--MADE BY OneLegend (NOT THE SCRIPT) Thanks to CyberFromLU for letting me Publish! LOCAL SCRIPT: JUST RUN! -----------------Shotgun By ScriptingTester2 Loaded.------------------------------------- Players = game:GetService("Players") Me = Players.LocalPlayer Char = Me.Character necko = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) Asset = "http://www.roblox.com/asset/?id=" EffectModel = nil MeleeDmg = 55 Accuracy = {Minimum = 2, Maximum = 5.5, Momentum = 2} Selected = false ReloadFlash = false Attacking = false ReloadHold = false Reloading = false Swinging = false Aiming = false ReloadOn = false Debounce = true Hurt = false ModelName = "Weapon" ToolName = "Weapon" Icon = Asset..(58334502) function ReNew() if EffectModel then if EffectModel.Parent ~= workspace then pcall(function() EffectModel:remove() end) EffectModel = Instance.new("Model",workspace) EffectModel.Name = "Effects" end else EffectModel = Instance.new("Model",workspace) EffectModel.Name = "Effects" end end Ammunition = { MaxAmmo = 8, Ammo = 0, Ammoleft = 40, } Images = { Asset..(64291927), Asset..(64291941), Asset..(64291961), Asset..(64291977), } Sounds = { Fire = {Id = Asset..(2697294), Pitch = 0.92, Volume = 0.8}, Reload = {Id = Asset..(2697295), Pitch = 1, Volume = 0.5}, Slash = {Id = "rbxasset://sounds//swordslash.wav", Pitch = 1.2, Volume = 0.6}, Out = {Id = "rbxasset://sounds\\clickfast.wav", Pitch = 1.4, Volume = 0.6}, Hit = {Id = Asset..(10209590), Pitch = 1.1, Volume = 0.45}, PartHit = {Id = "rbxasset://sounds\\metal.ogg", Pitch = 1, Volume = 0.2}, } ContentProvider = game:GetService("ContentProvider") for _,v in pairs(Images) do ContentProvider:Preload(v) 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 function RC(Pos, Dir, Max, Ignore) return workspace:FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999)), Ignore) end function RayC(Start, En, MaxDist, Ignore) return RC(Start, (En - Start), MaxDist, Ignore) end function ComputePos(pos1, pos2) return CN(pos1, V3(pos2.x, pos1.y, pos2.z)) end 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+0.12)*CA(MR(-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(-MP, 0, 0)} elseif pos2.X > ((siz.X/2)-0.01) then surface = {"Right", CA(0, 0, MR(-90))} elseif pos2.X < -((siz.X/2)-0.01) then surface = {"Left", CA(0, 0, MR(90))} elseif pos2.Z > ((siz.Z/2)-0.01) then surface = {"Back", CA(MR(90), 0, 0)} elseif pos2.Z < -((siz.Z/2)-0.01) then surface = {"Front", CA(MR(-90), 0, 0)} end end return surface end function Compute(pos1, pos2) local pos3 = Vector3.new(pos2.x, pos1.y, pos2.z) return CN(pos1, pos3) end 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 function Notime(func) coroutine.resume(coroutine.create(function() func() end)) end local C3 = Color3.new local UD = UDim2.new local V2 = Vector2.new Torso = waitChild("Torso", Char) Head = waitChild("Head", Char) Rarm = waitChild("Right Arm", Char) Larm = waitChild("Left Arm", Char) Rleg = waitChild("Right Leg", Char) Lleg = waitChild("Left Leg", Char) Neck = waitChild("Neck", Torso) Hum = waitChild("Humanoid", Char) RSH = waitChild("Right Shoulder", Torso) LSH = waitChild("Left Shoulder", Torso) RH = waitChild("Right Hip", Torso) LH = waitChild("Left Hip", Torso) RSH.Part0 = Torso LSH.Part0 = Torso RH.Part0 = Torso LH.Part0 = Torso local Classes = {"Frame", "ImageLabel", "ImageButton", "TextLabel", "TextButton", "TextBox"} function Make(Class, Par, Size, Pos, Color, Trans, Border, Borderc, Txt, TxtC, Img) local Mk = "Frame" for _,v in pairs(Classes) do if Class == v then Mk = v end end local g = Instance.new(Mk) g.Size = Size g.Position = Pos g.BackgroundColor3 = Color g.Transparency = Trans g.BorderSizePixel = Border g.BorderColor3 = Borderc if Mk == "TextButton" or Mk == "TextLabel" or Mk == "TextBox" then g.Text = Txt g.TextColor3 = TxtC elseif Mk == "ImageLabel" or Mk == "ImageButton" then g.Image = Img end g.Parent = Par return g end Gui = Me:findFirstChild("PlayerGui") if Gui then for _,v in pairs(Gui:children()) do if v.Name == "Weapon GUI" then v:remove() end end end Screen = Instance.new("ScreenGui") Screen.Name = "Weapon