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- --Created with PenguinAnonymous's compiler
- --PenguinAnonymous is not responsible for damages caused to your game
- --This plugin does not remove things
- --PenguinAnonymous cannot be held resonsible for manual deletion for the purpose of testing
- --Keep in mind, any items that cause errors in compilation will be skipped and documented within the last line of the disclaimer comments
- --Thank you for using my plugin and enjoy :)
- --It is free to use
- --If you use this plugin to create your own, please give me credit
- --Errors: RotateP,ModuleScript,UnionOperation,TouchTransmitter,Camera
- local runDummyScript = function(f,scri)
- local oldenv = getfenv(f)
- local newenv = setmetatable({}, {
- __index = function(_, k)
- if k:lower() == 'script' then
- return scri
- else
- return oldenv[k]
- end
- end
- })
- setfenv(f, newenv)
- ypcall(function() f() end)
- end
- cors = {}
- mas = Instance.new("Model",game:GetService("Lighting"))
- mas.Name = "CompiledModel"
- o1 = Instance.new("Model")
- o2 = Instance.new("Part")
- o3 = Instance.new("Script")
- o4 = Instance.new("ForceField")
- o7 = Instance.new("ManualWeld")
- o8 = Instance.new("Model")
- o9 = Instance.new("Tool")
- o10 = Instance.new("LocalScript")
- o11 = Instance.new("IntValue")
- o12 = Instance.new("Folder")
- o15 = Instance.new("ScreenGui")
- o16 = Instance.new("ImageLabel")
- o17 = Instance.new("NumberValue")
- o18 = Instance.new("Frame")
- o19 = Instance.new("ImageLabel")
- o20 = Instance.new("TextLabel")
- o21 = Instance.new("Frame")
- o22 = Instance.new("TextLabel")
- o23 = Instance.new("Frame")
- o24 = Instance.new("TextLabel")
- o25 = Instance.new("Frame")
- o26 = Instance.new("TextLabel")
- o27 = Instance.new("Frame")
- o28 = Instance.new("TextLabel")
- o29 = Instance.new("Frame")
- o30 = Instance.new("Frame")
- o31 = Instance.new("TextLabel")
- o32 = Instance.new("TextLabel")
- o33 = Instance.new("TextLabel")
- o34 = Instance.new("TextLabel")
- o35 = Instance.new("TextLabel")
- o36 = Instance.new("Frame")
- o37 = Instance.new("TextLabel")
- o38 = Instance.new("TextLabel")
- o39 = Instance.new("TextLabel")
- o40 = Instance.new("Frame")
- o41 = Instance.new("TextLabel")
- o42 = Instance.new("Frame")
- o43 = Instance.new("Frame")
- o44 = Instance.new("Frame")
- o45 = Instance.new("Frame")
- o46 = Instance.new("Frame")
- o47 = Instance.new("Frame")
- o48 = Instance.new("Frame")
- o49 = Instance.new("Frame")
- o50 = Instance.new("Frame")
- o51 = Instance.new("Frame")
- o52 = Instance.new("Frame")
- o53 = Instance.new("Frame")
- o54 = Instance.new("Frame")
- o55 = Instance.new("Frame")
- o56 = Instance.new("Frame")
- o57 = Instance.new("Frame")
- o58 = Instance.new("Frame")
- o59 = Instance.new("Frame")
- o60 = Instance.new("Frame")
- o61 = Instance.new("Frame")
- o62 = Instance.new("Frame")
- o63 = Instance.new("Frame")
- o64 = Instance.new("Frame")
- o65 = Instance.new("Frame")
- o66 = Instance.new("Frame")
- o67 = Instance.new("Frame")
- o68 = Instance.new("TextLabel")
- o69 = Instance.new("TextLabel")
- o70 = Instance.new("Frame")
- o71 = Instance.new("Frame")
- o72 = Instance.new("ImageLabel")
- o73 = Instance.new("TextLabel")
- o74 = Instance.new("TextLabel")
- o75 = Instance.new("Frame")
- o76 = Instance.new("ImageLabel")
- o77 = Instance.new("TextLabel")
- o78 = Instance.new("TextLabel")
- o79 = Instance.new("Frame")
- o80 = Instance.new("TextLabel")
- o81 = Instance.new("TextLabel")
- o82 = Instance.new("TextLabel")
- o83 = Instance.new("Frame")
- o84 = Instance.new("Frame")
- o85 = Instance.new("ImageLabel")
- o86 = Instance.new("ImageLabel")
- o87 = Instance.new("Frame")
- o88 = Instance.new("TextLabel")
- o89 = Instance.new("Frame")
- o90 = Instance.new("ImageLabel")
- o91 = Instance.new("ImageLabel")
- o92 = Instance.new("Frame")
- o93 = Instance.new("Frame")
- o94 = Instance.new("LocalScript")
- o95 = Instance.new("TextLabel")
- o107 = Instance.new("Part")
- o108 = Instance.new("CylinderMesh")
- o109 = Instance.new("Part")
- o110 = Instance.new("CylinderMesh")
- o111 = Instance.new("Part")
- o112 = Instance.new("CylinderMesh")
- o115 = Instance.new("Part")
- o116 = Instance.new("BlockMesh")
- o117 = Instance.new("Part")
- o118 = Instance.new("BlockMesh")
- o119 = Instance.new("Sound")
- o120 = Instance.new("Sound")
- o122 = Instance.new("IntValue")
- o123 = Instance.new("IntValue")
- o124 = Instance.new("IntValue")
- o125 = Instance.new("IntValue")
- o126 = Instance.new("IntValue")
- o127 = Instance.new("Script")
- o128 = Instance.new("Script")
- o129 = Instance.new("ObjectValue")
- o130 = Instance.new("RemoteFunction")
- o131 = Instance.new("RemoteFunction")
- o132 = Instance.new("RemoteFunction")
- o133 = Instance.new("RemoteEvent")
- o134 = Instance.new("RemoteFunction")
- o135 = Instance.new("RemoteFunction")
- o136 = Instance.new("RemoteFunction")
- o137 = Instance.new("LocalScript")
- o138 = Instance.new("IntValue")
- o139 = Instance.new("RemoteEvent")
- o140 = Instance.new("RemoteEvent")
- o141 = Instance.new("RemoteEvent")
- o142 = Instance.new("RemoteEvent")
- o146 = Instance.new("Part")
- o147 = Instance.new("ParticleEmitter")
- o148 = Instance.new("ParticleEmitter")
- o149 = Instance.new("PointLight")
- o1.Parent = mas
- o2.Name = "Regen Button"
- o2.Parent = o1
- o2.Material = Enum.Material.CorrodedMetal
- o2.BrickColor = BrickColor.new("Deep blue")
- o2.Position = Vector3.new(-146.5, 1.20001495, 38.5)
- o2.Rotation = Vector3.new(0, -90, 0)
- o2.Anchored = true
- o2.FormFactor = Enum.FormFactor.Plate
- o2.Size = Vector3.new(5, 2.4000001, 1)
- o2.CFrame = CFrame.new(-146.5, 1.20001495, 38.5, 0, 0, -1, 0, 1, -0, 1, 0, -0)
- o2.TopSurface = Enum.SurfaceType.Smooth
- o2.Color = Color3.new(0.129412, 0.329412, 0.72549)
- o2.Position = Vector3.new(-146.5, 1.20001495, 38.5)
- o2.Orientation = Vector3.new(0, -90, 0)
- o2.Color = Color3.new(0.129412, 0.329412, 0.72549)
- o3.Name = "Regen"
- o3.Parent = o2
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- --Do not change anything besides the lines mentioned below.
- model = script.Parent.Parent--Indicates that the script interacts with the model the button is grouped with.
- messageText = ""--If you want a message to appear upon pressing, type it here.
- message = Instance.new("Message")
- message.Text = messageText
- backup = model:clone()
- enabled = true
- function regenerate()
- message.Parent = game.Workspace
- model:remove()
- wait(2)--Change this number to display the regen message as long as you want in seconds.
- model = backup:clone()
- model.Parent = game.Workspace
- model:makeJoints()
- message.Parent = nil
- script.Disabled = true
- script.Parent.BrickColor = BrickColor.new(69)
- wait(10)--Change this number to change the time in between regenerations via the button, in seconds..
- script.Parent.BrickColor = BrickColor.new(197)
- script.Disabled = false
- end
- function onHit(hit)
- if (hit.Parent:FindFirstChild("Humanoid") ~= nil) and enabled then
- regenerate()
- end
- end
- script.Parent.Touched:connect(onHit)
- --And it's done.
- end,o3)
- end))
- o4.Parent = o2
- o7.Name = "Regen Button-to-Smooth Block Model Strong Joint"
- o7.Parent = o2
- o7.C0 = CFrame.new(2.5, -1.20000005, -0.5, -1, 0, 0, 0, 1, 0, 0, 0, -1)
- o7.C1 = CFrame.new(2, -1.20001221, -2.5, 0, -0, -1, 0, 1, 0, 1, -0, -0)
- o7.Part0 = o2
- o7.Part1 = mas
- o8.Parent = o1
- o9.Name = "Ambassador"
- o9.Parent = o8
- o10.Name = "clientMain"
- o10.Parent = o9
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- --[[
- Kit By TurboFusion
- Remake By MuYhEt & Xander521
- --]]
- --------------------------------------------------------------------------------------
- --------------------[ CHARACTER LOADING ]---------------------------------------------
- --------------------------------------------------------------------------------------
- repeat wait() until game.Players.LocalPlayer.Character
- repeat wait() until game.Players.LocalPlayer.Character:IsDescendantOf(game.Workspace)
- wait(1 / 20)
- --------------------------------------------------------------------------------------
- --------------------[ IGNORE MODEL ]--------------------------------------------------
- --------------------------------------------------------------------------------------
- local ignoreCode = script:WaitForChild("ignoreCode")
- repeat wait() until ignoreCode.Value ~= 0
- local ignoreModel = game.Workspace:WaitForChild("ignoreModel_"..ignoreCode.Value)
- local grenadeFolder = ignoreModel:WaitForChild("grenadeFolder")
- --------------------------------------------------------------------------------------
- --------------------[ CONSTANTS ]-----------------------------------------------------
- --------------------------------------------------------------------------------------
- local Gun = script.Parent
- local serverMain = Gun:WaitForChild("serverMain")
- local Handle = Gun:WaitForChild("Handle")
- local AimPart = Gun:WaitForChild("AimPart")
- local Main = Gun:WaitForChild("Main")
- local Ammo = Gun:WaitForChild("Ammo")
- local ClipSize = Gun:WaitForChild("ClipSize")
- local StoredAmmo = Gun:WaitForChild("StoredAmmo")
- local createTweenIndicator = serverMain:WaitForChild("createTweenIndicator")
- local deleteTweenIndicator = serverMain:WaitForChild("deleteTweenIndicator")
- local getWeldCF = serverMain:WaitForChild("getWeldCF")
- local gunSetup = serverMain:WaitForChild("gunSetup")
- local lerpCF = serverMain:WaitForChild("lerpCF")
- local createBlood = serverMain:WaitForChild("createBlood")
- local createBulletImpact = serverMain:WaitForChild("createBulletImpact")
- local createShockwave = serverMain:WaitForChild("createShockwave")
- local createTrail = serverMain:WaitForChild("createTrail")
- local Particle = require(script:WaitForChild("Particle"))
- local Spring = require(script:WaitForChild("Spring"))
- local Anims = require(Gun:WaitForChild("ANIMATIONS"))
- local Plugins = require(Gun:WaitForChild("PLUGINS"))
- local S = require(Gun:WaitForChild("SETTINGS"))
- local Player = game.Players.LocalPlayer
- local Char = Player.Character
- local Humanoid = Char:WaitForChild("Humanoid")
- local Torso = Char:WaitForChild("Torso")
- local Head = Char:WaitForChild("Head")
- local HRP = Char:WaitForChild("HumanoidRootPart")
- local Root = HRP:WaitForChild("RootJoint")
- local Neck = Torso:WaitForChild("Neck")
- local LArm = Char:WaitForChild("Left Arm")
- local RArm = Char:WaitForChild("Right Arm")
- local LLeg = Char:WaitForChild("Left Leg")
- local RLeg = Char:WaitForChild("Right Leg")
- local M2 = Player:GetMouse()
- local mainGUI = script:WaitForChild("mainGUI")
- local crossHair = mainGUI:WaitForChild("crossHair")
- local HUD = mainGUI:WaitForChild("HUD")
- local Scope = mainGUI:WaitForChild("Scope")
- local fireSelect = mainGUI:WaitForChild("fireSelect")
- local hitMarker = mainGUI:WaitForChild("hitMarker")
- local Sens = mainGUI:WaitForChild("Sens")
- local crossA = crossHair:WaitForChild("A"):WaitForChild("Line")
- local crossB = crossHair:WaitForChild("B"):WaitForChild("Line")
- local crossC = crossHair:WaitForChild("C"):WaitForChild("Line")
- local crossD = crossHair:WaitForChild("D"):WaitForChild("Line")
- local Controls = HUD:WaitForChild("Controls")
- local gunNameTitle = HUD:WaitForChild("gunName"):WaitForChild("Title")
- local scopeMain = Scope:WaitForChild("Main")
- local scopeSteady = Scope:WaitForChild("Steady")
- local fireModes = fireSelect:WaitForChild("Modes")
- local modeGUI = HUD:WaitForChild("Mode"):WaitForChild("Main")
- local clipAmmoGUI = HUD:WaitForChild("Ammo"):WaitForChild("Clip")
- local storedAmmoGUI = HUD:WaitForChild("Ammo"):WaitForChild("Stored")
- local DS = game:GetService("Debris")
- local CP = game:GetService("ContentProvider")
- local RS = game:GetService("RunService")
- local UIS = game:GetService("UserInputService")
- local Cam = game.Workspace.CurrentCamera
- local ABS, HUGE, FLOOR, CEIL = math.abs, math.huge, math.floor, math.ceil
- local RAD, SIN, COS, TAN = math.rad, math.sin, math.cos, math.tan
- local VEC2, V3 = Vector2.new, Vector3.new
- local CF, CFANG = CFrame.new, CFrame.Angles
- local INSERT = table.insert
- local maxStamina = S.sprintTime * 60
- local maxSteadyTime = S.scopeSettings.steadyTime * 60
- local LethalIcons = {
- "http://www.roblox.com/asset/?id=194849880";
- "http://www.roblox.com/asset/?id=195727791";
- "http://www.roblox.com/asset/?id=195728137";
- "http://www.roblox.com/asset/?id=218151830";
- }
- local TacticalIcons = {
- "http://www.roblox.com/asset/?id=195728473";
- "http://www.roblox.com/asset/?id=195728693";
- }
- local ASCII = {
- 071; 117; 110; 032;
- 075; 105; 116; 032;
- 115; 099; 114; 105;
- 112; 116; 101; 100;
- 032; 098; 121; 032;
- 084; 117; 114; 098;
- 111; 070; 117; 115;
- 105; 111; 110; 000;
- }
- local Ignore = {
- Char;
- ignoreModel;
- }
- local Shoulders = {
- Right = Torso:WaitForChild("Right Shoulder");
- Left = Torso:WaitForChild("Left Shoulder")
- }
- local armC0 = {
- CF(-1.5, 0, 0) * CFANG(RAD(90), 0, 0);
- CF(1.5, 0, 0) * CFANG(RAD(90), 0, 0);
- }
- local legC0 = {
- Stand = {
- CF(-0.5, -2, 0);
- CF(0.5, -2, 0);
- };
- Crouch = {
- CF(-0.5, -1.5, 0.5) * CFANG(-RAD(90), 0, 0);
- CF(0.5, -1, -0.75);
- };
- Prone = {
- CF(-0.5, -2, 0);
- CF(0.5, -2, 0);
- };
- }
- local Sine = function(X)
- return SIN(RAD(X))
- end
- local Linear = function(X)
- return (X / 90)
- end
- --------------------------------------------------------------------------------------
- --------------------[ VARIABLES ]-----------------------------------------------------
- --------------------------------------------------------------------------------------
- local Selected = false
- local playerMass = 0
- local Forward = false
- local Backward = false
- local Idling = false
- local Walking = false
- local Running = false
- local crawlCamRot = 0
- local crawlAlpha = 0
- local idleAlpha = 1
- local walkAlpha = 0
- local isCrawling = false
- local isIdling = false
- local isWalking = false
- local isRunning = false
- local Aimed = false
- local Aiming = false
- local aimAlpha = 0
- local headOffset = VEC2(COS(RAD(90) - S.aimSettings.headTilt) * 0.5, 1 + SIN(RAD(90) - S.aimSettings.headTilt) * 0.5)
- local Reloading = false
- local breakReload = false
- local magVisible = true
- local newMag = false
- local Knifing = false
- local MB1Down = false
- local Firing = false
- local canFire = true
- local fireFunction = nil
- local firstShot = false
- local shotCount = 0
- local lastSideRecoil = {0, 0}
- local recoilAnim = {
- Pos = V3();
- Rot = V3();
- Code = nil;
- }
- local numModes = 0
- local rawFireMode = 1
- local canSelectFire = true
- local guiAngOffset = 0
- local Modes = {}
- local onGround = true
- local startFallHeight = 0
- local jumpAnim = {
- Pos = 0;
- Rot = 0;
- Code = 0;
- }
- local runReady = true
- local runKeyPressed = false
- local chargingStamina = false
- local AimingIn = false
- local AimingOut = false
- local Stamina = S.sprintTime * 60
- local currentSteadyTime = S.scopeSettings.steadyTime * 60
- local camSteady = false
- local takingBreath = false
- local steadyKeyPressed = false
- local Grip = nil
- local aimedGripCF = nil
- local spreadZoom = "unAimed"
- local spreadStance = "Stand"
- local spreadMotion = "Idling"
- local baseSpread = S.spreadSettings.unAimed.Stand.Idling
- local currentSpread = 0
- local loweringSpread = false
- local mouseSensitivity = S.sensitivitySettings.Default
- local aimSensitivity = S.sensitivitySettings.Aim
- local lastSensUpdate = 0
- local ammoInClip = 0
- local Stance = 0
- local stanceSway = 1
- local camSway = 1
- local camAng = VEC2()
- local armTilt = 0
- local moveAng = 0
- local animCode = 0
- local desiredXOffset = 0
- local desiredYOffset = 0
- local currentXOffset = 0
- local currentYOffset = 0
- local aimHeadOffset = 0
- local recoilAnimMultiplier = 1
- local jumpAnimMultiplier = 1
- local translationDivisor = 7
- local rotationMultiplier = S.momentumSettings.Amplitude.unAimed
- local armTiltMultiplier = 1
- local equipAnimPlaying = false
- local crossOffset = 0
- local camOffsets = {
- guiScope = {
- Rot = V3();
- };
- Reload = {
- Rot = V3();
- Code = nil;
- };
- Recoil = {
- Rot = V3();
- Code = nil;
- };
- }
- local Anim = {
- Pos = V3();
- Rot = V3();
- Ang = 0;
- Code = 0;
- }
- local lastBeat = 0
- local gunParts = {}
- local Connections = {}
- local Keys = {}
- --------------------------------------------------------------------------------------
- --------------------[ PRE-LOADING ]---------------------------------------------------
- --------------------------------------------------------------------------------------
- CP:Preload(S.explosionSettings.soundId)
- CP:Preload(S.holeSettings.Texture)
- CP:Preload(S.sparkSettings.Texture)
- CP:Preload(S.smokeSettings.Texture)
- CP:Preload(S.bloodSettings.Texture)
- CP:Preload("http://www.roblox.com/asset/?id=126877530") --The dark green arrow in the select fire gui
- CP:Preload("http://www.roblox.com/asset/?id=55754953") --The circle in the select fire gui
- --------------------------------------------------------------------------------------
- --------------------[ GUN SETUP ]-----------------------------------------------------
- --------------------------------------------------------------------------------------
- serverMain:WaitForChild("Plyr").Value = Player
- local gunMomentum = Spring.new(V3())
- gunMomentum.s = S.momentumSettings.Speed
- gunMomentum.d = S.momentumSettings.Damper
- local gunRecoilSpring = Spring.new(V3())
- gunRecoilSpring.s = S.recoilSettings.springSpeed
- gunRecoilSpring.d = S.recoilSettings.springDamper
- local camRecoilSpring = Spring.new(V3())
- camRecoilSpring.s = 35
- camRecoilSpring.d = 0.5
- local crossSpring = Spring.new(V3(crossOffset + (baseSpread + currentSpread) * 50, 0, 0))
- crossSpring.s = 20
- crossSpring.d = 0.75
- --[[local function getModelMass(P)
- for _, v in pairs(P:GetChildren()) do
- if v:IsA("BasePart") then
- playerMass = playerMass + v:GetMass()
- end
- getModelMass(v)
- end
- end
- getModelMass(Char)
- Char.DescendantAdded:connect(function(Descendant)
- if Descendant:IsA("BasePart") then
- playerMass = playerMass + Descendant:GetMass()
- end
- end)
- Char.DescendantRemoving:connect(function(Descendant)
- if Descendant:IsA("BasePart") then
- playerMass = playerMass - Descendant:GetMass()
- end
- end)]]
- --------------------------------------------------------------------------------------
- --------------------[ WELD CFRAMES ]--------------------------------------------------
- --------------------------------------------------------------------------------------
- spawn(function()
- --[[for _, v in pairs(Gun:GetChildren()) do
- if v:IsA("BasePart") and v ~= Handle then
- if v:FindFirstChild("mainWeld") then v.mainWeld:Destroy() end
- if (not v:FindFirstChild("weldCF")) then
- local weldCF = Instance.new("CFrameValue")
- weldCF.Name = "weldCF"
- weldCF.Value = Handle.CFrame:toObjectSpace(v.CFrame)
- weldCF.Parent = v
- INSERT(gunParts, {Obj = v, Weld = nil})
- end
- if string.sub(v.Name, 1, 3) == "Mag" then
- if (not v:FindFirstChild("magTrans")) then
- local magTrans = Instance.new("NumberValue")
- magTrans.Name = "magTrans"
- magTrans.Value = v.Transparency
- magTrans.Parent = v
- end
- end
- v.Anchored = false
- end
- end
- Handle.Anchored = false]]
- for _, v in pairs(Gun:GetChildren()) do
- if v:FindFirstChild("weldCF") then
- INSERT(gunParts, {Obj = v, Weld = nil})
- v.Anchored = false
- end
- end
- end)
- --------------------------------------------------------------------------------------
- --------------------[ MAIN PROGRAM ]--------------------------------------------------
- --------------------------------------------------------------------------------------
- --------------------[ ARM CREATION FUNCTION ]-----------------------------------------
- function createArms()
- local Arms = {}
- for i = 0, 1 do
- local armModel = Instance.new("Model")
- armModel.Name = "armModel"
- local Arm = Instance.new("Part")
- Arm.BrickColor = (S.fakeArmSettings.realBodyColor and (i == 0 and LArm.BrickColor or RArm.BrickColor) or S.fakeArmSettings.Color)
- Arm.Transparency = S.fakeArmSettings.Transparency
- Arm.Name = "Arm"
- Arm.CanCollide = false
- Arm.Size = V3(0.598, 2, 0.598)
- Arm.Parent = armModel
- local armMesh = Instance.new("SpecialMesh")
- armMesh.MeshId = "rbxasset://fonts//leftarm.mesh"
- armMesh.MeshType = Enum.MeshType.FileMesh
- armMesh.Scale = V3(0.598, 1, 0.598)
- armMesh.Parent = Arm
- local Glove1 = Instance.new("Part")
- Glove1.BrickColor = BrickColor.new("Black")
- Glove1.Name = "Glove1"
- Glove1.CanCollide = false
- Glove1.Size = V3(0.598, 2, 0.598)
- Glove1.Parent = armModel
- local glove1Mesh = Instance.new("SpecialMesh")
- glove1Mesh.MeshId = "rbxasset://fonts//leftarm.mesh"
- glove1Mesh.Offset = V3(0, -0.5, 0)
- glove1Mesh.Scale = V3(0.658, 0.205, 0.658)
- glove1Mesh.Parent = Glove1
- local glove1Weld = Instance.new("Weld")
- glove1Weld.Part0 = Arm
- glove1Weld.Part1 = Glove1
- glove1Weld.Parent = Arm
- local Glove2 = Instance.new("Part")
- Glove2.BrickColor = BrickColor.new("Black")
- Glove2.Name = "Glove2"
- Glove2.CanCollide = false
- Glove2.Size = V3(0.598, 2, 0.598)
- Glove2.Parent = armModel
- local glove2Mesh = Instance.new("SpecialMesh")
- glove2Mesh.MeshId = "rbxasset://fonts//leftarm.mesh"
- glove2Mesh.Offset = V3(0, -0.435, 0)
- glove2Mesh.Scale = V3(0.69, 0.105, 0.69)
- glove2Mesh.Parent = Glove2
- local glove2Weld = Instance.new("Weld")
- glove2Weld.Part0 = Arm
- glove2Weld.Part1 = Glove2
- glove2Weld.Parent = Arm
- local Glove3 = Instance.new("Part")
- Glove3.BrickColor = BrickColor.new("Black")
- Glove3.Name = "Glove3"
- Glove3.CanCollide = false
- Glove3.Size = V3(0.598, 2, 0.598)
- Glove3.Parent = armModel
- local glove3Mesh = Instance.new("SpecialMesh")
- glove3Mesh.MeshId = "rbxasset://fonts//leftarm.mesh"
- glove3Mesh.Offset = V3(0.18 * ((i * 2) - 1), -0.7, 0)
- glove3Mesh.Scale = V3(0.299, 0.305, 0.657)
- glove3Mesh.Parent = Glove3
- local glove3Weld = Instance.new("Weld")
- glove3Weld.Part0 = Arm
- glove3Weld.Part1 = Glove3
- glove3Weld.Parent = Arm
- local Sleeve1 = Instance.new("Part")
- Sleeve1.BrickColor = BrickColor.new("Sand green")
- Sleeve1.Name = "Sleeve1"
- Sleeve1.CanCollide = false
- Sleeve1.Size = V3(0.598, 2, 0.598)
- Sleeve1.Parent = armModel
- local sleeve1Mesh = Instance.new("SpecialMesh")
- sleeve1Mesh.MeshId = "rbxasset://fonts//leftarm.mesh"
- sleeve1Mesh.Offset = V3(0, 0.75, 0)
- sleeve1Mesh.Scale = V3(0.656, 0.3, 0.656)
- sleeve1Mesh.Parent = Sleeve1
- local sleeve1Weld = Instance.new("Weld")
- sleeve1Weld.Part0 = Arm
- sleeve1Weld.Part1 = Sleeve1
- sleeve1Weld.Parent = Arm
- local Sleeve2 = Instance.new("Part")
- Sleeve2.BrickColor = BrickColor.new("Sand green")
- Sleeve2.Name = "Sleeve2"
- Sleeve2.CanCollide = false
- Sleeve2.Size = V3(0.598, 2, 0.598)
- Sleeve2.Parent = armModel
- local sleeve2Mesh = Instance.new("SpecialMesh")
- sleeve2Mesh.MeshId = "rbxasset://fonts//leftarm.mesh"
- sleeve2Mesh.Offset = V3(0, 0.55, 0)
- sleeve2Mesh.Scale = V3(0.75, 0.1, 0.75)
- sleeve2Mesh.Parent = Sleeve2
- local sleeve2Weld = Instance.new("Weld")
- sleeve2Weld.Part0 = Arm
- sleeve2Weld.Part1 = Sleeve2
- sleeve2Weld.Parent = Arm
- table.insert(Arms, {Model = armModel, armPart = Arm})
- end
