Ieta revolver prototype

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-- Revolver by Ietahuoy\ NLS([==[local Player = game:GetService("Players").LocalPlayer local Mouse = Player:GetMouse() local Event = owner.PlayerGui:WaitForChild("InputEventFrom"..Player.Name) local CEvent = owner.PlayerGui:WaitForChild("CamEventFrom"..Player.Name) local UIS = game:GetService("UserInputService") local h,t = Mouse.Hit,Mouse.Target local input = function(io,a) if a then return end local io = {KeyCode=io.KeyCode,UserInputType=io.UserInputType,UserInputState=io.UserInputState} Event:FireServer(io) end UIS.InputBegan:Connect(input) UIS.InputEnded:Connect(input) while true do game:GetService("RunService").RenderStepped:Wait() local cam = workspace.CurrentCamera CEvent:FireServer(cam.CoordinateFrame) cam.CameraSubject = workspace:FindFirstChild("<["..Player.Name.."]>") cam.CameraType = "Custom" cam.HeadLocked = true cam.HeadScale = 1 cam.FieldOfView = 70 if h~=Mouse.Hit or t~=Mouse.Target then Event:FireServer({isMouse=true,Target=Mouse.Target,Hit=Mouse.Hit}) h,t=Mouse.Hit,Mouse.Target end end]==],owner.PlayerGui) local plrr = owner local plname = plrr.Name script.Parent=nil RevolverBackup = Instance.new("Part") hole = Instance.new("Part") WeldConstraint = Instance.new("WeldConstraint") RevolverBackup.Name = "Revolver" RevolverBackup.Parent = script RevolverBackup.CFrame = CFrame.new(-9.34600704e+09, 1.12541368e+10, 6.49989888e+09, 1, 0, 0, 0, 1, 0, 0, 0, 1) RevolverBackup.Position = Vector3.new(-9346007040, 11254136832, 6499898880) RevolverBackup.Size = Vector3.new(0.39646053314209, 1.4983537197113, 3.2093510627747) RevolverBackup.Anchored = true RevolverBackup.CanCollide = false RevolverMesh = Instance.new("SpecialMesh",RevolverBackup) RevolverMesh.Scale = Vector3.new(0.5, 0.5, 0.5) RevolverMesh.MeshId = "rbxassetid://541863381" RevolverMesh.TextureId = "rbxassetid://541863491" hole.Name = "Hole" hole.Parent = RevolverBackup hole.CFrame = CFrame.new(-9.34600704e+09, 1.12541368e+10, 6.49989888e+09, 1, 0, 0, 0, 1, 0, 0, 0, 1) hole.Position = Vector3.new(-9346007040, 11254136832, 6499898880) hole.Transparency = 1 hole.Size = Vector3.new(0.050000000745058, 0.050000000745058, 0.050000000745058) hole.BottomSurface = Enum.SurfaceType.Smooth hole.Anchored = false hole.CanCollide = false hole.TopSurface = Enum.SurfaceType.Smooth WeldConstraint.Parent = hole WeldConstraint.Part0 = hole WeldConstraint.Part1 = RevolverBackup BloodBackup = Instance.new("ParticleEmitter") MistBackup = Instance.new("ParticleEmitter") BloodBackup.Name = "Blood" BloodBackup.Parent = script BloodBackup.Speed = NumberRange.new(5, 14) BloodBackup.Color = ColorSequence.new(Color3.new(0.647059, 0, 0),Color3.new(0.647059, 0, 0)) BloodBackup.Enabled = false BloodBackup.Texture = "rbxassetid://134531274" BloodBackup.Transparency = NumberSequence.new(0.25,0.25) BloodBackup.ZOffset = 1 BloodBackup.Size = NumberSequence.new(0.5,0) BloodBackup.Acceleration = Vector3.new(0, -20, 0) BloodBackup.EmissionDirection = Enum.NormalId.Front BloodBackup.Lifetime = NumberRange.new(0.25, 1.75) BloodBackup.Rate = 100000 BloodBackup.SpreadAngle = Vector2.new(360, 360) BloodBackup.VelocitySpread = 360 MistBackup.Name = "Mist" MistBackup.Parent = script MistBackup.Speed = NumberRange.new(5, 12) MistBackup.Color = ColorSequence.new(Color3.new(0.72549, 0, 0),Color3.new(0.72549, 0, 0)) MistBackup.Enabled = false MistBackup.Texture = "rbxassetid://431361643" MistBackup.Transparency = NumberSequence.new(0.89999997615814,1) MistBackup.ZOffset = 2 MistBackup.Size = NumberSequence.new(0,3,3,3) MistBackup.Drag = 6 MistBackup.Lifetime = NumberRange.new(2, 2) MistBackup.Rate = 100 MistBackup.SpreadAngle = Vector2.new(360, 360) MistBackup.VelocitySpread = 360 blpr = Instance.new("WedgePart") SpecialMesh1 = Instance.new("SpecialMesh") ParticleEmitter2 = Instance.new("ParticleEmitter") Trail3 = Instance.new("Trail") blpr.Name = "bloodpart" blpr.Parent = mas blpr.CFrame = CFrame.new(-9.34600704e+09, 1.12541368e+10, 6.49989888e+09, 1, 0, 0, 0, 1, 0, 0, 0, 1) blpr.Position = Vector3.new(-9346007040, 11254136832, 6499898880) blpr.Color = Color3.new(0.458824, 0, 0) blpr.Size = Vector3.new(0.25, 0.25, 0.5) blpr.Anchored = true blpr.BottomSurface = Enum.SurfaceType.Smooth blpr.BrickColor = BrickColor.new("Maroon") blpr.CanCollide = false blpr.Locked = true blpr.Material = Enum.Material.Glass blpr.TopSurface = Enum.SurfaceType.Smooth blpr.brickColor = BrickColor.new("Maroon") SpecialMesh1.Parent = blpr SpecialMesh1.MeshType = Enum.MeshType.Sphere ParticleEmitter2.Name = "Blood" ParticleEmitter2.Parent = blpr ParticleEmitter2.Speed = NumberRange.new(0, 1) ParticleEmitter2.Color = ColorSequence.new(Color3.new(0.647059, 0, 0),Color3.new(0.647059, 0, 0)) ParticleEmitter2.Texture = "rbxassetid://134531274" ParticleEmitter2.Transparency = NumberSequence.new(0.25,0.25) ParticleEmitter2.ZOffset = 1 ParticleEmitter2.Size = NumberSequence.new(0.5,0) ParticleEmitter2.Acceleration = Vector3.new(0, -5, 0) ParticleEmitter2.EmissionDirection = Enum.NormalId.Front ParticleEmitter2.Lifetime = NumberRange.new(0.25, 1.75) ParticleEmitter2.Rate = 15 ParticleEmitter2.SpreadAngle = Vector2.new(360, 360) ParticleEmitter2.VelocitySpread = 360 Trail3.Parent = blpr Trail3.Attachment0 = nil Trail3.Attachment1 = nil Trail3.Color = ColorSequence.new(Color3.new(0.647059, 0, 0),Color3.new(0.647059, 0, 0)) Trail3.FaceCamera = true Trail3.Transparency = NumberSequence.new(0.25,0.25) Trail3.MinLength = 0 Trail3.Lifetime = 0.75 Trail3.WidthScale = NumberSequence.new(0.75,0) script:Destroy() local charr = plrr.Character local MainPosition=CFrame.new(0,0,0) if charr and charr:FindFirstChildOfClass("Part") then MainPosition = charr:FindFirstChildOfClass("Part").CFrame elseif workspace:FindFirstChildOfClass("Part") and charr==nil then MainPosition = workspace:FindFirstChildOfClass("Part").CFrame*CFrame.new(0,2,0) else MainPosition = CFrame.new(0,4,0) end local accs = {} local f = nil local face = nil local name = "" local names = {} if charr then name = charr.Name.."." for _, acc in pairs(charr:GetDescendants()) do if acc:IsA'Accessory' or acc:IsA'Hat' or acc:IsA'BodyColors' or acc:IsA'Shirt' or acc:IsA'Pants' or acc:IsA'ShirtGraphic' or acc:IsA'CharacterMesh' then table.insert(accs,acc:Clone()) elseif acc:IsA'BasePart' and acc.Name == "Head" and acc:FindFirstChildOfClass'Decal' then f = acc:FindFirstChildOfClass'Decal'.Texture end end end local m = {} --tHe FuCk hOw It WoRkS local banishes = {} local banishesfunctions = {} local storage = {} local minimumsize = Vector3.new(1.6,1.15,1.6) local surface_between_splitted_parts = Enum.SurfaceType.Smooth local add = {} local fromaxisangle = function(x, y, z) -- credit to phantom forces devs if not y then x, y, z = x.x, x.y, x.z end local m = (x * x + y * y + z * z) ^ 0.5 if m > 1.0E-5 then local si = math.sin(m / 2) / m return CFrame.new(0, 0, 0, si * x, si * y, si * z, math.cos(m / 2)) else return CFrame.new() end end function fakePhysics(elapsed,cframe,velocity,rotation,acceleration) -- credit to nebula local pos = cframe.p local matrix = cframe-pos return fromaxisangle(elapsed*rotation)*matrix+pos+elapsed*velocity+elapsed*elapsed*acceleration end function CastRay(startPos,endPos,range,ignoreList) local ray = Ray.new(startPos,(endPos-startPos).unit*range) local part,pos,norm = workspace:FindPartOnRayWithIgnoreList(ray,ignoreList or {},false,true) return part,pos,norm,(pos and (startPos-pos).magnitude) end function add:MakeRD(who,power,t,h,f,customend) for _,a in pairs(who:GetDescendants()) do coroutine.resume(coroutine.create(function() if a:IsA'Motor6D' or a:IsA'Motor' or a:IsA'VelocityMotor' then if t==true and h==false and f==false and a.Name ~= "Waist" and a.Name ~= "Left Hip" and a.Name ~= "Right Hip" then local ainfo = {a.C0,a.C1,a.Parent,a.blpr,a.Part1,a.Name} local h=Instance.new("BallSocketConstraint",ainfo[3]) h.Name=ainfo[6] h.LimitsEnabled=true h.TwistUpperAngle=135 h.TwistLimitsEnabled=true h.TwistLowerAngle=-135 h.TwistUpperAngle=135 local a1=Instance.new("Attachment",ainfo[4]) a1.CFrame=ainfo[1] local a2=Instance.new("Attachment",ainfo[5]) a2.CFrame=ainfo[2] h.Attachment0=a1 h.Attachment1=a2 elseif t==false and h==true and f==false and a.Name ~= "Neck" then local ainfo = {a.C0,a.C1,a.Parent,a.blpr,a.Part1,a.Name} local h=Instance.new("BallSocketConstraint",ainfo[3]) h.Name=ainfo[6] h.LimitsEnabled=true h.TwistUpperAngle=135 h.TwistLimitsEnabled=true h.TwistLowerAngle=-135 h.TwistUpperAngle=135 local a1=Instance.new("Attachment",ainfo[4]) a1.CFrame=ainfo[1] local a2=Instance.new("Attachment",ainfo[5]) a2.CFrame=ainfo[2] h.Attachment0=a1 h.Attachment1=a2 elseif h==true and t==true and f==false and a.Name ~= "Neck" and a.Name ~= "Waist" and a.Name ~= "Left Hip" and a.Name ~= "Right Hip" then local ainfo = {a.C0,a.C1,a.Parent,a.blpr,a.Part1,a.Name} local h=Instance.new("BallSocketConstraint",ainfo[3]) h.Name=ainfo[6] h.LimitsEnabled=true h.TwistUpperAngle=135 h.TwistLimitsEnabled=true h.TwistLowerAngle=-135 h.TwistUpperAngle=135 local a1=Instance.new("Attachment",ainfo[4]) a1.CFrame=ainfo[1] local a2=Instance.new("Attachment",ainfo[5]) a2.CFrame=ainfo[2] h.Attachment0=a1 h.Attachment1=a2 elseif t==false and h==false and f==false then local ainfo = {a.C0,a.C1,a.Parent,a.blpr,a.Part1,a.Name} local h=Instance.new("BallSocketConstraint",ainfo[3]) h.Name=ainfo[6] h.LimitsEnabled=true h.TwistUpperAngle=135 h.TwistLimitsEnabled=true h.TwistLowerAngle=-135 h.TwistUpperAngle=135 local a1=Instance.new("Attachment",ainfo[4]) a1.CFrame=ainfo[1] local a2=Instance.new("Attachment",ainfo[5]) a2.CFrame=ainfo[2] h.Attachment0=a1 h.Attachment1=a2 elseif f==true and a.Name ~= "Neck" and a.Name ~= "Left Hip" and a.Name ~= "Right Hip" and a.Name ~= "LeftHip" and a.Name ~= "RightHip" and a.Name ~= "LeftShoulder" and a.Name ~= "RightShoulder" and a.Name ~= "Left Shoulder" and a.Name ~= "Right Shoulder" then local ainfo = {a.C0,a.C1,a.Parent,a.blpr,a.Part1,a.Name} local h=Instance.new("BallSocketConstraint",ainfo[3]) h.Name=ainfo[6] h.LimitsEnabled=true h.TwistUpperAngle=135 h.TwistLimitsEnabled=true h.TwistLowerAngle=-135 h.TwistUpperAngle=135 local a1=Instance.new("Attachment",ainfo[4]) a1.CFrame=ainfo[1] local a2=Instance.new("Attachment",ainfo[5]) a2.CFrame=ainfo[2] h.Attachment0=a1 h.Attachment1=a2 end a:Destroy() elseif a:IsA'Humanoid' then a.BreakJointsOnDeath=false a.MaxHealth=nil a.Health=nil a.PlatformStand=true elseif a:IsA'BasePart' then if a.Size == Vector3.new(2,2,1) or a.Size == Vector3.new(2,2.1,1) or a.Size == Vector3.new(1,1.105,1) or a.Size == Vector3.new(1,1.227,1) or a.Size == Vector3.new(1,1.253,1) or a.Size == Vector3.new(1,1.277,1) or a.Size == Vector3.new(1,2,1) or a.Size == Vector3.new(2,1,1) or a.Name == "Head" or a.Name == "Torso" or a.Name == "Right Arm" or a.Name == "Left Arm" or a.Name == "Right Leg" or a.Name == "Left Leg" or a.Name == "RightArm" or a.Name == "LeftArm" or a.Name == "RightLeg" or a.Name == "LeftLeg" or a.Name == "UpperTorso" or a.Name == "HumanoidRootPart" or a.Name == "LowerTorso" or a.Name == "RightHand" or a.Name == "LeftHand" or a.Name == "RightFoot" or a.Name == "LeftFoot" or a.Name == "LeftUpperArm" or a.Name == "LeftLowerArm" or a.Name == "RightUpperArm" or a.Name == "RightLowerArm" or a.Name == "LeftUpperLeg" or a.Name == "LeftLowerLeg" or a.Name == "RightUpperLeg" or a.Name == "RightLowerLeg" then spawn(function() a.Anchored=false a.CanCollide=true a.Velocity=Vector3.new(math.random(-power,power),math.random((power/3),(power*1.5)),math.random(-power,power)) while a~=nil do game:GetService("RunService").Heartbeat:Wait() a.Anchored=false a.CanCollide=true end end) spawn(function() local bv = Instance.new("BodyVelocity") bv.maxForce = Vector3.new(1000000000, 1000000000, 1000000000) bv.velocity = Vector3.new(math.random(-power,power),math.random((power/3),(power*1.5)),math.random(-power,power)) bv.Parent = a wait(0.06) bv:Destroy() end) if a.Name=="HumanoidRootPart" then a:Destroy() end end end end)) end coroutine.resume(coroutine.create(function()while who~=nil do game:GetService("RunService").Heartbeat:Wait() if who:FindFirstChildOfClass'Humanoid' then local h=who:FindFirstChildOfClass'Humanoid' h.BreakJointsOnDeath=false h.MaxHealth=nil h.Health=nil