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ROBLOX Forum » Game Creation and Development » Scripters
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Re: Made this script

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lilaroseanna is not online. lilaroseanna
Joined: 19 Apr 2011
Total Posts: 4429
17 Aug 2012 03:16 PM
Players = game:GetService("Players")

Me = Players.lilaroseanna

Char = Me.Character

necko = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)

Asset = "http://www.roblox.com/asset/?id="

EffectModel = n

BN = BrickColor.new

CN = CFrame.new

CA = CFrame.Angles

MR = math.rad

MRA = math.random

MP = math.pi

MH = math.huge

UD = UDim2.new



function RC(Pos, Dir, Max, Ignore)

return workspace:FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999)), Ignore)

end



function RayC(Start, En, MaxDist, Ignore)

return RC(Start, (En - Start), MaxDist, Ignore)

end



function ComputePos(pos1, pos2)

return CN(pos1, V3(pos2.x, pos1.y, pos2.z))

end



function DetectSurface(pos, part)

local surface = nil

local pospos = part.CFrame

local pos2 = pospos:pointToObjectSpace(pos)

local siz = part.Size

local shaep = part.Shape

if shaep == Enum.PartType.Ball or shaep == Enum.PartType.Cylinder then

surface = {"Anything", CN(pospos.p, pos)*CN(0, 0, -(pospos.p - pos).magnitude+0.12)*CA(MR(-90), 0, 0)}

else

if pos2.Y > ((siz.Y/2)-0.01) then

surface = {"Top", CA(0, 0, 0)}

elseif pos2.Y < -((siz.Y/2)-0.01) then

surface = {"Bottom", CA(-MP, 0, 0)}

elseif pos2.X > ((siz.X/2)-0.01) then

surface = {"Right", CA(0, 0, MR(-90))}

elseif pos2.X < -((siz.X/2)-0.01) then

surface = {"Left", CA(0, 0, MR(90))}

elseif pos2.Z > ((siz.Z/2)-0.01) then

surface = {"Back", CA(MR(90), 0, 0)}

elseif pos2.Z < -((siz.Z/2)-0.01) then

surface = {"Front", CA(MR(-90), 0, 0)}

end

end

return surface

end



function Compute(pos1, pos2)

local pos3 = Vector3.new(pos2.x, pos1.y, pos2.z)

return CN(pos1, pos3)

end



function waitChild(n, p)

local c = p:findFirstChild(n)

if c then return c end

while true do

c = p.ChildAdded:wait()

if c.Name == n then return c end

end

end



function Notime(func)

coroutine.resume(coroutine.create(function()

func()

end))

end



local C3 = Color3.new

local UD = UDim2.new

local V2 = Vector2.new



Torso = waitChild("Torso", Char)

Head = waitChild("Head", Char)

Rarm = waitChild("Right Arm", Char)

Larm = waitChild("Left Arm", Char)

Rleg = waitChild("Right Leg", Char)

Lleg = waitChild("Left Leg", Char)

Neck = waitChild("Neck", Torso)

Hum = waitChild("Humanoid", Char)



RSH = waitChild("Right Shoulder", Torso)

LSH = waitChild("Left Shoulder", Torso)

RH = waitChild("Right Hip", Torso)

LH = waitChild("Left Hip", Torso)



RSH.Part0 = Torso

LSH.Part0 = Torso

RH.Part0 = Torso

LH.Part0 = Torso



local Classes = {"Frame", "ImageLabel", "ImageButton", "TextLabel", "TextButton", "TextBox"}

function Make(Class, Par, Size, Pos, Color, Trans, Border, Borderc, Txt, TxtC, Img)

local Mk = "Frame"

for _,v in pairs(Classes) do

if Class == v then

Mk = v

end

end

local g = Instance.new(Mk)

g.Size = Size

g.Position = Pos

g.BackgroundColor3 = Color

g.Transparency = Trans

g.BorderSizePixel = Border

g.BorderColor3 = Borderc

if Mk == "TextButton" or Mk == "TextLabel" or Mk == "TextBox" then

g.Text = Txt

g.TextColor3 = TxtC

elseif Mk == "ImageLabel" or Mk == "ImageButton" then

g.Image = Img

end

g.Parent = Par

return g

end



Gui = Me:findFirstChild("PlayerGui")

if Gui then

for _,v in pairs(Gui:children()) do if v.Name == "Weapon GUI" then v:remove() end end

end



Screen = Instance.new("ScreenGui")

Screen.Name = "Weapon GUI"



AmmoTable = {}

AccuracyGuis = {}

lul = {

{unit = V2(0, -1), size = V2(2, 25), offset = V2(-1, -1-25)},

{unit = V2(1, 0), size = V2(25, 2), offset = V2(1, -1)},

{unit = V2(0, 1), size = V2(2, 25), offset = V2(-1, -1)},

{unit = V2(-1, 0), size = V2(25, 2), offset = V2(-1-25, -1)}

}



Main = Make("Frame", Screen, UD(0, 175, 0, 20), UD(1, -185-60, 1, -30), C3(0.25, 0.25, 0.3), 0.6, 0, C3())



for i = 1, Ammunition.MaxAmmo, 1 do

local Fr = Make("Frame", Main, UD(0, 8, 0, 14), UD(1, -12*i, 0, -14-6), C3(0.25, 0.25, 0.3), 0.6, 0, C3())

table.insert(AmmoTable, Fr)

end



AmmoAtm = Make("TextLabel", Main, UD(0, 0, 0, 0), UD(0, 8, 0.5, 0), C3(), 0, 0, C3(), "0", C3(1, 1, 1))

AmmoAtm.BackgroundTransparency = 1

AmmoAtm.TextXAlignment = "Left"

AmmoAtm.Font = "ArialBold"

AmmoAtm.FontSize = "Size18"



AmmoLeft = Make("TextLabel", Main, UD(0, 0, 0, 0), UD(1, -8, 0.5, 0), C3(), 0, 0, C3(), "40", C3(1, 1, 1))

AmmoLeft.BackgroundTransparency = 1

AmmoLeft.TextXAlignment = "Right"

AmmoLeft.Font = "ArialBold"

AmmoLeft.FontSize = "Size18"



ReloadGui = Make("TextLabel", Main, UD(0, 0, 0, 0), UD(1, -12, 0, -40), C3(), 1, 0, C3(), "RELOAD", C3(1, 0.25, 0.1))

ReloadGui.TextXAlignment = "Right"

ReloadGui.Font = "ArialBold"

ReloadGui.FontSize = "Size24"



for _, prop in pairs(lul) do

local g = Make("Frame", Screen, UD(0, prop.size.x, 0, prop.size.y), UD(0.5, prop.offset.x, 0.5, prop.offset.y), C3(0.8, 0.8, 0.9), 1, 0, C3())

table.insert(AccuracyGuis, {Gui = g, props = prop})

end



Screen.Parent = Gui



local Offset = 0.1

local Thing = 1

local Speed1 = 0.1

local Speed2 = 0

local TempAcc = 0

local AccTimesMax = 17

local AccTime = 1.25

local AccTimes = AccTimesMax

local AccOn = false

function AddInaccuracy(Acc)

