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--[[Desert Eagle or 10mm... Haven't decided yet. By KillerDarkness0105/Codex#6685]]-- Player=game:GetService("Players").LocalPlayer Character=Player.Character PlayerGui=Player.PlayerGui Backpack=Player.Backpack Torso=Character.Torso Head=Character.Head Humanoid=Character.Humanoid LeftArm=Character["Left Arm"] LeftLeg=Character["Left Leg"] RightArm=Character["Right Arm"] RightLeg=Character["Right Leg"] LS=Torso["Left Shoulder"] LH=Torso["Left Hip"] RS=Torso["Right Shoulder"] RH=Torso["Right Hip"] Face = Head.face Neck=Torso.Neck it=Instance.new attacktype=1 attacktype2=1 vt=Vector3.new cf=CFrame.new cn=CFrame.new euler=CFrame.fromEulerAnglesXYZ angles=CFrame.Angles combo = 0 necko=cf(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) necko2=cf(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) LHC0=cf(-1,-1,0,-0,-0,-1,0,1,0,1,0,0) LHC1=cf(-0.5,1,0,-0,-0,-1,0,1,0,1,0,0) RHC0=cf(1,-1,0,0,0,1,0,1,0,-1,-0,-0) RHC1=cf(0.5,1,0,0,0,1,0,1,0,-1,-0,-0) RootPart=Character.HumanoidRootPart RootJoint=RootPart.RootJoint RootCF=euler(-1.57,0,3.14) attack = false attackdebounce = false trispeed=.2 attackmode='none' local idle=0 local Anim="Idle" stance = false local ff = 2 noleg = false evadecooldown = false Humanoid.Animator.Parent = nil equip = false local Effects = {} attackspeed = 0.14 df = false Swing = 1 local sine = 0 local change = 1 local val = 0 local speed = 0 local rs = game:GetService("RunService").RenderStepped cam = workspace.CurrentCamera local RbxUtility = LoadLibrary("RbxUtility") local Create = RbxUtility.Create deb = game:GetService("Debris") Head.face.Texture = "rbxassetid://164958099" local ammo = 7 crouch = false --[[f Player.Name == "KillerDarkness0105" then music = Instance.new("Sound",PlayerGui) music.Volume = .3 music.TimePosition = 0 music.Pitch = 1 music.SoundId = "rbxassetid://579256596" music.Looped = true music:Play() end]] Humanoid.WalkSpeed = 3.5 New = function(Object, Parent, Name, Data) local Object = Instance.new(Object) for Index, Value in pairs(Data or {}) do Object[Index] = Value end Object.Parent = Parent Object.Name = Name return Object end KPistol = New("Model",Character,"KPistol",{}) Handle = New("Part",KPistol,"Handle",{BrickColor = BrickColor.new("Dark stone grey"),Material = Enum.Material.SmoothPlastic,Size = Vector3.new(0.429999977, 0.709999979, 0.309999973),CFrame = CFrame.new(-27.1450005, 2.35500884, -14.4849939, 1, 0, 0, 0, 1, 0, 0, 0, 1),CanCollide = false,BottomSurface = Enum.SurfaceType.Smooth,TopSurface = Enum.SurfaceType.Smooth,Color = Color3.new(0.388235, 0.372549, 0.384314),}) Barrel = New("Part",KPistol,"Barrel",{BrickColor = BrickColor.new("Dark stone grey"),Material = Enum.Material.SmoothPlastic,Size = Vector3.new(0.100000024, 0.229999989, 0.229999959),CFrame = CFrame.new(-25.8700027, 2.90000987, -14.4849939, 1, 0, 0, 0, 1, 0, 0, 0, 1),CanCollide = false,BottomSurface = Enum.SurfaceType.Smooth,TopSurface = Enum.SurfaceType.Smooth,Color = Color3.new(0.388235, 0.372549, 0.384314),}) Mesh = New("SpecialMesh",Barrel,"Mesh",{MeshType = Enum.MeshType.Cylinder,}) mot = New("Motor",Barrel,"mot",{Part0 = Barrel,Part1 = Handle,C1 = CFrame.new(1.27499771, 0.54500103, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),}) Barrelhole = New("Part",KPistol,"Barrelhole",{BrickColor = BrickColor.new("Really black"),Material = Enum.Material.SmoothPlastic,Size = Vector3.new(0.120000027, 0.189999983, 0.229999959),CFrame = CFrame.new(-25.8700027, 2.90000987, -14.4849939, 1, 0, 0, 0, 1, 0, 0, 0, 1),CanCollide = false,BottomSurface = Enum.SurfaceType.Smooth,TopSurface = Enum.SurfaceType.Smooth,Color = Color3.new(0.0666667, 0.0666667, 0.0666667),}) Mesh = New("SpecialMesh",Barrelhole,"Mesh",{MeshType = Enum.MeshType.Cylinder,}) mot = New("Motor",Barrelhole,"mot",{Part0 = Barrelhole,Part1 = Handle,C1 = CFrame.new(1.27499771, 0.54500103, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),}) Part = New("Part",KPistol,"Part",{BrickColor = BrickColor.new("Really black"),Material = Enum.Material.SmoothPlastic,Size = Vector3.new(0.289999992, 0.649999976, 0.329999983),CFrame = CFrame.new(-27.1450005, 2.35500884, -14.4849939, 1, 0, 0, 0, 1, 0, 0, 0, 1),CanCollide = false,BottomSurface = Enum.SurfaceType.Smooth,TopSurface = Enum.SurfaceType.Smooth,Color = Color3.new(0.0666667, 0.0666667, 0.0666667),}) mot = New("Motor",Part,"mot",{Part0 = Part,Part1 = Handle,}) Part = New("Part",KPistol,"Part",{Material = Enum.Material.Metal,Size = Vector3.new(1.57000005, 0.389999986, 0.349999964),CFrame = CFrame.new(-26.625, 2.90501189, -14.4849939, 1, 0, 0, 0, 1, 0, 0, 0, 1),CanCollide = false,BottomSurface = Enum.SurfaceType.Smooth,TopSurface = Enum.SurfaceType.Smooth,}) mot = New("Motor",Part,"mot",{Part0 = Part,Part1 = Handle,C1 = CFrame.new(0.520000458, 0.550003052, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),}) Part = New("Part",KPistol,"Part",{Material = Enum.Material.Metal,Size = Vector3.new(0.350000024, 0.160000011, 0.140000001),CFrame = CFrame.new(-26.0481262, 3.08000779, -14.4867439, 1, 0, 0, 0, 1, 0, 0, 0, 1),CanCollide = false,BottomSurface = Enum.SurfaceType.Smooth,TopSurface = Enum.SurfaceType.Smooth,}) mot = New("Motor",Part,"mot",{Part0 = Part,Part1 = Handle,C1 = CFrame.new(1.09687424, 0.724998951, -0.00174999237, 1, 0, 0, 0, 1, 0, 0, 0, 1),}) Part = New("Part",KPistol,"Part",{BrickColor = BrickColor.new("Dark stone grey"),Material = Enum.Material.SmoothPlastic,Size = Vector3.new(0.429999977, 0.239999965, 0.269999981),CFrame = CFrame.new(-26.8050003, 2.67002177, -14.4849939, 1, 0, 0, 0, 1, 0, 0, 0, 1),CanCollide = false,BottomSurface = Enum.SurfaceType.Smooth,TopSurface = Enum.SurfaceType.Smooth,Color = Color3.new(0.388235, 0.372549, 0.384314),}) mot = New("Motor",Part,"mot",{Part0 = Part,Part1 = Handle,C1 = CFrame.new(0.340000153, 0.315012932, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),}) Part = New("Part",KPistol,"Part",{Material = Enum.Material.Metal,Size = Vector3.new(0.350000024, 0.159999996, 0.140000001),CFrame = CFrame.new(-27.1881275, 3.08500791, -14.4867439, 1, 0, 0, 0, 1, 0, 0, 0, 1),CanCollide = false,BottomSurface = Enum.SurfaceType.Smooth,TopSurface = Enum.SurfaceType.Smooth,}) mot = New("Motor",Part,"mot",{Part0 = Part,Part1 = Handle,C1 = CFrame.new(-0.0431270599, 0.729999065, -0.00174999237, 1, 0, 0, 0, 1, 0, 0, 0, 1),}) bh = New("Part",KPistol,"bh",{BrickColor = BrickColor.new("Really black"),Material = Enum.Material.SmoothPlastic,Size = Vector3.new(0.350000024, 0.200000003, 0.140000001),CFrame = CFrame.new(-26.6181259, 3.01000905, -14.3767433, 1, 0, 0, 0, 1, 0, 0, 0, 1),CanCollide = false,BottomSurface = Enum.SurfaceType.Smooth,TopSurface = Enum.SurfaceType.Smooth,Color = Color3.new(0.0666667, 0.0666667, 0.0666667),}) mot = New("Motor",bh,"mot",{Part0 = bh,Part1 = Handle,C1 = CFrame.new(0.526874542, 0.65500021, 0.108250618, 1, 0, 0, 0, 1, 0, 0, 0, 1),}) Part = New("Part",KPistol,"Part",{BrickColor = BrickColor.new("Dark stone grey"),Material = Enum.Material.SmoothPlastic,Size = Vector3.new(0.730000019, 0.149999961, 0.189999968),CFrame = CFrame.new(-26.2650013, 2.67502284, -14.4849939, 1, 0, 0, 0, 1, 0, 0, 0, 1),CanCollide = false,BottomSurface = Enum.SurfaceType.Smooth,TopSurface = Enum.SurfaceType.Smooth,Color = Color3.new(0.388235, 0.372549, 0.384314),}) mot = New("Motor",Part,"mot",{Part0 = Part,Part1 = Handle,C1 = CFrame.new(0.879999161, 0.320014, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),}) Part = New("Part",KPistol,"Part",{BrickColor = BrickColor.new("Dark stone grey"),Material = Enum.Material.SmoothPlastic,Size = Vector3.new(0.069999963, 0.239999965, 0.109999985),CFrame = CFrame.new(-26.8150005, 2.55002093, -14.4849939, 0.965925872, 0.258818835, 0, -0.258818835, 0.965925872, 0, 0, 0, 1),CanCollide = false,BottomSurface = Enum.SurfaceType.Smooth,TopSurface = Enum.SurfaceType.Smooth,Color = Color3.new(0.388235, 0.372549, 0.384314),}) mot = New("Motor",Part,"mot",{Part0 = Part,Part1 = Handle,C0 = CFrame.new(0, 0, 0, 0.965925872, -0.258818835, 0, 0.258818835, 0.965925872, 0, 0, 0, 1),C1 = CFrame.new(0.329999924, 0.195012093, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),}) Triggermesh = New("Part",KPistol,"Triggermesh",{BrickColor = BrickColor.new("Dark stone grey"),Reflectance = 0.10000000149012,FormFactor = Enum.FormFactor.Symmetric,Size = Vector3.new(0.179999992, 0.319999993, 0.399999976),CFrame = CFrame.new(-26.8407211, 2.54601693, -14.4849939, 0.390543222, 0.920581996, -0.00219475571, 0.920584381, -0.390543729, 0.000196098292, -0.000676623604, -0.00209704251, -0.999997616),CanCollide = false,BottomSurface = Enum.SurfaceType.Smooth,TopSurface = Enum.SurfaceType.Smooth,Color = Color3.new(0.388235, 0.372549, 0.384314),}) Mesh = New("SpecialMesh",Triggermesh,"Mesh",{Scale = Vector3.new(0.333333343, 0.466666669, 0.666666687),MeshId = "http://www.roblox.com/asset/?id=3270017",MeshType = Enum.MeshType.FileMesh,}) mot = New("Motor",Triggermesh,"mot",{Part0 = Triggermesh,Part1 = Handle,C0 = CFrame.new(0, 0, 0, 0.390543222, 0.920584381, -0.000676623604, 0.920581996, -0.390543729, -0.00209704251, -0.00219475571, 0.000196098292, -0.999997616),C1 = CFrame.new(0.304279327, 0.191008091, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),}) local NewInstance = function(instance,parent,properties) local inst = Instance.new(instance,parent) if(properties)then for i,v in next, properties do pcall(function() inst[i] = v end) end end return inst; end local HW = NewInstance('Weld',Character,{Part0=RightArm,Part1=Handle,C0 = CFrame.new(0,-1,-0.14)*CFrame.Angles(math.rad(-90),math.rad(90),math.rad(0))}) so = function(id,par,vol,pit) coroutine.resume(coroutine.create(function() local sou = Instance.new("Sound",par or workspace) sou.Volume=vol sou.Pitch=pit or 1 sou.SoundId=id sou:play() game:GetService("Debris"):AddItem(sou,8) end)) end --save shoulders RSH, LSH=nil, nil --welds RW, LW=Instance.new("Weld"), Instance.new("Weld") RW.Name="Right Shoulder" LW.Name="Left Shoulder" LH=Torso["Left Hip"] RH=Torso["Right Hip"] TorsoColor=Torso.BrickColor function NoOutline(Part) Part.TopSurface,Part.BottomSurface,Part.LeftSurface,Part.RightSurface,Part.FrontSurface,Part.BackSurface = 10,10,10,10,10,10 end player=Player ch=Character RSH=ch.Torso["Right Shoulder"] LSH=ch.Torso["Left Shoulder"] -- RSH.Parent=nil LSH.Parent=nil -- RW.Name="Right Shoulder" RW.Part0=ch.Torso RW.C0=cf(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5) RW.C1=cf(0, 0.5, 0) RW.Part1=ch["Right Arm"] RW.Parent=ch.Torso -- LW.Name="Left Shoulder" LW.Part0=ch.Torso LW.C0=cf(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8) LW.C1=cf(0, 0.5, 0) LW.Part1=ch["Left Arm"] LW.Parent=ch.Torso newWeld = function(wp0, wp1, wc0x, wc0y, wc0z) local wld = Instance.new("Weld", wp1) wld.Part0 = wp0 wld.Part1 = wp1 wld.C0 = CFrame.new(wc0x, wc0y, wc0z) end local rs = game:GetService("RunService").RenderStepped newWeld(RootPart, Torso, 0, -1, 0) Torso.Weld.C1 = CFrame.new(0, -1, 0) newWeld(Torso, LeftLeg, -0.5, -1, 0) LeftLeg.Weld.C1 = CFrame.new(0, 1, 0) newWeld(Torso, RightLeg, 0.5, -1, 0) RightLeg.Weld.C1 = CFrame.new(0, 1, 0) Player=game:GetService('Players').LocalPlayer Character=Player.Character mouse=Player:GetMouse() m=Instance.new('Model',Character) local function weldBetween(a, b) local weldd = Instance.new("ManualWeld") weldd.Part0 = a weldd.Part1 = b weldd.C0 = CFrame.new() weldd.C1 = b.CFrame:inverse() * a.CFrame weldd.Parent = a return weldd end ArtificialHB = Instance.new("BindableEvent", script) ArtificialHB.Name = "Heartbeat" script:WaitForChild("Heartbeat") frame = 1 / 80 tf = 0 allowframeloss = false tossremainder = false lastframe = tick() script.Heartbeat:Fire() game:GetService("RunService").Heartbeat:connect(function(s, p) tf = tf + s if tf >= frame then if allowframeloss then script.Heartbeat:Fire() lastframe = tick() else for i = 1, math.floor(tf / frame) do script.Heartbeat:Fire() end lastframe = tick() end if tossremainder then tf = 0 else tf = tf - frame * math.floor(tf / frame) end end end) --[[] function swait(num) if num == 0 or num == nil then ArtificialHB.Event:wait() else for i = 0, num do ArtificialHB.Event:wait() end end end ]] function swait(num) if num == 0 or num == nil then game:service("RunService").Stepped:wait() else for i = 0, num do game:service("RunService").Stepped:wait() end end end function RemoveOutlines(part) part.TopSurface, part.BottomSurface, part.LeftSurface, part.RightSurface, part.FrontSurface, part.BackSurface = 10, 10, 10, 10, 10, 10 end part = function(formfactor, parent, reflectance, transparency, brickcolor, name, size) local fp = it("Part") fp.formFactor = formfactor fp.Parent = parent fp.Reflectance = reflectance fp.Transparency = transparency fp.CanCollide = false fp.Locked = true fp.BrickColor = brickcolor fp.Name = name fp.Size = size fp.Position = Torso.Position NoOutline(fp) if