Pastebin
API
tools
faq
paste
Login
Sign up
Please fix the following errors:
New Paste
Syntax Highlighting
local p = game:service'Players'.H33T_L4R5 local c = p.Character local bp = p.Backpack pcall(function() _G.mm:Remove() end) pcall(function() bp.RMTank:Remove() end) it = Instance.new v3=Vector3.new bc=BrickColor.new c3=Color3.new cn=CFrame.new ca=CFrame.Angles ti=table.insert tr=table.remove rn=math.random rd=math.rad mf=math.floor asset = "http://www.roblox.com/asset/?id=" ds = {} ds.Claw = "10681506" ds.Ring = "3270017" ds.Crack = "49173398" ds.Cloud = "1095708" ds.Spike = "1033714" ds.Rock = "1290033" ds.Crown = "1323306" ds.Hood = "16952952" ds.Slash = "10209645" ds.Slash2 = "46760716" ds.MadFace = "2235131" ds.BanditMask = "20637493" ds.Hood2 = "25211365" ds.HoodT2 = "64240784" ds.Axe = "12768042" ds.AxeT = "12768034" ds.Fist = "65322375" ds.Tree1 = "1090398" ds.Vine = "13108500" ds.VineT = "17585271" ds.TreeTexture = "2861779" ds.Tug = "31173820" -- sound ds.Fire = "2693346" --"2760979" ds.Hit = "2801263" ds.BulletHole = "64291961" ds.Camo = "4268107" table.foreach(ds,function(a,b) if tonumber(b:sub(1,3)) then ds[a] = asset .. b game:service'ContentProvider':Preload(ds[a]) end end) q = function(f) coroutine.resume(coroutine.create(function() f() end)) end ft = function(tablez,item) for i=1,#tablez do if tablez[i] == item then return i end end return nil end pa = function(pa,pn,sh,x,y,z,c,a,tr,re,bc2) local fp=nil if sh ~= "Wedge" and sh ~= "CornerWedge" and sh ~= "VehicleSeat" and sh ~= "Seat" then fp=it("Part",pa) fp.Shape=sh fp.formFactor="Custom" elseif sh == "Wedge" then fp=it("WedgePart",pa) fp.formFactor="Custom" elseif sh == "CornerWedge" then fp=it("CornerWedgePart",pa) elseif sh == "VehicleSeat" then fp=it("VehicleSeat",pa) elseif sh == "Seat" then fp=it("Seat",pa) end fp.Size=v3(x,y,z) fp.Friction = 2 fp.CanCollide=c fp.Anchored=false fp.BrickColor=bc(bc2) fp.Transparency=tr fp.Reflectance=re fp.BottomSurface=0 fp.Name=pn fp.Locked = true --fp.FrontSurface="Hinge" fp.TopSurface=0 fp.CFrame = cn(-9000,9000,-9000) fp:BreakJoints() fp.Anchored = a return fp end weld = function(pa,p0,p1,x,y,z,a,b,c) local fw=it("Weld",pa) fw.Part0=p0 fw.Part1=p1 fw.C0=cn(x,y,z) *ca(a,b,c) return fw end fade = function(prt,incr) q(function() for i=prt.Transparency,1,incr do prt.Transparency=i wait() end prt:Remove'' end) end stick = function(hit2,hit) local weld=it("Weld") weld.Part0=hit2 weld.Part1=hit local HitPos=hit2.Position local CJ=cn(HitPos) local C0=hit2.CFrame:inverse() *CJ local C1=hit.CFrame:inverse() * CJ weld.C0=C0 weld.C1=C1 weld.Parent=hit2 end ray = function(Pos, Dir,xxz) local xxz2=c if xxz ~= nil then xxz2=nil end return workspace:FindPartOnRay(Ray.new(Pos, Dir.unit *999),xxz2) end ft2 = function(tablez,item) for i=1,#tablez do if tablez[i][1] == item then return i end end return nil end Trail = function(ob,times,waitz,col,thickz,ofz) q(function() local oldpos=(ob.CFrame *ofz).p for i=1,times do local obp=(ob.CFrame *ofz).p local mag=(oldpos - obp).magnitude local tr=pa(ob,"trail","Block",0,0,0,false,false,0.5,0.15,col) tr.Anchored=true tr.CFrame=cn(oldpos,obp) tr.CFrame=tr.CFrame + tr.CFrame.lookVector* (mag/2) local trm=it("CylinderMesh",tr) trm.Scale=v3(5*thickz,mag*5,5*thickz) q(function() for i=5*thickz,0,-5*thickz/10 do trm.Scale=v3(i,mag*5,i) wait() end tr:Remove'' end) tr.CFrame=tr.CFrame *ca(rd(90),0,0) oldpos=obp wait(waitz) end end) end qi = function(ttz) local qii = it(ttz[1],ttz[2]) table.foreach(ttz,function(oi,oi2) if oi ~= 1 and oi ~= 2 then qii[oi] = oi2 end end) return qii end de = function(it,ti) game:service'Debris':AddItem(it,ti) end GlowMesh = function(anch,meshid2,rootz,mv3,colzz,adjus,l1,l2,l3) q(function() local spi=pa(rootz,"","Block",1,1,1,false,false,l1,0,colzz) local spim=it("SpecialMesh",spi) if meshid2:lower()=="sphere" then spim.MeshType="Sphere" elseif meshid2:lower()=="block" then spim.MeshType="Brick" else spim.MeshType="FileMesh" spim.MeshId=meshid2 end if anch then local spiw=qi({"Weld",spi,Part0=rootz,Part1=spi}) spiw.C0 =spiw.C0 *adjus else spi.Anchored=true spi.CFrame=adjus end for i=l1,l2,l1 do spi.Transparency=i spim.Scale=mv3*(i+0.3) wait() end spi:Remove'' end) end DetectSurface = function(pos, part) local surface = nil local pospos = part.CFrame local pos2 = pospos:pointToObjectSpace(pos) local siz = part.Size local shaep = part.Shape if shaep == Enum.PartType.Ball or shaep == Enum.PartType.Cylinder then surface = {"Anything", cn(pospos.p, pos)*cn(0, 0, -(pospos.p - pos).magnitude+0.12)*ca(rd(-90), 0, 0)} else if pos2.Y > ((siz.Y/2)-0.01) then surface = {"Top", ca(0, 0, 0)} elseif pos2.Y < -((siz.Y/2)-0.01) then surface = {"Bottom", ca(-math.pi, 0, 0)} elseif pos2.X > ((siz.X/2)-0.01) then surface = {"Right", ca(0, 0, rd(-90))} elseif pos2.X < -((siz.X/2)-0.01) then surface = {"Left", ca(0, 0, rd(90))} elseif pos2.Z > ((siz.Z/2)-0.01) then surface = {"Back", ca(rd(90), 0, 0)} elseif pos2.Z < -((siz.Z/2)-0.01) then surface = {"Front", ca(rd(-90), 0, 0)} end end return surface end BulletHole = function(HitPos,HitObj,sc) local Surface = DetectSurface(HitPos, HitObj) local C = cn(HitPos) * ca(HitObj.CFrame:toEulerAnglesXYZ()) * Surface[2] if Surface[1] == "Anything" then C = Surface[2] end local bl = pa(workspace,"","Block",sc,0,sc,false,true,1,0,"") qi({"Decal",bl,Face="Top",Texture=ds.BulletHole}) bl.CFrame = C*cn(0,-0.1,0) if not HitObj.Anchored then bl.Anchored = false stick(bl,HitObj) bl.ChildRemoved:connect(function() bl:Remove() end) end de(bl,5) end so = function(id,par,vol,pit) q(function() local sou = qi({"Sound",par or workspace,Volume=vol/1.5 or 0.75,Pitch=pit or 1,SoundId=id}) wait() sou:play() wait(2) sou:Remove() end) end GetRegion = function(p0,p1,f,f2) q(function() for i,v in pairs(workspace:FindPartsInRegion3(Region3.new(p0,p1),c,100) ) do if v.Parent:findFirstChild("H") == nil and v.Name == "Torso" and v.Parent:findFirstChild("Humanoid") and v.Parent.Humanoid.Health > 0 and v.Parent:findFirstChild("Torso") then q(function() f(v.Parent) end) elseif f2 and v.Parent.Parent:findFirstChild("Humanoid") == nil then f2(v) end end end) end FindGround = function(pos) local ax,ay,az = pos:toEulerAnglesXYZ() local bhit,bpos=ray(pos.p,pos.p - (pos.p + v3(0,200,0))) if bhit and bpos then return cn(bpos)*ca(ax,ay,az) end return nil end MakeCrater = function(pos,sc,tyms,debz) q(function() if not debz then debz = 5 end local bhit,bpos=ray(pos,pos - (pos + v3(0,200,0))) if bhit and bpos then for i=1,tyms do q(function() local gr = pa(misc,"","Block",rn(5,13)/10*sc,0.25*sc,rn(4,10)/10*sc,true,true,bhit.Transparency,bhit.Reflectance,bhit.BrickColor.Name) gr.Material = bhit.Material gr.TopSurface = bhit.TopSurface gr.CFrame = cn(bpos+v3(rn(-12,12)/10*sc,0,rn(-12,12)/10*sc))*ca(rd(rn(-40,40)),rd(rn(-360,360)),rd(rn(-40,40))) wait(debz) fade(gr,0.1) end) end end end) end MakeCrack = function(pos,sc,debz) q(function() if not debz then debz = 5 end