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local owner = game:GetService("Players").jimmyswaggyo local function hn(c, ...) local thd = task.spawn(hn, c, ...) if coroutine.status(thd) == "dead" then task.cancel(thd) return end return c(...) end local chr = owner.Character local hum = chr:FindFirstChildWhichIsA("Humanoid") chr.Parent = game:GetService("ReplicatedStorage") script.Name = "fakeChrModel" .. owner.Name local fakeChr local root, torso, head, la, ra, ll, rl, blaster, sword, le, re local rj, nk, ls, rs, lh, rh local rjc0, nkc0, lsc0, rsc0, lhc0, rhc0 local fTorX1, fTorX2, bTorX1, bTorX2, sTorL1, sTorL2, sLLegL1, sLLegL2, fLLegL1, fLLegL2, bLLegL1, bLLegL2, sRLegL1, sRLegL2, fRLegL1, fRLegL2, bRLegL1, bRLegL2 local refit = false local raycastParams = RaycastParams.new() raycastParams.FilterType = Enum.RaycastFilterType.Exclude raycastParams.IgnoreWater = true raycastParams.RespectCanCollide = true raycastParams.FilterDescendantsInstances = {script} local overlapParams = OverlapParams.new() overlapParams.FilterType = Enum.RaycastFilterType.Exclude overlapParams.RespectCanCollide = true overlapParams.FilterDescendantsInstances = {script} local sounds = { ["deathSound"] = { } } local function createPart(n, s, m, c, t, p) local limb = Instance.new("Part") limb.Name = n limb.Size = s limb.Material = m limb.Color = c limb.Transparency = t limb.Parent = p limb.CanCollide = false limb.CanQuery = false limb.Anchored = true limb.Locked = true return limb end local function IsInWater(pos) local region = Region3.new(pos - Vector3.one*4, pos + Vector3.one*4) return workspace.Terrain:ReadVoxels(region, 4)[1][1][1] == Enum.Material.Water end local weld = {} weld.__index = weld function weld.new(p0, p1, c0, c1) local self = setmetatable({}, weld) self.part0 = p0 self.part1 = p1 self.c0 = c0 self.c1 = c1 return self end function weld:Enforce() self.part1.CFrame = self.part0.CFrame * self.c0 * self.c1:Inverse() end local previousCF = chr.HumanoidRootPart.Position local function createChr() fakeChr = Instance.new("Model") fakeChr.Name = "fakeChr" .. owner.Name fakeChr.Parent = script root = createPart("r", Vector3.new(2, 2, 1), Enum.Material.DiamondPlate, Color3.new(), 1, fakeChr) root.Position = previousCF cam = createPart("c", Vector3.new(1, 1, 1), Enum.Material.DiamondPlate, Color3.new(), 1, script) head = createPart("h", Vector3.new(1, 1, 1), Enum.Material.Metal, Color3.fromRGB(163, 162, 165), 0, fakeChr) torso = createPart("t", Vector3.new(2, 2, 1), Enum.Material.Metal, Color3.new(1, 0, 0), 0, fakeChr) fTorX1 = createPart("fTX1", Vector3.new(0.1, 2, 0.01), Enum.Material.Neon, Color3.fromRGB(255, 89, 89), 0, fakeChr) fTorX2 = createPart("fTX2", Vector3.new(0.1, 2, 0.01), Enum.Material.Neon, Color3.fromRGB(255, 89, 89), 0, fakeChr) bTorX1 = createPart("bTX1", Vector3.new(0.1, 2, 0.01), Enum.Material.Neon, Color3.fromRGB(255, 89, 89), 0, fakeChr) bTorX2 = createPart("bTX2", Vector3.new(0.1, 2, 0.01), Enum.Material.Neon, Color3.fromRGB(255, 89, 89), 0, fakeChr) sTorL1 = createPart("sTL1", Vector3.new(0.01, 0.6, 0.1), Enum.Material.Neon, Color3.fromRGB(255, 89, 89), 0, fakeChr) sTorL2 = createPart("sTL2", Vector3.new(0.01, 0.6, 0.1), Enum.Material.Neon, Color3.fromRGB(255, 89, 89), 0, fakeChr) sLLegL1 = createPart("sLLL1", Vector3.new(0.01, 