Players = game:GetService("Players")
Me = Players.LocalPlayer
Char = Me.Character
necko = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
ShootColors = {"Bright yellow", "New Yeller", "Bright orange", "Neon orange", "Really red", "Bright red"}
PlaceId = game.PlaceId
Selected = false
Attacking = false
Accuracy = 5
Debounce = true
Hurt = false
Damage = {15,42}
ContentProvider = game:GetService("ContentProvider")
V3 = Vector3.new
C3 = Color3.new
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)*CA(MR(-90), 0, 0)}
else
if pos2.Y > ((siz.Y/2)-0.04) then
surface = {"Top", CA(0, 0, 0)}
elseif pos2.Y < -((siz.Y/2)-0.04) then
surface = {"Bottom", CA(-MP, 0, 0)}
elseif pos2.X > ((siz.X/2)-0.04) then
surface = {"Right", CA(0, 0, MR(-90))}
elseif pos2.X < -((siz.X/2)-0.04) then
surface = {"Left", CA(0, 0, MR(90))}
elseif pos2.Z > ((siz.Z/2)-0.04) then
surface = {"Back", CA(MR(90), 0, 0)}
elseif pos2.Z < -((siz.Z/2)-0.04) 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
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
Add = {
Mesh = function(P, ID, Scale, Tex)
local m = Instance.new("SpecialMesh")
m.MeshType = "FileMesh"
m.MeshId = ID or ""
m.Scale = Scale or V3(1, 1, 1)
m.TextureId = Tex or ""
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
}
Sounds = {
Shoot = {Id = "http://www.roblox.com/asset/?id=2697431", Pitch = 0.3, Volume = 0.5},
Boom = {Id = "http://www.roblox.com/asset/?id=2692806", Pitch = 0.55, Volume = 0.4},
Slash = {Id = "rbxasset://sounds//swordslash.wav", Pitch = 0.5, Volume = 0.5},
Hit = {Id = "http://www.roblox.com/asset/?id=2801263", Pitch = 0.85, Volume = 0.35},
Reload = {Id = "rbxasset://sounds\\metal.ogg", Pitch = 1, Volume = 0.45},
}
for _,v in pairs(Sounds) do
ContentProvider:Preload(v.Id)
end
function PlaySound(Sound, bool)
local s = Instance.new("Sound")
s.Looped = false
s.Volume = Sound.Volume
s.SoundId = Sound.Id
if bool then
s.Pitch = MRA((Sound.Pitch*0.75)*1000, (Sound.Pitch*1.15)*1000)/1000
else
s.Pitch = Sound.Pitch
end
s.PlayOnRemove = true
s.Parent = Torso
Notime(function()
wait()
s.Parent = nil
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 Tag(hum)
if PlaceId == 48513881 then
local tag = Instance.new("ObjectValue")
tag.Name = "creator"
tag.Value = Me
tag.Parent = hum
end
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 == "Hand Cannon" then
v:remove()
end
end
Model = Instance.new("Model")
Model.Name = "Hand Cannon"
