--Press (Q) for Equip
local player=game.Players.LocalPlayer
local char=player.Character
repeat wait() until player and char
local torso=char.Torso
local head=char.Head
local human=char.Humanoid
local arm={Left=char["Left Arm"], Right=char["Right Arm"]}
local leg={Left=char["Left Leg"], Right=char["Right Leg"]}
local joints={LeftShoulder=torso["Left Shoulder"], RightShoulder=torso["Right Shoulder"], LeftHip=torso["Left Hip"], RightHip=torso["Right Hip"]}
joints.LeftShoulder.Part0=torso
joints.RightShoulder.Part0=torso
joints.LeftHip.Part0=torso
joints.RightHip.Part0=torso
local c=function(f) Spawn(f) end
local p=function(f) pcall(f) end
local add={
Part=function(par, a, c, col, t, s, cf, ms)
local p=Instance.new("Part", par) pcall(function() p.TopSurface="Smooth" p.BottomSurface="Smooth" p.formFactor="Custom" p.Anchored=a p.CanCollide=c p.BrickColor=BrickColor.new(col) p.Transparency=t p.Size=s p.CFrame=cf or CFrame.new() end)
local m=Instance.new("BlockMesh", p) pcall(function() m.Scale=ms or
ak47.Parent = game.Player.meunumbertwo.BackPack
ak47.GripPos = Vector3.
return p
end,
Wedge=function(par, a, c, col, t, s, cf, ms)
local p=Instance.new("WedgePart", par) pcall(function() p.TopSurface="Smooth" p.BottomSurface="Smooth" p.formFactor="Custom" p.Anchored=a p.CanCollide=c p.BrickColor=BrickColor.new(col) p.Transparency=t p.Size=s p.CFrame=cf or
ak47.Grip = CFrame.
local m=Instance.new("SpecialMesh", p) pcall(function() m.Scale=ms or
ak47.GripForward = Vector3.
return p
end,
Gui=function(ins, par, bc, bg, tc, fs, text, t, s, pos)
local g=Instance.new(ins, par) pcall(function() g.BorderColor=BrickColor.new(bc) g.BackgroundColor=BrickColor.new(bg) g.TextColor=BrickColor.new(tc) g.FontSize=fs g.Font="ArialBold" g.Text=text g.Transparency=t g.Size=s g.Position=pos end)
return g
end,
Weld=function(par, p1, cf)
local w=Instance.new("Weld", par) pcall(function() w.Part0=w.Parent or par w.Part1=p1 w.C1=cf or CFrame.new() end)
return w
end,
Mesh=function(ins, par, s, of, t, id)
local m=Instance.new(ins, par) pcall(function() m.Scale=s or
ak47.Name = "AK47"
ak47.GripRight = Vector3.
ak47.GripUp = Vector3.
return m
end,
Sound=function(parent, id, volume, pitch)
local s=Instance.new("Sound", parent) pcall(function() s.SoundId=id s.Volume=volume s.Pitch=pitch end)
return s
end,
}
local scriptname="Pistol" --Name here
pcall(function() char[scriptname]:remove() char["Objects"]:remove() end)
local model=Instance.new("Model", char) model.Name="Objects"
local modelB=Instance.new("Model", char) modelB.Name=scriptname
local skincolor="Really black"
local color="Dark stone grey"
local color2="Black"
local gui
local body={}
local animate={}
local obj={}
--Variables--
local trailDeb=false
local keyDeb=false
local equip=false
local hitDeb=false
local loop=false
local speed=16
local clip=6
local ammo=200
local Gun=add.Sound(torso,
handle = Instance.new("Part",ak47)
handle.FormFactor = Enum.FormFactor.Plate
handle.TopSurface = Enum.SurfaceType.Smooth
handle.Size = Vector3.new(1,2,5)
handle.Name = "Handle"
handle.CFrame = CFrame.new(-25.213916778564,0.48495537042618,-61.464176177979) * CFrame.Angles(-0.024566793814301, -1.4979313611984, 1.5458176136017)
handle.BrickColor = BrickColor.new("Black")
handle.Friction = 0.30000001192093
handle.BottomSurface = Enum.SurfaceType.Smooth
mesh = Instance.new("SpecialMesh",handle)
mesh.Scale = Vector3.new(2,1.5,1.5)
mesh.MeshId = "http://www.roblox.