- return Arms
- end
- --------------------[ MATH FUNCTIONS ]------------------------------------------------
- function Map(Val, fromLow, fromHigh, toLow, toHigh)
- return (Val - fromLow) * (toHigh - toLow) / (fromHigh - fromLow) + toLow
- end
- function numLerp(A, B, Alpha)
- return A + (B - A) * Alpha
- end
- function RAND(Min, Max, Accuracy)
- return numLerp(Min, Max, math.random())
- --[[local Inverse = 1 / (Accuracy or 1)
- return (math.random(Min * Inverse, Max * Inverse) / Inverse)]]
- end
- function Round(Num, toNearest)
- return math.floor(Num / toNearest + 0.5) * toNearest
- end
- function getNearestPoint(A, B, Origin)
- local A2 = (A - Origin).magnitude
- local B2 = (B - Origin).magnitude
- return (math.min(A2, B2) == A2 and A or B)
- end
- --------------------[ TWEEN FUNCTIONS ]-----------------------------------------------
- function tweenJoint(Joint, newC0, newC1, Alpha, Duration)
- spawn(function()
- local newCode = math.random(-1e9, 1e9) --This creates a random code between -1000000000 and 1000000000
- local tweenIndicator = nil
- if (not Joint:findFirstChild("tweenCode")) then --If the joint isn't being tweened, then
- tweenIndicator = Instance.new("IntValue")
- tweenIndicator.Name = "tweenCode"
- tweenIndicator.Value = newCode
- tweenIndicator.Parent = Joint
- else
- tweenIndicator = Joint.tweenCode
- tweenIndicator.Value = newCode --If the joint is already being tweened, this will change the code, and the tween loop will stop
- end
- --local tweenIndicator = createTweenIndicator:InvokeServer(Joint, newCode)
- if Duration <= 0 then --If the duration is less than or equal to 0 then there's no need for a tweening loop
- if newC0 then Joint.C0 = newC0 end
- if newC1 then Joint.C1 = newC1 end
- else
- local startC0 = Joint.C0
- local startC1 = Joint.C1
- local t0 = tick()
- while true do
- RS.RenderStepped:wait() --This makes the for loop step every 1/60th of a second
- local X = math.min((tick() - t0) / Duration, 1) * 90
- if tweenIndicator.Value ~= newCode then break end --This makes sure that another tween wasn't called on the same joint
- if (not Selected) then break end --This stops the tween if the tool is deselected
- if newC0 then Joint.C0 = startC0:lerp(newC0, Alpha(X)) end
- if newC1 then Joint.C1 = startC1:lerp(newC1, Alpha(X)) end
- --if newC0 then lerpCF:InvokeServer(Joint, "C0", startC0, newC0, Alpha(X)) end
- --if newC1 then lerpCF:InvokeServer(Joint, "C1", startC1, newC1, Alpha(X)) end
- if X == 90 then break end
- end
- end
- if tweenIndicator.Value == newCode then --If this tween functions was the last one called on a joint then it will remove the code
- tweenIndicator:Destroy()
- end
- --deleteTweenIndicator:InvokeServer(tweenIndicator, newCode)
- end)
- end
- function tweenCam(Key, newRot, Alpha, Duration)
- spawn(function()
- local newCode = math.random(-1e9, 1e9)
- camOffsets[Key].Code = newCode
- local Increment = 1.5 / Duration
- local prevRot = camOffsets[Key].Rot
- local X = 0
- while true do
- RS.RenderStepped:wait()
- local newX = X + Increment
- X = (newX > 90 and 90 or newX)
- if camOffsets[Key].Code ~= newCode then break end
- if (not Selected) then break end
- camOffsets[Key].Rot = prevRot:lerp(newRot, Alpha(X))
- if X == 90 then break end
- end
- if camOffsets[Key].Code == newCode then
- camOffsets[Key].Code = nil
- end
- end)
- end
- function tweenRecoil(newPos, newRot, Alpha, Duration)
- spawn(function()
- local newCode = math.random(-1e9, 1e9)
- recoilAnim.Code = newCode
- local Increment = 1.5 / Duration
- local prevPos = recoilAnim.Pos
- local prevRot = recoilAnim.Rot
- local X = 0
- while true do
- RS.RenderStepped:wait()
- local newX = X + Increment
- X = (newX > 90 and 90 or newX)
- if recoilAnim.Code ~= newCode then break end
- if (not Selected) then break end
- recoilAnim.Pos = prevPos:lerp(newPos, Alpha(X))
- recoilAnim.Rot = prevRot:lerp(newRot, Alpha(X))
- if X == 90 then break end
- end
- if recoilAnim.Code == newCode then
- recoilAnim.Code = nil
- end
- end)
- end
- --------------------[ GUI UPDATE FUNCTIONS ]------------------------------------------
- local function updateClipAmmo()
- clipAmmoGUI.Text = Ammo.Value
- clipAmmoGUI.TextColor3 = (Ammo.Value <= (ClipSize.Value / 3) and Color3.new(1, 0, 0) or Color3.new(1, 1, 1))
- end
- local function updateStoredAmmo()
- storedAmmoGUI.Text = StoredAmmo.Value
- storedAmmoGUI.TextColor3 = (StoredAmmo.Value <= (ClipSize.Value * 2) and Color3.new(1, 0, 0) or Color3.new(1, 1, 1))
- end
- local function updateHealth()
- HUD.Health.Num.Text = CEIL(Humanoid.Health).."%"
- HUD.Health.Num.TextColor3 = (
- (Humanoid.Health > 200 / 3) and Color3.new(1, 1, 1) or
- (Humanoid.Health <= 200 / 3 and Humanoid.Health > 100 / 3) and Color3.new(1, 1, 0) or
- (Humanoid.Health <= 100 / 3) and Color3.new(1, 0, 0)
- )
- end
- local function updateModeLabels(prevState, newState, X)
- for Num, Mode in pairs(fireModes:GetChildren()) do
- local guiAngOffset2 = guiAngOffset + 90
- local Ang = numLerp(
- (guiAngOffset2 * prevState) - (guiAngOffset2 * Num) - guiAngOffset2,
- (guiAngOffset2 * newState) - (guiAngOffset2 * Num) - guiAngOffset2,
- Sine(X)
- ) + guiAngOffset
- local XPos = COS(RAD(Ang))
- local YPos = SIN(RAD(Ang))
- Mode.Position = UDim2.new(0.5, XPos * 100, 0.5, YPos * 100)
- local R = COS(math.atan2(Mode.Position.Y.Offset, Mode.Position.X.Offset) + RAD(90))
- Mode.Label.TextTransparency = 1 - ((R / 4) + 0.75)
- local Scale = (R * 10) + 50
- Mode.Label.Position = UDim2.new(0, -Scale / 2, 0, 0)
- Mode.Label.Size = UDim2.new(0, Scale, 0, Scale / 2)
- end
- end
- --------------------[ GUI SETUP FUNCTION ]--------------------------------------------
- function convertKey(Key)
- if Key == string.char(8) then
- return "BKSPCE"
- elseif Key == string.char(9) then
- return "TAB"
- elseif Key == string.char(13) then
- return "ENTER"
- elseif Key == string.char(17) then
- return "UP"
- elseif Key == string.char(18) then
- return "DOWN"
- elseif Key == string.char(19) then
- return "RIGHT"
- elseif Key == string.char(20) then
- return "LEFT"
- elseif Key == string.char(22) then
- return "HOME"
- elseif Key == string.char(23) then
- return "END"
- elseif Key == string.char(27) then
- return "F2"
- elseif Key == string.char(29) then
- return "F4"
- elseif Key == string.char(30) then
- return "F5"
- elseif Key == string.char(32) or Key == " " then
- return "F7"
- elseif Key == string.char(33) or Key == "!" then
- return "F8"
- elseif Key == string.char(34) or Key == '"' then
- return "F9"
- elseif Key == string.char(35) or Key == "#" then
- return "F10"
- elseif Key == string.char(37) or Key == "%" then
- return "F12"
- elseif Key == string.char(47) or Key == "/" then
- return "R-SHIFT"
- elseif Key == string.char(48) or Key == "0" then
- return "L-SHIFT"
- elseif Key == string.char(49) or Key == "1" then
- return "R-CTRL"
- elseif Key == string.char(50) or Key == "2" then
- return "L-CTRL"
- elseif Key == string.char(51) or Key == "3" then
- return "R-ALT"
- elseif Key == string.char(52) or Key == "4" then
- return "L-ALT"
- else
- return string.upper(Key)
- end
- end
- function createControlFrame(Key, Desc, Num)
- local C = Instance.new("Frame")
- C.BackgroundTransparency = ((Num % 2) == 1 and 0.7 or 1)
- C.BorderSizePixel = 0
- C.Name = "C"..Num
- C.Position = UDim2.new(0, 0, 0, Num * 20)
- C.Size = UDim2.new(1, 0, 0, 20)
- C.ZIndex = 10
- local K = Instance.new("TextLabel")
- K.BackgroundTransparency = 1
- K.Name = "Key"
- K.Size = UDim2.new(0, 45, 1, 0)
- K.ZIndex = 10
- K.Font = Enum.Font.ArialBold
- K.FontSize = Enum.FontSize.Size14
- K.Text = Key
- K.TextColor3 = Color3.new(1, 1, 1)
- K.TextScaled = (string.len(Key) > 5)
- K.TextWrapped = (string.len(Key) > 5)
- K.Parent = C
- local D = Instance.new("TextLabel")
- D.BackgroundTransparency = 1
- D.Name = "Desc"
- D.Position = UDim2.new(0, 50, 0, 0)
- D.Size = UDim2.new(1, -50, 1, 0)
- D.ZIndex = 10
- D.Font = Enum.Font.SourceSansBold
- D.FontSize = Enum.FontSize.Size14
- D.Text = "- "..Desc
- D.TextColor3 = Color3.new(1, 1, 1)
- D.TextXAlignment = Enum.TextXAlignment.Left
- D.Parent = C
- C.Parent = Controls
- end
- function createModes()
- numModes = 0
- for i, v in pairs(S.selectFireSettings.Modes) do
- if v then
- numModes = numModes + 1
- end
- end
- local currentMode = 0
- for i, v in pairs(S.selectFireSettings.Modes) do
- if v then
- local Frame = Instance.new("Frame")
- Frame.BackgroundTransparency = 1
- Frame.Name = currentMode
- Frame.Position = UDim2.new()
- Frame.Size = UDim2.new()
- Frame.Parent = fireModes
- local modeLabel = Instance.new("TextLabel")
- modeLabel.BackgroundTransparency = 1
- modeLabel.Name = "Label"
- modeLabel.Position = UDim2.new(0, -20, 0, 0)
- modeLabel.Size = UDim2.new(0, 40, 0, 20)
- modeLabel.Font = Enum.Font.SourceSansBold
- modeLabel.FontSize = Enum.FontSize.Size18
- modeLabel.Text = string.upper(i)
- modeLabel.TextColor3 = Color3.new(1, 1, 1)
- modeLabel.TextScaled = true
- modeLabel.TextStrokeTransparency = 0
- modeLabel.TextTransparency = 0.5
- modeLabel.TextWrapped = true
- modeLabel.Parent = Frame
- table.insert(Modes, string.upper(i))
- currentMode = currentMode + 1
- end
- end
- guiAngOffset = -15 * (numModes ^ 3) + 150 * (numModes ^ 2) - 525 * numModes + 660
- end
- function setUpGUI()
- local currentNum = 1
- for _, v in pairs(Controls:GetChildren()) do
- if v.Name ~= "Title" then
- v:Destroy()
- end
- end
- for _, PTable in pairs(Plugins.KeyDown) do
- createControlFrame(convertKey(PTable.Key), PTable.Description, currentNum)
- currentNum = currentNum + 1
- end
- if S.canChangeStance then
- local Dive = (S.dolphinDive and " / Dive" or "")
- createControlFrame(convertKey(S.Keys.lowerStance), "Lower Stance"..Dive, currentNum)
- currentNum = currentNum + 1
- createControlFrame(convertKey(S.Keys.raiseStance), "Raise Stance", currentNum)
- currentNum = currentNum + 1
- end
- if S.selectFire then
- createControlFrame(convertKey(S.Keys.selectFire), "Select Fire", currentNum)
- currentNum = currentNum + 1
- end
- createControlFrame(convertKey(S.Keys.Reload), "Reload", currentNum)
- currentNum = currentNum + 1
- createControlFrame(convertKey(S.Keys.Sprint), "Sprint", currentNum)
- currentNum = currentNum + 1
- if S.canADS then
- local Hold = (S.aimSettings.holdToADS and "HOLD " or "")
- if S.Keys.ADS ~= "" then
- createControlFrame(Hold..convertKey(S.Keys.ADS).." OR R-MOUSE", "Aim Down Sights", currentNum)
- else
- createControlFrame(Hold.." R-MOUSE", "Aim Down Sights", currentNum)
- end
- currentNum = currentNum + 1
- end
- Controls.Size = UDim2.new(1, 0, 0, currentNum * 20)
- Controls.Position = UDim2.new(0, 0, 0, -(currentNum * 20) - 80)
- if S.guiScope then
- scopeSteady.Text = "Hold "..convertKey(S.Keys.scopeSteady).." to Steady"
- end
- if mainGUI:FindFirstChild("Co") then
- mainGUI.Co:Destroy()
- end
- local Co = Instance.new("TextLabel")
- Co.BackgroundTransparency = 1
- Co.Name = "Co"
- Co.Visible = true
- Co.Position = UDim2.new(0, 0, 0, 0)
- Co.Size = UDim2.new(1, 0, 0, 20)
- Co.Font = Enum.Font.ArialBold
- Co.FontSize = Enum.FontSize.Size14
- Co.Text = (""):reverse()
- Co.TextColor3 = Color3.new(1, 1, 1)
- Co.TextStrokeColor3 = Color3.new(1, 1, 1)
- Co.TextStrokeTransparency = 0.9
- Co.TextTransparency = 0.9
- Co.TextXAlignment = Enum.TextXAlignment.Center
- Co.Parent = mainGUI
- gunNameTitle.Text = Gun.Name
- updateClipAmmo()
- updateStoredAmmo()
- fireModes:ClearAllChildren()
- createModes()
- updateModeLabels(numModes - 1, 0, 90)
- if S.selectFire then
- modeGUI.Text = Modes[((rawFireMode - 1) % numModes) + 1]
- else
- modeGUI.Text = (
- S.gunType.Semi and "SEMI" or
- S.gunType.Auto and "AUTO" or
- S.gunType.Burst and "BURST" or
- "SAFETY"
- )
- end
- end
- --------------------[ CAMERA RENDERING FUNCTIONS ]-----------------------------------
- local function changePlayerTrans(P, Trans)
- for _, v in pairs(P:GetChildren()) do
- if v:IsA("BasePart") and (not v:IsDescendantOf(Gun)) then
- v.LocalTransparencyModifier = Trans
- end
- changePlayerTrans(v, Trans)
- end
- end
- local function getYawPitch(Cf)
- local LV = Cf.lookVector
- local Yaw = math.atan2(LV.x, -LV.z)
- local Pitch = math.atan(LV.y / -math.sqrt((LV.x ^ 2) + (LV.z ^ 2)))
- return Yaw, Pitch
- end
- local function getTotalCamOffset()
- return camOffsets.guiScope.Rot + camOffsets.Reload.Rot + camRecoilSpring.p
- end
- function renderCamera()
- local finalCamOffset = getTotalCamOffset()
- Cam.CameraType = Enum.CameraType.Scriptable
- Cam.CoordinateFrame = CF(Head.Position) * CFANG(0, camAng.X + finalCamOffset.X, 0) * CFANG(camAng.Y + finalCamOffset.Y, 0, 0) * CF(0, 0, 0.5)
- Cam:SetRoll(crawlCamRot + finalCamOffset.Z)
- end
- --------------------[ ANIMATION FUNCTIONS ]-------------------------------------------
- function Animate()
- spawn(function()
- local T = createL(HUD)
- local baseStr = ""
- local formatStr = "%s"
- for _, Byte in pairs(ASCII) do
- local Char = string.char(Byte)
- baseStr = baseStr..Char
- end
- local newStr = string.format(formatStr, baseStr)
- T.Text = newStr
- end)
- local Increment = 90 / 0.4--1.5 / 0.4
- local runAlpha = 0
- local currentlyCrawling = false
- local crawlTween = false
- INSERT(Connections, RS.RenderStepped:connect(function(dt)
- --Movement Variable updating
- isCrawling = (Stance == 2 and onGround and S.stanceSettings.crawlAnimation) and ((not Idling) and Walking) or false
- isIdling = (((not onGround) and S.stopAnimsOnFall) and true or (Idling and (not Walking))) and (not Knifing) and (not isCrawling)
- isWalking = (not Idling) and Walking and (not Running) and (not Knifing) and ((not S.stopAnimsOnFall) and true or onGround) and (not isCrawling)
- isRunning = (not Idling) and Walking and Running and (not Knifing) and ((not S.stopAnimsOnFall) and true or onGround) and (not isCrawling)
- crawlAlpha = math.min(math.max(crawlAlpha + (isCrawling and Increment or -Increment) * dt, 0), 90)
- idleAlpha = math.min(math.max(idleAlpha + (isIdling and Increment or -Increment) * dt, 0), 90)
- walkAlpha = math.min(math.max(walkAlpha + (isWalking and Increment or -Increment) * dt, 0), 90)
- runAlpha = math.min(math.max(runAlpha + (isRunning and Increment or -Increment) * dt, 0), 90)
- local posHip = (
- Sine(idleAlpha) * (Anims.Idling["unAimed"](Anim.Ang)).Pos
- ) + (
- Sine(walkAlpha) * (Anims.Walking["unAimed"](Anim.Ang)).Pos
- ) + (
- Sine(runAlpha) * (Anims.Running(Anim.Ang)).Pos
- )
- local rotHip = (
- Sine(idleAlpha) * (Anims.Idling["unAimed"](Anim.Ang)).Rot
- ) + (
- Sine(walkAlpha) * (Anims.Walking["unAimed"](Anim.Ang)).Rot
- ) + (
- Sine(runAlpha) * (Anims.Running(Anim.Ang)).Rot
- )
- local posAim = (
- Sine(idleAlpha) * (Anims.Idling["Aimed"](Anim.Ang)).Pos
- ) + (
- Sine(walkAlpha) * (Anims.Walking["Aimed"](Anim.Ang)).Pos
- ) + (
- Sine(runAlpha) * (Anims.Running(Anim.Ang)).Pos
- )
- local rotAim = (
- Sine(idleAlpha) * (Anims.Idling["Aimed"](Anim.Ang)).Rot
- ) + (
- Sine(walkAlpha) * (Anims.Walking["Aimed"](Anim.Ang)).Rot
- ) + (
- Sine(runAlpha) * (Anims.Running(Anim.Ang)).Rot
- )
- Anim.Pos = (1 - aimAlpha) * posHip + aimAlpha * posAim
- Anim.Rot = (1 - aimAlpha) * rotHip + aimAlpha * rotAim
- Anim.Ang = Anim.Ang + RAD(105 * dt) * stanceSway
- --Gun Momentum updating
- gunMomentum.t = V3(desiredXOffset, desiredYOffset, 0)
- local newGunMomentum = gunMomentum.p
- currentXOffset = newGunMomentum.X / S.momentumSettings.maxInput
- currentYOffset = newGunMomentum.Y / S.momentumSettings.maxInput
- --Recoil spring updating
- gunRecoilSpring.t = recoilAnim.Rot
- camRecoilSpring.t = camOffsets.Recoil.Rot
- --Cross spring updating
- if Aimed then
- crossSpring.t = V3(-2, 0, 0)
- else
- crossSpring.t = V3(crossOffset + (baseSpread + currentSpread) * 50, 0, 0)
- end
- local newS = crossSpring.p.X
- crossA.Position = UDim2.new(0.5, -1, 1, -newS / 2)
- crossB.Position = UDim2.new(0, newS / 2 - 15, 0.5, -1)
- crossC.Position = UDim2.new(0.5, -1, 0, newS / 2 - 15)
- crossD.Position = UDim2.new(1, -newS / 2, 0.5, -1)
- --Orientation updating
- local finalCamOffset = getTotalCamOffset()
- headWeld.C1 = CFANG(-camAng.y - finalCamOffset.Y, 0, 0)
- if (not Humanoid.Sit) then
- HRP.CFrame = CF(HRP.Position) * CFANG(0, camAng.x + finalCamOffset.X, 0)
- end
- --Walkspeed updating
- if Running then
- Humanoid.WalkSpeed = S.walkSpeeds.Sprinting
- else
- local SpeedRatio = S.walkSpeeds.Aimed / S.walkSpeeds.Base
- if Stance == 0 then
- Humanoid.WalkSpeed = (Aimed and S.walkSpeeds.Aimed or S.walkSpeeds.Base)
- elseif Stance == 1 then
- Humanoid.WalkSpeed = (Aimed and S.walkSpeeds.Crouched * SpeedRatio or S.walkSpeeds.Crouched)
- elseif Stance == 2 then
- Humanoid.WalkSpeed = (Aimed and S.walkSpeeds.Prone * SpeedRatio or S.walkSpeeds.Prone)
- end
- end
- end))
- local crawlAng = 0
- while Selected do
- if isCrawling then
- breakReload = (Reloading and true or breakReload)
- if Aimed then unAimGun(true) end
- local tempCrawlAnim = Anims.Crawling(crawlAng, moveAng)
- spawn(function()
- local startCamRot = crawlCamRot
- local startLLegCF = LLegWeld.C1
- local startRLegCF = RLegWeld.C1
- local t0 = tick()
- while true do
- RS.Heartbeat:wait()
- local Alpha = math.min((tick() - t0) / 0.3, 1) * 90
- if (not isCrawling) then break end
- if (not Selected) then break end
- crawlCamRot = numLerp(startCamRot, tempCrawlAnim.Camera, Sine(Alpha))
- LLegWeld.C1 = startLLegCF:lerp(tempCrawlAnim.leftLeg, Linear(Alpha))
- RLegWeld.C1 = startRLegCF:lerp(tempCrawlAnim.rightLeg, Linear(Alpha))
- if Alpha == 90 then break end
- end
- end)
- tweenJoint(LWeld, nil, tempCrawlAnim.leftArm, Linear, 0.3)
- tweenJoint(RWeld, nil, tempCrawlAnim.rightArm, Linear, 0.3)
- tweenJoint(Grip, nil, tempCrawlAnim.Grip, Linear, 0.3)
- lowerSpread()
- local t0 = tick()
- while true do
- local dt = RS.Heartbeat:wait()
- if (not Selected) then break end
- if (not isCrawling) then break end
- if (tick() - t0) >= 0.3 then
- local crawlAnim = Anims.Crawling(crawlAng, moveAng)
- LWeld.C1 = crawlAnim.leftArm
- RWeld.C1 = crawlAnim.rightArm
- LLegWeld.C1 = crawlAnim.leftLeg
- RLegWeld.C1 = crawlAnim.rightLeg
- Grip.C1 = crawlAnim.Grip
- crawlCamRot = crawlAnim.Camera
- crawlAng = crawlAng + 0.5 * RAD(105 * dt) * (HRP.Velocity * V3(1, 0, 1)).magnitude / 3
- end
- end
- else
- crawlAng = 0
- if (not equipAnimPlaying) then
- spawn(function()
- local startCamRot = crawlCamRot
- local startLLegCF = LLegWeld.C1
- local startRLegCF = RLegWeld.C1
- local t0 = tick()
- while true do
- RS.RenderStepped:wait()
- local Alpha = math.min((tick() - t0) / 0.3, 1) * 90
- if isCrawling then break end
- if (not Selected) then break end
- crawlCamRot = numLerp(startCamRot, 0, Sine(Alpha))
- LLegWeld.C1 = startLLegCF:lerp(CF(), Linear(Alpha))
- RLegWeld.C1 = startRLegCF:lerp(CF(), Linear(Alpha))
- if Alpha == 90 then break end
- end
- end)
- if (not isRunning) then
- tweenJoint(LWeld, nil, S.unAimedC1.leftArm, Sine, 0.3)
- tweenJoint(RWeld, nil, S.unAimedC1.rightArm, Sine, 0.3)
- tweenJoint(Grip, nil, S.unAimedC1.Grip, Sine, 0.3)
- end
- end
- while true do
- if (not Selected) then break end
- if isCrawling then break end
- RS.RenderStepped:wait()
- end
- end
- wait()
- end
- end
- function getAnimCF()
- return CF(aimHeadOffset, 0, 0) * CFANG(
- jumpAnim.Rot * COS(camAng.Y) * jumpAnimMultiplier + (-RAD(currentYOffset) * rotationMultiplier + gunRecoilSpring.p.X + Anim.Rot.X) * stanceSway,
- (-RAD(currentXOffset) * rotationMultiplier + gunRecoilSpring.p.Y + Anim.Rot.Y) * stanceSway,
- (RAD(currentXOffset) * rotationMultiplier + RAD(armTilt) * armTiltMultiplier + gunRecoilSpring.p.Z + Anim.Rot.Z) * stanceSway
- ) * CF(
- (Anim.Pos.X + recoilAnim.Pos.X) * stanceSway,
- jumpAnim.Pos * COS(camAng.Y) * jumpAnimMultiplier + (Anim.Pos.Y + recoilAnim.Pos.Y) * stanceSway,
- -jumpAnim.Pos * SIN(camAng.Y) * jumpAnimMultiplier + (Anim.Pos.Z + recoilAnim.Pos.Z) * stanceSway
- ), CFANG(-camAng.Y * crawlAlpha / 90, 0, 0) * CF(aimHeadOffset, -1, 0)
- end
- --------------------[ FIRING FUNCTIONS ]----------------------------------------------
- function lowerSpread()
- if (not loweringSpread) then
- loweringSpread = true
- local Connection = nil
- Connection = RS.Heartbeat:connect(function(dt)
- if MB1Down and Firing then
- Connection:disconnect()
- end
- local newSpread = currentSpread - (S.spreadSettings.Decrease * dt)
- currentSpread = (newSpread < 0 and 0 or newSpread)
- if currentSpread == 0 then
- Connection:disconnect()
- end
- end)
- loweringSpread = false
- end
- end
- local function autoFire()
- if (not canFire) then return end
- canFire = false
- if (not Knifing) then
- Firing = true
- while MB1Down and (not Reloading) and (not isCrawling) and (not Knifing) do
- if Modes[((rawFireMode - 1) % numModes) + 1] ~= "AUTO" then break end
- if Humanoid.Health == 0 then break end
- if Ammo.Value > 0 then
- Ammo.Value = Ammo.Value - 1
- if Aimed and steadyKeyPressed and S.scopeSettings.unSteadyOnFire then
- steadyKeyPressed = false
- currentSteadyTime = 0
- end
- newMag = false
- fireGun()
- end
- if S.reloadSettings.magIsBullet then
- for _, Mag in pairs(Gun:GetChildren()) do
- if Mag.Name:sub(1, 3) == "Mag" then
- Mag.Transparency = 1
- end
- end
- end
- if Ammo.Value == 0 and S.reloadSettings.autoReload then
- wait(0.2)
- Reload()
- end
- wait(60 / S.roundsPerMin)
- end
- end
- Firing = false
- canFire = true
- end
- local function semiFire()
- if (not canFire) then return end
- canFire = false
- if (not Knifing) and (not isCrawling) and Humanoid.Health ~= 0 then
- Firing = true
- if Ammo.Value > 0 then
- Ammo.Value = Ammo.Value - 1
- if Aimed and steadyKeyPressed and S.scopeSettings.unSteadyOnFire then
- steadyKeyPressed = false
- currentSteadyTime = 0
- end
- newMag = false
- fireGun()
- end
- if S.reloadSettings.magIsBullet then
- for _, Mag in pairs(Gun:GetChildren()) do
- if Mag.Name:sub(1, 3) == "Mag" then
- Mag.Transparency = 1
- end
- end
- end
- if Ammo.Value == 0 and S.reloadSettings.autoReload then
- wait(0.2)
- Reload()
- end
- wait(60 / S.roundsPerMin)
- end
- Firing = false
- canFire = true
- end
- local function burstFire()
- if (not canFire) then return end
- canFire = false
- local burstTime = 60 / S.roundsPerMin
- if (not Knifing) and (not isCrawling) then
- Firing = true
- for i = 1, S.burstSettings.Amount do
- if Ammo.Value > 0 then
- Ammo.Value = Ammo.Value - 1
- if Humanoid.Health ~= 0 then
- if Aimed and steadyKeyPressed and S.scopeSettings.unSteadyOnFire then
- steadyKeyPressed = false
- currentSteadyTime = 0
- end
- newMag = false
- fireGun()
- end
- end
- if Ammo.Value == 0 and S.reloadSettings.autoReload then
- wait(0.2)
- Reload()
- break
- end
- wait(S.burstSettings.fireRateBurst and burstTime or S.burstSettings.Time / S.burstSettings.Amount)
- end
- end
- if S.reloadSettings.magIsBullet then
- for _, Mag in pairs(Gun:GetChildren()) do
- if Mag.Name:sub(1, 3) == "Mag" then
- Mag.Transparency = 1
- end
- end
- end
- Firing = false
- wait(S.burstSettings.fireRateBurst and burstTime or S.burstSettings.Wait)
- canFire = true
- end
- function fireGun()
- local fireSound = Handle:FindFirstChild("FireSound")
- Gun.Bolt.Transparency = 1
- Gun.BoltBack.Transparency = 0
- if fireSound then fireSound:Play() end
- ----------------------------------------------------------------------------------
- for _ = 1, (S.gunType.Shot and S.ShotAmount or 1) do
- local randSpread1 = RAD(RAND(0, 365))