local bhit,bpos=ray(pos,pos - (pos + v3(0,10,0))) if bhit and bpos then local cr = pa(misc,"","Block",sc,0,sc,false,true,1,0,"") cr.CFrame = cn(bpos) local dec=qi({"Decal",cr,Face="Top",Texture=ds.Crack}) de(cr,debz) end end) end f1 = function(cff,hit2,hit) local HitPos=cff.p local CJ=cn(HitPos) local C0=cff:inverse() *CJ local C1=hit.CFrame:inverse() * CJ return C0,C1 end a = {} a.insw={} function cleanweld(wexx,namzi) local tn=ft2(a.insw,wexx) if tn==nil then return end if namzi=="p0" then a.insw[tn][2]["p0x"],a.insw[tn][2]["p0y"],a.insw[tn][2]["p0z"]=0,0,0 elseif namzi=="p1" then a.insw[tn][2]["p1x"],a.insw[tn][2]["p1y"],a.insw[tn][2]["p1z"]=0,0,0 elseif namzi=="a0" then a.insw[tn][2]["a0x"],a.insw[tn][2]["a0y"],a.insw[tn][2]["a0z"]=0,0,0 elseif namzi=="a1" then a.insw[tn][2]["a1x"],a.insw[tn][2]["a1y"],a.insw[tn][2]["a1z"]=0,0,0 end end function c2(wexx,smmx,c0orc1,aa,bb,cc,xx,yy,zz) q(function() c1(wexx,smmx,c0orc1,aa,bb,cc,xx,yy,zz) end) end a.Welding=0 function c1(wexx,smmx,c0orc1,aa,bb,cc,xx,yy,zz) if ft2(a.insw,wexx)==nil then ti(a.insw,{wexx,{}}) local tn=ft2(a.insw,wexx) a.insw[tn][2]["p0x"],a.insw[tn][2]["p0y"],a.insw[tn][2]["p0z"]=wexx.C0.x,wexx.C0.y,wexx.C0.z a.insw[tn][2]["p1x"],a.insw[tn][2]["p1y"],a.insw[tn][2]["p1z"]=wexx.C1.x,wexx.C1.y,wexx.C1.z a.insw[tn][2]["a0x"],a.insw[tn][2]["a0y"],a.insw[tn][2]["a0z"]=wexx.C0:toEulerAnglesXYZ() a.insw[tn][2]["a1x"],a.insw[tn][2]["a1y"],a.insw[tn][2]["a1z"]=wexx.C1:toEulerAnglesXYZ() end local tn=ft2(a.insw,wexx) local xx2,yy2,zz2=0,0,0 local x2,y2,z2=0,0,0 if c0orc1==0 then xx2,yy2,zz2=a.insw[tn][2]["a0x"],a.insw[tn][2]["a0y"],a.insw[tn][2]["a0z"] x2,y2,z2=a.insw[tn][2]["p0x"],a.insw[tn][2]["p0y"],a.insw[tn][2]["p0z"] elseif c0orc1==1 then xx2,yy2,zz2=a.insw[tn][2]["a1x"],a.insw[tn][2]["a1y"],a.insw[tn][2]["a1z"] x2,y2,z2=a.insw[tn][2]["p1x"],a.insw[tn][2]["p1y"],a.insw[tn][2]["p1z"] else xx2,yy2,zz2=a.insw[tn][2]["a1x"],a.insw[tn][2]["a1y"],a.insw[tn][2]["a1z"] x2,y2,z2=a.insw[tn][2]["p0x"],a.insw[tn][2]["p0y"],a.insw[tn][2]["p0z"] end a.Welding=a.Welding + 1 local twa=1 if smmx >= 1 then else for i=smmx,0.8,smmx do twa = 1 if c0orc1==0 then wexx.C0=cn(x2-(((x2-aa)/twa)*i),y2-(((y2-bb)/twa)*i),z2-(((z2-cc)/twa)*i)) *ca(xx2-(((xx2-rd(xx))/twa)*i),yy2-(((yy2-rd(yy))/twa)*i),zz2-(((zz2-rd(zz))/twa)*i)) elseif c0orc1==1 then wexx.C1=cn(x2-(((x2-aa)/twa)*i),y2-(((y2-bb)/twa)*i),z2-(((z2-cc)/twa)*i)) *ca(xx2-(((xx2-rd(xx))/twa)*i),yy2-(((yy2-rd(yy))/twa)*i),zz2-(((zz2-rd(zz))/twa)*i)) else local x,y,z = wexx.C0:toEulerAnglesXYZ() wexx.C0=cn(x2-(((x2-aa)/twa)*i),y2-(((y2-bb)/twa)*i),z2-(((z2-cc)/twa)*i))*ca(x,y,z) wexx.C1=cn(wexx.C1.x,wexx.C1.y,wexx.C1.z)*ca(xx2-(((xx2-rd(xx))/twa)*i),yy2-(((yy2-rd(yy))/twa)*i),zz2-(((zz2-rd(zz))/twa)*i)) end if fu then q(fu) end wait() end for i=0.8,1,smmx*0.45 do twa = 1 if c0orc1==0 then wexx.C0=cn(x2-(((x2-aa)/twa)*i),y2-(((y2-bb)/twa)*i),z2-(((z2-cc)/twa)*i)) *ca(xx2-(((xx2-rd(xx))/twa)*i),yy2-(((yy2-rd(yy))/twa)*i),zz2-(((zz2-rd(zz))/twa)*i)) elseif c0orc1==1 then wexx.C1=cn(x2-(((x2-aa)/twa)*i),y2-(((y2-bb)/twa)*i),z2-(((z2-cc)/twa)*i)) *ca(xx2-(((xx2-rd(xx))/twa)*i),yy2-(((yy2-rd(yy))/twa)*i),zz2-(((zz2-rd(zz))/twa)*i)) else local x,y,z = wexx.C0:toEulerAnglesXYZ() wexx.C0=cn(x2-(((x2-aa)/twa)*i),y2-(((y2-bb)/twa)*i),z2-(((z2-cc)/twa)*i))*ca(x,y,z) wexx.C1=cn(wexx.C1.x,wexx.C1.y,wexx.C1.z)*ca(xx2-(((xx2-rd(xx))/twa)*i),yy2-(((yy2-rd(yy))/twa)*i),zz2-(((zz2-rd(zz))/twa)*i)) end wait() end end local i=1 if c0orc1==0 