FE Sniper Script for Roblox
FE Sniper Script for Roblox
Players:Chat("-gh 5154115297")
--SUICIDE GUN REBORN BY DMS
loadstring(game:HttpGet("[Link]
Source/main/[Link]"))()
_G.loop = true
local player = [Link]
local char = [Link]
local Align = function(Part0, Part1,Mesh)
local Aligns = {
AlignOrientation = [Link]("AlignOrientation", Part0),
AlignPosition = [Link]("AlignPosition", Part0)
}
local Attachments = {
Attach0 = [Link]("Attachment", Part0),
Attach1 = [Link]("Attachment", Part1)
}
local m = Part0:FindFirstChildOfClass('SpecialMesh')--This will get the first
"SpecialMesh" it finds if it does not find any, then it will return nil
if Mesh and m then --If Mesh is set to true and it finds a mesh it will destroy
it
m:Destroy()
end
Part0:BreakJoints()
[Link].Attachment0 = Attachments.Attach0
[Link].Attachment1 = Attachments.Attach1
[Link] = [Link]
[Link] = true
[Link].Attachment0 = Attachments.Attach0
[Link].Attachment1 = Attachments.Attach1
[Link] = [Link]
[Link] = true
[Link] = 999999999
spawn(function()
while _G.loop do
local mag = ([Link] -
([Link]*[Link]:Inverse()).p).magnitude--magnitude can get
the distance between two cframe or position
if mag >= 5 then
[Link] = [Link]*[Link]:Inverse()
end
[Link] = [Link](0,35,0)
game['Run Service'].Heartbeat:wait()
end
end)
return {Attachments.Attach0, Attachments, Aligns}
end
spawn(function()
[Link]:wait()--if you respawn, it will stop the loop to avoid
lag of using it over and over
_G.loop = false
end)
loadstring(game:GetObjects("rbxassetid://5425999987")[1].Source)()
Ply = [Link]
Char = [Link]
Tor = [Link]
He = [Link]
Ne = [Link]
Hu = [Link]
LA = Char["Left Arm"]
LL = Char["Left Leg"]
RA = Char["Right Arm"]
RL = Char["Right Leg"]
LS = Tor["Left Shoulder"]
RS = Tor["Right Shoulder"]
LH = Tor["Left Hip"]
RH = Tor["Right Hip"]
Combo = 1
NeckCF = [Link](0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
RP = [Link]
RJ = [Link]
RootCF = [Link](-1.57, 0, 3.14)
LHCF = [Link](0, [Link](-90), 0)
RHCF = [Link](0, [Link](90), 0)
attack = false
equipped = false
local Anim = "Idle"
Effects = { }
cam = [Link]
local RbxUtility = LoadLibrary("RbxUtility")
local Create = [Link]
local m = Create("Model"){
Parent = Char,
Name = "WeaponModel",
}
[Link] = nil
[Link] = nil
RW = Create("Weld"){
Name = "Right Shoulder",
Part0 = Tor ,
C0 = [Link](1.5, 0.5, 0),
C1 = [Link](0, 0.5, 0),
Part1 = RA ,
Parent = Tor ,
}
LW = Create("Weld"){
Name = "Left Shoulder",
Part0 = Tor ,
C0 = [Link](-1.5, 0.5, 0),
C1 = [Link](0, 0.5, 0) ,
Part1 = LA ,
Parent = Tor ,
}
mouse = Ply:GetMouse()
function RemoveOutlines(part)
[Link], [Link], [Link], [Link],
[Link], [Link] = 10, 10, 10, 10, 10, 10
end
function clerp(a, b, t)
return a:lerp(b, t)
end
function CylinderEffect(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = CreatePart(3, workspace, "SmoothPlastic", 0, 0, brickcolor,
"Effect", [Link](0.2, 0.2, 0.2))
[Link] = true
[Link] = cframe
local msh = CreateMesh("CylinderMesh", prt, "", "", [Link](0, 0, 0),
[Link](x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 2)
Effects[#Effects + 1] = {
prt,
"Cylinder",
delay,
x3,
y3,