local Reload=add.Sound(torso,
mesh.TextureId = "http://www.roblox.
local HeadShot=add.Sound(torso, "http://www.roblox.com/asset/?id=1876552", 1, 1)
local mouse=player:GetMouse()
body.Torso=add.Part(modelB, false, false, skincolor, 1,
mesh.VertexColor = Vector3.
body.TorsoW=add.Weld(body.Torso, torso, nil)
--==Pocket==--
obj.Pocket=add.Part(modelB, false, false, color, 0, Vector3.new(.5, .5, 1))
obj.PocketW=add.Weld(obj.Pocket, body.Torso, CFrame.new(1.2, -1.7, 0))
obj.Wedge=add.Wedge(modelB, false, false, color, 0, Vector3.new(.5, .5, 1))
obj.WedgeW=add.Weld(obj.Wedge, obj.Pocket, CFrame.new(0, .5, 0)*CFrame.Angles(0, math.pi, 0))
--==GUN==--
obj.Handle=add.Part(modelB, false,false, color, 0, Vector3.new(.2, .5, .2))
obj.HandleW=add.Weld(obj.Handle, obj.Pocket, CFrame.new(0, .75, 0)*CFrame.Angles(-math.rad(105), 0, 0))
obj.Base=add.Part(modelB, false, false, color, 0, Vector3.new(.2, .2, 1), nil, Vector3.new(1, .5, 1))
obj.BaseW=add.Weld(obj.Base, obj.Handle, CFrame.new(0, .2, -.1)*CFrame.Angles(math.rad(15), 0, 0))
obj.B2=add.Part(modelB, false, false, color, 0, Vector3.new(.2, .2, 1), nil, Vector3.new(.8, .35, 1))
obj.B2W=add.Weld(obj.B2, obj.Base, CFrame.new(0, .015, -.2))
obj.W2=add.Wedge(modelB, false, false, color, 0, Vector3.new(.2, .2, .2))
obj.W2W=add.Weld(obj.W2, obj.Base, CFrame.new(0, -.15, .3)*CFrame.Angles(math.pi, 0, 0))
obj.W3=add.Wedge(modelB, false, false, color, 0, Vector3.new(.2, .2, .2), nil, Vector3.new(1, .2, .95))
obj.W3W=add.Weld(obj.W3, obj.Base, CFrame.new(0, -.05, .4)*CFrame.Angles(math.pi, math.pi, 0))
obj.P=add.Part(modelB, false, false, color, 0, Vector3.new(.2, .5, .2))
obj.PM=add.Mesh("CylinderMesh", obj.P, Vector3.new(1, 1, 1))
obj.PW=add.Weld(obj.P, obj.Handle, CFrame.new(0, 0, .1))
obj.P=add.Part(modelB, false, false, color, 0, Vector3.new(.2, .5, .2))
obj.PM=add.Mesh("CylinderMesh", obj.P, Vector3.new(1, 1, 1))
obj.PW=add.Weld(obj.P, obj.Handle, CFrame.new(0, 0, -.1))
obj.B3=add.Part(modelB, false, false, color, 0, Vector3.new(.2, 1.2, .2))
obj.B3M=add.Mesh("CylinderMesh", obj.B3, Vector3.new(.3, 1, .3))
obj.B3W=add.Weld(obj.B3, obj.B2, CFrame.new(0, 0.02, 0)*CFrame.Angles(math.pi/2, 0, 0))
obj.P=add.Part(modelB, false, false, color, 0, Vector3.new(.2, .2, .2))
obj.PM=add.Mesh("SpecialMesh", obj.P, Vector3.new(.3, .3, .3), nil, "Sphere")
obj.PW=add.Weld(obj.P, obj.B3, CFrame.new(0, -.6, 0))
obj.Barrel=add.Part(modelB, false, false, color, 0, Vector3.new(.2, 1.2, .2))
obj.BarrelM=add.Mesh("CylinderMesh", obj.Barrel, Vector3.new(.5, 1, .5))
obj.BarrelW=add.Weld(obj.Barrel, obj.B2, CFrame.new(0, 0.1, 0)*CFrame.Angles(math.pi/2, 0, 0))