TempAcc = Acc

end

Notime(function()

while true do

ReNew()

AmmoAtm.Text = Ammunition.Ammo

AmmoLeft.Text = Ammunition.Ammoleft

for i,v in pairs(AmmoTable) do

v.Transparency = 1

end

for i = 1, Ammunition.Ammo do

AmmoTable[i].Transparency = 0.6

end

if Ammunition.Ammo <= Ammunition.MaxAmmo/4 then ReloadFlash = true else ReloadFlash = false end

local Speed = Torso.Velocity.magnitude

Offset = 0

if Speed > 1 then

Speed1 = Speed

Thing = Thing*1.2

else

Speed2 = Speed

local lol = 1.4

if AccOn then lol = AccTime end

Thing = Thing/lol

end

if TempAcc ~= 0 then

Speed1 = TempAcc

Thing = TempAcc/2

AccOn = true

if TempAcc ~= 0 then

AccTimes = AccTimes - 1

if AccTimes < 1 then AccTimes = AccTimesMax Notime(function() wait(0.4) AccOn = false end) TempAcc = 0 end

end

end

if Thing < 1 then Thing = 1 elseif Thing > 14 then Thing = 14 end

Offset = Accuracy.Minimum + ((Speed1 - Speed1/Thing)/(Speed1 - Speed1/14))*Accuracy.Maximum

Accuracy.Momentum = Offset

wait()

end

end)



Notime(function()

while true do

if ReloadFlash then

if ReloadOn then

ReloadOn = false

ReloadGui.Transparency = 1

else

ReloadOn = true

ReloadGui.Transparency = 0

end

else

ReloadGui.Transparency = 1

end

wait(0.4)

end

end)





Add = {

Head = function(P, Scale)

local m = Instance.new("SpecialMesh")

m.MeshType = "Head"

m.Scale = Scale or V3(1, 1, 1)

m.Parent = P

return m

end,

Sphere = function(P, Scale)

local m = Instance.new("SpecialMesh")

m.MeshType = "Sphere"

m.Scale = Scale or V3(1, 1, 1)

m.Parent = P

return m

end,

Wedge = function(P, Scale)

local m = Instance.new("SpecialMesh")

m.MeshType = "Wedge"

m.Scale = Scale or V3(1, 1, 1)

m.Parent = P

return m

end,

Block = function(P, Scale, Bevel)

local m = Instance.new("BlockMesh")

m.Bevel = Bevel

m.Scale = Scale or V3(1,1,1)

m.Parent = P

return m

end

}



for _,v in pairs(Sounds) do

ContentProvider:Preload(v.Id)

end



function PlaySound(Sound, bool)

Pitch = Sound.Pitch

if bool then

Pitch = MRA((Sound.Pitch*0.75)*1000, (Sound.Pitch*1.15)*1000)/1000

end

local a = Instance.new("Sound")

a.SoundId = Sound.Id

a.Volume = Sound.Volume

a.Pitch = Pitch

a.Name = "FX"

a.Parent = Torso

a:play()

Notime(function()

wait(1)

a:remove()

end)

end



function GetParts(pos, dist)

local parts = {}

local function o(p)

for _,v in pairs(p:children()) do

if v:IsA("BasePart") then

if (pos - v.Position).magnitude <= dist then

table.insert(parts, {v, (pos - v.Position).magnitude, v.Anchored})

end

end

o(v)

end

end

o(workspace)

return parts

end



function GetHum(P)

for _,v in pairs(P:children()) do

if v:IsA("Humanoid") then

if v.Health > 0 then

return v

end

end

end

end



function GetGroup(Pos, Distance, Hit)

local tab = {}

for _,v in pairs(workspace:children()) do

local h = GetHum(v)

local t = v:findFirstChild("Torso")

if h and t and v ~= Hit.Parent then

if (t.Position - Pos).magnitude <= Distance then

table.insert(tab, {h, v, (t.Position - Pos).magnitude})

end

end

end

if Hit then

local h = GetHum(Hit.Parent)

if h then

table.insert(tab, {h, Hit.Parent, 0})

end

end

return tab

end



function Part(Par, Anc, Colli, Tran, Ref, Col, Siz)

local p = Instance.new("Part")

p.formFactor = "Custom"

p.TopSurface = 0

p.BottomSurface = 0

p.Transparency = Tran

p.Reflectance = Ref

p.Anchored = Anc

p.CanCollide = Colli

p.BrickColor = Col

p.Size = Siz

p.Locked = true

p.Parent = Par

p:BreakJoints()

return p

end



function Weld(P0, P1, C0, C1)

local w = Instance.new("Weld")

w.Part0 = P0

w.Part1 = P1

if C0 then

w.C0 = C0

end

if C1 then

w.C1 = C1

end

w.Parent = P0

return w

end



for _,v in pairs(Char:children()) do

if v.Name == ModelName then

v:remove()

end

end



for _,v in pairs(Char:children()) do if v.Name == ModelName then v:remove() end end



Model = Instance.new("Model")

Model.Name = ModelName



FTorso = Part(Model, false, false, 1, 0, Torso.BrickColor, V3(2, 2, 1))

FW = Weld(Torso, FTorso)



RAB = Part(Model, false, false, 1, 0, BN("White"), V3(0.2, 0.2, 0.2))

LAB = Part(Model, false, false, 1, 0, BN("White"), V3(0.2, 0.2, 0.2))

RLB = Part(Model, false, false, 1, 0, BN("White"), V3(0.2, 0.2, 0.2))

LLB = Part(Model, false, false, 1, 0, BN("White"), V3(0.2, 0.2, 0.2))



RABW = Weld(Torso, RAB, CN(), CN(-1.5, -0.5, 0))

LABW = Weld(Torso, LAB, CN(), CN(1.5, -0.5, 0))

RLBW = Weld(Torso, RLB, CN(), CN(-0.5, 1, 0))

LLBW = Weld(Torso, LLB, CN(), CN(0.5, 1, 0))



RAW = Weld(RAB, nil, CN(), CN(0, 0.5, 0))

LAW = Weld(LAB, nil, CN(), CN(0, 0.5, 0))

RLW = Weld(RLB, nil, CN(), CN(0, 1, 0))

LLW = Weld(LLB, nil, CN(), CN(0, 1, 0))



TW = Weld(Torso, nil, CN(-0.4, -1.5, 0.7), CA(MR(55), MR(-90), MR(0)))



local FH = Instance.new("Humanoid",Model)

FH.PlatformStand = true

FH.MaxHealth = math.huge

FH.Health = math.huge



pcall(function() Torso:findFirstChild("Shirt"):clone().Parent = Model end)



local hh = Part(Model, false, false, 1, 0, BN("White"), V3(0.2, 0.2, 0.2))

hh.Name = "Head"

Weld(FTorso, hh)



Weapon = Instance.new("Model")

Weapon.Name = "Weapon"



HB = Part(Weapon, false, false, 1, 0, BN("White"), V3(0.2, 0.2, 0.2))

HBW = Weld(Rarm, HB, CN(0, -0.7, 0), CA(MR(-90), MR(180), 0))