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(0.7, 0.8, 1.2), CA(0, MR(180), MR(55)))
Weapon = Instance.new("Model")
Weapon.Name = "Cannon"
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(0, MR(90), MR(90)))
HW = Weld(HB, nil)
Handle = Part(Weapon, false, false, 0, 0, BN("Dark grey"), V3(0.5, 0.5, 0.3))
Add.Mesh(Handle, "http://www.roblox.com/asset/?id=3270017", V3(1, 0.7, 2.2), "")
TW.Part1 = Handle
Main = Part(Weapon, false, false, 0, 0, BN("Dark grey"), V3(1.5, 1.5, 2.5))
Add.Mesh(Main, "http://www.roblox.com/asset/?id=3270017", V3(1.6, 1.6, 15), "")
Weld(Handle, Main, CA(0, MR(90), MR(90)), CN(1, 0, 0.2))
Main2 = Part(Weapon, false, false, 0, 0, BN("Gun metallic"), V3(1, 1, 1.5))
Add.Mesh(Main2, "http://www.roblox.com/asset/?id=3270017", V3(1.2, 1.2, 8), "")
Weld(Main, Main2, CN(), CN(0, 0, 1.7))
Handle2 = Part(Weapon, false, false, 0, 0, BN("Dark grey"), V3(0.5, 0.5, 0.3))
Add.Mesh(Handle2, "http://www.roblox.com/asset/?id=3270017", V3(0.7, 0.8, 2.2), "")
Weld(Main2, Handle2, CA(0, MR(90), MR(90)), CN(-0.65, 0, 0))
Tip = Part(Weapon, false, false, 0, 0, BN("Earth yellow"), V3(1.6, 1.6, 0.6))
Add.Sphere(Tip, V3(1.05, 1.05, 1))
Weld(Main, Tip, CN(), CN(0, 0, -1.15))
Tip4 = Part(Weapon, false, false, 0, 0, BN("Black"), V3(1.2, 1.2, 0.3))
Add.Mesh(Tip4, "http://www.roblox.com/asset/?id=3270017", V3(1.7, 1.7, 10), "")
Weld(Main, Tip4, CN(), CN(0, 0, -0.15))
for i = 1.3, 1.45, 0.1 do
local Tip3 = Part(Weapon, false, false, 0, 0, BN("Dark grey"), V3(1.2, 1.2, 0.3))
Add.Mesh(Tip3, "http://www.roblox.com/asset/?id=3270017", V3(i, i, 2), "")
Weld(Main2, Tip3, CN(), CN(0, 0, 0.6))
end
for i = -0.95, 0.66, 1.55 do
local Tip3 = Part(Weapon, false, false, 0, 0, BN("Dark Curry"), V3(1.2, 1.2, 0.3))
Add.Mesh(Tip3, "http://www.roblox.com/asset/?id=3270017", V3(1.65, 1.65, 3), "")
Weld(Main, Tip3, CN(), CN(0, 0, i))
end
for i = 1.3, 1.5, 0.1 do
local Tip2 = Part(Weapon, false, false, 0, 0, BN("Earth yellow"), V3(1.6, 1.6, 0.6))
Add.Mesh(Tip2, "http://www.roblox.com/asset/?id=3270017", V3(i, i, 2), "")
Weld(Main, Tip2, CN(), CN(0, 0, 1.1))
end
for i = -0.3, 1, 0.15 do
local p = Part(Weapon, false, false, 0.7, 0, BN("Black"), V3(0.2, 0.2, 0.2))
Add.Sphere(p, V3(6, 6, 2))
Weld(Main2, p, CN(0, 0, i))
end
function Show_Damage(P, D)
local mo = Instance.new("Model")
mo.Name = "- "..D
local p = Part(mo, false, 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(4.5, 2.3, 4.5)
m.Parent = p
local bp = Instance.new("BodyPosition", p)
bp.maxForce = V3(MH, MH, MH)