h.PlatformStand=true end end end)) if customend == false then wait(math.random(15,60)) if who then for _,a in pairs(who:GetDescendants()) do coroutine.resume(coroutine.create(function() if a:IsA'BasePart' then for i=1,50 do wait() a.Transparency=a.Transparency+1/50 end a:BreakJoints() a:Destroy() end end)) end end end end function add:BloodDrop(where,vel,siz,lt,ignor,parent) coroutine.resume(coroutine.create(function() local bl=blpr:Clone() bl.Parent=parent bl.Size=Vector3.new(siz,siz,siz*2) local StartTravel = tick() local startTick = tick() coroutine.wrap(function() while bl~=nil do local elapsed = tick()-startTick local trElapsed = tick()-StartTravel if(elapsed>lt)then bl:destroy(); break end local rot = Vector3.new(math.random(0,360),math.random(0,360),math.random(0,360)) local newCF = fakePhysics(trElapsed,where,vel,rot,Vector3.new(0,-workspace.Gravity,0)) local nextCF = fakePhysics(trElapsed+.05,where,vel,rot,Vector3.new(0,-workspace.Gravity,0)) local dist = (bl.Position-newCF.p).magnitude local hit,pos,norm = CastRay(bl.Position,newCF.p,dist,ignor) bl.CFrame = CFrame.new(newCF.p,nextCF.p) if hit and hit.CanCollide then bl.Transparency=1 bl:WaitForChild'Blood'.Enabled=false local pb = Instance.new("WedgePart",parent) Instance.new("SpecialMesh",pb).MeshType="Cylinder" pb.Size=Vector3.new(0.01,bl.Size.Y*2,bl.Size.Y*2) pb.CFrame=CFrame.new(pos,pos+norm)*CFrame.Angles(0,math.rad(90),0) pb.Anchored=false pb.CanCollide=false pb.Color=Color3.fromRGB(117,0,0) pb.Material="Glass" local w=Instance.new("ManualWeld") w.Part1=pb w.C0=CFrame.new(0,0,0) w.C1=pb.CFrame:inverse()*hit.CFrame w.Parent = pb spawn(function() for i=1,5 do game:GetService("RunService").Heartbeat:Wait() pb.Size=pb.Size+Vector3.new(0,(bl.Size.Y*2)/5,(bl.Size.Y*2)/5) end wait(math.random(7,30)) local random=math.random(100,500) for i=1,random do game:GetService("RunService").Heartbeat:Wait() pb.Transparency=pb.Transparency+1/random pb.Size=pb.Size-Vector3.new(0,(bl.Size.Y*3)/random,(bl.Size.Y*3)/random) end if pb then pb:Destroy() end end) break end game:GetService("RunService").Heartbeat:Wait() end wait(0.76) if bl then bl:Destroy() end end)() end)) end function add:Banish(what,typ,times,color,parent) if typ=="Default" then if what:IsA'Model' or what:IsA'Folder' then for _,a in pairs(what:GetDescendants()) do coroutine.resume(coroutine.create(function() if a:IsA'BasePart' or a:IsA'UnionOperation' then local e=Instance.new("Part",parent) e.Size=a.Size e.Anchored=true e.CanCollide=false e.CFrame=a.CFrame e.Color=color e.Material="Neon" e.Parent=parent e.Name=tostring(math.random(-999999999,999999999)/math.random(-999999999,999999999)/math.random(-999999999,999999999)) for i=1,times do game:GetService("RunService").Heartbeat:Wait() local ran = math.random(1,2) if ran==1 then e.Material="Glass" else e.Material="Neon" end e.CFrame=a.CFrame*CFrame.new(math.random(-1*i,1*i)/50,math.random(-1*i,1*i)/50,math.random(-1*i,1*i)/50) e.Transparency=e.Transparency+1/times end e:Destroy() end end)) a:Destroy() end elseif what:IsA'BasePart' or what:IsA'UnionOperation' then for _,a in pairs(what:GetDescendants()) do coroutine.resume(coroutine.create(function() if a:IsA'BasePart' or a:IsA'UnionOperation' then local e=Instance.new("Part",parent) e.Size=a.Size e.Anchored=true e.CanCollide=false e.CFrame=a.CFrame e.Color=color e.Material="Neon" e.Parent=parent e.Name=tostring(math.random(-999999999,999999999)/math.random(-999999999,999999999)/math.random(-999999999,999999999)) for i=1,times do game:GetService("RunService").Heartbeat:Wait() local ran = math.random(1,2) if ran==1 then e.Material="Glass" else e.Material="Neon" end e.CFrame=a.CFrame*CFrame.new(math.random(-1*i,1*i)/50,math.random(-1*i,1*i)/50,math.random(-1*i,1*i)/50) e.Transparency=e.Transparency+1/times end e:Destroy() end end)) a:Destroy() end coroutine.resume(coroutine.create(function() local e=Instance.new("Part",parent) e.Size=what.Size e.Anchored=true e.CanCollide=false e.CFrame=what.CFrame e.Color=color e.Material="Neon" e.Parent=parent e.Name=tostring(math.random(-999999999,999999999)/math.random(-999999999,999999999)/math.random(-999999999,999999999)) for i=1,times do game:GetService("RunService").Heartbeat:Wait() local ran = math.random(1,2) if ran==1 then e.Material="Glass" else e.Material="Neon" end e.CFrame=what.CFrame*CFrame.new(math.random(-1*i,1*i)/50,math.random(-1*i,1*i)/50,math.random(-1*i,1*i)/50) e.Transparency=e.Transparency+1/times end e:Destroy() end)) what:Destroy() elseif not what:IsA'BasePart' and not what:IsA'UnionOperation' and not what:IsA'Folder' and not what:IsA'Model' then what:Destroy() end if game:GetService'Players':GetPlayerFromCharacter(what) then local p = game:GetService'Players':GetPlayerFromCharacter(what) banishesfunctions[p]=p.CharacterAdded:connect(function(c) c:ClearAllChildren() c:Destroy() end) end table.insert(banishes,what) elseif typ=="Fade" then if what:IsA'Model' or what:IsA'Folder' then for _,a in pairs(what:GetDescendants()) do coroutine.resume(coroutine.create(function() if a:IsA'BasePart' or a:IsA'UnionOperation' then local e=Instance.new("Part",parent) e.Size=a.Size e.Anchored=true e.CanCollide=false e.CFrame=a.CFrame e.Color=color e.Material="Neon" e.Parent=parent e.Name=tostring(math.random(-999999999,999999999)/math.random(-999999999,999999999)/math.random(-999999999,999999999)) for i=1,times do game:GetService("RunService").Heartbeat:Wait() e.Transparency=e.Transparency+1/times end e:Destroy() end end)) a:Destroy() end elseif what:IsA'BasePart' or what:IsA'UnionOperation' then for _,a in pairs(what:GetDescendants()) do coroutine.resume(coroutine.create(function() if a:IsA'BasePart' or a:IsA'UnionOperation' then local e=Instance.new("Part",parent) e.Size=a.Size e.Anchored=true e.CanCollide=false e.CFrame=a.CFrame e.Color=color e.Material="Neon" e.Parent=parent e.Name=tostring(math.random(-999999999,999999999)/math.random(-999999999,999999999)/math.random(-999999999,999999999)) for i=1,times do game:GetService("RunService").Heartbeat:Wait() e.Transparency=e.Transparency+1/times end e:Destroy() end end)) a:Destroy() end coroutine.resume(coroutine.create(function() local e=Instance.new("Part",parent) e.Size=what.Size e.Anchored=true e.CanCollide=false e.CFrame=what.CFrame e.Color=color e.Material="Neon" e.Parent=parent e.Name=tostring(math.random(-999999999,999999999)/math.random(-999999999,999999999)/math.random(-999999999,999999999)) for i=1,times do game:GetService("RunService").Heartbeat:Wait() e.Transparency=e.Transparency+1/times end e:Destroy() end)) what:Destroy() elseif not what:IsA'BasePart' and not what:IsA'UnionOperation' and not what:IsA'Folder' and not what:IsA'Model' then what:Destroy() end if game:GetService'Players':GetPlayerFromCharacter(what) then local p = game:GetService'Players':GetPlayerFromCharacter(what) banishesfunctions[p]=p.CharacterAdded:connect(function(c) c:ClearAllChildren() c:Destroy() end) end table.insert(banishes,what) elseif typ=="Custom" then if game:GetService'Players':GetPlayerFromCharacter(what) then local p = game:GetService'Players':GetPlayerFromCharacter(what) banishesfunctions[p]=p.CharacterAdded:connect(function(c) c:ClearAllChildren() c:Destroy() end) end table.insert(banishes,what) end end function add:DeBanish() for p,v in next, banishesfunctions do v:disconnect() banishesfunctions[p] = nil end for b,_ in next, banishes do banishes[b] = nil end end --add:Shatter(EffectModel,a.CFrame,a.Size,a.Color,a.Anchored,a.Material,Mouse.Hit.p,.1,a.BackSurface,a.BottomSurface,a.FrontSurface,a.LeftSurface,a.RightSurface,a.TopSurface,a.Transparency,a.Reflectance) function add:Shatter(parent,cframe,size,color,anchor,mat,explosion_position,explosion_blastradius,backsurface,bottomsurface,frontsurface,leftsurface,rightsurface,topsurface,transparency,reflectance) local xi = size.X >= minimumsize.X*(1+explosion_blastradius/16) and 2 or 1 local yi = size.Y >= minimumsize.Y*(1+explosion_blastradius/16) and 2 or 1 local zi = size.Z >= minimumsize.Z*(1+explosion_blastradius/16) and 2 or 1 if xi == 1 and yi == 1 and zi == 1 or (cframe.p-explosion_position).magnitude > size.magnitude/2 + explosion_blastradius then if xi == 1 and yi == 1 and zi == 1 then return end if #storage > 0 then local p = storage[1] p.Color = color p.Size = size p.Material = mat p.Transparency = transparency p.CFrame = cframe p.Reflectance = reflectance table.remove(storage,1) else local p = Instance.new("Part",parent) p.Color = color p.Anchored = anchor p.Size = size p.Material = mat p.Transparency = transparency p.CFrame = cframe p.Reflectance = reflectance end return end --[[ local mody = math.random(-125,125)/1000 for y = 1,yi do if math.random()> 0.5 then local modx = math.random(-125,125)/1000 for x = 1,xi do local modz = math.random(-125,125)/1000 for z = 1,zi do Shatter(parent,cframe*CFrame.new(size.X*(xi==1 and 0 or x/xi-0.75+modx),size.Y*(yi==1 and 0 or y/yi-0.75+mody),size.Z*(zi==1 and 0 or z/zi-0.75+modz)), Vector3.new(xi == 2 and size.X*(1-2*math.abs(x/xi-0.75+modx)) or size.X,yi == 2 and size.Y*(1-2*math.abs(y/yi-0.75+mody)) or size.Y, zi == 2 and size.Z*(1-2*math.abs(z/zi-0.75+modz)) or size.Z or agent767_was_here),color,anchor,mat,explosion_position,explosion_blastradius, z~=zi and surface_between_splitted_parts or backsurface,y==2 and surface_between_splitted_parts or bottomsurface, z==2 and surface_between_splitted_parts or frontsurface,x==2 and surface_between_splitted_parts or leftsurface,x~=xi and surface_between_splitted_parts or rightsurface, y~=yi and surface_between_splitted_parts or topsurface,transparency,reflectance) end end else local modz = math.random(-125,125)/1000 for z = 1,zi do local modx = math.random(-125,125)/1000 for x = 1,xi do Shatter(parent,cframe*CFrame.new(size.X*(xi==1 and 0 or x/xi-0.75+modx),size.Y*(yi==1 and 0 or y/yi-0.75+mody),size.Z*(zi==1 and 0 or z/zi-0.75+modz)), Vector3.new(xi == 2 and size.X*(1-2*math.abs(x/xi-0.75+modx)) or size.X,yi == 2 and size.Y*(1-2*math.abs(y/yi-0.75+mody)) or size.Y, zi == 2 and size.Z*(1-2*math.abs(z/zi-0.75+modz)) or size.Z),color,anchor,mat,explosion_position,explosion_blastradius, z~=zi and surface_between_splitted_parts or backsurface,y==2 and surface_between_splitted_parts or bottomsurface, z==2 and surface_between_splitted_parts or frontsurface,x==2 and surface_between_splitted_parts or leftsurface,x~=xi and surface_between_splitted_parts or rightsurface, y~=yi and surface_between_splitted_parts or topsurface,transparency,reflectance) end end end end ]] end function add:Shatter(parent,cframe,size,color,anchor,mat,explosion_position,explosion_blastradius,backsurface,bottomsurface,frontsurface,leftsurface,rightsurface,topsurface,transparency,reflectance) Shatter(parent,cframe,size,color,anchor,mat,explosion_position,explosion_blastradius,backsurface,bottomsurface,frontsurface,leftsurface,rightsurface,topsurface,transparency,reflectance) end local sn = 0 local attacking = false local repeatkey = false local repeatmouse = false local Neck=CFrame.new(0,0,0) local Torso=CFrame.new(0,0,0) local LeftArm=CFrame.new(0,0,0) local RightArm=CFrame.new(0,0,0) local LeftLeg=CFrame.new(0,0,0) local RightLeg=CFrame.new(0,0,0) function InstanceNW(typp,anth) local part = Instance.new(typp) if anth ~= nil then for i,v in next, anth do part[i] = v end end return part end function alerp(tble,animspeed) Torso=Torso:Lerp(tble[1],animspeed) Neck=Neck:Lerp(tble[2],animspeed) LeftArm=LeftArm:Lerp(tble[3],animspeed) RightArm=RightArm:Lerp(tble[4],animspeed) LeftLeg=LeftLeg:Lerp(tble[5],animspeed) RightLeg=RightLeg:Lerp(tble[6],animspeed) end local flymode = false local running = false local stoped = false local W,A,S,D=false,false,false,false local fallingspeed = 0 local falling = true local stopeffects = false local Ignores = {} local walkspeed = 0.2 local smoke=0 local ammo=30 local CCF=nil local goreSounds = {3739362156,4459576935,3739364168,4459571224,4459570664,4459572763,4459571342,4459571443,4459573960,3847883680,3929462189,3739335394,3929462677} local acidburnSounds = {3755119951,3755119738,3755119108} local swooshSounds = {3932508290,3755637386,3755637186,3755636992,3932507990,3755636825,3755636638,3755636438} local knifestaSounds = {4307103510,4307102878,4307103239,4307102517} local