HW = Weld(HB, nil, CA(MR(38), MR(-28), MR(-90)) * CN(0, -0.2, -3.8))



LHB = Part(Weapon, false, false, 1, 0, BN("White"), V3(0.2, 0.2, 0.2))

LHBW = Weld(Larm, LHB, CN(0, -0.7, 0), CA(MR(-90), MR(180), 0))

LHW = Weld(LHB, nil, CA(MR(-2), MR(30), MR(-3)) * CN(-0.1, 0.32, -0.24))

LHWK = Weld(LHB, nil, CA(MR(170), 0, 0))





Handle = Part(Weapon, false, false, 0, 0, BN("Black"), V3(0.5, 0.9, 0.9))

TW.Part1 = Handle



Handle2 = Part(Weapon, false, false, 0, 0, BN("Black"), V3(0.5, 0.6, 1.6))

Weld(Handle, Handle2, CA(MR(-45), 0, 0), CN(0, 0.5, -0.4))



Handle3 = Part(Weapon, false, false, 0, 0, BN("Black"), V3(0.5, 0.7, 1.3))

Weld(Handle2, Handle3, CA(MR(45), 0, 0), CN(0, -0.4, -0.9))



Pipe1 = Part(Weapon, false, false, 0, 0.1, BN("Light grey"), V3(0.3, 0.3, 3.2))

Add.Block(Pipe1, V3(1,1,1), 0.08)

Weld(Handle3, Pipe1, CN(0, 0.15, 1.6+0.55))



Pipe2 = Part(Weapon, false, false, 0, 0.1, BN("Light grey"), V3(0.3, 0.3, 1.7))

Add.Block(Pipe2, V3(1,1,1), 0.08)

Weld(Handle3, Pipe2, CN(0, -0.15, 0.85+0.55))



Pipe3 = Part(Weapon, false, false, 0, 0.1, BN("Light grey"), V3(0.25, 0.25, 1.6))

Add.Block(Pipe3, V3(1,1,1), 0.065)

Weld(Pipe2, Pipe3, CN(0, 0, 0.8+0.7))



Pump = Part(Weapon, false, false, 0, 0, BN("Black"), V3(0.45, 0.45, 1.1))

Add.Block(Pump, V3(1,1,1), 0.225/2)

PumpWeld = Weld(Pipe2, Pump, CN(0, 0, 0.6), CN(0, 0, 0))



Pump2 = Part(Weapon, false, false, 0, 0, BN("Black"), V3(0.5, 0.5, 0.3))

Add.Block(Pump, V3(1,1,1), 0.13)

Weld(Pump, Pump2, CN(0, 0, -0.5))



for degrees = -20, 200, 20 do

local Derp = Part(Weapon, false, false, 0, 0, BN("Black"), V3(0.2, 0.2, 0.2))

Add.Block(Derp, V3(0.4,0.6,0.4), 0.02)

Weld(Handle3, Derp, CN(0, -0.45, -0.32) * CA(MR(degrees), 0, 0), CN(0, 0, -0.2))

end



Derp = Part(Weapon, false, false, 0, 0, BN("Black"), V3(0.2, 0.2, 0.3))

Add.Block(Derp, V3(0.4,1,1), 0.02)

Weld(Handle3, Derp, CN(0, 0, -0.32) * CA(MR(-20), 0, 0), CN(0, 0.45, -0.2))



Trigger = Part(Weapon, false, false, 0, 0, BN("Really black"), V3(0.2, 0.3, 0.2))

Add.Block(Trigger, V3(0.5, 0.9, 0.3), 0.02)

TriggerWeld = Weld(Handle3, Trigger, CN(0, -0.45, -0.4) * CA(MR(2), 0, 0))



Aim = Part(Weapon, false, false, 0, 0, BN("Black"), V3(0.3, 0.2, 0.7))

Add.Block(Aim, V3(1,0.7,1), 0.05)

Weld(Pipe1, Aim, CN(0, 0.12, 1.1))



Aim1 = Part(Weapon, false, false, 0, 0, BN("Black"), V3(0.2, 0.2, 0.2))

Add.Block(Aim1, V3(0.3, 0.7, 0.5))

Weld(Aim, Aim1, CN(-.1, 0.1, -0.25))



Aim2 = Part(Weapon, false, false, 0, 0, BN("Black"), V3(0.2, 0.2, 0.2))

Add.Block(Aim2, V3(0.3, 0.7, 0.5))

Weld(Aim, Aim2, CN(.1, 0.1, -0.25))



Aim3 = Part(Weapon, false, false, 0, 0, BN("Black"), V3(0.2, 0.2, 0.2))

Add.Block(Aim3, V3(0.3, 0.7, 0.5))

Weld(Aim, Aim3, CN(0, 0.1, 0.25))



BulletFlip = Part(Weapon, false, false, 0, 0, BN("Light grey"), V3(0.2, 0.3, 0.6))

Flip = Weld(Handle3, BulletFlip, CN(-0.18, 0.1, 0.2) * CA(0, MR(-10), 0))



---POCKET



BeltWelds = {}



BeltK = nil

for i = -0.5, 0.5, 1 do

local Belt = Part(Weapon, false, false, 0, 0, BN("Black"), V3(2.1, 0.3, 0.2))

table.insert(BeltWelds, Weld(Torso, Belt, CN(0, -0.9, i)))

end

for i = 1, -1, -2 do

local Belt = Part(Weapon, false, false, 0, 0, BN("Black"), V3(0.2, 0.3, 1.1))

table.insert(BeltWelds, Weld(Torso, Belt, CN(i, -0.9, 0)))

BeltK = Belt

end



for i = -0.25, 0.25, 0.5 do

local Pocket = Part(Weapon, false, false, 0, 0, BN("Black"), V3(1.1, 0.9, 0.2))

table.insert(BeltWelds, Weld(Torso, Pocket, CN(0.8, -1.2, -0.8) * CA(0, MR(-15), 0), CN(0, 0, i)))

end



for i = -0.5, 0.5, 1 do

local Pocket = Part(Weapon, false, false, 0, 0, BN("Black"), V3(0.6, 0.9, 0.2))

table.insert(BeltWelds, Weld(Torso, Pocket, CN(0.8, -1.2, -0.8) * CA(0, MR(-15)+MP/2, 0), CN(0, 0, i)))

end

Pocket = Part(Weapon, false, false, 0, 0, BN("Black"), V3(1.1, 0.2, 0.6))

table.insert(BeltWelds, Weld(Torso, Pocket, CN(0.8, -1.6, -0.8) * CA(0, MR(-15), 0)))



function Shell(P)

local Shel = Instance.new("Model")

local Back = Part(Shel, false, false, 0, 0, BN("Bright yellow"), V3(0.3, 0.3, 0.25))

local Main = Part(Shel, false, false, 0, 0, BN("Bright red"), V3(0.3, 0.3, 0.4))

Add.Block(Back, V3(1,1,1), 0.077)

Add.Block(Main, V3(1,1,1), 0.077)

Weld(Main, Back, CN(0, 0, -0.225))

Shel.Parent = P

return {Model = Shel, Back = Back, Main = Main}

end



for y = 0.15, 0.65, 0.25 do

for x = -0.12, 0.13, 0.24 do

for z = -0.25, 0.26, 0.5 do

local sh = Shell(Weapon)