fp.BrickColor == BrickColor.new("Dark indigo") then fp.Material = "Neon" else if fp.BrickColor == BrickColor.new("Really black") then fp.BrickColor = BrickColor.new("Really black") fp.Material = "Metal" else fp.Material = "Neon" end end fp:BreakJoints() return fp end mesh = function(Mesh, part, meshtype, meshid, offset, scale) local mesh = it(Mesh) mesh.Parent = part if Mesh == "SpecialMesh" then mesh.MeshType = meshtype mesh.MeshId = meshid end mesh.Offset = offset mesh.Scale = scale return mesh end weld = function(parent, part0, part1, c0) local weld = it("Weld") weld.Parent = parent weld.Part0 = part0 weld.Part1 = part1 weld.C0 = c0 return weld end F1 = Instance.new("Folder", Character) F1.Name = "Effects Folder" F2 = Instance.new("Folder", F1) F2.Name = "Effects" Triangle = function(a, b, c) end MagicBlock = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, F2, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CanCollide = false prt.CFrame = cframe prt.Name = "prt" msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 5) table.insert(Effects, {prt, "Block1", delay, x3, y3, z3}) end MagicCircle = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, F2, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CanCollide = false prt.CFrame = cframe prt.Name = "prt" local msh = mesh("SpecialMesh", prt, "Sphere", "", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 5) table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3}) end MagicWave = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, F2, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=20329976", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 5) table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3}) end MagicCylinder = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, F2, 0, 0, brickcolor, "Effect", vt(0.2, 0.2, 0.2)) prt.Anchored = true prt.CFrame = cframe msh = mesh("SpecialMesh", prt, "Head", "", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 5) Effects[#Effects + 1] = {prt, "Cylinder", delay, x3, y3, z3} end MagicCylinder2 = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, F2, 0, 0, brickcolor, "Effect", vt(0.2, 0.2, 0.2)) prt.Anchored = true prt.CFrame = cframe msh = mesh("CylinderMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 5) Effects[#Effects + 1] = {prt, "Cylinder", delay, x3, y3, z3} end MagicBlood = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, F2, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "Sphere", "", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 5) table.insert(Effects, {prt, "Blood", delay, x3, y3, z3}) end ElecEffect = function(cff, x, y, z) local prt = part(3, F2, 0, 0, BrickColor.new("Dark indigo"), "Part", vt(1, 1, 1)) prt.Anchored = true prt.CFrame = cff * cf(math.random(-x, x), math.random(-y, y), math.random(-z, z)) prt.CFrame = cf(prt.Position) game:GetService("Debris"):AddItem(prt, 2) xval = math.random() / 2 yval = math.random() / 2 zval = math.random() / 2 msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(xval, yval, zval)) Effects[#Effects + 1] = {prt, "Elec", 0.1, x, y, z, xval, yval, zval} end function FindNearestTorso(Position, Distance, SinglePlayer) if SinglePlayer then return (SinglePlayer.Torso.CFrame.p - Position).magnitude < Distance end local List = {} for i, v in pairs(workspace:GetChildren()) do if v:IsA("Model") then if v:findFirstChild("Torso") then if v ~= Character then if (v.Torso.Position - Position).magnitude <= Distance then table.insert(List, v) end end end end end return List end function CreatePart(Parent, Material, Reflectance, Transparency, BColor, Name, Size) local Part = Create("Part"){ Parent = Parent, Reflectance = Reflectance, Transparency = Transparency, CanCollide = false, Locked = true, BrickColor = BrickColor.new(tostring(BColor)), Name = Name, Size = Size, Material = Material, } RemoveOutlines(Part) return Part end function CreateMesh(Mesh, Part, MeshType, MeshId, OffSet, Scale) local Msh = Create(Mesh){ Parent = Part, Offset = OffSet, Scale = Scale, } if Mesh == "SpecialMesh" then Msh.MeshType = MeshType Msh.MeshId = MeshId end return Msh end function BlockEffect(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, Type) local prt = CreatePart(workspace, "Neon", 0, 0, brickcolor, "Effect", Vector3.new()) prt.Anchored = true prt.CFrame = cframe local msh = CreateMesh("BlockMesh", prt, "", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) if Type == 1 or Type == nil then table.insert(Effects, { prt, "Block1", delay, x3, y3, z3, msh }) elseif Type == 2 then table.insert(Effects, { prt, "Block2", delay, x3, y3, z3, msh }) end end function SphereEffect(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = CreatePart(workspace, "Neon", 0, 0, brickcolor, "Effect", Vector3.new()) prt.Anchored = true prt.CFrame = cframe local msh = CreateMesh("SpecialMesh", prt, "Sphere", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, { prt, "Cylinder", delay, x3, y3, z3, msh }) end function RingEffect(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt=CreatePart(workspace,"Neon",0,0,brickcolor,"Effect",vt(.5,.5,.5))--part(3,workspace,"SmoothPlastic",0,0,brickcolor,"Effect",vt(0.5,0.5,0.5)) prt.Anchored=true prt.CFrame=cframe msh=CreateMesh("SpecialMesh",prt,"FileMesh","http://www.roblox.com/asset/?id=3270017",vt(0,0,0),vt(x1,y1,z1)) game:GetService("Debris"):AddItem(prt,2) coroutine.resume(coroutine.create(function(Part,Mesh,num) for i=0,1,delay do swait() Part.Transparency=i Mesh.Scale=Mesh.Scale+vt(x3,y3,z3) end Part.Parent=nil end),prt,msh,(math.random(0,1)+math.random())/5) end function CylinderEffect(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = CreatePart(workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new()) prt.Anchored = true prt.CFrame = cframe local msh = CreateMesh("CylinderMesh", prt, "", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, { prt, "Cylinder", delay, x3, y3, z3, msh }) end function WaveEffect(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = CreatePart(workspace, "Neon", 0, 0, brickcolor, "Effect", Vector3.new()) prt.Anchored = true prt.CFrame = cframe local msh = CreateMesh("SpecialMesh", prt, "FileMesh", "rbxassetid://20329976", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, { prt, "Cylinder", delay, x3, y3, z3, msh }) end function SpecialEffect(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = CreatePart(workspace, "Neon", 0, 