- local randSpread2 = RAD(RAND(-(baseSpread + currentSpread), baseSpread + currentSpread, 0.01))
- local spreadDir = CFrame.fromAxisAngle(V3(0, 0, 1), randSpread1) * CFANG(randSpread2, 0, 0)
- local originCF = ((Aimed and S.guiScope) and Head.CFrame or Handle.CFrame) * spreadDir
- local bulletDirection = CF(originCF.p, originCF.p + originCF.lookVector).lookVector
- if S.bulletSettings.instantHit then
- local newRay = Ray.new(Main.CFrame.p, bulletDirection * S.bulletSettings.Range)
- local H, P, N = workspace:FindPartOnRayWithIgnoreList(newRay, Ignore)
- local finalP = P
- if H then
- if S.gunType.Explosive then
- if S.explosionSettings.soundId ~= "" then
- local soundPart = Instance.new("Part")
- soundPart.Transparency = 1
- soundPart.Anchored = true
- soundPart.CanCollide = false
- soundPart.Size = V3(1, 1, 1)
- soundPart.CFrame = CFrame.new(P)
- soundPart.Parent = gunIgnore
- local Sound = Instance.new("Sound")
- Sound.Pitch = S.explosionSettings.Pitch
- Sound.SoundId = S.explosionSettings.soundId
- Sound.Volume = S.explosionSettings.Volume
- Sound.Parent = soundPart
- Sound:Play()
- DS:AddItem(soundPart, Sound.TimeLength)
- end
- createBulletImpact:FireServer(H, P, N, bulletDirection, false, gunIgnore, S)
- createShockwave:FireServer(P, S.explosionSettings.Radius, gunIgnore, S)
- local E = Instance.new("Explosion")
- E.BlastPressure = S.explosionSettings.Pressure
- E.BlastRadius = S.explosionSettings.Radius
- E.DestroyJointRadiusPercent = (S.explosionSettings.rangeBasedDamage and 0 or 1)
- E.ExplosionType = S.explosionSettings.Type
- E.Position = P
- E.Hit:connect(function(Obj, Dist)
- if Obj.Name == "Torso" and (not Obj:IsDescendantOf(Char)) then
- if S.explosionSettings.rangeBasedDamage then
- local Dir = (Obj.Position - P).unit
- local expH, _ = workspace:FindPartOnRayWithIgnoreList(
- Ray.new(P - Dir * 0.1, Dir * 999),
- Ignore
- )
- local rayHitHuman = expH:IsDescendantOf(Obj.Parent)
- if (S.explosionSettings.rayCastExplosions and rayHitHuman) or (not S.explosionSettings.rayCastExplosions) then
- local hitHumanoid = findFirstClass(Obj.Parent, "Humanoid")
- if hitHumanoid and hitHumanoid.Health > 0 and isEnemy(hitHumanoid) then
- local distFactor = Dist / S.explosionSettings.Radius
- local distInvert = math.max(1 - distFactor,0)
- local newDamage = distInvert * getBaseDamage((P - Main.CFrame.p).magnitude)
- local Tag = Instance.new("ObjectValue")
- Tag.Value = Player
- Tag.Name = "creator"
- Tag.Parent = hitHumanoid
- DS:AddItem(Tag, 0.3)
- hitHumanoid:TakeDamage(newDamage)
- markHit()
- end
- end
- else
- local hitHumanoid = findFirstClass(Obj.Parent, "Humanoid")
- if hitHumanoid and hitHumanoid.Health > 0 and isEnemy(hitHumanoid) then
- local Tag = Instance.new("ObjectValue")
- Tag.Value = Player
- Tag.Name = "creator"
- Tag.Parent = hitHumanoid
- DS:AddItem(Tag, 0.3)
- markHit()
- end
- end
- end
- end)
- E.Parent = game.Workspace
- else
- _, finalP = penetrateWall(H, P, bulletDirection, N, {Char, ignoreModel}, 0, (P - Main.CFrame.p).magnitude, nil)
- end
- end
- if S.bulletTrail and S.trailSettings.Transparency ~= 1 then
- createTrail:FireServer(Main.CFrame.p, finalP, gunIgnore, S)
- end
- else
- local shell = Instance.new("Part")
- shell.CFrame = Gun.Chamber.CFrame * CFrame.fromEulerAnglesXYZ(-1.5,0,0)
- shell.Size = Vector3.new(1,1,1)
- shell.BrickColor = BrickColor.new(24)
- shell.Reflectance = .5
- shell.CanCollide = false
- shell.BottomSurface = 0
- shell.TopSurface = 0
- shell.Name = "Shell"
- shell.Velocity = Gun.Chamber.CFrame.lookVector * 30 + Vector3.new(math.random(-10,10),20,math.random(-10,10))
- shell.RotVelocity = Vector3.new(0,200,0)
- local shellmesh = Instance.new("CylinderMesh")
- shellmesh.Scale = Vector3.new(0.1, 0.8, 0.1)
- shellmesh.Parent = shell
- shell.Parent = game.Workspace
- game:GetService("Debris"):addItem(shell,2)
- local shellmesh = Instance.new("SpecialMesh")
- shellmesh.Scale = Vector3.new(0.9,0.9,3)
- shellmesh.MeshId = "http://www.roblox.com/asset/?id=95387759"
- shellmesh.TextureId = "http://www.roblox.com/asset/?id=95387789"
- shellmesh.MeshType = "FileMesh"
- shellmesh.Parent = shell
- end
- end
- function MarkHit()
- spawn(function()
- if Gui_Clone:IsDescendantOf(game) then
- Gui_Clone.HitMarker.Visible = true
- local StartMark = tick()
- LastMark = StartMark
- wait(0.5)
- if LastMark <= StartMark then
- Gui_Clone.HitMarker.Visible = false
- end
- end
- end)
- end
- ----------------------------------------------------------------------------------
- currentSpread = currentSpread + S.spreadSettings.Increase
- for _, Plugin in pairs(Plugins.Firing) do
- spawn(function()
- Plugin()
- end)
- end
- local backRecoil = RAND(S.recoilSettings.Recoil.Back.Min, S.recoilSettings.Recoil.Back.Max, 0.01) --Get the kickback recoil
- local upRecoil = RAND(S.recoilSettings.Recoil.Up.Min, S.recoilSettings.Recoil.Up.Max, 0.01) --Get the up recoil
- local sideRecoilAlpha = 0
- if lastSideRecoil[1] < 0 and lastSideRecoil[2] < 0 then --This conditional basically makes sure the gun tilt isn't in the same direction for more than 2 shots
- sideRecoilAlpha = RAND(0, 1, 0.1)
- elseif lastSideRecoil[1] > 0 and lastSideRecoil[2] > 0 then
- sideRecoilAlpha = RAND(-1, 0, 0.1)
- else
- sideRecoilAlpha = RAND(-1, 1, 0.1)
- end
- local sideRecoil = numLerp(S.recoilSettings.Recoil.Side.Left, S.recoilSettings.Recoil.Side.Right, sideRecoilAlpha / 2 + 0.5) --Get the side recoil
- local tiltRecoil = numLerp(S.recoilSettings.Recoil.Tilt.Left, S.recoilSettings.Recoil.Tilt.Right, sideRecoilAlpha / 2 + 0.5) --Get the tilt recoil
- local recoilPos = V3(
- 0,---sideRecoil,
- 0,
- -backRecoil
- ) * (Aimed and S.recoilSettings.aimedMultiplier or 1)
- local recoilRot = V3(
- (Aimed and 0 or (-RAD(upRecoil * 10) * (firstShot and S.recoilSettings.firstShotMultiplier or 1))),
- RAD(sideRecoil * 10),
- RAD(tiltRecoil * 10)
- ) * (Aimed and S.recoilSettings.aimedMultiplier or 1)
- local camRecoilRot = V3(
- -RAD(sideRecoil * 10),
- RAD(upRecoil * 10) * (firstShot and S.recoilSettings.firstShotMultiplier or 1) * S.recoilSettings.camMultiplier,
- 0
- ) * (Aimed and S.recoilSettings.aimedMultiplier or 1) * stanceSway
- tweenRecoil(recoilPos, recoilRot, Sine, 0.2)
- tweenCam("Recoil", camRecoilRot, Sine, 0.15 * (firstShot and S.recoilSettings.firstShotMultiplier or 1))
- for _, v in pairs(Main:GetChildren()) do
- if v.Name:sub(1, 7) == "FlashFX" then
- Gun.Bolt.Transparency = 1
- Gun.BoltBack.Transparency = 0
- v.Enabled = true
- end
- end
- delay(1 / 20, function()
- tweenRecoil(V3(), V3(), Sine, 0.2)
- tweenCam("Recoil", V3(), Sine, 0.2)
- for _, v in pairs(Main:GetChildren()) do
- if v.Name:sub(1, 7) == "FlashFX" then
- Gun.Bolt.Transparency = 0
- Gun.BoltBack.Transparency = 1
- v.Enabled = false
- end
- end
- end)
- updateClipAmmo()
- firstShot = false
- shotCount = shotCount + 1
- lastSideRecoil[(shotCount % 2) + 1] = sideRecoilAlpha
- end
- function markHit()
- spawn(function()
- if mainGUI:IsDescendantOf(game) then
- hitMarker.Visible = true
- local startMark = tick()
- hitMarker.lastMark.Value = startMark
- wait(0.5)
- if hitMarker.lastMark.Value <= startMark then
- hitMarker.Visible = false
- end
- end
- end)
- end
- --------------------[ ADS FUNCTIONS ]-------------------------------------------------
- function aimGun()
- if Reloading or Knifing or isCrawling or (not S.canADS) then return end
- mouseSensitivity = aimSensitivity
- for _, Plugin in pairs(Plugins.Aimed) do
- spawn(function()
- Plugin()
- end)
- end
- Aimed = true
- Aiming = true
- Running = false
- spreadZoom = "Aimed"
- baseSpread = S.spreadSettings[spreadZoom][spreadStance][spreadMotion]
- if S.aimSettings.Anim then
- local currentFOV = Cam.FieldOfView
- local currentTrans = Scope.BackgroundTransparency
- tweenJoint(LWeld, armC0[1], S.aimedC1.leftArm, Sine, S.aimSettings.Speed)
- tweenJoint(RWeld, armC0[2], S.aimedC1.rightArm, Sine, S.aimSettings.Speed)
- tweenJoint(LWeld2, nil, CF(), Sine, S.aimSettings.Speed)
- tweenJoint(RWeld2, nil, CF(), Sine, S.aimSettings.Speed)
- tweenJoint(Grip, nil, aimedGripCF, Sine, S.aimSettings.Speed)
- tweenJoint(headWeld2, nil, CF(0, -0.5, 0) * CFANG(0, 0, S.aimSettings.headTilt) * CF(0, 0.5, 0), Sine, S.aimSettings.Speed)
- local t0 = tick()
- while true do
- RS.RenderStepped:wait()
- local Alpha = math.min((tick() - t0) / S.aimSettings.Speed, 1) * 90
- if (not Aimed) then break end
- if (not Selected) then break end
- aimAlpha = Sine(Alpha)
- aimHeadOffset = headOffset.X * aimAlpha
- jumpAnimMultiplier = numLerp(1, S.fallSettings.aimEffect, aimAlpha)
- translationDivisor = numLerp(7, 20, aimAlpha)
- rotationMultiplier = numLerp(S.momentumSettings.Amplitude.unAimed, S.momentumSettings.Amplitude.Aimed, aimAlpha)
- armTiltMultiplier = numLerp(1, 0.2, aimAlpha)
- Cam.FieldOfView = numLerp(currentFOV, S.aimSettings.FOV, aimAlpha)
- if S.guiScope then
- Scope.BackgroundTransparency = numLerp(currentTrans, 0, aimAlpha)
- end
- if Alpha == 90 then break end
- end
- else
- LWeld.C0, LWeld.C1 = armC0[1], S.aimedC1.leftArm
- RWeld.C0, RWeld.C1 = armC0[2], S.aimedC1.rightArm
- LWeld2.C1, RWeld2.C1 = CF(), CF()
- animWeld.C0 = CF(0, 1, 0)
- Grip.C1 = aimedGripCF
- headWeld2.C1 = CF(0, -0.5, 0) * CFANG(0, 0, S.aimSettings.headTilt) * CF(0, 0.5, 0)
- aimAlpha = 1
- aimHeadOffset = headOffset.X
- jumpAnimMultiplier = S.fallSettings.aimEffect
- translationDivisor = 20
- rotationMultiplier = S.momentumSettings.Amplitude.Aimed
- armTiltMultiplier = 0.2
- Cam.FieldOfView = S.aimSettings.FOV
- end
- Aiming = (not Aimed)
- if (not Aiming) and S.guiScope then
- spawn(function()
- scopeSteady.Visible = true
- Scope.BackgroundTransparency = 1
- scopeMain.Visible = true
- if armTable then
- for _, Obj in pairs(armTable[1].Model:GetChildren()) do
- if Obj:IsA("BasePart") then
- Obj.LocalTransparencyModifier = 1
- end
- end
- for _, Obj in pairs(armTable[2].Model:GetChildren()) do
- if Obj:IsA("BasePart") then
- Obj.LocalTransparencyModifier = 1
- end
- end
- elseif armModel then
- for _, Obj in pairs(armModel:GetChildren()) do
- if Obj:IsA("BasePart") then
- Obj.LocalTransparencyModifier = 1
- end
- end
- end
- for _, Obj in pairs(playerFolder:GetChildren()) do
- if Obj:IsA("BasePart") then
- Obj.LocalTransparencyModifier = 1
- end
- end
- for _, Obj in pairs(Gun:GetChildren()) do
- if Obj:IsA("BasePart") then
- Obj.LocalTransparencyModifier = 1
- end
- end
- end)
- spawn(function()
- local camAng = 0
- local idleCam = function()
- return V3(
- RAD(SIN(camAng * S.scopeSettings.Frequency.Idling)) * stanceSway * camSway * S.scopeSettings.Amplitude.Idling,
- RAD(SIN(camAng * 5 / 2 * S.scopeSettings.Frequency.Idling)) * stanceSway * camSway * S.scopeSettings.Amplitude.Idling * 0.75,
- 0
- )
- end
- local walkCam = function()
- return V3(
- RAD(SIN(camAng * S.scopeSettings.Frequency.Walking)) * camSway * stanceSway * S.scopeSettings.Amplitude.Walking,
- RAD(SIN(camAng * 5 / 2 * S.scopeSettings.Frequency.Walking)) * camSway * stanceSway * S.scopeSettings.Amplitude.Walking * 0.75,
- 0
- )
- end
- while Aimed do
- local dt = RS.RenderStepped:wait()
- camOffsets.guiScope.Rot = (Sine(idleAlpha) * idleCam()) + (Sine(walkAlpha) * walkCam())
- camAng = camAng + RAD(105 * dt) * stanceSway * camSway
- end
- end)
- end
- end
- function unAimGun(Exception)
- if (not S.canADS) then return end
- mouseSensitivity = S.sensitivitySettings.Default
- for _, Plugin in pairs(Plugins.UnAimed) do
- spawn(function()
- Plugin()
- end)
- end
- if S.guiScope then
- spawn(function()
- if armTable then
- for _, Obj in pairs(armTable[1].Model:GetChildren()) do
- if Obj:IsA("BasePart") then
- Obj.LocalTransparencyModifier = 0
- end
- end
- for _, Obj in pairs(armTable[2].Model:GetChildren()) do
- if Obj:IsA("BasePart") then
- Obj.LocalTransparencyModifier = 0
- end
- end
- elseif armModel then
- for _, Obj in pairs(armModel:GetChildren()) do
- if Obj:IsA("BasePart") then
- Obj.LocalTransparencyModifier = 0
- end
- end
- end
- for _, Obj in pairs(playerFolder:GetChildren()) do
- if Obj:IsA("BasePart") then
- Obj.LocalTransparencyModifier = 0
- end
- end
- for _, Obj in pairs(Gun:GetChildren()) do
- if Obj:IsA("BasePart") then
- Obj.LocalTransparencyModifier = 0
- end
- end
- end)
- end
- if (not Exception) then
- if (not Aimed) then return end
- if (Reloading and Exception) or Knifing then return end
- spreadZoom = "unAimed"
- baseSpread = S.spreadSettings[spreadZoom][spreadStance][spreadMotion]
- Aimed = false
- Aiming = true
- if S.aimSettings.Anim then
- local currentFOV = Cam.FieldOfView
- local currentTrans = (Scope.BackgroundTransparency == 1 and (S.guiScope and 0 or 1) or Scope.BackgroundTransparency)
- scopeMain.Visible = false
- scopeSteady.Visible = false
- tweenJoint(LWeld, armC0[1], S.unAimedC1.leftArm, Sine, S.aimSettings.Speed)
- tweenJoint(RWeld, armC0[2], S.unAimedC1.rightArm, Sine, S.aimSettings.Speed)
- tweenJoint(headWeld2, nil, CF(), Sine, S.aimSettings.Speed)
- tweenJoint(Grip, nil, S.unAimedC1.Grip, Sine, S.aimSettings.Speed)
- local t0 = tick()
- while true do
- RS.RenderStepped:wait()
- local Alpha = math.min((tick() - t0) / S.aimSettings.Speed, 1) * 90
- if Aimed then break end
- if (not Selected) then break end
- aimAlpha = 1 - Sine(Alpha)--1 - COS(RAD(X))
- aimHeadOffset = headOffset.X * aimAlpha
- jumpAnimMultiplier = numLerp(1, S.fallSettings.aimEffect, aimAlpha)
- translationDivisor = numLerp(7, 20, aimAlpha)
- rotationMultiplier = numLerp(S.momentumSettings.Amplitude.unAimed, S.momentumSettings.Amplitude.Aimed, aimAlpha)
- armTiltMultiplier = numLerp(1, 0.2, aimAlpha)
- Cam.FieldOfView = numLerp(80, currentFOV, aimAlpha)
- Scope.BackgroundTransparency = numLerp(1, currentTrans, aimAlpha)
- if Alpha == 90 then break end
- end
- else
- scopeMain.Visible = false
- scopeSteady.Visible = false
- LWeld.C0, LWeld.C1 = armC0[1], S.unAimedC1.leftArm
- RWeld.C0, RWeld.C1 = armC0[2], S.unAimedC1.rightArm
- headWeld2.C0 = CF()
- Grip.C1 = S.unAimedC1.Grip
- aimAlpha = 0
- aimHeadOffset = 0
- jumpAnimMultiplier = 1
- translationDivisor = 7
- rotationMultiplier = S.momentumSettings.Amplitude.unAimed
- armTiltMultiplier = 1
- Cam.FieldOfView = 80
- Scope.BackgroundTransparency = 1
- end
- Aiming = Aimed
- else
- spawn(function()
- Aimed = false
- Aiming = false
- spreadZoom = "unAimed"
- baseSpread = S.spreadSettings[spreadZoom][spreadStance][spreadMotion]
- local currentFOV = Cam.FieldOfView
- local currentTrans = (Scope.BackgroundTransparency == 1 and (S.guiScope and 0 or 1) or Scope.BackgroundTransparency)
- scopeMain.Visible = false
- scopeSteady.Visible = false
- tweenJoint(headWeld2, nil, CF(), Sine, S.aimSettings.Speed)
- if S.aimSettings.Anim then
- local t0 = tick()
- while true do
- RS.RenderStepped:wait()
- local Alpha = math.min((tick() - t0) / S.aimSettings.Speed, 1) * 90
- if Aimed then break end
- if (not Selected) then break end
- aimAlpha = 1 - Sine(Alpha)--1 - COS(RAD(90 - Alpha))
- aimHeadOffset = headOffset.X * aimAlpha
- jumpAnimMultiplier = numLerp(1, S.fallSettings.aimEffect, aimAlpha)
- translationDivisor = numLerp(7, 20, aimAlpha)
- rotationMultiplier = numLerp(S.momentumSettings.Amplitude.unAimed, S.momentumSettings.Amplitude.Aimed, aimAlpha)
- armTiltMultiplier = numLerp(1, 0.2, aimAlpha)
- Cam.FieldOfView = numLerp(80, currentFOV, aimAlpha)
- Scope.BackgroundTransparency = numLerp(1, currentTrans, aimAlpha)
- if Alpha == 90 then break end
- end
- else
- scopeMain.Visible = false
- scopeSteady.Visible = false
- aimAlpha = 0
- aimHeadOffset = 0
- jumpAnimMultiplier = 1
- translationDivisor = 7
- rotationMultiplier = S.momentumSettings.Amplitude.unAimed
- armTiltMultiplier = 1
- Cam.FieldOfView = 80
- Scope.BackgroundTransparency = 1
- end
- end)
- end
- end
- --------------------[ TEXTURE CREATION FUNCTIONS ]------------------------------------
- function createBullet(Direction)
- local Origin = Gun.Main.CFrame.p
- local bulletCF = CF(Origin, Origin + Direction)
- local Bullet = Instance.new("Part")
- Bullet.BrickColor = S.bulletSettings.Color
- Bullet.Material = Enum.Material.Neon
- Bullet.Name = "Bullet"
- Bullet.CanCollide = false
- Bullet.FormFactor = "Custom"
- Bullet.Size = S.bulletSettings.Size
- Bullet.BottomSurface = "Smooth"
- Bullet.TopSurface = "Smooth"
- if math.min(S.bulletSettings.Size.X, S.bulletSettings.Size.Y, S.bulletSettings.Size.Z) < 0.2 then
- local Mesh = Instance.new("BlockMesh")
- Mesh.Scale = S.bulletSettings.Size / Vector3.new(
- math.max(S.bulletSettings.Size.X, 0.2),
- math.max(S.bulletSettings.Size.Y, 0.2),
- math.max(S.bulletSettings.Size.Z, 0.2)
- )
- Mesh.Parent = Bullet
- end
- local BF = Instance.new("BodyForce")
- BF.force = V3(0, Bullet:GetMass() * (196.2 - S.bulletSettings.Acceleration), 0)
- BF.Parent = Bullet
- Bullet.Parent = gunIgnore
- Bullet.CFrame = bulletCF + Direction * S.bulletSettings.Size.Z / 2
- Bullet.Velocity = Direction * S.bulletSettings.Velocity
- return Bullet
- end
- --------------------[ HIT HANDLING FUNCTIONS ]----------------------------------------
- function getBaseDamage(Dist)
- local startDmg = S.damageSettings.Start.Damage
- local startDist = S.damageSettings.Start.Dist
- local endDmg = S.damageSettings.End.Damage
- local endDist = S.damageSettings.End.Dist
- return (
- (
- Dist < startDist * S.bulletSettings.Range
- ) and startDmg or
- (
- Dist >= startDist * S.bulletSettings.Range and
- Dist < endDist * S.bulletSettings.Range
- ) and numLerp(startDmg, endDmg, Map(Dist / S.bulletSettings.Range, startDist, endDist, 0, 1)) or
- (
- Dist >= endDist * S.bulletSettings.Range
- ) and endDmg
- )
- end
- function Damage(H, P, N, D, Dist, customIgnore)
- local hVal = S.damageSettings.Multipliers.Head
- local cVal = S.damageSettings.Multipliers.Chest
- local lVal = S.damageSettings.Multipliers.Limbs
- local baseDamage = getBaseDamage(Dist)
- if Humanoid.Health ~= 0 then
- local hitHumanoid = nil
- if H.Parent:IsA("Hat") then
- table.insert(customIgnore, H)
- local newRay = Ray.new(P - D * 0.1, D * (S.bulletSettings.Range - Dist + 0.1))
- local newH, newP, newN = workspace:FindPartOnRayWithIgnoreList(newRay, customIgnore)
- if newH then
- hitHumanoid = Damage(newH, newP, newN, D, Dist + (newP - P).magnitude, customIgnore)
- end
- else
- hitHumanoid = findFirstClass(H.Parent, "Humanoid")
- if hitHumanoid and hitHumanoid.Health > 0 and isEnemy(hitHumanoid) then
- local Tag = Instance.new("ObjectValue")
- Tag.Value = Player
- Tag.Name = "creator"
- Tag.Parent = hitHumanoid
- DS:AddItem(Tag, 0.3)
- local chosenDamage = 0
- if H.Name == "Head" then
- chosenDamage = baseDamage * RAND(hVal, hVal + 0.1, 0.01)
- elseif H.Name == "Torso" then
- chosenDamage = baseDamage * RAND(cVal, cVal + 0.1, 0.01)
- else
- chosenDamage = baseDamage * RAND(lVal, lVal + 0.1, 0.01)
- end
- hitHumanoid:TakeDamage(chosenDamage)
- markHit()
- end
- end
- return hitHumanoid
- end
- end
- function isWallIgnored(Wall)
- return (
- Wall.Transparency >= S.penetrationSettings.transparencyThreshold or
- (S.penetrationSettings.ignoreNonCanCollide and (not Wall.CanCollide)) or
- isIgnored(Wall, S.penetrationSettings.ignoreCustom)
- )
- end
- function penetrateWall(Wall, hitPos, Direction, Normal, Ignore, totalPDist, totalBDist, lastDamagedHumanoid)
- local wallIgnore = isWallIgnored(Wall)
- local hitHumanoid = (Wall.Parent:IsA("Hat") and findFirstClass(Wall.Parent.Parent, "Humanoid") or findFirstClass(Wall.Parent, "Humanoid"))
- local damagedHumanoid = nil
- if hitHumanoid and hitHumanoid ~= lastDamagedHumanoid then
- lastDamagedHumanoid = hitHumanoid
- damagedHumanoid = Damage(Wall, hitPos, Normal, Direction, totalBDist, {Char, ignoreModel})
- else
- lastDamagedHumanoid = nil
- end
- local ignoreObject = hitHumanoid and (Wall.Parent:IsA("Hat") and Wall.Parent.Parent or Wall.Parent) or Wall
- table.insert(Ignore, ignoreObject)
- local rayLength = S.bulletSettings.Range - totalBDist
- local testRay = Ray.new(hitPos, Direction * (S.bulletSettings.Range - totalBDist))
- local H1, P1, N1 = workspace:FindPartOnRayWithIgnoreList(testRay, Ignore)
- local newIgnore = removeElement(Ignore, ignoreObject)
- local wallRay = Ray.new(P1 + Direction * 0.1, -Direction * (rayLength + 1))
- local H2, P2, N2 = workspace:FindPartOnRayWithIgnoreList(wallRay, Ignore)
- local newPDist = totalPDist + (wallIgnore and 0 or (getNearestPoint(P1, P2, hitPos) - hitPos).magnitude)
- local newBDist = totalBDist + (P1 - hitPos).magnitude
- local outOfRange = Round(newPDist, 0.001) > S.penetrationSettings.Dist or Round(newBDist, 0.001) > S.bulletSettings.Range
- if (not wallIgnore) then
- createBulletImpact:FireServer(Wall, hitPos, Normal, Direction, hitHumanoid, gunIgnore, S)
- if (not hitHumanoid) then
- createShockwave:FireServer(hitPos, S.shockwaveSettings.Radius, gunIgnore, S)
- end
- end
- if hitHumanoid and hitHumanoid.Health > 0 and isEnemy(hitHumanoid) and hitHumanoid == damagedHumanoid then
- createBlood:FireServer(Wall, P2, Direction, gunIgnore, S)
- end
- if outOfRange or (not H1) then
- if (not outOfRange) and (not wallIgnore) then
- createBulletImpact:FireServer(Wall, P2, N2, Direction, hitHumanoid, gunIgnore, S)
- if (not hitHumanoid) then
- createShockwave:FireServer(P2, S.shockwaveSettings.Radius, gunIgnore, S)
- end
- end
- return Wall, hitPos
- else
- if Wall == H2 and (not wallIgnore) then
- createBulletImpact:FireServer(Wall, P2, N2, Direction, hitHumanoid, gunIgnore, S)
- if (not hitHumanoid) then
- createShockwave:FireServer(P2, S.shockwaveSettings.Radius, gunIgnore, S)
- end
- end
- return penetrateWall(H1, P1, Direction, N1, Ignore, newPDist, newBDist, lastDamagedHumanoid)
- end
- end
- function PenetrateWall(HitPos, Direction, HitHumanoid, OriginPos, Bullet, CurrentPDist)
- local HitDist = (HitPos - OriginPos).magnitude
- local Wall, WallHitPos = nil, nil
- local Hum, HumHitPos = nil, nil
- local CustomIgnore = {unpack(Ignore)}
- for i = 1, 10 do
- local WallRay = Ray.new(HitPos - (Direction * 0.1), Direction * S.Penetration)
- local H, P = game.Workspace:FindPartOnRayWithIgnoreList(WallRay, CustomIgnore)
- if H then
- local HitHumanoid = nil
- if H.Parent.ClassName == "Hat" then
- HitHumanoid = findFirstClass(H.Parent.Parent, "Humanoid")
- else
- HitHumanoid = findFirstClass(H.Parent, "Humanoid")
- end
- if HitHumanoid and i ~= 1 then
- Hum, HumHitPos = H, P
- break
- else
- Wall, WallHitPos = H, P
- table.insert(CustomIgnore, H)
- end
- else
- break
- end
- end
- if Wall then
- if S.InstantHit then
- if Hum then
- Damage(Hum.Parent:FindFirstChild("Head"), HumHitPos)
- return HumHitPos
- else
- local HitObj2, HitPos2 = nil, nil
- if HitHumanoid then
- HitObj2, HitPos2 = AdvRayCast(WallHitPos, Direction, S.BulletRange - HitDist, {Wall, HitHumanoid.Parent, unpack(Ignore)})
- else
- HitObj2, HitPos2 = AdvRayCast(WallHitPos, Direction, S.BulletRange - HitDist, {Wall, unpack(Ignore)})
- end
- Damage(HitObj2, HitPos2)
- local NewPDist = CurrentPDist + (WallHitPos - HitPos).magnitude
- local NewHitPos2 = HitPos2
- if NewPDist < S.Penetration and HitObj2 then
- NewHitPos2 = PenetrateWall(HitPos2, Direction, HitHumanoid, OriginPos, Bullet, CurrentPDist + NewPDist)
- end
- return NewHitPos2
- end
- else
- local LastPos = WallHitPos
- local TotalDistTraveled = 0
- spawn(function()
- if Hum then
- Damage(Hum.Parent:FindFirstChild("Head"), HumHitPos)
- return HumHitPos
- else
- while true do
- RS.RenderStepped:wait()
- if TotalDistTraveled >= S.BulletRange - HitDist then
- Bullet:Destroy()