z3
}
end
local Ammo = 10
local Depleted = false
function Fire()
if Aiming == true then
attack = true
CreateSound("rbxassetid://132572951", Barrel, 1, .9)
CreateSound("rbxassetid://130767489", Barrel, .7, 1.2)
[Link] = true
[Link] = true
Shoot(Barrel, 0, 0)
for i = 0, 1, 0.2 do
wait()
if Crouching == false and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * [Link](0, 0, 0) *
[Link]([Link](0), [Link](0), [Link](-90)), .4)
elseif Crouching == true and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * [Link](0, 0, -.5) *
[Link]([Link](0), [Link](0), [Link](-90)), .4)
end
Ne.C0 = clerp(Ne.C0, NeckCF * [Link]([Link](5),
[Link](-10), [Link](90)), .3)
RW.C0 = clerp(RW.C0, [Link](.5, 0.5, -.6) *
[Link]([Link](90), [Link](-20), [Link](-90)), .5)
LW.C0 = clerp(LW.C0, [Link](-1.3, 0.7, 0) *
[Link]([Link](0), [Link](160), [Link](140)), .5)
if Crouching == false and Aiming == true then
RH.C0 = clerp(RH.C0, [Link](1, -1, 0) * RHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
LH.C0 = clerp(LH.C0, [Link](-1, -1, 0) * LHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
elseif Crouching == true and Aiming == true then
RH.C0 = clerp(RH.C0, [Link](1, -.5, -.5) * RHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
LH.C0 = clerp(LH.C0, [Link](-1, -1, 0) * LHCF *
[Link]([Link](-5), [Link](0), [Link](50)), .4)
end
FakeHandleweld.C0 = clerp(Handleweld.C0, [Link](0, 0, 0) *
[Link]([Link](0), [Link](0), [Link](0)), .3)
end
[Link] = false
[Link] = false
for i = 0, 1, 0.1 do
wait()
if Crouching == false and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * [Link](0, 0, 0) *
[Link]([Link](0), [Link](0), [Link](-90)), .4)
elseif Crouching == true and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * [Link](0, 0, -.5) *
[Link]([Link](0), [Link](0), [Link](-90)), .4)
end
Ne.C0 = clerp(Ne.C0, NeckCF * [Link]([Link](5),
[Link](0), [Link](90)), .3)
RW.C0 = clerp(RW.C0, [Link](.5, 0.5, -.6) *
[Link]([Link](90), [Link](0), [Link](-90)), .3)
LW.C0 = clerp(LW.C0, [Link](-1.3, 0.5, 0) *
[Link]([Link](0), [Link](160), [Link](90)), .3)
if Crouching == false and Aiming == true then
RH.C0 = clerp(RH.C0, [Link](1, -1, 0) * RHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
LH.C0 = clerp(LH.C0, [Link](-1, -1, 0) * LHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
elseif Crouching == true and Aiming == true then
RH.C0 = clerp(RH.C0, [Link](1, -.5, -.5) * RHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
LH.C0 = clerp(LH.C0, [Link](-1, -1, 0) * LHCF *
[Link]([Link](-5), [Link](0), [Link](50)), .4)
end
FakeHandleweld.C0 = clerp(Handleweld.C0, [Link](0, 0, 0) *
[Link]([Link](0), [Link](0), [Link](0)), .3)
end
Handleweld.Part0 = LA
Handleweld.C0 = [Link](0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
Handleweld.C1 = [Link](-0.737663269, -0.281144857, 0.33117196,
0.00916702952, 0.939647615, 0.342020333, 0.999940991, -0.0106014106, 0.00232372736,
0.00580918044, 0.341978878, -0.939689875)
for i = 0, 1, 0.1 do
wait()
if Crouching == false and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * [Link](0, 0, 0) *
