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--MADE BY CoolLegend (NOT THE SCRIPT) All you got to do is create local and run it. function Part(Par, Anc, Colli, Tran, Ref, Col, Siz) local p = Instance.new("Part") p.formFactor = "Custom" p.TopSurface = 0 p.BottomSurface = 0 p.Transparency = Tran p.Reflectance = Ref p.Anchored = Anc p.CanCollide = Colli p.BrickColor = Col p.Size = Siz p.Locked = true p.Parent = Par p:BreakJoints() return p end function Weld(P0, P1, C0, C1) local w = Instance.new("Weld") w.Part0 = P0 w.Part1 = P1 if C0 then w.C0 = C0 end if C1 then w.C1 = C1 end w.Parent = P0 return w end V3 = Vector3.new C3 = Color3.new BN = BrickColor.new CN = CFrame.new CA = CFrame.Angles MR = math.rad MRA = math.random MP = math.pi MH = math.huge UD = UDim2.new Asset = "http://www.roblox.com/asset/?id=" Noob = nil function MakeMotor(torso, p1, c0, c1) local mot = Instance.new("Motor6D") mot.C0 = c0 mot.C1 = c1 mot.Part0 = torso mot.Part1 = p1 mot.Parent = torso return mot end function Set(tab) for _,v in pairs(tab) do local motor = v[1] local vel = v[2] local des = v[3] motor.MaxVelocity = vel motor.DesiredAngle = des end end function Animate(Hum, RSH, LSH, RH, LH) local pose = "Standing" local function sit() pose = "Seated" end local function jump() pose = "Jumping" end local function died() pose = "Dead" end local function falling() pose = "Falling" end local function climbing() pose = "Climbing" end local function run(speed) if speed > 0.5 then pose = "Running" else pose = "Standing" end end local function move() if pose == "Seated" then Set({{RSH, 0.15, math.pi/2}, {LSH, 0.15, -math.pi/2}, {LH, 0.15, math.pi/2}, {RH, 0.15, -math.pi/2}}) return end if pose == "Jumping" then Set({{RSH, 0.3, math.pi}, {LSH, 0.3, -math.pi}, {LH, 0.3, 0}, {RH, 0.3, 0}}) return end if pose == "Standing" then Set({{RSH, 0.25, 0}, {LSH, 0.25, 0}, {LH, 0.25, 0}, {RH, 0.25, 0}}) return end if pose == "Falling" then Set({{RSH, 0.35, math.pi}, {LSH, 0.35, -math.pi}, {LH, 0.35, 0}, {RH, 0.35, 0}}) return end if pose == "Running" then Set({{RSH, 0.2, -0.8}, {LSH, 0.2, 0.8}, {LH, 0.2, 0}, {RH, 0.2, 0}}) elseif pose == "Climbing" then Set({{RSH, 0.35, 2.8}, {LSH, 0.35, -2.8}, {LH, 0.35, 0.1}, {RH, 0.35, 0.1}}) end end Hum.Jumping:connect(jump) Hum.Running:connect(run) Hum.Seated:connect(sit) Hum.Died:connect(died) Hum.FreeFalling:connect(falling) Hum.Climbing:connect(climbing) coroutine.resume(coroutine.create(function() while pose ~= "Dead" do wait(0.04) move() end end)) end function MakeNoob(pos, scale) local Nub = Instance.new("Model") Nub.Name = "Cannoneer nub" local Torso = Part(Nub, false, false, 0, 0, BN("Bright blue"), V3(2*scale, 2*scale, 1*scale)) Torso.Name = "Torso" local Head = Part(Nub, false, false, 0, 0, BN("Bright yellow"), V3(2*scale, 1*scale, 1*scale)) Head.Name = "Head" local Neck = MakeMotor(Torso, Head, CN(0, 1*scale, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0), CN(0, -0.5*scale, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)) local HeadMesh = Instance.new("SpecialMesh",Head) HeadMesh.Scale = V3(1.25, 1.25, 1.25) local Face = Instance.new("Decal",Head) Face.Face = "Front" Face.Texture = Asset..