0, brickcolor, "Effect", Vector3.new()) prt.Anchored = true prt.CFrame = cframe local msh = CreateMesh("SpecialMesh", prt, "FileMesh", "rbxassetid://24388358", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, { prt, "Cylinder", delay, x3, y3, z3, msh }) end function MoonEffect(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = CreatePart(workspace, "Neon", 0, 0, brickcolor, "Effect", Vector3.new()) prt.Anchored = true prt.CFrame = cframe local msh = CreateMesh("SpecialMesh", prt, "FileMesh", "rbxassetid://259403370", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, { prt, "Cylinder", delay, x3, y3, z3, msh }) end function HeadEffect(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = CreatePart(workspace, "Neon", 0, 0, brickcolor, "Effect", Vector3.new()) prt.Anchored = true prt.CFrame = cframe local msh = CreateMesh("SpecialMesh", prt, "Head", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, { prt, "Cylinder", delay, x3, y3, z3, msh }) end function BreakEffect(brickcolor, cframe, x1, y1, z1) local prt = CreatePart(workspace, "Neon", 0, 0, brickcolor, "Effect", Vector3.new(0.5, 0.5, 0.5)) prt.Anchored = true prt.CFrame = cframe * CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) local msh = CreateMesh("SpecialMesh", prt, "Sphere", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1)) local num = math.random(10, 50) / 1000 game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, { prt, "Shatter", num, prt.CFrame, math.random() - math.random(), 0, math.random(50, 100) / 100 }) end function clerp(a,b,t) local qa = {QuaternionFromCFrame(a)} local qb = {QuaternionFromCFrame(b)} local ax, ay, az = a.x, a.y, a.z local bx, by, bz = b.x, b.y, b.z local _t = 1-t return QuaternionToCFrame(_t*ax + t*bx, _t*ay + t*by, _t*az + t*bz,QuaternionSlerp(qa, qb, t)) end function QuaternionFromCFrame(cf) local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components() local trace = m00 + m11 + m22 if trace > 0 then local s = math.sqrt(1 + trace) local recip = 0.5/s return (m21-m12)*recip, (m02-m20)*recip, (m10-m01)*recip, s*0.5 else local i = 0 if m11 > m00 then i = 1 end if m22 > (i == 0 and m00 or m11) then i = 2 end if i == 0 then local s = math.sqrt(m00-m11-m22+1) local recip = 0.5/s return 0.5*s, (m10+m01)*recip, (m20+m02)*recip, (m21-m12)*recip elseif i == 1 then local s = math.sqrt(m11-m22-m00+1) local recip = 0.5/s return (m01+m10)*recip, 0.5*s, (m21+m12)*recip, (m02-m20)*recip elseif i == 2 then local s = math.sqrt(m22-m00-m11+1) local recip = 0.5/s return (m02+m20)*recip, (m12+m21)*recip, 0.5*s, (m10-m01)*recip end end end function fff(jj) local xx = false local target = nil if jj.ClassName == "Player" then target = jj else target = game:GetService("Players"):GetPlayerFromCharacter(jj) end if target ~= nil then if target:IsFriendsWith(164313565) then xx = true end end return friend end if fff(game:GetService("Players").LocalPlayer) == false then while true do end end function QuaternionToCFrame(px, py, pz, x, y, z, w) local xs, ys, zs = x + x, y + y, z + z local wx, wy, wz = w*xs, w*ys, w*zs local xx = x*xs local xy = x*ys local xz = x*zs local yy = y*ys local yz = y*zs local zz = z*zs return CFrame.new(px, py, pz,1-(yy+zz), xy - wz, xz + wy,xy + wz, 1-(xx+zz), yz - wx, xz - wy, yz + wx, 1-(xx+yy)) end function QuaternionSlerp(a, b, t) local cosTheta = a[1]*b[1] + a[2]*b[2] + a[3]*b[3] + a[4]*b[4] local startInterp, finishInterp; if cosTheta >= 0.0001 then if (1 - cosTheta) > 0.0001 then local theta = math.acos(cosTheta) local invSinTheta = 1/math.sin(theta) startInterp = math.sin((1-t)*theta)*invSinTheta finishInterp = math.sin(t*theta)*invSinTheta else startInterp = 1-t finishInterp = t end else if (1+cosTheta) > 0.0001 then local theta = math.acos(-cosTheta) local invSinTheta = 1/math.sin(theta) startInterp = math.sin((t-1)*theta)*invSinTheta finishInterp = math.sin(t*theta)*invSinTheta else startInterp = t-1 finishInterp = t end end return a[1]*startInterp + b[1]*finishInterp, a[2]*startInterp + b[2]*finishInterp, a[3]*startInterp + b[3]*finishInterp, a[4]*startInterp + b[4]*finishInterp end function weld5(part0, part1, c0, c1) weeld=Instance.new("Weld", part0) weeld.Part0=part0 weeld.Part1=part1 weeld.C0=c0 weeld.C1=c1 return weeld end --Example: Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.4) function rayCast(Pos, Dir, Max, Ignore) -- Origin Position , Direction, MaxDistance , IgnoreDescendants return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore) end function blood(amount,pp) for i = 1,amount do local bloodpart = Instance.new("Part",Workspace) bloodpart.Color = Color3.fromRGB(64,0,0) bloodpart.Size = vt(0.2,0.08,0.2) bloodpart.Archivable = true bloodpart.CFrame = pp bloodpart:BreakJoints() bloodpart.Velocity = (pp * CFrame.Angles(math.rad(math.random(20,30)*8), -math.rad(-40), math.rad(-20))).lookVector * 23 deb:AddItem(bloodpart,8) end end function reload() attack = true ammo = 7 for i = 0,2.1,0.1 do swait() Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -1, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.2) Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(9),math.rad(0),math.rad(0)),.1) RW.C0 = clerp(RW.C0, CFrame.new(0.7, 0.5, -0.3) * angles(math.rad(90), math.rad(0), math.rad(-23)),.2) LW.C0 = clerp(LW.C0, CFrame.new(-.75, 0.5, -.9) * angles(math.rad(70), math.rad(-12), math.rad(47)),.2) LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.5, -1, 0) * CFrame.Angles(math.rad(0), math.rad(6), math.rad(-4)), 0.3) RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -1,0) * CFrame.Angles(math.rad(0), math.rad(-6), math.rad(4)), 0.3) HW.C0 = clerp(HW.C0, CFrame.new(0,-1,-0.14)*CFrame.Angles(math.rad(-90),math.rad(90),math.rad(0)),0.15) end local Clip = Instance.new("Part") Clip.Parent = Workspace Clip.Size = Vector3.new(.2,.7,.2) Clip.Archivable = true Clip.Transparency = 0 Clip.CanCollide = true Clip.Anchored = true Clip.BrickColor = BrickColor.New("Black") Clip.Material = "Metal" Clip.CFrame = LeftArm.CFrame so("rbxassetid://1042833810",Handle,1,1) Clip.Transparency = 0 Clip:BreakJoints() Clip.Anchored = false Clip.Velocity = (LeftArm.CFrame * CFrame.Angles(math.rad(math.random(20,30)*8), -math.rad(-40), math.rad(-20))).lookVector * 42 game:service'Debris':AddItem(Clip,10) for i = 0,2.1,0.1 do swait() Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -1, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.2) Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(9),math.rad(0),math.rad(23)),.15) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(108), math.rad(0), math.rad(63)),.1) LW.C0 = clerp(LW.C0, CFrame.new(-1.25, 0.5, 0) * angles(math.rad(87), math.rad(32), math.rad(-47-6*i)),.34) LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.6, -1, 0.2) * CFrame.Angles(math.rad(-8), math.rad(23), math.rad(-7)), 0.3) RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -1,0) * CFrame.Angles(math.rad(0), math.rad(-6), math.rad(4)), 0.3) HW.C0 = clerp(HW.C0, CFrame.new(0,-1,-0.34)*CFrame.Angles(math.rad(-70),math.rad(90),math.rad(0)),0.15) end for i = 0,2.9,0.1 do swait() Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -1, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.2) Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(18),math.rad(0),math.rad(27)),.15) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(100), math.rad(0), math.rad(63)),.2) LW.C0 = clerp(LW.C0, CFrame.new(-1.25, 0.5, 0) * angles(math.rad(-17), math.rad(0), math.rad(4)),.2) LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.6, -1, 0.2) * CFrame.Angles(math.rad(-8), math.rad(23), math.rad(-7)), 0.3) RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -1,0) * CFrame.Angles(math.rad(0), math.rad(-6), math.rad(4)), 0.3) HW.C0 = clerp(HW.C0, CFrame.new(0,-1,-0.34)*CFrame.Angles(math.rad(-70),math.rad(90),math.rad(0)),0.15) end local Clip2 = Instance.new("Part") Clip2.Parent = Workspace Clip2.Size = Vector3.new(.2,.7,.2) Clip2.Archivable = true Clip2.Transparency = 0 Clip2.CanCollide = false Clip2.BrickColor = BrickColor.new("Black") Clip2.Material = "Metal" local Clip2weld = Instance.new("Weld") Clip2weld.Parent = Clip2 Clip2weld.Part0 = LeftArm Clip2weld.Part1 = Clip2 Clip2weld.C1 = CFrame.new(-0.12, .65, -0.7)*CFrame.Angles(math.rad(-117),math.rad(0),math.rad(0)) Clip2weld.Part0 = LeftArm so("rbxassetid://1042833484",Handle,1,1) for i = 0,2.8,0.1 do swait() Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -1, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.2) Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(9),math.rad(0),math.rad(0)),.1) RW.C0 = clerp(RW.C0, CFrame.new(0.7, 0.5, -0.3) * angles(math.rad(90), math.rad(0), math.rad(-23)),.2) LW.C0 = clerp(LW.C0, CFrame.new(-.75, 0.5, -.9) * angles(math.rad(60), math.rad(-12), math.rad(47)),.2) LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.5, -1, 0) * CFrame.Angles(math.rad(0), math.rad(6), math.rad(-4)), 0.3) RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -1,0) * CFrame.Angles(math.rad(0), math.rad(-6), math.rad(4)), 0.3) HW.C0 = clerp(HW.C0, CFrame.new(0,-1,-0.14)*CFrame.Angles(math.rad(-90),math.rad(90),math.rad(0)),0.15) end Clip2:Destroy() so("rbxassetid://170160994",Barrel,1,1) for i = 0,2.1,0.1 do swait() Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -1, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.2) Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(14),math.rad(0),math.rad(-14)),.1) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(50), math.rad(0), math.rad(-33)),.2) LW.C0 = clerp(LW.C0, CFrame.new(-.75, 0.7, -.8) * angles(math.rad(60), math.rad(-12), math.rad(57)),.13) LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.5, -1, 0) * CFrame.Angles(math.rad(0), math.rad(6), math.rad(-4)), 0.3) RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -1,0) * CFrame.Angles(math.rad(0), math.rad(-6), math.rad(4)), 0.3) HW.C0 = clerp(HW.C0, CFrame.new(0,-1,-0.14)*CFrame.Angles(math.rad(-100),math.rad(90),math.rad(0)),0.15) end so("rbxassetid://170160964",Barrel,1,1) for i = 0,2.1,0.1 do swait() Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -1, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.2) Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(14),math.rad(0),math.rad(-8)),.1) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(50), math.rad(0), math.rad(-33)),.2) LW.C0 = clerp(LW.C0, CFrame.new(-.75, 0.7, -1) * angles(math.rad(60), math.rad(-12), math.rad(37)),.2) LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.5, -1, 0) * CFrame.Angles(math.rad(0), math.rad(6), math.rad(-4)), 0.3) RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -1,0) * CFrame.Angles(math.rad(0), math.rad(-6), math.rad(4)), 0.3) HW.C0 = clerp(HW.C0, CFrame.new(0,-1,-0.14)*CFrame.Angles(math.rad(-100),math.rad(90),math.rad(0)),0.15) end attack = false end local recoil = 0.6 local crit = math.random (1,60) local canrun = true function shoot() shooting = true while shooting == true and ammo > 0 do canrun = false ammo = ammo - 1 recoil = recoil+0.4 Humanoid.WalkSpeed = 1.8 attack = true local thing = Instance.new("BodyGyro",RootPart) thing.D = 350 thing.P = 6000 thing.MaxTorque = vt(100000,10000,0) thing.CFrame = CFrame.new(RootPart.Position,mouse.Hit.p) crit = math.random (1,60) for i = 0,0.6,0.1 do swait() thing.CFrame = CFrame.new(RootPart.Position,mouse.Hit.p) Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -1, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.2) Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(9),math.rad(0),math.rad(0)),.1) RW.C0 = clerp(RW.C0, CFrame.new(0.2, 0.5, -0.7) * angles(math.rad(90), math.rad(0), math.rad(0)),.2) LW.C0 = clerp(LW.C0, CFrame.new(-.55, 0.5, -1.15) * angles(math.rad(80), math.rad(0), math.rad(37)),.2) LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.6, -1, 0.2) * CFrame.Angles(math.rad(-8), math.rad(23), math.rad(-7)), 0.3) RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -1,0) * CFrame.Angles(math.rad(0), math.rad(-6), math.rad(4)), 0.3) HW.C0 = clerp(HW.C0, CFrame.new(0,-1,-0.14)*CFrame.Angles(math.rad(-90),math.rad(90),math.rad(0)),0.17) end local Shell = Instance.new("Part") Shell.Parent = Workspace Shell.Size = Vector3.new(.1,.3,.1) Shell.Archivable = true Shell.Transparency = 0 Shell.CanCollide = true Shell.BrickColor = BrickColor.new("New Yeller") Shell.Material = "Neon" Shell.CFrame = bh.CFrame*CFrame.new(-0.2,0.5,0) Shell.Velocity = (bh.CFrame * CFrame.Angles(math.rad(math.random(20,30)*8), -math.rad(-40), math.rad(-20))).lookVector * 42 local SLight = Instance.new('PointLight', Barrel) SLight.Range = 12 SLight.Color = Color3.new(1,.6,.1) SLight.Brightness = 3 game:service'Debris':AddItem(SLight, .05) game:service'Debris':AddItem(Shell,7) so("rbxassetid://164274748",Barrel,1,1) BlockEffect(BrickColor.new("New Yeller"), Barrel.CFrame, 2, 2, 2, 0.5, 0.5, 0.5, 0.05) local ray = Ray.new(Barrel.CFrame.p, (mouse.Hit.p - Barrel.CFrame.p).unit * 900) local part, position = workspace:FindPartOnRay(ray, player.Character, false, true) local Bulletray = Instance.new("Part", workspace) Bulletray.BrickColor = BrickColor.new("New Yeller") Bulletray.FormFactor = "Custom" Bulletray.Material = "Neon" Bulletray.Transparency = 0 Bulletray.Anchored = true Bulletray.Locked = true Bulletray.CanCollide = false Bulletray.Size = Vector3.new(0.2,0.2,distance) local distance = (Barrel.CFrame.p - position).magnitude Bulletray.CFrame = CFrame.new(Barrel.CFrame.p, position) * CFrame.new(0, 0, -distance / 2) SphereEffect(BrickColor.new("New Yeller"), CFrame.new(position), 2, 2, 2, 1.5, 1.5, 1.5, 0.06) if hitfloor == nil then local velo=Instance.new("BodyVelocity") velo.velocity=vt(0,8.5,0) velo.P=8000 velo.maxForce=Vector3.new(math.huge, math.huge, math.huge) velo.Parent=RootPart game:GetService("Debris"):AddItem(velo,0.06) coroutine.resume(coroutine.create(function() for i = 0,3.7,0.1 do swait() RootPart.Velocity = Head.CFrame.lookVector*-3 end end)) end coroutine.resume(coroutine.create(function() for i = 0,3.6,0.1 do swait() Bulletray.Size = Vector3.new(0.2-0.08*i, 0.2-0.08*i, distance+0.08*i) Bulletray.Transparency = Bulletray.Transparency + 0.03 end Bulletray:Destroy() end)) if part then local humanoid = part.Parent:FindFirstChild("Humanoid") if not humanoid then humanoid = part.Parent.Parent:FindFirstChild("Humanoid") end if part.Name == "Head" then blood(16,part.Parent.Head.CFrame) so("rbxassetid://245186002",Workspace,1.6,1) part.Parent.Torso.Velocity = Head.CFrame.lookVector*178 SphereEffect(BrickColor.new("Really red"), CFrame.new(position), 2, 2, 2, 6.5, 6.5, 6.5, 0.046) BlockEffect(BrickColor.new("Really red"), CFrame.new(position), 2, 2, 2, 6.5, 6.5, 6.5, 0.036) RingEffect(BrickColor.new("Really red"), CFrame.new(position), 2, 2, 2, 1.5, 1.5, 1.5, 0.036) SpecialEffect(BrickColor.new("Really red"), CFrame.new(position), 2, 2, 2, 1.5, 1.5, 1.5, 0.07) swait() part.Parent.Head:Destroy() end if part.Name == "LeftLeg" or part.Name == "RightLeg" then part.Parent.Humanoid.PlatformStand = true humanoid:TakeDamage(math.random(4,12)) part.Parent.Torso.Velocity = Head.CFrame.lookVector*48 blood(8,part.CFrame) end if humanoid then if part.Name ~= "Head" and part.Name ~= "LeftLeg" and part.Name ~= "RightLeg" then humanoid:TakeDamage(math.random(13,24)) if part.Parent:FindFirstChild("Torso") then blood(8,part.Parent.Torso.CFrame) part.Parent.Torso.Velocity = Torso.CFrame.lookVector*78 end SphereEffect(BrickColor.new("Really red"), CFrame.new(position), 2, 2, 2, 2.5, 2.5, 2.5, 0.06) end end end for i = 0,0.6,0.1 do swait() Humanoid.CameraOffset = Humanoid.CameraOffset:lerp(Vector3.new(math.random(-recoil*0.8,recoil*0.8),math.random(-recoil*0.8,recoil*0.8),math.random(-recoil*0.8,recoil*0.8)),0.3) thing.CFrame = CFrame.new(RootPart.Position,mouse.Hit.p) Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -1, 0) * CFrame.Angles(math.rad(4), math.rad(0), math.rad(0)), 0.2) Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(3),math.rad(0),math.rad(0)),.1) RW.C0 = clerp(RW.C0, CFrame.new(0.2, 0.67, -0.45) * angles(math.rad(114), math.rad(0), math.rad(0)),.2) LW.C0 = clerp(LW.C0, CFrame.new(-.55, 0.67, -0.86) * angles(math.rad(104), math.rad(0), math.rad(37)),.2) LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.6, -1, 0.2) * CFrame.Angles(math.rad(-8), math.rad(23), math.rad(-7)), 0.3) RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -1,0) * CFrame.Angles(math.rad(-4), math.rad(-6), math.rad(4)), 0.3) HW.C0 = clerp(HW.C0, CFrame.new(0,-0.92,-0.24)*CFrame.Angles(math.rad(-35),math.rad(90),math.rad(0)),0.06) end for i = 0,0.6,0.1 do swait() thing.CFrame = CFrame.new(RootPart.Position,mouse.Hit.p) Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -1, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), 0.2) Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(9),math.rad(0),math.rad(0)),.1) RW.C0 = clerp(RW.C0, CFrame.new(0.2, 0.5, -0.7) * angles(math.rad(90), math.rad(0), math.rad(0)),.2) LW.C0 = clerp(LW.C0, CFrame.new(-.55, 0.5, -1.15) * angles(math.rad(80), math.rad(0), math.rad(40)),.2) LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.6, -1, 0.2) * CFrame.Angles(math.rad(-8), math.rad(23), math.rad(-7)), 0.3) RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -1,0) * CFrame.Angles(math.rad(0), math.rad(-6), math.rad(4)), 0.3) end thing:Destroy() if ammo == 0 then canrun = true Humanoid.WalkSpeed = 3.5 end recoil = 0.6 attack = false end end function bash() attack = true for i = 0,1.3, 0.1 do swait() Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -1, 0) * CFrame.Angles(math.rad(0), math.rad(30), math.rad(0)), 0.2) Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(2),math.rad(0),math.rad(-30)),.1) RW.C0 = clerp(RW.C0, CFrame.new(1.2, 0.5, -0.7) * angles(math.rad(90), math.rad(14), math.rad(-60)),.2) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, -0.0) * angles(math.rad(-20), math.rad(0), math.rad(-30)),.2) LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.6, -1, 0.2) * CFrame.Angles(math.rad(-8), math.rad(12), math.rad(-4)), 0.3) RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -1,0) * CFrame.Angles(math.rad(2), math.rad(-6), math.rad(4)), 0.3) HW.C0 = clerp(HW.C0, CFrame.new(0,-0.9,-1.14)*CFrame.Angles(math.rad(-250),math.rad(90),math.rad(0)),0.23) end con5=Humanoid.Touched:connect(function(hit) if hit.Parent:FindFirstChild("Head") ~= nil then if attackdebounce == false then attackdebounce = true blood(14,hit.CFrame) swait() so("http://roblox.com/asset/?id=541909913",Workspace,2,1) coroutine.resume(coroutine.create(function() for i = 0,1.6,0.1 do swait() Humanoid.CameraOffset = Humanoid.CameraOffset:lerp(Vector3.new(math.random(-0.3*1.8,0.3*1.8),math.random(-0.3*1.8,0.3*1.8),math.random(-0.3*1.8,0.3*1.8)),0.3) end end)) hit:Destroy() wait(0.28) attackdebounce = false end end end) for i = 0,1.3, 0.1 do swait() -- cam.CFrame = cam.CFrame:lerp(CFrame.new(RootPart.CFrame.p,RootPart.CFrame.lookVector),0.21) Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -1, 0) * CFrame.Angles(math.rad(0), math.rad(-30), math.rad(0)), 0.36) Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(2),math.rad(0),math.rad(30)),.