0.6, 0.1), Enum.Material.Neon, Color3.fromRGB(82, 124, 174), 0, fakeChr) sLLegL2 = createPart("sLLL2", Vector3.new(0.01, 0.6, 0.1), Enum.Material.Neon, Color3.fromRGB(82, 124, 174), 0, fakeChr) fLLegL1 = createPart("fLLL1", Vector3.new(0.1, 0.6, 0.01), Enum.Material.Neon, Color3.fromRGB(82, 124, 174), 0, fakeChr) fLLegL2 = createPart("fLLL2", Vector3.new(0.1, 0.6, 0.01), Enum.Material.Neon, Color3.fromRGB(82, 124, 174), 0, fakeChr) bLLegL1 = createPart("bLLL1", Vector3.new(0.1, 0.6, 0.01), Enum.Material.Neon, Color3.fromRGB(82, 124, 174), 0, fakeChr) bLLegL2 = createPart("bLLL2", Vector3.new(0.1, 0.6, 0.01), Enum.Material.Neon, Color3.fromRGB(82, 124, 174), 0, fakeChr) sRLegL1 = createPart("sRLL1", Vector3.new(0.01, 0.6, 0.1), Enum.Material.Neon, Color3.fromRGB(82, 124, 174), 0, fakeChr) sRLegL2 = createPart("sRLL2", Vector3.new(0.01, 0.6, 0.1), Enum.Material.Neon, Color3.fromRGB(82, 124, 174), 0, fakeChr) fRLegL1 = createPart("fRLL1", Vector3.new(0.1, 0.6, 0.01), Enum.Material.Neon, Color3.fromRGB(82, 124, 174), 0, fakeChr) fRLegL2 = createPart("fRLL2", Vector3.new(0.1, 0.6, 0.01), Enum.Material.Neon, Color3.fromRGB(82, 124, 174), 0, fakeChr) bRLegL1 = createPart("bRLL1", Vector3.new(0.1, 0.6, 0.01), Enum.Material.Neon, Color3.fromRGB(82, 124, 174), 0, fakeChr) bRLegL2 = createPart("bRLL2", Vector3.new(0.1, 0.6, 0.01), Enum.Material.Neon, Color3.fromRGB(82, 124, 174), 0, fakeChr) la = createPart("la", Vector3.new(1, 2, 1), Enum.Material.Metal, Color3.fromRGB(163, 162, 165), 0, fakeChr) ra = createPart("ra", Vector3.new(1, 2, 1), Enum.Material.Metal, Color3.fromRGB(163, 162, 165), 0, fakeChr) ll = createPart("ll", Vector3.new(1, 2, 1), Enum.Material.Metal, Color3.fromRGB(33, 84, 185), 0, fakeChr) rl = createPart("rl", Vector3.new(1, 2, 1), Enum.Material.Metal, Color3.fromRGB(33, 84, 185), 0, fakeChr) blaster = createPart("b", Vector3.new(1, 1, 3), Enum.Material.Neon, Color3.fromRGB(82, 124, 174), 0, fakeChr) sword = createPart("s", Vector3.new(0.2, 4, 1), Enum.Material.Neon, Color3.fromRGB(255, 89, 89), 0, fakeChr) le = createPart("le", Vector3.new(0.125, 0.375, 0.05), Enum.Material.Neon, Color3.new(), 1, fakeChr) re = createPart("re", Vector3.new(0.125, 0.375, 0.05), Enum.Material.Neon, Color3.new(), 1, fakeChr) local leTexture = Instance.new("Decal") leTexture.Texture = "rbxasset://textures/CollisionGroupsEditor/unchecked.png" leTexture.Color3 = Color3.new(0, 0, 0) leTexture.Parent = le local reTexture = Instance.new("Decal") reTexture.Texture = "rbxasset://textures/CollisionGroupsEditor/unchecked.png" reTexture.Color3 = Color3.new(0, 0, 0) reTexture.Parent = re nk = weld.new(torso, head, CFrame.new(0, 1, 0), CFrame.new(0, -0.5, 0)) rj = weld.new(root, torso, CFrame.new(0, 0, 0), CFrame.new(0, 0, 0)) ls = weld.new(torso, la, CFrame.new(-1.5, 0.5, 0), CFrame.new(0, 0.5, 0)) rs = weld.new(torso, ra, CFrame.new(1.5, 0.5, 0), CFrame.new(0, 0.5, 0)) lh = weld.new(torso, ll, CFrame.new(-0.5, -1, 0), CFrame.new(0, 1, 0)) rh = weld.new(torso, rl, CFrame.new(0.5, -1, 0), CFrame.new(0, 1, 0)) nkc0 = nk.c0 rjc0 = rj.c0 lsc0 = ls.c0 rsc0 = rs.c0 lhc0 = lh.c0 rhc0 = rh.c0 local connTable = {} for _, p in pairs(script:GetDescendants()) do if p:IsA("BasePart") then local conn; conn = p:GetPropertyChangedSignal("Parent"):Connect(function(parent) if