Weld(Pocket, sh.Main, CN(z-0.05, y, x), CA(0, MP/2, 0))

end

end

end



KnifeSheath = Part(Weapon, false, false, 0, 0, BN("Black"), V3(0.3, 0.9, 0.6))

SheathWeld = Weld(BeltK, KnifeSheath, CN(-0.2, -0.3, -0.25) * CA(MR(-20), 0, 0))



KnifeHandle = Part(Weapon, false, false, 0, 0, BN("Really black"), V3(0.3, 0.6, 0.3))

KnifeWeld = Weld(KnifeSheath, KnifeHandle, CA(MP, 0, 0), CN(0, 0.9, 0))



KnifeHandle2 = Part(Weapon, false, false, 0, 0, BN("Dark grey"), V3(0.3, 0.2, 0.4))

Weld(KnifeHandle, KnifeHandle2, CN(0, 0.35, 0))



KnifeBlade1 = Part(Weapon, false, false, 0, 0.1, BN("Light grey"), V3(0.2, 0.8, 0.3))

Add.Block(KnifeBlade1, V3(0.4, 1, 1), 0.05)

Weld(KnifeHandle2, KnifeBlade1, CN(0, 0.42, 0))



KnifeBlade2 = Part(Weapon, false, false, 0, 0.1, BN("Light grey"), V3(0.2, 0.24, 0.24))

Add.Block(KnifeBlade2, V3(0.4, 1, 1), 0.05)

Weld(KnifeBlade1, KnifeBlade2, CN(0, 0.32, 0), CA(MR(45), 0, 0))



function Show_Damage(P, D, Area)

local mo = Instance.new("Model")

mo.Name = D

local p = Part(mo, true, false, 0, 0, BN("Bright red"), V3(0.2, 0.2, 0.2))

p.Name = "Head"

local m = Instance.new("SpecialMesh")

m.MeshType = "Brick"

m.Scale = Vector3.new(3.5, 2.3, 3.5)

m.Parent = p

local h = Instance.new("Humanoid")

h.Health = 0

h.MaxHealth = 0

h.Name = "asd"

h.Parent = mo

local nah = true

mo.Parent = workspace

local cf = CN(P) * CN(MRA(-Area*100, Area*100)/100, MRA(-Area*100, Area*100)/100, MRA(-Area*100, Area*100)/100)

p.CFrame = cf

Notime(function()

Notime(function()

for i = 0, 6, 0.03 do

wait()

p.CFrame = cf * CN(0, i, 0)

end

end)

wait(1.5)

for i = 0, 1, 0.05 do

p.Transparency = i

if nah then mo.Name = "" nah = false else mo.Name = "- "..D nah = true end

wait()

end

mo:remove()

end)

end



function Hit(part)

local H = GetHum(part.Parent)

if H and Debounce and Hurt then

Debounce = false

local Dmg = MRA(MeleeDmg/1.3, MeleeDmg)

H.Health = H.Health - Dmg

Show_Damage(KnifeBlade2.Position, Dmg, 0.1)

end

end



KnifeBlade1.Touched:connect(Hit)

KnifeBlade2.Touched:connect(Hit)



Weapon.Parent = Model

Model.Parent = Char



if script.Parent.className ~= "HopperBin" then

h = Instance.new("HopperBin", Me.Backpack)

h.Name = ToolName

script.Parent = h

end



bin = script.Parent



function Attach(t)

RSH.Part0 = t

LSH.Part0 = t

RH.Part0 = t

LH.Part0 = t

RABW.Part0 = t

LABW.Part0 = t

LLBW.Part0 = t

RLBW.Part0 = t

for _,v in pairs(BeltWelds) do

v.Part0 = t

end

if t == Torso then

FTorso.Transparency = 1

else

Torso.Transparency = 1

end

t.Transparency = 0

end



function Normal()

RAW.C0 = CA(MR(90), 0, MR(-65)) * CN(0.6, -0.9, 0)

LAW.C0 = CA(MR(85), 0, MR(-40)) * CN(0.5, -0.5, 0)

FW.C0 = CA(0, MR(-70), 0)

HW.C0 = CA(MR(0), MR(5), MR(0)) * CN(0.4, 0, -1.2)

LHW.C0 = CA(MR(-2), MR(30), MR(-3)) * CN(-0.1, 0.32, -0.24)

PumpWeld.C1 = CN(0, 0, 0)

Flip.C1 = CN(0, 0, 0)

Attach(FTorso)

LHW.Part1 = nil

TW.Part1 = nil

LHWK.Part1 = nil

KnifeWeld.Part1 = KnifeHandle

Neck.C0 = necko

HW.Part1 = Handle

end



function Swing()

Swinging = true

for i = 0.5, 1, 0.5 do

LAW.C0 = CA(MR(85-8*i), 0, MR(-40+5*i)) * CN(0.5, -0.5+0.2*i, 0)

RAW.C0 = CA(MR(90-5*i), 0, MR(-65-5*i)) * CN(0.6+0.05*i, -0.9+0.05*i, -0.1*i)

HW.C0 = CA(MR(-5*i), MR(5+5*i), MR(0)) * CN(0.4, 0, -1.2)

FW.C0 = CA(0, MR(-70+8*i), 0)

wait()

end

for i = 0.33, 1, 0.33 do

LAW.C0 = CA(MR(77-37*i), 0, MR(-35+30*i)) * CN(0.5-0.15*i, -0.3+0.3*i, 0)

RAW.C0 = CA(MR(85-15*i), 0, MR(-70-5*i)) * CN(0.65+0.15*i, -0.85+0.2*i, -0.1-0.2*i)

HW.C0 = CA(MR(-5-15*i), MR(10+10*i), MR(0)) * CN(0.4, 0, -1.2)

FW.C0 = CA(0, MR(-62+58*i), 0)

wait()

end

LHWK.Part1 = KnifeHandle

KnifeWeld.Part1 = nil

PlaySound(Sounds.Slash)

for i = 0.25, 1, 0.25 do

LAW.C0 = CA(MR(40+30*i), 0, MR(-5-45*i)) * CN(0.35-0.2*i, -0.5*i, 0)

RAW.C0 = CA(MR(70-15*i), 0, MR(-75-5*i)) * CN(0.8, -0.65+0.15*i, -0.3-0.05*i)

HW.C0 = CA(MR(-20-10*i), MR(20+5*i), MR(0)) * CN(0.4, 0, -1.2)

FW.C0 = CA(0, MR(-4+14*i), 0)

LHWK.C0 = CN(0, -0.1*i, 0.2*i) * CA(MR(170), 0, MR(-50*i))

wait()

end

Hurt = true

Debounce = true

for i = 0.25, 1, 0.25 do

LAW.C0 = CA(MR(70+20*i), 0, MR(-50+35*i)) * CN(0.15-0.05*i, -0.5-0.3*i, 0)

FW.C0 = CA(0, MR(10-60*i), 0)