bp.P = 9001
bp.position = CN(P) * CN(0, 1.5, 0).p
local h = Instance.new("Humanoid")
h.Health = 0
h.MaxHealth = 0
h.Name = "asd"
h.Parent = mo
local nah = true
mo.Parent = workspace
p.CFrame = CN(P)
Notime(function()
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 Kill(hit)
if Debounce and Hurt then
local Hu = GetHum(hit.Parent)
if Hu then
Debounce = false
local Dmg = MRA(Damage[1], Damage[2])
Hu.Health = Hu.Health - Dmg
Show_Damage(Tip.Position, Dmg)
PlaySound(Sounds.Hit, true)
Tag(Hu)
local chance = MRA(1, 10)
if chance >=5 then
Hu.PlatformStand = true
wait(0.15)
hit.Velocity = (CN(Torso.CFrame * CN(0, 0.5, 0).p, hit.Position).lookVector * 45)
hit.RotVelocity = V3(MRA(-10, 10), MRA(-10, 10), MRA(-10, 10))
wait(0.3)
Hu.PlatformStand = false
end
end
end
end
Main.Touched:connect(Kill)
Weapon.Parent = Model
Model.Parent = Char
if script.Parent.className ~= "HopperBin" then
h = Instance.new("HopperBin", Me.Backpack)
h.Name = "Hand Cannon"
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
if t == Torso then
FTorso.Transparency = 1
else
Torso.Transparency = 1
end
t.Transparency = 0
end
function SelectAnim()
RAW.Part1 = Rarm
for i = 0.25, 1, 0.25 do
RAW.C0 = CA(MR(-10*i), 0, MR(-5*i))
wait()
end
for i = 0.1, 1, 0.1 do
RAW.C0 = CA(MR(-10-90*i), 0, MR(-5-30*i))
wait()
end
for i = 0.5, 1, 0.5 do
RAW.C0 = CA(MR(-100-5*i), 0, MR(-35))
wait()
end
HW.Part1 = Handle
HW.C0 = CA(MR(50), 0, MR(-37))
TW.Part1 = nil
Attach(FTorso)
LAW.Part1 = Larm
for i = 0.25, 1, 0.25 do
RAW.C0 = CA(MR(-105+10*i), 0, MR(-35+5*i))
LAW.C0 = CA(MR(15*i), 0, MR(5*i))
FW.C0 = CA(0, MR(-5*i), 0)
HW.C0 = CA(MR(50-5*i), 0, MR(-37))
wait()
end
for i = 0.06, 1, 0.06 do
RAW.C0 = CA(MR(-95+95*i), MR(35*i), MR(-30+50*i))
LAW.C0 = CA(MR(15+25*i), 0, MR(5+15*i)) * CN(0, -0.4*i, 0)
FW.C0 = CA(0, MR(-5-30*i), 0)
HW.C0 = CA(MR(45), 0, MR(-37+15*i))
wait()
end
Hum.WalkSpeed = 10
for i = 0.1, 1, 0.1 do
RAW.C0 = CA(MR(15*i), MR(35+10*i), MR(20+8*i))
LAW.C0 = CA(MR(40+7*i), 0, MR(20+6*i)) * CN(0, -0.4-0.2*i, 0)
FW.C0 = CA(0, MR(-35-10*i), 0)
HW.C0 = CA(MR(45-11*i), 0, MR(-22+15*i))
wait()
end
for i = 0.25, 1, 0.25 do
RAW.C0 = CA(MR(15+5*i), MR(45+5*i), MR(28+2*i))
LAW.C0 = CA(MR(47+3*i), 0, MR(26+4*i)) * CN(0, -0.6, 0)
FW.C0 = CA(0, MR(-45-5*i), 0)
HW.C0 = CA(MR(34-4*i), 0, MR(-7+7*i))
wait()
end
end
function DeselAnim()
for i = 0.25, 1, 0.25 do
RAW.C0 = CA(MR(20-5*i), MR(50-5*i), MR(30-5*i))
LAW.C0 = CA(MR(50-5*i), 0, MR(30-5*i)) * CN(0, -0.6+0.1*i, 0)