parent == nil then refit = true print('refitted') for _, c in pairs(connTable) do c:Disconnect() end end end) table.insert(connTable, conn) end end end createChr() local function enforceChr() rj:Enforce() nk:Enforce() ls:Enforce() rs:Enforce() lh:Enforce() rh:Enforce() fTorX1.CFrame = torso.CFrame * CFrame.new(0, 0, -0.51) * CFrame.Angles(0, 0, math.rad(45)) fTorX2.CFrame = torso.CFrame * CFrame.new(0, 0, -0.51) * CFrame.Angles(0, 0, -math.rad(45)) bTorX1.CFrame = torso.CFrame * CFrame.new(0, 0, 0.51) * CFrame.Angles(0, 0, math.rad(45)) bTorX2.CFrame = torso.CFrame * CFrame.new(0, 0, 0.51) * CFrame.Angles(0, 0, -math.rad(45)) sTorL1.CFrame = torso.CFrame * CFrame.new(-1.01, -0.5, 0) sTorL2.CFrame = torso.CFrame * CFrame.new(1.01, -0.5, 0) sLLegL1.CFrame = ll.CFrame * CFrame.new(-0.51, 0.5, 0) sLLegL2.CFrame = ll.CFrame * CFrame.new(-0.51, -0.5, 0) fLLegL1.CFrame = ll.CFrame * CFrame.new(0, 0.5, -0.51) fLLegL2.CFrame = ll.CFrame * CFrame.new(0, -0.5, -0.51) bLLegL1.CFrame = ll.CFrame * CFrame.new(0, 0.5, 0.51) bLLegL2.CFrame = ll.CFrame * CFrame.new(0, -0.5, 0.51) sRLegL1.CFrame = rl.CFrame * CFrame.new(0.51, 0.5, 0) sRLegL2.CFrame = rl.CFrame * CFrame.new(0.51, -0.5, 0) fRLegL1.CFrame = rl.CFrame * CFrame.new(0, 0.5, -0.51) fRLegL2.CFrame = rl.CFrame * CFrame.new(0, -0.5, -0.51) bRLegL1.CFrame = rl.CFrame * CFrame.new(0, 0.5, 0.51) bRLegL2.CFrame = rl.CFrame * CFrame.new(0, -0.5, 0.51) if currentWeapon == "blaster" and weaponEquip == true then blaster.CFrame = ra.CFrame * CFrame.new(0, -1.5, -0.5) * CFrame.Angles(-math.rad(90), 0, 0) sword.CFrame = torso.CFrame * CFrame.new(1.1, -1, 0) * CFrame.Angles(-math.rad(85), 0, 0) elseif currentWeapon == "sword" and weaponEquip == true then blaster.CFrame = torso.CFrame * CFrame.new(1, 1.5, 0) if (os.clock() - lastSwing) < 0.25 then sword.CFrame = ra.CFrame * CFrame.new(0, -3, 0) * CFrame.Angles(math.rad(180), 0, 0) else sword.CFrame = ra.CFrame * CFrame.new(0, -2, -1) * CFrame.Angles(math.rad(55), 0, 0) end elseif weaponEquip == false then blaster.CFrame = torso.CFrame * CFrame.new(1, 1.5, 0) sword.CFrame = torso.CFrame * CFrame.new(1.1, -1, 0) * CFrame.Angles(-math.rad(85), 0, 0) end if math.random(1, 100) == 50 then task.spawn(function() blink = true task.wait(0.1) blink = false end) end if blink == true then le.CFrame = head.CFrame * CFrame.new(-0.25, 0.0625, -0.5) re.CFrame = head.CFrame * CFrame.new(0.25, 0.0625, -0.5) le.Size = Vector3.new(0.25, 0.125, 0.05) re.Size = Vector3.new(0.25, 0.125, 0.05) else le.CFrame = head.CFrame * CFrame.new(-0.1875, 0.1875, -0.5) re.CFrame = head.CFrame * CFrame.new(0.1875, 0.1875, -0.5) le.Size = Vector3.new(0.125, 0.375, 0.05) re.Size = Vector3.new(0.125, 0.375, 0.05) end if root.Anchored == false then root.Anchored = true end if blastCharge == false then blaster.Material = Enum.Material.Metal else blaster.Material = Enum.Material.Neon end end local blastWoosh = Instance.new("Sound") blastWoosh.SoundId = "rbxassetid://12222095" blastWoosh.Volume = 1.4 blastWoosh.TimePosition = 0.14 blastWoosh.Pitch = 2 local swoosh = Instance.new("Sound") swoosh.SoundId = "rbxassetid://12222200" swoosh.Volume = 1.4 swoosh.Parent = sword local explode = Instance.new("Sound") explode.SoundId = "rbxassetid://12221984" explode.Volume = 2 local blastBullets = {} local