LHWK.C0 = CN(0, -0.1-0.05*i, 0.2+0.1*i) * CA(MR(170), 0, MR(-50-40*i))

wait()

end

for i = 0.25, 1, 0.25 do

LAW.C0 = CA(MR(90+10*i), 0, MR(-15+15*i)) * CN(0.1, -0.9, 0)

FW.C0 = CA(0, MR(-50-40*i), 0)

LHWK.C0 = CN(0, -0.15, 0.3) * CA(MR(170), 0, MR(-90))

wait()

end

for i = 0.33, 1, 0.33 do

LAW.C0 = CA(MR(100+3*i), 0, 0) * CN(0.1, -0.9, 0)

FW.C0 = CA(0, MR(-90-6*i), 0)

LHWK.C0 = CN(0, -0.15, 0.3) * CA(MR(170), 0, MR(-90))

wait()

end

Hurt = false

wait(0.04)

for i = 0.25, 1, 0.25 do

LAW.C0 = CA(MR(103-13*i), 0, 0) * CN(0.1, -0.9+0.1*i, 0)

FW.C0 = CA(0, MR(-96+16*i), 0)

LHWK.C0 = CN(0, -0.15, 0.3-0.1*i) * CA(MR(170), 0, MR(-90+15*i))

wait()

end

for i = 0.25, 1, 0.25 do

LAW.C0 = CA(MR(90-42*i), 0, 0) * CN(0.1+0.1*i, -0.8+0.3*i, 0)

RAW.C0 = CA(MR(55+15*i), 0, MR(-80+5*i)) * CN(0.8-0.05*i, -0.5-0.1*i, -0.35+0.05*i)

FW.C0 = CA(0, MR(-80+10*i), 0)

HW.C0 = CA(MR(-30+20*i), MR(25-15*i), MR(0)) * CN(0.4, 0, -1.2)

LHWK.C0 = CN(0, -0.15, 0.2-0.45*i) * CA(MR(170), 0, MR(-75+75*i))

wait()

end

for i = 0.5, 1, 0.5 do

LAW.C0 = CA(MR(48-8*i), 0, 0) * CN(0.2+0.05*i, -0.5, 0)

RAW.C0 = CA(MR(70+10*i), 0, MR(-75+7*i)) * CN(0.75-0.05*i, -0.6-0.1*i, -0.3+0.05*i)

FW.C0 = CA(0, MR(-70), 0)

HW.C0 = CA(MR(-10+10*i), MR(10-5*i), MR(0)) * CN(0.4, 0, -1.2)

LHWK.C0 = CN(0, -0.15, -0.25-0.15*i) * CA(MR(170), 0, 0)

wait()

end

LHWK.Part1 = nil

KnifeWeld.Part1 = KnifeHandle

for i = 0.25, 1, 0.25 do

LAW.C0 = CA(MR(40+40*i), 0, MR(-30*i)) * CN(0.25+0.2*i, -0.5, 0)

RAW.C0 = CA(MR(80+10*i), 0, MR(-68+3*i)) * CN(0.7-0.1*i, -0.7-0.2*i, -0.25+0.2*i)

wait()

end

for i = 0.5, 1, 0.5 do

LAW.C0 = CA(MR(80+5*i), 0, MR(-30-10*i)) * CN(0.45+0.05*i, -0.5, -0.05+0.05*i)

RAW.C0 = CA(MR(90), 0, MR(-65)) * CN(0.6, -0.9, 0)

wait()

end

Normal()

Swinging = false

end



function Reload(once)

while Ammunition.Ammo < Ammunition.MaxAmmo and Ammunition.Ammoleft > 0 do

wait()

for i = 0.33, 1, 0.33 do

RAW.C0 = CA(MR(45-2*i), 0, MR(-15)) * CN(0, -0.15-0.05*i, 0)

LAW.C0 = CA(MR(50), MR(40), MR(-15)) * CN(0.5, -0.5, 0)

LHW.C0 = CA(MR(-35), MR(60), MR(-45)) * CN(-0.6, 0.2, -0.24)

wait()

end

for i = 0.25, 1, 0.25 do

RAW.C0 = CA(MR(43-8*i), 0, MR(-15)) * CN(0, -0.2-0.2*i, 0)

LAW.C0 = CA(MR(50), MR(40), MR(-15)) * CN(0.5, -0.5, 0)

LHW.C0 = CA(MR(-35), MR(60), MR(-45)) * CN(-0.6, 0.2, -0.24)

wait()

end

for i = 0.5, 1, 0.5 do

RAW.C0 = CA(MR(35-2*i), 0, MR(-15)) * CN(0, -0.4-0.05*i, 0)

wait()

end

local shel = Shell(Weapon)

local w = Weld(Rarm, shel.Main, CN(0, -1.25, 0.45), CA(MR(-140), 0, MR(60)))

for i = 0.25, 1, 0.25 do

RAW.C0 = CA(MR(33+20*i), 0, MR(-15-10*i)) * CN(0, -0.45+0.2*i, 0)

LAW.C0 = CA(MR(50-5*i), MR(40), MR(-15+5*i)) * CN(0.5, -0.5, 0)

w.C0 = CN(-0.1*i, -1.25, 0.45-0.25*i)

wait()

end

for i = 0.2, 1, 0.2 do

RAW.C0 = CA(MR(53+32*i), 0, MR(-25-12*i)) * CN(0, -0.25-0.3*i, 0)

LAW.C0 = CA(MR(45), MR(40), MR(-10+10*i)) * CN(0.5, -0.5+0.15*i, 0)

w.C0 = CN(-0.1-0.1*i, -1.25, 0.2-0.3*i)

w.C1 = CA(MR(-140+50*i), 0, MR(60))

wait()

end

PlaySound(Sounds.Reload, false)

for i = 0.25, 1, 0.25 do

RAW.C0 = CA(MR(85+10*i), 0, MR(-42-8*i)) * CN(0, -0.55-0.1*i, 0)

LAW.C0 = CA(MR(45), MR(40), 0) * CN(0.5, -0.35, 0)

w.C0 = CN(-0.2-0.05*i, -1.25, -0.1-0.1*i)

wait()

end

shel.Model:remove() shell = nil

Ammunition.Ammo = Ammunition.Ammo + 1

Ammunition.Ammoleft = Ammunition.Ammoleft - 1

wait(0.1)

for i = 0.33, 1, 0.33 do

RAW.C0 = CA(MR(95-10*i), 0, MR(-50+10*i)) * CN(0, -0.65+0.1*i, 0)

LAW.C0 = CA(MR(45+5*i), MR(40), MR(-12*i)) * CN(0.5, -0.35-0.1*i, 0)

wait()

end

for i = 0.25, 1, 0.25 do

RAW.C0 = CA(MR(85-40*i), 0, MR(-40+25*i)) * CN(0, -0.55+0.4*i, 0)

LAW.C0 = CA(MR(50), MR(40), MR(-12-3*i)) * CN(0.5, -0.45-0.05*i, 0)

wait()

end

if once then break end

if not ReloadHold then break end

end

for i = 0.33, 1, 0.33 do

RAW.C0 = CA(MR(45+10*i), 0, MR(-15-10*i)) * CN(0.1*i, -0.15-0.1*i, 0)

