id=521754610"
- mesh1anan.TextureId = "http://www.roblox.com/asset/?id=521754612"
- Glow1 = Color3.new(1,1,1)
- Glow2 = Color3.new(0,0,0)
- GlowParticle = Instance.new("ParticleEmitter")
- GlowParticle.LightEmission = 1
- GlowParticle.Size = NumberSequence.new(0,2)
- GlowParticle.Texture = "http://www.roblox.com/asset/?id=52620985"
- GlowParticle.Transparency = NumberSequence.new(0,1)
- GlowParticle.LockedToPart = false
- GlowParticle.Lifetime = NumberRange.new(0.5)
- GlowParticle.Rate= 25
- GlowParticle.Speed =NumberRange.new(0)
- function RainDucks()
- local locationanan = char.Torso.CFrame
- local tacoa = Instance.new("Part")
- tacoa.Size = Vector3.new(.5,.5,.5)
- tacoa.CanCollide = false
- tacoa.RotVelocity = Vector3.new(math.random(0,6),math.random(0,6),math.random(0,6))
- local meshanananan = mesh1anan:clone()
- meshanananan.Parent = tacoa
- meshanananan.Scale = Vector3.new(1,1,1)
- tacoa.CFrame = locationanan * CFrame.new(math.random(-8,8),math.random(10,40),math.random(-8,8))
- tacoa.Parent = workspace
- game:GetService("Debris"):AddItem(tacoa,4)
- local GP = GlowParticle:clone()
- GP.Parent = tacoa
- Glow1 = Color3.new(math.random(), math.random(), math.random())
- GP.Color = ColorSequence.new(Glow1,Glow2)
- end
- --]]
- while true do wait()
- if BuildNow == true then
- BuildNow = false
- BuildSentry()
- end
- if Shotuse == true then
- Shotuse = false
- attack = true
- ShotAttackAnim1()
- GunParticle.Enabled = false
- ShotAttackAnim2()
- ShotAttackAnim3()
- ShotAttackAnim4()
- ShotAttackAnim3()
- attack = false
- end
- if DA == true then
- DanAni1()
- RainDucks()
- local PointLight = Instance.new("PointLight", Torso);
- PointLight.Color = Color3.new(math.random(), math.random(), math.random())
- PointLight.Brightness = 50;
- PointLight.Range = MusThingHat.Mesh.Scale.Y*10;
- game:service'Debris':AddItem(PointLight, .3);
- DanAni2()
- RainDucks()
- local PointLight = Instance.new("PointLight", Torso);
- PointLight.Color = Color3.new(math.random(), math.random(), math.random())
- PointLight.Brightness = 50;
- PointLight.Range = MusThingHat.Mesh.Scale.Y*10;
- game:service'Debris':AddItem(PointLight, .3);
- end
- end
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