(13038247) local Rarm = Part(Nub, false, false, 0, 0, BN("Bright yellow"), V3(1*scale, 2*scale, 1*scale)) Rarm.Name = "Right Arm" local Larm = Part(Nub, false, false, 0, 0, BN("Bright yellow"), V3(1*scale, 2*scale, 1*scale)) Larm.Name = "Left Arm" local Rleg = Part(Nub, false, false, 0, 0, BN("Br. yellowish green"), V3(1*scale, 2*scale, 1*scale)) Rleg.Name = "Right Leg" local Lleg = Part(Nub, false, false, 0, 0, BN("Br. yellowish green"), V3(1*scale, 2*scale, 1*scale)) Lleg.Name = "Left Leg" local RSH = MakeMotor(Torso, Rarm, CN(1*scale, 0.5*scale, 0) * CA(0, MR(90), 0), CN(-0.5*scale, 0.5*scale, 0) * CA(0, MR(90), 0)) local LSH = MakeMotor(Torso, Larm, CN(-1*scale, 0.5*scale, 0) * CA(0, MR(-90), 0), CN(0.5*scale, 0.5*scale, 0) * CA(0, MR(-90), 0)) local RH = MakeMotor(Torso, Rleg, CN(0.5*scale, -1*scale, 0) * CA(0, MR(-90), 0), CN(0, 1*scale, 0) * CA(0, MR(-90), 0)) local LH = MakeMotor(Torso, Lleg, CN(-0.5*scale, -1*scale, 0) * CA(0, MR(90), 0), CN(0, 1*scale, 0) * CA(0, MR(90), 0)) local Hum = Instance.new("Humanoid") local Speed = 14+(2*scale) Hum.Parent = Nub Hum.Died:connect(function() wait(6) Nub:remove() wait(5) MakeNoob(pos, scale) end) Nub.Parent = workspace Nub:MakeJoints() Hum.MaxHealth = 50+(scale*70) Hum.Health = 50+(scale*70) Nub:MoveTo(pos) coroutine.resume(coroutine.create(function() repeat wait() Hum.Health = Hum.MaxHealth until Hum.Health >= Hum.MaxHealth-1 end)) Animate(Hum,RSH,LSH,RH,LH) local Char = Nub local necko = CN(0, 1*scale, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) local ShootColors = {"Bright yellow", "New Yeller", "Bright orange", "Neon orange", "Really red", "Bright red"} local Attacking = false local Accuracy = 5 local Debounce = true local Hurt = false local Damage = {15,42} local Selected = false local ContentProvider = game:GetService("ContentProvider") local function RC(Pos, Dir, Max, Ignore) return workspace:FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999)), Ignore) end local function RayC(Start, En, MaxDist, Ignore) return RC(Start, (En - Start), MaxDist, Ignore) end local function ComputePos(pos1, pos2) return CN(pos1, V3(pos2.x, pos1.y, pos2.z)) end local function DetectSurface(pos, part) local surface = nil local pospos = part.CFrame local pos2 = pospos:pointToObjectSpace(pos) local siz = part.Size local shaep = part.Shape if shaep == Enum.PartType.Ball or shaep == Enum.PartType.Cylinder then surface = {"Anything", CN(pospos.p, pos)*CN(0, 0, -(pospos.p - pos).magnitude)*CA(MR(-90), 0, 0)} else if pos2.Y > ((siz.Y/2)-0.04) then surface = {"Top", CA(0, 0, 0)} elseif pos2.Y < -((siz.Y/2)-0.04) then surface = {"Bottom", CA(-MP, 0, 0)} elseif pos2.X > ((siz.X/2)-0.04) then surface = {"Right", CA(0, 0, MR(-90))} elseif pos2.X < -((siz.X/2)-0.04) then surface = {"Left", CA(0, 0, MR(90))} elseif pos2.Z > ((siz.Z/2)-0.04) then surface = {"Back", CA(MR(90), 0, 0)} elseif pos2.Z < -((siz.Z/2)-0.04) then surface = {"Front", CA(MR(-90), 0, 0)} end end return surface end local function waitChild(n, p) local c = p:findFirstChild(n) if c then return c end while true do c = p.ChildAdded:wait() if c.Name == n then return c end end end local function Notime(func) coroutine.resume(coroutine.create(function() func() end)) end RSH.Part0 = Torso LSH.Part0 = Torso RH.Part0 = Torso LH.Part0 = Torso local Add = { Mesh = function(P, ID, Scale, Tex) local m = Instance.new("SpecialMesh") m.MeshType = "FileMesh" m.MeshId = ID or "" m.Scale = Scale or V3(1, 1, 1) m.TextureId = Tex or "" m.Parent = P return m end, Sphere = function(P, Scale) local m = Instance.new("SpecialMesh") m.MeshType = "Sphere" m.Scale = Scale or V3(1, 1, 1) m.Parent = P return m end } local Sounds = { Shoot = {Id = "http://www.roblox.com/asset/?id=2697431", Pitch = 0.3, Volume = 0.5}, Boom = {Id = "http://www.roblox.com/asset/?id=2692806", Pitch = 0.55, Volume = 0.4}, Slash = {Id = "rbxasset://sounds//swordslash.wav", Pitch = 0.5, Volume = 0.5}, Hit = {Id = "http://www.roblox.com/asset/?id=2801263", Pitch = 0.85, Volume = 0.35}, Reload = {Id = "rbxasset://sounds\\metal.ogg", Pitch = 1, Volume = 0.45}, } for _,v in pairs(Sounds) do ContentProvider:Preload(v.Id) end local function PlaySound(Sound, bool) local s = Instance.new("Sound") s.Looped = false s.Volume = Sound.Volume s.SoundId = Sound.Id if bool then s.Pitch = MRA((Sound.Pitch*0.75)*1000, (Sound.Pitch*1.15)*1000)/1000 else s.Pitch = Sound.Pitch end s.Parent = Torso s:play() Notime(function() wait(0.5) s:remove() end) end local function GetParts(pos, dist) local parts = {} local function o(p) for _,v in pairs(p:children()) do if v:IsA("BasePart") then if (pos - v.Position).magnitude <= dist then table.insert(parts, {v, (pos - v.Position).magnitude, v.Anchored}) end end o(v) end end o(workspace) return parts end local function GetHum(P) for _,v in pairs(P:children()) do if v:IsA("Humanoid") then if v.Health > 0 then return v end end end end local function GetGroup(Pos, Distance, Hit) local tab = {} for _,v in pairs(workspace:children()) do local h = GetHum(v) local t = v:findFirstChild("Torso") if h and t and v ~= Hit.Parent then if (t.Position - Pos).magnitude <= Distance then table.insert(tab, {h, v, (t.Position - Pos).magnitude}) end end end if Hit then local h = GetHum(Hit.Parent) if h then table.insert(tab, {h, Hit.Parent, 0}) end end return tab end local Model = Instance.new("Model") Model.Name = "Hand Cannon" local FTorso = Part(Model, false, false, 1, 0, Torso.BrickColor, V3(2*scale, 2*scale, 1*scale)) local FW = Weld(Torso, FTorso) local RAB = Part(Model, false, false, 1, 0, BN("White"), V3(0.2, 0.2, 0.2)) local LAB = Part(Model, false, false, 1, 0, BN("White"), V3(0.2, 0.2, 0.2)) local RLB = Part(Model, false, false, 1, 0, BN("White"), V3(0.2, 0.2, 0.2)) local LLB = Part(Model, false, false, 1, 0, BN("White"), V3(0.2, 0.2, 0.2)) local RABW = Weld(Torso, RAB, CN(), CN(-1.5*scale, -0.5*scale, 0)) local LABW = Weld(Torso, LAB, CN(), CN(1.5*scale, -0.5*scale, 0)) local RLBW = Weld(Torso, RLB, CN(), CN(-0.5*scale, 1*scale, 0)) local LLBW = Weld(Torso, LLB, CN(), CN(0.5*scale, 1*scale, 0)) local RAW = Weld(RAB, nil, CN(), CN(0, 0.5*scale, 0)) local LAW = Weld(LAB, nil, CN(), CN(0, 0.5*scale, 0)) local RLW = Weld(RLB, nil, CN(), CN(0, 1*scale, 0)) local LLW = Weld(LLB, nil, CN(), CN(0, 1*scale, 0)) local TW = Weld(Torso, nil, CN(0.7*scale, 0.8*scale, 1.2*scale), CA(0, MR(180), MR(55))) local Weapon = Instance.new("Model") Weapon.Name = "Cannon" local HB = Part(Weapon, false, false, 1, 0, BN("White"), V3(0.2, 0.2, 0.2)) local HBW = Weld(Rarm, HB, CN(0, -0.7*scale, 0), CA(0, MR(90), MR(90))) local HW = Weld(HB, nil) local Handle = Part(Weapon, false, false, 0, 0, BN("Dark grey"), V3(0.5*scale, 0.5*scale, 0.3*scale)) Add.Mesh(Handle, "http://www.roblox.com/asset/?id=3270017", V3(1*scale, 0.7*scale, 2.2*scale), "") TW.Part1 = Handle local Main = Part(Weapon, false, false, 0, 0, BN("Dark grey"), V3(1.5*scale, 1.5*scale, 3*scale)) Add.Mesh(Main, "http://www.roblox.com/asset/?id=3270017", V3(1.6*scale, 1.6*scale, 15*scale), "") Weld(Handle, Main, CA(0, MR(90), MR(90)), CN(1*scale, 0, 0.2*scale)) local Main2 = Part(Weapon, false, false, 0, 0, BN("Gun metallic"), V3(1*scale, 1*scale, 1.5*scale)) Add.Mesh(Main2, "http://www.roblox.com/asset/?id=3270017", V3(1.2*scale, 1.2*scale, 8*scale), "") Weld(Main, Main2, CN(), CN(0, 0, 1.7*scale)) local Handle2 = Part(Weapon, false, false, 0, 0, BN("Dark grey"), V3(0.5*scale, 0.5*scale, 0.3*scale)) Add.Mesh(Handle2, "http://www.roblox.com/asset/?id=3270017", V3(0.7*scale, 0.8*scale, 2.2*scale), "") Weld(Main2, Handle2, CA(0, MR(90), MR(90)), CN(-0.65*scale, 0, 0)) local Tip = Part(Weapon, false, false, 0, 0, BN("Earth yellow"), V3(1.6*scale, 