MainModel = Instance.new("Model",workspace) MainModel.Name = name MainModel.Archivable=true local EffectModel = Instance.new("Model",MainModel) EffectModel.Name = "EffectModel" MainModel.Archivable=true local h=Instance.new("Part",MainModel)h.Size=Vector3.new(2,1,1)h.Color=Color3.new() h.Transparency=0 h.Anchored=true h.CanCollide=true h.Name="Head" local m=Instance.new("SpecialMesh",h)m.MeshType="Head"m.Scale=Vector3.new(1.25,1.25,1.25) local t=Instance.new("Part",MainModel)t.Material="Plastic"t.Size=Vector3.new(2,2,1)t.Color=Color3.new() t.Transparency=0 t.Anchored=true t.CanCollide=true t.Name="Torso" local ll=Instance.new("Part",MainModel)ll.Material="Plastic"ll.Size=Vector3.new(1,2,1)ll.Color=Color3.new() ll.Transparency=0 ll.Anchored=true ll.CanCollide=true ll.Name="Left Leg" local rl=Instance.new("Part",MainModel)rl.Material="Plastic"rl.Size=Vector3.new(1,2,1)rl.Color=Color3.new() rl.Transparency=0 rl.Anchored=true rl.CanCollide=true rl.Name="Right Leg" local la=Instance.new("Part",MainModel)la.Material="Plastic"la.Size=Vector3.new(1,2,1)la.Color=Color3.new() la.Transparency=0 la.Anchored=true la.CanCollide=true la.Name="Left Arm" local ra=Instance.new("Part",MainModel)ra.Material="Plastic"ra.Size=Vector3.new(1,2,1)ra.Color=Color3.new() ra.Transparency=0 ra.Anchored=true ra.CanCollide=true ra.Name="Right Arm" local hum=Instance.new("Humanoid",MainModel) hum.Name = "" hum.HealthDisplayType = "AlwaysOff" local hairat = Instance.new("Attachment") hairat.Parent = h hairat.Position = Vector3.new(0,0.6,0) hairat.Name = "HairAttachment" local hatat = Instance.new("Attachment") hatat.Parent = h hatat.Position = Vector3.new(0,0.6,0) hatat.Name = "HatAttachment" local ffat = Instance.new("Attachment") ffat.Parent = h ffat.Position = Vector3.new(0,0,-0.6) ffat.Name = "FaceFrontAttachment" local fcat = Instance.new("Attachment") fcat.Parent = h fcat.Position = Vector3.new(0,0,0) fcat.Name = "FaceCenterAttachment" local bbat = Instance.new("Attachment") bbat.Parent = t bbat.Position = Vector3.new(0,0,0.5) bbat.Name = "BodyBackAttachment" local bfat = Instance.new("Attachment") bfat.Parent = t bfat.Position = Vector3.new(0,0,-0.5) bfat.Name = "BodyFrontAttachment" local lcat = Instance.new("Attachment") lcat.Parent = t lcat.Position = Vector3.new(-1,1,0) lcat.Name = "LeftCollarAttachment" local necat = Instance.new("Attachment") necat.Parent = t necat.Position = Vector3.new(0,1,0) necat.Name = "NeckAttachment" local rcat = Instance.new("Attachment") rcat.Parent = t rcat.Position = Vector3.new(1,1,0) rcat.Name = "RightCollarAttachment" local wbat = Instance.new("Attachment") wbat.Parent = t wbat.Position = Vector3.new(0,-1,0.5) wbat.Name = "WaistBackAttachment" local wcat = Instance.new("Attachment") wcat.Parent = t wcat.Position = Vector3.new(0,-1,0) wcat.Name = "WaistCenterAttachment" local wfat = Instance.new("Attachment") wfat.Parent = t wfat.Position = Vector3.new(0,-1,-0.5) wfat.Name = "WaistFrontAttachment" local wfat = Instance.new("Attachment") wfat.Parent = ll wfat.Position = Vector3.new(0,-1,0) wfat.Name = "LeftFootAttachment" local wfat = Instance.new("Attachment") wfat.Parent = rl wfat.Position = Vector3.new(0,-1,0) wfat.Name = "RightFootAttachment" local wfat = Instance.new("Attachment") wfat.Parent = ra wfat.Position = Vector3.new(0,1,0) wfat.Name = "RightShoulderAttachment" local wfat = Instance.new("Attachment") wfat.Parent = ra wfat.Position = Vector3.new(0,-1,0) wfat.Name = "RightGripAttachment" local wfat = Instance.new("Attachment") wfat.Parent = la wfat.Position = Vector3.new(0,1,0) wfat.Name = "LeftShoulderAttachment" local wfat = Instance.new("Attachment") wfat.Parent = la wfat.Position = Vector3.new(0,-1,0) wfat.Name = "LeftGripAttachment" local cam = Instance.new("Part",workspace) cam.Name = "<["..plrr.Name.."]>" cam.Anchored=true cam.CanCollide=false cam.Transparency=1 cam.Size=Vector3.new() local playmus = true local musid=13579022088 local mus = Instance.new("Sound") mus.Volume = 3 mus.Pitch = 1 mus.EmitterSize = 100 mus.SoundId = "rbxassetid://"..musid mus.Parent = t mus.Playing = playmus mus.Looped = true local muspos = nil muspos = mus.TimePosition local fixmus = false local gun = RevolverBackup:Clone() gun.Parent=MainModel local Hole = hole:Clone() Hole.Parent = gun Hole.Anchored = false local NiceWeld = WeldConstraint:Clone() NiceWeld.Parent = Hole NiceWeld.Part0 = Hole NiceWeld.Part1 = gun local gunmesh = RevolverMesh:Clone() gunmesh.Parent = gun local EventBackup = Instance.new("RemoteEvent") EventBackup.Name = "InputEventFrom"..plrr.Name local CamBackup = Instance.new("RemoteEvent") CamBackup.Name = "CamEventFrom"..plrr.Name local EventBackupC = EventBackup:Clone() local CamBackupC = CamBackup:Clone() local InputEvent = Instance.new("RemoteEvent") InputEvent.Name = "InputEventFrom"..plrr.Name InputEvent.Parent = owner.PlayerGui local CamEvent = Instance.new("RemoteEvent") CamEvent.Name = "CamEventFrom"..plrr.Name CamEvent.Parent = owner.PlayerGui CamEvent.OnServerEvent:Connect(function(plr, e) CCF=e end) local CAS = {Actions={}} local fakeEvent = function() local t = {_fakeEvent=true} t.Connect = function(self,f)self.Function=f end t.connect = t.Connect return t end local m = {Target=nil,Hit=CFrame.new(),KeyUp=fakeEvent(),KeyDown=fakeEvent(),Button1Up=fakeEvent(),Button1Down=fakeEvent()} local UIS = {InputBegan=fakeEvent(),InputEnded=fakeEvent()} function CAS:BindAction(name,fun,touch,...) CAS.Actions[name] = {Name=name,Function=fun,Keys={...}} end function CAS:UnbindAction(name) CAS.Actions[name] = nil end local function te(self,ev,...) local t = m[ev] if t and t._fakeEvent and t.Function then t.Function(...) end end local Mouse,mouse,UserInputService,ContextActionService do m.TrigEvent = te UIS.TrigEvent = te InputEvent.OnServerEvent:Connect(function(plr,io) if plr~=plrr then return end if io.isMouse then m.Target = io.Target m.Hit = io.Hit elseif io.UserInputType == Enum.UserInputType.MouseButton1 then if io.UserInputState == Enum.UserInputState.Begin then m:TrigEvent("Button1Down") else m:TrigEvent("Button1Up") end else for n,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 if io.UserInputState == Enum.UserInputState.Begin then m:TrigEvent("KeyDown",io.KeyCode.Name:lower()) UIS:TrigEvent("InputBegan",io,false) else m:TrigEvent("KeyUp",io.KeyCode.Name:lower()) UIS:TrigEvent("InputEnded",io,false) end end end) Mouse,mouse,UserInputService,ContextActionService,mausee = m,m,UIS,CAS,m end function EndScript() script:ClearAllChildren() script.Disabled = true script:Destroy() stoped=true EventBackup:Destroy() CamBackupC:Destroy() EventBackupC:Destroy() plrr:WaitForChild('PlayerGui'):WaitForChild('Input'):Destroy() pcall(function() owner.PlayerGui["InputEventFrom"..plrr.Name]:Destroy() owner.PlayerGui["CamEventFrom"..plrr.Name]:Destroy() end) end function onChatted(msg) if (msg == ".Stop" or msg == ".stop" or msg == "/e .Stop" or msg == "/e .stop" or msg == "/e get/nog sr" or msg == "get/nog sr") then EndScript() end end function onOwnerChatted(msg) if (msg == ".Stopall" or msg == ".stopall" or msg == "/e .Stopall" or msg == "/e .stopall") then EndScript() end end plrr.Chatted:connect(onChatted) for _,p in pairs(game.Players:GetPlayers()) do if p.Name==plname then p.Chatted:connect(onOwnerChatted) end end game.Players.PlayerAdded:Connect(function(p) if p.Name==plrr.Name then p.Chatted:connect(onChatted) end if p.Name==plname then p.Chatted:connect(onOwnerChatted) end end) table.insert(Ignores,MainModel)table.insert(Ignores,EffectModel) function anti() if MainModel == nil or MainModel.Parent ~= workspace or MainModel.Parent == nil or not MainModel then MainModel = Instance.new("Model",workspace) MainModel.Name = name MainModel.Archivable=true EffectModel = Instance.new("Model",MainModel) EffectModel.Name = "EffectModel" MainModel.Archivable=true table.insert(Ignores,MainModel)table.insert(Ignores,EffectModel) end if EffectModel == nil or EffectModel.Parent ~= MainModel or EffectModel.Parent == nil or not EffectModel then EffectModel = Instance.new("Model",MainModel) EffectModel.Name = "EffectModel" MainModel.Archivable=true table.insert(Ignores,EffectModel) end if cam == nil or cam.Parent ~= workspace or cam.Parent == nil or not cam then cam = Instance.new("Part",workspace) cam.Name = "<["..plrr.Name.."]>" cam.Anchored=true cam.CanCollide=false cam.Transparency=1 cam.Size=Vector3.new() end if gun == nil or gun.Parent ~= MainModel or gun.Parent == nil or not gun then gun = RevolverBackup:Clone() gun.Parent=MainModel gunmesh = RevolverMesh:Clone() gunmesh.Parent = gun Hole = hole:Clone() Hole.Parent = gun Hole.Anchored = false NiceWeld = WeldConstraint:Clone() NiceWeld.Parent = Hole NiceWeld.Part0 = Hole NiceWeld.Part1 = gun end if h == nil or h.Parent ~= MainModel or h.Parent == nil or not h then h=Instance.new("Part",MainModel)h.Size=Vector3.new(2,1,1)h.Color=Color3.new() h.Transparency=0 h.Anchored=true h.CanCollide=true h.Name="Head" local m=Instance.new("SpecialMesh",h)m.MeshType="Head"m.Scale=Vector3.new(1.25,1.25,1.25) local hairat = Instance.new("Attachment") hairat.Parent = h hairat.Position = Vector3.new(0,0.6,0) hairat.Name = "HairAttachment" local hatat = Instance.new("Attachment") hatat.Parent = h hatat.Position = Vector3.new(0,0.6,0) hatat.Name = "HatAttachment" local ffat = Instance.new("Attachment") ffat.Parent = h ffat.Position = Vector3.new(0,0,-0.6) ffat.Name = "FaceFrontAttachment" local fcat = Instance.new("Attachment") fcat.Parent = h fcat.Position = Vector3.new(0,0,0) fcat.Name = "FaceCenterAttachment" if MainModel:FindFirstChildOfClass("BodyColors") then MainModel:FindFirstChildOfClass("BodyColors"):Destroy() end end if t == nil or t.Parent ~= MainModel or t.Parent == nil or not t then t=Instance.new("Part",MainModel)t.Material="Plastic"t.Size=Vector3.new(2,2,1)t.Color=Color3.new() t.Transparency=0 t.Anchored=true t.CanCollide=true t.Name="Torso" local bbat = Instance.new("Attachment") bbat.Parent = t bbat.Position = Vector3.new(0,0,0.5) bbat.Name = "BodyBackAttachment" local bfat = Instance.new("Attachment") bfat.Parent = t bfat.Position = Vector3.new(0,0,-0.5) bfat.Name = "BodyFrontAttachment" local lcat = Instance.new("Attachment") lcat.Parent = t lcat.Position = Vector3.new(-1,1,0) lcat.Name = "LeftCollarAttachment" local necat = Instance.new("Attachment") necat.Parent = t necat.Position = Vector3.new(0,1,0) necat.Name = "NeckAttachment" local rcat = Instance.new("Attachment") rcat.Parent = t rcat.Position = Vector3.new(1,1,0) rcat.Name = "RightCollarAttachment" local wbat = Instance.new("Attachment") wbat.Parent = t wbat.Position = Vector3.new(0,-1,0.5) wbat.Name = "WaistBackAttachment" local wcat = Instance.new("Attachment") wcat.Parent = t wcat.Position = Vector3.new(0,-1,0) wcat.Name = "WaistCenterAttachment" local wfat = Instance.new("Attachment") wfat.Parent = t wfat.Position = Vector3.new(0,-1,-0.5) wfat.Name = "WaistFrontAttachment" if MainModel:FindFirstChildOfClass("BodyColors") then MainModel:FindFirstChildOfClass("BodyColors"):Destroy() end end if ll == nil or ll.Parent ~= MainModel or ll.Parent == nil or not ll then ll=Instance.new("Part",MainModel)ll.Material="Plastic"ll.Size=Vector3.new(1,2,1)ll.Color=Color3.new() ll.Transparency=0 ll.Anchored=true ll.CanCollide=true ll.Name="Left Leg" local wfat = Instance.new("Attachment") wfat.Parent = ll wfat.Position = Vector3.new(0,-1,0) wfat.Name = "LeftFootAttachment" if MainModel:FindFirstChildOfClass("BodyColors") then MainModel:FindFirstChildOfClass("BodyColors"):Destroy() end end if rl == nil or rl.Parent ~= MainModel or rl.Parent == nil or not rl then rl=Instance.new("Part",MainModel)rl.Material="Plastic"rl.Size=Vector3.new(1,2,1)rl.Color=Color3.new() rl.Transparency=0 rl.Anchored=true rl.CanCollide=true rl.Name="Right Leg" local wfat = Instance.new("Attachment") wfat.Parent = rl wfat.Position = Vector3.new(0,-1,0) wfat.Name = "RightFootAttachment" if MainModel:FindFirstChildOfClass("BodyColors") then MainModel:FindFirstChildOfClass("BodyColors"):Destroy() end end if la == nil or la.Parent ~= MainModel or la.Parent == nil or not la then la=Instance.new("Part",MainModel)la.Material="Plastic"la.Size=Vector3.new(1,2,1)la.Color=Color3.new() la.Transparency=0 la.Anchored=true