LAW.C0 = CA(MR(52+12*i), MR(40-5*i), MR(-15-5*i)) * CN(0.5, -0.5, 0)

LHW.C0 = CA(MR(-35+10*i), MR(60-10*i), MR(-45+10*i)) * CN(-0.6+0.1*i, 0.2, -0.24)

wait()

end

for i = 0.2, 1, 0.2 do

RAW.C0 = CA(MR(55+30*i), 0, MR(-25-30*i)) * CN(0.1+0.4*i, -0.25-0.55*i, 0)

LAW.C0 = CA(MR(70+10*i), MR(35-30*i), MR(-20-15*i)) * CN(0.5, -0.5, 0)

LHW.C0 = CA(MR(-25+18*i), MR(50-15*i), MR(-35+25*i)) * CN(-0.5+0.3*i, 0.2+0.1*i, -0.24)

wait()

end

for i = 0.25, 1, 0.25 do

RAW.C0 = CA(MR(85+5*i), 0, MR(-55-10*i)) * CN(0.5+0.1*i, -0.8-0.1*i, 0)

LAW.C0 = CA(MR(80+5*i), MR(5-5*i), MR(-35-5*i)) * CN(0.5, -0.5, 0)

LHW.C0 = CA(MR(-7+5*i), MR(35-5*i), MR(-10+7*i)) * CN(-0.2+0.1*i, 0.3+0.02*i, -0.24)

wait()

end

end



function ReloadStart(once)

Reloading = true

HW.Part1 = nil

LHW.Part1 = Pipe2

for i = 0.25, 1, 0.25 do

RAW.C0 = CA(MR(90-10*i), 0, MR(-65+10*i)) * CN(0.6-0.2*i, -0.9+0.15*i, 0)

LAW.C0 = CA(MR(85-5*i), MR(7*i), MR(-40+5*i)) * CN(0.5, -0.5, 0)

LHW.C0 = CA(MR(-2-8*i), MR(30+5*i), MR(-3-12*i)) * CN(-0.1-0.1*i, 0.32-0.12*i, -0.24)

wait()

end

for i = 0.15, 1, 0.15 do

RAW.C0 = CA(MR(80-35*i), 0, MR(-55+40*i)) * CN(0.4-0.4*i, -0.75+0.6*i, 0)

LAW.C0 = CA(MR(80-30*i), MR(7+33*i), MR(-35+20*i)) * CN(0.5, -0.5, 0)

LHW.C0 = CA(MR(-10-25*i), MR(35+25*i), MR(-15-30*i)) * CN(-0.2-0.4*i, 0.2, -0.24)

wait()

end

Reload(once)

Normal()

Reloading = false

end



function AimEet()

end



function Shoot(Start, To)

local Accu = CA(MR(MRA(-Accuracy.Momentum*1000, Accuracy.Momentum*1000)/1700), MR(MRA(-Accuracy.Momentum*1000, Accuracy.Momentum*1000)/1000), MR(MRA(-Accuracy.Momentum*1000, Accuracy.Momentum*1000)/1000))

for Pellets = 1, 8 do

local Power = 20

local Drop = 0.2

local Face = CN(Start, To) * Accu * CA(MR(MRA(-10000, 10000)/2500), MR(MRA(-10000, 10000)/2500), MR(MRA(-10000, 10000)/2500))

local Pellet = Part(PelletModel, true, false, 0, 0, BN("Dark grey"), V3(0.2, 0.2, 0.3))

Pellet.CFrame = Face

local LastPoint = Face.p

Notime(function()

local HitObj

local HitPos

local DistThing = 250

for Distance = Power, 600, Power do

Face = Face * CA(MR(-Drop), 0, 0) * CN(0, 0, -Power)

local PointNow = Face.p

local Hit, Pos = RayC(LastPoint, PointNow, Power+2, EffectModel)

if Hit then

DistThing = Distance

if DistThing > 250 then DistThing = 200 end

PointNow = Pos

HitPos = Pos

HitObj = Hit

end

local Dist = (PointNow - LastPoint).magnitude

Pellet.CFrame = Face

Drop = Drop + 0.04

local Effect = Part(EffectModel, true, false, 0, 0, BN("White"), V3(0.2, 0.2, 0.2))

Effect.CFrame = CN(LastPoint, PointNow) * CA(MR(-90), 0, 0) * CN(0, Dist/2, 0)

local H = Add.Head(Effect, V3(0.8, Dist*5, 0.8))

LastPoint = Face.p

Power = Power - Drop/3

Notime(function()

for i = 0, 1, 0.2 do

wait()

Effect.Transparency = i

end

Effect:remove()

end)

if Hit then

Pellet.CFrame = CN(Pos)

break

end

wait()

end

Pellet:remove()

if HitObj then

local Surface = DetectSurface(HitPos, HitObj)

local C = CN(HitPos) * CA(HitObj.CFrame:toEulerAnglesXYZ()) * Surface[2]

if Surface[1] == "Anything" then

C = Surface[2]

end

local H = nil

if HitObj.Parent ~= workspace then

H = GetHum(HitObj.Parent)

if HitObj.Parent.Parent ~= workspace and H == nil then

H = GetHum(HitObj.Parent.Parent)

end

end

if H then

local Dmg = DistThing/200

Dmg = (1-Dmg)*15

Dmg = MRA(Dmg*850, Dmg*1100)/1000

H.Health = H.Health - Dmg

PlaySound(Sounds.Hit)

Show_Damage(HitObj.Position, math.floor(Dmg), 1.5)

else

PlaySound(Sounds.PartHit)

local BulletHole = Part(EffectModel, true, false, 1, 0, BN("White"), V3(0.8, 0.2, 0.8))

BulletHole.CFrame = C * CN(0, -0.085, 0)

local Dec = Instance.new("Decal",BulletHole)

Dec.Texture = Images[MRA(1,#Images)]

Dec.Face = "Top"

if not HitObj.Anchored then

BulletHole.Anchored = false

local W = Weld(HitObj, BulletHole, HitObj.CFrame:toObjectSpace(C))

end

Notime(function()

wait(MRA(700, 15000)/100)

BulletHole:remove()

end)

end

end

end)

end

end



function ShootAnim(From, To)

Shoot(From, To)

AddInaccuracy(16)

PlaySound(Sounds.Fire, false)

for i = 0.33, 1, 0.33 do

RAW.C0 = CA(MR(90+10*i), 0, MR(-65)) * CN(0.6, -0.9+0.5*i, 0)

LAW.C0 = CA(MR(85+26*i), 0, MR(-40)) * CN(0.5, -0.5+0.1*i, 0)

HW.C0 = CA(MR(-15*i), MR(5), MR(0)) * CN(0.4, 0, -1.2)

wait()

end

for i = 0.2, 1, 0.2 do

RAW.C0 = CA(MR(100+5*i), 0, MR(-65)) * CN(0.6, -0.4+0.15*i, 0)

LAW.C0 = CA(MR(111+4*i), 0, MR(-40)) * CN(0.5, -0.4+0.05*i, 0)

HW.C0 = CA(MR(-15-2*i), MR(5), MR(0)) * CN(0.4, 0, -1.2)

wait()

end

for i = 0.5, 1, 0.5 do

RAW.C0 = CA(MR(105+2*i), 0, MR(-65)) * CN(0.6, -0.25+0.03*i, 0)