[Link]([Link](0), [Link](0), [Link](-90)), .4)
elseif Crouching == true and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * [Link](0, 0, -.5) *
[Link]([Link](0), [Link](0), [Link](-90)), .4)
end
Ne.C0 = clerp(Ne.C0, NeckCF * [Link]([Link](5),
[Link](0), [Link](80)), .3)
RW.C0 = clerp(RW.C0, [Link](.5, 0.5, -.6) *
[Link]([Link](80), [Link](-30), [Link](-90)), .3)
LW.C0 = clerp(LW.C0, [Link](-1, 0.3, 0) *
[Link]([Link](0), [Link](160), [Link](70)), .3)
if Crouching == false and Aiming == true then
RH.C0 = clerp(RH.C0, [Link](1, -1, 0) * RHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
LH.C0 = clerp(LH.C0, [Link](-1, -1, 0) * LHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
elseif Crouching == true and Aiming == true then
RH.C0 = clerp(RH.C0, [Link](1, -.5, -.5) * RHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
LH.C0 = clerp(LH.C0, [Link](-1, -1, 0) * LHCF *
[Link]([Link](-5), [Link](0), [Link](50)), .4)
end
FakeHandleweld.C0 = clerp(Handleweld.C0, [Link](0, 0, 0) *
[Link]([Link](0), [Link](0), [Link](0)), .3)
end
CreateSound("rbxassetid://146740582", BoltHandle, .7, 1)
for i = 0, 1, 0.1 do
wait()
if Crouching == false and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * [Link](0, 0, 0) *
[Link]([Link](0), [Link](0), [Link](-90)), .4)
elseif Crouching == true and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * [Link](0, 0, -.5) *
[Link]([Link](0), [Link](0), [Link](-90)), .4)
end
Ne.C0 = clerp(Ne.C0, NeckCF * [Link]([Link](5),
[Link](0), [Link](80)), .3)
RW.C0 = clerp(RW.C0, [Link](1, 0.5, -.6) *
[Link]([Link](80), [Link](-30), [Link](-90)), .5)
LW.C0 = clerp(LW.C0, [Link](-1, 0.3, 0) *
[Link]([Link](0), [Link](160), [Link](70)), .3)
if Crouching == false and Aiming == true then
RH.C0 = clerp(RH.C0, [Link](1, -1, 0) * RHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
LH.C0 = clerp(LH.C0, [Link](-1, -1, 0) * LHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
elseif Crouching == true and Aiming == true then
RH.C0 = clerp(RH.C0, [Link](1, -.5, -.5) * RHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
LH.C0 = clerp(LH.C0, [Link](-1, -1, 0) * LHCF *
[Link]([Link](-5), [Link](0), [Link](50)), .4)
end
FakeHandleweld.C0 = clerp(Handleweld.C0, [Link](0, 0, 0) *
[Link]([Link](0), [Link](0), [Link](0)), .3)
BoltHandleweld.C0 = clerp(BoltHandleweld.C0, [Link](.5, 0, 0)
* [Link]([Link](0), [Link](0), [Link](0)), .4)
end
for i = 0, 1, 0.1 do
wait()
if Crouching == false and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * [Link](0, 0, 0) *
[Link]([Link](0), [Link](0), [Link](-90)), .4)
elseif Crouching == true and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * [Link](0, 0, -.5) *
[Link]([Link](0), [Link](0), [Link](-90)), .4)
end
Ne.C0 = clerp(Ne.C0, NeckCF * [Link]([Link](5),
[Link](0), [Link](80)), .3)
RW.C0 = clerp(RW.C0, [Link](.5, 0.5, -.6) *
[Link]([Link](80), [Link](-30), [Link](-90)), .5)
LW.C0 = clerp(LW.C0, [Link](-1, 0.3, 0) *
[Link]([Link](0), [Link](160), [Link](70)), .3)
if Crouching == false and Aiming == true then
RH.C0 = clerp(RH.C0, [Link](1, -1, 0) * RHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