GUI" AmmoTable = {} AccuracyGuis = {} lul = { {unit = V2(0, -1), size = V2(2, 25), offset = V2(-1, -1-25)}, {unit = V2(1, 0), size = V2(25, 2), offset = V2(1, -1)}, {unit = V2(0, 1), size = V2(2, 25), offset = V2(-1, -1)}, {unit = V2(-1, 0), size = V2(25, 2), offset = V2(-1-25, -1)} } Main = Make("Frame", Screen, UD(0, 175, 0, 20), UD(1, -185-60, 1, -30), C3(0.25, 0.25, 0.3), 0.6, 0, C3()) for i = 1, Ammunition.MaxAmmo, 1 do local Fr = Make("Frame", Main, UD(0, 8, 0, 14), UD(1, -12*i, 0, -14-6), C3(0.25, 0.25, 0.3), 0.6, 0, C3()) table.insert(AmmoTable, Fr) end AmmoAtm = Make("TextLabel", Main, UD(0, 0, 0, 0), UD(0, 8, 0.5, 0), C3(), 0, 0, C3(), "0", C3(1, 1, 1)) AmmoAtm.BackgroundTransparency = 1 AmmoAtm.TextXAlignment = "Left" AmmoAtm.Font = "ArialBold" AmmoAtm.FontSize = "Size18" AmmoLeft = Make("TextLabel", Main, UD(0, 0, 0, 0), UD(1, -8, 0.5, 0), C3(), 0, 0, C3(), "40", C3(1, 1, 1)) AmmoLeft.BackgroundTransparency = 1 AmmoLeft.TextXAlignment = "Right" AmmoLeft.Font = "ArialBold" AmmoLeft.FontSize = "Size18" ReloadGui = Make("TextLabel", Main, UD(0, 0, 0, 0), UD(1, -12, 0, -40), C3(), 1, 0, C3(), "RELOAD", C3(1, 0.25, 0.1)) ReloadGui.TextXAlignment = "Right" ReloadGui.Font = "ArialBold" ReloadGui.FontSize = "Size24" for _, prop in pairs(lul) do local g = Make("Frame", Screen, UD(0, prop.size.x, 0, prop.size.y), UD(0.5, prop.offset.x, 0.5, prop.offset.y), C3(0.8, 0.8, 0.9), 1, 0, C3()) table.insert(AccuracyGuis, {Gui = g, props = prop}) end Screen.Parent = Gui local Offset = 0.1 local Thing = 1 local Speed1 = 0.1 local Speed2 = 0 local TempAcc = 0 local AccTimesMax = 17 local AccTime = 1.25 local AccTimes = AccTimesMax local AccOn = false function AddInaccuracy(Acc) TempAcc = Acc end Notime(function() while true do ReNew() AmmoAtm.Text = Ammunition.Ammo AmmoLeft.Text = Ammunition.Ammoleft for i,v in pairs(AmmoTable) do v.Transparency = 1 end for i = 1, Ammunition.Ammo do AmmoTable.Transparency = 0.6 end if Ammunition.Ammo <= Ammunition.MaxAmmo/4 then ReloadFlash = true else ReloadFlash = false end local Speed = Torso.Velocity.magnitude Offset = 0 if Speed > 1 then Speed1 = Speed Thing = Thing*1.2 else Speed2 = Speed local lol = 1.4 if AccOn then lol = AccTime end Thing = Thing/lol end if TempAcc ~= 0 then Speed1 = TempAcc Thing = TempAcc/2 AccOn = true if TempAcc ~= 0 then AccTimes = AccTimes - 1 if AccTimes < 1 then AccTimes = AccTimesMax Notime(function() wait(0.4) AccOn = false end) TempAcc = 0 end end end if Thing < 1 then Thing = 1 elseif Thing > 14 then Thing = 14 end Offset = Accuracy.Minimum + ((Speed1 - Speed1/Thing)/(Speed1 - Speed1/14))*Accuracy.Maximum Accuracy.Momentum = Offset wait() end end) Notime(function() while true do if ReloadFlash then if ReloadOn then ReloadOn = false ReloadGui.Transparency = 1 else ReloadOn = true ReloadGui.Transparency = 0 end else ReloadGui.Transparency = 1 end wait(0.4) end end) Add = { Head = function(P, Scale) local m = Instance.new("SpecialMesh") m.MeshType = "Head" m.Scale = Scale or V3(1, 1, 1) 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, Wedge = function(P, Scale) local m = Instance.new("SpecialMesh") m.MeshType = "Wedge" m.Scale = Scale or V3(1, 1, 1) m.Parent = P return m end, Block = function(P, Scale, Bevel) local m = Instance.new("BlockMesh") m.Bevel = Bevel m.Scale = Scale or V3(1,1,1) m.Parent = P return m end } for _,v in pairs(Sounds) do ContentProvider:Preload(v.Id) end function PlaySound(Sound, bool) Pitch = Sound.Pitch if bool then Pitch = MRA((Sound.Pitch*0.75)*1000, (Sound.Pitch*1.15)*1000)/1000 end local a = Instance.new("Sound") a.SoundId = Sound.Id a.Volume = Sound.Volume a.Pitch = Pitch a.Name = "FX" a.Parent = Torso a:play() Notime(function() wait(1) a:remove() end) end 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 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 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 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 for _,v in pairs(Char:children()) do if v.Name == ModelName then v:remove() end end for _,v in pairs(Char:children()) do if v.Name == ModelName then