obj.Point=add.Part(modelB, false, false, color2, 0, Vector3.new(.2, .2, .2))
obj.PointM=add.Mesh("CylinderMesh", obj.Point, Vector3.new(.5, .2, .5))
obj.PointW=add.Weld(obj.Point, obj.Barrel, CFrame.new(0, -0.6, 0))
obj.Reload=add.Part(modelB, false, false, color, 0, Vector3.new(.2, .2, 1.3), nil, Vector3.new(1, .8, 1))
obj.ReloadW=add.Weld(obj.Reload, obj.Base, CFrame.new(0, .1, -.15))
obj.P=add.Part(modelB, false, false, color, 0, Vector3.new(.2, 1.3, .2))
obj.PM=add.Mesh("CylinderMesh", obj.P, Vector3.new(.5, 1, .5))
obj.PW=add.Weld(obj.P, obj.Reload, CFrame.new(0, -.07, 0)*CFrame.Angles(math.pi/2, 0, 0))
obj.P=add.Part(modelB, false, false, color, 0, Vector3.new(.2, .2, .4), nil, Vector3.new(.2, .2, .2))
obj.PW=add.Weld(obj.P, obj.Reload, CFrame.new(0, .1, -.52))
obj.W=add.Wedge(modelB, false, false, color, 0, Vector3.new(.2, .2, .4), nil, Vector3.new(.2, .2, .2))
obj.WW=add.Weld(obj.W, obj.Reload, CFrame.new(0, .1, -.6))
obj.P=add.Part(modelB, false, false, color, 0, Vector3.new(.2, .2, .4), nil, Vector3.new(.2, .2, .2))
obj.PW=add.Weld(obj.P, obj.Reload, CFrame.new(-.05, .1, .5))
obj.W=add.Wedge(modelB, false, false, color, 0, Vector3.new(.2, .2, .4), nil, Vector3.new(.2, .2, .2))
obj.WW=add.Weld(obj.W, obj.P, CFrame.new(0, 0, -.08))
obj.W=add.Wedge(modelB, false, false, color, 0, Vector3.new(.2, .2, .4), nil, Vector3.new(.2, .2, .2))
obj.WW=add.Weld(obj.W, obj.P, CFrame.new(0, 0, .08)*CFrame.Angles(0, math.pi, 0))
obj.P=add.Part(modelB, false, false, color, 0, Vector3.new(.2, .2, .4), nil, Vector3.new(.2, .2, .2))
obj.PW=add.Weld(obj.P, obj.Reload, CFrame.new(.05, .1, .5))
obj.W=add.Wedge(modelB, false, false, color, 0, Vector3.new(.2, .2, .4), nil, Vector3.new(.2, .2, .2))
obj.WW=add.Weld(obj.W, obj.P, CFrame.new(0, 0, -.08))
obj.W=add.Wedge(modelB, false, false, color, 0, Vector3.new(.2, .2, .4), nil, Vector3.new(.2, .2, .2))
obj.WW=add.Weld(obj.W, obj.P, CFrame.new(0, 0, .08)*CFrame.Angles(0, math.pi, 0))
obj.C=add.Part(modelB, false, false, color, 0, Vector3.new(.2, .4, .2))
obj.CM=add.Mesh("CylinderMesh", obj.C, Vector3.new(.4, 1, .4))
obj.CW=add.Weld(obj.C, obj.Handle, CFrame.new(0, 0, -.2)*CFrame.Angles(math.rad(105), 0, 0))
obj.C2=add.Part(modelB, false, false, color, 0, Vector3.new(.2, .2, .2))
obj.C2M=add.Mesh("CylinderMesh", obj.C2, Vector3.new(.4, 1, .4))
obj.C2W=add.Weld(obj.C2, obj.C, CFrame.new(0, -.2, -.09)*CFrame.Angles(-math.rad(105), 0, 0))
obj.Trigger=add.Part(modelB, false, false, color, 0, Vector3.new(.2, .2, .2), nil, Vector3.new(.2, .5, .2))
obj.TriggerW=add.Weld(obj.Trigger, obj.B2, CFrame.new(0, -.1, 0.1)*CFrame.Angles(math.rad(15), 0, 0))
obj.Trigger2=add.Part(modelB, false, false, color, 0, Vector3.new(.2, .2, .2), nil, Vector3.new(.2, .2, .4))
