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- --Made by Ahtoh13131423144235
- local player=game.Players.LocalPlayer
- local mouse=player:GetMouse()
- local char=player.Character
- local debounce=false
- local damage=false
- local damage1=false
- local create={
- ["Part"]=function(parent,x,y,z,anchored,canCollide,color,transparency,name)
- local part=Instance.new("Part")
- part.Parent=parent
- part.Name=name
- part.Size=Vector3.new(x,y,z)
- part.Anchored=anchored
- part.CanCollide=canCollide
- part.BrickColor=BrickColor.new(color)
- part.Transparency=transparency
- part.Position=Vector3.new(0,70,0)
- part.Locked=true
- return part
- end,
- ["Weld"]=function(parent,name,x,y,z,x2,y2,z2,x3,y3,z3,x4,y4,z4,part0,part1)
- local weld=Instance.new("Weld")
- weld.Parent=parent
- weld.Name=name
- weld.C0=CFrame.new(x,y,z)*CFrame.fromEulerAnglesXYZ(x2,y2,z2)
- weld.C1=CFrame.new(x3,y3,z3)*CFrame.fromEulerAnglesXYZ(x4,y4,z4)
- weld.Part0=part0
- weld.Part1=part1
- return weld
- end,
- ["Mesh"]=function(parent,name,x,y,z,x2,y2,z2,meshType,texture,id)
- local mesh=Instance.new("SpecialMesh")
- mesh.Parent=parent
- mesh.Name=name
- mesh.Offset=Vector3.new(x,y,z)
- mesh.Scale=Vector3.new(x2,y2,z2)
- mesh.MeshType=meshType
- if meshType=="FileMesh" then
- mesh.TextureId=texture
- mesh.MeshId=id
- end
- return mesh
- end
- }
- local torso=create.Part(char,2,2,1,false,false,char.Torso.Color,0,"FakeTorso")
- local torsoWeld=create.Weld(char.Torso,"FakeTorsoWeld",0,0,0,0,0,0,0,0,0,0,0,0,char.Torso,torso)
- local arm1=create.Part(char,1,2,1,false,false,char["Right Arm"].Color,0,"Arm1")
- local arm1Weld=create.Weld(char.Torso,"Arm1Weld",1.5,0.5,0,0,0,0,0,0.5,0,0,0,0,char.Torso,arm1)
- local arm2=create.Part(char,1,2,1,false,false,char["Left Arm"].Color,0,"Arm2")
- local arm2Weld=create.Weld(char.Torso,"Arm2Weld",-1.5,0.5,0,0,0,0,0,0.5,0,0,0,0,char.Torso,arm2)
- local leg1=create.Part(char,1,2,1,false,false,char["Right Leg"].Color,0,"Leg1")
- local leg1Weld=create.Weld(char.Torso,"Leg1Weld",0.5,-2,0,0,0,0,0,0,0,0,0,0,char.Torso,leg1)
- local leg2=create.Part(char,1,2,1,false,false,char["Left Leg"].Color,0,"Leg2")
- local leg2Weld=create.Weld(char.Torso,"Leg2Weld",-0.5,-2,0,0,0,0,0,0,0,0,0,0,char.Torso,leg2)
- local handle=create.Part(char,0.6,0.7,0.4,false,false,"Dark orange",0,"KnifeHandle")
- local handleWeld=create.Weld(arm1,"HandleWeld",0,-1.2,0,0,1.57,-1.57,0,0,0,0,0,0,arm1,handle)
- local blade1=create.Part(char,0.4,1,0.1,false,false,"White",0,"KnifeBlade1")
- local blade1Weld=create.Weld(handle,"Blade1Weld",0,0.8,0,0,0,0,0,0,0,0,0,0,handle,blade1)
- local blade2=create.Part(char,0.1,0.4,0.4,false,false,"White",0,"KnifeBlade2")
- local blade2Weld=create.Weld(handle,"Blade2Weld",0,1.5,0,0,1.57,0,0,0,0,0,0,0,handle,blade2)
- local blade2Mesh=create.Mesh(blade2,"KnifeBlade2Mesh",0,0,0,1,1,1,"Wedge")
- char.Torso.Transparency=1
- char["Right Arm"].Transparency=1
- char["Left Arm"].Transparency=1
- char["Right Leg"].Transparency=1
- char["Left Leg"].Transparency=1
- local animate={
- ["Torso"]=function(cf)
- torsoWeld.C0=CFrame.new(0,0,0)*cf
- end,
- ["Arm1"]=function(cf)
- arm1Weld.C0=CFrame.new(1.5,0.5,0)*cf
- end,
- ["Arm2"]=function(cf)
- arm2Weld.C0=CFrame.new(-1.5,0.5,0)*cf
- end,
- ["Leg1"]=function(cf)
- leg1Weld.C0=CFrame.new(0.5,-2,0)*cf
- end,
- ["Leg2"]=function(cf)
- leg2Weld.C0=CFrame.new(-0.5,-2,0)*cf
- end,
- ["Head"]=function(cf)