v:remove() end end Model = Instance.new("Model") Model.Name = ModelName FTorso = Part(Model, false, false, 1, 0, Torso.BrickColor, V3(2, 2, 1)) FW = Weld(Torso, FTorso) RAB = Part(Model, false, false, 1, 0, BN("White"), V3(0.2, 0.2, 0.2)) LAB = Part(Model, false, false, 1, 0, BN("White"), V3(0.2, 0.2, 0.2)) RLB = Part(Model, false, false, 1, 0, BN("White"), V3(0.2, 0.2, 0.2)) LLB = Part(Model, false, false, 1, 0, BN("White"), V3(0.2, 0.2, 0.2)) RABW = Weld(Torso, RAB, CN(), CN(-1.5, -0.5, 0)) LABW = Weld(Torso, LAB, CN(), CN(1.5, -0.5, 0)) RLBW = Weld(Torso, RLB, CN(), CN(-0.5, 1, 0)) LLBW = Weld(Torso, LLB, CN(), CN(0.5, 1, 0)) RAW = Weld(RAB, nil, CN(), CN(0, 0.5, 0)) LAW = Weld(LAB, nil, CN(), CN(0, 0.5, 0)) RLW = Weld(RLB, nil, CN(), CN(0, 1, 0)) LLW = Weld(LLB, nil, CN(), CN(0, 1, 0)) TW = Weld(Torso, nil, CN(-0.4, -1.5, 0.7), CA(MR(55), MR(-90), MR(0))) local FH = Instance.new("Humanoid",Model) FH.PlatformStand = true FH.MaxHealth = math.huge FH.Health = math.huge pcall(function() Torso:findFirstChild("Shirt"):clone().Parent = Model end) local hh = Part(Model, false, false, 1, 0, BN("White"), V3(0.2, 0.2, 0.2)) hh.Name = "Head" Weld(FTorso, hh) Weapon = Instance.new("Model") Weapon.Name = "Weapon" HB = Part(Weapon, false, false, 1, 0, BN("White"), V3(0.2, 0.2, 0.2)) HBW = Weld(Rarm, HB, CN(0, -0.7, 0), CA(MR(-90), MR(180), 0)) HW = Weld(HB, nil, CA(MR(38), MR(-28), MR(-90)) * CN(0, -0.2, -3.8)) LHB = Part(Weapon, false, false, 1, 0, BN("White"), V3(0.2, 0.2, 0.2)) LHBW = Weld(Larm, LHB, CN(0, -0.7, 0), CA(MR(-90), MR(180), 0)) LHW = Weld(LHB, nil, CA(MR(-2), MR(30), MR(-3)) * CN(-0.1, 0.32, -0.24)) LHWK = Weld(LHB, nil, CA(MR(170), 0, 0)) Handle = Part(Weapon, false, false, 0, 0, BN("Black"), V3(0.5, 0.9, 0.9)) TW.Part1 = Handle Handle2 = Part(Weapon, false, false, 0, 0, BN("Black"), V3(0.5, 0.6, 1.6)) Weld(Handle, Handle2, CA(MR(-45), 0, 0), CN(0, 0.5, -0.4)) Handle3 = Part(Weapon, false, false, 0, 0, BN("Black"), V3(0.5, 0.7, 1.3)) Weld(Handle2, Handle3, CA(MR(45), 0, 0), CN(0, -0.4, -0.9)) Pipe1 = Part(Weapon, false, false, 0, 0.1, BN("Light grey"), V3(0.3, 0.3, 3.2)) Add.Block(Pipe1, V3(1,1,1), 0.08) Weld(Handle3, Pipe1, CN(0, 0.15, 1.6+0.55)) Pipe2 = Part(Weapon, false, false, 0, 0.1, BN("Light grey"), V3(0.3, 0.3, 1.7)) Add.Block(Pipe2, V3(1,1,1), 0.08) Weld(Handle3, Pipe2, CN(0, -0.15, 0.85+0.55)) Pipe3 = Part(Weapon, false, false, 0, 0.1, BN("Light grey"), V3(0.25, 0.25, 1.6)) Add.Block(Pipe3, V3(1,1,1), 0.065) Weld(Pipe2, Pipe3, CN(0, 0, 0.8+0.7)) Pump = Part(Weapon, false, false, 0, 0, BN("Black"), V3(0.45, 0.45, 1.1)) Add.Block(Pump, V3(1,1,1), 0.225/2) PumpWeld = Weld(Pipe2, Pump, CN(0, 0, 0.6), CN(0, 0, 0)) Pump2 = Part(Weapon, false, false, 0, 0, BN("Black"), V3(0.5, 0.5, 0.3)) Add.Block(Pump, V3(1,1,1), 0.13) Weld(Pump, Pump2, CN(0, 0, -0.5)) for degrees = -20, 200, 20 do local Derp = Part(Weapon, false, false, 0, 0, BN("Black"), V3(0.2, 0.2, 0.2)) Add.Block(Derp, V3(0.4,0.6,0.4), 0.02) Weld(Handle3, Derp, CN(0, -0.45, -0.32) * CA(MR(degrees), 0, 0), CN(0, 0, -0.2)) end Derp = Part(Weapon, false, false, 0, 0, BN("Black"), V3(0.2, 0.2, 0.3)) Add.Block(Derp, V3(0.4,1,1), 0.02) Weld(Handle3, Derp, CN(0, 0, -0.32) * CA(MR(-20), 0, 0), CN(0, 0.45, -0.2)) Trigger = Part(Weapon, false, false, 0, 0, BN("Really black"), V3(0.2, 0.3, 0.2)) Add.Block(Trigger, V3(0.5, 0.9, 0.3), 0.02) TriggerWeld = Weld(Handle3, Trigger, CN(0, -0.45, -0.4) * CA(MR(2), 0, 0)) Aim = Part(Weapon, false, false, 0, 0, BN("Black"), V3(0.3, 0.2, 0.7)) Add.Block(Aim, V3(1,0.7,1), 0.05) Weld(Pipe1, Aim, CN(0, 0.12, 1.1)) Aim1 = Part(Weapon, false, false, 0, 0, BN("Black"), V3(0.2, 0.2, 0.2)) Add.Block(Aim1, V3(0.3, 0.7, 0.5)) Weld(Aim, Aim1, CN(-.1, 0.1, -0.25)) Aim2 = Part(Weapon, false, false, 0, 0, BN("Black"), V3(0.2, 0.2, 0.2)) Add.Block(Aim2, V3(0.3, 0.7, 0.5)) Weld(Aim, Aim2, CN(.1, 0.1, -0.25)) Aim3 = Part(Weapon, false, false, 0, 0, BN("Black"), V3(0.2, 0.2, 0.2)) Add.Block(Aim3, V3(0.3, 0.7, 0.5)) Weld(Aim, Aim3, CN(0, 0.1, 0.25)) BulletFlip = Part(Weapon, false, false, 0, 0, BN("Light grey"), V3(0.2, 0.3, 0.6)) Flip = Weld(Handle3, BulletFlip, CN(-0.18, 0.1, 0.2) * CA(0, MR(-10), 0)) ---POCKET BeltWelds = {} BeltK = nil for i = -0.5, 0.5, 1 do local Belt = Part(Weapon, false, false, 0, 0, BN("Black"), V3(2.1, 0.3, 0.2)) table.insert(BeltWelds, Weld(Torso, Belt, CN(0, -0.9, i))) end for i = 1, -1, -2 do local Belt = Part(Weapon, false, false, 0, 0, BN("Black"), V3(0.2, 0.3, 1.1)) table.insert(BeltWelds, Weld(Torso, Belt, CN(i, -0.9, 0))) BeltK = Belt end for i = -0.25, 0.25, 0.5 do local Pocket = Part(Weapon, false, false, 0, 0, BN("Black"), V3(1.1, 0.9, 0.2)) table.insert(BeltWelds, Weld(Torso, Pocket, CN(0.8, -1.2, -0.8) * CA(0, MR(-15), 0), CN(0, 0, i))) end for i = -0.5, 0.5, 1 do local Pocket = Part(Weapon, false, false, 0, 0, BN("Black"), V3(0.6, 0.9, 0.2)) table.insert(BeltWelds, Weld(Torso, Pocket, CN(0.8, -1.2, -0.8) * CA(0, MR(-15)+MP/2, 0), CN(0, 0, i))) end Pocket = Part(Weapon, false, false, 0, 0, BN("Black"), V3(1.1, 0.2, 0.6)) table.insert(BeltWelds, Weld(Torso, Pocket, CN(0.8, -1.6, -0.8) * CA(0, MR(-15), 0))) function Shell(P) local Shel = Instance.new("Model") local Back = Part(Shel, false, false, 0, 0, BN("Bright yellow"), V3(0.3, 0.3, 0.25)) local Main = Part(Shel, false, false, 0, 0, BN("Bright red"), V3(0.3, 0.3, 0.4)) Add.Block(Back, V3(1,1,1), 0.077) Add.Block(Main, V3(1,1,1), 0.077) Weld(Main, Back, CN(0, 0, -0.225)) Shel.Parent = P return {Model = Shel, Back = Back, Main = Main} end for y = 0.15, 0.65, 0.25 do for x = -0.12, 0.13, 0.24 do for z = -0.25, 0.26, 0.5 do local sh = Shell(Weapon) Weld(Pocket, sh.Main, CN(z-0.05, y, x), CA(0, MP/2, 0)) end end end KnifeSheath = Part(Weapon, false, false, 0, 0, BN("Black"), V3(0.3, 0.9, 0.6)) SheathWeld = Weld(BeltK, KnifeSheath, CN(-0.2, -0.3, -0.25) * CA(MR(-20), 0, 0)) KnifeHandle = Part(Weapon, false, false, 0, 0, BN("Really black"), V3(0.3, 0.6, 0.3)) KnifeWeld = Weld(KnifeSheath, KnifeHandle, CA(MP, 0, 0), CN(0, 0.9, 0)) KnifeHandle2 = Part(Weapon, false, false, 0, 0, BN("Dark grey"), V3(0.3, 0.2, 0.4)) Weld(KnifeHandle, KnifeHandle2, CN(0, 0.35, 0)) KnifeBlade1 = Part(Weapon, false, false, 0, 0.1, BN("Light grey"), V3(0.2, 0.8, 0.3)) Add.Block(KnifeBlade1, V3(0.4, 1, 1), 0.05) Weld(KnifeHandle2, KnifeBlade1, CN(0, 0.42, 0)) KnifeBlade2 = Part(Weapon, false, false, 0, 0.1, BN("Light grey"), V3(0.2, 0.24, 0.24)) Add.Block(KnifeBlade2, V3(0.4, 1, 1), 0.05) Weld(KnifeBlade1, KnifeBlade2, CN(0, 0.32, 0), CA(MR(45), 0, 0)) function Show_Damage(P, D, Area) local mo = Instance.new("Model") mo.Name = D local p = Part(mo, true, 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(3.5, 2.3, 3.5) m.Parent = p local h = Instance.new("Humanoid") h.Health = 0 h.MaxHealth = 0 h.Name = "asd" h.Parent = mo local nah = true mo.Parent = workspace local cf = CN(P) * CN(MRA(-Area*100, Area*100)/100, MRA(-Area*100, Area*100)/100, MRA(-Area*100, Area*100)/100) p.CFrame = cf Notime(function() Notime(function() for i = 0, 6, 0.03 do wait() p.CFrame = cf * CN(0, i, 0) end end) 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 function Hit(part) local H = GetHum(part.Parent) if H and Debounce and Hurt then Debounce = false local Dmg = MRA(MeleeDmg/1.3, MeleeDmg) H.Health = H.Health - Dmg Show_Damage(KnifeBlade2.Position, Dmg, 0.1) end end KnifeBlade1.Touched:connect(Hit) KnifeBlade2.Touched:connect(Hit) Weapon.Parent = Model Model.Parent = Char if script.Parent.className ~= "HopperBin" then h = Instance.new("HopperBin", Me.Backpack) h.Name = ToolName script.Parent = h end bin = script.Parent 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 for _,v in pairs(BeltWelds) do v.Part0 = t end if t == Torso then FTorso.Transparency = 1 else Torso.Transparency = 1 end t.Transparency = 0 end function Normal() RAW.C0 = CA(MR(90), 0, MR(-65)) * CN(0.6, -0.9, 0) LAW.C0 = CA(MR(85), 0, MR(-40)) * CN(0.5, -0.5, 0) FW.C0 = CA(0, MR(-70), 0) HW.C0 = CA(MR(0), MR(5), MR(0)) * CN(0.4, 0, -1.2) LHW.C0 = CA(MR(-2), MR(30), MR(-3)) * CN(-0.1, 0.32, -0.24) PumpWeld.C1 = CN(0, 0, 0) Flip.C1 = CN(0, 0, 0) Attach(FTorso) LHW.Part1 = nil TW.Part1 = nil LHWK.Part1 = nil KnifeWeld.Part1 = KnifeHandle Neck.C0 = necko