FW.C0 = CA(0, MR(-50+5*i), 0)
HW.C0 = CA(MR(30+5*i), 0, MR(-10*i))
wait()
end
for i = 0.15, 1, 0.15 do
RAW.C0 = CA(MR(15-30*i), MR(45-10*i), MR(25-5*i))
LAW.C0 = CA(MR(45-20*i), 0, MR(25-15*i)) * CN(0, -0.5+0.2*i, 0)
FW.C0 = CA(0, MR(-45+10*i), 0)
HW.C0 = CA(MR(35+10*i), 0, MR(-10-15*i))
wait()
end
for i = 0.12, 1, 0.12 do
RAW.C0 = CA(MR(-15-70*i), MR(35-30*i), MR(20-30*i))
LAW.C0 = CA(MR(25-25*i), 0, MR(10-10*i)) * CN(0, -0.3+0.3*i, 0)
FW.C0 = CA(0, MR(-35+20*i), 0)
HW.C0 = CA(MR(45+5*i), 0, MR(-25-12*i))
wait()
end
LAW.Part1 = nil
HW.C0 = CA(MR(50), 0, MR(-37))
for i = 0.25, 1, 0.25 do
RAW.C0 = CA(MR(-85-20*i), MR(5-5*i), MR(-10-25*i))
FW.C0 = CA(0, MR(-15+15*i), 0)
wait()
end
Attach(Torso)
HW.Part1 = nil
TW.Part1 = Handle
Hum.WalkSpeed = 16
for i = 0.15, 1, 0.15 do
RAW.C0 = CA(MR(-105+95*i), 0, MR(-35+30*i))
wait()
end
for i = 0.33, 1, 0.33 do
RAW.C0 = CA(MR(-10+10*i), 0, MR(-5+5*i))
wait()
end
RAW.Part1 = nil
end
--Norms:
--RAW.C0 = CA(MR(20), MR(50), MR(30))
--LAW.C0 = CA(MR(50), 0, MR(30)) * CN(0, -0.6, 0)
--FW.C0 = CA(0, MR(-50), 0)
--HW.C0 = CA(MR(30), 0, 0)
--
--
function Explode(Par, Pos, surface)
Notime(function()
local cf = CN(Pos) * CA(Par.CFrame:toEulerAnglesXYZ()) * surface[2] * CN(0, 1, 0)
if surface[1] == "Anything" then
cf = surface[2]
end
local col = Par.BrickColor.Color
local r, g, b = col.r, col.g, col.b
local col1, col2, col3 = C3(MRA(r*60, r*100)/100, MRA(g*60, g*100)/100, MRA(b*60, b*100)/100), C3(MRA(r*60, r*100)/100, MRA(g*60, g*100)/100, MRA(b*60, b*100)/100), C3(MRA(r*60, r*100)/100, MRA(g*60, g*100)/100, MRA(b*60, b*100)/100)
local p = Part(workspace, true, false, 0, 0, BN(col1.r, col1.g, col1.b), V3(0.2, 0.2, 0.2))
local p2 = Part(workspace, true, false, 0, 0, BN(col2.r, col2.g, col2.b), V3(0.2, 0.2, 0.2))
local p3 = Part(workspace, true, false, 0, 0, BN(col3.r, col3.g, col3.b), V3(0.2, 0.2, 0.2))
p.CFrame = cf
p2.CFrame = cf
p3.CFrame = cf
local m = Add.Mesh(p, "http://www.roblox.com/asset/?id=20329976", V3(1, 1, 1))
local m2 = Add.Mesh(p2, "http://www.roblox.com/asset/?id=20329976", V3(1, 1, 1))
local m3 = Add.Mesh(p3, "http://www.roblox.com/asset/?id=20329976", V3(1, 1, 1))
for i = -0.2, 1, 0.12 do
p2.Transparency = i+0.1
p.Transparency = i
p3.Transparency = i+0.2
m.Scale = V3(1+2.5*i, 1.4+1*i, 1+2.5*i)
m2.Scale = V3(0.8+2*i, 1.2+1*i, 0.8+2*i)
m3.Scale = V3(0.5+1*i, 1+1*i, 0.5+1*i)
wait()
end
p2:remove()
p3:remove()
p:remove()
end)
end
function Shoot(Pos)
coroutine.resume(coroutine.create(function()