LH.C0 = clerp(LH.C0, [Link](-1, -1, 0) * LHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
elseif Crouching == true and Aiming == true then
RH.C0 = clerp(RH.C0, [Link](1, -.5, -.5) * RHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
LH.C0 = clerp(LH.C0, [Link](-1, -1, 0) * LHCF *
[Link]([Link](-5), [Link](0), [Link](50)), .4)
end
FakeHandleweld.C0 = clerp(Handleweld.C0, [Link](0, 0, 0) *
[Link]([Link](0), [Link](0), [Link](0)), .3)
BoltHandleweld.C0 = clerp(BoltHandleweld.C0, [Link](0, 0, 0)
* [Link]([Link](0), [Link](0), [Link](0)), .4)
end
for i = 0, 1, 0.3 do
wait()
if Crouching == false and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * [Link](0, 0, 0) *
[Link]([Link](0), [Link](0), [Link](-90)), .4)
elseif Crouching == true and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * [Link](0, 0, -.5) *
[Link]([Link](0), [Link](0), [Link](-90)), .4)
end
Ne.C0 = clerp(Ne.C0, NeckCF * [Link]([Link](5),
[Link](0), [Link](90)), .4)
RW.C0 = clerp(RW.C0, [Link](.51, 0.51, -.6) *
[Link]([Link](90), [Link](0), [Link](-90)), .4)
LW.C0 = clerp(LW.C0, [Link](-1.3, 0.51, 0) *
[Link]([Link](0), [Link](160), [Link](90)), .4)
if Crouching == false and Aiming == true then
RH.C0 = clerp(RH.C0, [Link](1, -1, 0) * RHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
LH.C0 = clerp(LH.C0, [Link](-1, -1, 0) * LHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
elseif Crouching == true and Aiming == true then
RH.C0 = clerp(RH.C0, [Link](1, -.5, -.5) * RHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
LH.C0 = clerp(LH.C0, [Link](-1, -1, 0) * LHCF *
[Link]([Link](-5), [Link](0), [Link](50)), .4)
end
FakeHandleweld.C0 = clerp(Handleweld.C0, [Link](0, 0, 0) *
[Link]([Link](0), [Link](0), [Link](0)), .4)
end
Handleweld.Part0 = RA
Handleweld.C0 = [Link](0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
Handleweld.C1 = [Link](1.03214836, -0.278110504, -0.0978469849, 0,
0.999999702, -2.98023224e-008, 0, -2.98023188e-008, -0.999999821, -1, 4.37113847e-
008, -1.77635684e-015)
attack = false
end
end
function Reload()
attack = true
for i = 0, 1, 0.1 do
wait()
if Crouching == false and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * [Link](0, 0, 0) *
[Link]([Link](0), [Link](0), [Link](-90)), .4)
elseif Crouching == true and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * [Link](0, 0, -.5) *
[Link]([Link](0), [Link](0), [Link](-90)), .4)
end
Ne.C0 = clerp(Ne.C0, NeckCF * [Link]([Link](0), [Link](0),
[Link](50)), .3)
RW.C0 = clerp(RW.C0, [Link](1, 0.5, -.5) *
[Link]([Link](120), [Link](0), [Link](-50)), .3)
LW.C0 = clerp(LW.C0, [Link](-1.2, 0.5, -.5) *
[Link]([Link](0), [Link](60), [Link](120)), .3)
if Crouching == false and Aiming == true then
RH.C0 = clerp(RH.C0, [Link](1, -1, 0) * RHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
LH.C0 = clerp(LH.C0, [Link](-1, -1, 0) * LHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
elseif Crouching == true and Aiming == true then
RH.C0 = clerp(RH.C0, [Link](1, -.5, -.5) * RHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