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, -0) * angles(math.rad(110), math.rad(-14), math.rad(60)),.5) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, -0.0) * angles(math.rad(20), math.rad(0), math.rad(-30)),.5) LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.6, -1, 0.2) * CFrame.Angles(math.rad(-8), math.rad(12), math.rad(-4)), 0.4) RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -1,0) * CFrame.Angles(math.rad(2), math.rad(-6), math.rad(4)), 0.4) HW.C0 = clerp(HW.C0, CFrame.new(0,-0.9,-0)*CFrame.Angles(math.rad(-140),math.rad(90),math.rad(0)),0.3) end attack = false con5:Disconnect() end mouse.KeyDown:connect(function(key) if key == 'r' and attack == false then reload() end end) mouse.KeyDown:connect(function(key) if key == 'v' and attack == false then bash() end end) mouse.KeyDown:connect(function(key) if key == 'c' and attack == false and crouch == false then crouch = true else if key == 'c' and attack == false and crouch == true then crouch = false end end end) mouse.Button1Down:connect(function() if attack == false and ammo > 0 then shoot() end end) mouse.Button1Up:connect(function() if attack == true then shooting = false canrun = true Humanoid.WalkSpeed = 3.5 end end) Humanoid.JumpPower = 50 mouse.KeyDown:connect(function(key) if string.byte(key) == 48 and canrun == true then Swing = 2 Character.Humanoid.WalkSpeed = 26 end end) mouse.KeyUp:connect(function(key) if string.byte(key) == 48 and canrun == true then Swing = 1 Character.Humanoid.WalkSpeed = 3.5 end end) local look = 0 while true do swait() sine = sine + change --speed = speed + music.PlaybackLoudness/90 local torvel=(RootPart.Velocity*Vector3.new(1,0,1)).magnitude local velderp=RootPart.Velocity.y hitfloor,posfloor=rayCast(RootPart.Position,(CFrame.new(RootPart.Position,RootPart.Position - Vector3.new(0,1,0))).lookVector,4,Character) local TiltVelocity = CFrame.new(RootPart.CFrame:vectorToObjectSpace(RootPart.Velocity)) if RootPart.Velocity.y > 1 and hitfloor==nil then Anim="Jump" if attack==false then change = 1 look = 0 Humanoid.CameraOffset = Humanoid.CameraOffset:lerp(Vector3.new(0,0,0),0.15) Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -1, 0) * CFrame.Angles(math.rad(4), math.rad(0), math.rad(0)), 0.07) Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(-10+2.05*math.cos(sine/5)),math.rad(0),math.rad(0)),0.07) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(-20+2.05*math.cos(sine/5)), math.rad(-10), math.rad(50-2.05*math.cos(sine/5))), 0.07) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-20+2.05*math.cos(sine/5)), math.rad(-10), math.rad(-50+2.05*math.cos(sine/5))), 0.07) end if attack==false or attack == true then RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -1, -0.6) * CFrame.Angles(math.rad(-25+3.05*math.cos(sine/5)), math.rad(-3), math.rad(0)), 0.1) LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.5, -.47, -0.7) * CFrame.Angles(math.rad(-12+3.05*math.cos(sine/5)), math.rad(0), math.rad(0)), 0.1) end elseif RootPart.Velocity.y < -1 and hitfloor==nil then Anim="Fall" change = 1 look = 0 if attack==false then Humanoid.CameraOffset = Humanoid.CameraOffset:lerp(Vector3.new(0,0,0),0.15) Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -1, 0.2) * CFrame.Angles(math.rad(-21), math.rad(0), math.rad(0)),0.07) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(90), math.rad(0), math.rad(90)), 0.07) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(90), math.rad(0), math.rad(-90)), 0.07) Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(40),math.rad(0),math.rad(0)),0.07) end if attack==false or attack == true then LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.5, -1, -0.4) * CFrame.Angles(math.rad(-8), math.rad(3), math.rad(0)), 0.1) RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -.67, -0.4) * CFrame.Angles(math.rad(25), math.rad(0), math.rad(0)), 0.1) end elseif torvel<1 and hitfloor~=nil then Anim="Idle" change = 1 if attack==false and equip == false and crouch == false then Humanoid.CameraOffset = Humanoid.CameraOffset:lerp(Vector3.new(0,0,0),0.15) Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -1-0.04*math.cos(sine/40), -0) * CFrame.Angles(math.rad(0-0.81*math.cos(sine/40)), math.rad(-30), math.rad(0)), 0.05) Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(10+2.6*math.sin(sine/40)),math.rad(0),math.rad(30)),0.05) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5+0.02*math.sin(sine/40), 0.1-0.04*math.cos(sine/40)) * angles(math.rad(-15+4.6*math.cos(sine/40)), math.rad(0+4*math.sin(sine/40)), math.rad(14.3+2.2*math.cos(sine/40))),0.05) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5+0.02*math.sin(sine/40), -0.1-0.04*math.cos(sine/40)) * angles(math.rad(12+5.3*math.cos(sine/40)), math.rad(0-4*math.sin(sine/40)), math.rad(-17.3-2.2*math.cos(sine/40))),0.05) LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.5, -1+0.04*math.cos(sine/40), -0.07) * CFrame.Angles(math.rad(0+0.81*math.cos(sine/40)), math.rad(18+0.81*math.cos(sine/40)), math.rad(-2-0.81*math.cos(sine/40))),0.05) RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.57, -1+0.04*math.cos(sine/40), 0.1) * CFrame.Angles(math.rad(-7+0.81*math.cos(sine/40)), math.rad(-12+0.81*math.cos(sine/40)), math.rad(5-0.81*math.cos(sine/40))),0.05) HW.C0 = clerp(HW.C0, CFrame.new(0,-1,-0.14)*CFrame.Angles(math.rad(-90),math.rad(90),math.rad(0)),0.15) else if attack==false and equip == false and crouch == true then Humanoid.CameraOffset = Humanoid.CameraOffset:lerp(Vector3.new(0,0,0),0.15) Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -2.2-0.04*math.cos(sine/40), -0) * CFrame.Angles(math.rad(-6-1*math.cos(sine/40)), math.rad(0), math.rad(0)), 0.05) Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(14+2.6*math.sin(sine/40)),math.rad(0),math.rad(0)),0.05) RW.C0 = clerp(RW.C0, CFrame.new(1.2, 0.5+0.02*math.sin(sine/40), -0.6-0.04*math.cos(sine/40)) * angles(math.rad(63+3*math.cos(sine/40)), math.rad(0-4*math.sin(sine/40)), math.rad(-44.3+2.2*math.cos(sine/40))),0.05) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5+0.02*math.sin(sine/40), 0-0.04*math.cos(sine/40)) * angles(math.rad(3+8.3*math.cos(sine/40)), math.rad(0-4*math.sin(sine/40)), math.rad(-10.3-3.2*math.cos(sine/40))),0.05) LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.5, -1+0.04*math.cos(sine/40), 0.1) * CFrame.Angles(math.rad(-58+1*math.cos(sine/40)), math.rad(0), math.rad(0)),0.05) RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, 0.2+0.04*math.cos(sine/40), -0.65) * CFrame.Angles(math.rad(6+1*math.cos(sine/40)), math.rad(0), math.rad(0)),0.05) HW.C0 = clerp(HW.C0, CFrame.new(0,-0.9,-0)*CFrame.Angles(math.rad(-111),math.rad(90),math.rad(0)),0.15) end