local acc = Accuracy*100
local Start = Main2.CFrame * CN(0, 0, -0.5).p
local Face = CN(Start, Pos) * CA(MR(MRA(-acc, acc))/100, MR(MRA(-acc, acc))/100, MR(MRA(-acc, acc))/100)
local Cannonball = Part(Model, true, false, 0, 0, BN("Black"), V3(1.3, 1.3, 1.3))
Add.Sphere(Cannonball)
Cannonball.CFrame = Face
local Go = 3
local Drop = 0.55/(Go*3)
local Dist = 500
local lastP = Start
local omg = 0
for i = Go, Dist, Go do
Drop = Drop + 1/(Go*3)
omg = omg + Drop
local dropping = CA(MR(-Drop), 0, 0)
if omg > 130 then
dropping = CN()
end
Face = Face * dropping * CN(0, 0, -Go)
Cannonball.CFrame = Face
local Magn = (Face.p - lastP).magnitude
local T = Part(Model, true, false, 0.1, 0, BN("Mid gray"), V3(0.2, 1, 0.2))
local M = Instance.new("SpecialMesh",T)
M.MeshType = "Head"
M.Scale = V3(5, Magn, 5)
T.CFrame = CN(lastP, Face.p) * CA(MR(-90), 0, 0) * CN(0, Magn/2, 0)
Notime(function()
wait(0.1)
for i = 0.1, 1, 0.1 do
T.Transparency = i+0.1
M.Scale = V3(5-5*i, Magn+0.5, 5-5*i)
wait()
end
T:remove()
end)
local Hit, Hitpos = RayC(lastP, Face.p, Go*2, Char)
lastP = Face.p
if Hit then
PlaySound(Sounds.Boom, true)
local s = DetectSurface(Hitpos, Hit)
Explode(Hit, Hitpos, s)
Cannonball.CFrame = CN(Hitpos)
local hu = GetHum(Hit.Parent)
if hu == nil and Hit.Parent.className ~= "Hat" and Hit.Anchored then
coroutine.resume(coroutine.create(function()
wait(10)
for i = 0, 1, 0.04 do
Cannonball.Transparency = i
wait()
end
Cannonball:remove()
end))
else
Cannonball:remove()
end
local Noobs = GetGroup(Hitpos, 5, Hit)
for _,v in pairs(Noobs) do
local dm = 60/((v[3]+3)/3)
dm = MRA(dm*0.9, dm*1.04)
v[1].Health = v[1].Health - dm
local t = v[2]:findFirstChild("Head")
if t then
Show_Damage(t.Position, dm)
end
pcall(function()
Tag(v[1])
end)
end
local Parts = GetParts(Hitpos, 7)
for _,v in pairs(Parts) do
if v[3] == false then
Notime(function()
if v[1].Name == "Brick wall" then
v[1]:BreakJoints()
v[1].Velocity = (CN(Hitpos, v[1].Position).lookVector * (110/((v[2]+2)/3)))
wait(0.1)
v[1].Velocity = (CN(Hitpos, v[1].Position).lookVector * (110/((v[2]+2)/3)))
else
v[1].Velocity = (CN(Hitpos, v[1].Position).lookVector * (80/((v[2]+2)/3)))
end
end)
end
end
break
end
wait()
end
end))
end
function ShootAnim(pos)
RLW.Part1 = Rleg
LLW.Part1 = Lleg
local cf = ComputePos(Torso.Position, pos)
local bp = Instance.new("BodyPosition",Torso)
bp.maxForce = V3(MH, 0, MH)
bp.P = 10000
PlaySound(Sounds.Shoot, true)