1.6*scale, 0.6*scale)) Add.Sphere(Tip, V3(1.05, 1.05, 1)) Weld(Main, Tip, CN(), CN(0, 0, -1.15*scale)) local Tip4 = Part(Weapon, false, false, 0, 0, BN("Black"), V3(1.2*scale, 1.2*scale, 0.3*scale)) Add.Mesh(Tip4, "http://www.roblox.com/asset/?id=3270017", V3(1.7*scale, 1.7*scale, 10*scale), "") Weld(Main, Tip4, CN(), CN(0, 0, -0.15*scale)) for i = 1.3, 1.45, 0.1 do local Tip3 = Part(Weapon, false, false, 0, 0, BN("Dark grey"), V3(1.2*scale, 1.2*scale, 0.3*scale)) Add.Mesh(Tip3, "http://www.roblox.com/asset/?id=3270017", V3(i*scale, i*scale, 2*scale), "") Weld(Main2, Tip3, CN(), CN(0, 0, 0.6*scale)) end for i = -0.95, 0.66, 1.55 do local Tip3 = Part(Weapon, false, false, 0, 0, BN("Dark Curry"), V3(1.2*scale, 1.2*scale, 0.3*scale)) Add.Mesh(Tip3, "http://www.roblox.com/asset/?id=3270017", V3(1.65*scale, 1.65*scale, 3*scale), "") Weld(Main, Tip3, CN(), CN(0, 0, i*scale)) end for i = 1.3, 1.5, 0.1 do local Tip2 = Part(Weapon, false, false, 0, 0, BN("Earth yellow"), V3(1.6*scale, 1.6*scale, 0.6*scale)) Add.Mesh(Tip2, "http://www.roblox.com/asset/?id=3270017", V3(i*scale, i*scale, 2*scale), "") Weld(Main, Tip2, CN(), CN(0, 0, 1.1*scale)) end for i = -0.3, 1, 0.15 do local p = Part(Weapon, false, false, 0.7, 0, BN("Black"), V3(0.2, 0.2, 0.2)) Add.Sphere(p, V3(6*scale, 6*scale, 2*scale)) Weld(Main2, p, CN(0, 0, i*scale)) end Weapon.Parent = Model Model.Parent = Char local function Show_Damage(P, D) local mo = Instance.new("Model") mo.Name = "- "..D local p = Part(mo, false, false, 0, 0, BN("Bright red"), V3(0.2, 0.2, 0.2)) p.Name = "Head" local m = Instance.new("SpecialMesh") m.MeshType = "Brick" m.Scale = Vector3.new(4.5, 2.3, 4.5) m.Parent = p local bp = Instance.new("BodyPosition", p) bp.maxForce = V3(MH, MH, MH) bp.P = 9001 bp.position = CN(P) * CN(0, 1.5, 0).p local h = Instance.new("Humanoid") h.Health = 0 h.MaxHealth = 0 h.Name = "asd" h.Parent = mo local nah = true mo.Parent = workspace p.CFrame = CN(P) Notime(function() wait(1.5) for i = 0, 1, 0.05 do p.Transparency = i if nah then mo.Name = "" nah = false else mo.Name = "- "..D nah = true end wait() end mo:remove() end) end local function Kill(hit) if Debounce and Hurt then local Hu = GetHum(hit.Parent) if Hu then Debounce = false local Dmg = MRA(Damage[1], Damage[2]) Hu.Health = Hu.Health - Dmg pcall(function() Show_Damage(Tip.Position, Dmg) end) PlaySound(Sounds.Hit, true) local chance = MRA(1, 10) if chance >=5 then Hu.PlatformStand = true wait(0.1) hit.Velocity = (CN(Torso.CFrame * CN(0, 0.5, 0).p, hit.Position).lookVector * 45) hit.RotVelocity = V3(MRA(-10, 10), MRA(-10, 10), MRA(-10, 10)) wait(0.3) Hu.PlatformStand = false end end end end Main.Touched:connect(Kill) local function Attach(t) RSH.Part0 = t LSH.Part0 = t RH.Part0 = t LH.Part0 = t RABW.Part0 = t LABW.Part0 = t LLBW.Part0 = t RLBW.Part0 = t if t == Torso then FTorso.Transparency = 1 else Torso.Transparency = 1 end t.Transparency = 0 end local function SelectAnim() RAW.Part1 = Rarm for i = 0.25, 1, 0.25 do RAW.C0 = CA(MR(-10*i), 0, MR(-5*i)) wait() end for i = 0.1, 1, 0.1 do RAW.C0 = CA(MR(-10-90*i), 0, MR(-5-30*i)) wait() end for i = 0.5, 1, 0.5 do RAW.C0 = CA(MR(-100-5*i), 0, MR(-35)) wait() end HW.Part1 = Handle HW.C0 = CA(MR(50), 0, MR(-37)) TW.Part1 = nil Attach(FTorso) LAW.Part1 = Larm for i = 0.25, 1, 0.25 do RAW.C0 = CA(MR(-105+10*i), 0, MR(-35+5*i)) LAW.C0 = CA(MR(15*i), 0, MR(5*i)) FW.C0 = CA(0, MR(-5*i), 0) HW.C0 = CA(MR(50-5*i), 0, MR(-37)) wait() end for i = 0.06, 1, 0.06 do RAW.C0 = CA(MR(-95+95*i), MR(35*i), MR(-30+50*i)) LAW.C0 = CA(MR(15+25*i), 0, MR(5+15*i)) * CN(0, (-0.4*scale)*i, 0) FW.C0 = CA(0, MR(-5-30*i), 