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- local NetworkAccess = coroutine.create(function()
- settings().Physics.AllowSleep = false
- while true do game:GetService("RunService").RenderStepped:Wait()
- for _,Players in next, game:GetService("Players"):GetChildren() do
- if Players ~= owner then
- Players.MaximumSimulationRadius = 0.1 Players.SimulationRadius = 0 end end
- game:GetService("Players").LocalPlayer.MaximumSimulationRadius = math.pow(math.huge,math.huge)
- game:GetService("Players").LocalPlayer.SimulationRadius = math.huge*math.huge end end)
- coroutine.resume(NetworkAccess)
- Player = Owner
- dead = false
- Chara = Player.Character
- gun = Chara["BladeMasterAccessory"]
- ghandle = gun.Handle
- ghandle.AccessoryWeld:Destroy()
- bullet = Chara["ShadowBladeMasterAccessory"]
- bhandle = bullet.Handle
- bhandle.SpecialMesh:Destroy()
- wait()
- bullet.Parent = workspace
- mouse = Player:GetMouse()
- head = Chara.Head
- camera = workspace.CurrentCamera
- lt = true
- ltt = false
- local function IsFirstPerson()
- return (head.CFrame.p - camera.CFrame.p).Magnitude < 1
- end
- bbv = Instance.new("BodyVelocity",bhandle)
- rarm = Chara["Right Arm"]
- larm = Chara["Left Arm"]
- torso = Chara.Torso
- torso["Right Shoulder"]:Destroy()
- torso["Left Shoulder"]:Destroy()
- larm.LeftShoulderAttachment:Destroy()
- rarm.RightShoulderAttachment:Destroy()
- l = Instance.new("Attachment",larm)
- l.Rotation = Vector3.new(-90,20,0)
- l.Position = Vector3.new(1,1,0.5)
- r = Instance.new("Attachment",rarm)
- r.Rotation = Vector3.new(-90,-25,0)
- r.Position = Vector3.new(-1,0.5,0.5)
- t = Instance.new("Attachment",torso)
- --rarm
- rap = Instance.new("AlignPosition",rarm)
- rap.Attachment0 = r
- rap.Attachment1 = t
- rap.RigidityEnabled = true
- rao = Instance.new("AlignOrientation",rarm)
- rao.Attachment0 = r
- rao.Attachment1 = t
- rao.RigidityEnabled = true
- --larm
- lap = Instance.new("AlignPosition",larm)
- lap.Attachment0 = l
- lap.Attachment1 = t
- lap.RigidityEnabled = true
- lao = Instance.new("AlignOrientation",larm)
- lao.Attachment0 = l
- lao.Attachment1 = t
- lao.RigidityEnabled = true
- -- gun
- h = Instance.new("Attachment",ghandle)
- h.Rotation = Vector3.new(-90,130,110)
- h.Position = Vector3.new(0.5,0,0.5)
- lg = Instance.new("Attachment",larm)
- lg.Rotation = Vector3.new(0,0,0)
- lg.Position = Vector3.new(0,0,0)
- gap = Instance.new("AlignPosition",ghandle)
- gap.Attachment0 = h
- gap.Attachment1 = lg
- gap.RigidityEnabled = true
- gao = Instance.new("AlignOrientation",ghandle)
- gao.Attachment0 = h
- gao.Attachment1 = lg
- gao.RigidityEnabled = true
- mouse.Button1Down:Connect(function()
- if dead == false then
- lt = false
- ltt = true
- h.Rotation = Vector3.new(-90,125,115)
- l.Position = Vector3.new(1,0.5,0.5)
- l.Rotation = Vector3.new(-95,25,0)
- r.Position = Vector3.new(-1,0,0.5)
- r.Rotation = Vector3.new(-95,-33,0)
- wait(0.13)
- h.Rotation = Vector3.new(-90,130,110)
- l.Position = Vector3.new(1,1,0.5)
- l.Rotation = Vector3.new(-90,20,0)
- r.Position = Vector3.new(-1,0.5,0.5)
- r.Rotation = Vector3.new(-90,-25,0)
- ltt = false
- bbav = Instance.new("BodyAngularVelocity",bhandle)
- bbav.MaxTorque = Vector3.new(math.huge,math.huge,math.huge)
- bbav.P = 1000000000000000000000000000
- bbav.AngularVelocity = Vector3.new(10000000000000000000000000000000,100000000000000000000000000,100000000000000000)
- if game.Players:GetPlayerFromCharacter(mouse.Target.Parent) then
- repeat
- game:GetService("RunService").RenderStepped:Wait()
- bhandle.Position = mouse.Target.Parent.HumanoidRootPart.CFrame.p
- wait(0.23)
- until Chara.Humanoid.Health == 100 or Chara.Humanoid.Health == 0
- elseif game.Players:GetPlayerFromCharacter(mouse.Target.Parent.Parent) then
- repeat
- game:GetService("RunService").RenderStepped:Wait()
- bhandle.Position = mouse.Target.Parent.Parent.HumanoidRootPart.CFrame.p
- wait(0.23)
- until Chara.Humanoid.Health == 100 or Chara.Humanoid.Health == 0
- else
- repeat
- game:GetService("RunService").RenderStepped:Wait()
- bhandle.Position = mouse.Hit.p
- wait(0.23)
- until Chara.Humanoid.Health == 100 or Chara.Humanoid.Health == 0
- end
- wait()
- lt = true
- end
- end)
- Chara.Humanoid.Died:Connect(function()
- dead = true
- end)
- repeat
- game:GetService("RunService").RenderStepped:Wait()
- if dead == false and bhandle.CanCollide == true then
- bhandle.CanCollide = false
- end
- if lt == true and dead == false then
- bhandle.CFrame = Chara.Head.CFrame + Vector3.new(0,-15,0)
- elseif ltt == true and dead == false then
- bhandle.CFrame = ghandle.CFrame * CFrame.new(-1.7,-2,0)
- bhandle.Rotation = Chara.HumanoidRootPart.Rotation
- end
- until Chara.Humanoid.Health == 0
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