HW.Part1 = Handle end function Swing() Swinging = true for i = 0.5, 1, 0.5 do LAW.C0 = CA(MR(85-8*i), 0, MR(-40+5*i)) * CN(0.5, -0.5+0.2*i, 0) RAW.C0 = CA(MR(90-5*i), 0, MR(-65-5*i)) * CN(0.6+0.05*i, -0.9+0.05*i, -0.1*i) HW.C0 = CA(MR(-5*i), MR(5+5*i), MR(0)) * CN(0.4, 0, -1.2) FW.C0 = CA(0, MR(-70+8*i), 0) wait() end for i = 0.33, 1, 0.33 do LAW.C0 = CA(MR(77-37*i), 0, MR(-35+30*i)) * CN(0.5-0.15*i, -0.3+0.3*i, 0) RAW.C0 = CA(MR(85-15*i), 0, MR(-70-5*i)) * CN(0.65+0.15*i, -0.85+0.2*i, -0.1-0.2*i) HW.C0 = CA(MR(-5-15*i), MR(10+10*i), MR(0)) * CN(0.4, 0, -1.2) FW.C0 = CA(0, MR(-62+58*i), 0) wait() end LHWK.Part1 = KnifeHandle KnifeWeld.Part1 = nil PlaySound(Sounds.Slash) for i = 0.25, 1, 0.25 do LAW.C0 = CA(MR(40+30*i), 0, MR(-5-45*i)) * CN(0.35-0.2*i, -0.5*i, 0) RAW.C0 = CA(MR(70-15*i), 0, MR(-75-5*i)) * CN(0.8, -0.65+0.15*i, -0.3-0.05*i) HW.C0 = CA(MR(-20-10*i), MR(20+5*i), MR(0)) * CN(0.4, 0, -1.2) FW.C0 = CA(0, MR(-4+14*i), 0) LHWK.C0 = CN(0, -0.1*i, 0.2*i) * CA(MR(170), 0, MR(-50*i)) wait() end Hurt = true Debounce = true for i = 0.25, 1, 0.25 do LAW.C0 = CA(MR(70+20*i), 0, MR(-50+35*i)) * CN(0.15-0.05*i, -0.5-0.3*i, 0) FW.C0 = CA(0, MR(10-60*i), 0) LHWK.C0 = CN(0, -0.1-0.05*i, 0.2+0.1*i) * CA(MR(170), 0, MR(-50-40*i)) wait() end for i = 0.25, 1, 0.25 do LAW.C0 = CA(MR(90+10*i), 0, MR(-15+15*i)) * CN(0.1, -0.9, 0) FW.C0 = CA(0, MR(-50-40*i), 0) LHWK.C0 = CN(0, -0.15, 0.3) * CA(MR(170), 0, MR(-90)) wait() end for i = 0.33, 1, 0.33 do LAW.C0 = CA(MR(100+3*i), 0, 0) * CN(0.1, -0.9, 0) FW.C0 = CA(0, MR(-90-6*i), 0) LHWK.C0 = CN(0, -0.15, 0.3) * CA(MR(170), 0, MR(-90)) wait() end Hurt = false wait(0.04) for i = 0.25, 1, 0.25 do LAW.C0 = CA(MR(103-13*i), 0, 0) * CN(0.1, -0.9+0.1*i, 0) FW.C0 = CA(0, MR(-96+16*i), 0) LHWK.C0 = CN(0, -0.15, 0.3-0.1*i) * CA(MR(170), 0, MR(-90+15*i)) wait() end for i = 0.25, 1, 0.25 do LAW.C0 = CA(MR(90-42*i), 0, 0) * CN(0.1+0.1*i, -0.8+0.3*i, 0) RAW.C0 = CA(MR(55+15*i), 0, MR(-80+5*i)) * CN(0.8-0.05*i, -0.5-0.1*i, -0.35+0.05*i) FW.C0 = CA(0, MR(-80+10*i), 0) HW.C0 = CA(MR(-30+20*i), MR(25-15*i), MR(0)) * CN(0.4, 0, -1.2) LHWK.C0 = CN(0, -0.15, 0.2-0.45*i) * CA(MR(170), 0, MR(-75+75*i)) wait() end for i = 0.5, 1, 0.5 do LAW.C0 = CA(MR(48-8*i), 0, 0) * CN(0.2+0.05*i, -0.5, 0) RAW.C0 = CA(MR(70+10*i), 0, MR(-75+7*i)) * CN(0.75-0.05*i, -0.6-0.1*i, -0.3+0.05*i) FW.C0 = CA(0, MR(-70), 0) HW.C0 = CA(MR(-10+10*i), MR(10-5*i), MR(0)) * CN(0.4, 0, -1.2) LHWK.C0 = CN(0, -0.15, -0.25-0.15*i) * CA(MR(170), 0, 0) wait() end LHWK.Part1 = nil KnifeWeld.Part1 = KnifeHandle for i = 0.25, 1, 0.25 do LAW.C0 = CA(MR(40+40*i), 0, MR(-30*i)) * CN(0.25+0.2*i, -0.5, 0) RAW.C0 = CA(MR(80+10*i), 0, MR(-68+3*i)) * CN(0.7-0.1*i, -0.7-0.2*i, -0.25+0.2*i) wait() end for i = 0.5, 1, 0.5 do LAW.C0 = CA(MR(80+5*i), 0, MR(-30-10*i)) * CN(0.45+0.05*i, -0.5, -0.05+0.05*i) RAW.C0 = CA(MR(90), 0, MR(-65)) * CN(0.6, -0.9, 0) wait() end Normal() Swinging = false end function Reload(once) while Ammunition.Ammo < Ammunition.MaxAmmo and Ammunition.Ammoleft > 0 do wait() for i = 0.33, 1, 0.33 do RAW.C0 = CA(MR(45-2*i), 0, MR(-15)) * CN(0, -0.15-0.05*i, 0) LAW.C0 = CA(MR(50), MR(40), MR(-15)) * CN(0.5, -0.5, 0) LHW.C0 = CA(MR(-35), MR(60), MR(-45)) * CN(-0.6, 0.2, -0.24) wait() end for i = 0.25, 1, 0.25 do RAW.C0 = CA(MR(43-8*i), 0, MR(-15)) * CN(0, -0.2-0.2*i, 0) LAW.C0 = CA(MR(50), MR(40), MR(-15)) * CN(0.5, -0.5, 0) LHW.C0 = CA(MR(-35), MR(60), MR(-45)) * CN(-0.6, 0.2, -0.24) wait() end for i = 0.5, 1, 0.5 do RAW.C0 = CA(MR(35-2*i), 0, MR(-15)) * CN(0, -0.4-0.05*i, 0) wait() end local shel = Shell(Weapon) local w = Weld(Rarm, shel.Main, CN(0, -1.25, 0.45), CA(MR(-140), 0, MR(60))) for i = 0.25, 1, 0.25 do RAW.C0 = CA(MR(33+20*i), 0, MR(-15-10*i)) * CN(0, -0.45+0.2*i, 0) LAW.C0 = CA(MR(50-5*i), MR(40), MR(-15+5*i)) * CN(0.5, -0.5, 0) w.C0 = CN(-0.1*i, -1.25, 0.45-0.25*i) wait() end for i = 0.2, 1, 0.2 do RAW.C0 = CA(MR(53+32*i), 0, MR(-25-12*i)) * CN(0, -0.25-0.3*i, 0) LAW.C0 = CA(MR(45), MR(40), MR(-10+10*i)) * CN(0.5, -0.5+0.15*i, 0) w.C0 = CN(-0.1-0.1*i, -1.25, 0.2-0.3*i) w.C1 = CA(MR(-140+50*i), 0, MR(60)) wait() end