0) HW.C0 = CA(MR(45), 0, MR(-37+15*i)) wait() end Hum.WalkSpeed = Speed-3 for i = 0.1, 1, 0.1 do RAW.C0 = CA(MR(15*i), MR(35+10*i), MR(20+8*i)) LAW.C0 = CA(MR(40+7*i), 0, MR(20+6*i)) * CN(0, (-0.4*scale)-(0.2*scale)*i, 0) FW.C0 = CA(0, MR(-35-10*i), 0) HW.C0 = CA(MR(45-11*i), 0, MR(-22+15*i)) wait() end for i = 0.25, 1, 0.25 do RAW.C0 = CA(MR(15+5*i), MR(45+5*i), MR(28+2*i)) LAW.C0 = CA(MR(47+3*i), 0, MR(26+4*i)) * CN(0, -0.6*scale, 0) FW.C0 = CA(0, MR(-45-5*i), 0) HW.C0 = CA(MR(34-4*i), 0, MR(-7+7*i)) wait() end end local function DeselAnim() for i = 0.25, 1, 0.25 do RAW.C0 = CA(MR(20-5*i), MR(50-5*i), MR(30-5*i)) LAW.C0 = CA(MR(50-5*i), 0, MR(30-5*i)) * CN(0, -((0.6+0.1)*scale)*i, 0) FW.C0 = CA(0, MR(-50+5*i), 0) HW.C0 = CA(MR(30+5*i), 0, MR(-10*i)) wait() end for i = 0.15, 1, 0.15 do RAW.C0 = CA(MR(15-30*i), MR(45-10*i), MR(25-5*i)) LAW.C0 = CA(MR(45-20*i), 0, MR(25-15*i)) * CN(0, -0.5+0.2*i, 0) FW.C0 = CA(0, MR(-45+10*i), 0) HW.C0 = CA(MR(35+10*i), 0, MR(-10-15*i)) wait() end for i = 0.12, 1, 0.12 do RAW.C0 = CA(MR(-15-70*i), MR(35-30*i), MR(20-30*i)) LAW.C0 = CA(MR(25-25*i), 0, MR(10-10*i)) * CN(0, -0.3+0.3*i, 0) FW.C0 = CA(0, MR(-35+20*i), 0) HW.C0 = CA(MR(45+5*i), 0, MR(-25-12*i)) wait() end LAW.Part1 = nil HW.C0 = CA(MR(50), 0, MR(-37)) for i = 0.25, 1, 0.25 do RAW.C0 = CA(MR(-85-20*i), MR(5-5*i), MR(-10-25*i)) FW.C0 = CA(0, MR(-15+15*i), 0) wait() end Attach(Torso) HW.Part1 = nil TW.Part1 = Handle Hum.WalkSpeed = 16 for i = 0.15, 1, 0.15 do RAW.C0 = CA(MR(-105+95*i), 0, MR(-35+30*i)) wait() end for i = 0.33, 1, 0.33 do RAW.C0 = CA(MR(-10+10*i), 0, MR(-5+5*i)) wait() end RAW.Part1 = nil end local function Explode(Par, Pos, surface) Notime(function() local cf = CN(Pos) * CA(Par.CFrame:toEulerAnglesXYZ()) * surface[2] * CN(0, 1, 0) local col = Par.BrickColor.Color local r, g, b = col.r, col.g, col.b local col1, col2, col3 = C3(MRA(r*60, r*100)/100, MRA(g*60, g*100)/100, MRA(b*60, b*100)/100), C3(MRA(r*60, r*100)/100, MRA(g*60, g*100)/100, MRA(b*60, b*100)/100), C3(MRA(r*60, r*100)/100, MRA(g*60, g*100)/100, MRA(b*60, b*100)/100) local p = Part(workspace, true, false, 0, 0, BN(col1.r, col1.g, col1.b), V3(0.2, 0.2, 0.2)) local p2 = Part(workspace, true, false, 0, 0, BN(col2.r, col2.g, col2.b), V3(0.2, 0.2, 0.2)) local p3 = Part(workspace, true, false, 0, 0, BN(col3.r, col3.g, col3.b), V3(0.2, 0.2, 0.2)) p.CFrame = cf p2.CFrame = cf p3.CFrame = cf local m = Add.Mesh(p, "http://www.roblox.com/asset/?id=20329976", V3(1, 1, 1)) local m2 = Add.Mesh(p2, "http://www.roblox.com/asset/?id=20329976", V3(1, 1, 1)) local m3 = Add.Mesh(p3, "http://www.roblox.com/asset/?id=20329976", V3(1, 1, 1)) for i = -0.2, 1, 0.12 do p2.Transparency = i+0.1 p.Transparency = i p3.Transparency = i+0.2 m.Scale = V3(scale+(2.5*scale)*i, (1.4*scale)+scale*i, scale+(2.5*scale)*i) m2.Scale = V3((0.8*scale)+(2*scale)*i, (1.2*scale)+scale*i, (0.8*scale)+(2*scale)*i) m3.Scale = V3((0.5*scale)+scale*i, scale+scale*i, (0.5*scale)+scale*i) wait() end p2:remove() p3:remove() p:remove() end) end local function Shoot(Pos) coroutine.resume(coroutine.create(function() local acc = Accuracy*100 local Start = Main2.CFrame * CN(0, 0, -0.5).p local Face = CN(Start, Pos) * CA(MR(MRA(-acc, acc))/100, MR(MRA(-acc, acc))/100, MR(MRA(-acc, acc))/100) local Cannonball = Part(Model, true, false, 0, 0, BN("Black"), V3(1.3*scale, 1.3*scale, 1.3*scale)) Add.Sphere(Cannonball) Cannonball.CFrame = Face local Go = 3*scale local Drop = 0.55/(Go*3) local Dist = 500*scale local lastP = Start local omg = 0 for i = Go, Dist, Go do Drop = Drop + 1/(Go*3) omg = omg + Drop local dropping = CA(MR(-Drop), 