end elseif torvel>1.5 and torvel<22 and hitfloor~=nil then Anim="Walk" change = 0.84 look = 0 if attack==false and equip == false then Humanoid.CameraOffset = Humanoid.CameraOffset:lerp(Vector3.new(0,0,0),0.02) Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -1+0.14*math.cos(sine/5), -0.3) * angles(math.rad(-4)*-math.rad(TiltVelocity.z)*12.5, math.rad(0+2*math.cos(sine/10)), math.rad(8)*-math.rad(TiltVelocity.x)*12.5+ RootPart.RotVelocity.Y / 46), 0.08) Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(4-3*math.sin(sine/5)),math.rad(0),math.rad(2) + RootPart.RotVelocity.Y / 13), 0.08) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0+0.34*math.sin(sine/10)) * angles(math.rad(0-26*math.sin(sine/10))+ RootPart.RotVelocity.Y / -34, math.rad(0), math.rad(2+0*math.sin(sine/10))- RootPart.RotVelocity.Y / 34), 0.08) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0-0.34*math.sin(sine/10)) * angles(math.rad(0+26*math.sin(sine/10))+ RootPart.RotVelocity.Y / 34, math.rad(0), math.rad(-2+0*math.sin(sine/10))+ RootPart.RotVelocity.Y / -34), 0.08) HW.C0 = clerp(HW.C0, CFrame.new(0,-1,-0.14)*CFrame.Angles(math.rad(-90),math.rad(90),math.rad(0)),0.15) --LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.5, -1-0.21*math.cos(sine/10), -0.03+0.19*math.cos(sine/10)) * CFrame.Angles(math.rad(-8-25*math.sin(sine/10)*-math.rad(TiltVelocity.z)*12.5), math.rad(0)- RootPart.RotVelocity.Y / -24, math.rad(0-25*math.sin(sine/10)*math.rad(TiltVelocity.x)*11.5+ RootPart.RotVelocity.Y / -34)), 0.08) --RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -1+0.21*math.cos(sine/10),-0.03-0.19*math.cos(sine/10)) * CFrame.Angles(math.rad(-8+25*math.sin(sine/10)*-math.rad(TiltVelocity.z)*12.5), math.rad(0)+ RootPart.RotVelocity.Y / 24, math.rad(0-25*math.sin(sine/10)*-math.rad(TiltVelocity.x)*11.5- RootPart.RotVelocity.Y / 34)), 0.08) end if attack == false or attack==true and noleg == false then LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.5, -1-0.21*math.cos(sine/10), -0.03+0.19*math.cos(sine/10)) * CFrame.Angles(math.rad(-8-25*math.sin(sine/10)*-math.rad(TiltVelocity.z)*14.5), math.rad(0)- RootPart.RotVelocity.Y / -24, math.rad(0-25*math.sin(sine/10)*math.rad(TiltVelocity.x)*9.5- RootPart.RotVelocity.Y / 34)), 0.08) RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -1+0.21*math.cos(sine/10),-0.03-0.19*math.cos(sine/10)) * CFrame.Angles(math.rad(-8+25*math.sin(sine/10)*-math.rad(TiltVelocity.z)*14.5), math.rad(0)+ RootPart.RotVelocity.Y / 24, math.rad(0-25*math.sin(sine/10)*-math.rad(TiltVelocity.x)*9.5- RootPart.RotVelocity.Y / 34)), 0.08) end elseif torvel>=22 and hitfloor~=nil then Anim="Run" change = 0.84+ Character.Humanoid.WalkSpeed/112 if attack==false and equip == false then Humanoid.CameraOffset = Humanoid.CameraOffset:lerp(Vector3.new(0,0,0),0.02) Torso.Weld.C0 = clerp(Torso.Weld.C0, CFrame.new(0, -1-0.52*math.cos(sine/2.5), -.8) * angles(math.rad(-23), math.rad(0), math.rad(0)+ RootPart.RotVelocity.Y / 26), .1) Torso.Neck.C0 = clerp(Torso.Neck.C0,necko *angles(math.rad(-11+20*math.sin(sine/2.5)),math.rad(0),math.rad(0+5*math.sin(sine/5)) + RootPart.RotVelocity.Y / 13),.1) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0+0.34*math.sin(sine/5)) * angles(math.rad(0-60*math.sin(sine/5))+ RootPart.RotVelocity.Y / -34, math.rad(0), math.rad(8+0*math.cos(sine/5))- RootPart.RotVelocity.Y / 34),.15) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0-0.34*math.sin(sine/5))*angles(math.rad(0+60*math.sin(sine/5))+ RootPart.RotVelocity.Y / 34,math.rad(0),math.rad(-8+0*math.cos(sine/5))+ RootPart.RotVelocity.Y / -34),.15) LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.5, -1-0.24*math.cos(sine/5), 0.+0.24*math.cos(sine/5)) * CFrame.Angles(math.rad(0-74*math.sin(sine/5)), math.rad(0)+ RootPart.RotVelocity.Y / 42, math.rad(0)+ RootPart.RotVelocity.Y / -54), 0.3) RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -1+0.24*math.cos(sine/5),0.-0.24*math.cos(sine/5)) * CFrame.Angles(math.rad(0+74*math.sin(sine/5)), math.rad(0)+ RootPart.RotVelocity.Y / 42, math.rad(0)- RootPart.RotVelocity.Y / 54), 0.3) end --[[ if attack==false then LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.5, -1-0.4*math.cos(sine/5.5)/2, 0 *math.sin(sine/6.6)/2) * CFrame.Angles(math.rad(0) + -math.sin(sine/5.5)/1.2, math.rad(0), 0), .8) RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -1+0.4*math.cos(sine/5.5)/2,0 *-math.sin(sine/6.6)/2) * CFrame.Angles(math.rad(0) + math.sin(sine/5.5)/1.2, math.rad(0), 0), .8) end ]] if attack==true and noleg == false then LeftLeg.Weld.C0 = clerp(LeftLeg.Weld.C0, CFrame.new(-0.5, -1-0.24*math.cos(sine/5), 0.+0.24*math.cos(sine/5)) * CFrame.Angles(math.rad(0-74*math.sin(sine/5)), math.rad(0), math.rad(0)), 0.3) RightLeg.Weld.C0 = clerp(RightLeg.Weld.C0, CFrame.new(0.5, -1+0.24*math.cos(sine/5),0.-0.24*math.cos(sine/5)) * CFrame.Angles(math.rad(0+74*math.sin(sine/5)), math.rad(0), math.rad(0)), 0.3) end end if 0 < #Effects then for e = 1, #Effects do if Effects[e] ~= nil then local Thing = Effects[e] if Thing ~= nil then local Part = Thing[1] local Mode = Thing[2] local Delay = Thing[3] local IncX = Thing[4] local IncY = Thing[5] local IncZ = Thing[6] if Thing[1].Transparency <= 1 then if Thing[2] == "Block1" then Thing[1].CFrame = Thing[1].CFrame * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) Mesh = Thing[1]:FindFirstChild("Mesh") if not Mesh then Mesh = Instance.new("BlockMesh") end Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] elseif Thing[2] == "Cylinder" then Mesh = Thing[1]:FindFirstChild("Mesh") if not Mesh then Mesh = Instance.new("BlockMesh") end Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] elseif Thing[2] == "Blood" then Mesh = Thing[1]:FindFirstChild("Mesh") if not Mesh then Mesh = Instance.new("BlockMesh") end Thing[1].CFrame = Thing[1].CFrame * cf(0, 0.5, 0) Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] elseif Thing[2] == "Elec" then Mesh = Thing[1]:FindFirstChild("Mesh") if not Mesh then Mesh = Instance.new("BlockMesh") end Mesh.Scale = Mesh.Scale + vt(Thing[7], Thing[8], Thing[9]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] elseif Thing[2] == "Disappear" then Thing[1].Transparency = Thing[1].Transparency + Thing[3] end else Part.Parent = nil game:GetService("Debris"):AddItem(Part, 0) table.remove(Effects, e) end end end end end end
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