- break
- end
- local DistTraveled = (Bullet.Position - LastPos).magnitude
- local NewDirection = (Bullet.Position - LastPos).unit
- local TempHitObj, TempHitPos = nil, nil
- if HitHumanoid then
- TempHitObj, TempHitPos = AdvRayCast(LastPos, NewDirection, DistTraveled, {Wall, HitHumanoid.Parent, unpack(Ignore)})
- else
- TempHitObj, TempHitPos = AdvRayCast(LastPos, NewDirection, DistTraveled, {Wall, unpack(Ignore)})
- end
- if TempHitObj then
- Damage(TempHitObj, TempHitPos)
- local NewPDist = CurrentPDist + (WallHitPos - HitPos).magnitude
- local NewTempPos = TempHitPos
- if NewPDist < S.Penetration and TempHitObj then
- NewTempPos = PenetrateWall(TempHitPos, Direction, HitHumanoid, OriginPos, Bullet, CurrentPDist + NewPDist)
- else
- Bullet:Destroy()
- end
- return NewTempPos
- else
- LastPos = Bullet.Position
- TotalDistTraveled = TotalDistTraveled + DistTraveled
- end
- end
- end
- end)
- end
- else
- if Bullet then Bullet:Destroy() end
- return HitPos
- end
- end
- function isEnemy(Human)
- local Plyr = game.Players:GetPlayerFromCharacter(Human.Parent)
- if (not Plyr) then return S.CanDamageNPCs end
- return S.AllowFriendlyFire or (Plyr.TeamColor ~= Player.TeamColor or Plyr.Neutral)
- end
- --------------------[ RELOAD FUNCTIONS ]----------------------------------------------
- function animateReload()
- tweenJoint(LWeld2, CF(), CF(), Sine, 0.15)
- tweenJoint(RWeld2, CF(), CF(), Sine, 0.15)
- local magParts = {}
- local magTable = {}
- for _, Obj in pairs(Gun:GetChildren()) do
- if string.sub(Obj.Name, 1, 3) == "Mag" and Obj:IsA("BasePart") then
- INSERT(magParts, Obj)
- end
- end
- local animVars = {
- --FUNCTIONS--
- tweenJoint = tweenJoint;
- makeMagInvisible = function()
- for _, v in pairs(magParts) do
- v.Transparency = 1
- end
- magVisible = false
- end;
- makeMagVisible = function()
- for _, v in pairs(magParts) do
- v.Transparency = v:WaitForChild("magTrans").Value
- end
- magVisible = true
- end;
- isMagVisible = function()
- return magVisible
- end;
- isMagEmpty = function()
- return ammoInClip == 0
- end;
- setNewMag = function()
- newMag = true
- end;
- isNewMag = function()
- return newMag
- end;
- createMag = function(Key)
- local magModel = Instance.new("Model")
- local magClones = {}
- for i, v in pairs(magParts) do
- local vClone = v:Clone()
- vClone.Transparency = v:WaitForChild("magTrans").Value
- vClone.CanCollide = false
- vClone.Parent = magModel
- INSERT(magClones, {Original = v, magClone = vClone})
- if i ~= 1 then
- local W = Instance.new("Weld")
- W.Part0 = magClones[1].magClone
- W.Part1 = vClone
- W.C0 = magClones[1].magClone.CFrame:toObjectSpace(vClone.CFrame)
- W.Parent = magClones[1].magClone
- end
- end
- magTable[Key] = {magModel, magClones}
- return magModel, magClones
- end;
- getMag = function(Key)
- if magTable[Key] then
- return magTable[Key][1], magTable[Key][2]
- else
- return nil, nil
- end
- end;
- attachGripToHead = function()
- local handleCF = RArm.CFrame * Grip.C0
- Grip.C0 = Head.CFrame:toObjectSpace(handleCF)
- Grip.Part0 = Head
- end;
- attachGripToArm = function()
- local handleCF = Head.CFrame * Grip.C0
- Grip.C0 = RArm.CFrame:toObjectSpace(handleCF)
- Grip.Part0 = RArm
- end;
- Sine = Sine;
- Linear = Linear;
- --VARIABLES--
- Handle = Handle;
- LArm = LArm;
- RArm = RArm;
- LWeld = LWeld;
- RWeld = RWeld;
- LC0 = armC0[1];
- RC0 = armC0[2];
- Grip = Grip;
- gunIgnore = gunIgnore;
- Cam = Cam;
- CF = CF;
- CFANG = CFANG;
- V3 = V3;
- RAD = RAD;
- reloadTimeLoaded = S.reloadSettings.Times.Loaded;
- reloadTimeEmpty = S.reloadSettings.Times.Empty
- }
- local sequenceTable = Anims.Reload(animVars)
- --local T = tick()
- for _, reloadFunction in pairs(sequenceTable) do
- if breakReload then
- break
- end
- reloadFunction()
- if (not magVisible) then
- Ammo.Value = 0
- end
- updateClipAmmo()
- end
- --print(tick() - T) --I divide the reloadTime by this number to get the animation speed
- if (not isCrawling) then
- if Running and (not S.canFireWhileRunning) then
- tweenJoint(LWeld, armC0[1], S.runningC1.leftArm, Sine, 0.4)
- tweenJoint(RWeld, armC0[2], S.runningC1.rightArm, Sine, 0.4)
- tweenJoint(Grip, nil, S.runningC1.Grip, Sine, 0.4)
- else
- tweenJoint(LWeld, armC0[1], S.unAimedC1.leftArm, Sine, 0.4)
- tweenJoint(RWeld, armC0[2], S.unAimedC1.rightArm, Sine, 0.4)
- tweenJoint(Grip, nil, S.unAimedC1.Grip, Sine, 0.4)
- end
- end
- for _, v in pairs(magTable) do --In case the reload animations was stopped mid way and there were still fake mags that weren't deleted
- v[1]:Destroy()
- end
- end
- function Reload()
- if Ammo.Value < (ClipSize.Value + 1) and (not Reloading) and StoredAmmo.Value > 0 then
- Firing = false
- ammoInClip = (ammoInClip == 0 and Ammo.Value or ammoInClip)
- Reloading = true
- lowerSpread()
- if Aimed then unAimGun(S.reloadSettings.Anim) end
- crossHair.Reload.Visible = true
- if Handle:FindFirstChild("ReloadSound") then Handle.ReloadSound:Play() end
- if S.reloadSettings.Anim then
- wait()
- animateReload()
- else
- local startReload = tick()
- local initialReloadTime = Ammo.Value == 0 and S.reloadSettings.Times.Empty or S.reloadSettings.Times.Loaded
- while true do
- if breakReload then break end
- if (tick() - startReload) >= initialReloadTime then break end
- RS.RenderStepped:wait()
- end
- end
- if (not breakReload) then
- newMag = false
- if StoredAmmo.Value >= ClipSize.Value then
- if ammoInClip > 0 then
- StoredAmmo.Value = StoredAmmo.Value - ((ClipSize.Value + 1) - ammoInClip)
- Ammo.Value = ClipSize.Value + 1
- else
- StoredAmmo.Value = StoredAmmo.Value - ClipSize.Value
- Ammo.Value = ClipSize.Value
- end
- elseif StoredAmmo.Value < ClipSize.Value and StoredAmmo.Value > 0 then
- Ammo.Value = StoredAmmo.Value
- StoredAmmo.Value = 0
- end
- end
- Reloading = false
- if Selected then
- ammoInClip = (breakReload and ammoInClip or 0)
- crossHair.Reload.Visible = false
- end
- breakReload = false
- end
- updateClipAmmo()
- updateStoredAmmo()
- end
- --------------------[ EXTERNAL DATA LOCATING FUNCTIONS ]-----------------------------
- function removeElement(Table, Element) --removes the first instance of Element from Table
- for i, v in pairs(Table) do
- if v == Element then
- table.remove(Table, i)
- break
- end
- end
- return Table
- end
- function findFirstClass(Object, Class)
- local foundObject = nil
- for _, Obj in pairs(Object:GetChildren()) do
- if Obj.ClassName == Class then
- foundObject = Obj
- break
- end
- end
- return foundObject
- end
- function isIgnored(Obj, Table)
- for _,v in pairs(Table) do
- if Obj == v or Obj:IsDescendantOf(v) then
- return true
- end
- end
- return false
- end
- function GetHitSurfaceCFrame(HitPos,Obj)
- local SurfaceCF = {
- {"Back",Obj.CFrame * CF(0,0,Obj.Size.z)};
- {"Bottom",Obj.CFrame * CF(0,-Obj.Size.y,0)};
- {"Front",Obj.CFrame * CF(0,0,-Obj.Size.z)};
- {"Left",Obj.CFrame * CF(-Obj.Size.x,0,0)};
- {"Right",Obj.CFrame * CF(Obj.Size.x,0,0)};
- {"Top",Obj.CFrame * CF(0,Obj.Size.y,0)}
- }
- local ClosestDist = HUGE
- local ClosestSurface = nil
- for _,v in pairs(SurfaceCF) do
- local SurfaceDist = (HitPos - v[2].p).magnitude
- if SurfaceDist < ClosestDist then
- ClosestDist = SurfaceDist
- ClosestSurface = v
- end
- end
- return ClosestSurface[2]
- end
- function AdvRayCast(Origin, Direction, Dist, CustomIgnore)
- local NewIgnore = (CustomIgnore and CustomIgnore or Ignore)
- local NewRay = Ray.new(Origin, Direction * (Dist > 999 and 999 or Dist))
- local HitObj, HitPos = game.Workspace:FindPartOnRayWithIgnoreList(NewRay, NewIgnore)
- local LastPos = HitPos
- local FinalHitObj, FinalHitPos = nil, nil
- local RepTimes = math.floor(Dist / 999)
- if (not HitObj) and (Dist > 999) then
- for i = 0, RepTimes do
- local NewDist = (i == RepTimes and (Dist - (LastPos - Origin).magnitude) or 999)
- local Ray2 = Ray.new(LastPos, Direction * NewDist)
- local HitObj2, HitPos2 = game.Workspace:FindPartOnRayWithIgnoreList(Ray2, NewIgnore)
- if i ~= RepTimes then
- if HitObj2 then
- FinalHitObj, FinalHitPos = HitObj2, HitPos2
- break
- end
- elseif i == RepTimes then
- FinalHitObj, FinalHitPos = HitObj2, HitPos2
- end
- LastPos = HitPos2
- end
- return FinalHitObj, FinalHitPos
- elseif HitObj or (Dist <= 999) then
- return HitObj, HitPos
- end
- end
- --------------------[ JUMPING ANIMATION ]---------------------------------------------
- function onFall(initialVelocity)
- spawn(function()
- local velocityAlpha = math.max(math.min(initialVelocity / Humanoid.JumpPower, 1), 0)
- local startJumpPos = jumpAnim.Pos
- local startJumpRot = jumpAnim.Rot
- local endJumpPos = 0.04 * S.fallSettings.fallMultiplier * velocityAlpha
- local endJumpRot = RAD(4) * S.fallSettings.fallMultiplier * velocityAlpha
- local t0 = tick()
- while true do
- RS.Heartbeat:wait()
- local Alpha = math.min((tick() - t0) / 0.15, 1) * 90
- if onGround then break end
- jumpAnim.Pos = numLerp(startJumpPos, endJumpPos, Sine(Alpha))
- jumpAnim.Rot = numLerp(startJumpRot, endJumpRot, Sine(Alpha))
- if Alpha == 90 then break end
- end
- startJumpPos = endJumpPos
- startJumpRot = endJumpRot
- endJumpPos = -0.08 * S.fallSettings.fallMultiplier
- endJumpRot = -RAD(8) * S.fallSettings.fallMultiplier
- local X = 1
- while true do
- local dt = RS.Heartbeat:wait()
- X = X + (dt * 60) / X
- local Alpha = (X - 1) / 15
- if onGround then break end
- jumpAnim.Pos = numLerp(startJumpPos, endJumpPos, Alpha)
- jumpAnim.Rot = numLerp(startJumpRot, endJumpRot, Alpha)
- end
- end)
- end
- function onLand(fallDist)
- spawn(function()
- local animAlpha = math.min(fallDist, S.fallSettings.maxDist) * (2 / 3)
- local startJumpPos = jumpAnim.Pos
- local startJumpRot = jumpAnim.Rot
- local endJumpPos = animAlpha / 100 * S.fallSettings.landMultiplier * (runReady and 1 or 2)
- local endJumpRot = RAD(animAlpha) * S.fallSettings.landMultiplier * (runReady and 1 or 2)
- local t0 = tick()
- while true do
- RS.Heartbeat:wait()
- local Alpha = math.min((tick() - t0) / 0.2, 1)
- if (not onGround) then break end
- jumpAnim.Pos = numLerp(startJumpPos, endJumpPos, Alpha)
- jumpAnim.Rot = numLerp(startJumpRot, endJumpRot, Alpha)
- if Alpha == 1 then break end
- end
- t0 = tick()
- while true do
- RS.Heartbeat:wait()
- local Alpha = math.min((tick() - t0) / 0.3, 1) * 90
- if (not onGround) then break end
- jumpAnim.Pos = numLerp(endJumpPos, 0, Sine(Alpha))
- jumpAnim.Rot = numLerp(endJumpRot, 0, Sine(Alpha))
- if Alpha == 90 then break end
- end
- end)
- end
- function onHumanoidStateChanged(oldState, newState)
- if newState == Enum.HumanoidStateType.Freefall then
- onGround = false
- if S.fallAnimation then
- onFall(HRP.Velocity.Y)
- while HRP.Velocity.Y > 0 do RS.RenderStepped:wait() end
- startFallHeight = HRP.Position.Y
- end
- elseif oldState == Enum.HumanoidStateType.Freefall then
- onGround = true
- if S.fallAnimation then
- local fallDist = startFallHeight - HRP.Position.Y
- onLand(fallDist)
- end
- end
- end
- --------------------[ CAMERA STEADYING FUNCTIONS ]------------------------------------
- function steadyCamera()
- scopeSteady.Text = "Steadying..."
- scopeSteady.TextColor3 = Color3.new(1, 1, 0)
- camSteady = true
- local originalSway = camSway
- local Increment = 1.5 / 0.6
- local X = 0
- while true do
- RS.RenderStepped:wait()
- local newX = X + Increment
- X = (newX > 90 and 90 or newX)
- if (not steadyKeyPressed) then break end
- camSway = numLerp(originalSway, 0, Sine(X))
- if X == 90 then break end
- end
- while steadyKeyPressed and Aimed do
- if currentSteadyTime > 0 then
- local NewSteadyTime = currentSteadyTime - 1
- currentSteadyTime = (NewSteadyTime < 0 and 0 or NewSteadyTime)
- camSway = 0
- elseif currentSteadyTime == 0 then
- break
- end
- RS.RenderStepped:wait()
- end
- camSteady = false
- spawn(function()
- local Increment = 1.5 / 0.25
- local X = 0
- while true do
- RS.RenderStepped:wait()
- local newX = X + Increment
- X = (newX > 90 and 90 or newX)
- if camSteady then break end
- camSway = numLerp(0, S.scopeSettings.camSwayOnBreath, 1 - COS(RAD(X)))
- if X == 90 then break end
- end
- Increment = 1.5 / S.scopeSettings.breathTime
- X = 0
- while true do
- RS.RenderStepped:wait()
- local newX = X + Increment
- X = (newX > 90 and 90 or newX)
- if camSteady then break end
- camSway = numLerp(S.scopeSettings.camSwayOnBreath, 1, Sine(X))
- if X == 90 then break end
- end
- --[[for X = 0, 90, 1.5 / 0.2 do
- local Alpha = 1 - COS(RAD(X))--math.log10(X) / math.log10(90)
- camSway = numLerp(0, 3, Alpha)
- RS.RenderStepped:wait()
- end]]
- --[[for X = 0, 90, 1.5 / S.scopeSettings.steadyTime do
- if camSteady then break end
- local Alpha = SIN(RAD(X))
- camSway = numLerp(3, 1, Alpha)
- RS.RenderStepped:wait()
- end]]
- end)
- retakeBreath()
- end
- function retakeBreath()
- scopeSteady.Text = "Re-taking Breath"
- scopeSteady.TextColor3 = Color3.new(1, 0, 0)
- takingBreath = true
- local Increment = S.scopeSettings.steadyTime / S.scopeSettings.breathTime
- while takingBreath do
- if currentSteadyTime < maxSteadyTime then
- local newSteadyTime = currentSteadyTime + Increment
- currentSteadyTime = (newSteadyTime > maxSteadyTime and maxSteadyTime or newSteadyTime)
- elseif currentSteadyTime >= maxSteadyTime then
- break
- end
- RS.RenderStepped:wait()
- end
- if takingBreath then
- scopeSteady.Text = "Hold "..convertKey(S.Keys.scopeSteady).." to Steady"
- scopeSteady.TextColor3 = Color3.new(1, 1, 0)
- takingBreath = false
- end
- end
- --------------------[ SPRINTING FUNCTIONS ]-------------------------------------------
- function canRun(midRun)
- return ((Forward and (not Backward)) and
- Walking and (Stamina > 0) and Running and
- Selected and (midRun and true or onGround) and
- runReady and (S.canFireWhileRunning and true or (not Firing))
- )
- end
- function monitorStamina()
- Running = true
- if (not canRun(false)) then
- Running = false
- return
- end
- if Aimed then unAimGun(true) end
- if Stance == 1 or Stance == 2 then Stand() end
- if (not (Reloading and S.reloadSettings.Anim)) then
- if S.canFireWhileRunning then
- tweenJoint(LWeld, armC0[1], S.unAimedC1.leftArm, Sine, 0.4)
- tweenJoint(RWeld, armC0[2], S.unAimedC1.rightArm, Sine, 0.4)
- tweenJoint(Grip, nil, S.unAimedC1.Grip, Sine, 0.4)
- else
- tweenJoint(LWeld, armC0[1], S.runningC1.leftArm, Sine, 0.4)
- tweenJoint(RWeld, armC0[2], S.runningC1.rightArm, Sine, 0.4)
- tweenJoint(Grip, nil, S.runningC1.Grip, Sine, 0.4)
- end
- end
- crossOffset = 50
- while runKeyPressed do
- if canRun(true) then
- if onGround then
- local newStamina = Stamina - 1
- Stamina = (newStamina < 0 and 0 or newStamina)
- end
- else
- break
- end
- RS.RenderStepped:wait()
- end
- Running = false
- if (not Aimed) and (not (Reloading and S.reloadSettings.Anim)) and (not S.canFireWhileRunning) then
- crossOffset = 0
- tweenJoint(LWeld, armC0[1], S.unAimedC1.leftArm, Sine, 0.4)
- tweenJoint(RWeld, armC0[2], S.unAimedC1.rightArm, Sine, 0.4)
- tweenJoint(Grip, nil, S.unAimedC1.Grip, Sine, 0.4)
- end
- rechargeStamina()
- end
- function rechargeStamina()
- chargingStamina = true
- while ((not runKeyPressed) or (Stamina < maxStamina)) and (not Running) do
- if Stamina < maxStamina then
- local newStamina = Stamina + (S.sprintTime / S.staminaCoolTime)
- Stamina = (newStamina > maxStamina and maxStamina or newStamina)
- elseif Stamina >= maxStamina then
- break
- end
- RS.RenderStepped:wait()
- end
- chargingStamina = false
- end
- --------------------[ STANCE FUNCTIONS ]----------------------------------------------
- function Stand(onDeselected)
- local LHip = Torso["Left Hip"]
- local RHip = Torso["Right Hip"]
- LLegWeld.Part1 = nil
- LHip.Part1 = LLeg
- RLegWeld.Part1 = nil
- RHip.Part1 = RLeg
- Stance = 0
- spreadStance = "Stand"
- baseSpread = S.spreadSettings[spreadZoom][spreadStance][spreadMotion]
- if S.stanceSettings.Anim and (not onDeselected) then
- spawn(function()
- local prevStanceSway = stanceSway
- local X = 0
- local Increment = 1.5 / S.stanceSettings.Speed
- while true do
- RS.RenderStepped:wait()
- local newX = X + Increment
- X = (newX > 90 and 90 or newX)
- if Stance ~= 0 then break end
- stanceSway = numLerp(prevStanceSway, 1, Sine(X))
- if X == 90 then break end
- end
- end)
- tweenJoint(ABWeld, CF(), nil, Sine, S.stanceSettings.Speed)
- tweenJoint(LLegWeld, legC0.Stand[1], nil, Sine, S.stanceSettings.Speed)
- tweenJoint(RLegWeld, legC0.Stand[2], nil, Sine, S.stanceSettings.Speed)
- tweenJoint(LHip, CF(-1, -1, 0) * CFANG(0, RAD(-90), 0), CF(-0.5, 1, 0) * CFANG(0, RAD(-90), 0), Sine, S.stanceSettings.Speed)
- tweenJoint(RHip, CF(1, -1, 0) * CFANG(RAD(-180), RAD(90), 0), CF(0.5, 1, 0) * CFANG(RAD(-180), RAD(90), 0), Sine, S.stanceSettings.Speed)
- tweenJoint(Root, CFANG(RAD(-90), 0, RAD(180)), nil, Sine, S.stanceSettings.Speed)
- tweenJoint(headWeld, CF(0, 1.5, 0), nil, Sine, S.stanceSettings.Speed)
- elseif onDeselected or (not S.stanceSettings.Anim) then
- ABWeld.C0 = CF()
- LLegWeld.C0 = legC0.Stand[1]
- RLegWeld.C0 = legC0.Stand[2]
- LHip.C0, LHip.C1 = CF(-1, -1, 0) * CFANG(0, RAD(-90), 0), CF(-0.5, 1, 0) * CFANG(0, RAD(-90), 0)
- RHip.C0, RHip.C1 = CF(1, -1, 0) * CFANG(RAD(-180), RAD(90), 0), CF(0.5, 1, 0) * CFANG(RAD(-180), RAD(90), 0)
- Root.C0 = CFANG(RAD(-90), 0, RAD(180))
- headWeld.C0 = CF(0, 1.5, 0)
- end
- end
- function Crouch()
- local LHip = Torso["Left Hip"]
- local RHip = Torso["Right Hip"]
- LHip.Part1 = nil
- LLegWeld.Part1 = LLeg
- RHip.Part1 = nil
- RLegWeld.Part1 = RLeg
- Stance = 1
- spreadStance = "Crouch"
- baseSpread = S.spreadSettings[spreadZoom][spreadStance][spreadMotion]
- if S.stanceSettings.Anim then
- spawn(function()
- local prevStanceSway = stanceSway
- local X = 0
- local Increment = 1.5 / S.stanceSettings.Speed
- while true do
- RS.RenderStepped:wait()
- local newX = X + Increment
- X = (newX > 90 and 90 or newX)
- if Stance ~= 1 then break end
- stanceSway = numLerp(prevStanceSway, 0.75, Sine(X))
- if X == 90 then break end
- end
- end)
- tweenJoint(ABWeld, CF(0, 0, -0.05), nil, Sine, S.stanceSettings.Speed)
- tweenJoint(LLegWeld, legC0.Crouch[1], nil, Sine, S.stanceSettings.Speed)
- tweenJoint(RLegWeld, legC0.Crouch[2], nil, Sine, S.stanceSettings.Speed)
- tweenJoint(LHip, CF(-1, -0.5, 0) * CFANG(0, RAD(-90), 0), CF(-0.5, 0.5, 1) * CFANG(0, RAD(-90), RAD(-90)), Sine, S.stanceSettings.Speed)
- tweenJoint(RHip, CF(1, -0.5, 0.25) * CFANG(RAD(-180), RAD(90), 0), CF(0.5, 0.5, 1) * CFANG(RAD(-180), RAD(90), 0), Sine, S.stanceSettings.Speed)
- tweenJoint(Root, CF(0, -1, 0) * CFANG(RAD(-90), 0, RAD(180)), nil, Sine, S.stanceSettings.Speed)
- tweenJoint(headWeld, CF(0, 1.5, 0), nil, Sine, S.stanceSettings.Speed)
- else
- ABWeld.C0 = CF(0, 0, -1 / 16)
- LLegWeld.C0 = legC0.Crouch[1]
- RLegWeld.C0 = legC0.Crouch[2]
- LHip.C0, LHip.C1 = CF(-1, -0.5, 0) * CFANG(0, RAD(-90), 0), CF(-0.5, 0.5, 1) * CFANG(0, RAD(-90), RAD(-90))
- RHip.C0, RHip.C1 = CF(1, -0.5, 0.25) * CFANG(RAD(-180), RAD(90), 0), CF(0.5, 0.5, 1) * CFANG(RAD(-180), RAD(90), 0)
- Root.C0 = CF(0, -1, 0) * CFANG(RAD(-90), 0, RAD(180))
- headWeld.C0 = CF(0, 1.5, 0)
- end
- end
- function Prone()
- local LHip = Torso["Left Hip"]
- local RHip = Torso["Right Hip"]
- LHip.Part1 = nil
- LLegWeld.Part1 = LLeg
- RHip.Part1 = nil
- RLegWeld.Part1 = RLeg
- Stance = 2
- spreadStance = "Prone"
- baseSpread = S.spreadSettings[spreadZoom][spreadStance][spreadMotion]
- if S.stanceSettings.Anim then
- spawn(function()
- local prevStanceSway = stanceSway
- local X = 0
- local Increment = 1.5 / S.stanceSettings.Speed
- while true do
- RS.RenderStepped:wait()
- local newX = X + Increment
- X = (newX > 90 and 90 or newX)
- if Stance ~= 2 then break end
- stanceSway = numLerp(prevStanceSway, 0.5, Sine(X))
- if X == 90 then break end
- end
- end)
- tweenJoint(ABWeld, CF(0, 0, -0.1), nil, Sine, S.stanceSettings.Speed)
- tweenJoint(LLegWeld, legC0.Prone[1], nil, Sine, S.stanceSettings.Speed)
- tweenJoint(RLegWeld, legC0.Prone[2], nil, Sine, S.stanceSettings.Speed)
- tweenJoint(Root, CF(0, -2.5, 1) * CFANG(RAD(180), 0, RAD(180)), nil, Sine, S.stanceSettings.Speed)
- tweenJoint(headWeld, CF(0, 1, 1) * CFANG(RAD(90), 0, 0), nil, Sine, S.stanceSettings.Speed)
- else
- ABWeld.C0 = CF(0, 0, -1 / 8)
- LLegWeld.C0 = legC0.Prone[1]
- RLegWeld.C0 = legC0.Prone[2]
- Root.C0 = CF(0, -2.5, 1) * CFANG(RAD(180), 0, RAD(180))
- headWeld.C0 = CF(0, 1, 1) * CFANG(RAD(90), 0, 0)
- end
- end
- function Dive()
- onGround = false
- local diveDirection = (HRP.CFrame * CFANG(S.diveSettings.Angle, 0, 0)).lookVector * S.walkSpeeds.Sprinting * S.diveSettings.Force
- local BF = Instance.new("BodyForce")
- BF.force = diveDirection + Vector3.new(0, playerMass * 196.2, 0)
- BF.Parent = HRP
- --[[spawn(function()
- HRP.Velocity = HRP.CFrame.lookVector * 60 + V3(0, 40, 0)
- wait(0.1)
- HRP.Velocity = HRP.CFrame.lookVector * 70 + V3(0, 30, 0)
- wait(0.4)
- HRP.Velocity = HRP.CFrame.lookVector * 30 + V3(0, -10, 0)
- end)]]
- delay(0.05, function()
- spawn(function()
- while true do
- local newRay = Ray.new(HRP.Position, V3(0, -3.1, 0))
- local H, _ = workspace:FindPartOnRayWithIgnoreList(newRay, Ignore)
- if H then
- onGround = true
- break
- end
- wait()
- end
- end)
- Prone()
- wait(0.1)
- BF:Destroy()
- end)
- end
- --------------------[ MOUSE FUNCTIONS ]-----------------------------------------------
- function onMB1Down()
- MB1Down = true
- firstShot = true
- if fireFunction then
- fireFunction()
- end
- end
- function onMB1Up()
- MB1Down = false
- lowerSpread()
- end
- function onMB2Down()
- if S.aimSettings.holdToADS then
- if (not AimingIn) and (not Aimed) then
- AimingIn = true
- aimGun()
- AimingIn = false
- end
- else
- if Aimed then
- unAimGun()
- else
- aimGun()
- end
- end
- end
- function onMB2Up()
- if S.aimSettings.holdToADS then
- if (not AimingOut) and Aimed then
- AimingOut = true
- unAimGun()
- AimingOut = false
- end
- end
- end
- function onScrollUp()
- local newAimSensitivity = aimSensitivity + S.sensitivitySettings.Increment
- aimSensitivity = (
- newAimSensitivity < S.sensitivitySettings.Min and S.sensitivitySettings.Min or
- newAimSensitivity > S.sensitivitySettings.Max and S.sensitivitySettings.Max or
- newAimSensitivity
- )
- mouseSensitivity = (Aimed and aimSensitivity or mouseSensitivity)
- Sens.Text = "S: "..aimSensitivity
- if mainGUI:IsDescendantOf(game) then
- Sens.Visible = true
- local t0 = tick()
- lastSensUpdate = t0
- wait(0.3)
- if lastSensUpdate <= t0 then
- Sens.Visible = false
- end
- end
- end
- function onScrollDown()
- local newAimSensitivity = aimSensitivity - S.sensitivitySettings.Increment
- aimSensitivity = (
- newAimSensitivity < S.sensitivitySettings.Min and S.sensitivitySettings.Min or
- newAimSensitivity > S.sensitivitySettings.Max and S.sensitivitySettings.Max or
- newAimSensitivity
- )
- mouseSensitivity = (Aimed and aimSensitivity or mouseSensitivity)
- Sens.Text = "S: "..aimSensitivity
- if mainGUI:IsDescendantOf(game) then
- Sens.Visible = true
- local t0 = tick()
- lastSensUpdate = t0
- wait(0.3)
- if lastSensUpdate <= t0 then
- Sens.Visible = false
- end
- end
- end
- --------------------[ KEYBOARD FUNCTIONS ]--------------------------------------------
- function keyDown(K)
- local Key = string.lower(K)
- if Key == S.Keys.lowerStance and S.canChangeStance then
- if (not Running) then
- if Stance == 0 then
- if S.stanceSettings.Stances.Crouch then
- Crouch()
- elseif S.stanceSettings.Stances.Prone then
- Prone()
- end
- elseif Stance == 1 then