local effect = Part(Model, false, false, 0, 0, BN(ShootColors[MRA(1,#ShootColors)]), V3(0.2, 0.2, 0.2))
local effect2 = Part(Model, false, false, 0, 0, BN(ShootColors[MRA(1,#ShootColors)]), V3(0.2, 0.2, 0.2))
local m1 = Add.Mesh(effect, "http://www.roblox.com/asset/?id=20329976", V3(1,1,1))
local m2 = Add.Mesh(effect2, "http://www.roblox.com/asset/?id=20329976", V3(1,1,1))
local w1 = Weld(Main2, effect, CA(MR(-90), 0, 0), CN(0, -1, 0))
local w2 = Weld(Main2, effect2, CA(MR(-90), 0, 0), CN(0, -1, 0))
for i = 0, 1, 0.5 do
RAW.C0 = CA(MR(20-50*i), MR(50-25*i), MR(30+45*i))
LAW.C0 = CA(MR(50-10*i), 0, MR(30+20*i)) * CN(0, -0.6-0.3*i, 0)
RLW.C0 = CA(MR(30*i), 0, MR(-15*i))
LLW.C0 = CA(MR(10*i), 0, MR(-35*i))
FW.C0 = CA(MR(5*i), MR(-50-15*i), 0)
HW.C0 = CA(MR(30), MR(35*i), MR(-25*i))
Neck.C0 = necko * CA(MR(10*i), 0, 0)
bp.position = cf * CN(0, 0, 3*i).p
m1.Scale = V3(0.5+0.6*i, 0.4+0.2*i, 0.5+0.6*i)
m2.Scale = V3(0.3+0.5*i, 0.5+1*i, 0.3+0.5*i)
w1.C1 = CN(0, -1-0.2*i, 0)
w2.C1 = CN(0, -1-0.5*i, 0)
effect.Transparency = 0.2*i
effect2.Transparency = 0.2*i
wait()
end
for i = 0.2, 1, 0.2 do
RAW.C0 = CA(MR(-30-10*i), MR(25-5*i), MR(75+5*i))
LAW.C0 = CA(MR(40-5*i), 0, MR(50+5*i)) * CN(0, -0.9-0.05*i, 0)
RLW.C0 = CA(MR(30+5*i), 0, MR(-15))
LLW.C0 = CA(MR(10+5*i), 0, MR(-35-5*i))
FW.C0 = CA(MR(5+5*i), MR(-65-5*i), 0)
HW.C0 = CA(MR(30), MR(35+5*i), MR(-25-5*i))
Neck.C0 = necko * CA(MR(10+5*i), 0, 0)
bp.position = cf * CN(0, 0, 3+1*i).p
m1.Scale = V3(1+1*i, 0.7+0.9*i, 1+1*i)
m2.Scale = V3(0.8+0.6*i, 1.5+1.6*i, 0.8+0.6*i)
w1.C1 = CN(0, -1.2-0.6*i, 0)
w2.C1 = CN(0, -1.5-1.8*i, 0)
effect.Transparency = 0.2+0.9*i
effect2.Transparency = 0.2+0.9*i
wait()
end
effect:remove()
effect2:remove()
for i = 0.2, 1, 0.2 do
bp.position = cf * CN(0, 0, 4+0.8*i).p
wait()
end
for i = 0.08, 1, 0.06 do
RAW.C0 = CA(MR(-40+50*i), MR(20+15*i), MR(80-35*i))
LAW.C0 = CA(MR(35-30*i), 0, MR(55-45*i)) * CN(0, -0.95+0.5*i, 0)
RLW.C0 = CA(MR(35-35*i), 0, MR(-15+25*i))
LLW.C0 = CA(MR(15-15*i), 0, MR(-40+30*i))
FW.C0 = CA(MR(10-7*i), MR(-70+40*i), 0)
HW.C0 = CA(MR(30), MR(40-40*i), MR(-30-10*i))
Neck.C0 = necko * CA(MR(15+5*i), 0, MR(20*i))
bp.position = cf * CN(0, 0, 4.8+0.8*i).p
wait()
end
bp:remove()
for i = 0.33, 1, 0.33 do
RAW.C0 = CA(MR(10+10*i), MR(35+5*i), MR(45-5*i))
LAW.C0 = CA(MR(5), 0, MR(10)) * CN(0, -0.45+0.1*i, 0)
FW.C0 = CA(MR(3-3*i), MR(-30+5*i), 0)
HW.C0 = CA(MR(30), 0, MR(-40-10*i))
wait()
end
for i = 0.12, 1, 0.12 do
RAW.C0 = CA(MR(20+5*i), MR(40+5*i), MR(40+5*i))