LAW.C0 = CA(MR(115+2*i), 0, MR(-40)) * CN(0.5, -0.35+0.02*i, 0)

HW.C0 = CA(MR(-17), MR(5), MR(0)) * CN(0.4, 0, -1.2)

wait()

end

for i = 0.2, 1, 0.2 do

RAW.C0 = CA(MR(107-12*i), 0, MR(-65)) * CN(0.6, -0.22-0.68*i, 0)

LAW.C0 = CA(MR(117-17*i), 0, MR(-40)) * CN(0.5, -0.33-0.02*i, 0)

HW.C0 = CA(MR(-17+2*i), MR(5), MR(0)) * CN(0.4, 0, -1.2)

wait()

end

for i = 0.33, 1, 0.33 do

RAW.C0 = CA(MR(95-5*i), 0, MR(-65)) * CN(0.6, -0.9-0.1*i, 0)

LAW.C0 = CA(MR(100-5*i), 0, MR(-40)) * CN(0.5+0.1*i, -0.35+0.1*i, 0)

HW.C0 = CA(MR(-15+11*i), MR(5), MR(0)) * CN(0.4, 0, -1.2)

PumpWeld.C1 = CN(0, 0, 0.1*i)

wait()

end

for i = 0.33, 1, 0.33 do

RAW.C0 = CA(MR(90-3*i), 0, MR(-65)) * CN(0.6, -1+0.05*i, 0)

LAW.C0 = CA(MR(95-5*i), 0, MR(-40)) * CN(0.6+0.2*i, -0.25+0.35*i, 0)

HW.C0 = CA(MR(-4+4*i), MR(5), MR(0)) * CN(0.4, 0, -1.2)

PumpWeld.C1 = CN(0, 0, 0.1+0.6*i)

Flip.C1 = CN(0, 0, 0.5*i)

wait()

end

local sh = Shell(workspace)

sh.Main.CanCollide = true

sh.Back.CanCollide = true

sh.Main.CFrame = Handle3.CFrame * CN(0.3, 0.2, 0)

sh.Main.Velocity = (Handle3.CFrame * CA(0, MR(90), 0)).lookVector * 15

Notime(function()

wait(MRA(100,180)/10)

for i = 0, 1, 0.005 do

sh.Main.Transparency = i

sh.Back.Transparency = i

wait()

end

sh.Model:remove()

end)

for i = 0.33, 1, 0.33 do

RAW.C0 = CA(MR(87+3*i), 0, MR(-65)) * CN(0.6, -0.95+0.05*i, 0)

LAW.C0 = CA(MR(90-5*i), 0, MR(-40)) * CN(0.8-0.3*i, 0.1-0.6*i, 0)

HW.C0 = CA(0, MR(5), 0) * CN(0.4, 0, -1.2)

PumpWeld.C1 = CN(0, 0, 0.7-0.7*i)

Flip.C1 = CN(0, 0, 0.5-0.5*i)

wait()

end

Normal()

end



function ShootFunc(From, To)

local H, Pos = RayC(From, To, 10, EffectModel)

local Can = true

if H then

if H:IsDescendantOf(Char) then

Can = false

end

end

if Can then

Attacking = true

Ammunition.Ammo = Ammunition.Ammo - 1

if Ammunition.Ammo < 0 then Ammunition.Ammo = 0 end

ShootAnim(From, To)

Attacking = false

end

end



function SelectAnim()

RAW.Part1 = Rarm

for i = 0.25, 1, 0.25 do

RAW.C0 = CA(MR(-10*i), 0, MR(2*i))

wait()

end

for i = 0.1, 1, 0.1 do

RAW.C0 = CN(-0.15*i, 0, -0.45*i) * CA(MR(-10-115*i), 0, MR(2+8*i)) * CN(0, -0.4*i, 0)

wait()

end

for i = 0.25, 1, 0.25 do

RAW.C0 = CN(-0.15, 0, -0.45-0.05*i) * CA(MR(-125-15*i), 0, MR(10)) * CN(0, -0.4, 0)

wait()

end

TW.Part1 = nil

HW.Part1 = Handle

for i = 0.25, 1, 0.25 do

RAW.C0 = CN(-0.15+0.15*i, 0, -0.5+0.1*i) * CA(MR(-140+10*i), 0, MR(10+2*i)) * CN(0, -0.4+0.15*i, 0)

HW.C0 = CA(MR(38+12*i), MR(-28-15*i), MR(-90-10*i)) * CN(0, -0.1*i, -3.8)

wait()

end

Attach(FTorso)

for i = 0.1, 1, 0.1 do

RAW.C0 = CN(0, 0, -0.4+0.3*i) * CA(MR(-130+90*i), 0, MR(12+30*i)) * CN(0, -0.25+0.25*i, 0)

HW.C0 = CA(MR(50+30*i), MR(-43-50*i), MR(-100-50*i)) * CN(0, -0.1-0.7*i, -3.8+0.7*i)

FW.C0 = CA(0, MR(-15*i), 0)

wait()

end

LAW.Part1 = Larm

for i = 0.15, 1, 0.15 do

RAW.C0 = CN(0, 0, -0.1+0.1*i) * CA(MR(-40+60*i), 0, MR(42+4*i))

LAW.C0 = CA(MR(10*i), 0, MR(-8*i)) * CN(0, -0.15*i, 0)

FW.C0 = CA(0, MR(-15-20*i), 0)

HW.C0 = CA(MR(80+50*i), MR(-93-57*i), MR(-150-30*i)) * CN(0, -0.8, -3.1+1*i)

wait()

end

for i = 0.15, 1, 0.15 do

RAW.C0 = CA(MR(20+58*i), 0, MR(46-60*i)) * CN(0.2*i, -0.35*i, 0)

LAW.C0 = CA(MR(10+65*i), 0, MR(-8-32*i)) * CN(0.3*i, -0.15-0.25*i, 0)

FW.C0 = CA(0, MR(-35-30*i), 0)

HW.C0 = CA(MR(130+50*i), MR(-150-20*i), MR(-180)) * CN(0.25*i, -0.8+0.3*i, -2.1+0.9*i)

wait()

end

for i = 0.2, 1, 0.2 do

RAW.C0 = CA(MR(78+8*i), 0, MR(-14-41*i)) * CN(0.2+0.35*i, -0.35-0.55*i, 0)

LAW.C0 = CA(MR(75+7*i), 0, MR(-40)) * CN(0.3+0.15*i, -0.4-0.06*i, 0)

FW.C0 = CA(0, MR(-65-5*i), 0)

HW.C0 = CA(MR(0), MR(-10+10*i), MR(0)) * CN(0.25+0.1*i, -0.5+0.4*i, -1.2)

wait()

end

for i = 0.25, 1, 0.25 do

RAW.C0 = CA(MR(86+4*i), 0, MR(-55-10*i)) * CN(0.55+0.05*i, -0.8-0.1*i, 0)

LAW.C0 = CA(MR(82+3*i), 0, MR(-40)) * CN(0.45+0.05*i, -0.46-0.04*i, 0)