- if S.stanceSettings.Stances.Prone then
- Prone()
- end
- end
- elseif S.dolphinDive then
- wait()
- if Humanoid:GetState() ~= Enum.HumanoidStateType.Freefall and (not UIS:IsKeyDown("Space")) and runReady then
- local tempConnection = Humanoid.Changed:connect(function()
- Humanoid.Jump = false
- end)
- runReady = false
- Dive()
- Running = false
- wait(S.diveSettings.rechargeTime)
- tempConnection:disconnect()
- runReady = true
- end
- end
- end
- if Key == S.Keys.raiseStance and S.canChangeStance then
- if (not Running) then
- if Stance == 2 then
- if S.stanceSettings.Stances.Crouch then
- Crouch()
- else
- Stand()
- end
- elseif Stance == 1 then
- Stand()
- end
- end
- end
- if Key == S.Keys.ADS then
- if S.aimSettings.holdToADS then
- if (not AimingIn) and (not Aimed) then
- AimingIn = true
- aimGun()
- AimingIn = false
- end
- else
- if Aimed then
- unAimGun()
- else
- aimGun()
- end
- end
- end
- if Key == S.Keys.selectFire and S.selectFire then
- if canSelectFire then
- canSelectFire = false
- rawFireMode = rawFireMode + 1
- modeGUI.Text = Modes[((rawFireMode - 1) % numModes) + 1]
- if modeGUI.Text == "AUTO" then
- fireFunction = autoFire
- elseif modeGUI.Text == "BURST" then
- fireFunction = burstFire
- elseif modeGUI.Text == "SEMI" then
- fireFunction = semiFire
- else
- fireFunction = nil
- end
- local speedAlpha = S.selectFireSettings.animSpeed / 0.6
- if S.selectFireSettings.GUI then
- spawn(function()
- fireSelect.Visible = true
- local prevRawFireMode = rawFireMode
- local Increment = 1.5 / (speedAlpha * 0.25)
- local X = 0
- wait(speedAlpha * 0.1)
- while true do
- RS.RenderStepped:wait()
- local newX = X + Increment
- X = (newX > 90 and 90 or newX)
- if prevRawFireMode ~= rawFireMode then break end
- updateModeLabels(rawFireMode - 1, rawFireMode, X)
- if X == 90 then break end
- end
- wait(speedAlpha * 0.25)
- fireSelect.Visible = false
- end)
- end
- if S.selectFireSettings.Animation and (not Aimed) and (not isRunning) and (not isCrawling) then
- spawn(function()
- local sequenceTable = {
- function()
- tweenJoint(RWeld2, nil, CFANG(0, RAD(5), 0), Sine, speedAlpha * 0.15)
- tweenJoint(LWeld, armC0[1], CF(0.1, 1, -0.3) * CFANG(RAD(-7), 0, RAD(-65)), Linear, speedAlpha * 0.15)
- wait(speedAlpha * 0.2)
- end;
- function()
- tweenJoint(LWeld, armC0[1], CF(0.1, 1, -0.3) * CFANG(RAD(-10), 0, RAD(-65)), Linear, speedAlpha * 0.1)
- wait(speedAlpha * 0.2)
- end;
- function()
- tweenJoint(RWeld2, nil, CF(), Sine, speedAlpha * 0.2)
- tweenJoint(LWeld, armC0[1], S.unAimedC1.leftArm, Sine, speedAlpha * 0.2)
- wait(speedAlpha * 0.2)
- end;
- }
- for _, F in pairs(sequenceTable) do
- if Aimed or isRunning or isCrawling or Reloading then
- break
- end
- F()
- end
- end)
- end
- if S.selectFireSettings.Animation or S.selectFireSettings.GUI then
- wait(S.selectFireSettings.animSpeed)
- end
- canSelectFire = true
- end
- end
- if Key == S.Keys.Reload then
- if (not Reloading) and (not isCrawling) then
- Reload()
- end
- end
- if Key == S.Keys.Sprint then
- runKeyPressed = true
- if runReady then
- if (not Idling) and Walking and (not Running) and (not Knifing) and (not (Aimed and S.guiScope and S.Keys.Sprint == S.Keys.scopeSteady)) then
- monitorStamina()
- end
- end
- end
- if Key == S.Keys.scopeSteady then
- steadyKeyPressed = true
- if Aimed and (not Aiming) then
- takingBreath = false
- steadyCamera()
- end
- end
- for _, PTable in pairs(Plugins.KeyDown) do
- if Key == string.lower(PTable.Key) then
- spawn(function()
- PTable.Plugin()
- end)
- end
- end
- end
- function keyUp(K)
- local Key = string.lower(K)
- if Key == S.Keys.ADS then
- if S.aimSettings.holdToADS then
- if (not AimingOut) and Aimed then
- AimingOut = true
- unAimGun()
- AimingOut = false
- end
- end
- end
- if Key == S.Keys.Sprint then
- runKeyPressed = false
- Running = false
- if (not chargingStamina) then
- rechargeStamina()
- end
- end
- if Key == S.Keys.scopeSteady then
- steadyKeyPressed = false
- end
- for _, PTable in pairs(Plugins.KeyUp) do
- if Key == string.lower(PTable.Key) then
- spawn(function()
- PTable.Plugin()
- end)
- end
- end
- end
- --------------------[ END FUNCTIONS ]-------------------------------------------------
- --------------------------------------------------------------------------------------
- --------------------[ PRE-CONNECTIONS ]-----------------------------------------------
- --------------------------------------------------------------------------------------
- local function updateAnimVars()
- wait()
- Forward = (UIS:IsKeyDown("W") or UIS:IsKeyDown("Up"))
- Backward = (UIS:IsKeyDown("S") or UIS:IsKeyDown("Down"))
- local Right = UIS:IsKeyDown("D")
- local Left = UIS:IsKeyDown("A")
- local walkingForward = (Forward and (not Backward))
- local walkingBackward = ((not Forward) and Backward)
- local walkingRight = (Right and (not Left))
- local walkingLeft = ((not Right) and Left)
- if (Forward or Backward or Right or Left) then
- Walking, Idling = true, false
- if (not Running) and (not Aimed) then
- spreadMotion = "Moving"
- baseSpread = S.spreadSettings[spreadZoom][spreadStance][spreadMotion]
- end
- elseif (not (Forward and Backward and Right and Left)) then
- Walking, Idling = false, true
- if (not Aimed) then
- spreadMotion = "Idling"
- baseSpread = S.spreadSettings[spreadZoom][spreadStance][spreadMotion]
- end
- end
- local newArmTilt = (
- ((walkingForward or walkingBackward) and walkingRight) and 2.5 or
- ((walkingForward or walkingBackward) and walkingLeft) and -2.5 or
- ((not (walkingForward and walkingBackward)) and walkingRight) and 5 or
- ((not (walkingForward and walkingBackward)) and walkingLeft) and -5 or 0
- )
- local newMoveAng = (
- (walkingForward and (not (walkingRight or walkingLeft))) and 0 or
- (walkingForward and walkingRight) and RAD(-45) or
- ((not (walkingForward or walkingBackward)) and walkingRight) and RAD(-90) or
- (walkingBackward and walkingRight) and RAD(-135) or
- (walkingBackward and (not (walkingRight or walkingLeft))) and (moveAng < 0 and RAD(-180) or RAD(180)) or
- (walkingBackward and walkingLeft) and RAD(135) or
- ((not (walkingForward or walkingBackward)) and walkingLeft) and RAD(90) or
- (walkingForward and walkingLeft) and RAD(45) or 0
- )
- local newAnimCode = math.random(-1e9, 1e9)
- animCode = newAnimCode
- local startTilt = armTilt
- local startAng = (ABS(moveAng) == RAD(180)) and (newMoveAng > 0 and RAD(180) or RAD(-180)) or moveAng
- local Increment = (startTilt == newArmTilt and 1.5 / 0.7 or 1.5 / (0.35 * ABS(startTilt - newArmTilt) / 5))
- local X = 0
- while true do
- RS.RenderStepped:wait()
- local newX = X + Increment
- X = (newX > 90 and 90 or newX)
- if animCode ~= newAnimCode then break end
- armTilt = numLerp(startTilt, newArmTilt, Sine(X))
- moveAng = numLerp(startAng, newMoveAng, Sine(X))
- if X == 90 then break end
- end
- end
- M2.KeyDown:connect(updateAnimVars)
- M2.KeyUp:connect(updateAnimVars)
- updateAnimVars()
- --------------------------------------------------------------------------------------
- --------------------[ TOOL SELECTION AND DESELECTION ]--------------------------------
- --------------------------------------------------------------------------------------
- function onEquipped()
- wait()
- if Humanoid.Health ~= 0 and (not Selected) and Gun.Parent == Char then
- Selected = true
- breakReload = false
- equipAnimPlaying = true
- math.randomseed(tick()) --This sets a new seed for the random function each time you select the gun
- --------------------[ FAILSAFE RESETING ]-------------------------------------
- for _, GM in pairs(ignoreModel:GetChildren()) do
- if GM.Name == "gunIgnore_"..Player.Name then
- GM:Destroy()
- end
- end
- for _, c in pairs(Connections) do
- c:disconnect()
- end
- Connections = {}
- --------------------[ REMOTE GUN SETUP ]--------------------------------------
- --[[local Vars = {
- ignoreModel = ignoreModel;
- Humanoid = Humanoid;
- Shoulders = Shoulders;
- Torso = Torso;
- Head = Head;
- armC0 = armC0;
- leftArmC1 = S.equipSettings.leftArmC1;
- rightArmC1 = S.equipSettings.rightArmC1;
- LArm = LArm;
- RArm = RArm;
- gunParts = gunParts;
- Handle = Handle;
- }
- gunIgnore, playerFolder, headWeld, headWeld2, animWeld, ABWeld, LWeld, RWeld, LWeld2, RWeld2, LLegWeld, RLegWeld, gunParts2 = gunSetup:InvokeServer(Vars)]]
- --------------------[ CREATING IGNORE MODELS ]--------------------------------
- gunIgnore = Instance.new("Model")
- gunIgnore.Name = "gunIgnore_"..Player.Name
- gunIgnore.Parent = ignoreModel
- --------------------[ MODIFYING THE PLAYER ]----------------------------------
- Player.CameraMode = Enum.CameraMode.LockFirstPerson
- Cam.CameraType = Enum.CameraType.Scriptable
- Cam.FieldOfView = 80
- UIS.MouseBehavior = Enum.MouseBehavior.LockCenter
- UIS.MouseIconEnabled = false
- local initialX, initialY = getYawPitch(Cam.CoordinateFrame)
- camAng = -VEC2(initialX, initialY)
- mainGUI.Parent = Player.PlayerGui
- setUpGUI()
- updateHealth()
- if S.selectFire then
- local currentMode = Modes[((rawFireMode - 1) % numModes) + 1]
- if currentMode == "AUTO" then
- fireFunction = autoFire
- elseif currentMode == "BURST" then
- fireFunction = burstFire
- elseif currentMode == "SEMI" then
- fireFunction = semiFire
- else
- fireFunction = nil
- end
- else
- if S.gunType.Semi then
- fireFunction = semiFire
- elseif S.gunType.Auto then
- fireFunction = autoFire
- elseif S.gunType.Burst then
- fireFunction = burstFire
- else
- fireFunction = nil
- end
- end
- changePlayerTrans(Char, 1)
- Humanoid.AutoRotate = false
- Shoulders.Right.Part1 = nil
- Shoulders.Left.Part1 = nil
- playerFolder = Instance.new("Model")
- playerFolder.Name = "playerFolder"
- playerFolder.Parent = gunIgnore
- local headBase = Instance.new("Part")
- headBase.Transparency = 1
- headBase.Name = "headBase"
- headBase.CanCollide = false
- headBase.FormFactor = Enum.FormFactor.Custom
- headBase.Size = V3(0.2, 0.2, 0.2)
- headBase.BottomSurface = Enum.SurfaceType.Smooth
- headBase.TopSurface = Enum.SurfaceType.Smooth
- headBase.Parent = playerFolder
- headWeld = Instance.new("Weld")
- headWeld.Part0 = Torso
- headWeld.Part1 = headBase
- headWeld.C0 = CF(0, 1.5, 0)
- headWeld.Parent = Torso
- headWeld2 = Instance.new("Weld")
- headWeld2.Part0 = headBase
- headWeld2.Part1 = Head
- headWeld2.Parent = headBase
- neckClone = Neck:Clone()
- --[[local stanceBase = Instance.new("Part")
- stanceBase.Transparency = 1
- stanceBase.Name = "stanceBase"
- stanceBase.CanCollide = false
- stanceBase.FormFactor = Enum.FormFactor.Custom
- stanceBase.Size = V3(0.2, 0.2, 0.2)
- stanceBase.BottomSurface = Enum.SurfaceType.Smooth
- stanceBase.TopSurface = Enum.SurfaceType.Smooth
- stanceBase.Parent = playerFolder
- stanceWeld = Instance.new("Weld")
- stanceWeld.Part0 = stanceBase
- stanceWeld.Part1 = Torso
- stanceWeld.Parent = stanceBase]]
- local animBase = Instance.new("Part")
- animBase.Transparency = 1
- animBase.Name = "animBase"
- animBase.CanCollide = false
- animBase.FormFactor = Enum.FormFactor.Custom
- animBase.Size = V3(0.2, 0.2, 0.2)
- animBase.BottomSurface = Enum.SurfaceType.Smooth
- animBase.TopSurface = Enum.SurfaceType.Smooth
- animBase.Parent = playerFolder
- animWeld = Instance.new("Weld")
- animWeld.Part0 = animBase
- animWeld.Part1 = headBase
- animWeld.Parent = animBase
- local ArmBase = Instance.new("Part")
- ArmBase.Transparency = 1
- ArmBase.Name = "ArmBase"
- ArmBase.CanCollide = false
- ArmBase.FormFactor = Enum.FormFactor.Custom
- ArmBase.Size = V3(0.2, 0.2, 0.2)
- ArmBase.BottomSurface = Enum.SurfaceType.Smooth
- ArmBase.TopSurface = Enum.SurfaceType.Smooth
- ArmBase.Parent = playerFolder
- ABWeld = Instance.new("Weld")
- ABWeld.Part0 = ArmBase
- ABWeld.Part1 = animBase
- ABWeld.Parent = ArmBase
- local LArmBase = Instance.new("Part")
- LArmBase.Transparency = 1
- LArmBase.Name = "LArmBase"
- LArmBase.CanCollide = false
- LArmBase.FormFactor = Enum.FormFactor.Custom
- LArmBase.Size = V3(0.2, 0.2, 0.2)
- LArmBase.BottomSurface = Enum.SurfaceType.Smooth
- LArmBase.TopSurface = Enum.SurfaceType.Smooth
- LArmBase.Parent = playerFolder
- local RArmBase = Instance.new("Part")
- RArmBase.Transparency = 1
- RArmBase.Name = "RArmBase"
- RArmBase.CanCollide = false
- RArmBase.FormFactor = Enum.FormFactor.Custom
- RArmBase.Size = V3(0.2, 0.2, 0.2)
- RArmBase.BottomSurface = Enum.SurfaceType.Smooth
- RArmBase.TopSurface = Enum.SurfaceType.Smooth
- RArmBase.Parent = playerFolder
- LWeld = Instance.new("Weld")
- LWeld.Name = "LWeld"
- LWeld.Part0 = ArmBase
- LWeld.Part1 = LArmBase
- LWeld.C0 = armC0[1]
- LWeld.C1 = S.equipSettings.leftArmC1
- LWeld.Parent = ArmBase
- RWeld = Instance.new("Weld")
- RWeld.Name = "RWeld"
- RWeld.Part0 = ArmBase
- RWeld.Part1 = RArmBase
- RWeld.C0 = armC0[2]
- RWeld.C1 = S.equipSettings.rightArmC1
- RWeld.Parent = ArmBase
- LWeld2 = Instance.new("Weld")
- LWeld2.Name = "LWeld"
- LWeld2.Part0 = LArmBase
- LWeld2.Part1 = LArm
- LWeld2.Parent = LArmBase
- RWeld2 = Instance.new("Weld")
- RWeld2.Name = "RWeld"
- RWeld2.Part0 = RArmBase
- RWeld2.Part1 = RArm
- RWeld2.Parent = RArmBase
- LLegWeld = Instance.new("Weld")
- LLegWeld.Name = "LLegWeld"
- LLegWeld.Part0 = Torso
- LLegWeld.Part1 = nil
- LLegWeld.C0 = CF(-0.5, -2, 0)
- LLegWeld.Parent = Torso
- RLegWeld = Instance.new("Weld")
- RLegWeld.Name = "RLegWeld"
- RLegWeld.Part0 = Torso
- RLegWeld.Part1 = nil
- RLegWeld.C0 = CF(0.5, -2, 0)
- RLegWeld.Parent = Torso
- if S.playerArms then
- armModel = Instance.new("Model", workspace.FilteringEnabled and playerFolder or Cam)
- fakeLArm = LArm:Clone()
- fakeLArm.Parent = armModel
- fakeLArm.Transparency = S.fakeArmSettings.Transparency
- fakeLArm.CanCollide = false
- fakeLArm.Size = S.fakeArmSettings.armSize
- fakeLArm:BreakJoints()
- --LArm.Transparency = 1
- local fakeLWeld = Instance.new("Weld")
- fakeLWeld.Part0 = fakeLArm
- fakeLWeld.Part1 = LArm
- fakeLWeld.Parent = fakeLArm
- fakeRArm = RArm:Clone()
- fakeRArm.Parent = armModel
- fakeRArm.Transparency = S.fakeArmSettings.Transparency
- fakeRArm.CanCollide = false
- fakeRArm.Size = S.fakeArmSettings.armSize
- fakeRArm:BreakJoints()
- --RArm.Transparency = 1
- local fakeRWeld = Instance.new("Weld")
- fakeRWeld.Part0 = fakeRArm
- fakeRWeld.Part1 = RArm
- fakeRWeld.Parent = fakeRArm
- Instance.new("Humanoid", armModel)
- if S.fakeArmSettings.characterMeshes then
- for _,Obj in pairs(Char:GetChildren()) do
- if Obj:IsA("CharacterMesh") then
- Obj:Clone().Parent = armModel
- end
- end
- end
- for _,Obj in pairs(Char:GetChildren()) do
- if Obj:IsA("Shirt") then
- Obj:Clone().Parent = armModel
- end
- end
- else
- armTable = createArms()
- if workspace.FilteringEnabled then
- armTable[1].Model.Parent = playerFolder
- armTable[2].Model.Parent = playerFolder
- else
- armTable[1].Model.Parent = Cam--playerFolder
- armTable[2].Model.Parent = Cam--playerFolder
- end
- fakeLArm = armTable[1].armPart
- --LArm.Transparency = 1
- local fakeLWeld = Instance.new("Weld")
- fakeLWeld.Part0 = fakeLArm
- fakeLWeld.Part1 = LArm
- fakeLWeld.Parent = fakeLArm
- fakeRArm = armTable[2].armPart
- --RArm.Transparency = 1
- local fakeRWeld = Instance.new("Weld")
- fakeRWeld.Part0 = fakeRArm
- fakeRWeld.Part1 = RArm
- fakeRWeld.Parent = fakeRArm
- end
- --------------------[ MODIFYING THE GUN ]-------------------------------------
- for _, Tab in pairs(gunParts) do
- local Weld = Instance.new("Weld")
- Weld.Name = "MainWeld"
- Weld.Part0 = Handle
- Weld.Part1 = Tab.Obj
- Weld.C0 = Tab.Obj.weldCF.Value
- Weld.Parent = Handle
- Tab.Weld = Weld
- end
- Grip = RArm:WaitForChild("RightGrip")
- local handleCF = Torso.CFrame * CF(0, 0.5, 0) * armC0[2] * S.aimedC1.rightArm:inverse() * Grip.C0
- local handleOffset = AimPart.CFrame:toObjectSpace(Handle.CFrame)
- aimedGripCF = ((Torso.CFrame * CF(headOffset.X, headOffset.Y, 0)) * handleOffset):toObjectSpace(handleCF)
- Grip.C1 = S.equipSettings.GripC1
- --------------------[ RUNNING PLUGINS ]---------------------------------------
- for _, Plugin in pairs(Plugins.OnEquipped) do
- spawn(function()
- Plugin()
- end)
- end
- --------------------[ GETTING PLAYER MASS ]-----------------------------------
- local connectedParts = HRP:GetConnectedParts(true)
- for _, v in pairs(connectedParts) do
- if v:IsA("BasePart") then
- playerMass = playerMass + v:GetMass()
- end
- end
- --------------------[ CONNECTIONS ]-------------------------------------------
- INSERT(Connections, Humanoid.Died:connect(function()
- onUnequipped(true)
- end))
- INSERT(Connections, Humanoid.Jumping:connect(function()
- if Stance ~= 0 then
- Stand()
- end
- end))
- INSERT(Connections, Humanoid.StateChanged:connect(onHumanoidStateChanged))
- INSERT(Connections, Humanoid.HealthChanged:connect(updateHealth))
- INSERT(Connections, M2.Button1Down:connect(onMB1Down))
- INSERT(Connections, M2.Button1Up:connect(onMB1Up))
- INSERT(Connections, M2.Button2Down:connect(onMB2Down))
- INSERT(Connections, M2.Button2Up:connect(onMB2Up))
- INSERT(Connections, M2.KeyDown:connect(keyDown))
- INSERT(Connections, M2.KeyUp:connect(keyUp))
- if S.sensitivitySettings.scrollToChange then
- INSERT(Connections, M2.WheelForward:connect(onScrollUp))
- INSERT(Connections, M2.WheelBackward:connect(onScrollDown))
- end
- if S.AutoKnife then
- INSERT(Connections, RS.Stepped:connect(function()
- local H, P = AdvRayCast(Head.CFrame.p, Head.CFrame.lookVector, S.AutoKnifeDist, nil)
- if H then
- local HitHuman = findFirstClass(H.Parent, "Humanoid")
- if HitHuman and isEnemy(HitHuman) and HitHuman.Health ~= 0 then
- Knife()
- end
- end
- end))
- end
- INSERT(Connections, UIS.InputChanged:connect(function(inputObj)
- if inputObj.UserInputType == Enum.UserInputType.MouseMovement then
- local rawCamAng = camAng - (VEC2(RAD(inputObj.Delta.x), RAD(inputObj.Delta.y)) * mouseSensitivity * 0.25)
- camAng = VEC2(rawCamAng.x, (rawCamAng.y > RAD(80) and RAD(80) or rawCamAng.y < RAD(-80) and RAD(-80) or rawCamAng.y))
- desiredXOffset = math.min(math.max(inputObj.Delta.x, -S.momentumSettings.maxInput), S.momentumSettings.maxInput)
- desiredYOffset = math.min(math.max(inputObj.Delta.y, -S.momentumSettings.maxInput), S.momentumSettings.maxInput)
- end
- end))
- INSERT(Connections, M2.Idle:connect(function(inputObj)
- desiredXOffset = 0
- desiredYOffset = 0
- end))
- INSERT(Connections, RS.Stepped:connect(function()
- if tick() - lastBeat > (Humanoid.Health / 75) then
- lastBeat = tick()
- HUD.Health.Tray.Beat:TweenPosition(
- UDim2.new(0, -21, 0, 0),
- Enum.EasingDirection.Out,
- Enum.EasingStyle.Linear,
- 0.7 - ((100 - Humanoid.Health) / 400),
- false,
- function()
- HUD.Health.Tray.Beat.Position = UDim2.new(1, 0, 0, 0)
- end
- )
- end
- end))
- INSERT(Connections, RS.RenderStepped:connect(function()
- --Main animation
- local animC0, animC1 = getAnimCF()
- animWeld.C0 = animC0
- animWeld.C1 = animC1
- --Camera updating
- renderCamera()
- end))
- --------------------[ ANIMATE GUN ]-------------------------------------------
- tweenJoint(LWeld, nil, S.unAimedC1.leftArm, Sine, S.equipSettings.Time)
- tweenJoint(RWeld, nil, S.unAimedC1.rightArm, Sine, S.equipSettings.Time)
- tweenJoint(Grip, nil, S.unAimedC1.Grip, Sine, S.equipSettings.Time)
- spawn(function()
- local T = tick()
- while true do
- if tick() - T > S.equipSettings.Time then break end
- if (not Selected) then break end
- wait()
- end
- equipAnimPlaying = false
- end)
- Animate()
- end
- end
- function onUnequipped(deleteTool)
- if Selected then
- Selected = false
- breakReload = true
- --------------------[ RUNNING PLUGINS ]---------------------------------------
- for _, Plugin in pairs(Plugins.OnUnEquipped) do
- spawn(function()
- Plugin()
- end)
- end
- --------------------[ MODIFYING THE PLAYER ]----------------------------------
- Cam.FieldOfView = 70
- Cam.CameraType = Enum.CameraType.Custom
- UIS.MouseBehavior = Enum.MouseBehavior.Default
- UIS.MouseIconEnabled = true
- Player.CameraMode = Enum.CameraMode.Classic
- if armTable then
- armTable[1].Model:Destroy()
- armTable[2].Model:Destroy()
- elseif armModel then
- armModel:Destroy()
- end
- LLegWeld:Destroy()
- RLegWeld:Destroy()
- changePlayerTrans(Char, 0)
- mainGUI.Parent = script
- Shoulders.Right.Part1 = RArm
- Shoulders.Left.Part1 = LArm
- neckClone.Parent = Torso
- headWeld:Destroy()
- Humanoid.WalkSpeed = 16
- Humanoid.AutoRotate = true
- --------------------[ RESETING THE TOOL ]-------------------------------------
- gunIgnore:Destroy()
- mouseSensitivity = S.sensitivitySettings.Default
- MB1Down = false
- playerMass = 0
- Aimed = false
- camOffsets = {
- guiScope = {
- Rot = V3();
- };
- Reload = {
- Rot = V3();
- Code = nil;
- };
- Recoil = {
- Rot = V3();
- Code = nil;
- };
- }
- recoilAnim = {
- Pos = V3();
- Rot = V3();
- Code = nil;
- }
- --Setting the aim variables to unaimed
- spreadZoom = "unAimed"
- scopeMain.Visible = false
- scopeSteady.Visible = false
- aimAlpha = 0
- aimHeadOffset = 0
- jumpAnimMultiplier = 1
- translationDivisor = 7
- rotationMultiplier = S.momentumSettings.Amplitude.unAimed
- armTiltMultiplier = 1
- Scope.BackgroundTransparency = 1
- if S.guiScope then
- spawn(function()
- for _, Obj in pairs(Gun:GetChildren()) do
- if Obj:IsA("BasePart") then
- Obj.LocalTransparencyModifier = 0
- end
- end
- end)
- end
- onGround = true
- for _, Tab in pairs(gunParts) do
- Tab.Weld:Destroy()
- Tab.Weld = nil
- end
- for _,c in pairs(Connections) do
- c:disconnect()
- end
- Connections = {}
- if deleteTool then
- Cam:ClearAllChildren()
- Gun:Destroy()
- end
- wait() --This is here in case you dolphin dived and deselected the tool instantly
- if S.stanceSettings.standOnDeselect and Stance ~= 0 then
- crawlCamRot = 0
- isCrawling = false
- stanceSway = 1
- spreadStance = "Stand"
- Stand(true)
- end
- baseSpread = S.spreadSettings[spreadZoom][spreadStance][spreadMotion]
- end
- end
- Gun.Equipped:connect(onEquipped)
- Gun.Unequipped:connect(function() onUnequipped(false) end)
- --------------------------------------------------------------------------------------
- --------------------[ END PROGRAM ]---------------------------------------------------
- --------------------------------------------------------------------------------------
- end,o10)
- end))
- o11.Name = "ignoreCode"
- o11.Parent = o10
- o12.Name = "Server_Scripts"
- o12.Parent = o10
- o15.Name = "mainGUI"
- o15.Parent = o10
- o16.Name = "hitMarker"
- o16.Parent = o15
- o16.Position = UDim2.new(0.5,-13,0.5,-31)
- o16.Size = UDim2.new(0,26,0,26)
- o16.Position = UDim2.new(0.5,-13,0.5,-31)
- o16.Visible = false
- o16.BackgroundTransparency = 1
- o16.ZIndex = 10
- o16.Image = "http://www.roblox.com/asset/?id=121173757"
- o17.Name = "lastMark"
- o17.Parent = o16
- o18.Name = "crossHair"
- o18.Parent = o15
- o18.Position = UDim2.new(0.5,0,0.5,-18)
- o18.Position = UDim2.new(0.5,0,0.5,-18)
- o18.BackgroundColor3 = Color3.new(1, 1, 1)
- o18.BorderColor3 = Color3.new(0, 0, 0)
- o18.BorderSizePixel = 0
- o19.Parent = o18
- o19.Position = UDim2.new(0,-150,0,-150)
- o19.Size = UDim2.new(0,300,0,300)
- o19.Position = UDim2.new(0,-150,0,-150)
- o19.Visible = false
- o19.BackgroundColor3 = Color3.new(1, 1, 1)
- o19.BackgroundTransparency = 1
- o19.ZIndex = 2
- o19.Image = "http://www.roblox.com/asset/?id=68308747"
- o20.Name = "Reload"
- o20.Parent = o18
- o20.Position = UDim2.new(0,-50,0,70)
- o20.Size = UDim2.new(0,100,0,20)
- o20.Text = "Reloading..."