LAW.C0 = CA(MR(5), 0, MR(10)) * CN(0, -0.35-0.3*i, 0)
FW.C0 = CA(0, MR(-25+5*i), 0)
HW.C0 = CA(MR(30), 0, MR(-50-5*i))
wait()
end
local b = Part(Model, false, false, 0, 0, BN("Black"), V3(1.1, 1.1, 1.1))
local m = Add.Sphere(b)
local w = Weld(Larm, b, CN(), CN(0, 1.4, 0))
for i = 0.16, 1, 0.16 do
LAW.C0 = CA(MR(5+30*i), 0, MR(10+10*i)) * CN(0, -0.65+0.65*i, 0)
RAW.C0 = CA(MR(25), MR(45+3*i), MR(40))
m.Scale = V3(0.5+0.5*i, 0.5+0.5*i, 0.5+0.5*i)
Neck.C0 = necko * CA(MR(20-10*i), 0, MR(20-15*i))
wait()
end
for i = 0.1, 1, 0.1 do
LAW.C0 = CA(MR(35+105*i), 0, MR(20+20*i)) * CN(0, -0.9*i, 0)
RAW.C0 = CA(MR(25), MR(48+6*i), MR(40))
Neck.C0 = necko * CA(MR(10-10*i), 0, MR(5-35*i))
wait()
end
for i = 0.16, 1, 0.16 do
LAW.C0 = CA(MR(140-10*i), 0, MR(40-15*i)) * CN(0, -0.9-0.2*i, 0)
RAW.C0 = CA(MR(25), MR(54), MR(40))
Neck.C0 = necko * CA(MR(5*i), 0, MR(-30))
w.C0 = CN(1.5*i, 0.55*i, 1.1*i)
wait()
end
PlaySound(Sounds.Reload, true)
b:remove()
w:remove()
for i = 0.2, 1, 0.2 do
LAW.C0 = CA(MR(130-10*i), 0, MR(25-15*i)) * CN(0, -1.1+0.2*i, 0)
RAW.C0 = CA(MR(25-10*i), MR(54), MR(40))
Neck.C0 = necko * CA(MR(5-3*i), 0, MR(-30+5*i))
HW.C0 = CA(MR(30), 0, MR(-55+10*i))
FW.C0 = CA(0, MR(-20-5*i), 0)
wait()
end
for i = 0.11, 1, 0.11 do
LAW.C0 = CA(MR(120-60*i), 0, MR(10+15*i)) * CN(0, -0.9+0.3*i, 0)
RAW.C0 = CA(MR(15+5*i), MR(54-4*i), MR(40-10*i))
Neck.C0 = necko * CA(MR(2-2*i), 0, MR(-25+25*i))
HW.C0 = CA(MR(30), 0, MR(-45+45*i))
FW.C0 = CA(0, MR(-25-20*i), 0)
RLW.C0 = CA(0, 0, MR(10-8*i))
LLW.C0 = CA(0, 0, MR(-10+8*i))
wait()
end
Neck.C0 = necko
for i = 0.25, 1, 0.25 do
LAW.C0 = CA(MR(60-10*i), 0, MR(25+5*i)) * CN(0, -0.6, 0)
RAW.C0 = CA(MR(20), MR(50), MR(30))
HW.C0 = CA(MR(30), 0, 0)
FW.C0 = CA(0, MR(-45-5*i), 0)
RLW.C0 = CA(0, 0, MR(2-2*i))
LLW.C0 = CA(0, 0, MR(-2+2*i))
wait()
end
RLW.Part1 = nil
LLW.Part1 = nil
RAW.C0 = CA(MR(20), MR(50), MR(30))
LAW.C0 = CA(MR(50), 0, MR(30)) * CN(0, -0.6, 0)
FW.C0 = CA(0, MR(-50), 0)
HW.C0 = CA(MR(30), 0, 0)
Neck.C0 = necko
end
function Melee()
PlaySound(Sounds.Slash, true)
for i = 0.25, 1, 0.25 do
RAW.C0 = CA(MR(20+5*i), MR(50-5*i), MR(30+3*i))
LAW.C0 = CA(MR(50), 0, MR(30+4*i)) * CN(0, -0.6-0.05*i, 0)
HW.C0 = CA(MR(30), MR(5*i), 0)
FW.C0 = CA(0, MR(-50-5*i), 0)
wait()
end
for i = 0.12, 1, 0.12 do
RAW.C0 = CA(MR(25+25*i), MR(45-30*i), MR(33+7*i))
LAW.C0 = CA(MR(50), 0, MR(34+11*i)) * CN(0, -0.65-0.25*i, 0)
HW.C0 = CA(MR(30), MR(5+25*i), 0)
FW.C0 = CA(0, MR(-55-25*i), 0)
wait()
end
for i = 0.33, 1, 0.33 do