function blast() local blastBullet = Instance.new("Part") blastBullet.Size = Vector3.new(0.5, 0.5, 2) blastBullet.Anchored = true blastBullet.Color = blaster.Color blastBullet.Parent = script blastBullet.CFrame = root.CFrame * CFrame.new(1.5, 1, -2) blastBullet.Material = blaster.Material table.insert(blastBullets, blastBullet) game:GetService("Debris"):AddItem(blastBullet, 15) local wooshSound = blastWoosh:Clone() wooshSound.Parent = blastBullet wooshSound:Play() game:GetService("Debris"):AddItem(wooshSound, wooshSound.TimeLength / wooshSound.Pitch) end local function swing() local swingHitbox = workspace:GetPartBoundsInBox(sword.CFrame, sword.Size, overlapParams) for _, p in pairs(swingHitbox) do if p.Parent:FindFirstChild("Humanoid") then local hurtHum = p.Parent:FindFirstChild("Humanoid") hurtHum:TakeDamage(hurtHum.MaxHealth / 4) end end swoosh:Play() end local t = 0 local speed = 1 local waterSpeedMult = 0.5 local fallTime = 0 local gravity = 196.2 local translateVector = Vector3.new() local mouseCF = CFrame.new() local floor = false local faceMouse = false local currentCF = CFrame.new() local vel = Vector3.new() local lastShot = os.clock() local lastSwing = os.clock() local blink = false local currentWeapon = "" local weaponEquip = false local blastCharge = true game:GetService("RunService").PostSimulation:Connect(function(dt) fakeChr:Destroy() hn(function() t = t + dt * 60 if script then if hum.Jump and floor then fallTime = -0.3 end previousCF = root.Position root.Position += translateVector --local dy = Vector3.yAxis * dt * ((-gravity/2) * dt - gravity) local dy = Vector3.zero if hum.MoveDirection.Magnitude > 0.5 then if not faceMouse then root.CFrame = CFrame.lookAt(root.Position, root.Position + hum.MoveDirection) end translateVector = (hum.MoveDirection / 3) * speed * (IsInWater(root.Position) and waterSpeedMult or 1) else translateVector = Vector3.zero end local rayBottom = workspace:Blockcast(root.CFrame * CFrame.new(0, -1, 0), Vector3.new(1, 0.25, 0.5), Vector3.yAxis * -2 + dy, raycastParams) if rayBottom then local hit, pos = rayBottom.Instance, rayBottom.Position fallTime = 0 floor = true root.Position = Vector3.new(root.Position.X, pos.Y + 3, root.Position.Z) if hit.Velocity.Magnitude > 0 then root.Position += hit.Velocity / 60 end else floor = false root.Position += dy end local rayTop = workspace:Blockcast(root.CFrame, root.Size, root.CFrame.UpVector * -3 + dy, raycastParams) if rayTop then fallTime = 0 root.Position += Vector3.new(0, -0.1, 0) end fallTime = fallTime + dt local raySide = workspace:Blockcast(root.CFrame, root.Size, root.CFrame.LookVector.Unit, raycastParams) if raySide and raySide.Instance.CanCollide then local hit, pos, norm = raySide.Instance, raySide.Position, raySide.Normal translateVector -= norm * norm:Dot(translateVector) end if faceMouse then root.CFrame = CFrame.lookAt(root.Position, mouseCF.p * Vector3.new(1, 0, 1)) end if root.CFrame.Y < -100 then root.CFrame = CFrame.new(0, 15, 0) end vel = root.Position - previousCF if vel.Y ~= 0 then speed = math.clamp(speed + 0.01, 1, 3) rj.c0 = rjc0 * CFrame.Angles(-vel.Y / 10, 0, 0) nk.c0 = nkc0 ls.c0 = lsc0 * CFrame.Angles(math.rad(120) - vel.Y / 2, -math.rad(5), -math.rad(3)) if weaponEquip == true then rs.c0 = rsc0 * CFrame.new(0, 