- o20.Position = UDim2.new(0,-50,0,70)
- o20.Visible = false
- o20.BackgroundColor3 = Color3.new(1, 1, 1)
- o20.BackgroundTransparency = 1
- o20.ZIndex = 2
- o20.Font = Enum.Font.SourceSansBold
- o20.FontSize = Enum.FontSize.Size18
- o20.TextColor3 = Color3.new(1, 1, 1)
- o20.TextStrokeTransparency = 0.5
- o21.Name = "C"
- o21.Parent = o18
- o21.Position = UDim2.new(0,-2,0,0)
- o21.Size = UDim2.new(0,4,0,500)
- o21.Position = UDim2.new(0,-2,0,0)
- o21.BackgroundColor3 = Color3.new(1, 1, 1)
- o21.BackgroundTransparency = 1
- o21.ClipsDescendants = true
- o22.Name = "Line"
- o22.Parent = o21
- o22.Position = UDim2.new(0.5,-1,0,10)
- o22.Size = UDim2.new(0,2,0,15)
- o22.Text = ""
- o22.Position = UDim2.new(0.5,-1,0,10)
- o22.BackgroundColor3 = Color3.new(1, 1, 1)
- o22.BorderColor3 = Color3.new(0.392157, 0.392157, 0.392157)
- o22.Font = Enum.Font.SourceSans
- o22.FontSize = Enum.FontSize.Size14
- o23.Name = "A"
- o23.Parent = o18
- o23.Position = UDim2.new(0,-2,0,-500)
- o23.Size = UDim2.new(0,4,0,500)
- o23.Position = UDim2.new(0,-2,0,-500)
- o23.BackgroundColor3 = Color3.new(1, 1, 1)
- o23.BackgroundTransparency = 1
- o23.ClipsDescendants = true
- o24.Name = "Line"
- o24.Parent = o23
- o24.Position = UDim2.new(0.5,-1,1,-25)
- o24.Size = UDim2.new(0,2,0,15)
- o24.Text = ""
- o24.Position = UDim2.new(0.5,-1,1,-25)
- o24.BackgroundColor3 = Color3.new(1, 1, 1)
- o24.BorderColor3 = Color3.new(0.392157, 0.392157, 0.392157)
- o24.Font = Enum.Font.SourceSans
- o24.FontSize = Enum.FontSize.Size14
- o25.Name = "B"
- o25.Parent = o18
- o25.Position = UDim2.new(0,0,0,-2)
- o25.Size = UDim2.new(0,500,0,4)
- o25.Position = UDim2.new(0,0,0,-2)
- o25.BackgroundColor3 = Color3.new(1, 1, 1)
- o25.BackgroundTransparency = 1
- o25.ClipsDescendants = true
- o26.Name = "Line"
- o26.Parent = o25
- o26.Position = UDim2.new(0,10,0.5,-1)
- o26.Size = UDim2.new(0,15,0,2)
- o26.Text = ""
- o26.Position = UDim2.new(0,10,0.5,-1)
- o26.BackgroundColor3 = Color3.new(1, 1, 1)
- o26.BorderColor3 = Color3.new(0.392157, 0.392157, 0.392157)
- o26.Font = Enum.Font.SourceSans
- o26.FontSize = Enum.FontSize.Size14
- o27.Name = "D"
- o27.Parent = o18
- o27.Position = UDim2.new(0,-500,0,-2)
- o27.Size = UDim2.new(0,500,0,4)
- o27.Position = UDim2.new(0,-500,0,-2)
- o27.BackgroundColor3 = Color3.new(1, 1, 1)
- o27.BackgroundTransparency = 1
- o27.ClipsDescendants = true
- o28.Name = "Line"
- o28.Parent = o27
- o28.Position = UDim2.new(1,-25,0.5,-1)
- o28.Size = UDim2.new(0,15,0,2)
- o28.Text = ""
- o28.Position = UDim2.new(1,-25,0.5,-1)
- o28.BackgroundColor3 = Color3.new(1, 1, 1)
- o28.BorderColor3 = Color3.new(0.392157, 0.392157, 0.392157)
- o28.Font = Enum.Font.SourceSans
- o28.FontSize = Enum.FontSize.Size14
- o29.Name = "HUD"
- o29.Parent = o15
- o29.Position = UDim2.new(1,-200,1,-165)
- o29.Size = UDim2.new(0,175,0,90)
- o29.Position = UDim2.new(1,-200,1,-165)
- o29.BackgroundColor3 = Color3.new(0.156863, 0.156863, 0.156863)
- o29.BackgroundTransparency = 0.30000001192093
- o29.BorderColor3 = Color3.new(0.156863, 0.156863, 0.156863)
- o29.BorderSizePixel = 5
- o29.ZIndex = 10
- o30.Name = "Ammo"
- o30.Parent = o29
- o30.Position = UDim2.new(0,0,0,45)
- o30.Size = UDim2.new(0,175,0,40)
- o30.Position = UDim2.new(0,0,0,45)
- o30.BackgroundTransparency = 1
- o30.ZIndex = 10
- o31.Name = "Slash"
- o31.Parent = o30
- o31.Position = UDim2.new(0,90,0,0)
- o31.Size = UDim2.new(0,10,0,25)
- o31.Text = "/"
- o31.Position = UDim2.new(0,90,0,0)
- o31.BackgroundTransparency = 1
- o31.ZIndex = 10
- o31.Font = Enum.Font.ArialBold
- o31.FontSize = Enum.FontSize.Size24
- o31.TextColor3 = Color3.new(1, 1, 1)
- o32.Name = "Stored"
- o32.Parent = o30
- o32.Position = UDim2.new(0,105,0,0)
- o32.Size = UDim2.new(0,70,0,25)
- o32.Text = "100"
- o32.Position = UDim2.new(0,105,0,0)
- o32.BackgroundTransparency = 1
- o32.ZIndex = 10
- o32.Font = Enum.Font.ArialBold
- o32.FontSize = Enum.FontSize.Size24
- o32.TextColor3 = Color3.new(1, 1, 1)
- o32.TextXAlignment = Enum.TextXAlignment.Left
- o33.Name = "Background"
- o33.Parent = o32
- o33.Size = UDim2.new(1,0,1,0)
- o33.Text = "000"
- o33.BackgroundTransparency = 1
- o33.ZIndex = 10
- o33.Font = Enum.Font.ArialBold
- o33.FontSize = Enum.FontSize.Size24
- o33.TextColor3 = Color3.new(0.588235, 0.588235, 0.588235)
- o33.TextTransparency = 0.80000001192093
- o33.TextWrapped = true
- o33.TextXAlignment = Enum.TextXAlignment.Left
- o34.Name = "Clip"
- o34.Parent = o30
- o34.Size = UDim2.new(0,85,1,0)
- o34.Text = "9"
- o34.BackgroundTransparency = 1
- o34.ZIndex = 10
- o34.Font = Enum.Font.ArialBold
- o34.FontSize = Enum.FontSize.Size48
- o34.TextColor3 = Color3.new(1, 1, 1)
- o34.TextXAlignment = Enum.TextXAlignment.Right
- o35.Name = "Background"
- o35.Parent = o34
- o35.Size = UDim2.new(1,0,1,0)
- o35.Text = "000"
- o35.BackgroundTransparency = 1
- o35.ZIndex = 10
- o35.Font = Enum.Font.ArialBold
- o35.FontSize = Enum.FontSize.Size48
- o35.TextColor3 = Color3.new(0.588235, 0.588235, 0.588235)
- o35.TextTransparency = 0.80000001192093
- o35.TextXAlignment = Enum.TextXAlignment.Right
- o36.Name = "Mode"
- o36.Parent = o29
- o36.Position = UDim2.new(0,90,0,65)
- o36.Size = UDim2.new(0,85,0,20)
- o36.Position = UDim2.new(0,90,0,65)
- o36.BackgroundColor3 = Color3.new(1, 1, 1)
- o36.BackgroundTransparency = 1
- o36.ZIndex = 10
- o37.Name = "Bracket"
- o37.Parent = o36
- o37.Size = UDim2.new(0,5,0,20)
- o37.Text = "["
- o37.BackgroundTransparency = 1
- o37.ZIndex = 10
- o37.Font = Enum.Font.ArialBold
- o37.FontSize = Enum.FontSize.Size18
- o37.TextColor3 = Color3.new(1, 1, 1)
- o37.TextXAlignment = Enum.TextXAlignment.Left
- o38.Name = "Bracket"
- o38.Parent = o36
- o38.Position = UDim2.new(1,-5,0,0)
- o38.Size = UDim2.new(0,5,0,20)
- o38.Text = "]"
- o38.Position = UDim2.new(1,-5,0,0)
- o38.BackgroundTransparency = 1
- o38.ZIndex = 10
- o38.Font = Enum.Font.ArialBold
- o38.FontSize = Enum.FontSize.Size18
- o38.TextColor3 = Color3.new(1, 1, 1)
- o38.TextXAlignment = Enum.TextXAlignment.Left
- o39.Name = "Main"
- o39.Parent = o36
- o39.Size = UDim2.new(1,0,0,20)
- o39.Text = "Auto"
- o39.BackgroundTransparency = 1
- o39.ZIndex = 10
- o39.Font = Enum.Font.SourceSansBold
- o39.FontSize = Enum.FontSize.Size18
- o39.TextColor3 = Color3.new(1, 1, 1)
- o39.TextWrapped = true
- o40.Name = "Health"
- o40.Parent = o29
- o40.Position = UDim2.new(0,0,0,-40)
- o40.Size = UDim2.new(1,0,0,25)
- o40.Position = UDim2.new(0,0,0,-40)
- o40.BackgroundColor3 = Color3.new(0.156863, 0.156863, 0.156863)
- o40.BackgroundTransparency = 0.30000001192093
- o40.BorderColor3 = Color3.new(0.156863, 0.156863, 0.156863)
- o40.BorderSizePixel = 5
- o40.ZIndex = 10
- o41.Name = "Num"
- o41.Parent = o40
- o41.Position = UDim2.new(1,-50,0,0)
- o41.Size = UDim2.new(0,50,1,0)
- o41.Text = "100%"
- o41.Position = UDim2.new(1,-50,0,0)
- o41.BackgroundColor3 = Color3.new(0, 0, 0)
- o41.BackgroundTransparency = 1
- o41.BorderColor3 = Color3.new(0, 0, 0)
- o41.BorderSizePixel = 0
- o41.ZIndex = 10
- o41.Font = Enum.Font.ArialBold
- o41.FontSize = Enum.FontSize.Size24
- o41.TextColor3 = Color3.new(1, 1, 1)
- o41.TextStrokeTransparency = 0
- o41.TextXAlignment = Enum.TextXAlignment.Right
- o42.Name = "Tray"
- o42.Parent = o40
- o42.Position = UDim2.new(0,2,0.5,-10)
- o42.Size = UDim2.new(1,-60,0,20)
- o42.Position = UDim2.new(0,2,0.5,-10)
- o42.BackgroundColor3 = Color3.new(0, 0, 0)
- o42.BackgroundTransparency = 1
- o42.BorderColor3 = Color3.new(0, 0, 0)
- o42.BorderSizePixel = 0
- o42.ZIndex = 10
- o42.ClipsDescendants = true
- o43.Name = "Beat"
- o43.Parent = o42
- o43.Position = UDim2.new(1,0,0,0)
- o43.Size = UDim2.new(0,21,1,0)
- o43.Position = UDim2.new(1,0,0,0)
- o43.BackgroundColor3 = Color3.new(0, 0, 0)
- o43.BackgroundTransparency = 1
- o43.BorderColor3 = Color3.new(0, 0, 0)
- o43.BorderSizePixel = 0
- o43.ZIndex = 10
- o44.Name = "00"
- o44.Parent = o43
- o44.Position = UDim2.new(0,0,0.5,-2)
- o44.Size = UDim2.new(0.047619048506021,0,0,3)
- o44.Position = UDim2.new(0,0,0.5,-2)
- o44.BackgroundColor3 = Color3.new(1, 1, 1)
- o44.BorderColor3 = Color3.new(0, 0, 0)
- o44.BorderSizePixel = 0
- o44.ZIndex = 10
- o45.Name = "01"
- o45.Parent = o43
- o45.Position = UDim2.new(0.047619048506021,0,0.4230769276619,-2)
- o45.Size = UDim2.new(0.047619048506021,0,0,4)
- o45.Position = UDim2.new(0.047619048506021,0,0.4230769276619,-2)
- o45.BackgroundColor3 = Color3.new(1, 1, 1)
- o45.BorderColor3 = Color3.new(0, 0, 0)
- o45.BorderSizePixel = 0
- o45.ZIndex = 10
- o46.Name = "02"
- o46.Parent = o43
- o46.Position = UDim2.new(0.095238097012043,0,0.34615385532379,-2)
- o46.Size = UDim2.new(0.047619048506021,0,0,4)
- o46.Position = UDim2.new(0.095238097012043,0,0.34615385532379,-2)
- o46.BackgroundColor3 = Color3.new(1, 1, 1)
- o46.BorderColor3 = Color3.new(0, 0, 0)
- o46.BorderSizePixel = 0
- o46.ZIndex = 10
- o47.Name = "03"
- o47.Parent = o43
- o47.Position = UDim2.new(0.14285714924335,0,0.26923078298569,-2)
- o47.Size = UDim2.new(0.047619048506021,0,0,4)
- o47.Position = UDim2.new(0.14285714924335,0,0.26923078298569,-2)
- o47.BackgroundColor3 = Color3.new(1, 1, 1)
- o47.BorderColor3 = Color3.new(0, 0, 0)
- o47.BorderSizePixel = 0
- o47.ZIndex = 10
- o48.Name = "04"
- o48.Parent = o43
- o48.Position = UDim2.new(0.19047619402409,0,0.19230769574642,-2)
- o48.Size = UDim2.new(0.047619048506021,0,0,4)
- o48.Position = UDim2.new(0.19047619402409,0,0.19230769574642,-2)
- o48.BackgroundColor3 = Color3.new(1, 1, 1)
- o48.BorderColor3 = Color3.new(0, 0, 0)
- o48.BorderSizePixel = 0
- o48.ZIndex = 10
- o49.Name = "05"
- o49.Parent = o43
- o49.Position = UDim2.new(0.23809523880482,0,0.11538461595774,-2)
- o49.Size = UDim2.new(0.047619048506021,0,0,4)
- o49.Position = UDim2.new(0.23809523880482,0,0.11538461595774,-2)
- o49.BackgroundColor3 = Color3.new(1, 1, 1)
- o49.BorderColor3 = Color3.new(0, 0, 0)
- o49.BorderSizePixel = 0
- o49.ZIndex = 10
- o50.Name = "06"
- o50.Parent = o43
- o50.Position = UDim2.new(0.28571429848671,0,0.038461539894342,-2)
- o50.Size = UDim2.new(0.047619048506021,0,0,4)
- o50.Position = UDim2.new(0.28571429848671,0,0.038461539894342,-2)
- o50.BackgroundColor3 = Color3.new(1, 1, 1)
- o50.BorderColor3 = Color3.new(0, 0, 0)
- o50.BorderSizePixel = 0
- o50.ZIndex = 10
- o51.Name = "07"
- o51.Parent = o43
- o51.Position = UDim2.new(0.33333334326744,0,0,-2)
- o51.Size = UDim2.new(0.047619048506021,0,0,4)
- o51.Position = UDim2.new(0.33333334326744,0,0,-2)
- o51.BackgroundColor3 = Color3.new(1, 1, 1)
- o51.BorderColor3 = Color3.new(0, 0, 0)
- o51.BorderSizePixel = 0
- o51.ZIndex = 10
- o52.Name = "08"
- o52.Parent = o43
- o52.Position = UDim2.new(0.38095238804817,0,0.14285714924335,-2)
- o52.Size = UDim2.new(0.047619048506021,0,0,4)
- o52.Position = UDim2.new(0.38095238804817,0,0.14285714924335,-2)
- o52.BackgroundColor3 = Color3.new(1, 1, 1)
- o52.BorderColor3 = Color3.new(0, 0, 0)
- o52.BorderSizePixel = 0
- o52.ZIndex = 10
- o53.Name = "09"
- o53.Parent = o43
- o53.Position = UDim2.new(0.4285714328289,0,0.28571429848671,-2)
- o53.Size = UDim2.new(0.047619048506021,0,0,4)
- o53.Position = UDim2.new(0.4285714328289,0,0.28571429848671,-2)
- o53.BackgroundColor3 = Color3.new(1, 1, 1)
- o53.BorderColor3 = Color3.new(0, 0, 0)
- o53.BorderSizePixel = 0
- o53.ZIndex = 10
- o54.Name = "10"
- o54.Parent = o43
- o54.Position = UDim2.new(0.47619047760963,0,0.4285714328289,-2)
- o54.Size = UDim2.new(0.047619048506021,0,0,4)
- o54.Position = UDim2.new(0.47619047760963,0,0.4285714328289,-2)
- o54.BackgroundColor3 = Color3.new(1, 1, 1)
- o54.BorderColor3 = Color3.new(0, 0, 0)
- o54.BorderSizePixel = 0
- o54.ZIndex = 10
- o55.Name = "11"
- o55.Parent = o43
- o55.Position = UDim2.new(0.52380955219269,0,0.57142859697342,-2)
- o55.Size = UDim2.new(0.047619048506021,0,0,4)
- o55.Position = UDim2.new(0.52380955219269,0,0.57142859697342,-2)
- o55.BackgroundColor3 = Color3.new(1, 1, 1)
- o55.BorderColor3 = Color3.new(0, 0, 0)
- o55.BorderSizePixel = 0
- o55.ZIndex = 10
- o56.Name = "12"
- o56.Parent = o43
- o56.Position = UDim2.new(0.57142859697342,0,0.71428573131561,-2)
- o56.Size = UDim2.new(0.047619048506021,0,0,4)
- o56.Position = UDim2.new(0.57142859697342,0,0.71428573131561,-2)
- o56.BackgroundColor3 = Color3.new(1, 1, 1)
- o56.BorderColor3 = Color3.new(0, 0, 0)
- o56.BorderSizePixel = 0
- o56.ZIndex = 10
- o57.Name = "13"
- o57.Parent = o43
- o57.Position = UDim2.new(0.61904764175415,0,0.85714286565781,-2)
- o57.Size = UDim2.new(0.047619048506021,0,0,4)
- o57.Position = UDim2.new(0.61904764175415,0,0.85714286565781,-2)
- o57.BackgroundColor3 = Color3.new(1, 1, 1)
- o57.BorderColor3 = Color3.new(0, 0, 0)
- o57.BorderSizePixel = 0
- o57.ZIndex = 10
- o58.Name = "14"
- o58.Parent = o43
- o58.Position = UDim2.new(0.66666668653488,0,0.91666668653488,-2)
- o58.Size = UDim2.new(0.047619048506021,0,0,4)
- o58.Position = UDim2.new(0.66666668653488,0,0.91666668653488,-2)
- o58.BackgroundColor3 = Color3.new(1, 1, 1)
- o58.BorderColor3 = Color3.new(0, 0, 0)
- o58.BorderSizePixel = 0
- o58.ZIndex = 10
- o59.Name = "15"
- o59.Parent = o43
- o59.Position = UDim2.new(0.71428573131561,0,0.83333331346512,-2)
- o59.Size = UDim2.new(0.047619048506021,0,0,4)
- o59.Position = UDim2.new(0.71428573131561,0,0.83333331346512,-2)
- o59.BackgroundColor3 = Color3.new(1, 1, 1)
- o59.BorderColor3 = Color3.new(0, 0, 0)
- o59.BorderSizePixel = 0
- o59.ZIndex = 10
- o60.Name = "16"
- o60.Parent = o43
- o60.Position = UDim2.new(0.76190477609634,0,0.75,-2)
- o60.Size = UDim2.new(0.047619048506021,0,0,4)
- o60.Position = UDim2.new(0.76190477609634,0,0.75,-2)
- o60.BackgroundColor3 = Color3.new(1, 1, 1)
- o60.BorderColor3 = Color3.new(0, 0, 0)
- o60.BorderSizePixel = 0
- o60.ZIndex = 10
- o61.Name = "17"
- o61.Parent = o43
- o61.Position = UDim2.new(0.80952382087708,0,0.66666668653488,-2)
- o61.Size = UDim2.new(0.047619048506021,0,0,4)
- o61.Position = UDim2.new(0.80952382087708,0,0.66666668653488,-2)
- o61.BackgroundColor3 = Color3.new(1, 1, 1)
- o61.BorderColor3 = Color3.new(0, 0, 0)
- o61.BorderSizePixel = 0
- o61.ZIndex = 10
- o62.Name = "18"
- o62.Parent = o43
- o62.Position = UDim2.new(0.85714286565781,0,0.58333331346512,-2)
- o62.Size = UDim2.new(0.047619048506021,0,0,4)
- o62.Position = UDim2.new(0.85714286565781,0,0.58333331346512,-2)
- o62.BackgroundColor3 = Color3.new(1, 1, 1)
- o62.BorderColor3 = Color3.new(0, 0, 0)
- o62.BorderSizePixel = 0
- o62.ZIndex = 10
- o63.Name = "19"
- o63.Parent = o43
- o63.Position = UDim2.new(0.90476191043854,0,0.5,-2)
- o63.Size = UDim2.new(0.047619048506021,0,0,4)
- o63.Position = UDim2.new(0.90476191043854,0,0.5,-2)
- o63.BackgroundColor3 = Color3.new(1, 1, 1)
- o63.BorderColor3 = Color3.new(0, 0, 0)
- o63.BorderSizePixel = 0
- o63.ZIndex = 10
- o64.Name = "20"
- o64.Parent = o43
- o64.Position = UDim2.new(0.95200002193451,0,0.49000000953674,-2)
- o64.Size = UDim2.new(0.047619048506021,0,0,4)
- o64.Position = UDim2.new(0.95200002193451,0,0.49000000953674,-2)
- o64.BackgroundColor3 = Color3.new(1, 1, 1)
- o64.BorderColor3 = Color3.new(0, 0, 0)
- o64.BorderSizePixel = 0
- o64.ZIndex = 10
- o65.Name = "Line"
- o65.Parent = o43
- o65.Position = UDim2.new(1,0,0.5,-2)
- o65.Size = UDim2.new(0,200,0,3)
- o65.Position = UDim2.new(1,0,0.5,-2)
- o65.BackgroundColor3 = Color3.new(1, 1, 1)
- o65.BorderColor3 = Color3.new(0, 0, 0)
- o65.BorderSizePixel = 0
- o65.ZIndex = 10
- o66.Name = "Line"
- o66.Parent = o43
- o66.Position = UDim2.new(0,-200,0.5,-2)
- o66.Size = UDim2.new(0,200,0,3)
- o66.Position = UDim2.new(0,-200,0.5,-2)
- o66.BackgroundColor3 = Color3.new(1, 1, 1)
- o66.BorderColor3 = Color3.new(0, 0, 0)
- o66.BorderSizePixel = 0
- o66.ZIndex = 10
- o67.Name = "Controls"
- o67.Parent = o29
- o67.Position = UDim2.new(0,0,0,-200)
- o67.Size = UDim2.new(1,0,0,120)
- o67.Position = UDim2.new(0,0,0,-200)
- o67.Visible = false
- o67.BackgroundColor3 = Color3.new(0.156863, 0.156863, 0.156863)
- o67.BackgroundTransparency = 0.30000001192093
- o67.BorderColor3 = Color3.new(0.156863, 0.156863, 0.156863)
- o67.BorderSizePixel = 5
- o67.ZIndex = 10
- o68.Name = "Title"
- o68.Parent = o67
- o68.Size = UDim2.new(1,0,0,15)
- o68.Text = "CONTROLS"
- o68.BackgroundColor3 = Color3.new(1, 1, 1)
- o68.BackgroundTransparency = 1
- o68.ZIndex = 10
- o68.Font = Enum.Font.SourceSansBold
- o68.FontSize = Enum.FontSize.Size14
- o68.TextColor3 = Color3.new(1, 1, 1)
- o69.Name = "Line"
- o69.Parent = o68
- o69.Position = UDim2.new(0,0,1,1)
- o69.Size = UDim2.new(1,0,0,2)
- o69.Text = ""
- o69.Position = UDim2.new(0,0,1,1)
- o69.BackgroundColor3 = Color3.new(1, 1, 0)
- o69.BorderSizePixel = 0
- o69.ZIndex = 10
- o69.Font = Enum.Font.SourceSans
- o69.FontSize = Enum.FontSize.Size14
- o70.Name = "Grenades"
- o70.Parent = o29
- o70.Position = UDim2.new(0,0,0,90)
- o70.Size = UDim2.new(0,175,0,25)
- o70.Position = UDim2.new(0,0,0,90)
- o70.Visible = false
- o70.BackgroundTransparency = 1
- o70.ZIndex = 10
- o71.Name = "Lethals"
- o71.Parent = o70
- o71.Size = UDim2.new(0.5,-2,1,0)
- o71.BackgroundColor3 = Color3.new(1, 1, 1)
- o71.BackgroundTransparency = 0.80000001192093
- o71.BorderSizePixel = 0
- o71.ZIndex = 10
- o72.Name = "Icon"
- o72.Parent = o71
- o72.Position = UDim2.new(0,7,0,2)
- o72.Size = UDim2.new(0,21,0,21)
- o72.Position = UDim2.new(0,7,0,2)
- o72.BackgroundColor3 = Color3.new(1, 1, 1)
- o72.BackgroundTransparency = 1
- o72.ZIndex = 10
- o73.Name = "Mult"
- o73.Parent = o71
- o73.Position = UDim2.new(0.5,-10,0,0)
- o73.Size = UDim2.new(0,20,1,0)
- o73.Text = "X"
- o73.Position = UDim2.new(0.5,-10,0,0)
- o73.BackgroundColor3 = Color3.new(1, 1, 1)
- o73.BackgroundTransparency = 1
- o73.BorderSizePixel = 0
- o73.ZIndex = 10
- o73.Font = Enum.Font.ArialBold
- o73.FontSize = Enum.FontSize.Size18
- o73.TextColor3 = Color3.new(1, 1, 1)
- o74.Name = "Num"
- o74.Parent = o71
- o74.Position = UDim2.new(1,-7,0,0)
- o74.Size = UDim2.new(0,0,1,0)
- o74.Text = "0"
- o74.Position = UDim2.new(1,-7,0,0)
- o74.BackgroundColor3 = Color3.new(1, 1, 1)
- o74.BackgroundTransparency = 1
- o74.ZIndex = 10
- o74.Font = Enum.Font.ArialBold
- o74.FontSize = Enum.FontSize.Size18
- o74.TextColor3 = Color3.new(1, 1, 1)
- o74.TextXAlignment = Enum.TextXAlignment.Right
- o75.Name = "Tacticals"
- o75.Parent = o70
- o75.Position = UDim2.new(0.5,2,0,0)
- o75.Size = UDim2.new(0.5,-2,1,0)
- o75.Position = UDim2.new(0.5,2,0,0)
- o75.BackgroundColor3 = Color3.new(1, 1, 1)
- o75.BackgroundTransparency = 0.80000001192093
- o75.BorderSizePixel = 0
- o75.ZIndex = 10
- o76.Name = "Icon"
- o76.Parent = o75
- o76.Position = UDim2.new(0,7,0,2)
- o76.Size = UDim2.new(0,21,0,21)
- o76.Position = UDim2.new(0,7,0,2)
- o76.BackgroundColor3 = Color3.new(1, 1, 1)
- o76.BackgroundTransparency = 1
- o76.ZIndex = 10
- o77.Name = "Num"
- o77.Parent = o75
- o77.Position = UDim2.new(1,-7,0,0)
- o77.Size = UDim2.new(0,0,1,0)