LH.C0 = clerp(LH.C0, [Link](-1, -1, 0) * LHCF *
[Link]([Link](-5), [Link](0), [Link](50)), .4)
end
FakeHandleweld.C0 = clerp(Handleweld.C0, [Link](0, 0, 0) *
[Link]([Link](0), [Link](0), [Link](0)), .3)
end
CreateSound("rbxassetid://131045401", FakeHandle, 1, 1)
MagHandleweld.Part0 = LA
MagHandleweld.C0 = [Link](.5, -1, .6) * [Link](1.5, 0, 1.5)
for i = 0, 1, 0.08 do
wait()
if Crouching == false and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * [Link](0, 0, 0) *
[Link]([Link](0), [Link](0), [Link](-90)), .4)
elseif Crouching == true and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * [Link](0, 0, -.5) *
[Link]([Link](0), [Link](0), [Link](-90)), .4)
end
Ne.C0 = clerp(Ne.C0, NeckCF * [Link]([Link](5), [Link](5),
[Link](50)), .3)
RW.C0 = clerp(RW.C0, [Link](1, 0.5, -.5) *
[Link]([Link](120), [Link](0), [Link](-50)), .3)
LW.C0 = clerp(LW.C0, [Link](-1.2, 0.5, -.3) *
[Link]([Link](0), [Link](90), [Link](20)), .3)
if Crouching == false and Aiming == true then
RH.C0 = clerp(RH.C0, [Link](1, -1, 0) * RHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
LH.C0 = clerp(LH.C0, [Link](-1, -1, 0) * LHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
elseif Crouching == true and Aiming == true then
RH.C0 = clerp(RH.C0, [Link](1, -.5, -.5) * RHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
LH.C0 = clerp(LH.C0, [Link](-1, -1, 0) * LHCF *
[Link]([Link](-5), [Link](0), [Link](50)), .4)
end
FakeHandleweld.C0 = clerp(Handleweld.C0, [Link](0, 0, 0) *
[Link]([Link](0), [Link](0), [Link](0)), .3)
end
CreateSound("rbxassetid://131045429", FakeHandle, 1, 1)
for i = 0, 1, 0.08 do
wait()
if Crouching == false and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * [Link](0, 0, 0) *
[Link]([Link](0), [Link](0), [Link](-90)), .4)
elseif Crouching == true and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * [Link](0, 0, -.5) *
[Link]([Link](0), [Link](0), [Link](-90)), .4)
end
Ne.C0 = clerp(Ne.C0, NeckCF * [Link]([Link](0), [Link](0),
[Link](50)), .3)
RW.C0 = clerp(RW.C0, [Link](1, 0.5, -.5) *
[Link]([Link](100), [Link](0), [Link](-50)), .5)
LW.C0 = clerp(LW.C0, [Link](-1.2, 0.5, -.3) *
[Link]([Link](0), [Link](60), [Link](100)), .5)
if Crouching == false and Aiming == true then
RH.C0 = clerp(RH.C0, [Link](1, -1, 0) * RHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
LH.C0 = clerp(LH.C0, [Link](-1, -1, 0) * LHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
elseif Crouching == true and Aiming == true then
RH.C0 = clerp(RH.C0, [Link](1, -.5, -.5) * RHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
LH.C0 = clerp(LH.C0, [Link](-1, -1, 0) * LHCF *
[Link]([Link](-5), [Link](0), [Link](50)), .4)
end
FakeHandleweld.C0 = clerp(Handleweld.C0, [Link](0, 0, 0) *
[Link]([Link](0), [Link](0), [Link](0)), .3)
end
MagHandleweld.Part0 = FakeHandle
MagHandleweld.C0 = [Link](0, 0, 0) * [Link](0, 0, 0)
Ammo = 10
print(Ammo)
if Depleted == true then
Depleted = false
Handleweld.Part0 = LA
Handleweld.C0 = [Link](0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
Handleweld.C1 = [Link](-0.737663269, -0.281144857, 0.33117196,