then wexx.C0=cn(x2-(((x2-aa)/twa)*i),y2-(((y2-bb)/twa)*i),z2-(((z2-cc)/twa)*i)) *ca(xx2-(((xx2-rd(xx))/twa)*i),yy2-(((yy2-rd(yy))/twa)*i),zz2-(((zz2-rd(zz))/twa)*i)) elseif c0orc1==1 then wexx.C1=cn(x2-(((x2-aa)/twa)*i),y2-(((y2-bb)/twa)*i),z2-(((z2-cc)/twa)*i)) *ca(xx2-(((xx2-rd(xx))/twa)*i),yy2-(((yy2-rd(yy))/twa)*i),zz2-(((zz2-rd(zz))/twa)*i)) else local x,y,z = wexx.C0:toEulerAnglesXYZ() wexx.C0=cn(x2-(((x2-aa)/twa)*i),y2-(((y2-bb)/twa)*i),z2-(((z2-cc)/twa)*i))*ca(x,y,z) wexx.C1=cn(wexx.C1.x,wexx.C1.y,wexx.C1.z)*ca(xx2-(((xx2-rd(xx))/twa)*i),yy2-(((yy2-rd(yy))/twa)*i),zz2-(((zz2-rd(zz))/twa)*i)) end a.Welding=a.Welding - 1 local tn=ft2(a.insw,wexx) if c0orc1==0 then a.insw[tn][2]["p0x"],a.insw[tn][2]["p0y"],a.insw[tn][2]["p0z"]=x2-(((x2-aa)/twa)*i),y2-(((y2-bb)/twa)*i),z2-(((z2-cc)/twa)*i) a.insw[tn][2]["a0x"],a.insw[tn][2]["a0y"],a.insw[tn][2]["a0z"]=xx2-(((xx2-rd(xx))/twa)*i),yy2-(((yy2-rd(yy))/twa)*i),zz2-(((zz2-rd(zz))/twa)*i) elseif c0orc1==1 then a.insw[tn][2]["p1x"],a.insw[tn][2]["p1y"],a.insw[tn][2]["p1z"]=x2-(((x2-aa)/twa)*i),y2-(((y2-bb)/twa)*i),z2-(((z2-cc)/twa)*i) a.insw[tn][2]["a1x"],a.insw[tn][2]["a1y"],a.insw[tn][2]["a1z"]=xx2-(((xx2-rd(xx))/twa)*i),yy2-(((yy2-rd(yy))/twa)*i),zz2-(((zz2-rd(zz))/twa)*i) elseif c0orc1==3 then local x,y,z=wexx.C0.x,wexx.C0.y,wexx.C0.z a.insw[tn][2]["p0x"],a.insw[tn][2]["p0y"],a.insw[tn][2]["p0z"]=x2-(((x2-aa)/twa)*i),y2-(((y2-bb)/twa)*i),z2-(((z2-cc)/twa)*i) local x,y,z=wexx.C1:toEulerAnglesXYZ() a.insw[tn][2]["a1x"],a.insw[tn][2]["a1y"],a.insw[tn][2]["a1z"]=xx2-(((xx2-rd(xx))/twa)*i),yy2-(((yy2-rd(yy))/twa)*i),zz2-(((zz2-rd(zz))/twa)*i) end end gunshot = function(speed,sc,dmg,cff) q(function() local bb = pa(workspace,"","Block",0.2*sc,0.3*sc,0.2*sc,true,true,0,0.1,"Black") qi({"CylinderMesh",bb}) bb.CFrame = cff*ca(rd(rn(-1000,1000)/1500),rd(rn(-1000,1000)/1500),rd(rn(-1000,1000)/1500)) so(ds.Fire,bb,0.3,1) wait() for i=1,50 do bhit,bpos=ray(bb.Position,bb.Position - (bb.CFrame *cn(0,-1,0)).p) if bhit and bpos and (bpos - bb.Position).magnitude < speed then break end bb.CFrame=bb.CFrame*cn(0,speed,0)*ca(rd(-0.2),0,0) wait() end bb.CFrame=bb.CFrame*cn(0,(bpos-bb.Position).magnitude,0) if not bhit.Anchored then if bhit.Parent:findFirstChild("Humanoid") then local h = bhit.Parent.Humanoid h.Health=h.Health-dmg so(ds.Hit,bhit,0.3,1) end else end bb:Remove() if bhit.Parent:findFirstChild("Humanoid") == nil then BulletHole(bpos,bhit,0.7*sc) end end) end _G.mm = qi({"Model",workspace,Name="RMTank"}) local mm = _G.mm engine=pa(mm,"","Block",14,3,20,true,false,0,0,"Bright blue") it('BlockMesh',engine) engine.CFrame = c.Torso.CFrame*cn(0,0,-20) front=pa(mm,"","Wedge",14,3,3,true,false,0,0,"Bright blue") qi({"Weld",front,Part0=engine,Part1=front,C0=cn(0,0,-11.5)*ca(rd(180),rd(180),0)}) front2=pa(mm,"","Wedge",14,2,6,true,false,0,0,"Bright blue") qi({"Weld",front,Part0=engine,Part1=front2,C0=cn(0,2.5,-10)}) back=pa(mm,"","Wedge",14,5,6,true,false,0,0,"Bright blue") qi({"Weld",front,Part0=engine,Part1=back,C0=cn(0,1,13)*ca(rd(180),rd(0),0)}) body2=pa(mm,"","Block",14,2,17,true,false,0,0,"Bright blue") it('BlockMesh',body2) qi({"Weld",body2,Part0=engine,Part1=body2,C0=cn(0,2.5,1.5)}) body3=pa(mm,"","Wedge",14,1,8,true,false,0,0,"Bright blue") qi({"Weld",body2,Part0=engine,Part1=body3,C0=cn(0,4,12)}) lbody=pa(mm,"","Block",2.3,3,24,true,false,0,0,"Bright blue") it('BlockMesh',lbody) qi({"Weld",body2,Part0=engine,Part1=lbody,C0=cn(8.1,2.5,1.5)}) rbody=pa(mm,"","Block",2.3,3,24,true,false,0,0,"Bright