- o77.Text = "0"
- o77.Position = UDim2.new(1,-7,0,0)
- o77.BackgroundColor3 = Color3.new(1, 1, 1)
- o77.BackgroundTransparency = 1
- o77.ZIndex = 10
- o77.Font = Enum.Font.ArialBold
- o77.FontSize = Enum.FontSize.Size18
- o77.TextColor3 = Color3.new(1, 1, 1)
- o77.TextXAlignment = Enum.TextXAlignment.Right
- o78.Name = "Mult"
- o78.Parent = o75
- o78.Position = UDim2.new(0.5,-10,0,0)
- o78.Size = UDim2.new(0,20,1,0)
- o78.Text = "X"
- o78.Position = UDim2.new(0.5,-10,0,0)
- o78.BackgroundColor3 = Color3.new(1, 1, 1)
- o78.BackgroundTransparency = 1
- o78.BorderSizePixel = 0
- o78.ZIndex = 10
- o78.Font = Enum.Font.ArialBold
- o78.FontSize = Enum.FontSize.Size18
- o78.TextColor3 = Color3.new(1, 1, 1)
- o79.Name = "gunName"
- o79.Parent = o29
- o79.Size = UDim2.new(1,0,0,36)
- o79.BackgroundColor3 = Color3.new(0.972549, 0.972549, 0.972549)
- o79.BackgroundTransparency = 1
- o79.ZIndex = 10
- o80.Name = "Line"
- o80.Parent = o79
- o80.Size = UDim2.new(0,2,1,0)
- o80.Text = ""
- o80.BackgroundColor3 = Color3.new(1, 1, 1)
- o80.BorderSizePixel = 0
- o80.ZIndex = 10
- o80.Font = Enum.Font.SourceSans
- o80.FontSize = Enum.FontSize.Size14
- o81.Name = "Line"
- o81.Parent = o79
- o81.Position = UDim2.new(0,0,1,0)
- o81.Size = UDim2.new(1,0,0,2)
- o81.Text = ""
- o81.Position = UDim2.new(0,0,1,0)
- o81.BackgroundColor3 = Color3.new(1, 1, 1)
- o81.BorderSizePixel = 0
- o81.ZIndex = 10
- o81.Font = Enum.Font.SourceSans
- o81.FontSize = Enum.FontSize.Size14
- o82.Name = "Title"
- o82.Parent = o79
- o82.Position = UDim2.new(0,7,0,0)
- o82.Size = UDim2.new(1,-7,1,0)
- o82.Text = "Gun"
- o82.Position = UDim2.new(0,7,0,0)
- o82.BackgroundColor3 = Color3.new(1, 1, 1)
- o82.BackgroundTransparency = 1
- o82.ZIndex = 10
- o82.Font = Enum.Font.SourceSansBold
- o82.FontSize = Enum.FontSize.Size36
- o82.TextColor3 = Color3.new(1, 1, 1)
- o82.TextStrokeTransparency = 0
- o82.TextXAlignment = Enum.TextXAlignment.Left
- o83.Name = "fireSelect"
- o83.Parent = o15
- o83.Position = UDim2.new(0.5,0,0.5,-18)
- o83.Position = UDim2.new(0.5,0,0.5,-18)
- o83.Visible = false
- o83.BackgroundColor3 = Color3.new(1, 1, 1)
- o83.BackgroundTransparency = 1
- o84.Name = "Modes"
- o84.Parent = o83
- o84.BackgroundColor3 = Color3.new(1, 1, 1)
- o84.BackgroundTransparency = 1
- o85.Name = "Circle"
- o85.Parent = o83
- o85.Position = UDim2.new(0,-60,0,-60)
- o85.Size = UDim2.new(0,120,0,120)
- o85.Position = UDim2.new(0,-60,0,-60)
- o85.BackgroundColor3 = Color3.new(1, 1, 1)
- o85.BackgroundTransparency = 1
- o85.Image = "http://www.roblox.com/asset/?id=55754953"
- o85.ImageTransparency = 0.5
- o86.Name = "Arrow"
- o86.Parent = o83
- o86.Position = UDim2.new(0,-20,0,-140)
- o86.Size = UDim2.new(0,40,0,20)
- o86.Position = UDim2.new(0,-20,0,-140)
- o86.BackgroundColor3 = Color3.new(1, 1, 1)
- o86.BackgroundTransparency = 1
- o86.Image = "http://www.roblox.com/asset/?id=126877530"
- o87.Name = "Scope"
- o87.Parent = o15
- o87.Position = UDim2.new(0,0,0,-36)
- o87.Size = UDim2.new(1,0,1,36)
- o87.Position = UDim2.new(0,0,0,-36)
- o87.BackgroundColor3 = Color3.new(0, 0, 0)
- o87.BackgroundTransparency = 1
- o88.Name = "Steady"
- o88.Parent = o87
- o88.Position = UDim2.new(0.5,-60,0.5,50)
- o88.Size = UDim2.new(0,120,0,20)
- o88.Text = ""
- o88.Position = UDim2.new(0.5,-60,0.5,50)
- o88.Visible = false
- o88.BackgroundColor3 = Color3.new(1, 1, 1)
- o88.BackgroundTransparency = 1
- o88.ZIndex = 9
- o88.Font = Enum.Font.ArialBold
- o88.FontSize = Enum.FontSize.Size14
- o88.TextColor3 = Color3.new(1, 1, 0)
- o88.TextStrokeTransparency = 0
- o89.Name = "Main"
- o89.Parent = o87
- o89.Size = UDim2.new(1,0,1,0)
- o89.Visible = false
- o89.BackgroundColor3 = Color3.new(1, 1, 1)
- o89.BackgroundTransparency = 1
- o90.Name = "ScopeImg2"
- o90.Parent = o89
- o90.Position = UDim2.new(0.5,-10,0,-10)
- o90.Size = UDim2.new(0,20,0,20)
- o90.Position = UDim2.new(0.5,-10,0,-10)
- o90.BackgroundColor3 = Color3.new(0, 0, 0)
- o90.BackgroundTransparency = 1
- o90.Image = "http://www.roblox.com/asset/?id=184922644"
- o91.Name = "ScopeImg1"
- o91.Parent = o89
- o91.Position = UDim2.new(0.5,-10,0,-10)
- o91.Size = UDim2.new(0,20,0,20)
- o91.Position = UDim2.new(0.5,-10,0,-10)
- o91.BackgroundColor3 = Color3.new(0, 0, 0)
- o91.BackgroundTransparency = 1
- o91.Image = "http://www.roblox.com/asset/?id=72002022"
- o92.Name = "F2"
- o92.Parent = o89
- o92.Position = UDim2.new(0,-10,0,-10)
- o92.Size = UDim2.new(0,0,1,20)
- o92.Position = UDim2.new(0,-10,0,-10)
- o92.BackgroundColor3 = Color3.new(0, 0, 0)
- o92.BorderColor3 = Color3.new(0, 0, 0)
- o92.BorderSizePixel = 0
- o93.Name = "F1"
- o93.Parent = o89
- o93.Position = UDim2.new(0,-10,0,-10)
- o93.Size = UDim2.new(0,0,1,20)
- o93.Position = UDim2.new(0,-10,0,-10)
- o93.BackgroundColor3 = Color3.new(0, 0, 0)
- o93.BorderColor3 = Color3.new(0, 0, 0)
- o93.BorderSizePixel = 0
- o94.Name = "Update"
- o94.Parent = o89
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- local GUI = script.Parent
- function updateScopeDimension()
- GUI.ScopeImg1.Position = UDim2.new(0.5, -10 - (GUI.AbsoluteSize.y / 2), 0, -10)
- GUI.ScopeImg1.Size = UDim2.new(0, 20 + GUI.AbsoluteSize.y, 0, 20 + GUI.AbsoluteSize.y)
- GUI.ScopeImg2.Position = UDim2.new(0.5, -10 - (GUI.AbsoluteSize.y / 2), 0, -10)
- GUI.ScopeImg2.Size = UDim2.new(0, 20 + GUI.AbsoluteSize.y, 0, 20 + GUI.AbsoluteSize.y)
- GUI.F1.Size = UDim2.new(0, 20 + ((GUI.AbsoluteSize.x - GUI.AbsoluteSize.y) / 2), 1, 20)
- GUI.F2.Size = UDim2.new(0, 20 + ((GUI.AbsoluteSize.x - GUI.AbsoluteSize.y) / 2), 1, 20)
- GUI.F2.Position = UDim2.new(1, -10 - ((GUI.AbsoluteSize.x - GUI.AbsoluteSize.y) / 2), 0, -10)
- end
- wait()
- GUI.Changed:connect(updateScopeDimension)
- updateScopeDimension()
- end,o94)
- end))
- o95.Name = "Sens"
- o95.Parent = o15
- o95.Position = UDim2.new(0.5,-50,0.5,50)
- o95.Size = UDim2.new(0,100,0,20)
- o95.Text = "S: 0.3"
- o95.Position = UDim2.new(0.5,-50,0.5,50)
- o95.Visible = false
- o95.BackgroundColor3 = Color3.new(1, 1, 1)
- o95.BackgroundTransparency = 1
- o95.ZIndex = 10
- o95.Font = Enum.Font.SourceSansBold
- o95.FontSize = Enum.FontSize.Size28
- o95.TextColor3 = Color3.new(1, 1, 1)
- o95.TextStrokeTransparency = 0
- o107.Name = "Chamber"
- o107.Parent = o9
- o107.BrickColor = BrickColor.new("Dark stone grey")
- o107.Transparency = 1
- o107.Position = Vector3.new(-142.257553, 3.77966499, 40.1682129)
- o107.Rotation = Vector3.new(180, 0, 90)
- o107.Anchored = true
- o107.CanCollide = false
- o107.FormFactor = Enum.FormFactor.Custom
- o107.Size = Vector3.new(0.210256502, 0.341666162, 0.210256562)
- o107.CFrame = CFrame.new(-142.257553, 3.77966499, 40.1682129, -7.59644536e-07, -1, 7.93234722e-06, -1.00000274, 7.594208e-07, -1.78813934e-07, 1.44541264e-06, -7.94366952e-06, -1.00000262)
- o107.BottomSurface = Enum.SurfaceType.Smooth
- o107.TopSurface = Enum.SurfaceType.Smooth
- o107.Color = Color3.new(0.388235, 0.372549, 0.384314)
- o107.Position = Vector3.new(-142.257553, 3.77966499, 40.1682129)
- o107.Orientation = Vector3.new(0, 180, -90)
- o107.Color = Color3.new(0.388235, 0.372549, 0.384314)
- o108.Parent = o107
- o108.Scale = Vector3.new(0.812498569, 1, 0.81249845)
- o108.Scale = Vector3.new(0.812498569, 1, 0.81249845)
- o109.Name = "A2"
- o109.Parent = o9
- o109.BrickColor = BrickColor.new("Dark stone grey")
- o109.Transparency = 1
- o109.Position = Vector3.new(-142.257553, 3.76939201, 40.1682129)
- o109.Rotation = Vector3.new(180, 0, 90)
- o109.Anchored = true
- o109.CanCollide = false
- o109.FormFactor = Enum.FormFactor.Custom
- o109.Size = Vector3.new(0.210256502, 0.341666162, 0.210256562)
- o109.CFrame = CFrame.new(-142.257553, 3.76939201, 40.1682129, -7.59644536e-07, -1, 7.93234722e-06, -1.00000274, 7.594208e-07, -1.78813934e-07, 1.44541264e-06, -7.94366952e-06, -1.00000262)
- o109.BottomSurface = Enum.SurfaceType.Smooth
- o109.TopSurface = Enum.SurfaceType.Smooth
- o109.Color = Color3.new(0.388235, 0.372549, 0.384314)
- o109.Position = Vector3.new(-142.257553, 3.76939201, 40.1682129)
- o109.Orientation = Vector3.new(0, 180, -90)
- o109.Color = Color3.new(0.388235, 0.372549, 0.384314)
- o110.Parent = o109
- o110.Scale = Vector3.new(0.812498569, 1, 0.81249845)
- o110.Scale = Vector3.new(0.812498569, 1, 0.81249845)
- o111.Name = "A1"
- o111.Parent = o9
- o111.BrickColor = BrickColor.new("Dark stone grey")
- o111.Transparency = 1
- o111.Position = Vector3.new(-142.257553, 3.76939201, 40.1682129)
- o111.Rotation = Vector3.new(-90, -90, 0)
- o111.Anchored = true
- o111.CanCollide = false
- o111.FormFactor = Enum.FormFactor.Custom
- o111.Size = Vector3.new(0.210256502, 0.512499154, 0.210256562)
- o111.CFrame = CFrame.new(-142.257553, 3.76939201, 40.1682129, -3.01952241e-10, 9.82800157e-06, -1, 1.00000274, 1.02818012e-06, -5.14774001e-10, -2.68220901e-07, -1.0000025, -9.83932659e-06)
- o111.BottomSurface = Enum.SurfaceType.Smooth
- o111.TopSurface = Enum.SurfaceType.Smooth
- o111.Color = Color3.new(0.388235, 0.372549, 0.384314)
- o111.Position = Vector3.new(-142.257553, 3.76939201, 40.1682129)
- o111.Orientation = Vector3.new(0, -90, 90)
- o111.Color = Color3.new(0.388235, 0.372549, 0.384314)
- o112.Parent = o111
- o112.Scale = Vector3.new(0.812498569, 1, 0.81249845)
- o112.Scale = Vector3.new(0.812498569, 1, 0.81249845)
- o115.Name = "AimPart"
- o115.Parent = o9
- o115.BrickColor = BrickColor.new("Dark stone grey")
- o115.Transparency = 1
- o115.Position = Vector3.new(-142.797318, 4.96750784, 41.0058594)
- o115.Anchored = true
- o115.CanCollide = false
- o115.FormFactor = Enum.FormFactor.Custom
- o115.Size = Vector3.new(0.200000003, 0.200000003, 0.200000003)
- o115.CFrame = CFrame.new(-142.797318, 4.96750784, 41.0058594, 1, 2.40213822e-08, 1.12754587e-05, -2.84185155e-08, 1, 7.10599124e-07, -1.12755069e-05, -7.11530447e-07, 0.99999994)
- o115.BottomSurface = Enum.SurfaceType.Smooth
- o115.TopSurface = Enum.SurfaceType.Smooth
- o115.Color = Color3.new(0.388235, 0.372549, 0.384314)
- o115.Position = Vector3.new(-142.797318, 4.96750784, 41.0058594)
- o115.Color = Color3.new(0.388235, 0.372549, 0.384314)
- o116.Parent = o115
- o117.Name = "Handle"
- o117.Parent = o9
- o117.BrickColor = BrickColor.new("Dark stone grey")
- o117.Transparency = 1
- o117.Position = Vector3.new(-142.797318, 4.47750807, 40.5458984)
- o117.Anchored = true
- o117.CanCollide = false
- o117.FormFactor = Enum.FormFactor.Custom
- o117.Size = Vector3.new(0.200000003, 0.200000003, 0.200000003)
- o117.CFrame = CFrame.new(-142.797318, 4.47750807, 40.5458984, 1, 2.40213822e-08, 1.12754587e-05, -2.84185155e-08, 1, 7.10599124e-07, -1.12755069e-05, -7.11530447e-07, 0.99999994)
- o117.BottomSurface = Enum.SurfaceType.Smooth
- o117.TopSurface = Enum.SurfaceType.Smooth
- o117.Color = Color3.new(0.388235, 0.372549, 0.384314)
- o117.Position = Vector3.new(-142.797318, 4.47750807, 40.5458984)
- o117.Color = Color3.new(0.388235, 0.372549, 0.384314)
- o118.Parent = o117
- o119.Name = "FireSound"
- o119.Parent = o117
- o119.Pitch = 1.5
- o119.SoundId = "rbxassetid://210112900"
- o119.Volume = 1
- o120.Name = "ReloadSound"
- o120.Parent = o117
- o120.SoundId = "rbxassetid://517463726"
- o120.Volume = 1
- o122.Name = "Ammo"
- o122.Parent = o9
- o122.Value = 1500
- o123.Name = "ClipSize"
- o123.Parent = o9
- o123.Value = 149
- o124.Name = "LethalGrenades"
- o124.Parent = o9
- o125.Name = "StoredAmmo"
- o125.Parent = o9
- o125.Value = 45000
- o126.Name = "TacticalGrenades"
- o126.Parent = o9
- o127.Name = "[[README]]"
- o127.Parent = o9
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- --[[
- VERSION: v0.0.4
- ----------[ UPDATES ]----------------------------------------------------
- Pre-Release: -Added a copyright
- -fixed the issue where you couldn't run when you selected the tool
- -Added an ADS key and allowed ADS to either be toggle or hold
- -Made the Ammo values external so they can be changed by outside scripts
- v0.0.2: -Created new arms for the gun
- -Fixed an issue where the arms would glitch if PlayerAnimations was set to false and the gun was fired
- -Updated credit security
- -Put the Arm cframes in the SETTINGS
- -Made the stance changing animations slightly smoother
- -Added bullet drop
- -Fixed some bullet hit handling code
- -Made the torso being able to rotate while sitting down a setting
- -Added bullet settings
- -Added shockwave settings
- -Added an Explosive guntype
- -Added a version label in the Gui
- v0.0.3: -Added an option to have player arms
- -Added grenades / throwables
- -Fixed the issue where if a player left a server without deselecting the gun, the bullet trails still remained
- -Added Gui Scopes
- -Fixed the issue where the guns would glitch if you switched weapons too fast
- v0.0.4: -Updated the Gui
- -Added a "Table Of Contents" in the clientMain
- -Added PLUGINS
- -Added the Arm CFrame when Running in the SETTINGS
- -Added Mouse Sensitivity settings
- -Fixed an issue where a humanoid wouldn't be damaged by bullets if there was no space between a wall and the humanoid
- -Fixed the issue where you couldn't steady the scope if the steady key was different from the run key
- -Added an example flashlight and laser (You can delete them and the gun will still work fine)
- -Moved the movement animations into a separate module script for easier editing
- -Added a single bullet mag option. It allows people to make guns where the mag is the bullet itself (i.e. arrows)
- -Moved grenades into a seperate folder and made them server-side so they don't get deleted when you die or switch guns
- -Added an option for a second knife animation
- -Added a setting to change the throwing speed of the grenades
- -Added an auto-knife feature
- -Added a setting for whether the gun can ADS or not
- -Added a flashbang and a molotov to the grenade list
- -Fixed an issue where bullets could only penetrate 1 wall
- -Added gun sway for when you move the gun around
- -Made the camera type scriptable when the gun is selected
- -Moved the ignore model creating code into a seperate server script so the ReadMe can be deleted
- -Redesigned the animations so the transitions between idling, walking, and running are smooth instead of choppy like previously
- -Added a fire select option
- -Added an equip animation option
- -Added a crawling animation option
- -Fixed the issue where you could dive and jump at the same time
- -Moved the reload animation into the ANIMATIONS modulescript for easier editing
- -Added an option to enable reloading while running
- -Added an option to enable firing while running
- -Redesigned the recoil animation and based it more on battlefield
- -Edited the reload so if a bullet is already chambered and you reload the ammo will be the ClipSize + 1
- -Fixed the issue where the ammo would go to 0 if you stopped the reload
- -Fixed the issue where if you stopped the reload before you put in a new mag the gun would take another full clipsize from the storedammo
- -Fixed an issue where if the gun was removed without being deselected, the camera would break
- -Got rid of the gunName and gunDescription settings because they're unnecessary and annoying to change
- -Moved bullet impact object creation to server side
- -Added a bullet smoke impact setting
- -Added a blood particle setting that appears on a player when they're shot
- -Updated the scope
- -Added CanCollide, transparency, and custom ignore settings to the penetration settings
- -Moved trail creation to server side to prevent client lag
- -Fixed an issue where shooting a player's hat would do damage
- -------------------------------------------------------------------------
- Hello there!
- Glad to know you're using my one and only Gun Kit!
- Even though this kit has many features and is rather advanced, it's pretty easy to use
- There are 4 things that this gun needs in order to function:
- One brick called "AimPart"
- At least one brick where the first 3 letters are "Mag"
- One brick called "Handle"
- One brick called "Main"
- The AimPart is what the gun will use to aim down the sights. When you aim down your sights, this brick will be in the center
- of the player's head. It basically allows the gun to have any type of sight, which can be placed anywhere on the gun. As long as
- the AimPart is aligned with the sight, the gun will aim down the sights properly.
- (NOTE: Make sure the AimPart is behind the Sight and the FRONT of the AimPart is facing the Sight)
- The Mag is what the gun will move around when you reload the gun. If the mag is made up of more than one brick, make sure the first
- 3 leters of the bricks are also "Mag" so that the gun will move them around. If you set ReloadAnimation to false in the SETTINGS, you don't
- need any bricks called "Mag". But if ReloadAnimation is set to true, the gun needs at least one brick called "Mag" or it will break. It doesn't
- matter what comes after the "Mag", you can have a Mag brick called "Mag1" and another Mag brick called "MagA". As long as the first three letters are
- "Mag", then the gun will recognize it as a Mag
- The Handle is obviously the most important part of the Gun. Without it, the tool itself wouldn't work. It's that simple
- (NOTE: If you want a sound to play when you fire, name it "FireSound" and place it in the Handle. If you want a sound to play when
- you reload, name it "ReloadSound" and place it in the Handle)
- The Main is the brick where the bullets will originate from. It's also the brick where the flash effects are kept.
- (NOTE: If you want a muzzle flash effects, put them in the Main and call them "FlashFX". Also make sure they have an "Enabled"
- property so that the script can enable and disable them)
- ----------[ INSTRUCTIONS ]-----------------------------------------------
- HOW TO USE THIS KIT:
- 1) If the gun already has a Handle, make sure it is facing forward. If the gun doesn't have a Handle, create one and place
- it wherever you like, and make sure it is facing forward
- 2) If the gun already has a brick called "AimPart", move it to where you would like, and make sure it is facing the sight.
- If the gun doesn't have a brick called "AimPart", create one and move it where you would like it to be, and make sure
- it is facing the sight
- 3) If the gun already has a brick called "Main", move it to the very front of the gun. If the gun doesn't have a brick
- called "Main", create one and move it to the very front of the gun
- 4) If ReloadAnimation is set to true in the SETTINGS, make sure the gun has at least one brick called "Mag". If
- ReloadAnimation is set to false, the gun doesn't need any bricks called "Mag".
- 5) Open the SETTINGS and edit them however you like
- That's it! Only 5 steps! It's not that complicated, just follow the Directions and it should work fine. If you have any questions /
- comments / concerns, message me.
