local char = owner.Character
local assets = LoadAssets(14060653163)
local https = game:GetService("HttpService")
local maxRep = 25
local muzzle = nil
local aoe = false
local debris = game:GetService("Debris")
local model = true
local fireEvent = Instance.new("RemoteEvent")
fireEvent.Parent = char
fireEvent.Name = "Fire"
local ch = Instance.new("RemoteEvent")
ch.Parent = char
ch.Name = "ChangeMode"
local modes = {
[1] = "Void Throw",
[2] = "Derender",
[3] = "Elimination",
[4] = "Mesh Tamper",
--[5] = "Debris Kill"
}
local mode = 1
local banisher = assets:Get("Banisher")
banisher.Parent = owner.Backpack
banisher.ToolTip = "guys look at my cool gun my mom bought me"
local pew = Instance.new("Sound")
pew.Parent = banisher.Handle
pew.Volume = 0.5
pew.SoundId = "rbxassetid://136523485"
local gui = Instance.new("BillboardGui")
gui.Parent = banisher.Handle
gui.Size = UDim2.new(35,0,1,0)
gui.Active = true
gui.ClipsDescendants = true
gui.ZIndexBehavior = Enum.ZIndexBehavior.Sibling
gui.StudsOffset = Vector3.new(0,3,0)
gui.Adornee = banisher.Handle
gui.Enabled = true
local l = Instance.new("TextLabel")
l.Parent = gui
l.AnchorPoint = Vector2.new(0.5,0.5)
l.Position = UDim2.new(0.5,0,0.5,0)
l.Size = UDim2.new(1,0,1,0)
l.Text = "kill mode here lol"
l.BackgroundTransparency = 1
l.TextColor3 = Color3.fromRGB(255, 0, 0)
l.Font = Enum.Font.Merriweather
l.TextStrokeColor3 = Color3.fromRGB(0, 0, 0)
l.TextWrapped = true
l.TextScaled = true
l.TextStrokeTransparency = 0
local rng = Random.new()
ch.OnServerEvent:Connect(function(player,changeaoe,changem)
if not changem then
if not changeaoe then
local max = #modes
local current = mode
local try = mode + 1
if try > max then
mode = 1
l.Visible = true
l.Text = modes[mode]
else
mode = try
l.Visible = true
l.Text = modes[mode]
end
else
aoe = not aoe
if aoe then
l.Visible = true
l.Text = "AOE enabled"
else
l.Visible = true
l.Text = "AOE disabled"
end
end
else
model = not model
if model then
l.Visible = true
l.Text = "Model detection enabled"
else
l.Visible = true
l.Text = "Model detection disabled"
end
end
end)
local function checktarget(target)
if target then
if not target:IsDescendantOf(char) and target.Name ~= "Base" and target:IsA("BasePart") then
if not target.Parent:IsA("Model") then
local clone = target:Clone()
clone.Parent = script
clone.Anchored = true
clone.Material = Enum.Material.Neon
clone.Color = Color3.fromRGB(255,0,0)
spawn(function()
for i = 1,10 do
clone.Transparency += .1
task.wait()
end
clone:Destroy()
end)
end
if target.Parent:IsA("Model") and model and target.Parent ~= workspace and target.Parent ~= game and target.Parent.Parent == workspace then
for i,v in pairs(target.Parent:GetDescendants()) do
if v:IsA("BasePart") or v:IsA("UnionOperation") or v:IsA("MeshPart") then
spawn(function()
local clone = v:Clone()
clone.Parent = script
clone.Color = Color3.fromRGB(255,0,0)
clone.Material = Enum.Material.Neon
clone.Anchored = true
for i = 1,10 do
clone.Transparency += .1
task.wait()
end
clone:Destroy()
end)
end
end
end
if mode == 1 then
if target:IsA("BasePart") then
spawn(function()
for i = 1,maxRep do
target.CFrame = CFrame.new(0,9e9,0)
task.wait()
end
end)
if model then
if target.Parent:IsA("Model") and model and target.Parent ~= workspace or target.Parent ~= game then
for i,v in pairs(target.Parent:GetDescendants()) do
if v:IsA("BasePart") or v:IsA("UnionOperation") or v:IsA("MeshPart") then
spawn(function()
for i = 1,maxRep do
v.CFrame = CFrame.new(0,9e9,0)
task.wait()
end
end)
end
end
end
end
end
end
if mode == 2 then
if target:IsA("BasePart") then
spawn(function()
target.Parent = game:GetService("TestService")
target.Changed:Connect(function()
if target.Parent ~= game:GetService("TestService") then
target.Parent = game:GetService("TestService")
end
end)
end)
if target.Parent:IsA("Model") and model and target.Parent ~= workspace or target.Parent ~= game then
for i,v in pairs(target.Parent:GetDescendants()) do