0, -0.05) * CFrame.Angles(math.rad(90), 0, 0) elseif weaponEquip == false then rs.c0 = rsc0 * CFrame.new(0, 0, 0.15) * CFrame.Angles(-math.rad(65), 0, 0) end lh.c0 = lhc0 * CFrame.new(0, vel.Y / 1.5, -0.5 + vel.Y / 3) * CFrame.Angles(math.rad(30) - vel.Y / 3, math.rad(5) - vel.Y / 15, -math.rad(3) + vel.Y / 15) rh.c0 = rhc0 * CFrame.new(0, vel.Y / 3, 0 - vel.Y / 3) * CFrame.Angles(-math.rad(85) + vel.Y / 5, -math.rad(5) + vel.Y / 15, math.rad(3) - vel.Y / 15) else speed = 1 if hum.MoveDirection.Magnitude > 0.5 then rj.c0 = rjc0 * CFrame.new(0, math.sin(t / 2.5 * speed) / 10, 0) * CFrame.Angles(-math.cos(t / 2.5 * speed) / 40, 0, 0) nk.c0 = nkc0 * CFrame.Angles(-math.cos(t / 2.5 * speed) / 40, 0, 0) ls.c0 = lsc0 * CFrame.new(-0.1, -math.cos(t / 2.5 * speed) / 7.5, -0.05) * CFrame.Angles(-math.sin(t / 5 * speed), math.rad(3), -math.rad(5)) if weaponEquip == true then rs.c0 = rsc0 * CFrame.new(0, -math.cos(t / 2.5 * speed) / 7.5, -0.05) * CFrame.Angles(math.rad(90) + -math.cos(t / 2.5 * speed) / 50, 0, 0) elseif weaponEquip == false then rs.c0 = rsc0 * CFrame.new(0.1, -math.cos(t / 2.5 * speed) / 7.5, -0.05) * CFrame.Angles(math.sin(t / 5 * speed), -math.rad(5), math.rad(7)) end lh.c0 = lhc0 * CFrame.new(0, 0.25 + math.cos(t / 5 * speed) / 3, -0.125 - math.cos(t / 5 * speed) / 6) * CFrame.Angles(-math.rad(8) + math.sin(t / 5 * speed), math.rad(9), -math.rad(7)) rh.c0 = rhc0 * CFrame.new(0, 0.25 - math.cos(t / 5 * speed) / 3, -0.125 + math.cos(t / 5 * speed) / 6) * CFrame.Angles(-math.rad(8) - math.sin(t / 5 * speed), -math.rad(7), math.rad(9)) else rj.c0 = rjc0 nk.c0 = nkc0 ls.c0 = lsc0 * CFrame.new(0, 0, -0.05) * CFrame.Angles(-math.cos(t / 40) / 40, math.rad(3), -math.rad(5) + math.sin(t / 40) / 40) if weaponEquip == true then rs.c0 = rsc0 * CFrame.new(0, 0, -0.05) * CFrame.Angles(math.rad(90), 0, 0) elseif weaponEquip == false then rs.c0 = rsc0 * CFrame.new(0, 0, -0.05) * CFrame.Angles(math.cos(t / 40) / 40, -math.rad(5), math.rad(7) - math.sin(t / 40) / 40) end lh.c0 = lhc0 * CFrame.Angles(0, math.rad(9), -math.rad(7)) rh.c0 = rhc0 * CFrame.Angles(0, -math.rad(7), math.rad(9)) end end cam.CFrame = root.CFrame * CFrame.new(0, 1.5, 0) if shooting == true and weaponEquip == true then if currentWeapon == "blaster" then if (os.clock() - lastShot) > 0.3 then blast() lastShot = os.clock() end elseif currentWeapon == "sword" then if (os.clock() - lastSwing) > 0.5 then swing() lastSwing = os.clock() end end end for _, bullet in pairs(blastBullets) do if bullet then local result = workspace:Raycast(bullet.Position, bullet.CFrame.LookVector * 10, raycastParams) if result then local hurtChr = result.Instance:FindFirstAncestorWhichIsA("Model") if hurtChr and hurtChr:FindFirstChildWhichIsA("Humanoid") and blastCharge == false then local hHum = hurtChr:FindFirstChildWhichIsA("Humanoid") hHum:TakeDamage(hHum.MaxHealth / 4) elseif blastCharge == true then blastCharge = false local explosion = Instance.new("Part") explosion.Color = blaster.Color explosion.Transparency = 0.125 explosion.Size = Vector3.new(15, 15, 15) explosion.Shape = Enum.PartType.Ball explosion.Material = Enum.Material.Neon explosion.Anchored = true explosion.Locked = true explosion.CanCollide = false explosion.CFrame = bullet.CFrame explosion.Parent = script local expTween = game:GetService("TweenService"):Create( explosion, TweenInfo.new(2, Enum.EasingStyle.Exponential), {Transparency = 1, Size = Vector3.new(30, 30, 30)} ):Play() for _, v in pairs(workspace:GetChildren()) do if v:FindFirstChild("Humanoid") then local hurtRoot = v:FindFirstChild("HumanoidRootPart") local hurtHum = v:FindFirstChild("Humanoid") if (explosion.Position - hurtRoot.Position).Magnitude < 15 then v:BreakJoints() for _, hurtChr in pairs(v:GetDescendants()) do if hurtChr:IsA("BasePart") then local att = Instance.new("Attachment") att.Parent = hurtChr local linearVel = Instance.new("LinearVelocity") linearVel.MaxForce = 9e9 linearVel.VectorVelocity = Vector3.new(Random.new():NextNumber(-100, 100), Random.new():NextNumber(-100, 100), Random.new():NextNumber(-100, 100)) linearVel.Attachment0 = att linearVel.Parent = hurtChr game:GetService("Debris"):AddItem(linearVel, 0.2) end end end end end local explodeSound = explode:Clone() explodeSound.Parent = explosion explodeSound:Play() game:GetService("Debris"):AddItem(explosion, 2) game:GetService("Debris"):AddItem(explodeSound, explodeSound.TimeLength) end table.remove(blastBullets, _) bullet:Destroy() end end bullet.CFrame = bullet.CFrame * CFrame.new(0, -0.01, -10) * CFrame.Angles(-0.005, 0, 0) end if (os.clock() - lastShot) > 2 then blastCharge = true end if fakeChr.Parent and fakeChr.Parent:IsA("ViewportFrame") then refit = true end if refit == true then for _, p in pairs(script:GetDescendants()) do if p:IsA("BasePart") then p:Destroy() end end print('refitted') refit = false enforceChr() end enforceChr() end end) end) --[[local remote = Instance.new("RemoteEvent") remote.Name = "KeybindConnection" remote.Parent = owner.PlayerGui NLS(local s = workspace:FindFirstChild("fakeChrModel" .. owner.Name) local fc = workspace:FindFirstChild("fakeChr" .. owner.Name) local remote = script.Parent:WaitForChild("KeybindConnection") local UIS = game:GetService("UserInputService") workspace.CurrentCamera.CameraSubject = s:WaitForChild("c") s.DescendantAdded:Connect(function(ch) if ch.Name == "c" then workspace.CurrentCamera.CameraSubject = ch end end) UIS.InputBegan:connect(function(key, g) if not g then if key.UserInputType == Enum.UserInputType.MouseButton1 then remote:FireServer("mouse1", "keydown") elseif key.UserInputType == Enum.UserInputType.Keyboard then remote:FireServer(key.KeyCode, "keydown") end end end) UIS.InputEnded:connect(function(key, g) if not g then if key.UserInputType == Enum.UserInputType.MouseButton1 then remote:FireServer("mouse1", "keyup") elseif key.UserInputType == Enum.UserInputType.Keyboard then remote:FireServer(key.KeyCode, "keyup") end end end), owner.PlayerGui) remote.OnServerEvent:Connect(function(plr, key, input) if key == Enum.KeyCode.Q then if input == "keydown" then if weaponEquip == true and currentWeapon == "blaster" then weaponEquip = false else currentWeapon = "blaster" weaponEquip = true end end elseif key == Enum.KeyCode.E then if input == "keydown" then if weaponEquip == true and currentWeapon == "sword" then weaponEquip = false else currentWeapon = "sword" weaponEquip = true end end elseif key == "mouse1" then if input == "keydown" then shooting = true elseif input == "keyup" then shooting = false end end end)]]
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