blue") it('BlockMesh',rbody) qi({"Weld",body2,Part0=engine,Part1=rbody,C0=cn(-8.1,2.5,1.5)}) lb=pa(mm,"","Block",2.25,0.4,18,true,false,0,0,"Black") it('BlockMesh',lb) qi({"Weld",body2,Part0=engine,Part1=lb,C0=cn(8,-2.5,1.5)}) rb=pa(mm,"","Block",2.25,0.4,18,true,false,0,0,"Black") it('BlockMesh',lb) qi({"Weld",body2,Part0=engine,Part1=rb,C0=cn(-8,-2.5,1.5)}) spi=pa(mm,"","Block",5,3,5,true,false,0,0,"Bright blue") it('CylinderMesh',spi) spiw = qi({"Weld",body2,Part0=engine,Part1=spi,C0=cn(0,5,5)}) spi2=pa(mm,"","Block",12,3,12,true,false,0,0,"Bright blue") it('BlockMesh',spi2) qi({"Weld",body2,Part0=spi,Part1=spi2,C0=cn(0,1,0)}) spi6=pa(mm,"","Wedge",12,3,2,true,false,0,0,"Bright blue") it('BlockMesh',spi2) qi({"Weld",body2,Part0=spi2,Part1=spi6,C0=cn(0,0,7)*ca(rd(180),rd(0),0)}) spi3=pa(mm,"","Wedge",3,6,4,true,false,0,0,"Bright blue") qi({"Weld",body2,Part0=spi2,Part1=spi3,C0=cn(-3,0,-8)*ca(0,0,rd(90))}) spi4=pa(mm,"","Wedge",3,6,4,true,false,0,0,"Bright blue") qi({"Weld",body2,Part0=spi2,Part1=spi4,C0=cn(3,0,-8)*ca(0,0,rd(-90))}) tilt=pa(mm,"","Block",5,3,5,true,false,0,0,"Bright blue") it('CylinderMesh',tilt) tiltw=qi({"Weld",body2,Part0=spi2,Part1=tilt,C0=cn(0,0.5,-8.5)*ca(0,0,rd(90))}) can=pa(mm,"","Block",2,20,2,true,false,0,0,"Bright blue") it('CylinderMesh',can) canw=qi({"Weld",body2,Part0=tilt,Part1=can,C0=cn(0,0,-11)*ca(rd(-90),0,0)}) can2=pa(mm,"","Block",3.4,1.5,3.4,true,false,0,0,"Bright blue") it('CylinderMesh',can2) qi({"Weld",body2,Part0=can,Part1=can2,C0=cn(0,-4,0)}) can5=pa(mm,"","Block",2.4,1.5,2.4,true,false,0,0,"Bright blue") it('CylinderMesh',can5) qi({"Weld",body2,Part0=can,Part1=can5,C0=cn(0,9,0)}) can3=pa(mm,"","Block",2.5,10,2.5,true,false,0,0,"Bright blue") it('CylinderMesh',can3) qi({"Weld",body2,Part0=can,Part1=can3,C0=cn(0,-5,0)}) can4=pa(mm,"","Block",3,4,3,true,false,0,0,"Bright blue") it('CylinderMesh',can4) qi({"Weld",body2,Part0=can,Part1=can4,C0=cn(0,1,0)}) hol=pa(mm,"","Block",1.75,0,1.75,true,false,0,0,"Really black") it('CylinderMesh',hol) qi({"Weld",body2,Part0=can,Part1=hol,C0=cn(0,10,0)}) smo = qi({"Smoke",hol,RiseVelocity=25,Size=8,Color=BrickColor.new("White").Color,Opacity=0.1,Enabled=false}) hol2=pa(mm,"","Block",0,0,0,true,false,0,0,"Really black") it('CylinderMesh',hol2).Scale=v3(5,0.2,5)*5 qi({"Weld",body2,Part0=spi2,Part1=hol2,C0=cn(0,1.5,4)}) cap=pa(mm,"","Block",5.1,0,5.1,true,false,0,0,"Brick blue") it('CylinderMesh',cap) capw = qi({"Weld",body2,Part0=hol2,Part1=cap,C0=cn(0,0.1,2.5),C1=cn(0,0,2.5)}) aaa=pa(mm,"","Block",3,0.5,0.5,true,false,0,0,"Brick blue") qi({"Weld",body2,Part0=hol2,Part1=aaa,C0=cn(0,0,2.5)}) aaa2=pa(mm,"","Block",5,0.5,5,true,false,0,0,"Bright blue") it('CylinderMesh',aaa2) aaa2w=qi({"Weld",body2,Part0=spi2,Part1=aaa2,C0=cn(-3.4,1.7,-4.6)*ca(0,rd(35),0)}) lb.Friction = 0.045 rb.Friction = 0.045 for x=-5,5,10/3 do aaax=pa(mm,"","Block",2,3.5,2,true,false,0,0,"") qi({"Weld",body2,Part0=spi2,Part1=aaax,C0=cn(x,0,7.5)*ca(rd(80),0,0)}) it('CylinderMesh',aaax) end for x=-1,1 do aaa=pa(mm,"","Block",x~=0 and 3 or 2,3,0.5,true,false,0,0,"Bright blue") qi({"Weld",body2,Part0=aaa2,Part1=aaa,C0=cn(x*2,1.6,x~=0 and -1 or -2)*ca(0,rd(-45*x),0)}) if x==0 then ball=pa(mm,"","Block",0,0,0,true,false,0,0,"Bright blue") qi({"SpecialMesh",ball,MeshType="Sphere",Scale=v3(1.7,1,1)*7}) ballw=qi({"Weld",body2,Part0=aaa,Part1=ball,C0=cn(0,1.5,0)}) gun1=pa(mm,"","Block",0.5,2,0.5,true,false,0,0,"Bright