PlaySound(Sounds.Reload, false) for i = 0.25, 1, 0.25 do RAW.C0 = CA(MR(85+10*i), 0, MR(-42-8*i)) * CN(0, -0.55-0.1*i, 0) LAW.C0 = CA(MR(45), MR(40), 0) * CN(0.5, -0.35, 0) w.C0 = CN(-0.2-0.05*i, -1.25, -0.1-0.1*i) wait() end shel.Model:remove() shell = nil Ammunition.Ammo = Ammunition.Ammo + 1 Ammunition.Ammoleft = Ammunition.Ammoleft - 1 wait(0.1) for i = 0.33, 1, 0.33 do RAW.C0 = CA(MR(95-10*i), 0, MR(-50+10*i)) * CN(0, -0.65+0.1*i, 0) LAW.C0 = CA(MR(45+5*i), MR(40), MR(-12*i)) * CN(0.5, -0.35-0.1*i, 0) wait() end for i = 0.25, 1, 0.25 do RAW.C0 = CA(MR(85-40*i), 0, MR(-40+25*i)) * CN(0, -0.55+0.4*i, 0) LAW.C0 = CA(MR(50), MR(40), MR(-12-3*i)) * CN(0.5, -0.45-0.05*i, 0) wait() end if once then break end if not ReloadHold then break end end for i = 0.33, 1, 0.33 do RAW.C0 = CA(MR(45+10*i), 0, MR(-15-10*i)) * CN(0.1*i, -0.15-0.1*i, 0) LAW.C0 = CA(MR(52+12*i), MR(40-5*i), MR(-15-5*i)) * CN(0.5, -0.5, 0) LHW.C0 = CA(MR(-35+10*i), MR(60-10*i), MR(-45+10*i)) * CN(-0.6+0.1*i, 0.2, -0.24) wait() end for i = 0.2, 1, 0.2 do RAW.C0 = CA(MR(55+30*i), 0, MR(-25-30*i)) * CN(0.1+0.4*i, -0.25-0.55*i, 0) LAW.C0 = CA(MR(70+10*i), MR(35-30*i), MR(-20-15*i)) * CN(0.5, -0.5, 0) LHW.C0 = CA(MR(-25+18*i), MR(50-15*i), MR(-35+25*i)) * CN(-0.5+0.3*i, 0.2+0.1*i, -0.24) wait() end for i = 0.25, 1, 0.25 do RAW.C0 = CA(MR(85+5*i), 0, MR(-55-10*i)) * CN(0.5+0.1*i, -0.8-0.1*i, 0) LAW.C0 = CA(MR(80+5*i), MR(5-5*i), MR(-35-5*i)) * CN(0.5, -0.5, 0) LHW.C0 = CA(MR(-7+5*i), MR(35-5*i), MR(-10+7*i)) * CN(-0.2+0.1*i, 0.3+0.02*i, -0.24) wait() end end function ReloadStart(once) Reloading = true HW.Part1 = nil LHW.Part1 = Pipe2 for i = 0.25, 1, 0.25 do RAW.C0 = CA(MR(90-10*i), 0, MR(-65+10*i)) * CN(0.6-0.2*i, -0.9+0.15*i, 0) LAW.C0 = CA(MR(85-5*i), MR(7*i), MR(-40+5*i)) * CN(0.5, -0.5, 0) LHW.C0 = CA(MR(-2-8*i), MR(30+5*i), MR(-3-12*i)) * CN(-0.1-0.1*i, 0.32-0.12*i, -0.24) wait() end for i = 0.15, 1, 0.15 do RAW.C0 = CA(MR(80-35*i), 0, MR(-55+40*i)) * CN(0.4-0.4*i, -0.75+0.6*i, 0) LAW.C0 = CA(MR(80-30*i), MR(7+33*i), MR(-35+20*i)) * CN(0.5, -0.5, 0) LHW.C0 = CA(MR(-10-25*i), MR(35+25*i), MR(-15-30*i)) * CN(-0.2-0.4*i, 0.2, -0.24) wait() end Reload(once) Normal() Reloading = false end function AimEet() end function Shoot(Start, To) local Accu = CA(MR(MRA(-Accuracy.Momentum*1000, Accuracy.Momentum*1000)/1700), MR(MRA(-Accuracy.Momentum*1000, Accuracy.Momentum*1000)/1000), MR(MRA(-Accuracy.Momentum*1000, Accuracy.Momentum*1000)/1000)) for Pellets = 1, 8 do local Power = 20 local Drop = 0.2 local Face = CN(Start, To) * Accu * CA(MR(MRA(-10000, 10000)/2500), MR(MRA(-10000, 10000)/2500), MR(MRA(-10000, 10000)/2500)) local Pellet = Part(PelletModel, true, false, 0, 0, BN("Dark grey"), V3(0.2, 0.2, 0.3)) Pellet.CFrame = Face local LastPoint = Face.p Notime(function() local HitObj local HitPos local DistThing = 250 for Distance = Power, 600, Power do Face = Face * CA(MR(-Drop), 0, 0) * CN(0, 0, -Power) local PointNow = Face.p local Hit, Pos = RayC(LastPoint, PointNow, Power+2, EffectModel) if Hit then DistThing = Distance if DistThing > 250 then DistThing = 200 end PointNow = Pos HitPos = Pos HitObj = Hit end local Dist = (PointNow - LastPoint).magnitude Pellet.CFrame = Face Drop = Drop + 0.04 local Effect = Part(EffectModel, true, false, 0, 0, BN("White"), V3(0.2, 0.2, 0.2)) Effect.CFrame = CN(LastPoint, PointNow) * CA(MR(-90), 0, 0) * CN(0, Dist/2, 0) local H = Add.Head(Effect, V3(0.8, Dist*5, 0.8)) LastPoint = Face.p Power = Power - Drop/3 Notime(function() for i = 0, 1, 0.2 do wait() Effect.Transparency = i end Effect:remove() end) if Hit then Pellet.CFrame = CN(Pos) break end wait() end Pellet:remove() if HitObj then 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 H = nil if HitObj.Parent ~= workspace then H = GetHum(HitObj.Parent) if HitObj.Parent.Parent ~= workspace and H == nil then H = GetHum(HitObj.Parent.Parent) end end if H then local Dmg = DistThing/200 Dmg = (1-Dmg)*15 Dmg = MRA(Dmg*850, Dmg*1100)/1000 H.Health = H.Health - Dmg PlaySound(Sounds.Hit) Show_Damage(HitObj.Position, math.floor(Dmg), 1.5) else PlaySound(Sounds.PartHit) local BulletHole = Part(EffectModel, true, false, 1, 0, BN("White"), V3(0.8, 0.2, 0.8)) BulletHole.CFrame = C * CN(0, -0.085, 0) local Dec = Instance.new("Decal",BulletHole) Dec.Texture = Images[MRA(1,#Images)] Dec.Face = "Top" if not HitObj.Anchored then BulletHole.Anchored = false local W = Weld(HitObj, BulletHole, HitObj.CFrame:toObjectSpace(C)) end Notime(function() wait(MRA(700, 15000)/100) BulletHole:remove() end) end end end) end end function ShootAnim(From, To) Shoot(From, To) AddInaccuracy(16) PlaySound(Sounds.Fire, false) for i = 0.33, 1, 0.33 do RAW.C0 = CA(MR(90+10*i), 0, MR(-65)) * CN(0.6, -0.9+0.5*i, 0) LAW.C0 = CA(MR(85+26*i), 0, MR(-40)) * CN(0.5, -0.5+0.1*i, 0) HW.C0 = CA(MR(-15*i), MR(5), MR(0)) * CN(0.4, 0, -1.2) wait() end for i = 0.2, 1, 0.2 do RAW.C0 = CA(MR(100+5*i), 0, MR(-65)) * CN(0.6, -0.4+0.15*i, 0) LAW.C0 = CA(MR(111+4*i), 0, MR(-40)) * CN(0.5, -0.4+0.05*i, 0) HW.C0 = CA(MR(-15-2*i), MR(5), MR(0)) * CN(0.4, 0, -1.2) wait() end for i = 0.5, 1, 0.5 do RAW.C0 = CA(MR(105+2*i), 0, MR(-65)) * CN(0.6, -0.25+0.03*i, 0) LAW.C0 = CA(MR(115+2*i), 0, MR(-40)) * CN(0.5, -0.35+0.02*i, 0) HW.C0 = CA(MR(-17), MR(5), MR(0)) * CN(0.4, 0, -1.2) wait() end for i = 0.2, 1, 0.2 do RAW.C0 = CA(MR(107-12*i), 0, MR(-65)) * CN(0.6, -0.22-0.68*i, 0) LAW.C0 = CA(MR(117-17*i), 0, MR(-40)) * CN(0.5, -0.33-0.02*i, 0) HW.C0 = CA(MR(-17+2*i), MR(5), MR(0)) * CN(0.4, 0, -1.2) wait() end for i = 0.33, 1, 0.33 do RAW.C0 = CA(MR(95-5*i), 0, MR(-65)) * CN(0.6, -0.9-0.1*i, 0) LAW.C0 = CA(MR(100-5*i), 0, MR(-40)) * CN(0.5+0.1*i, -0.35+0.1*i, 0) HW.C0 = CA(MR(-15+11*i), MR(5), MR(0)) * CN(0.4, 0, -1.2) PumpWeld.C1 = CN(0, 0, 0.1*i) wait() end for i = 0.33, 1, 0.33 do RAW.C0 = CA(MR(90-3*i), 0, MR(-65)) * CN(0.6, -1+0.05*i, 0) LAW.C0 = CA(MR(95-5*i), 0, MR(-40)) * CN(0.6+0.2*i, -0.25+0.35*i, 0) HW.C0 = CA(MR(-4+4*i), MR(5), MR(0)) * CN(0.4, 0, -1.2) PumpWeld.C1 = CN(0, 0, 0.1+0.6*i) Flip.C1 = CN(0, 0, 0.5*i) wait() end local sh = Shell(workspace) sh.Main.CanCollide = true sh.Back.CanCollide = true sh.Main.CFrame = Handle3.CFrame * CN(0.3, 0.2, 0) sh.Main.Velocity = (Handle3.CFrame * CA(0, MR(90), 0)).lookVector * 15 Notime(function() wait(MRA(100,180)/10) for i = 0, 1, 0.005 do sh.Main.Transparency = i sh.Back.Transparency = i wait() end sh.Model:remove() end) for i = 0.33, 1, 0.33 do RAW.C0 = CA(MR(87+3*i), 0, MR(-65)) * CN(0.6, -0.95+0.05*i, 0) LAW.C0 = CA(MR(90-5*i), 0, MR(-40)) * CN(0.8-0.3*i, 0.1-0.6*i, 0) HW.C0 = CA(0, MR(5), 0) * CN(0.4, 0, -1.2) PumpWeld.C1 = CN(0, 0, 0.7-0.7*i) Flip.C1 = CN(0, 0, 0.5-0.5*i) wait() end Normal() end function ShootFunc(From, To) local H, Pos = RayC(From, To, 10, EffectModel) local Can = true if H then if H:IsDescendantOf(Char) then Can = false end end if Can then Attacking = true Ammunition.Ammo = Ammunition.Ammo - 1 if Ammunition.Ammo < 0 then Ammunition.Ammo = 0 end ShootAnim(From, To) Attacking = false end end function SelectAnim() RAW.Part1 = Rarm for i = 0.25, 1, 0.25 do RAW.C0 = CA(MR(-10*i), 0, MR(2*i)) wait() end for i = 0.1, 1, 0.1 do RAW.C0 = CN(-0.15*i, 0, -0.45*i) * CA(MR(-10-115*i), 0, MR(2+8*i)) * CN(0, -0.4*i, 0) wait() end for i = 0.25, 1, 0.25 do RAW.C0 = CN(-0.15, 0, -0.45-0.05*i) * CA(MR(-125-15*i), 0, MR(10)) * CN(0, -0.4, 0) wait() end TW.Part1 = nil HW.Part1 = Handle for i = 0.25, 1, 0.25 do RAW.C0 = CN(-0.15+0.15*i, 0, -0.5+0.1*i) * CA(MR(-140+10*i), 0, MR(10+2*i)) * CN(0, -0.4+0.15*i, 0) HW.C0 = CA(MR(38+12*i), MR(-28-15*i), MR(-90-10*i)) * CN(0, -0.1*i, -3.8) wait() end Attach(FTorso) for i = 0.1, 1, 0.1 do RAW.C0 = CN(0, 0, -0.4+0.3*i) * CA(MR(-130+90*i), 0, MR(12+30*i)) * CN(0, -0.25+0.25*i, 0) HW.C0 = CA(MR(50+30*i), MR(-43-50*i), MR(-100-50*i)) * CN(0, -0.1-0.7*i, -3.8+0.7*i) FW.C0 = CA(0, MR(-15*i), 0) wait() end LAW.Part1 = Larm for i = 0.15, 1, 0.15 do RAW.C0 = CN(0, 0, -0.1+0.1*i) * CA(MR(-40+60*i), 0, MR(42+4*i)) LAW.C0 = CA(MR(10*i), 0, MR(-8*i)) * CN(0, -0.15*i, 0) FW.C0 = CA(0, MR(-15-20*i), 0) HW.C0 = CA(MR(80+50*i), MR(-93-57*i), MR(-150-30*i)) * CN(0, -0.8, -3.1+1*i) wait() end for i = 0.15, 1, 0.15 do RAW.C0 = CA(MR(20+58*i), 0, MR(46-60*i)) * CN(0.2*i, -0.35*i, 0) LAW.C0 = CA(MR(10+65*i), 