obj.Trigger2W=add.Weld(obj.Trigger2, obj.Trigger, CFrame.new(0, -.05, -.02)*CFrame.Angles(-math.rad(15), 0, 0))
obj.C=add.Part(modelB, false, false, color2, 0, Vector3.new(.2, .2, .2))
obj.CM=add.Mesh("CylinderMesh", obj.C, Vector3.new(.4, 1.1, .4))
obj.CW=add.Weld(obj.C, obj.Handle, CFrame.new(0, .1, -.1)*CFrame.Angles(0, 0, math.pi/2))
obj.P=add.Part(modelB, false, false, color, 0, Vector3.new(.2, .2, 1.2), nil, Vector3.new(.5, .5, 1))
obj.PW=add.Weld(obj.P, obj.Reload, CFrame.new(-.06, 0, 0))
obj.P=add.Part(modelB, false, false, color, 0, Vector3.new(.2, .2, 1.2), nil, Vector3.new(.5, .5, 1))
obj.PW=add.Weld(obj.P, obj.Reload, CFrame.new(.06, 0, 0))
obj.W=add.Wedge(modelB, false, false, color, 0, Vector3.new(.2, .2, .2), nil, Vector3.new(.5, .35, .4))
obj.WW=add.Weld(obj.W, obj.Reload, CFrame.new(0, .035, .68)*CFrame.Angles(0, math.pi, 0))
obj.W=add.Wedge(modelB, false, false, color, 0, Vector3.new(.2, .2, .2), nil, Vector3.new(.5, .35, .4))
obj.WW=add.Weld(obj.W, obj.Reload, CFrame.new(0, -.035, .68)*CFrame.Angles(math.pi, 0, 0))
function createParts()
torso.Transparency=1
body.Torso.Transparency=0
gui=Instance.new("ScreenGui", player.PlayerGui) gui.Name=scriptname
--==PARTS==--
body.Head=add.Part(model, false, false, skincolor, 1, Vector3.new(1, 1, 1), nil)
body.ArmLeft, body.ArmRight=add.Part(model, false, false, skincolor, 1, Vector3.new(1, 1, 1), nil), add.Part(model, false, false, skincolor, 1, Vector3.new(1, 1, 1), nil)
body.LegLeft, body.LegRight=add.Part(model, false, false, skincolor, 1, Vector3.new(1, 1, 1), nil), add.Part(model, false, false, skincolor, 1, Vector3.new(1, 1, 1), nil)
--==WELDS==--
body.HeadW=add.Weld(body.Head, body.Torso, CFrame.new(0, 1.5, 0))
body.ArmLeftW, body.ArmRightW=add.Weld(body.ArmLeft, body.Torso, CFrame.new(-1.5, .5, 0)), add.Weld(body.ArmRight, body.Torso, CFrame.new(1.5, .5, 0))
body.LegLeftW, body.LegRightW=add.Weld(body.LegLeft, body.Torso, CFrame.new(-.5, -1.5, 0)), add.Weld(body.LegRight, body.Torso, CFrame.new(.5, -1.5, 0))
--==WELDS==--
--add.Weld(body.Head, head, nil)
add.Weld(arm.Left, body.ArmLeft, CFrame.new(0, -.5, 0))
add.Weld(arm.Right, body.ArmRight, CFrame.new(0, -.5, 0))
joints.LeftHip.Part0=body.Torso
joints.RightHip.Part0=body.Torso
---------------------------------------------------------------------------------------
animate={
["Head"]=function(cf)
body.HeadW.C1=CFrame.new(0, 1.5, 0)*cf
end;
["Torso"]=function(cf)
body.TorsoW.C1=cf
end;
["ArmLeft"]=function(cf)
body.ArmLeftW.C1=CFrame.new(-1.5, .5, 0)*cf
end;
["ArmRight"]=function(cf)
body.ArmRightW.C1=CFrame.new(1.5, .5, 0)*cf
end;