blue") it('CylinderMesh',gun1) qi({"Weld",body2,Part0=ball,Part1=gun1,C0=cn(-0.4,0,-1)*ca(rd(-90),0,0)}) gun2=pa(mm,"","Block",0.5,2,0.5,true,false,0,0,"Bright blue") it('CylinderMesh',gun2) qi({"Weld",body2,Part0=ball,Part1=gun2,C0=cn(0.4,0,-1)*ca(rd(-90),0,0)}) for i,v in pairs({gun1,gun2}) do gunhol=pa(mm,"","Block",0.3,0,0.3,true,false,0,0,"Really black") it('CylinderMesh',gunhol) qi({"Weld",body2,Part0=v,Part1=gunhol,C0=cn(0,0.92,0)}) end seat2=pa(mm,"","VehicleSeat",2,0.5,2,true,false,0,0,"Bright blue") it('CylinderMesh',seat2) seat2w=qi({"Weld",body2,Part0=aaa2,Part1=seat2,C0=cn(0,0.5,0)}) seat2.HeadsUpDisplay=false q(function() local guntilt = 0 for i,v in pairs({aaa2,ball,seat2}) do local gcd = qi({"ClickDetector",v,MaxActivationDistance=8}) gcd.MouseClick:connect(function() gunshot(10,1,5,gun1.CFrame*cn(0,1+(rn(0,2000)/600),0)) gunshot(10,1,5,gun2.CFrame*cn(0,1+(rn(0,2000)/600),0)) end) end while true do if rn(1,8) == 1 then wait() else wait(0.0345) end aaa2w.C1=aaa2w.C1*ca(0,rd(seat2.Steer*6),0) if seat2.Throttle == 1 and guntilt<112 then guntilt = guntilt+4 elseif seat2.Throttle == -1 and guntilt>-48 then guntilt=guntilt-4 --elseif seat2.Throttle==0 then if guntilt > 0 then guntilt=guntilt-4 elseif guntilt<0 then guntilt=guntilt+4 end end ballw.C1=ca(rd(-guntilt),0,0) end end) end end for x=-1,1,2 do for z=-1,1,2 do whe=pa(mm,"","Block",4,2,4,true,false,0,0,"Black") qi({"CylinderMesh",whe}) qi({"Weld",whe,Part0=engine,Part1=whe,C0=cn(x*8,0.8,(z*11.5)+1.5)*ca(0,0,rd(90))}) ss=pa(mm,"","Block",2.25,0.3,5,true,false,0,0,"Black") qi({"Weld",body2,Part0=engine,Part1=ss,C0=cn(x*8,-1.5,(z*11.2)+1.5)*ca(rd(-23*z),0,0)}) ss=pa(mm,"","Block",2.25,2,0.3,true,false,0,0,"Black") qi({"Weld",body2,Part0=engine,Part1=ss,C0=cn(x*8,0.4,(z*13.4)+1.5)}) ss=pa(mm,"","Wedge",2.3,3,3,true,false,0,0,"Bright blue") local trolo = z == 1 and 180 or 0 qi({"Weld",body2,Part0=engine,Part1=ss,C0=cn(x*8.1,2.5,(z*13.5)+1.5)*ca(0,rd(trolo),0)}) end end local form = 4*4 for x=-1,1,2 do for z=form/2,-form/2,-form/3 do whe=pa(mm,"","Block",4,2,4,true,false,0,0,"Black") qi({"CylinderMesh",whe}) qi({"Weld",whe,Part0=engine,Part1=whe,C0=cn(8*x,-0.5,(z*0.9)+1.5)*ca(0,0,rd(90))}) end end for i,p in pairs(mm:children()) do if p.BrickColor.Name=="Bright blue" then for i,s in pairs({"Back","Front","Bottom","Top","Left","Right"}) do --qi({"Texture",p,Face=s,Texture=ds.Camo,StudsPerTileU=0,StudsPerTileV=0}) end end end game.Lighting.Ambient=Color3.new(1,1,1) local bin = qi({"HopperBin",bp,Name="RMTank"}) t = {} t.Vault = "Closed" t.Steer = "" t.Steer2 = "" t.Steering="" t.Tilt = 0 t.Move = "" t.Fire = false ks = {} TheWeld = nil Seated = false TankSpeed=16 bv = qi({"BodyVelocity",engine}) bv.maxForce=v3(0,0,0) bav = qi({"BodyAngularVelocity",engine}) bav.maxTorque=v3(0,0,0) bin.Selected:connect(function(mouse) mouse.KeyDown:connect(function(k) k = k:lower() ks[k]=false if k == "g" and t.Vault~="moving" then if t.Vault=="Closed" then t.Vault = "moving" for i=0,-110,-10 do capw.C1=cn(0,0,2.5)*ca(rd(i),0,0) wait(0.034) end t.Vault="Opened" else t.Vault = "moving" for i=-110,0,10 do capw.C1=cn(0,0,2.5)*ca(rd(i),0,0) wait(0.034) end t.Vault="Closed" end elseif k == "h" and t.Steer=="" then t.Steer = "Left" repeat spiw.C1=spiw.C1*ca(0,rd(-2),0) wait(0.034) until ks[k] t.Steer = "" elseif k == "k" and t.Steer=="" then t.Steer = "Right" repeat spiw.C1=spiw.C1*ca(0,rd(2),0) wait(0.034) until ks[k] t.Steer = "" elseif k == "u" and t.Steer2=="" then t.Steer2 = "Up" repeat t.Tilt=t.Tilt+1.5 tiltw.C1=ca(0,rd(t.Tilt),0) wait(0.034) until t.Tilt>=90 or ks[k] t.Steer2 = "" elseif k == "j" and t.Steer2=="" then t.Steer2 = "Down" repeat t.Tilt=t.Tilt-1.5 tiltw.C1=ca(0,rd(t.Tilt),0) wait(0.034) until t.Tilt<=-12 or ks[k] t.Steer2 = "" elseif k == "z" and t.Vault=="Opened" and Seated and TheWeld then Seated = false TheWeld:Remove() c.Humanoid.PlatformStand = false c.Torso.CFrame = hol2.CFrame*cn(0,4,0) mm.Parent = workspace elseif k == "w" and Seated and t.Move == "" then t.Move = "Forward" bv.maxForce=v3(1/0,0,1/0) repeat bv.velocity=engine.CFrame.lookVector*TankSpeed wait() until ks[k] bv.maxForce=v3(0,0,0) t.Move = "" elseif k == "s" and Seated and t.Move == "" then t.Move = "Backward" bv.maxForce=v3(1/0,0,1/0) repeat bv.velocity=engine.CFrame.lookVector*(-TankSpeed/1.2) wait() until ks[k] bv.maxForce=v3(0,0,0) t.Move = "" elseif k == "a" and Seated and t.Steering=="" then t.Steering="Left" bav.maxTorque=v3(0,1/0,0) bav.angularvelocity=v3(0,0.8,0) repeat wait() until ks[k] bav.maxTorque=v3(0,0,0) t.Steering = "" elseif k == "d" and Seated and t.Steering=="" then t.Steering="Right" bav.maxTorque=v3(0,1/0,0) bav.angularvelocity=v3(0,-0.8,0) repeat wait() until ks[k] bav.maxTorque=v3(0,0,0) t.Steering = "" elseif k == "f" and not t.Fire then t.Fire = true q(function() GlowMesh(false,ds.Ring,hol,v3(7,7,7),'New Yeller',hol.CFrame*cn(0,0,0)*ca(rd(90),0,0),0.1,1,0.13) local speed = 8 local cff = hol.CFrame*cn(0,2,0) local dmg = 25 local bb = pa(mm,"","Block",2,2,2,true,true,0,0.2,"Black") qi({"CylinderMesh",bb}) local bb2 = pa(mm,"","Block",0,0,0,true,true,0,0.2,"Black") qi({"SpecialMesh",bb2,MeshType="Sphere",Scale=v3(2,3,2)*5}) bb.CFrame = cff*ca(rd(rn(-1000,1000)/1500),rd(rn(-1000,1000)/1500),rd(rn(-1000,1000)/1500)) so(ds.Fire,bb,0.3,1) wait() for i=1,50 do bb2.CFrame = bb.CFrame*cn(0,-5,0) bhit,bpos=ray(bb.Position,bb.Position - (bb.CFrame *cn(0,-1,0)).p) if bhit and bpos and (bpos - bb.Position).magnitude < speed then break end bb.CFrame=bb.CFrame*cn(0,speed,0)*ca(0,0,rd(0.2)) bb2.CFrame=bb.CFrame*cn(0,1,0) wait() end bb.CFrame=bb.CFrame*cn(0,(bpos-bb.Position).magnitude,0) bb:Remove() bb2:Remove() for i=1,3 do GlowMesh(false,"Sphere",hol,v3(rn(10,20),rn(10,20),rn(10,20)),'New Yeller',bb.CFrame*cn(rn(-3,3),rn(-3,3),rn(-3,3))*ca(rd(rn(-360,360)),rd(rn(-360,360)),rd(rn(-360,360))),0.1,1,0.1) end local rr = 10 GetRegion(bb.Position-v3(rr,rr,rr),bb.Position+v3(rr,rr,rr),function(v) if v.Name~="Torso" then return end v.Humanoid.Health=b.Humanoid.Health-dmg end,function(v) if v.Anchored or v:GetMass()>500 then return end v:BreakJoints() v.Velocity=cn(bb.Position,v.Position).lookVector*rn(70,120) end) end) smo.Enabled = true for i=0,-3,-1 do canw.C1=cn(0,-i/1.3,0) wait(0.033) end for i=-3,0,1 do canw.C1=cn(0,-i/1.3,0) wait(0.033) end smo.Enabled = false t.Fire = false end end) mouse.KeyUp:connect(function(k) k=k:lower() ks[k]=true end) end) hol2.Touched:connect(function(hit) if hit.Parent ~= c or Seated or t.Vault~="Opened" then return end _G.mm.Parent = c Seated = true local hu = c.Humanoid hu.PlatformStand = true wait() TheWeld = qi({"Weld",engine,Part0=engine,Part1=c.Torso,C0=cn(0,1.5,2)*ca(rd(90),0,0)}) end)
Optional Paste Settings
Category:
None
Cryptocurrency
Cybersecurity
Fixit
Food
Gaming
Haiku
Help
History
Housing
Jokes
Legal
Money
Movies
Music
Pets
Photo
Science
Software
Source Code
Spirit
Sports
Travel
TV
Writing
Tags:
Syntax Highlighting:
None
Bash
C
C#
C++
CSS