la.CanCollide=true la.Name="Left Arm" local wfat = Instance.new("Attachment") wfat.Parent = la wfat.Position = Vector3.new(0,1,0) wfat.Name = "LeftShoulderAttachment" local wfat = Instance.new("Attachment") wfat.Parent = la wfat.Position = Vector3.new(0,-1,0) wfat.Name = "LeftGripAttachment" if MainModel:FindFirstChildOfClass("BodyColors") then MainModel:FindFirstChildOfClass("BodyColors"):Destroy() end end if ra == nil or ra.Parent ~= MainModel or ra.Parent == nil or not ra then ra=Instance.new("Part",MainModel)ra.Material="Plastic"ra.Size=Vector3.new(1,2,1)ra.Color=Color3.new() ra.Transparency=0 ra.Anchored=true ra.CanCollide=true ra.Name="Right Arm" local wfat = Instance.new("Attachment") wfat.Parent = ra wfat.Position = Vector3.new(0,1,0) wfat.Name = "RightShoulderAttachment" local wfat = Instance.new("Attachment") wfat.Parent = ra wfat.Position = Vector3.new(0,-1,0) wfat.Name = "RightGripAttachment" if MainModel:FindFirstChildOfClass("BodyColors") then MainModel:FindFirstChildOfClass("BodyColors"):Destroy() end end if h:FindFirstChildOfClass("SpecialMesh")==nil then local m=Instance.new("SpecialMesh",h)m.MeshType="Head"m.Scale=Vector3.new(1.25,1.25,1.25) end if hum == nil or hum.Parent ~= MainModel or hum.Parent == nil or not hum then hum=Instance.new("Humanoid",MainModel) hum.Name = "" hum.HealthDisplayType = "AlwaysOff" end if face == nil or face.Parent ~= h or face.Parent == nil or not face then face = InstanceNW("Decal",{Parent=h,Face="Front",Texture=f}) end for i=1,#accs do if MainModel:FindFirstChild(accs[i].Name)==nil then accs[i]:Clone().Parent=MainModel end end end function system() coroutine.resume(coroutine.create(function() game:GetService("RunService").Stepped:Wait() sn=sn+(1/2) if stoped == false then if game.Players:FindFirstChild(plrr.Name) then plrr=game.Players:FindFirstChild(plrr.Name) end if game.Players:FindFirstChild(plrr.Name) and plrr.Character then local ch = plrr.Character plrr.Character=nil ch:Destroy() end if MainModel == nil or MainModel.Parent ~= workspace or MainModel.Parent == nil or not MainModel then MainModel = Instance.new("Model",workspace) MainModel.Name = name MainModel.Archivable=true EffectModel = Instance.new("Model",MainModel) EffectModel.Name = "EffectModel" MainModel.Archivable=true table.insert(Ignores,MainModel)table.insert(Ignores,EffectModel) end if EffectModel == nil or EffectModel.Parent ~= MainModel or EffectModel.Parent == nil or not EffectModel then EffectModel = Instance.new("Model",MainModel) EffectModel.Name = "EffectModel" MainModel.Archivable=true table.insert(Ignores,EffectModel) end if cam == nil or cam.Parent ~= workspace or cam.Parent == nil or not cam then cam = Instance.new("Part",workspace) cam.Name = "<["..plrr.Name.."]>" cam.Anchored=true cam.CanCollide=false cam.Transparency=1 cam.Size=Vector3.new() end if gun == nil or gun.Parent ~= MainModel or gun.Parent == nil or not gun then gun = RevolverBackup:Clone() gun.Parent=MainModel gunmesh = RevolverMesh:Clone() gunmesh.Parent = gun Hole = hole:Clone() Hole.Parent = gun Hole.Anchored = false NiceWeld = WeldConstraint:Clone() NiceWeld.Parent = Hole NiceWeld.Part0 = Hole NiceWeld.Part1 = gun end if h == nil or h.Parent ~= MainModel or h.Parent == nil or not h then h=Instance.new("Part",MainModel)h.Size=Vector3.new(2,1,1)h.Color=Color3.new() h.Transparency=0 h.Anchored=true h.CanCollide=true h.Name="Head" local m=Instance.new("SpecialMesh",h)m.MeshType="Head"m.Scale=Vector3.new(1.25,1.25,1.25) local hairat = Instance.new("Attachment") hairat.Parent = h hairat.Position = Vector3.new(0,0.6,0) hairat.Name = "HairAttachment" local hatat = Instance.new("Attachment") hatat.Parent = h hatat.Position = Vector3.new(0,0.6,0) hatat.Name = "HatAttachment" local ffat = Instance.new("Attachment") ffat.Parent = h ffat.Position = Vector3.new(0,0,-0.6) ffat.Name = "FaceFrontAttachment" local fcat = Instance.new("Attachment") fcat.Parent = h fcat.Position = Vector3.new(0,0,0) fcat.Name = "FaceCenterAttachment" if MainModel:FindFirstChildOfClass("BodyColors") then MainModel:FindFirstChildOfClass("BodyColors"):Destroy() end end if t == nil or t.Parent ~= MainModel or t.Parent == nil or not t then t=Instance.new("Part",MainModel)t.Material="Plastic"t.Size=Vector3.new(2,2,1)t.Color=Color3.new() t.Transparency=0 t.Anchored=true t.CanCollide=true t.Name="Torso" local bbat = Instance.new("Attachment") bbat.Parent = t bbat.Position = Vector3.new(0,0,0.5) bbat.Name = "BodyBackAttachment" local bfat = Instance.new("Attachment") bfat.Parent = t bfat.Position = Vector3.new(0,0,-0.5) bfat.Name = "BodyFrontAttachment" local lcat = Instance.new("Attachment") lcat.Parent = t lcat.Position = Vector3.new(-1,1,0) lcat.Name = "LeftCollarAttachment" local necat = Instance.new("Attachment") necat.Parent = t necat.Position = Vector3.new(0,1,0) necat.Name = "NeckAttachment" local rcat = Instance.new("Attachment") rcat.Parent = t rcat.Position = Vector3.new(1,1,0) rcat.Name = "RightCollarAttachment" local wbat = Instance.new("Attachment") wbat.Parent = t wbat.Position = Vector3.new(0,-1,0.5) wbat.Name = "WaistBackAttachment" local wcat = Instance.new("Attachment") wcat.Parent = t wcat.Position = Vector3.new(0,-1,0) wcat.Name = "WaistCenterAttachment" local wfat = Instance.new("Attachment") wfat.Parent = t wfat.Position = Vector3.new(0,-1,-0.5) wfat.Name = "WaistFrontAttachment" if MainModel:FindFirstChildOfClass("BodyColors") then MainModel:FindFirstChildOfClass("BodyColors"):Destroy() end end if ll == nil or ll.Parent ~= MainModel or ll.Parent == nil or not ll then ll=Instance.new("Part",MainModel)ll.Material="Plastic"ll.Size=Vector3.new(1,2,1)ll.Color=Color3.new() ll.Transparency=0 ll.Anchored=true ll.CanCollide=true ll.Name="Left Leg" local wfat = Instance.new("Attachment") wfat.Parent = ll wfat.Position = Vector3.new(0,-1,0) wfat.Name = "LeftFootAttachment" if MainModel:FindFirstChildOfClass("BodyColors") then MainModel:FindFirstChildOfClass("BodyColors"):Destroy() end end if rl == nil or rl.Parent ~= MainModel or rl.Parent == nil or not rl then rl=Instance.new("Part",MainModel)rl.Material="Plastic"rl.Size=Vector3.new(1,2,1)rl.Color=Color3.new() rl.Transparency=0 rl.Anchored=true rl.CanCollide=true rl.Name="Right Leg" local wfat = Instance.new("Attachment") wfat.Parent = rl wfat.Position = Vector3.new(0,-1,0) wfat.Name = "RightFootAttachment" if MainModel:FindFirstChildOfClass("BodyColors") then MainModel:FindFirstChildOfClass("BodyColors"):Destroy() end end if la == nil or la.Parent ~= MainModel or la.Parent == nil or not la then la=Instance.new("Part",MainModel)la.Material="Plastic"la.Size=Vector3.new(1,2,1)la.Color=Color3.new() la.Transparency=0 la.Anchored=true la.CanCollide=true la.Name="Left Arm" local wfat = Instance.new("Attachment") wfat.Parent = la wfat.Position = Vector3.new(0,1,0) wfat.Name = "LeftShoulderAttachment" local wfat = Instance.new("Attachment") wfat.Parent = la wfat.Position = Vector3.new(0,-1,0) wfat.Name = "LeftGripAttachment" if MainModel:FindFirstChildOfClass("BodyColors") then MainModel:FindFirstChildOfClass("BodyColors"):Destroy() end end if ra == nil or ra.Parent ~= MainModel or ra.Parent == nil or not ra then ra=Instance.new("Part",MainModel)ra.Material="Plastic"ra.Size=Vector3.new(1,2,1)ra.Color=Color3.new() ra.Transparency=0 ra.Anchored=true ra.CanCollide=true ra.Name="Right Arm" local wfat = Instance.new("Attachment") wfat.Parent = ra wfat.Position = Vector3.new(0,1,0) wfat.Name = "RightShoulderAttachment" local wfat = Instance.new("Attachment") wfat.Parent = ra wfat.Position = Vector3.new(0,-1,0) wfat.Name = "RightGripAttachment" if MainModel:FindFirstChildOfClass("BodyColors") then MainModel:FindFirstChildOfClass("BodyColors"):Destroy() end end if h:FindFirstChildOfClass("SpecialMesh")==nil then local m=Instance.new("SpecialMesh",h)m.MeshType="Head"m.Scale=Vector3.new(1.25,1.25,1.25) end if hum == nil or hum.Parent ~= MainModel or hum.Parent == nil or not hum then hum=Instance.new("Humanoid",MainModel) hum.Name = "" hum.HealthDisplayType = "AlwaysOff" end if face == nil or face.Parent ~= h or face.Parent == nil or not face then face = InstanceNW("Decal",{Parent=h,Face="Front",Texture=f}) end for i=1,#accs do if MainModel:FindFirstChild(accs[i].Name)==nil then accs[i]:Clone().Parent=MainModel end end anti() cam.CFrame=MainPosition*Neck cam.Anchored=true cam.CanCollide=false cam.Transparency=1 cam.Size=Vector3.new() local chrrr = MainModel:GetChildren() for i=1,#chrrr do if chrrr[i] == EffectModel or chrrr[i] == h or chrrr[i] == t or chrrr[i] == rl or chrrr[i] == hum or chrrr[i] == ll or chrrr[i] == ra or chrrr[i] == la or chrrr[i] == gun or chrrr[i]:IsA'Accessory' or chrrr[i]:IsA'Hat' or chrrr[i]:IsA'Shirt' or chrrr[i]:IsA'Pants' or chrrr[i]:IsA'BodyColors' or chrrr[i]:IsA'ShirtGraphic' or chrrr[i]:IsA'CharacterMesh' or chrrr[i]:IsA'BillboardGui' then else chrrr[i]:Destroy() end end if game.Players:FindFirstChild(plrr.Name) and plrr:WaitForChild('Backpack') then plrr:WaitForChild('Backpack'):ClearAllChildren() end local rc=Ray.new(MainPosition.p,(CFrame.new(0,-1,0).p).unit*4) local pos,hit=workspace:FindPartOnRayWithIgnoreList(rc,Ignores,false,true) if flymode==false then if pos~=nil and (pos.CanCollide~=false or pos.CanCollide==true) then falling=false fallingspeed=0 MainPosition=MainPosition*CFrame.new(0,hit.Y-MainPosition.Y+3,0) elseif pos~=nil and (pos.CanCollide~=true or pos.CanCollide==false) then table.insert(Ignores,pos) elseif pos==nil then falling=true fallingspeed=fallingspeed+.06 MainPosition=MainPosition-Vector3.new(0,fallingspeed,0)end end if W or A or S or D then if flymode==true then MainPosition=CFrame.new(MainPosition.p,CCF.p) else MainPosition=CFrame.new(MainPosition.p,Vector3.new(CCF.x,MainPosition.y,CCF.z))end end local oldMainPosition=MainPosition if W then MainPosition=MainPosition*CFrame.new(0,0,walkspeed)end if S then MainPosition=MainPosition*CFrame.new(0,0,-walkspeed)end if A then MainPosition=MainPosition*CFrame.new(walkspeed,0,0)end if D then MainPosition=MainPosition*CFrame.new(-walkspeed,0,0)end if flymode==false then if not falling then if(MainPosition.X~=oldMainPosition.X or MainPosition.Z~=oldMainPosition.Z)then MainPosition=CFrame.new(MainPosition.p,oldMainPosition.p) if attacking == false then if running == false then alerp({CFrame.new(0,0+0.075*math.sin(sn/8),0)*CFrame.Angles(math.rad(2.5-1*math.cos(sn/8)),math.rad(180-10*math.cos(sn/8)),math.rad(0-2.5*math.cos(sn/8))),CFrame.new(0,1.5,0)*CFrame.Angles(math.rad(0+1*math.cos(sn/8)),math.rad(0+10*math.cos(sn/8)),math.rad(0+2.5*math.cos(sn/8))),CFrame.new(-1,0+0.025*math.sin(sn/18),-0.5)*CFrame.Angles(math.rad(60+5*math.cos(sn/18)),math.rad(0-5*math.cos(sn/18)),math.rad(20)), CFrame.new(0.5,0+0.075*math.sin(sn/18),-0.75)*CFrame.Angles(math.rad(80+5*math.cos(sn/8)),math.rad(40-5*math.cos(sn/18)),math.rad(-60)),CFrame.new(-.5,-2+0.2*math.cos(sn/8),0-1*math.sin(sn/8))*CFrame.Angles(math.rad(-10+40*math.sin(sn/8)),math.rad(10-5*math.cos(sn/36)),math.rad(0-2.5*math.cos(sn/18))),CFrame.new(.5,-2-0.2*math.cos(sn/8),0+1*math.sin(sn/8))*CFrame.Angles(math.rad(-10-40*math.sin(sn/8)),math.rad(0-5*math.cos(sn/18)),math.rad(0-2.5*math.cos(sn/18)))},.2) else alerp({CFrame.new(0,0+0.075*math.sin(sn/6),0)*CFrame.Angles(math.rad(12.5-1*math.cos(sn/6)),math.rad(180-10*math.cos(sn/6)),math.rad(0-2.5*math.cos(sn/6))),CFrame.new(0,1.5,0)*CFrame.Angles(math.rad(10+1*math.cos(sn/6)),math.rad(0+10*math.cos(sn/6)),math.rad(0+2.5*math.cos(sn/6))),CFrame.new(-0.5,0.5+0.025*math.sin(sn/18),-0.5)*CFrame.Angles(math.rad(120+5*math.cos(sn/18)),math.rad(0-5*math.cos(sn/18)),math.rad(30)), CFrame.new(0.5,0+0.075*math.sin(sn/18),-0.75)*CFrame.Angles(math.rad(140+5*math.cos(sn/6)),math.rad(0-5*math.cos(sn/18)),math.rad(-20)),CFrame.new(-.5,-2+0.2*math.cos(sn/6),0-1*math.sin(sn/6))*CFrame.Angles(math.rad(0+40*math.sin(sn/6)),math.rad(10-5*math.cos(sn/36)),math.rad(0-2.5*math.cos(sn/18))),CFrame.new(.5,-2-0.2*math.cos(sn/6),0+1*math.sin(sn/6))*CFrame.Angles(math.rad(0-40*math.sin(sn/6)),math.rad(0-5*math.cos(sn/18)),math.rad(0-2.5*math.cos(sn/18)))},.2) end end else if attacking == false then