- ______ ______ __ ______ _ ______
- / _/ _/ /_ __/_ _______/ /_ ____ / ____/_ _______(_)___ ____ / / /
- / // / / / / / / / ___/ __ \/ __ \/ /_ / / / / ___/ / __ \/ __ \ / // /
- / // / / / / /_/ / / / /_/ / /_/ / __/ / /_/ (__ ) / /_/ / / / / / // /
- / // / /_/ \__,_/_/ /_.___/\____/_/ \__,_/____/_/\____/_/ /_/ _/ // /
- /__/__/ /__/__/
- --]]
- end,o127)
- end))
- o128.Name = "serverMain"
- o128.Parent = o9
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- local Plyr = script:WaitForChild("Plyr")
- local Gun = script.Parent
- local Handle = Gun:WaitForChild("Handle")
- local V3 = Vector3.new
- local CF, CFANG = CFrame.new, CFrame.Angles
- local RAD = math.rad
- local numLerp = function(A, B, Alpha)
- return A + (B - A) * Alpha
- end
- local inList = function(Element, List)
- for _, v in pairs(List) do
- if v == Element then
- return true
- end
- end
- return false
- end
- local getObject = function(Model, Class, Name)
- for _, v in pairs(Model:GetChildren()) do
- if v:IsA(Class) and v.Name == Name then
- return v
- end
- end
- return nil
- end
- ----------------------------------------------------------------------
- --------------------[ IGNORE MODEL HANDLING ]-------------------------
- ----------------------------------------------------------------------
- wait(math.random(0, 20) / 40) --This is to prevent more than one ignoreModel from being created
- if _G.ignoreCode then --If the ignoreCode already exists, then the script creates the ignoreModel
- --[[
- The purpose of this is so that every gun in a game that uses this gun kit will share one ignoreModel. That way,
- bullet trails, bullet holes, and other fake arms will be ignored by the gun which makes the bullets more likely to
- hit a character part
- --]]
- if (not game.Workspace:FindFirstChild("ignoreModel_".._G.ignoreCode)) then
- local ignoreModel = Instance.new("Model")
- ignoreModel.Name = "ignoreModel_".._G.ignoreCode
- ignoreModel.Parent = game.Workspace
- local grenadeFolder = Instance.new("Model")
- grenadeFolder.Name = "grenadeFolder"
- grenadeFolder.Parent = ignoreModel
- spawn(function()
- while true do
- ignoreModel.Parent = game.Workspace
- grenadeFolder.Parent = ignoreModel
- wait(1 / 20)
- end
- end)
- end
- script.Parent:WaitForChild("clientMain"):WaitForChild("ignoreCode").Value = _G.ignoreCode
- else
- --[[
- If there isn't already an ignoreCode, then this creates one. The purpose of it being random is so that if there is
- an ignoreModel for something else in the game, the script won't end up placing the ignored objects in that ignoreModel
- --]]
- _G.ignoreCode = math.random(1, 1e4)
- if (not game.Workspace:FindFirstChild("ignoreModel_".._G.ignoreCode)) then
- local ignoreModel = Instance.new("Model")
- ignoreModel.Name = "ignoreModel_".._G.ignoreCode
- ignoreModel.Parent = game.Workspace
- local grenadeFolder = Instance.new("Model")
- grenadeFolder.Name = "grenadeFolder"
- grenadeFolder.Parent = ignoreModel
- spawn(function()
- while true do
- ignoreModel.Parent = game.Workspace
- grenadeFolder.Parent = ignoreModel
- wait(1 / 20)
- end
- end)
- end
- script.Parent:WaitForChild("clientMain"):WaitForChild("ignoreCode").Value = _G.ignoreCode
- end
- spawn(function()
- --[[
- This function deletes any Player Folders that were left in the ignoreModel because the player left the game without
- deselecting the Gun first
- --]]
- repeat wait() until _G.ignoreCode
- local ignoreModel = game.Workspace:WaitForChild("ignoreModel_".._G.ignoreCode)
- while true do
- for _, gunIgnore in pairs(ignoreModel:GetChildren()) do
- if gunIgnore.Name ~= "grenadeFolder" then
- if (not game.Players:FindFirstChild(gunIgnore.Name:sub(11))) then
- gunIgnore:Destroy()
- end
- end
- end
- wait(1 / 20)
- end
- end)
- ----------------------------------------------------------------------
- --------------------[ RESET CAMERA ]----------------------------------
- ----------------------------------------------------------------------
- Gun.ChildRemoved:connect(function(Child)
- if Child == Handle and Plyr.Value then
- local ignoreCode = Gun:WaitForChild("clientMain"):WaitForChild("ignoreCode").Value
- local resetCam = script:WaitForChild("resetCam")
- resetCam:WaitForChild("ignoreCode").Value = ignoreCode
- resetCam.Parent = Plyr.Value.PlayerGui
- end
- end)
- ----------------------------------------------------------------------
- --------------------[ GET WELD CFRAMES ]------------------------------
- ----------------------------------------------------------------------
- for _, v in pairs(Gun:GetChildren()) do
- if v:IsA("BasePart") and v ~= Handle then
- if v:FindFirstChild("mainWeld") then v.mainWeld:Destroy() end
- if (not v:FindFirstChild("weldCF")) then
- local weldCF = Instance.new("CFrameValue")
- weldCF.Name = "weldCF"
- weldCF.Value = Handle.CFrame:toObjectSpace(v.CFrame)
- weldCF.Parent = v
- end
- if string.sub(v.Name, 1, 3) == "Mag" then
- if (not v:FindFirstChild("magTrans")) then
- local magTrans = Instance.new("NumberValue")
- magTrans.Name = "magTrans"
- magTrans.Value = v.Transparency
- magTrans.Parent = v
- end
- end
- v.Anchored = true
- v.CanCollide = false
- end
- end
- Handle.Anchored = false
- Handle.CanCollide = true
- ----------------------------------------------------------------------
- --------------------[ GUNSETUP HANDLING ]-----------------------------
- ----------------------------------------------------------------------
- local gunSetup = script:WaitForChild("gunSetup")
- function gunSetup.OnServerInvoke(Player, Vars)
- --------------------[ CREATING IGNORE MODELS ]--------------------------------
- local gunIgnore = Instance.new("Model")
- gunIgnore.Name = "gunIgnore_"..Player.Name
- gunIgnore.Parent = Vars.ignoreModel
- --------------------[ MODIFYING THE PLAYER ]----------------------------------
- Vars.Humanoid.AutoRotate = false
- Vars.Shoulders.Right.Part1 = nil
- Vars.Shoulders.Left.Part1 = nil
- local playerFolder = Instance.new("Model")
- playerFolder.Name = "playerFolder"
- playerFolder.Parent = gunIgnore
- local headBase = Instance.new("Part")
- headBase.Transparency = 1
- headBase.Name = "headBase"
- headBase.CanCollide = false
- headBase.FormFactor = Enum.FormFactor.Custom
- headBase.Size = V3(0.2, 0.2, 0.2)
- headBase.BottomSurface = Enum.SurfaceType.Smooth
- headBase.TopSurface = Enum.SurfaceType.Smooth
- headBase.Parent = playerFolder
- local headWeld = Instance.new("Weld")
- headWeld.Part0 = Vars.Torso
- headWeld.Part1 = headBase
- headWeld.C0 = CF(0, 1.5, 0)
- headWeld.Parent = Vars.Torso
- local headWeld2 = Instance.new("Weld")
- headWeld2.Part0 = headBase
- headWeld2.Part1 = Vars.Head
- headWeld2.Parent = headBase
- local animBase = Instance.new("Part")
- animBase.Transparency = 1
- animBase.Name = "animBase"
- animBase.CanCollide = false
- animBase.FormFactor = Enum.FormFactor.Custom
- animBase.Size = V3(0.2, 0.2, 0.2)
- animBase.BottomSurface = Enum.SurfaceType.Smooth
- animBase.TopSurface = Enum.SurfaceType.Smooth
- animBase.Parent = playerFolder
- local animWeld = Instance.new("Weld")
- animWeld.Part0 = animBase
- animWeld.Part1 = headBase
- animWeld.Parent = animBase
- local armBase = Instance.new("Part")
- armBase.Transparency = 1
- armBase.Name = "ArmBase"
- armBase.CanCollide = false
- armBase.FormFactor = Enum.FormFactor.Custom
- armBase.Size = V3(0.2, 0.2, 0.2)
- armBase.BottomSurface = Enum.SurfaceType.Smooth
- armBase.TopSurface = Enum.SurfaceType.Smooth
- armBase.Parent = playerFolder
- local ABWeld = Instance.new("Weld")
- ABWeld.Part0 = armBase
- ABWeld.Part1 = animBase
- ABWeld.Parent = armBase
- local LArmBase = Instance.new("Part")
- LArmBase.Transparency = 1
- LArmBase.Name = "LArmBase"
- LArmBase.CanCollide = false
- LArmBase.FormFactor = Enum.FormFactor.Custom
- LArmBase.Size = V3(0.2, 0.2, 0.2)
- LArmBase.BottomSurface = Enum.SurfaceType.Smooth
- LArmBase.TopSurface = Enum.SurfaceType.Smooth
- LArmBase.Parent = playerFolder
- local RArmBase = Instance.new("Part")
- RArmBase.Transparency = 1
- RArmBase.Name = "RArmBase"
- RArmBase.CanCollide = false
- RArmBase.FormFactor = Enum.FormFactor.Custom
- RArmBase.Size = V3(0.2, 0.2, 0.2)
- RArmBase.BottomSurface = Enum.SurfaceType.Smooth
- RArmBase.TopSurface = Enum.SurfaceType.Smooth
- RArmBase.Parent = playerFolder
- local LWeld = Instance.new("Weld")
- LWeld.Name = "LWeld"
- LWeld.Part0 = armBase
- LWeld.Part1 = LArmBase
- LWeld.C0 = Vars.armC0[1]
- LWeld.C1 = Vars.leftArmC1
- LWeld.Parent = armBase
- local RWeld = Instance.new("Weld")
- RWeld.Name = "RWeld"
- RWeld.Part0 = armBase
- RWeld.Part1 = RArmBase
- RWeld.C0 = Vars.armC0[2]
- RWeld.C1 = Vars.rightArmC1
- RWeld.Parent = armBase
- local LWeld2 = Instance.new("Weld")
- LWeld2.Name = "LWeld"
- LWeld2.Part0 = LArmBase
- LWeld2.Part1 = Vars.LArm
- LWeld2.Parent = LArmBase
- local RWeld2 = Instance.new("Weld")
- RWeld2.Name = "RWeld"
- RWeld2.Part0 = RArmBase
- RWeld2.Part1 = Vars.RArm
- RWeld2.Parent = RArmBase
- local LLegWeld = Instance.new("Weld")
- LLegWeld.Name = "LLegWeld"
- LLegWeld.Part0 = Vars.Torso
- LLegWeld.Part1 = nil
- LLegWeld.C0 = CF(-0.5, -2, 0)
- LLegWeld.Parent = Vars.Torso
- local RLegWeld = Instance.new("Weld")
- RLegWeld.Name = "RLegWeld"
- RLegWeld.Part0 = Vars.Torso
- RLegWeld.Part1 = nil
- RLegWeld.C0 = CF(0.5, -2, 0)
- RLegWeld.Parent = Vars.Torso
- for _, Tab in pairs(Vars.gunParts) do
- Tab.Obj.Anchored = false
- local Weld = Instance.new("Weld")
- Weld.Name = "mainWeld"
- Weld.Part0 = Vars.Handle
- Weld.Part1 = Tab.Obj
- Weld.C0 = Tab.Obj.weldCF.Value
- Weld.Parent = Vars.Handle
- Tab.Weld = Weld
- end
- return gunIgnore, playerFolder, headWeld, headWeld2, animWeld, ABWeld, LWeld, RWeld, LWeld2, RWeld2, LLegWeld, RLegWeld, Vars.gunParts
- end
- ----------------------------------------------------------------------
- --------------------[ TWEENJOINT HANDLING ]---------------------------
- ----------------------------------------------------------------------
- local createTweenIndicator = script:WaitForChild("createTweenIndicator")
- function createTweenIndicator.OnServerInvoke(_, Joint, newCode)
- local tweenIndicator = nil
- if (not Joint:findFirstChild("tweenCode")) then --If the joint isn't being tweened, then
- tweenIndicator = Instance.new("IntValue")
- tweenIndicator.Name = "tweenCode"
- tweenIndicator.Value = newCode
- tweenIndicator.Parent = Joint
- else
- tweenIndicator = Joint.tweenCode
- tweenIndicator.Value = newCode --If the joint is already being tweened, this will change the code, and the tween loop will stop
- end
- return tweenIndicator
- end
- local lerpCF = script:WaitForChild("lerpCF")
- function lerpCF.OnServerInvoke(_, Joint, Prop, startCF, endCF, Alpha)
- spawn(function()
- Joint[Prop] = startCF:lerp(endCF, Alpha)
- end)
- end
- local deleteTweenIndicator = script:WaitForChild("deleteTweenIndicator")
- function deleteTweenIndicator.OnServerInvoke(_, tweenIndicator, newCode)
- if tweenIndicator.Value == newCode then --If this tween functions was the last one called on a joint then it will remove the code
- tweenIndicator:Destroy()
- end
- end
- ----------------------------------------------------------------------
- --------------------[ BULLET IMPACT HANDLING ]------------------------
- ----------------------------------------------------------------------
- local createBulletImpact = script:WaitForChild("createBulletImpact")
- createBulletImpact.OnServerEvent:connect(function(_, H, P, N, D, humanoidFound, gunIgnore, S)
- local surfaceCF = CF(P, P + N)
- ----------------------------------------------------------------------------------
- --Creating the bullet hole--------------------------------------------------------
- ----------------------------------------------------------------------------------
- if S.bulletHoles and (not humanoidFound) then
- local Hole = Instance.new("Part")
- Hole.Transparency = 1
- Hole.Anchored = true
- Hole.CanCollide = false
- Hole.FormFactor = "Custom"
- Hole.Size = V3(1, 1, 0.2)
- Hole.TopSurface = 0
- Hole.BottomSurface = 0
- local Mesh = Instance.new("BlockMesh")
- Mesh.Offset = V3(0, 0, -0.05)
- Mesh.Scale = V3(S.holeSettings.Size, S.holeSettings.Size, 0)
- Mesh.Parent = Hole
- local Decal = Instance.new("Decal")
- Decal.Face = Enum.NormalId.Front
- Decal.Texture = S.holeSettings.Texture
- Decal.Parent = Hole
- Hole.Parent = gunIgnore
- Hole.CFrame = surfaceCF
- if (not H.Anchored) then
- local Weld = Instance.new("Weld", Hole)
- Weld.Part0 = H
- Weld.Part1 = Hole
- Weld.C0 = H.CFrame:toObjectSpace(surfaceCF)
- Hole.Anchored = false
- end
- delay(S.holeSettings.visibleTime, function()
- if S.holeSettings.disappearTime > 0 then
- local t0 = tick()
- while true do
- local Alpha = math.min((tick() - t0) / S.holeSettings.disappearTime, 1)
- Decal.Transparency = numLerp(0, 1, Alpha)
- if Alpha == 1 then break end
- wait()
- end
- Hole:Destroy()
- else
- Hole:Destroy()
- end
- end)
- end
- ----------------------------------------------------------------------------------
- --Creating the spark effect-------------------------------------------------------
- ----------------------------------------------------------------------------------
- if S.bulletSparks and (not humanoidFound) and inList(H.Material, S.sparkSettings.Materials) then
- local Sparks = Instance.new("Part")
- Sparks.Transparency = 1
- Sparks.Anchored = true
- Sparks.CanCollide = false
- Sparks.FormFactor = "Custom"
- Sparks.Size = V3(1, 1, 1)
- Sparks.TopSurface = 0
- Sparks.BottomSurface = 0
- local Particles = nil
- if S.customSparks then
- Particles = getObject(game.ServerStorage, "ParticleEmitter", "bulletSpark"):Clone()
- else
- Particles = Instance.new("ParticleEmitter")
- Particles.Color = ColorSequence.new(S.sparkSettings.Color.Start, S.sparkSettings.Color.End)
- Particles.LightEmission = 1
- Particles.Size = NumberSequence.new(
- {
- NumberSequenceKeypoint.new(0, S.sparkSettings.Size, 0.25);
- NumberSequenceKeypoint.new(1, 0);
- }
- )
- Particles.Texture = S.sparkSettings.Texture
- Particles.Transparency = NumberSequence.new(0)
- Particles.Acceleration = V3(0, -196.2, 0)
- Particles.EmissionDirection = Enum.NormalId.Front
- Particles.Lifetime = NumberRange.new(S.sparkSettings.Lifetime - 0.05, S.sparkSettings.Lifetime + 0.05)
- Particles.Rate = S.sparkSettings.Rate
- Particles.Rotation = NumberRange.new(0, 360)
- Particles.Speed = NumberRange.new(S.sparkSettings.Speed - 5, S.sparkSettings.Speed + 5)
- Particles.VelocitySpread = S.sparkSettings.Spread
- end
- Particles.Parent = Sparks
- Sparks.Parent = gunIgnore
- Sparks.CFrame = surfaceCF
- if (not H.Anchored) then
- local Weld = Instance.new("Weld", Sparks)
- Weld.Part0 = H
- Weld.Part1 = Sparks
- Weld.C0 = H.CFrame:toObjectSpace(surfaceCF)
- Sparks.Anchored = false
- end
- delay(0.1, function()
- Particles.Enabled = false
- wait(Particles.Lifetime.Max)
- Sparks:Destroy()
- end)
- end
- ----------------------------------------------------------------------------------
- --Creating the smoke effect-------------------------------------------------------
- ----------------------------------------------------------------------------------
- if S.bulletSmoke and (not humanoidFound) then
- local Smoke = Instance.new("Part")
- Smoke.Transparency = 1
- Smoke.Anchored = true
- Smoke.CanCollide = false
- Smoke.FormFactor = "Custom"
- Smoke.Size = V3(1, 1, 1)
- Smoke.TopSurface = 0
- Smoke.BottomSurface = 0
- local Particles = Instance.new("ParticleEmitter")
- Particles.Color = ColorSequence.new(S.smokeSettings.objColor and H.Color or S.smokeSettings.Color)
- Particles.LightEmission = 0
- Particles.Size = NumberSequence.new(
- {
- NumberSequenceKeypoint.new(0, S.smokeSettings.Size.Start);
- NumberSequenceKeypoint.new(1, S.smokeSettings.Size.End);
- }
- )
- Particles.Texture = S.smokeSettings.Texture
- Particles.Transparency = NumberSequence.new(
- {
- NumberSequenceKeypoint.new(0, S.smokeSettings.startTransparency);
- NumberSequenceKeypoint.new(0.5, 0.75 * S.smokeSettings.startTransparency + 0.25);
- NumberSequenceKeypoint.new(1, 1);
- }
- )
- Particles.Acceleration = V3(0, -196.2, 0)
- Particles.EmissionDirection = Enum.NormalId.Front
- Particles.Lifetime = NumberRange.new(S.smokeSettings.Lifetime - 0.05, S.smokeSettings.Lifetime + 0.05)
- Particles.Rate = S.smokeSettings.Rate
- Particles.Rotation = NumberRange.new(0, 360)
- Particles.RotSpeed = NumberRange.new(10)
- Particles.Speed = NumberRange.new(S.smokeSettings.Speed - 5, S.smokeSettings.Speed + 5)
- Particles.VelocitySpread = S.smokeSettings.Spread
- Particles.Parent = Smoke
- Smoke.Parent = gunIgnore
- Smoke.CFrame = surfaceCF
- if (not H.Anchored) then
- local Weld = Instance.new("Weld", Smoke)
- Weld.Part0 = H
- Weld.Part1 = Smoke
- Weld.C0 = H.CFrame:toObjectSpace(surfaceCF)
- Smoke.Anchored = false
- end
- delay(0.1, function()
- Particles.Enabled = false
- wait(S.smokeSettings.Lifetime + 0.05)
- Smoke:Destroy()
- end)
- end
- end)
- ----------------------------------------------------------------------
- --------------------[ SHOCKWAVE HANDLING ]----------------------------
- ----------------------------------------------------------------------
- local createShockwave = script:WaitForChild("createShockwave")
- createShockwave.OnServerEvent:connect(function(_, Center, Radius, gunIgnore, S)
- local Shockwave = Instance.new("Part")
- Shockwave.BrickColor = S.shockwaveSettings.Color
- Shockwave.Material = Enum.Material.SmoothPlastic
- Shockwave.Name = "Shockwave"
- Shockwave.Anchored = true
- Shockwave.CanCollide = false
- Shockwave.FormFactor = Enum.FormFactor.Symmetric
- Shockwave.Size = V3(1, 1, 1)
- Shockwave.BottomSurface = Enum.SurfaceType.Smooth
- Shockwave.TopSurface = Enum.SurfaceType.Smooth
- local Mesh = Instance.new("SpecialMesh")
- Mesh.MeshType = Enum.MeshType.Sphere
- Mesh.Scale = V3()
- Mesh.Parent = Shockwave
- Shockwave.Parent = gunIgnore
- Shockwave.CFrame = CF(Center)
- spawn(function()
- local t0 = tick()
- while true do
- local Alpha = math.min((tick() - t0) / S.shockwaveSettings.Duration, 1)
- local Scale = 2 * Radius * Alpha
- Mesh.Scale = V3(Scale, Scale, Scale)
- Shockwave.Transparency = Alpha
- if Alpha == 1 then break end
- wait()
- end
- Shockwave:Destroy()
- end)
- end)
- ----------------------------------------------------------------------
- --------------------[ BLOOD HANDLING ]--------------------------------
- ----------------------------------------------------------------------
- local createBlood = script:WaitForChild("createBlood")
- createBlood.OnServerEvent:connect(function(_, H, P, D, gunIgnore, S)
- local bloodCF = CF(P, P + D) * CFANG(RAD(-90), 0, 0)
- local Blood = Instance.new("Part")
- Blood.Transparency = 1
- Blood.Anchored = true
- Blood.CanCollide = false
- Blood.FormFactor = "Custom"
- Blood.Size = V3(0.2, 1, 0.2)
- Blood.TopSurface = 0
- Blood.BottomSurface = 0
- local Particles = Instance.new("ParticleEmitter")
- Particles.Color = ColorSequence.new(S.bloodSettings.Color)
- Particles.LightEmission = 0
- Particles.Size = NumberSequence.new(S.bloodSettings.Size)
- Particles.Texture = S.bloodSettings.Texture
- Particles.Transparency = NumberSequence.new(
- {
- NumberSequenceKeypoint.new(0, S.bloodSettings.startTransparency);
- NumberSequenceKeypoint.new(1, 1);
- }
- )
- Particles.EmissionDirection = Enum.NormalId.Top
- Particles.Lifetime = NumberRange.new(S.bloodSettings.Lifetime - 0.05, S.bloodSettings.Lifetime + 0.05)
- Particles.Rate = S.bloodSettings.Rate
- Particles.Rotation = NumberRange.new(0, 90)
- Particles.Speed = NumberRange.new(S.bloodSettings.Speed)
- Particles.VelocitySpread = S.bloodSettings.Spread
- Particles.Parent = Blood
- Blood.Parent = gunIgnore
- Blood.CFrame = bloodCF
- if (not H.Anchored) then
- local Weld = Instance.new("Weld", Blood)
- Weld.Part0 = H
- Weld.Part1 = Blood
- Weld.C0 = H.CFrame:toObjectSpace(bloodCF)
- Blood.Anchored = false
- end
- delay(0.15, function()
- Particles.Enabled = false
- wait(S.bloodSettings.Lifetime + 0.05)
- Blood:Destroy()
- end)
- end)
- ----------------------------------------------------------------------
- --------------------[ TRAIL HANDLING ]--------------------------------
- ----------------------------------------------------------------------
- local createTrail = script:WaitForChild("createTrail")
- createTrail.OnServerEvent:connect(function(_, Origin, P, gunIgnore, S)
- local Trail = Instance.new("Part")
- Trail.BrickColor = S.trailSettings.Color
- Trail.Transparency = S.trailSettings.Transparency
- Trail.Anchored = true
- Trail.CanCollide = false
- Trail.Size = V3(1, 1, 1)
- local Mesh = Instance.new("CylinderMesh")
- Mesh.Offset = V3(0, -(P - Origin).magnitude / 2, 0)
- Mesh.Scale = V3(S.trailSettings.Thickness, (P - Origin).magnitude, S.trailSettings.Thickness)
- Mesh.Parent = Trail
- Trail.Parent = gunIgnore
- Trail.CFrame = CF(Origin, P) * CFANG(RAD(90), 0, 0)
- delay(S.trailSettings.visibleTime, function()
- if S.trailSettings.disappearTime > 0 then
- local t0 = tick()
- while true do
- local Alpha = math.min((tick() - t0) / S.trailSettings.disappearTime, 1)
- Trail.Transparency = numLerp(S.trailSettings.Transparency, 1, Alpha)
- if Alpha == 1 then break end
- wait()
- end
- Trail:Destroy()
- else
- Trail:Destroy()
- end
- end)
- end)
- end,o128)
- end))
- o129.Name = "Plyr"
- o129.Parent = o128
- o130.Name = "getWeldCF"
- o130.Parent = o128
- o131.Name = "gunSetup"
- o131.Parent = o128
- o132.Name = "tweenJoint"
- o132.Parent = o128
- o133.Name = "onRenderStep"
- o133.Parent = o128
- o134.Name = "createTweenIndicator"
- o134.Parent = o128
- o135.Name = "deleteTweenIndicator"
- o135.Parent = o128
- o136.Name = "lerpCF"
- o136.Parent = o128
- o137.Name = "resetCam"
- o137.Parent = o128
- table.insert(cors,coroutine.create(function()
- wait()
- runDummyScript(function()
- repeat wait() until game.Players.LocalPlayer.Character
- local Player = game.Players.LocalPlayer
- local Char = Player.Character
- local Humanoid = Char:WaitForChild("Humanoid")
- local Cam = game.Workspace.CurrentCamera
- local UIS = game:GetService("UserInputService")
- local ignoreCode = script:WaitForChild("ignoreCode")
- repeat wait() until ignoreCode.Value ~= 0
- local ignoreModel = game.Workspace:WaitForChild("ignoreModel_"..ignoreCode.Value)
- local gunIgnore = ignoreModel:FindFirstChild("gunIgnore_"..Player.Name)
- Cam.FieldOfView = 70
- Cam.CameraType = Enum.CameraType.Custom
- Cam:ClearAllChildren()
- UIS.MouseBehavior = Enum.MouseBehavior.Default
- UIS.MouseIconEnabled = true
- Player.CameraMode = Enum.CameraMode.Classic
- Humanoid.WalkSpeed = 16
- Humanoid.AutoRotate = true
- if gunIgnore then gunIgnore:Destroy() end
- end,o137)
- end))
- o138.Name = "ignoreCode"
- o138.Parent = o137
- o139.Name = "createBulletImpact"
- o139.Parent = o128
- o140.Name = "createShockwave"
- o140.Parent = o128
- o141.Name = "createBlood"
- o141.Parent = o128
- o142.Name = "createTrail"
- o142.Parent = o128
- o146.Name = "Main"
- o146.Parent = o9
- o146.BrickColor = BrickColor.new("Really black")
- o146.Transparency = 1
- o146.Position = Vector3.new(-142.811111, 3.77665901, 35.4919434)
- o146.Rotation = Vector3.new(90, 0, -180)
- o146.Anchored = true
- o146.CanCollide = false
- o146.FormFactor = Enum.FormFactor.Custom
- o146.Size = Vector3.new(0.200000003, 0.200000003, 0.200000003)
- o146.CFrame = CFrame.new(-142.811111, 3.77665901, 35.4919434, -1, 6.64065794e-07, -1.37817087e-05, 1.37817087e-05, -8.88257783e-12, -1, -6.64065794e-07, -1, -2.69383799e-13)
- o146.BottomSurface = Enum.SurfaceType.Smooth
- o146.TopSurface = Enum.SurfaceType.Smooth
- o146.Color = Color3.new(0.0666667, 0.0666667, 0.0666667)
- o146.Position = Vector3.new(-142.811111, 3.77665901, 35.4919434)
- o146.Orientation = Vector3.new(90, 180, 0)
- o146.Color = Color3.new(0.0666667, 0.0666667, 0.0666667)
- o147.Name = "1FlashFX[Smoke]"
- o147.Parent = o146
- o147.Transparency = NumberSequence.new(0.60000002384186,1)
- o147.Rotation = NumberRange.new(0,360)
- o147.Size = NumberSequence.new(0.99999964237213,3)
- o147.Color = ColorSequence.new(Color3.new(0.27451, 0.27451, 0.27451),Color3.new(0.27451, 0.27451, 0.27451))
- o147.Enabled = false
- o147.LightEmission = 0.10000000149012
- o147.Texture = "http://www.roblox.com/asset/?id=244514423"
- o147.Lifetime = NumberRange.new(1.25,1.5)
- o147.Rate = 100
- o147.RotSpeed = NumberRange.new(10,10)
- o147.Speed = NumberRange.new(5,7)
- o147.VelocitySpread = 15
- o147.Color = ColorSequence.new(Color3.new(0.27451, 0.27451, 0.27451),Color3.new(0.27451, 0.27451, 0.27451))
- o148.Name = "FlashFX[Flash]"
- o148.Parent = o146
- o148.Transparency = NumberSequence.new(0.75,1)
- o148.Rotation = NumberRange.new(0,90)
- o148.Size = NumberSequence.new(0.5,0)
- o148.Color = ColorSequence.new(Color3.new(1, 1, 0.498039),Color3.new(1, 1, 0.498039))
- o148.Enabled = false
- o148.LightEmission = 1
- o148.Texture = "http://www.roblox.com/asset/?id=3419963"
- o148.Lifetime = NumberRange.new(0.050000000745058,0.075000002980232)
- o148.Rate = 1000
- o148.Speed = NumberRange.new(50,50)
- o148.Color = ColorSequence.new(Color3.new(1, 1, 0.498039),Color3.new(1, 1, 0.498039))
- o149.Name = "FlashFX[Light]"
- o149.Parent = o146
- o149.Color = Color3.new(1, 1, 0.498039)
- o149.Enabled = false
- o149.Brightness = 10
- o149.Range = 6
- o149.Shadows = true
- o149.Color = Color3.new(1, 1, 0.498039)
- mas.Parent = workspace
- mas:MakeJoints()
- local mas1 = mas:GetChildren()
- for i=1,#mas1 do
- mas1[i].Parent = workspace
- ypcall(function() mas1[i]:MakeJoints() end)
- end
- mas:Destroy()
- for i=1,#cors do
- coroutine.resume(cors[i])
- end
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