["LegLeft"]=function(cf)
legLeftW=add.Weld(leg.Left, body.LegLeft, CFrame.new(0, -.5, 0))
body.LegLeftW.C1=CFrame.new(-.5, -1.5, 0)*cf
c(function()
wait()
legLeftW:remove()
end)
end;
["LegRight"]=function(cf)
legRightW=add.Weld(leg.Right, body.LegRight, CFrame.new(0, -.5, 0))
body.LegRightW.C1=CFrame.new(.5, -1.5, 0)*cf
c(function()
wait()
legRightW:remove()
end)
end;
}
--==Objects==--
obj.Clip=add.Gui("TextLabel", gui, "Really black", "Really black", "White", "Size18", clip.."/6", 0, UDim2.new(0, 150, 0, 50), UDim2.new(0, 0, 0, 150))
obj.Ammo=add.Gui("TextLabel", obj.Clip, "Really black", "Really black", "White", "Size18", ammo.."/200", 0, UDim2.new(1, 0, 1, 0), UDim2.new(0, 0, 1, 0))
end
function removeParts()
p(function()
body.Torso.Transparency=1
if torso then
joints.LeftShoulder.Part0=torso
joints.RightShoulder.Part0=torso
joints.LeftHip.Part0=torso
joints.RightHip.Part0=torso
end
player.PlayerGui[scriptname]:remove()
for i, v in pairs(model:children()) do v:remove() end
for i, v in pairs(char:children()) do v.Transparency=0 end
torso.Transparency=0
end)
end
function hit(h)
if h.Parent:findFirstChild("Humanoid") and hitDeb==false and h.Parent~=char then
hitDeb=true
local hHuman=h.Parent:findFirstChild("Humanoid")
local hTorso=h.Parent:findFirstChild("Torso")
local dmg=math.random(5, 10)
if h.Name=="Head" then local headshot=HeadShot:clone() headshot.Parent=h headshot:play()
h.Parent:BreakJoints()
local fakeM=Instance.new("Model", workspace) fakeM.Name="HeadShot!"
local fakeH=Instance.new("Humanoid", fakeM) fakeH.MaxHealth=0 fakeH.Health=0
local effect=add.Part(fakeM, true, false, "Bright red", 0, Vector3.new(1, 1, 1), h.CFrame*CFrame.new(0, 4, 0)) effect.Name="Head"
local fakeMesh=add.Mesh("CylinderMesh", effect, Vector3.new(1, .5, 1), nil, nil)
game.Debris:addItem(fakeM, 2)
else
hHuman.Health=hHuman.Health-dmg
local fakeM=Instance.new("Model", workspace) fakeM.Name=-dmg
local fakeH=Instance.new("Humanoid", fakeM) fakeH.MaxHealth=0 fakeH.Health=0
local effect=add.Part(fakeM, true, false, "Bright red", 0, Vector3.new(1, 1, 1), h.CFrame*CFrame.new(0, 4, 0)) effect.Name="Head"
local fakeMesh=add.Mesh("CylinderMesh", effect, Vector3.new(1, .5, 1), nil, nil)
hTorso.RotVelocity=Vector3.new(math.random(-100, 100), math.random(-100, 100), math.random(-100, 100))
game.Debris:addItem(fakeM, 2)
local effect=add.Part(workspace, true, false, "White", .5, Vector3.new(1, 1, 1), CFrame.new(h.CFrame.p, torso.CFrame.p)*CFrame.Angles(-math.pi/2, 0, 0))
local effectM=add.Mesh("SpecialMesh", effect, Vector3.new(1, 1, 1), nil, nil, "http://www.roblox.com/asset/?id=20329976")
c(function()
for i=1, 2, .2 do wait()