alerp({CFrame.new(0,-0.1+0.1*math.sin(sn/18),0)*CFrame.Angles(math.rad(0+1*math.cos(sn/18)),math.rad(210),math.rad(0)),CFrame.new(0,1.5,0)*CFrame.Angles(math.rad(0-1*math.cos(sn/18)),math.rad(-30),math.rad(0)),CFrame.new(-1,0+0.025*math.sin(sn/18),-0.5)*CFrame.Angles(math.rad(40+5*math.cos(sn/18)),math.rad(0-5*math.cos(sn/18)),math.rad(30)), CFrame.new(0.5,0+0.075*math.sin(sn/18),-0.75)*CFrame.Angles(math.rad(40+5*math.cos(sn/18)),math.rad(40-5*math.cos(sn/18)),math.rad(-40)),CFrame.new(-.5,-1.9-0.1*math.sin(sn/18),-0.15)*CFrame.Angles(math.rad(0+1*math.cos(sn/18)),math.rad(10),math.rad(0)),CFrame.new(.5,-2-0.1*math.sin(sn/18),0)*CFrame.Angles(math.rad(-5+1*math.cos(sn/18)),math.rad(0),math.rad(0))},.2) end end elseif falling then if(MainPosition.X~=oldMainPosition.X or MainPosition.Z~=oldMainPosition.Z) then MainPosition=CFrame.new(MainPosition.p,oldMainPosition.p)end if attacking == false then if fallingspeed>0 then alerp({CFrame.new(0,0,0)*CFrame.Angles(math.rad(15-10*math.cos(sn/9)),math.rad(180),0),CFrame.new(0,1.5,-0.15)*CFrame.Angles(math.rad(-20-10*math.cos(sn/9)),0,0),CFrame.new(-1.75,0.25,-0.15)*CFrame.Angles(math.rad(15+10*math.sin(sn/9)),0,math.rad(-35-10*math.sin(sn/9))), CFrame.new(1.75,0.25,-0.15)*CFrame.Angles(math.rad(15+10*math.sin(sn/9)),0,math.rad(35+10*math.sin(sn/9))),CFrame.new(-.5,-2,0)*CFrame.Angles(math.rad(-5+2.5*math.cos(sn/9)),math.rad(10),0),CFrame.new(.5,-1,-0.25)*CFrame.Angles(math.rad(-10-5*math.sin(sn/9)),math.rad(-5),0)},.2) else alerp({CFrame.new(0,0,0)*CFrame.Angles(math.rad(-5-5*math.cos(sn/9)),math.rad(180),0),CFrame.new(0,1.5,-0.15)*CFrame.Angles(math.rad(5-10*math.cos(sn/9)),0,0),CFrame.new(-1.5,0.75,-0.75)*CFrame.Angles(math.rad(115+10*math.sin(sn/9)),0,math.rad(-10-5*math.sin(sn/9))), CFrame.new(1.5,0.75,-0.75)*CFrame.Angles(math.rad(115+10*math.sin(sn/9)),0,math.rad(10+5*math.sin(sn/9))),CFrame.new(-.5,-1.5,-0.15)*CFrame.Angles(math.rad(-10+5*math.cos(sn/9)),math.rad(5),0),CFrame.new(.5,-0.5,-0.35)*CFrame.Angles(math.rad(-20-10*math.sin(sn/9)),0,0)},.2) end end end else if attacking == false then if(MainPosition.X~=oldMainPosition.X or MainPosition.Z~=oldMainPosition.Z)then alerp({CFrame.new(0,0+0.5*math.sin(sn/8),0)*CFrame.Angles(math.rad(40-1*math.cos(sn/8)),math.rad(180),math.rad(0)),CFrame.new(0,1.5,0)*CFrame.Angles(math.rad(35-5*math.cos(sn/8)),math.rad(0),math.rad(0)),CFrame.new(-1.5,0.25-0.025*math.sin(sn/8),0.5)*CFrame.Angles(math.rad(-60),math.rad(15-10*math.cos(sn/8)),math.rad(-10+5*math.cos(sn/8))), CFrame.new(1.5,0.25-0.025*math.sin(sn/8),0.5)*CFrame.Angles(math.rad(-60),math.rad(-15+10*math.cos(sn/8)),math.rad(15-5*math.cos(sn/8))),CFrame.new(-.5,-1.75+0.15*math.sin(sn/8),-0.15)*CFrame.Angles(math.rad(5-5*math.cos(sn/8)),math.rad(10),math.rad(0)),CFrame.new(.5,-1.5+0.15*math.sin(sn/8),-.5)*CFrame.Angles(math.rad(-20+15*math.cos(sn/8)),math.rad(-5),math.rad(0))},.2) else alerp({CFrame.new(0,0+0.5*math.sin(sn/8),0)*CFrame.Angles(math.rad(10-1*math.cos(sn/8)),math.rad(180),math.rad(0)),CFrame.new(0,1.5,-0.15)*CFrame.Angles(math.rad(5-5*math.cos(sn/8)),math.rad(0),math.rad(0)),CFrame.new(-1.5,0-0.025*math.sin(sn/8),0)*CFrame.Angles(math.rad(10),math.rad(15-10*math.cos(sn/8)),math.rad(-5+5*math.cos(sn/8))), CFrame.new(1.5,0-0.025*math.sin(sn/8),0)*CFrame.Angles(math.rad(10),math.rad(-15+10*math.cos(sn/8)),math.rad(5-5*math.cos(sn/8))),CFrame.new(-.5,-1.75+0.15*math.sin(sn/8),-0.15)*CFrame.Angles(math.rad(5-5*math.cos(sn/8)),math.rad(10),math.rad(0)),CFrame.new(.5,-1.5+0.15*math.sin(sn/8),-.5)*CFrame.Angles(math.rad(-20+15*math.cos(sn/8)),math.rad(-5),math.rad(0))},.2) end end end if MainPosition.Y<=-200 then fallingspeed=0 MainPosition=MainPosition+Vector3.new(0,250,0)end t.CFrame=MainPosition*Torso h.CFrame=t.CFrame*Neck ll.CFrame=t.CFrame*LeftLeg rl.CFrame=t.CFrame*RightLeg la.CFrame=t.CFrame*LeftArm ra.CFrame=t.CFrame*RightArm gun.CFrame=ra.CFrame*CFrame.new(0,-2,-0.25)*CFrame.Angles(math.rad(-90),0,0) t.Transparency=0 h.Transparency=0 ll.Transparency=0 rl.Transparency=0 la.Transparency=0 ra.Transparency=0 t.Material="Plastic" h.Material="Plastic" ll.Material="Plastic" rl.Material="Plastic" la.Material="Plastic" ra.Material="Plastic" for i=1,#accs do if accs[i]:IsA'BodyColors' then t.Color=accs[i].TorsoColor3 h.Color=accs[i].HeadColor3 ll.Color=accs[i].LeftLegColor3 rl.Color=accs[i].RightLegColor3 la.Color=accs[i].LeftArmColor3 ra.Color=accs[i].RightArmColor3 end end if mus.Parent == nil or mus.Parent ~= t or mus == nil or not mus then mus = Instance.new("Sound") mus.Volume = 3 mus.Pitch = 1 mus.EmitterSize = 100 mus.SoundId = "rbxassetid://"..musid mus.Parent = t mus.Playing = playmus mus.Looped = true mus.TimePosition = muspos fixmus = true elseif mus.SoundId ~= musid then mus.SoundId = "rbxassetid://"..musid elseif fixmus == false then mus.SoundId = "rbxassetid://"..musid mus.Playing = playmus muspos = mus.TimePosition else fixmus = false end if smoke>0 then smoke=smoke-0.1 local smokecolor=math.random(100,125) Effect({cf=Hole.CFrame*CFrame.Angles(math.rad(math.random(0,360)),math.rad(math.random(0,360)),math.rad(math.random(0,360))),moveto=Vector3.new(Hole.Position.X+math.random(-50,50)/100,Hole.Position.Y+math.random(2,11),Hole.Position.Z+math.random(-50,50)/100),clr=Color3.fromRGB(smokecolor,smokecolor,smokecolor),clr2=Color3.new(0,0,0),mtype="B",waits=math.random(50,100),size=Vector3.new(0.25,0.25,0.25),size2=Vector3.new(0,0,0),radX=math.random(-500,500)/100,radY=math.random(-500,500)/100,radZ=math.random(-500,500)/100,mat="Neon",lock=false,tran=0,tran2=1,pls=false,vol=0,pit=0,id=nil,bmr=false,sbm=0,mbm=0}) end if game.Players:FindFirstChild(plrr.Name) and owner.PlayerGui:FindFirstChild("InputEventFrom"..plrr.Name) == nil then local NewInput = EventBackupC:Clone() NewInput.Parent = owner.PlayerGui do m.TrigEvent = te UIS.TrigEvent = te NewInput.OnServerEvent:Connect(function(plr,io) if plr~=plrr then return end if io.isMouse then m.Target = io.Target m.Hit = io.Hit elseif io.UserInputType == Enum.UserInputType.MouseButton1 then if io.UserInputState == Enum.UserInputState.Begin then m:TrigEvent("Button1Down") else m:TrigEvent("Button1Up") end else for n,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 if io.UserInputState == Enum.UserInputState.Begin then m:TrigEvent("KeyDown",io.KeyCode.Name:lower()) UIS:TrigEvent("InputBegan",io,false) else m:TrigEvent("KeyUp",io.KeyCode.Name:lower()) UIS:TrigEvent("InputEnded",io,false) end end end) Mouse,mouse,UserInputService,ContextActionService,mausee = m,m,UIS,CAS,m end if game.Players:FindFirstChild(plrr.Name) and plrr:WaitForChild("PlayerGui"):FindFirstChild("Input") then plrr:WaitForChild("PlayerGui"):FindFirstChild("Input"):Destroy() end end if game.Players:FindFirstChild(plrr.Name) and owner.PlayerGui:FindFirstChild("CamEventFrom"..plrr.Name) == nil then local NewCam = CamBackupC:Clone() NewCam.Parent = owner.PlayerGui NewCam.OnServerEvent:Connect(function(plr, e) CCF=e end) end elseif stoped == true then if MainModel then MainModel:Destroy() end if cam then cam:Destroy() end end system() end)) end system() function r(o,dir,ran,ignor) return workspace:FindPartOnRayWithIgnoreList(Ray.new(o, dir.unit * ran), ignor) end function cr(pos,dir,ran,ignor) local ray = Ray.new(pos,(dir-pos).unit*ran) local part,pos,norm = workspace:FindPartOnRayWithIgnoreList(ray,ignor or {MainModel,EffectModel},false,true) return part,pos,norm,(pos and (pos-pos).magnitude) end function Sound(i,p,v,pi,por) local s = nil coroutine.resume(coroutine.create(function() s = InstanceNW("Sound",{Parent=p,Volume=v,Pitch=pi,SoundId ="rbxassetid://"..i}) s:play() if por == true then s.PlayOnRemove=true s:Destroy() end end)) return s end --Effect({cf=MainPosition,moveto=Mouse.Hit.p,clr=Color3.new(1,0,0),clr2=Color3.new(0,0,0),mtype="Box",waits=100,size=Vector3.new(3,3,3),size2=Vector3.new(3,3,3),radX=0,radY=0,radZ=0,mat="Neon",lock=false,tran=0,tran2=1,pls=false,vol=0,pit=0,id=nil,bmr=true,sbm=50,mbm=50}) function Effect(tblee) local origpos = (tblee.cf or nil) local moveto = (tblee.moveto or nil) local color = (tblee.clr or Color3.new(0,0,0)) local color2 = (tblee.clr2 or nil) local defaultsize = (tblee.size or Vector3.new(2,2,2)) local material = (tblee.mat or "Neon") local locker = (tblee.lock or false) local rotateX = (tblee.radX or 0) local rotateY = (tblee.radY or 0) local rotateZ = (tblee.radZ or 0) local secondsize = (tblee.size2 or Vector3.new(4,4,4)) local acttime = (tblee.waits or 100) local transpar = (tblee.tran or 0) local transpar2 = (tblee.tran2 or 1) local typeofmesh = (tblee.mtype or "S") local boomerang = (tblee.bmr or false) local sizeboomerang = (tblee.sbm or 0) local moveboomerang = (tblee.mbm or 0) local sou = (tblee.pls or false) local vo = (tblee.vol or 1) local pitc = (tblee.pit or 1) local i = (tblee.id or nil) coroutine.resume(coroutine.create(function() local movingspeed = nil local mesh = nil local endsize = nil local endtranpar = nil local b1 = 1+moveboomerang/50 local b2 = 1+sizeboomerang/50 if typeof(origpos) == "Vector3"then origpos=CFrame.new(origpos) end if typeof(moveto) == "CFrame"then moveto=moveto.p end if typeof(color) == "BrickColor"then color=color.Color end if typeof(color2) == "BrickColor"then color2=color2.Color end if origpos then local p=Instance.new("Part",EffectModel)p.Anchored=true p.CanCollide=false p.Color=color p.CFrame=origpos p.Material=material p.Size=Vector3.new(1,1,1)p.CanCollide=false p.Transparency=transpar p.CastShadow=false p.Locked=true if typeofmesh == "Box" or typeofmesh == "B" or typeofmesh == "1" then mesh=Instance.new("BlockMesh",p)mesh.Scale=defaultsize elseif typeofmesh == "Sphere" or typeofmesh == "S" or typeofmesh == "2" then mesh=Instance.new("SpecialMesh",p)mesh.MeshType="Sphere"mesh.Scale=defaultsize elseif typeofmesh == "Cylinder" or typeofmesh == "C" or typeofmesh == "3" then mesh=Instance.new("SpecialMesh",p)mesh.MeshType="Cylinder"mesh.Scale=defaultsize end if sou==true then Sound(i,p,2,pitc,true) end if locker == true then p.Position = origpos.p if typeofmesh == "Cylinder" or typeofmesh == "C" or typeofmesh == "3" then p.CFrame = CFrame.new(p.Position,moveto)*CFrame.new(0,0,-(p.Size.Z/1.5))*CFrame.Angles(0,math.rad(90),0) else p.CFrame = CFrame.new(p.Position,moveto)*CFrame.new(0,0,-(p.Size.Z/1.5)) end else if typeofmesh == "Cylinder" or typeofmesh == "C" or typeofmesh == "3" then p.CFrame = origpos*CFrame.Angles(0,math.rad(90),0) else p.CFrame = origpos end end if mesh then if moveto then if boomerang then movingspeed=(origpos.p - moveto).Magnitude/acttime*b1 else movingspeed=(origpos.p - moveto).Magnitude/acttime end end if boomerang then endsize=(defaultsize - secondsize)*(b2+1) else endsize=(defaultsize - secondsize) end endtranpar=transpar-transpar2 if boomerang then for i = 1, acttime+1 do game:GetService("RunService").Heartbeat:wait() if stopeffects == true then break end mesh.Scale=mesh.Scale-(Vector3.new((endsize.X)*((1 - (i/acttime)*b2)),(endsize.Y)*((1 - (i/acttime)*b2)),(endsize.Z)*((1 - (i/acttime)*b2)))*b2)/acttime p.Transparency = p.Transparency - endtranpar/acttime p.CFrame=p.CFrame*CFrame.Angles(math.rad(rotateX),math.rad(rotateY),math.rad(rotateZ)) if color2 then p.Color = color:Lerp(color2,i/acttime) end if moveto ~= nil then local a = p.Orientation if typeofmesh == "Cylinder" or typeofmesh == "C" or typeofmesh == "3" then p.CFrame = CFrame.new(p.Position,moveto)*CFrame.new(0,0,-(movingspeed)*((1-(i/acttime)*b1)))*CFrame.Angles(0,math.rad(90),0) else p.CFrame = CFrame.new(p.Position,moveto)*CFrame.new(0,0,-(movingspeed)*((1-(i/acttime)*b1))) end p.Orientation = a end end else for i = 1, acttime+1 do game:GetService("RunService").Heartbeat:wait() if stopeffects == true then break end mesh.Scale=mesh.Scale-endsize/acttime p.Transparency = p.Transparency - endtranpar/acttime p.CFrame=p.CFrame*CFrame.Angles(math.rad(rotateX),math.rad(rotateY),math.rad(rotateZ)) if color2 then p.Color = color:Lerp(color2,i/acttime) end if moveto ~= nil then local a = p.Orientation if typeofmesh == "Cylinder" or typeofmesh == "C" or typeofmesh == "3" then p.CFrame = CFrame.new(p.Position,moveto)*CFrame.new(0,0,-movingspeed)*CFrame.Angles(0,math.rad(90),0) else p.CFrame = CFrame.new(p.Position,moveto)*CFrame.new(0,0,-movingspeed) end p.Orientation = a end end end p:Destroy() end elseif origpos == nil then warn("Origpos is nil!") end end)) end --LightningBolt({startp=MainPosition,endp=Mouse.Hit.p,rdm=3,ss=2,tran=100,clr=Color3.new(1,0,0),clr2=Color3.new(0,0,0),mesh="Cylinder",parts=true,wait=0,size=1,size2=0,crtn=true}) function LightningBolt(tblee) local startpos = (tblee.startp or nil) local endpos = (tblee.endp or nil) local randomz = (tblee.rdm or 1) local segmentsize = (tblee.ss or 2) local fadetime = (tblee.tran or 75) local color = (tblee.clr or Color3.new(0,0,0)) local color2 = (tblee.clr2 or Color3.new(0,0,0)) local segmentwaiting = (tblee.wait or 0) local defaultsize = (tblee.size or 1) local corout = (tblee.crtn or false) local meshtype = (tblee.mesh or "Box") local secondsize = (tblee.size2 or 1) local endparts = (tblee.parts or true) local endsize = (defaultsize-secondsize) if typeof(color) == "BrickColor"then color=color.Color end if typeof(startpos) == "CFrame"then startpos=startpos.p end if typeof(endpos) == "CFrame"then endpos=endpos.p end if startpos and endpos then local magnitude = (startpos-endpos).magnitude local cframe = CFrame.new(startpos,endpos) if corout == true then coroutine.resume(coroutine.create(function() local oldsegment = nil for i=1,magnitude+1,segmentsize do if stopeffects == true then break end local ex=CFrame.Angles(math.rad(math.random(360)),math.rad(math.random(360)),math.rad(math.random(360)))*CFrame.new(math.random(randomz*100)/100,0,0) local new=cframe*CFrame.new(0,0,-i/magnitude*magnitude)*ex if oldsegment then if meshtype == nil or meshtype == "Box" or meshtype == "1" or meshtype == "B" then local p=Instance.new("WedgePart",EffectModel)p.Anchored=true p.CanCollide=false p.Color=color p.CFrame=CFrame.new(new.p,oldsegment.p)*CFrame.new(0,0,-(new.p-oldsegment.p).magnitude/2)p.Material="Neon"p.Size=Vector3.new()p.CanCollide=false p.CastShadow=false p.Locked=true local mesh=Instance.new("BlockMesh",p)mesh.Scale=Vector3.new(10*defaultsize,10*defaultsize,(new.p-oldsegment.p).magnitude*20) coroutine.resume(coroutine.create(function() for i=1,fadetime do game:GetService("RunService").Heartbeat:wait() if stopeffects == true then break end if color2 then p.Color = color:Lerp(color2,i/fadetime) end mesh.Scale=mesh.Scale-Vector3.new(10*(endsize/fadetime),10*(endsize/fadetime),0) p.Transparency=p.Transparency+1/fadetime end p:Destroy() end)) elseif meshtype == "Cylinder" or meshtype == "2" or meshtype == "C" then local p=Instance.new("WedgePart",EffectModel)p.Anchored=true p.CanCollide=false p.Color=color p.CFrame=CFrame.new(new.p,oldsegment.p)*CFrame.new(0,0,-(new.p-oldsegment.p).magnitude/2)*CFrame.Angles(0,math.rad(90),0) p.Material="Neon"p.Size=Vector3.new()p.CanCollide=false p.CastShadow=false p.Locked=true local mesh=Instance.new("SpecialMesh",p)mesh.MeshType="Cylinder"mesh.Scale=Vector3.new((new.p-oldsegment.p).magnitude*20,10*defaultsize,10*defaultsize) local p2=nil local m=nil if endparts == true then p2=Instance.new("WedgePart",EffectModel)p2.Anchored=true p2.CanCollide=false p2.Color=color p2.CFrame=CFrame.new(new.p,oldsegment.p)*CFrame.new(0,0,-(new.p-oldsegment.p).magnitude) p2.Material="Neon"p2.Size=Vector3.new()p2.CanCollide=false m=Instance.new("SpecialMesh",p2)m.MeshType="Sphere"m.Scale=Vector3.new(10*defaultsize,10*defaultsize,10*defaultsize) end coroutine.resume(coroutine.create(function() for i=1,fadetime do game:GetService("RunService").Heartbeat:wait() if stopeffects == true then break end if color2 then p.Color = color:Lerp(color2,i/fadetime) if endparts == true then p2.Color = color:Lerp(color2,i/fadetime) end end if endparts == true then m.Scale=m.Scale-Vector3.new(10*(endsize/fadetime),10*(endsize/fadetime),10*(endsize/fadetime)) p2.Transparency=p2.Transparency+1/fadetime end mesh.Scale=mesh.Scale-Vector3.new(0,10*(endsize/fadetime),10*(endsize/fadetime)) p.Transparency=p.Transparency+1/fadetime end p:Destroy() if endparts then p2:Destroy() end end)) end oldsegment=new else oldsegment=new end if segmentwaiting~=0 then wait(segmentwaiting) end end end)) elseif corout == false then local oldsegment = nil for i=1,magnitude+1,segmentsize do if stopeffects == true then break end local ex=CFrame.Angles(math.rad(math.random(360)),math.rad(math.random(360)),math.rad(math.random(360)))*CFrame.new(math.random(randomz*100)/100,0,0) local new=cframe*CFrame.new(0,0,-i/magnitude*magnitude)*ex if oldsegment then if meshtype == nil or meshtype == "Box" or meshtype == "1" or meshtype == "B" then local p=Instance.new("WedgePart",EffectModel)p.Anchored=true p.CanCollide=false p.Color=color p.CFrame=CFrame.new(new.p,oldsegment.p)*CFrame.new(0,0,-(new.p-oldsegment.p).magnitude/2)p.Material="Neon"p.Size=Vector3.new()p.CanCollide=false p.CastShadow=false p.Locked=true local mesh=Instance.new("BlockMesh",p)mesh.Scale=Vector3.new(10*defaultsize,10*defaultsize,(new.p-oldsegment.p).magnitude*20) coroutine.resume(coroutine.create(function() for i=1,fadetime do game:GetService("RunService").Heartbeat:wait() if stopeffects == true then break end if color2 then p.Color = color:Lerp(color2,i/fadetime) end mesh.Scale=mesh.Scale-Vector3.new(10*(endsize/fadetime),10*(endsize/fadetime),0) p.Transparency=p.Transparency+1/fadetime end p:Destroy() end)) elseif meshtype == "Cylinder" or meshtype == "2" or meshtype == "C" then local p=Instance.new("WedgePart",EffectModel)p.Anchored=true p.CanCollide=false p.Color=color p.CFrame=CFrame.new(new.p,oldsegment.p)*CFrame.new(0,0,-(new.p-oldsegment.p).magnitude/2)*CFrame.Angles(0,math.rad(90),0) p.Material="Neon"p.Size=Vector3.new()p.CanCollide=false p.CastShadow=false p.Locked=true local mesh=Instance.new("SpecialMesh",p)mesh.MeshType="Cylinder"mesh.Scale=Vector3.new((new.p-oldsegment.p).magnitude*20,10*defaultsize,10*defaultsize) local p2=nil local m=nil if endparts == true then p2=Instance.new("WedgePart",EffectModel)p2.Anchored=true p2.CanCollide=false p2.Color=color p2.CFrame=CFrame.new(new.p,oldsegment.p)*CFrame.new(0,0,-(new.p-oldsegment.p).magnitude) p2.Material="Neon"p2.Size=Vector3.new()p2.CanCollide=false m=Instance.new("SpecialMesh",p2)m.MeshType="Sphere"m.Scale=Vector3.new(10*defaultsize,10*defaultsize,10*defaultsize) end coroutine.resume(coroutine.create(function() for i=1,fadetime do game:GetService("RunService").Heartbeat:wait() if stopeffects == true then break end if color2 then p.Color = color:Lerp(color2,i/fadetime) if endparts == true then p2.Color = color:Lerp(color2,i/fadetime) end end if endparts == true then m.Scale=m.Scale-Vector3.new(10*(endsize/fadetime),10*(endsize/fadetime),10*(endsize/fadetime)) p2.Transparency=p2.Transparency+1/fadetime end mesh.Scale=mesh.Scale-Vector3.new(0,10*(endsize/fadetime),10*(endsize/fadetime)) p.Transparency=p.Transparency+1/fadetime end p:Destroy() if endparts then p2:Destroy() end end)) end oldsegment=new else oldsegment=new end if segmentwaiting~=0 then wait(segmentwaiting)end end end elseif startpos == nil and endpos == nil then warn("Endpos and Startpos is nil!") elseif startpos == nil then warn("Startpos is nil!") elseif endpos == nil then warn("Endpos is nil!") end end function Kill(who,power,notorso,headless,full) coroutine.resume(coroutine.create(function() if who.Parent ~= MainModel and who.Parent ~= EffectModel and who ~= MainModel and who ~= EffectModel and who ~= cam and who.Parent ~= cam and who ~= script and who.Parent ~= script and who:FindFirstChild("KilledBy"..plrr.Name) == nil and who.Name ~= plname then InstanceNW("Folder",{Parent=who,Name="KilledBy"..plrr.Name}) local mainpart = (who:FindFirstChildOfClass'Part' or who:FindFirstChildOfClass'MeshPart' or who:FindFirstChildOfClass'UnionOperation') Sound(goreSounds[math.random(1,#goreSounds)],mainpart,2,math.random(7,13)/10,true) for _,a in pairs(who:GetChildren()) do coroutine.resume(coroutine.create(function() if a:IsA'BasePart' then local pos = a.CFrame*CFrame.new(math.random(-a.Size.X,a.Size.X)/2,math.random(-a.Size.Y,a.Size.Y)/2,math.random(-a.Size.Z,a.Size.Z)/2) if math.random(1,2)==1 then for i=1,math.random(1,5) do add:BloodDrop(a.CFrame,Vector3.new(math.random(-20,20),math.random(50,75),math.random(-20,20)),math.random(5,55)/100,5,{MainModel,cam,who},EffectModel) end end coroutine.resume(coroutine.create(function() local blood=BloodBackup:Clone() blood.Parent=a blood.Enabled=true local mist=MistBackup:Clone() mist.Parent=a mist.Enabled=true wait(0.2) blood.Enabled=false mist.Enabled=false wait(2) blood:Destroy() mist:Destroy() end)) end end)) end add:MakeRD(who,power,notorso,headless,full,true) spawn(function() while who ~= nil do game:GetService("RunService").Heartbeat:wait() if who:FindFirstChildOfClass("Humanoid") ~= nil then who:FindFirstChildOfClass("Humanoid").MaxHealth=nil who:FindFirstChildOfClass("Humanoid").Health=nil end end end) wait(math.random(5,15)) for _,a in pairs(who:GetDescendants()) do coroutine.resume(coroutine.create(function() wait(math.random(0,100)/100) if a:IsA'BasePart' then Effect({cf=a.CFrame,moveto=a.CFrame*CFrame.new(math.random(-3,3),math.random(-3,3),math.random(-3,3)),clr=Color3.new(1,1,0),clr2=Color3.new(1,0,0),mtype="B",waits=math.random(75,100),size=a.Size,size2=a.Size/2,radX=math.random(-75,75)/100,radY=math.random(-75,75)/100,radZ=math.random(-75,75)/100,mat="Neon",lock=false,tran=0,tran2=1,pls=false,vol=0,pit=0,id=nil,bmr=true,sbm=math.random(0,30),mbm=math.random(0,30)}) a:BreakJoints() a:Destroy() end end)) end end end)) end function AoeDam(Where,Range,power,notorso,headless,full) coroutine.resume(coroutine.create(function() if Where ~= nil then if typeof(Where) == "CFrame"then Where=Where.p end for index, a in pairs(workspace:GetDescendants()) do if (a.Parent ~= MainModel and a.Parent ~= EffectModel and a ~= MainModel and a ~= EffectModel and a ~= cam and a.Parent ~= cam and a ~= script and a.Parent ~= script) and a:IsA'BasePart' then if a and a.Parent ~= nil and (a.Parent:IsA("Model") or a.Parent.ClassName == "Model" or a.Parent:IsA("Folder") or a.Parent.ClassName == "Folder") and a.Size == Vector3.new(2,2,1) or a.Size == Vector3.new(2,2.1,1) or a.Size == Vector3.new(1,1.105,1) or a.Size == Vector3.new(1,1.227,1) or a.Size == Vector3.new(1,1.253,1) or a.Size == Vector3.new(1,1.277,1) or a.Size == Vector3.new(1,2,1) or a.Size == Vector3.new(2,1,1) or a.Name == "Head" or a.Name == "Torso" or a.Name == "Right Arm" or a.Name == "Left Arm" or a.Name == "Right Leg" or a.Name == "Left Leg" or a.Name == "UpperTorso" or a.Name == "HumanoidRootPart" or a.Name == "LowerTorso" or a.Name == "RightHand" or a.Name == "LeftHand" or a.Name == "RightFoot" or a.Name == "LeftFoot" or a.Name == "LeftUpperArm" or a.Name == "LeftLowerArm" or a.Name == "RightUpperArm" or a.Name == "RightLowerArm" or a.Name == "LeftUpperLeg" or a.Name == "LeftLowerLeg" or a.Name == "RightUpperLeg" or a.Name == "RightLowerLeg" then if (a.Position - Where).Magnitude <= Range+a.Size.Magnitude then Kill(a.Parent,power,notorso,headless,full) end end end end end end)) end function Shoot() attacking=true if flymode==true then walkspeed=0.1 else walkspeed=0.01 end repeat for i=0,1,0.05 do game:GetService("RunService").Heartbeat:wait() alerp({CFrame.new(0,-0.1+0.1*math.sin(sn/18),0)*CFrame.Angles(math.rad(0+1*math.cos(sn/18)),math.rad(260),math.rad(0)),CFrame.new(0,1.5,0)*CFrame.Angles(math.rad(0-1*math.cos(sn/18)),math.rad(-70),math.rad(0)),CFrame.new(-1.5,0+0.025*math.sin(sn/18),-0.25)*CFrame.Angles(math.rad(30+1*math.cos(sn/18)),math.rad(0-1*math.cos(sn/18)),math.rad(-30)), CFrame.new(2,0.5+0.075*math.sin(sn/18),-0.25)*CFrame.Angles(math.rad(90+1*math.cos(sn/18)),math.rad(0-1*math.cos(sn/18)),math.rad(80)),CFrame.new(-.5,-1.9-0.1*math.sin(sn/18),-0.15)*CFrame.Angles(math.rad(0+1*math.cos(sn/18)),math.rad(10),math.rad(0)),CFrame.new(.5,-2-0.1*math.sin(sn/18),0)*CFrame.Angles(math.rad(-5+1*math.cos(sn/18)),math.rad(0),math.rad(0))},.2) end ammo=ammo-1 smoke=smoke+5 if gun and Hole then Effect({cf=Hole.CFrame,moveto=nil,clr=Color3.fromRGB(255,255,0),clr2=Color3.new(1,0,0),mtype="S",waits=50,size=Vector3.new(2,2,2),size2=Vector3.new(3,3,3),radX=0,radY=0,radZ=0,mat="Neon",lock=false,tran=0,tran2=1,pls=true,vol=2,pit=math.random(8,10)/10,id=1674017283,bmr=true,sbm=10,mbm=0}) for i=1,6 do Effect({cf=Hole.CFrame,moveto=Hole.CFrame*CFrame.new(math.random(-5,5),math.random(-5,5),math.random(-5,5)),clr=Color3.fromRGB(255,255,0),clr2=Color3.new(1,0,0),mtype="S",waits=50,size=Vector3.new(0.25,0.25,4),size2=Vector3.new(0,0,4),radX=0,radY=0,radZ=0,mat="Neon",lock=true,tran=0,tran2=1,pls=false,vol=0,pit=0,id=nil,bmr=true,sbm=20,mbm=20}) end