HTML
JSON
Java
JavaScript
Lua
Markdown (PRO members only)
Objective C
PHP
Perl
Python
Ruby
Swift
4CS
6502 ACME Cross Assembler
6502 Kick Assembler
6502 TASM/64TASS
ABAP
AIMMS
ALGOL 68
APT Sources
ARM
ASM (NASM)
ASP
ActionScript
ActionScript 3
Ada
Apache Log
AppleScript
Arduino
Asymptote
AutoIt
Autohotkey
Avisynth
Awk
BASCOM AVR
BNF
BOO
Bash
Basic4GL
Batch
BibTeX
Blitz Basic
Blitz3D
BlitzMax
BrainFuck
C
C (WinAPI)
C Intermediate Language
C for Macs
C#
C++
C++ (WinAPI)
C++ (with Qt extensions)
C: Loadrunner
CAD DCL
CAD Lisp
CFDG
CMake
COBOL
CSS
Ceylon
ChaiScript
Chapel
Clojure
Clone C
Clone C++
CoffeeScript
ColdFusion
Cuesheet
D
DCL
DCPU-16
DCS
DIV
DOT
Dart
Delphi
Delphi Prism (Oxygene)
Diff
E
ECMAScript
EPC
Easytrieve
Eiffel
Email
Erlang
Euphoria
F#
FO Language
Falcon
Filemaker
Formula One
Fortran
FreeBasic
FreeSWITCH
GAMBAS
GDB
GDScript
Game Maker
Genero
Genie
GetText
Go
Godot GLSL
Groovy
GwBasic
HQ9 Plus
HTML
HTML 5
Haskell
Haxe
HicEst
IDL
INI file
INTERCAL
IO
ISPF Panel Definition
Icon
Inno Script
J
JCL
JSON
Java
Java 5
JavaScript
Julia
KSP (Kontakt Script)
KiXtart
Kotlin
LDIF
LLVM
LOL Code
LScript
Latex
Liberty BASIC
Linden Scripting
Lisp
Loco Basic
Logtalk
Lotus Formulas
Lotus Script
Lua
M68000 Assembler
MIX Assembler
MK-61/52
MPASM
MXML
MagikSF
Make
MapBasic
Markdown (PRO members only)
MatLab
Mercury
MetaPost
Modula 2
Modula 3
Motorola 68000 HiSoft Dev
MySQL
Nagios
NetRexx
Nginx
Nim
NullSoft Installer
OCaml
OCaml Brief
Oberon 2
Objeck Programming Langua
Objective C
Octave
Open Object Rexx
OpenBSD PACKET FILTER
OpenGL Shading
Openoffice BASIC
Oracle 11
Oracle 8
Oz
PARI/GP
PCRE
PHP
PHP Brief
PL/I
PL/SQL
POV-Ray
ParaSail
Pascal
Pawn
Per
Perl
Perl 6
Phix
Pic 16
Pike
Pixel Bender
PostScript
PostgreSQL
PowerBuilder
PowerShell
ProFTPd
Progress
Prolog
Properties
ProvideX
Puppet
PureBasic
PyCon
Python
Python for S60
QBasic
QML
R
RBScript
REBOL
REG
RPM Spec
Racket
Rails
Rexx
Robots
Roff Manpage
Ruby
Ruby Gnuplot
Rust
SAS
SCL
SPARK
SPARQL
SQF
SQL
SSH Config
Scala
Scheme
Scilab
SdlBasic
Smalltalk
Smarty
StandardML
StoneScript
SuperCollider
Swift
SystemVerilog
T-SQL
TCL
TeXgraph
Tera Term
TypeScript
TypoScript
UPC
Unicon
UnrealScript
Urbi
VB.NET
VBScript
VHDL
VIM
Vala
Vedit
VeriLog
Visual Pro Log
VisualBasic
VisualFoxPro
WHOIS
WhiteSpace
Winbatch
XBasic
XML
XPP
Xojo
Xorg Config
YAML
YARA
Z80 Assembler
ZXBasic
autoconf
jQuery
mIRC
newLISP
q/kdb+
thinBasic
Paste Expiration:
Never
Burn after read
10 Minutes
1 Hour
1 Day
1 Week
2 Weeks
1 Month
6 Months
1 Year
Paste Exposure:
Public
Unlisted
Private
Folder:
(members only)
Password
NEW
Enabled
Disabled
Burn after read
NEW
Paste Name / Title:
Create New Paste
Hello
Guest
Sign Up
or
Login
Sign in with Facebook
Sign in with Twitter
Sign in with Google
You are currently not logged in, this means you can not edit or delete anything you paste.
Sign Up
or
Login
Public Pastes
SNLINE list
mIRC | 1 hour ago | 1.15 KB
Die 7 wichtigsten Aktionen diese Woche
1 hour ago | 4.17 KB
Untitled
1 hour ago | 13.34 KB
Untitled
3 hours ago | 13.59 KB
VNC SCRIPT 2/2: autoinput.vbs
VBScript | 12 hours ago | 0.23 KB
VNC SCRIPT 1/2: vncauto.bat
Batch | 12 hours ago | 0.72 KB
videoscheomedia
XML | 14 hours ago | 1.00 KB
Untitled
19 hours ago | 14.91 KB
We use cookies for various purposes including analytics. By continuing to use Pastebin, you agree to our use of cookies as described in the
Cookies Policy
.
OK, I Understand
Not a member of Pastebin yet?
Sign Up
, it unlocks many cool features!