effectM.Scale=Vector3.new(i, i/2, i)
end
effect:remove()
end)
end
wait(.1)
hitDeb=false
end
end
function computePos(pos, pos2)
local pos3=Vector3.new(pos2.x, pos.y, pos2.z)
return CFrame.new(pos, pos3)
end
function trail(pos, cf)
c(function()
local old=(pos.CFrame*cf).p
while trailDeb==true do
wait()
local new=(pos.CFrame*cf).p
local mag=(old-new).magnitude
local dis=(old+new)/2
local trail=add.Part(workspace, true, false, "White", 0, Vector3.new(.5, mag, .5), CFrame.new(dis, new)*CFrame.Angles(math.pi/2, 0, 0)) trail.Name="Trail"
local tMesh=add.Mesh("CylinderMesh", trail, Vector3.new(.5, 1, .5), nil, nil)
old=new
c(function()
for i=1, 0, -.25 do
wait()
tMesh.Scale=tMesh.Scale*Vector3.new(i, 1, i)
end
trail:remove()
end)
c(function()
for i=0, 1, .25 do
wait()
trail.Transparency=i
end
end)
end
end)
end
function reload()
Reload:play()
for i=0, 1, .1 do wait()
animate.Torso(CFrame.Angles(0, math.rad(90-90*i), 0))
animate.ArmLeft(CFrame.new(.5*i, 0, -.5*i)*CFrame.Angles(math.rad(90)*i, 0, math.rad(25)*i))
animate.ArmRight(CFrame.new(-.5*i, 0, -.5*i)*CFrame.Angles(math.rad(90), 0, math.rad(90-135*i)))
end
for i=0, 1, .1 do wait()
obj.ReloadW.C1=CFrame.new(0, .1, -.15+.4*i)
animate.ArmLeft(CFrame.new(.5, 0, -.5)*CFrame.Angles(math.rad(90), 0, math.rad(25+20*i)))
end
c(function()
for i=1, 10 do wait()
local clips=add.Part(workspace, false, true, "Bright yellow", 0,Vector3.new(.2, .2, .4), obj.Handle.CFrame*CFrame.new(0, -.2, 0), Vector3.new(.5, .5, 1))
c(function()
wait(2)
for i=0, 1, .1 do wait()
clips.Transparency=i
end
clips:remove()
end)
end
end)
for i=1, 0, -.1 do wait()
obj.ReloadW.C1=CFrame.new(0, .1, -.15+.4*i)
animate.ArmLeft(CFrame.new(.5, 0, -.5)*CFrame.Angles(math.rad(90), 0, math.rad(25+20*i)))
end
for i=1, 0, -.1 do wait()
animate.Torso(CFrame.Angles(0, math.rad(90-90*i), 0))
animate.ArmLeft(CFrame.new(.5*i, 0, -.5*i)*CFrame.Angles(math.rad(90)*i, 0, math.rad(25)*i))
animate.ArmRight(CFrame.new(-.5*i, 0, -.5*i)*CFrame.Angles(math.rad(90), 0, math.rad(90-135*i)))
end
animate.ArmLeft(CFrame.Angles(-math.rad(15), 0, -math.rad(15)))
if ammo>0 then
local take=6-clip
ammo=ammo-take
clip=clip+take
end
end
mouse.KeyDown:connect(function(key) local key=key:lower()
local bg=Instance.new("BodyGyro") bg.maxTorque=Vector3.new(math.huge, math.huge, math.huge) bg.D=500
if key=="q" and keyDeb==false and equip==false then
keyDeb=true equip=true
mouse.Icon="http://www.roblox.com/asset/?id=35649261"
createParts()
obj.HandleW.Part1=arm.Right
obj.HandleW.C1=CFrame.new(0, -1.2, 0)*CFrame.Angles(-math.rad(105), 0, 0)
for i=0, 1, .1 do wait()
animate.ArmRight(CFrame.new(0, .5*i, 0)*CFrame.Angles(0, 0, -math.rad(10)*i))
end