end coroutine.wrap(function() local bullet = InstanceNW("Part",{Parent=EffectModel,Size=Vector3.new(0.25,0.25,4),Transparency=0,Anchored=true,CanCollide=false,CFrame=CFrame.new(Hole.Position,Mouse.Hit.p)*CFrame.new(0,0,-2),Color=Color3.fromRGB(255,255,0),Material="Neon"}) local hits = 0 for i=1,100 do game:GetService("RunService").Heartbeat:wait() local h,p=r(bullet.CFrame.p,bullet.CFrame.lookVector,4,{MainModel,cam}) if h and hits<2 then hits=hits+1 if h.Name~="Base" and h.Name~="Baseplate" then add:Shatter(h.Parent,h.CFrame,h.Size,h.Color,h.Anchored,h.Material,p,.5,h.BackSurface,h.BottomSurface,h.FrontSurface,h.LeftSurface,h.RightSurface,h.TopSurface,h.Transparency,h.Reflectance) h:Destroy() end AoeDam(bullet.CFrame,3,15,false,false,false) Effect({cf=bullet.CFrame,moveto=nil,clr=Color3.fromRGB(255,255,0),clr2=Color3.new(1,0,0),mtype="S",waits=50,size=Vector3.new(1,1,1),size2=Vector3.new(3,3,3),radX=0,radY=0,radZ=0,mat="Neon",lock=false,tran=0,tran2=1,pls=false,vol=0,pit=0,id=nil,bmr=true,sbm=30,mbm=0}) for i=1,math.random(2,5) do Effect({cf=bullet.CFrame,moveto=bullet.CFrame*CFrame.new(math.random(-3,3),math.random(-3,3),math.random(-3,3)),clr=h.Color,clr2=Color3.fromRGB(255,255,0),mtype="S",waits=75,size=Vector3.new(0.5,0.5,2),size2=Vector3.new(0,0,2),radX=0,radY=0,radZ=0,mat="Neon",lock=true,tran=h.Transparency,tran2=1,pls=false,vol=0,pit=0,id=nil,bmr=false,sbm=0,mbm=0}) end elseif h and hits==2 then if h.Name~="Base" and h.Name~="Baseplate" then add:Shatter(h.Parent,h.CFrame,h.Size,h.Color,h.Anchored,h.Material,p,1,h.BackSurface,h.BottomSurface,h.FrontSurface,h.LeftSurface,h.RightSurface,h.TopSurface,h.Transparency,h.Reflectance) h:Destroy() end AoeDam(bullet.CFrame,5,25,false,false,false) Effect({cf=bullet.CFrame,moveto=nil,clr=Color3.fromRGB(255,255,0),clr2=Color3.new(1,0,0),mtype="S",waits=70,size=Vector3.new(1,1,1),size2=Vector3.new(5,5,5),radX=0,radY=0,radZ=0,mat="Neon",lock=false,tran=0,tran2=1,pls=false,vol=0,pit=0,id=nil,bmr=true,sbm=30,mbm=0}) for i=1,math.random(4,8) do Effect({cf=bullet.CFrame,moveto=bullet.CFrame*CFrame.new(math.random(-6,6),math.random(-6,6),math.random(-6,6)),clr=Color3.fromRGB(255,255,0),clr2=Color3.new(1,0,0),mtype="S",waits=100,size=Vector3.new(0.5,0.5,3),size2=Vector3.new(0,0,3),radX=0,radY=0,radZ=0,mat="Neon",lock=true,tran=0,tran2=1,pls=false,vol=0,pit=0,id=nil,bmr=false,sbm=0,mbm=0}) end break end Effect({cf=bullet.CFrame,moveto=nil,clr=Color3.fromRGB(255,255,0),clr2=Color3.new(1,0,0),mtype="Box",waits=10,size=bullet.Size,size2=Vector3.new(0,0,bullet.Size.Z),radX=0,radY=0,radZ=0,mat="Neon",lock=false,tran=0,tran2=1,pls=false,vol=0,pit=0,id=nil,bmr=false,sbm=0,mbm=0}) bullet.CFrame=bullet.CFrame*CFrame.new(0,0,-4) end bullet:Destroy() end)() for i=0,0.5,0.05 do game:GetService("RunService").Heartbeat:wait() alerp({CFrame.new(0,-0.1+0.1*math.sin(sn/18),0)*CFrame.Angles(math.rad(0+1*math.cos(sn/18)),math.rad(260),math.rad(0)),CFrame.new(0,1.5,0)*CFrame.Angles(math.rad(0-1*math.cos(sn/18)),math.rad(-70),math.rad(0)),CFrame.new(-1.5,0+0.025*math.sin(sn/18),-0.25)*CFrame.Angles(math.rad(30+1*math.cos(sn/18)),math.rad(0-1*math.cos(sn/18)),math.rad(-30)), CFrame.new(2,0.75+0.075*math.sin(sn/18),-0.5)*CFrame.Angles(math.rad(120+1*math.cos(sn/18)),math.rad(0-1*math.cos(sn/18)),math.rad(60)),CFrame.new(-.5,-1.9-0.1*math.sin(sn/18),-0.15)*CFrame.Angles(math.rad(0+1*math.cos(sn/18)),math.rad(10),math.rad(0)),CFrame.new(.5,-2-0.1*math.sin(sn/18),0)*CFrame.Angles(math.rad(-5+1*math.cos(sn/18)),math.rad(0),math.rad(0))},1) end until repeatmouse == false or ammo<=0 attacking=false if flymode==true then walkspeed=1 elseif flymode==false and running==false then walkspeed=0.2 elseif running==true then walkspeed=0.4 end end function Reload() attacking=true if flymode==true then walkspeed=0.1 else walkspeed=0.01 end for i=0,1,0.05 do game:GetService("RunService").Heartbeat:wait() alerp({CFrame.new(0,-0.1+0.1*math.sin(sn/18),0)*CFrame.Angles(math.rad(0+1*math.cos(sn/18)),math.rad(200),math.rad(0)),CFrame.new(0,1.5,-0.25)*CFrame.Angles(math.rad(-20-1*math.cos(sn/18)),math.rad(-20),math.rad(0)),CFrame.new(-0.5,0.25+0.025*math.sin(sn/18),-1)*CFrame.Angles(math.rad(70+1*math.cos(sn/18)),math.rad(0-1*math.cos(sn/18)),math.rad(30)), CFrame.new(0.5,0+0.075*math.sin(sn/18),-1)*CFrame.Angles(math.rad(60+1*math.cos(sn/18)),math.rad(70-1*math.cos(sn/18)),math.rad(-10)),CFrame.new(-.5,-1.9-0.1*math.sin(sn/18),-0.15)*CFrame.Angles(math.rad(0+1*math.cos(sn/18)),math.rad(10),math.rad(0)),CFrame.new(.5,-2-0.1*math.sin(sn/18),0)*CFrame.Angles(math.rad(-5+1*math.cos(sn/18)),math.rad(0),math.rad(0))},.2) end for i=1,6 do coroutine.resume(coroutine.create(function() local smokecolor=math.random(100,125) local pos=gun.CFrame*CFrame.new(0,0.5,0.1) Effect({cf=pos*CFrame.Angles(math.rad(math.random(0,360)),math.rad(math.random(0,360)),math.rad(math.random(0,360))),moveto=Vector3.new(pos.p.X+math.random(-50,50)/100,pos.p.Y+math.random(2,11),pos.p.Z+math.random(-50,50)/100),clr=Color3.fromRGB(smokecolor,smokecolor,smokecolor),clr2=Color3.new(0,0,0),mtype="B",waits=math.random(50,100),size=Vector3.new(0.75,0.75,0.75),size2=Vector3.new(0,0,0),radX=math.random(-500,500)/100,radY=math.random(-500,500)/100,radZ=math.random(-500,500)/100,mat="Neon",lock=false,tran=0,tran2=1,pls=false,vol=0,pit=0,id=nil,bmr=false,sbm=0,mbm=0}) local part=InstanceNW("Part",{Parent=EffectModel,Size=Vector3.new(0.5,0.25,0.25),Material="Metal",Color=Color3.fromRGB(250,210,110),CFrame=gun.CFrame*CFrame.new(0,0.5,0.1)*CFrame.Angles(0,math.rad(90),0)}) Instance.new("SpecialMesh",part).MeshType="Cylinder" wait(math.random(5,10)) for i=1,25 do game:GetService("RunService").Heartbeat:wait() part.Transparency=part.Transparency+1/25 end part:Destroy() end)) end for i=0,1,0.05 do game:GetService("RunService").Heartbeat:wait() alerp({CFrame.new(0,-0.1+0.1*math.sin(sn/18),0)*CFrame.Angles(math.rad(0+1*math.cos(sn/18)),math.rad(230),math.rad(0)),CFrame.new(0,1.5,-0.25)*CFrame.Angles(math.rad(-30-1*math.cos(sn/18)),math.rad(40),math.rad(0)),CFrame.new(-1,0+0.025*math.sin(sn/18),0.5)*CFrame.Angles(math.rad(-40+1*math.cos(sn/18)),math.rad(20-1*math.cos(sn/18)),math.rad(20)), CFrame.new(0.5,0+0.075*math.sin(sn/18),-0.75)*CFrame.Angles(math.rad(40+5*math.cos(sn/18)),math.rad(40-5*math.cos(sn/18)),math.rad(-40)),CFrame.new(-.5,-1.9-0.1*math.sin(sn/18),-0.15)*CFrame.Angles(math.rad(0+1*math.cos(sn/18)),math.rad(10),math.rad(0)),CFrame.new(.5,-2-0.1*math.sin(sn/18),0)*CFrame.Angles(math.rad(-5+1*math.cos(sn/18)),math.rad(0),math.rad(0))},.2) end for i=0,1,0.05 do game:GetService("RunService").Heartbeat:wait() alerp({CFrame.new(0,-0.1+0.1*math.sin(sn/18),0)*CFrame.Angles(math.rad(0+1*math.cos(sn/18)),math.rad(200),math.rad(0)),CFrame.new(0,1.5,-0.25)*CFrame.Angles(math.rad(-20-1*math.cos(sn/18)),math.rad(-20),math.rad(0)),CFrame.new(-1.25,-0.25+0.025*math.sin(sn/18),-0.75)*CFrame.Angles(math.rad(40+1*math.cos(sn/18)),math.rad(0-1*math.cos(sn/18)),math.rad(0)), CFrame.new(0.5,0+0.075*math.sin(sn/18),-0.75)*CFrame.Angles(math.rad(40+5*math.cos(sn/18)),math.rad(40-5*math.cos(sn/18)),math.rad(-40)),CFrame.new(-.5,-1.9-0.1*math.sin(sn/18),-0.15)*CFrame.Angles(math.rad(0+1*math.cos(sn/18)),math.rad(10),math.rad(0)),CFrame.new(.5,-2-0.1*math.sin(sn/18),0)*CFrame.Angles(math.rad(-5+1*math.cos(sn/18)),math.rad(0),math.rad(0))},.2) end ammo=30 attacking=false if flymode==true then walkspeed=1 elseif flymode==false and running==false then walkspeed=0.2 elseif running==true then walkspeed=0.4 end end function Shotgun() attacking=true if flymode==true then walkspeed=0.1 else walkspeed=0.01 end for i=0,1,0.05 do game:GetService("RunService").Heartbeat:wait() alerp({CFrame.new(0,-0.1+0.1*math.sin(sn/18),0)*CFrame.Angles(math.rad(0+1*math.cos(sn/18)),math.rad(200),math.rad(0)),CFrame.new(0,1.5,0)*CFrame.Angles(math.rad(0-1*math.cos(sn/18)),math.rad(-20),math.rad(0)),CFrame.new(0,0.5+0.025*math.sin(sn/18),-1.5)*CFrame.Angles(math.rad(80+1*math.cos(sn/18)),math.rad(0-1*math.cos(sn/18)),math.rad(60)), CFrame.new(1,0.5+0.075*math.sin(sn/18),-1.5)*CFrame.Angles(math.rad(90+1*math.cos(sn/18)),math.rad(0-1*math.cos(sn/18)),math.rad(20)),CFrame.new(-.5,-1.9-0.1*math.sin(sn/18),-0.15)*CFrame.Angles(math.rad(0+1*math.cos(sn/18)),math.rad(10),math.rad(0)),CFrame.new(.5,-2-0.1*math.sin(sn/18),0)*CFrame.Angles(math.rad(-5+1*math.cos(sn/18)),math.rad(0),math.rad(0))},.2) end if gun and Hole then Effect({cf=Hole.CFrame,moveto=nil,clr=Color3.fromRGB(255,255,0),clr2=Color3.new(1,0,0),mtype="S",waits=100,size=Vector3.new(3,3,3),size2=Vector3.new(5,5,5),radX=0,radY=0,radZ=0,mat="Neon",lock=false,tran=0,tran2=1,pls=true,vol=2,pit=math.random(7,9)/10,id=642890855,bmr=true,sbm=10,mbm=0}) for i=1,ammo*2 do Effect({cf=Hole.CFrame,moveto=Hole.CFrame*CFrame.new(math.random(-8,8),math.random(-8,8),math.random(-8,8)),clr=Color3.fromRGB(255,255,0),clr2=Color3.new(1,0,0),mtype="S",waits=75,size=Vector3.new(0.75,0.75,6),size2=Vector3.new(0,0,6),radX=0,radY=0,radZ=0,mat="Neon",lock=true,tran=0,tran2=1,pls=false,vol=0,pit=0,id=nil,bmr=true,sbm=30,mbm=30}) end end for i=1,ammo do coroutine.resume(coroutine.create(function() ammo=ammo-1 smoke=smoke+5 local h,p=r(Hole.CFrame.p,Mouse.Hit*CFrame.new(math.random(-5,5),math.random(-5,5),math.random(-5,5)).p-Hole.CFrame.p,500,{MainModel,cam}) if h.Name~="Base" and h.Name~="Baseplate" then add:Shatter(h.Parent,h.CFrame,h.Size,h.Color,h.Anchored,h.Material,p,2,h.BackSurface,h.BottomSurface,h.FrontSurface,h.LeftSurface,h.RightSurface,h.TopSurface,h.Transparency,h.Reflectance) h:Destroy() end Effect({cf=CFrame.new(Hole.Position,p)*CFrame.new(0,0,-(Hole.Position-p).Magnitude/2),moveto=nil,clr=Color3.fromRGB(255,255,0),clr2=Color3.new(1,0,0),mtype="B",waits=25,size=Vector3.new(0.25,0.25,(Hole.Position-p).Magnitude),size2=Vector3.new(0,0,(Hole.Position-p).Magnitude),radX=0,radY=0,radZ=0,mat="Neon",lock=false,tran=0,tran2=1,pls=true,vol=2,pit=math.random(7,9)/10,id=642890855,bmr=true,sbm=10,mbm=0}) AoeDam(p,5,35,false,false,false) Effect({cf=p,moveto=nil,clr=Color3.fromRGB(255,255,0),clr2=Color3.new(1,0,0),mtype="S",waits=25,size=Vector3.new(1,1,1),size2=Vector3.new(2,2,2),radX=0,radY=0,radZ=0,mat="Neon",lock=false,tran=0,tran2=1,pls=false,vol=0,pit=0,id=nil,bmr=true,sbm=30,mbm=0}) for i=1,math.random(1,3) do Effect({cf=p,moveto=CFrame.new(p)*CFrame.new(math.random(-3,3),math.random(-3,3),math.random(-3,3)),clr=h.Color,clr2=Color3.fromRGB(255,255,0),mtype="S",waits=50,size=Vector3.new(0.25,0.25,1),size2=Vector3.new(0,0,1),radX=0,radY=0,radZ=0,mat="Neon",lock=true,tran=h.Transparency,tran2=1,pls=false,vol=0,pit=0,id=nil,bmr=false,sbm=0,mbm=0}) end end)) end for i=0,0.5,0.05 do game:GetService("RunService").Heartbeat:wait() alerp({CFrame.new(0,-0.1+0.1*math.sin(sn/18),0)*CFrame.Angles(math.rad(0+1*math.cos(sn/18)),math.rad(200),math.rad(0)),CFrame.new(0,1.5,0)*CFrame.Angles(math.rad(0-1*math.cos(sn/18)),math.rad(-20),math.rad(0)),CFrame.new(0,0.75+0.025*math.sin(sn/18),-1.5)*CFrame.Angles(math.rad(110+1*math.cos(sn/18)),math.rad(0-1*math.cos(sn/18)),math.rad(60)), CFrame.new(1,0.75+0.075*math.sin(sn/18),-1.5)*CFrame.Angles(math.rad(120+1*math.cos(sn/18)),math.rad(0-1*math.cos(sn/18)),math.rad(20)),CFrame.new(-.5,-1.9-0.1*math.sin(sn/18),-0.15)*CFrame.Angles(math.rad(0+1*math.cos(sn/18)),math.rad(10),math.rad(0)),CFrame.new(.5,-2-0.1*math.sin(sn/18),0)*CFrame.Angles(math.rad(-5+1*math.cos(sn/18)),math.rad(0),math.rad(0))},1) end attacking=false if flymode==true then walkspeed=1 elseif flymode==false and running==false then walkspeed=0.2 elseif running==true then walkspeed=0.4 end end function Artillery() attacking=true if flymode==true then walkspeed=0.1 else walkspeed=0.01 end repeat for i=0,1,0.05 do game:GetService("RunService").Heartbeat:wait() alerp({CFrame.new(0,-0.1+0.1*math.sin(sn/18),0)*CFrame.Angles(math.rad(0+1*math.cos(sn/18)),math.rad(190),math.rad(0)),CFrame.new(0,1.5,0.25)*CFrame.Angles(math.rad(40-1*math.cos(sn/18)),math.rad(-10),math.rad(0)),CFrame.new(0,1.5+0.025*math.sin(sn/18),-0.5)*CFrame.Angles(math.rad(160+1*math.cos(sn/18)),math.rad(0-1*math.cos(sn/18)),math.rad(50)), CFrame.new(1,1.5+0.075*math.sin(sn/18),-0.25)*CFrame.Angles(math.rad(170+1*math.cos(sn/18)),math.rad(0-1*math.cos(sn/18)),math.rad(10)),CFrame.new(-.5,-1.9-0.1*math.sin(sn/18),-0.15)*CFrame.Angles(math.rad(0+1*math.cos(sn/18)),math.rad(10),math.rad(0)),CFrame.new(.5,-2-0.1*math.sin(sn/18),0)*CFrame.Angles(math.rad(-5+1*math.cos(sn/18)),math.rad(0),math.rad(0))},.2) end