FW.C0 = CA(0, MR(-70), 0)

HW.C0 = CA(MR(0), MR(5*i), MR(0)) * CN(0.35+0.05*i, -0.1+0.1*i, -1.2)

wait()

end

end



function DeselAnim()

for i = 0.25, 1, 0.25 do

RAW.C0 = CA(MR(90-10*i), 0, MR(-65+10*i)) * CN(0.6-0.05*i, -0.9+0.35*i, 0)

LAW.C0 = CA(MR(85-10*i), 0, MR(-40+4*i)) * CN(0.5-0.05*i, -0.5+0.04*i, 0)

FW.C0 = CA(0, MR(-70+10*i), 0)

HW.C0 = CA(MR(180-10*i), MR(-185+10*i), MR(180-10*i)) * CN(0.4-0.05*i, -0.1*i, -1.2)

wait()

end

for i = 0.07, 1, 0.07 do

RAW.C0 = CA(MR(80-80*i), 0, MR(-55+90*i)) * CN(0.55-0.35*i, -0.55+0.55*i, 0)

LAW.C0 = CA(MR(75-70*i), 0, MR(-36+30*i)) * CN(0.45-0.35*i, -0.46+0.36*i, 0)

FW.C0 = CA(0, MR(-60+40*i), 0)

HW.C0 = CA(MR(170-70*i), MR(-175+70*i), MR(170-70*i)) * CN(0.35-0.35*i, -0.1-0.1*i, -1.2-1*i)

wait()

end

for i = 0.25, 1, 0.25 do

RAW.C0 = CN(-0.1*i, 0, -0.15*i) * CA(MR(-30*i), 0, MR(35+10*i)) * CN(0.2-0.2*i, 0, 0)

LAW.C0 = CA(MR(5-5*i), 0, MR(-6+6*i)) * CN(0.1-0.1*i, -0.1+0.1*i, 0)

FW.C0 = CA(0, MR(-20+15*i), 0)

HW.C0 = CA(MR(100-20*i), MR(-105+15*i), MR(100-15*i)) * CN(0, -0.2, -2.2-0.3*i)

wait()

end

LAW.Part1 = nil

for i = 0.12, 1, 0.12 do

RAW.C0 = CN(-0.1-0.05*i, 0, -0.15-0.3*i) * CA(MR(-30-100*i), 0, MR(45-30*i)) * CN(0, -0.3*i, 0)

FW.C0 = CA(0, MR(-5+5*i), 0)

HW.C0 = CA(MR(80-37*i), MR(-90+55*i), MR(85-135*i)) * CN(0, -0.2, -2.5-0.9*i)

wait()

end

Attach(Torso)

for i = 0.2, 1, 0.2 do

RAW.C0 = CN(-0.15*i, 0, -0.45-0.05*i) * CA(MR(-130-10*i), 0, MR(15-5*i)) * CN(0, -0.3-0.1*i, 0)

HW.C0 = CA(MR(43-5*i), MR(-35+7*i), MR(-50-40*i)) * CN(0, -0.2, -3.4-0.4*i)

wait()

end

TW.Part1 = Handle

HW.Part1 = nil

for i = 0.25, 1, 0.25 do

RAW.C0 = CN(-0.15+0.05*i, 0, -0.5+0.15*i) * CA(MR(-140+10*i), 0, MR(10-3*i)) * CN(0, -0.4+0.1*i, 0)

wait()

end

for i = 0.15, 1, 0.15 do

RAW.C0 = CN(-0.1+0.1*i, 0, -0.35+0.25*i) * CA(MR(-130+115*i), 0, MR(7-7*i)) * CN(0, -0.3+0.25*i, 0)

wait()

end

for i = 0.33, 1, 0.33 do

RAW.C0 = CN(0, 0, -0.1+0.1*i) * CA(MR(-15+15*i), 0, 0) * CN(0, -0.05+0.05*i, 0)

wait()

end

Attach(Torso)

TW.Part1 = Handle

HW.Part1 = nil

RAW.Part1 = nil

LAW.Part1 = nil

end



function ReloadFunc(once)

if Ammunition.Ammo < Ammunition.MaxAmmo and Selected and not Reloading and not Attacking and Ammunition.Ammoleft > 0 then

if not once then

ReloadHold = true

end

ReloadStart(once)

end

end



function onSelected(mouse)

SelectAnim()

mouse.Icon = Icon

Selected = true

Notime(function()

for _, g in pairs(AccuracyGuis) do

g.Gui.Transparency = 0.2

end

while Selected do

pcall(function()

for _, g in pairs(AccuracyGuis) do

g.Gui.Position = UD(0, mouse.X+g.props.offset.x+g.props.unit.x*(Accuracy.Momentum*11), 0, mouse.Y+g.props.offset.y+g.props.unit.y*(Accuracy.Momentum*11))

end

end)

wait()

end

end)

mouse.Button1Down:connect(function()

if Selected and not Attacking and not Swinging then

if Reloading then

ReloadHold = false

else

if Ammunition.Ammo < 1 then

ReloadFunc(true)

else

ShootFunc((Pipe1.CFrame * CN(0, 0, 1.65)).p, mouse.Hit.p)

end

if Ammunition.Ammo < 1 and Ammunition.Ammoleft < 1 then

PlaySound(Sounds.Out)

end

end

end

end)

mouse.KeyDown:connect(function(key)

key = key:lower()

if Selected and not Attacking and not Swinging then

if key == "r" then

ReloadFunc()

elseif key == "e" then

Swing()

end

end

end)

mouse.KeyUp:connect(function(key)

key = key:lower()

if key == "r" then

ReloadHold = false

end

end)

end



function onDeselected(mouse)

Selected = false

for _, g in pairs(AccuracyGuis) do

g.Gui.Transparency = 1

end

DeselAnim()

end



bin.Selected:connect(onSelected)

bin.Deselected:connect(onDeselected)
Report Abuse
trappingnoobs is not online. trappingnoobs
Joined: 05 Oct 2008
Total Posts: 19100
17 Aug 2012 03:21 PM
EMG RELY U LIEK PORO SCRIPTER U TEK FRUM FRREEE MUDLE S U DSOO PRO I RU BIGEEST FAN PLS
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awsumpwner27 is not online. awsumpwner27
Joined: 03 Sep 2011
Total Posts: 4389
17 Aug 2012 03:30 PM
Please leave, trappingnoobs.
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Techboy6601 is not online. Techboy6601
Joined: 29 Jun 2009
Total Posts: 4914
17 Aug 2012 03:39 PM
cue the trolls
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agent767 is not online. agent767
Joined: 03 Nov 2008
Total Posts: 4181
17 Aug 2012 03:52 PM
Apparently posting random free modeled scripts makes you a good scripter.
Also,I had to scroll all the way to the bottom for the troling :(
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veerstrong is not online. veerstrong
Joined: 23 Jun 2009
Total Posts: 2450
17 Aug 2012 07:26 PM
Nice Free Model.
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belial52 is not online. belial52
Joined: 10 Oct 2009
Total Posts: 8074
17 Aug 2012 07:29 PM
GOBWEY
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