RAW.C0 = CA(MR(50+15*i), MR(15-5*i), MR(40-10*i)) * CN(0, -0.2*i, 0)
LAW.C0 = CA(MR(50+10*i), 0, MR(45-5*i)) * CN(0, -0.9+0.15*i, 0)
HW.C0 = CA(MR(30+2*i), MR(30+5*i), 0)
FW.C0 = CA(0, MR(-80+10*i), MR(-5*i))
wait()
end
Hurt = true
Debounce = true
for i = 0.07, 1, 0.07 do
RAW.C0 = CA(MR(65+55*i), MR(10), MR(30-70*i)) * CN(0, -0.2-1.1*i, 0)
LAW.C0 = CA(MR(60+120*i), 0, MR(40-70*i)) * CN(0, -0.75+0.7*i, 0)
HW.C0 = CA(MR(32+6*i), MR(35+20*i), MR(-4*i))
FW.C0 = CA(0, MR(-70+110*i), 0)
wait()
end
for i = 0.16, 1, 0.16 do
RAW.C0 = CA(MR(120+10*i), MR(10), MR(-40-5*i)) * CN(0, -1.3-0.1*i, 0)
LAW.C0 = CA(MR(180+15*i), 0, MR(-30-20*i)) * CN(0, -0.05+0.1*i, 0)
HW.C0 = CA(MR(38+2*i), MR(55-6*i), MR(-4-1*i))
FW.C0 = CA(0, MR(40+10*i), 0)
wait()
end
Hurt = false
for i = 0.2, 1, 0.2 do
RAW.C0 = CA(MR(130+5*i), MR(10), MR(-45-2*i)) * CN(0, -1.4-0.05*i, 0)
LAW.C0 = CA(MR(195+5*i), 0, MR(-50-8*i)) * CN(0, 0.05+0.05*i, 0)
HW.C0 = CA(MR(40), MR(49-2*i), MR(-5))
FW.C0 = CA(0, MR(50+3*i), 0)
wait()
end
wait(0.2)
for i = 0.2, 1, 0.2 do
RAW.C0 = CA(MR(135-10*i), MR(10+5*i), MR(-47+10*i)) * CN(0, -1.45+0.25*i, 0)
LAW.C0 = CA(MR(200-10*i), 0, MR(-58+10*i)) * CN(0, 0.1-0.1*i, 0)
HW.C0 = CA(MR(40), MR(47-5*i), MR(-5+5*i))
FW.C0 = CA(0, MR(53-10*i), 0)
wait()
end
for i = 0.08, 1, 0.08 do
RAW.C0 = CA(MR(125-90*i), MR(15+30*i), MR(-37+57*i)) * CN(0, -1.2+1.1*i, 0)
LAW.C0 = CA(MR(190-125*i), 0, MR(-48+68*i)) * CN(0, -0.5*i, 0)
HW.C0 = CA(MR(40-7*i), MR(42-37*i), 0)
FW.C0 = CA(0, MR(43-82*i), 0)
wait()
end
for i = 0.2, 1, 0.2 do
RAW.C0 = CA(MR(35-15*i), MR(45+5*i), MR(20+10*i)) * CN(0, -0.1+0.1*i, 0)
LAW.C0 = CA(MR(65-15*i), 0, MR(20+10*i)) * CN(0, -0.5-0.1*i, 0)
HW.C0 = CA(MR(33-3*i), MR(5-5*i), 0)
FW.C0 = CA(0, MR(-41-9*i), 0)
wait()
end
RLW.Part1 = nil
LLW.Part1 = nil
RAW.C0 = CA(MR(20), MR(50), MR(30))
LAW.C0 = CA(MR(50), 0, MR(30)) * CN(0, -0.6, 0)
FW.C0 = CA(0, MR(-50), 0)
HW.C0 = CA(MR(30), 0, 0)
Neck.C0 = necko
end
function onSelected(mouse)
SelectAnim()
Selected = true
mouse.Button1Down:connect(function()
if Attacking == false then
Attacking = true
mouse.Button1Up:wait()
Shoot(mouse.Hit.p)
ShootAnim(mouse.Hit.p)
Attacking = false
end
end)
mouse.KeyDown:connect(function(key)
key = key:lower()
if key == "q" then
if Attacking == false then
Attacking = true
Melee()
Attacking = false
end
end
end)
end
function onDeselected(mouse)
Selected = false
DeselAnim()
end
bin.Selected:connect(onSelected)
bin.Deselected:connect(onDeselected)