- char.Torso.Neck.C0=CFrame.new(0,0.5,0)*cf
- end
- }
- mouse.KeyDown:connect(function(key)
- if key=="q" and debounce==false then
- debounce=true
- animate.Leg1(CFrame.fromEulerAnglesXYZ(-0.1,0,0))
- wait()
- animate.Leg1(CFrame.fromEulerAnglesXYZ(-0.2,0,0))
- wait()
- animate.Leg1(CFrame.fromEulerAnglesXYZ(-0.3,0,0))
- wait()
- animate.Leg1(CFrame.fromEulerAnglesXYZ(-0.4,0,0))
- wait()
- animate.Leg1(CFrame.fromEulerAnglesXYZ(-0.5,0,0))
- wait(0.5)
- damage1=true
- animate.Leg1(CFrame.fromEulerAnglesXYZ(-0.4,0,0))
- wait()
- animate.Leg1(CFrame.fromEulerAnglesXYZ(-0.3,0,0))
- wait()
- animate.Leg1(CFrame.fromEulerAnglesXYZ(-0.2,0,0))
- wait()
- animate.Leg1(CFrame.fromEulerAnglesXYZ(-0.1,0,0))
- wait()
- animate.Leg1(CFrame.fromEulerAnglesXYZ(0.1,0,0))
- wait()
- animate.Leg1(CFrame.fromEulerAnglesXYZ(0.2,0,0))
- wait()
- animate.Leg1(CFrame.fromEulerAnglesXYZ(0.3,0,0))
- wait()
- animate.Leg1(CFrame.fromEulerAnglesXYZ(0.4,0,0))
- wait(0.1)
- animate.Leg1(CFrame.fromEulerAnglesXYZ(0.3,0,0))
- wait()
- animate.Leg1(CFrame.fromEulerAnglesXYZ(0.2,0,0))
- wait()
- animate.Leg1(CFrame.fromEulerAnglesXYZ(0.1,0,0))
- wait()
- animate.Leg1(CFrame.fromEulerAnglesXYZ(0,0,0))
- wait()
- debounce=false
- damage1=false
- end
- end)
- mouse.Button1Down:connect(function()
- if debounce==false then
- debounce=true
- animate.Arm1(CFrame.fromEulerAnglesXYZ(-0.1,0,0))
- wait()
- animate.Arm1(CFrame.fromEulerAnglesXYZ(-0.2,0,0))
- wait()
- animate.Arm1(CFrame.fromEulerAnglesXYZ(-0.3,0,0))
- wait()
- animate.Arm1(CFrame.fromEulerAnglesXYZ(-0.4,0,0))
- wait()
- animate.Arm1(CFrame.fromEulerAnglesXYZ(-0.5,0,0))
- wait(0.5)
- damage=true
- animate.Arm1(CFrame.fromEulerAnglesXYZ(-0.4,0,0))
- wait()
- animate.Arm1(CFrame.fromEulerAnglesXYZ(-0.3,0,0))
- wait()
- animate.Arm1(CFrame.fromEulerAnglesXYZ(-0.2,0,0))
- wait()
- animate.Arm1(CFrame.fromEulerAnglesXYZ(-0.1,0,0))
- wait()
- animate.Arm1(CFrame.fromEulerAnglesXYZ(0.1,0,0))
- wait()
- animate.Arm1(CFrame.fromEulerAnglesXYZ(0.2,0,0))
- wait()
- animate.Arm1(CFrame.fromEulerAnglesXYZ(0.3,0,0))
- wait()
- animate.Arm1(CFrame.fromEulerAnglesXYZ(0.4,0,0))
- wait()
- animate.Arm1(CFrame.fromEulerAnglesXYZ(0.5,0,0))
- wait()
- animate.Arm1(CFrame.fromEulerAnglesXYZ(0.6,0,0))
- wait()
- animate.Arm1(CFrame.fromEulerAnglesXYZ(0.7,0,0))
- wait()
- animate.Arm1(CFrame.fromEulerAnglesXYZ(0.8,0,0))
- wait()
- animate.Arm1(CFrame.fromEulerAnglesXYZ(0.9,0,0))
- wait(0.1)
- animate.Arm1(CFrame.fromEulerAnglesXYZ(0.8,0,0))
- wait()
- animate.Arm1(CFrame.fromEulerAnglesXYZ(0.7,0,0))
- wait()
- animate.Arm1(CFrame.fromEulerAnglesXYZ(0.6,0,0))
- wait()
- animate.Arm1(CFrame.fromEulerAnglesXYZ(0.5,0,0))
- wait()
- animate.Arm1(CFrame.fromEulerAnglesXYZ(0.4,0,0))
- wait()
- animate.Arm1(CFrame.fromEulerAnglesXYZ(0.3,0,0))
- wait()
- animate.Arm1(CFrame.fromEulerAnglesXYZ(0.2,0,0))
- wait()
- animate.Arm1(CFrame.fromEulerAnglesXYZ(0.1,0,0))
- wait()
- animate.Arm1(CFrame.fromEulerAnglesXYZ(0,0,0))
- damage=false
- debounce=false
- end
- end)
- blade2.Touched:connect(function(hit)
- if hit.Parent:FindFirstChild("Humanoid")~=nil and damage==true then
- damage=false
- hit.Parent.Humanoid.Health=0
- end
- end)
- leg1.Touched:connect(function(hit)
- if hit.Parent:FindFirstChild("Humanoid")~=nil and damage1==true then
- damage1=false
- hit.Parent.Humanoid.Sit=true
- end
- end)
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