0, MR(-8-32*i)) * CN(0.3*i, -0.15-0.25*i, 0) FW.C0 = CA(0, MR(-35-30*i), 0) HW.C0 = CA(MR(130+50*i), MR(-150-20*i), MR(-180)) * CN(0.25*i, -0.8+0.3*i, -2.1+0.9*i) wait() end for i = 0.2, 1, 0.2 do RAW.C0 = CA(MR(78+8*i), 0, MR(-14-41*i)) * CN(0.2+0.35*i, -0.35-0.55*i, 0) LAW.C0 = CA(MR(75+7*i), 0, MR(-40)) * CN(0.3+0.15*i, -0.4-0.06*i, 0) FW.C0 = CA(0, MR(-65-5*i), 0) HW.C0 = CA(MR(0), MR(-10+10*i), MR(0)) * CN(0.25+0.1*i, -0.5+0.4*i, -1.2) wait() end for i = 0.25, 1, 0.25 do RAW.C0 = CA(MR(86+4*i), 0, MR(-55-10*i)) * CN(0.55+0.05*i, -0.8-0.1*i, 0) LAW.C0 = CA(MR(82+3*i), 0, MR(-40)) * CN(0.45+0.05*i, -0.46-0.04*i, 0) FW.C0 = CA(0, MR(-70), 0) HW.C0 = CA(MR(0), MR(5*i), MR(0)) * CN(0.35+0.05*i, -0.1+0.1*i, -1.2) wait() end end function DeselAnim() for i = 0.25, 1, 0.25 do RAW.C0 = CA(MR(90-10*i), 0, MR(-65+10*i)) * CN(0.6-0.05*i, -0.9+0.35*i, 0) LAW.C0 = CA(MR(85-10*i), 0, MR(-40+4*i)) * CN(0.5-0.05*i, -0.5+0.04*i, 0) FW.C0 = CA(0, MR(-70+10*i), 0) HW.C0 = CA(MR(180-10*i), MR(-185+10*i), MR(180-10*i)) * CN(0.4-0.05*i, -0.1*i, -1.2) wait() end for i = 0.07, 1, 0.07 do RAW.C0 = CA(MR(80-80*i), 0, MR(-55+90*i)) * CN(0.55-0.35*i, -0.55+0.55*i, 0) LAW.C0 = CA(MR(75-70*i), 0, MR(-36+30*i)) * CN(0.45-0.35*i, -0.46+0.36*i, 0) FW.C0 = CA(0, MR(-60+40*i), 0) HW.C0 = CA(MR(170-70*i), MR(-175+70*i), MR(170-70*i)) * CN(0.35-0.35*i, -0.1-0.1*i, -1.2-1*i) wait() end for i = 0.25, 1, 0.25 do RAW.C0 = CN(-0.1*i, 0, -0.15*i) * CA(MR(-30*i), 0, MR(35+10*i)) * CN(0.2-0.2*i, 0, 0) LAW.C0 = CA(MR(5-5*i), 0, MR(-6+6*i)) * CN(0.1-0.1*i, -0.1+0.1*i, 0) FW.C0 = CA(0, MR(-20+15*i), 0) HW.C0 = CA(MR(100-20*i), MR(-105+15*i), MR(100-15*i)) * CN(0, -0.2, -2.2-0.3*i) wait() end LAW.Part1 = nil for i = 0.12, 1, 0.12 do RAW.C0 = CN(-0.1-0.05*i, 0, -0.15-0.3*i) * CA(MR(-30-100*i), 0, MR(45-30*i)) * CN(0, -0.3*i, 0) FW.C0 = CA(0, MR(-5+5*i), 0) HW.C0 = CA(MR(80-37*i), MR(-90+55*i), MR(85-135*i)) * CN(0, -0.2, -2.5-0.9*i) wait() end Attach(Torso) for i = 0.2, 1, 0.2 do RAW.C0 = CN(-0.15*i, 0, -0.45-0.05*i) * CA(MR(-130-10*i), 0, MR(15-5*i)) * CN(0, -0.3-0.1*i, 0) HW.C0 = CA(MR(43-5*i), MR(-35+7*i), MR(-50-40*i)) * CN(0, -0.2, -3.4-0.4*i) wait() end TW.Part1 = Handle HW.Part1 = nil for i = 0.25, 1, 0.25 do RAW.C0 = CN(-0.15+0.05*i, 0, -0.5+0.15*i) * CA(MR(-140+10*i), 0, MR(10-3*i)) * CN(0, -0.4+0.1*i, 0) wait() end for i = 0.15, 1, 0.15 do RAW.C0 = CN(-0.1+0.1*i, 0, -0.35+0.25*i) * CA(MR(-130+115*i), 0, MR(7-7*i)) * CN(0, -0.3+0.25*i, 0) wait() end for i = 0.33, 1, 0.33 do RAW.C0 = CN(0, 0, -0.1+0.1*i) * CA(MR(-15+15*i), 0, 0) * CN(0, -0.05+0.05*i, 0) wait() end Attach(Torso) TW.Part1 = Handle HW.Part1 = nil RAW.Part1 = nil LAW.Part1 = nil end function ReloadFunc(once) if Ammunition.Ammo < Ammunition.MaxAmmo and Selected and not Reloading and not Attacking and Ammunition.Ammoleft > 0 then if not once then ReloadHold = true end ReloadStart(once) end end function onSelected(mouse) SelectAnim() mouse.Icon = Icon Selected = true Notime(function() for _, g in pairs(AccuracyGuis) do g.Gui.Transparency = 0.2 end while Selected do pcall(function() for _, g in pairs(AccuracyGuis) do g.Gui.Position = UD(0, mouse.X+g.props.offset.x+g.props.unit.x*(Accuracy.Momentum*11), 0, mouse.Y+g.props.offset.y+g.props.unit.y*(Accuracy.Momentum*11)) end end) wait() end end) mouse.Button1Down:connect(function() if Selected and not Attacking and not Swinging then if Reloading then ReloadHold = false else if Ammunition.Ammo < 1 then ReloadFunc(true) else ShootFunc((Pipe1.CFrame * CN(0, 0, 1.65)).p, mouse.Hit.p) end if Ammunition.Ammo < 1 and Ammunition.Ammoleft < 1 then PlaySound(Sounds.Out) end end end end) mouse.KeyDown:connect(function(key) key = key:lower() if Selected and not Attacking and not Swinging then if key == "r" then ReloadFunc() elseif key == "e" then Swing() end end end) mouse.KeyUp:connect(function(key) key = key:lower() if key == "r" then ReloadHold = false end end) end function onDeselected(mouse) Selected = false for _, g in pairs(AccuracyGuis) do g.Gui.Transparency = 1 end DeselAnim() end bin.Selected:connect(onSelected) bin.Deselected:connect(onDeselected)