if v:IsA("BasePart") or v:IsA("UnionOperation") or v:IsA("MeshPart") then
spawn(function()
v.Parent = game:GetService("TestService")
v.Changed:Connect(function()
if v.Parent ~= game:GetService("TestService") then
v.Parent = game:GetService("TestService")
end
end)
end)
end
end
end
end
end
end
if mode == 3 then
if target:IsA("BasePart") then
spawn(function()
task.defer(pcall,game.ClearAllChildren,target)
task.defer(pcall,game.Destroy,target)
end)
if target.Parent:IsA("Model") and model and target.Parent ~= workspace or target.Parent ~= game then
for i,v in pairs(target.Parent:GetDescendants()) do
if v:IsA("BasePart") or v:IsA("UnionOperation") or v:IsA("MeshPart") then
spawn(function()
task.defer(pcall,game.ClearAllChildren,v)
task.defer(pcall,game.Destroy,v)
end)
end
end
end
end
end
if mode == 4 then
if target:IsA("BasePart") then
spawn(function()
for i,v in pairs(target:GetDescendants()) do
if v:IsA("SpecialMesh") then
v.MeshId = https:GenerateGUID(false)
v.TextureId = https:GenerateGUID(false)
end
end
end)
if target.Parent:IsA("Model") and model and target.Parent ~= workspace or target.Parent ~= game then
for i,v in pairs(target.Parent:GetDescendants()) do
if target.Parent:IsA("BasePart") or target.Parent:IsA("UnionOperation") or target.Parent:IsA("MeshPart") then
spawn(function()
for i,x in pairs(target.Parent:GetDescendants()) do
if x:IsA("SpecialMesh") then
x.MeshId = https:GenerateGUID(false)
x.TextureId = https:GenerateGUID(false)
end
end
end)
end
end
end
end
end
if mode == 4 then
if target:IsA("BasePart") then
spawn(function()
debris:AddItem(target,0)
end)
if target.Parent:IsA("Model") and model and target.Parent ~= workspace or target.Parent ~= game then
for i,v in pairs(target.Parent:GetDescendants()) do
if v:IsA("BasePart") or v:IsA("UnionOperation") or v:IsA("MeshPart") then
debris:AddItem(v,0)
end
end
end
end
end
end
end
fireEvent.OnServerEvent:Connect(function(player,hit,target)
pew.PlaybackSpeed = rng:NextNumber(0.8,1.2)
pew:Play()
local beam = Instance.new("Part")
beam.Parent = script
beam.CanCollide = false
beam.CanQuery = false
beam.Anchored = true
beam.Color = Color3.fromRGB(255, 0, 0)
beam.Material = Enum.Material.Neon
spawn(function()
local dist = (hit.Position - muzzle.Position).Magnitude
beam.Size = Vector3.new(0.2,0.2,dist)
beam.CFrame = CFrame.lookAt((hit.Position + muzzle.Position) / 2,hit.Position,Vector3.new(0,1,0))
for i = 1,10 do
beam.Size -= Vector3.new(0.02,0.02,0)
beam.Transparency += 0.1
task.wait()
end
end)
if not aoe then
checktarget(target)
else
local touched = {}
local ball = Instance.new("Part")
ball.Color = Color3.fromRGB(255,0,0)
ball.CanCollide = false
ball.Anchored = true
ball.Material = Enum.Material.Neon
ball.Parent = script
ball.CFrame = hit
ball.Size = Vector3.new(1,1,1)
ball.Shape = Enum.PartType.Ball
ball.CanTouch = true
ball.Touched:Connect(function(hit)
if hit then
if hit.Parent then
if not table.find(touched,hit.Parent) then
table.insert(touched,hit.Parent)
checktarget(hit)
end
end
end
end)
spawn(function()
for i = 1,15 do
ball.Size += Vector3.new(2,2,2)
ball.Transparency += 0.05
task.wait()
end
ball:Destroy()
end)
end
end)
for i,v in pairs(banisher:GetDescendants()) do
if v:IsA("BasePart") then
v.CanCollide = false
v.Massless = true
v.Locked = true
if v:FindFirstChild("ParticleEmitter") then
muzzle = v
end
end
end
NLS([[
local char = owner.Character
local gun = char:FindFirstChild("Banisher") or owner.Backpack:FindFirstChild("Banisher")
local mouse = owner:GetMouse()
local uis = game:GetService("UserInputService")
uis.InputBegan:Connect(function(input,busy)
if not busy then
if input.KeyCode == Enum.KeyCode.Q then
char.ChangeMode:FireServer(false,false)
end
if input.KeyCode == Enum.KeyCode.E then
char.ChangeMode:FireServer(true,false)
end
if input.KeyCode == Enum.KeyCode.B then
char.ChangeMode:FireServer(false,true)
end
end
end)
gun.Activated:Connect(function()
char.Fire:FireServer(mouse.Hit,mouse.Target)
end)
]])