0, 0) if omg > 130 then dropping = CN() end Face = Face * dropping * CN(0, 0, -Go) Cannonball.CFrame = Face local Magn = (Face.p - lastP).magnitude local T = Part(Model, true, false, 0.1, 0, BN("Mid gray"), V3(0.2, 1, 0.2)) local M = Instance.new("SpecialMesh",T) M.MeshType = "Head" M.Scale = V3(4.5*scale, Magn, 4.5*scale) T.CFrame = CN(lastP, Face.p) * CA(MR(-90), 0, 0) * CN(0, Magn/2, 0) Notime(function() wait(0.1) for i = 0.1, 1, 0.1 do T.Transparency = i+0.1 M.Scale = V3(5-5*i, Magn+0.5, 5-5*i) wait() end T:remove() end) local Hit, Hitpos = RayC(lastP, Face.p, Go*2, Char) lastP = Face.p if Hit then PlaySound(Sounds.Boom, true) local s = DetectSurface(Hitpos, Hit) Explode(Hit, Hitpos, s) Cannonball.CFrame = CN(Hitpos) local hu = GetHum(Hit.Parent) if hu == nil and Hit.Parent.className ~= "Hat" and Hit.Anchored then coroutine.resume(coroutine.create(function() wait(10) for i = 0, 1, 0.04 do Cannonball.Transparency = i wait() end Cannonball:remove() end)) else Cannonball:remove() end local Noobs = GetGroup(Hitpos, 5*scale, Hit) for _,v in pairs(Noobs) do local dm = 60/((v[3]+3)/3) local multi = (scale+10)/10 dm = MRA(dm*0.9, dm*1.04)*multi v[1].Health = v[1].Health - dm local t = v[2]:findFirstChild("Head") if t then Show_Damage(t.Position, dm) end end local Parts = GetParts(Hitpos, 6*scale) for _,v in pairs(Parts) do if v[3] == false then Notime(function() if v[1].Name == "Brick wall" then v[1]:BreakJoints() v[1].Velocity = (CN(Hitpos, v[1].Position).lookVector * (110/((v[2]+2)/3))) wait(0.1) v[1].Velocity = (CN(Hitpos, v[1].Position).lookVector * (110/((v[2]+2)/3))) else v[1].Velocity = (CN(Hitpos, v[1].Position).lookVector * (80/((v[2]+2)/3))) end end) end end break end wait() end end)) end local function ShootAnim(pos) RLW.Part1 = Rleg LLW.Part1 = Lleg local cf = ComputePos(Torso.Position, pos) local bp = Instance.new("BodyPosition",Torso) bp.maxForce = V3(MH, 0, MH) bp.P = 11000 PlaySound(Sounds.Shoot, true) local effect = Part(Model, false, false, 0, 0, BN(ShootColors[MRA(1,#ShootColors)]), V3(0.2, 0.2, 0.2)) local effect2 = Part(Model, false, false, 0, 0, BN(ShootColors[MRA(1,#ShootColors)]), V3(0.2, 0.2, 0.2)) local m1 = Add.Mesh(effect, "http://www.roblox.com/asset/?id=20329976", V3(1,1,1)) local m2 = Add.Mesh(effect2, "http://www.roblox.com/asset/?id=20329976", V3(1,1,1)) local w1 = Weld(Main2, effect, CA(MR(-90), 0, 0), CN(0, -1, 0)) local w2 = Weld(Main2, effect2, CA(MR(-90), 0, 0), CN(0, -1, 0)) for i = 0, 1, 0.5 do RAW.C0 = CA(MR(20-50*i), MR(50-25*i), MR(30+45*i)) LAW.C0 = CA(MR(50-10*i), 0, MR(30+20*i)) * CN(0, (-0.6*scale)-(0.3*scale)*i, 0) RLW.C0 = CA(MR(30*i), 0, MR(-15*i)) LLW.C0 = CA(MR(10*i), 0, MR(-35*i)) FW.C0 = CA(MR(5*i), MR(-50-15*i), 0) HW.C0 = CA(MR(30), MR(35*i), MR(-25*i)) Neck.C0 = necko * CA(MR(10*i), 0, 0) bp.position = cf * CN(0, 0, (3*scale)*i).p m1.Scale = V3((0.5*scale)+(0.6*scale)*i, (0.4*scale)+(0.2*scale)*i, (0.5*scale)+(0.6*scale)*i) m2.Scale = V3((0.3*scale)+(0.5*scale)*i, (0.5*scale)+scale*i, (0.3*scale)+(0.5*scale)*i) w1.C1 = CN(0, -scale-(0.2*scale)*i, 0) w2.C1 = CN(0, -scale-(0.5*scale)*i, 0) effect.Transparency = 0.2*i effect2.Transparency = 0.2*i wait() end for i = 0.2, 1, 0.2 do RAW.C0 = CA(MR(-30-10*i), MR(25-5*i), MR(75+5*i)) LAW.C0 = CA(MR(40-5*i), 0, MR(50+5*i)) * CN(0, (-0.9*scale)-(0.05*scale)*i, 0) RLW.C0 = CA(MR(30+5*i), 0, MR(-15)) LLW.C0 = CA(MR(10+5*i), 0, MR(-35-5*i)) FW.C0 = CA(MR(5+5*i), MR(-65-5*i), 0) HW.C0 = CA(MR(30), MR(35+5*i), MR(-25-5*i)) Neck.C0 = necko * CA(MR(10+5*i), 0, 0) bp.position = cf * CN(0, 0, (3*scale)+scale*i).p m1.Scale = V3(scale+scale*i, (0.7*scale)+(0.9*scale)*i, scale+scale*i) m2.Scale = V3((0.8*scale)+(0.6*scale)*i, (1.5*scale)+(1.6*scale)*i, (0.8*scale)+(0.6*scale)*i) w1.C1 = CN(0, (-1.2*scale)-(0.6*scale)*i, 0) w2.C1 = CN(0, (-1.5*scale)-(1.8*scale)*i, 0) effect.Transparency = 0.2+0.9*i effect2.Transparency = 0.2+0.9*i wait() end effect:remove() effect2:remove() for i = 0.2, 1, 0.2 do bp.position = cf * CN(0, 0, (4*scale)+(0.8*scale)*i).p wait() end for i = 0.08, 1, 0.06 do RAW.C0 = CA(MR(-40+50*i), MR(20+15*i), MR(80-35*i)) LAW.C0 = CA(MR(35-30*i), 0, MR(55-45*i)) * CN(0, (-0.95*scale)+(0.5*scale)*i, 0) RLW.C0 = CA(MR(35-35*i), 0, MR(-15+25*i)) LLW.C0 = CA(MR(15-15*i), 0, MR(-40+30*i)) FW.C0 = CA(MR(10-7*i), MR(-70+40*i), 0) HW.C0 = CA(MR(30), MR(40-40*i), MR(-30-10*i)) Neck.C0 = necko * CA(MR(15+5*i), 0, MR(20*i)) bp.position = cf * CN(0, 0, (4.8*scale)+(0.8*scale)*i).p wait() end bp:remove() for i = 0.33, 1, 0.33 do RAW.C0 = CA(MR(10+10*i), MR(35+5*i), MR(45-5*i)) LAW.C0 = CA(MR(5), 0, MR(10)) * CN(0, (-0.45*scale)+(0.1*scale)*i, 0) FW.C0 = CA(MR(3-3*i), MR(-30+5*i), 0) HW.C0 = CA(MR(30), 0, MR(-40-10*i)) wait() end for i = 0.12, 1, 0.12 do RAW.C0 = CA(MR(20+5*i), MR(40+5*i), MR(40+5*i)) LAW.C0 = CA(MR(5), 0, MR(10)) * CN(0, (-0.35*scale)-(0.3*scale)*i, 0) FW.C0 = CA(0, MR(-25+5*i), 0) HW.C0 = CA(MR(30), 0, MR(-50-5*i)) wait() end local b = Part(Model, false, false, 0, 0, BN("Black"), V3(1.1*scale, 1.1*scale, 1.1*scale)) local m = Add.Sphere(b) local w = Weld(Larm, b, CN(), CN(0, 1.4*scale, 0)) for i = 0.16, 1, 0.16 do LAW.C0 = CA(MR(5+30*i), 0, MR(10+10*i)) * CN(0, (-0.65*scale)+(0.65*scale)*i, 0) RAW.C0 = CA(MR(25), MR(45+3*i), MR(40)) m.Scale = V3(0.5+0.5*i, 0.5+0.5*i, 0.5+0.5*i) Neck.C0 = necko * CA(MR(20-10*i), 0, MR(20-15*i)) wait() end for i = 0.1, 1, 0.1 do LAW.C0 = CA(MR(35+105*i), 0, MR(20+20*i)) * CN(0, (-0.9*scale)*i, 0) RAW.C0 = CA(MR(25), MR(48+6*i), MR(40)) Neck.C0 = necko * CA(MR(10-10*i), 0, MR(5-35*i)) wait() end for i = 0.16, 1, 0.16 do LAW.C0 = CA(MR(140-10*i), 0, MR(40-15*i)) * CN(0, (-0.9*scale)-(0.2*scale)*i, 0) RAW.C0 = CA(MR(25), MR(54), MR(40)) Neck.C0 = necko * CA(MR(5*i), 0, MR(-30)) w.C0 = CN((1.5*scale)*i, (0.55*scale)*i, (1.1*scale)*i) wait() end PlaySound(Sounds.Reload, true) b:remove() w:remove() for i = 0.2, 1, 0.2 do LAW.C0 = CA(MR(130-10*i), 0, MR(25-15*i)) * CN(0, (-1.1*scale)+(0.2*scale)*i, 0) RAW.C0 = CA(MR(25-10*i), MR(54), MR(40)) Neck.C0 = necko * CA(MR(5-3*i), 0, MR(-30+5*i)) HW.C0 = CA(MR(30), 0, MR(-55+10*i)) FW.C0 = CA(0, MR(-20-5*i), 0) wait() end for i = 0.11, 1, 0.11 do LAW.C0 = CA(MR(120-60*i), 0, MR(10+15*i)) * CN(0, (-0.9*scale)+(0.3*scale)*i, 0) RAW.C0 = CA(MR(15+5*i), MR(54-4*i), MR(40-10*i)) Neck.C0 = necko * CA(MR(2-2*i), 0, MR(-25+25*i)) HW.C0 = CA(MR(30), 0, MR(-45+45*i)) FW.C0 = CA(0, MR(-25-20*i), 0) RLW.C0 = CA(0, 0, MR(10-8*i)) LLW.C0 = CA(0, 0, MR(-10+8*i)) wait() end Neck.C0 = necko for i = 0.25, 1, 0.25 do LAW.C0 = CA(MR(60-10*i), 0, MR(25+5*i)) * CN(0, -0.6*scale, 0) RAW.C0 = CA(MR(20), MR(50), MR(30)) HW.C0 = CA(MR(30), 0, 0) FW.C0 = CA(0, MR(-45-5*i), 0) RLW.C0 = CA(0, 0, MR(2-2*i)) LLW.C0 = CA(0, 0, MR(-2+2*i)) wait() end RLW.Part1 = nil LLW.Part1 = nil RAW.C0 = CA(MR(20), MR(50), MR(30)) LAW.C0 = CA(MR(50), 0, MR(30)) * CN(0, -0.6*scale, 0) FW.C0 = CA(0, MR(-50), 0) HW.C0 = CA(MR(30), 0, 0) Neck.C0 = necko end local function Melee() PlaySound(Sounds.Slash, true) for i = 0.25, 1, 0.25 do RAW.C0 = CA(MR(20+5*i), MR(50-5*i), MR(30+3*i)) LAW.C0 = CA(MR(50), 0, MR(30+4*i)) * CN(0, (-0.6*scale)-(0.05*scale)*i, 0) HW.C0 = CA(MR(30), MR(5*i), 0) FW.C0 = CA(0, MR(-50-5*i), 0) wait() end for i = 0.12, 1, 0.12 do RAW.C0 = CA(MR(25+25*i), MR(45-30*i), MR(33+7*i)) LAW.C0 = CA(MR(50), 0, MR(34+11*i)) * CN(0, (-0.65*scale)-(0.25*scale)*i, 0) HW.C0 = CA(MR(30), MR(5+25*i), 0) FW.C0 = CA(0, MR(-55-25*i), 0) wait() end for i = 0.33, 1, 0.33 do RAW.C0 = CA(MR(50+15*i), MR(15-5*i), MR(40-10*i)) * CN(0, (-0.2*scale)*i, 0) LAW.C0 = CA(MR(50+10*i), 0, MR(45-5*i)) * CN(0, (-0.9*scale)+(0.15*scale)*i, 0) HW.C0 = CA(MR(30+2*i), MR(30+5*i), 0) FW.C0 = CA(0, MR(-80+10*i), MR(-5*i)) wait() end Hurt = true Debounce = true for i = 0.07, 1, 0.07 do RAW.C0 = CA(MR(65+55*i), MR(10), MR(30-70*i)) * CN(0, (-0.2*scale)-(1.1*scale)*i, 0) LAW.C0 = CA(MR(60+120*i), 0, MR(40-70*i)) * CN(0, (-0.75*scale)+(0.7*scale)*i, 0) HW.C0 = CA(MR(32+6*i), MR(35+20*i), MR(-4*i)) FW.C0 = CA(0, MR(-70+110*i), 0) wait() end for i = 0.16, 1, 0.16 do RAW.C0 = CA(MR(120+10*i), MR(10), MR(-40-5*i)) * CN(0, (-1.3*scale)-(0.1*scale)*i, 0) LAW.C0 = CA(MR(180+15*i), 0, MR(-30-20*i)) * CN(0, (-0.05*scale)+(0.1*scale)*i, 0) HW.C0 = CA(MR(38+2*i), MR(55-6*i), MR(-4-1*i)) FW.C0 = CA(0, MR(40+10*i), 0) wait() end Hurt = false for i = 0.2, 1, 0.2 do RAW.C0 = CA(MR(130+5*i), MR(10), MR(-45-2*i)) * CN(0, (-1.4*scale)-(0.05*scale)*i, 0) LAW.C0 = CA(MR(195+5*i), 0, MR(-50-8*i)) * CN(0, (0.05*scale)+(0.05*scale)*i, 0) HW.C0 = CA(MR(40), MR(49-2*i), MR(-5)) FW.C0 = CA(0, MR(50+3*i), 0) wait() end wait(0.2) for i = 0.2, 1, 0.2 do RAW.C0 = CA(MR(135-10*i), MR(10+5*i), MR(-47+10*i)) * CN(0, (-1.45*scale)+(0.25*scale)*i, 0) LAW.C0 = CA(MR(200-10*i), 0, MR(-58+10*i)) * CN(0, (0.1*scale)-(0.1*scale)*i, 0) HW.C0 = CA(MR(40), MR(47-5*i), MR(-5+5*i)) FW.C0 = CA(0, MR(53-10*i), 0) wait() end for i = 0.08, 1, 0.08 do RAW.C0 = CA(MR(125-90*i), MR(15+30*i), MR(-37+57*i)) * CN(0, (-1.2*scale)+(1.1*scale)*i, 0) LAW.C0 = CA(MR(190-125*i), 0, MR(-48+68*i)) * CN(0, (-0.5*scale)*i, 0) HW.C0 = CA(MR(40-7*i), MR(42-37*i), 0) FW.C0 = CA(0, MR(43-82*i), 0) wait() end for i = 0.2, 1, 0.2 do RAW.C0 = CA(MR(35-15*i), MR(45+5*i), MR(20+10*i)) * CN(0, (-0.1*scale)+(0.1*scale)*i, 0) LAW.C0 = CA(MR(65-15*i), 0, MR(20+10*i)) * CN(0, (-0.5*scale)-(0.1*scale)*i, 0) HW.C0 = CA(MR(33-3*i), MR(5-5*i), 0) FW.C0 = CA(0, MR(-41-9*i), 0) wait() end RLW.Part1 = nil LLW.Part1 = nil RAW.C0 = CA(MR(20), MR(50), MR(30)) LAW.C0 = CA(MR(50), 0, MR(30)) * CN(0, -0.6*scale, 0) FW.C0 = CA(0, MR(-50), 0) HW.C0 = CA(MR(30), 0, 0) Neck.C0 = necko end wait(1) Selected = true SelectAnim() wait(1.5) while Hum.Health > 0 do local list = game.Players:GetPlayers() local targ = list[MRA(1,#list)].Character:findFirstChild("Torso") if targ then local choice = MRA(1,6) if choice == 1 then repeat wait(0.2) if targ.Parent == nil then break end Hum:MoveTo(CN(targ.Position, Torso.Position) * CN(0, 0, -(scale)).p, targ) until (Torso.Position - targ.Position).magnitude < (scale*2)+1 Melee() else local bg = Instance.new("BodyGyro") bg.P = 3000 bg.maxTorque = V3(MH, MH, MH) bg.cframe = ComputePos(Torso.Position, targ.Position) bg.Parent = Torso local pos = Torso.Position local pos2 = targ.Position for i = 1, 10, 1 do wait(0.1) bg.cframe = ComputePos(Torso.Position, targ.Position) pos2 = targ.Position end bg:remove() wait(0.2) if Hum.Health >0 then local magn = ((Torso.Position - pos2).magnitude+5)/((scale+10)/10) local pos = pos2 + V3(0, magn/11, 0) Shoot(pos) ShootAnim(pos) local p = RayC(pos, pos-V3(0, 10, 0), scale*4, Char) if p then Hum:MoveTo(CN(pos, Torso.Position) * CN(0, 0, -2).p, p) end end end end wait(0.2) end return Nub end for i = 1, 1 do coroutine.resume(coroutine.create(function() local nub = MakeNoob(V3(MRA(-50, 50),20,MRA(-50, 50)), 30) end)) end
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