if gun and Hole then Effect({cf=Hole.CFrame,moveto=nil,clr=Color3.fromRGB(255,255,0),clr2=Color3.new(1,0,0),mtype="S",waits=100,size=Vector3.new(0,0,0),size2=Vector3.new(2,2,2),radX=0,radY=0,radZ=0,mat="Neon",lock=false,tran=0,tran2=1,pls=true,vol=2,pit=math.random(6,8)/10,id=131632972,bmr=true,sbm=10,mbm=0}) for i=1,6 do Effect({cf=Hole.CFrame,moveto=Hole.CFrame*CFrame.new(math.random(-2,2),math.random(-2,2),math.random(-2,2)),clr=Color3.fromRGB(255,255,0),clr2=Color3.new(1,0,0),mtype="S",waits=50,size=Vector3.new(0.5,0.5,2),size2=Vector3.new(0,0,2),radX=0,radY=0,radZ=0,mat="Neon",lock=true,tran=0,tran2=1,pls=false,vol=0,pit=0,id=nil,bmr=true,sbm=10,mbm=10}) end end coroutine.resume(coroutine.create(function() ammo=ammo-4 smoke=smoke+8 local bullet = InstanceNW("Part",{Parent=EffectModel,Size=Vector3.new(0.5,0.5,0.5),Transparency=0,Anchored=true,CanCollide=false,CFrame=Hole.CFrame,Color=Color3.fromRGB(255,255,0),Material="Neon"}) Instance.new("SpecialMesh",bullet).MeshType="Sphere" local h,p=r(CFrame.new(Vector3.new(Mouse.Hit.p.X,Mouse.Hit.p.Y,Mouse.Hit.p.Z))*CFrame.new(0,500,0).p,Vector3.new(Mouse.Hit.p.X,Mouse.Hit.p.Y,Mouse.Hit.p.Z)-CFrame.new(Vector3.new(Mouse.Hit.p.X,Mouse.Hit.p.Y,Mouse.Hit.p.Z))*CFrame.new(0,500,0).p,1000,{MainModel,cam}) local Direction = CFrame.new(bullet.Position,p) local Distance = (bullet.Position - p).magnitude local oldcf=nil local clear=true for i = 1, 100 do game:GetService("RunService").Heartbeat:wait() local o,ps=r(bullet.CFrame.p,bullet.CFrame.lookVector,(Distance/100+2.5),{MainModel,cam}) if o then clear=false if o~=nil and o.Name~="Base" and o.Name~="Baseplate" then add:Shatter(o.Parent,o.CFrame,o.Size,o.Color,o.Anchored,o.Material,ps,5,o.BackSurface,o.BottomSurface,o.FrontSurface,o.LeftSurface,o.RightSurface,o.TopSurface,o.Transparency,o.Reflectance) o:Destroy() end break end oldcf=bullet.CFrame bullet.CFrame=Direction*CFrame.new(0,(100/5000)+((100/50)-((i*2)/50)),-Distance/100) Direction = bullet.CFrame Effect({cf=CFrame.new(oldcf.p,bullet.CFrame.p)*CFrame.new(0,0,-(oldcf.p-bullet.CFrame.p).Magnitude/2)*CFrame.Angles(0,0,math.rad(90)),moveto=nil,clr=Color3.fromRGB(255,255,0),clr2=Color3.new(1,0,0),mtype="C",waits=75,size=Vector3.new((oldcf.p-bullet.CFrame.p).Magnitude,0.5,0.5),size2=Vector3.new((oldcf.p-bullet.CFrame.p).Magnitude,0,0),radX=0,radY=0,radZ=0,mat="Neon",lock=false,tran=0,tran2=1,pls=false,vol=0,pit=0,id=nil,bmr=false,sbm=0,mbm=0}) Effect({cf=bullet.CFrame,moveto=bullet.CFrame*CFrame.new(math.random(-2,2),math.random(-2,2),math.random(-2,2)),clr=Color3.fromRGB(255,255,0),clr2=Color3.new(0,0,0),mtype="B",waits=25,size=Vector3.new(0.5,0.5,0.5),size2=Vector3.new(0,0,0),radX=math.random(-500,500)/100,radY=math.random(-500,500)/100,radZ=math.random(-500,500)/100,mat="Neon",lock=false,tran=0,tran2=1,pls=false,vol=0,pit=0,id=nil,bmr=false,sbm=0,mbm=0}) end if clear==true and h~=nil and h.Name~="Base" and h.Name~="Baseplate" then add:Shatter(h.Parent,h.CFrame,h.Size,h.Color,h.Anchored,h.Material,p,5,h.BackSurface,h.BottomSurface,h.FrontSurface,h.LeftSurface,h.RightSurface,h.TopSurface,h.Transparency,h.Reflectance) h:Destroy() end AoeDam(bullet.CFrame,9,50,false,false,true) Effect({cf=bullet.CFrame,moveto=nil,clr=Color3.fromRGB(255,255,0),clr2=Color3.new(0,0,0),mtype="S",waits=50,size=Vector3.new(0,0,0),size2=Vector3.new(11,11,11),radX=0,radY=0,radZ=0,mat="Neon",lock=false,tran=0,tran2=1,pls=true,vol=2,pit=math.random(7,9)/10,id=2011915907,bmr=true,sbm=40,mbm=0}) for i=1,math.random(6,8) do Effect({cf=bullet.CFrame,moveto=bullet.CFrame*CFrame.new(math.random(-14,14),math.random(-14,14),math.random(-14,14)),clr=Color3.fromRGB(255,255,0),clr2=Color3.new(1,0,0),mtype="S",waits=75,size=Vector3.new(0.75,0.75,8),size2=Vector3.new(0,0,8),radX=0,radY=0,radZ=0,mat="Neon",lock=true,tran=0,tran2=1,pls=false,vol=0,pit=0,id=nil,bmr=true,sbm=40,mbm=20}) end bullet:Destroy() end)) for i=0,0.5,0.05 do game:GetService("RunService").Heartbeat:wait() alerp({CFrame.new(0,-0.1+0.1*math.sin(sn/18),0)*CFrame.Angles(math.rad(0+1*math.cos(sn/18)),math.rad(190),math.rad(0)),CFrame.new(0,1.5,0.25)*CFrame.Angles(math.rad(40-1*math.cos(sn/18)),math.rad(-10),math.rad(0)),CFrame.new(0,1.5+0.025*math.sin(sn/18),-0.25)*CFrame.Angles(math.rad(180+1*math.cos(sn/18)),math.rad(0-1*math.cos(sn/18)),math.rad(50)), CFrame.new(1,1.5+0.075*math.sin(sn/18),-0.25)*CFrame.Angles(math.rad(190+1*math.cos(sn/18)),math.rad(0-1*math.cos(sn/18)),math.rad(10)),CFrame.new(-.5,-1.9-0.1*math.sin(sn/18),-0.15)*CFrame.Angles(math.rad(0+1*math.cos(sn/18)),math.rad(10),math.rad(0)),CFrame.new(.5,-2-0.1*math.sin(sn/18),0)*CFrame.Angles(math.rad(-5+1*math.cos(sn/18)),math.rad(0),math.rad(0))},.2) end until repeatkey == false or ammo<4 attacking=false if flymode==true then walkspeed=1 elseif flymode==false and running==false then walkspeed=0.2 elseif running==true then walkspeed=0.4 end end function TryToShoot(typ) attacking=true if flymode==true then walkspeed=0.1 else walkspeed=0.01 end if typ == "Default" then for i=0,1,0.05 do game:GetService("RunService").Heartbeat:wait() alerp({CFrame.new(0,-0.1+0.1*math.sin(sn/18),0)*CFrame.Angles(math.rad(0+1*math.cos(sn/18)),math.rad(260),math.rad(0)),CFrame.new(0,1.5,0)*CFrame.Angles(math.rad(0-1*math.cos(sn/18)),math.rad(-70),math.rad(0)),CFrame.new(-1.5,0+0.025*math.sin(sn/18),-0.25)*CFrame.Angles(math.rad(30+1*math.cos(sn/18)),math.rad(0-1*math.cos(sn/18)),math.rad(-30)), CFrame.new(2,0.5+0.075*math.sin(sn/18),-0.25)*CFrame.Angles(math.rad(90+1*math.cos(sn/18)),math.rad(0-1*math.cos(sn/18)),math.rad(80)),CFrame.new(-.5,-1.9-0.1*math.sin(sn/18),-0.15)*CFrame.Angles(math.rad(0+1*math.cos(sn/18)),math.rad(10),math.rad(0)),CFrame.new(.5,-2-0.1*math.sin(sn/18),0)*CFrame.Angles(math.rad(-5+1*math.cos(sn/18)),math.rad(0),math.rad(0))},.2) end Sound(132464034,gun,2,math.random(9,11)/10,true) for i=0,1,0.05 do game:GetService("RunService").Heartbeat:wait() alerp({CFrame.new(0,-0.1+0.1*math.sin(sn/18),0)*CFrame.Angles(math.rad(0+1*math.cos(sn/18)),math.rad(260),math.rad(0)),CFrame.new(0,1.5,0)*CFrame.Angles(math.rad(0-1*math.cos(sn/18)),math.rad(-70),math.rad(0)),CFrame.new(-1.5,0+0.025*math.sin(sn/18),-0.25)*CFrame.Angles(math.rad(30+1*math.cos(sn/18)),math.rad(0-1*math.cos(sn/18)),math.rad(-30)), CFrame.new(2,0.75+0.075*math.sin(sn/18),-0.5)*CFrame.Angles(math.rad(120+1*math.cos(sn/18)),math.rad(0-1*math.cos(sn/18)),math.rad(60)),CFrame.new(-.5,-1.9-0.1*math.sin(sn/18),-0.15)*CFrame.Angles(math.rad(0+1*math.cos(sn/18)),math.rad(10),math.rad(0)),CFrame.new(.5,-2-0.1*math.sin(sn/18),0)*CFrame.Angles(math.rad(-5+1*math.cos(sn/18)),math.rad(0),math.rad(0))},.2) end elseif typ == "Shotgun" then for i=0,1,0.05 do game:GetService("RunService").Heartbeat:wait() alerp({CFrame.new(0,-0.1+0.1*math.sin(sn/18),0)*CFrame.Angles(math.rad(0+1*math.cos(sn/18)),math.rad(200),math.rad(0)),CFrame.new(0,1.5,0)*CFrame.Angles(math.rad(0-1*math.cos(sn/18)),math.rad(-20),math.rad(0)),CFrame.new(0,0.5+0.025*math.sin(sn/18),-1.5)*CFrame.Angles(math.rad(80+1*math.cos(sn/18)),math.rad(0-1*math.cos(sn/18)),math.rad(60)), CFrame.new(1,0.5+0.075*math.sin(sn/18),-1.5)*CFrame.Angles(math.rad(90+1*math.cos(sn/18)),math.rad(0-1*math.cos(sn/18)),math.rad(20)),CFrame.new(-.5,-1.9-0.1*math.sin(sn/18),-0.15)*CFrame.Angles(math.rad(0+1*math.cos(sn/18)),math.rad(10),math.rad(0)),CFrame.new(.5,-2-0.1*math.sin(sn/18),0)*CFrame.Angles(math.rad(-5+1*math.cos(sn/18)),math.rad(0),math.rad(0))},.2) end Sound(132464034,gun,2,math.random(7,9)/10,true) for i=0,1,0.05 do game:GetService("RunService").Heartbeat:wait() alerp({CFrame.new(0,-0.1+0.1*math.sin(sn/18),0)*CFrame.Angles(math.rad(0+1*math.cos(sn/18)),math.rad(200),math.rad(0)),CFrame.new(0,1.5,0)*CFrame.Angles(math.rad(0-1*math.cos(sn/18)),math.rad(-20),math.rad(0)),CFrame.new(0,0.75+0.025*math.sin(sn/18),-1.5)*CFrame.Angles(math.rad(110+1*math.cos(sn/18)),math.rad(0-1*math.cos(sn/18)),math.rad(60)), CFrame.new(1,0.75+0.075*math.sin(sn/18),-1.5)*CFrame.Angles(math.rad(120+1*math.cos(sn/18)),math.rad(0-1*math.cos(sn/18)),math.rad(20)),CFrame.new(-.5,-1.9-0.1*math.sin(sn/18),-0.15)*CFrame.Angles(math.rad(0+1*math.cos(sn/18)),math.rad(10),math.rad(0)),CFrame.new(.5,-2-0.1*math.sin(sn/18),0)*CFrame.Angles(math.rad(-5+1*math.cos(sn/18)),math.rad(0),math.rad(0))},.2) end elseif typ == "Artillery" then for i=0,1,0.05 do game:GetService("RunService").Heartbeat:wait() alerp({CFrame.new(0,-0.1+0.1*math.sin(sn/18),0)*CFrame.Angles(math.rad(0+1*math.cos(sn/18)),math.rad(190),math.rad(0)),CFrame.new(0,1.5,0.25)*CFrame.Angles(math.rad(40-1*math.cos(sn/18)),math.rad(-10),math.rad(0)),CFrame.new(0,1.5+0.025*math.sin(sn/18),-0.5)*CFrame.Angles(math.rad(160+1*math.cos(sn/18)),math.rad(0-1*math.cos(sn/18)),math.rad(50)), CFrame.new(1,1.5+0.075*math.sin(sn/18),-0.25)*CFrame.Angles(math.rad(170+1*math.cos(sn/18)),math.rad(0-1*math.cos(sn/18)),math.rad(10)),CFrame.new(-.5,-1.9-0.1*math.sin(sn/18),-0.15)*CFrame.Angles(math.rad(0+1*math.cos(sn/18)),math.rad(10),math.rad(0)),CFrame.new(.5,-2-0.1*math.sin(sn/18),0)*CFrame.Angles(math.rad(-5+1*math.cos(sn/18)),math.rad(0),math.rad(0))},.2) end Sound(132464034,gun,2,math.random(8,10)/10,true) for i=0,1,0.05 do game:GetService("RunService").Heartbeat:wait() alerp({CFrame.new(0,-0.1+0.1*math.sin(sn/18),0)*CFrame.Angles(math.rad(0+1*math.cos(sn/18)),math.rad(190),math.rad(0)),CFrame.new(0,1.5,0.25)*CFrame.Angles(math.rad(40-1*math.cos(sn/18)),math.rad(-10),math.rad(0)),CFrame.new(0,1.5+0.025*math.sin(sn/18),-0.25)*CFrame.Angles(math.rad(180+1*math.cos(sn/18)),math.rad(0-1*math.cos(sn/18)),math.rad(50)), CFrame.new(1,1.5+0.075*math.sin(sn/18),-0.25)*CFrame.Angles(math.rad(190+1*math.cos(sn/18)),math.rad(0-1*math.cos(sn/18)),math.rad(10)),CFrame.new(-.5,-1.9-0.1*math.sin(sn/18),-0.15)*CFrame.Angles(math.rad(0+1*math.cos(sn/18)),math.rad(10),math.rad(0)),CFrame.new(.5,-2-0.1*math.sin(sn/18),0)*CFrame.Angles(math.rad(-5+1*math.cos(sn/18)),math.rad(0),math.rad(0))},.2) end end attacking=false if flymode==true then walkspeed=1 elseif flymode==false and running==false then walkspeed=0.2 elseif running==true then walkspeed=0.4 end end Mouse.Button1Down:connect(function() repeatmouse = true if attacking == false and ammo>0 then Shoot() elseif attacking == false and ammo<=0 then TryToShoot("Default") end end) Mouse.Button1Up:connect(function() repeatmouse = false end) Mouse.KeyDown:connect(function(key) if stoped == false and game.Players:FindFirstChild(plrr.Name) then repeatkey=true if key == "w" then W=true elseif key == "a" then A=true elseif key == "s" then S=true elseif key == "d" then D=true elseif key == "space" or key == "j" then if falling == false then falling=true MainPosition=MainPosition*CFrame.new(0,2,0)fallingspeed=fallingspeed-1 end elseif key == "r" and attacking == false and ammo<8 then Reload() elseif key == "f" and attacking == false then if ammo>0 then Shotgun() else TryToShoot("Shotgun") end elseif key == "e" and attacking == false then if ammo>=4 then Artillery() else TryToShoot("Artillery") end elseif key == "leftshift" and attacking == false and flymode==false then walkspeed=0.4 running=true elseif key == "p" then MainModel:Destroy() elseif key == "l" then stopeffects=true EffectModel:ClearAllChildren() wait() stopeffects=false elseif key == "m" then playmus = not playmus elseif key == "n" and attacking==false and running==false then if flymode == false then flymode=true walkspeed=1 fallingspeed=0 else flymode=false walkspeed=0.2 MainPosition=CFrame.new(MainPosition.p,Vector3.new(MainPosition.X,MainPosition.Y,MainPosition.Z+1)) end end end end) Mouse.KeyUp:connect(function(key) if stoped == false and game.Players:FindFirstChild(plrr.Name) then if key=="w" then W=false elseif key=="a" then A=false elseif key=="s" then S=false elseif key=="d" then D=false elseif key=="e" then repeatkey=false elseif key == "leftshift" and attacking == false and flymode==false then walkspeed=0.2 running=false end end end)
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