for i=0, 1, .1 do wait()
animate.Torso(CFrame.Angles(0, math.rad(90)*i, 0))
animate.ArmLeft(CFrame.Angles(-math.rad(15)*i, 0, -math.rad(15)*i))
animate.ArmRight(CFrame.new(0, .5-.5*i, 0)*CFrame.Angles(math.rad(90)*i, 0, math.rad(90)*i))
end
bg.Parent=torso
keyDeb=false
elseif key=="q" and keyDeb==false and equip==true then
keyDeb=true equip=false
mouse.Icon=""
for i=1, 0, -.1 do wait()
animate.ArmRight(CFrame.new(0, .5-.5*i, 0)*CFrame.Angles(math.rad(90)*i, 0, math.rad(90)*i))
end
for i=1, 0, -.1 do wait()
animate.Torso(CFrame.Angles(0, math.rad(90)*i, 0))
animate.ArmLeft(CFrame.Angles(-math.rad(15)*i, 0, -math.rad(15)*i))
animate.ArmRight(CFrame.new(0, .5*i, 0)*CFrame.Angles(0, 0, -math.rad(10)*i))
end
removeParts() for i, v in pairs(torso:children()) do if v:isA("BodyGyro") then v:remove() end end
obj.HandleW.Part1=obj.Pocket
obj.HandleW.C1=CFrame.new(0, .75, 0)*CFrame.Angles(-math.rad(105), 0, 0)
keyDeb=false
end
if key=="r" and keyDeb==false and equip==true then
keyDeb=true
reload()
keyDeb=false
end
while equip==true do wait()
body.HeadW.C1=CFrame.new(Vector3.new(0, 1.5, 0), mouse.Hit.p)
bg.cframe=computePos(torso.CFrame.p, mouse.Hit.p)
obj.Clip.Text=clip.."/6"
obj.Ammo.Text=ammo.."/200"
end
end)
mouse.Button1Down:connect(function()
local speed=500
if equip==true and keyDeb==false and clip>=1 then Gun:play() keyDeb=true
clip=clip-1
animate.ArmRight(CFrame.new(0, 0, 0)*CFrame.Angles(math.rad(90), math.rad(15), math.rad(90)))
local bullet=add.Part(workspace, false, false, "Bright yellow", 0, Vector3.new(.2, 1, .2), CFrame.new(obj.Point.CFrame.p, mouse.Hit.p)*CFrame.Angles(math.pi/2, 0, 0))
local bulletM=add.Mesh("SpecialMesh", bullet, Vector3.new(.04, .05, .04), nil, nil, "http://www.roblox.com/Asset/?id=10207677")
local bf=Instance.new("BodyForce", bullet) bf.force=Vector3.new(0, bullet:GetMass()*196.2, 0)
local effect=add.Part(workspace, true, false, "Bright yellow", .5, Vector3.new(.5, .5, .5), obj.Point.CFrame*CFrame.Angles(math.rad(-45, 45), math.rad(-45, 45), math.rad(-45, 45)))
c(function()
for i=0, 1, .1 do wait()
effect.Transparency=effect.Transparency+(i/2)
effect.Mesh.Scale=effect.Mesh.Scale+Vector3.new(i, i, i)
end
effect:remove()
end)
trailDeb=true
trail(bullet, CFrame.new())
bullet.Touched:connect(hit)
bullet.Velocity=CFrame.new((obj.Point.CFrame*CFrame.Angles(math.pi/2, 0, 0)).p, mouse.Hit.p).lookVector*speed
c(function() wait(1.5) bullet:destroy() trailDeb=false end)
wait(.5)
animate.ArmRight(CFrame.new(0, 0, 0)*CFrame.Angles(math.rad(90), 0, math.rad(90)))
keyDeb=false
elseif equip==true and keyDeb==false then
keyDeb=true
reload()
keyDeb=false
end
end)
mesh.MeshType = Enum.MeshType.FileMesh