0.00916702952, 0.939647615, 0.342020333, 0.999940991, -0.0106014106, 0.00232372736,
0.00580918044, 0.341978878, -0.939689875)
for i = 0, 1, 0.1 do
wait()
if Crouching == false and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * [Link](0, 0, 0) *
[Link]([Link](0), [Link](0), [Link](-90)), .4)
elseif Crouching == true and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * [Link](0, 0, -.5) *
[Link]([Link](0), [Link](0), [Link](-90)), .4)
end
Ne.C0 = clerp(Ne.C0, NeckCF * [Link]([Link](5),
[Link](0), [Link](80)), .3)
RW.C0 = clerp(RW.C0, [Link](.5, 0.5, -.6) *
[Link]([Link](80), [Link](-30), [Link](-90)), .3)
LW.C0 = clerp(LW.C0, [Link](-1, 0.3, 0) *
[Link]([Link](0), [Link](160), [Link](70)), .3)
if Crouching == false and Aiming == true then
RH.C0 = clerp(RH.C0, [Link](1, -1, 0) * RHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
LH.C0 = clerp(LH.C0, [Link](-1, -1, 0) * LHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
elseif Crouching == true and Aiming == true then
RH.C0 = clerp(RH.C0, [Link](1, -.5, -.5) * RHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
LH.C0 = clerp(LH.C0, [Link](-1, -1, 0) * LHCF *
[Link]([Link](-5), [Link](0), [Link](50)), .4)
end
FakeHandleweld.C0 = clerp(Handleweld.C0, [Link](0, 0, 0) *
[Link]([Link](0), [Link](0), [Link](0)), .3)
end
CreateSound("rbxassetid://146740582", BoltHandle, .7, 1)
for i = 0, 1, 0.1 do
wait()
if Crouching == false and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * [Link](0, 0, 0) *
[Link]([Link](0), [Link](0), [Link](-90)), .4)
elseif Crouching == true and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * [Link](0, 0, -.5) *
[Link]([Link](0), [Link](0), [Link](-90)), .4)
end
Ne.C0 = clerp(Ne.C0, NeckCF * [Link]([Link](5),
[Link](0), [Link](80)), .3)
RW.C0 = clerp(RW.C0, [Link](1, 0.5, -.6) *
[Link]([Link](80), [Link](-30), [Link](-90)), .5)
LW.C0 = clerp(LW.C0, [Link](-1, 0.3, 0) *
[Link]([Link](0), [Link](160), [Link](70)), .3)
if Crouching == false and Aiming == true then
RH.C0 = clerp(RH.C0, [Link](1, -1, 0) * RHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
LH.C0 = clerp(LH.C0, [Link](-1, -1, 0) * LHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
elseif Crouching == true and Aiming == true then
RH.C0 = clerp(RH.C0, [Link](1, -.5, -.5) * RHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
LH.C0 = clerp(LH.C0, [Link](-1, -1, 0) * LHCF *
[Link]([Link](-5), [Link](0), [Link](50)), .4)
end
FakeHandleweld.C0 = clerp(Handleweld.C0, [Link](0, 0, 0) *
[Link]([Link](0), [Link](0), [Link](0)), .3)
BoltHandleweld.C0 = clerp(BoltHandleweld.C0, [Link](.5, 0, 0)
* [Link]([Link](0), [Link](0), [Link](0)), .4)
end
for i = 0, 1, 0.3 do
wait()
if Crouching == false and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * [Link](0, 0, 0) *
[Link]([Link](0), [Link](0), [Link](-90)), .4)
elseif Crouching == true and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * [Link](0, 0, -.5) *
[Link]([Link](0), [Link](0), [Link](-90)), .4)
end
Ne.C0 = clerp(Ne.C0, NeckCF * [Link]([Link](5),
[Link](0), [Link](80)), .3)
RW.C0 = clerp(RW.C0, [Link](.5, 0.5, -.6) *
[Link]([Link](80), [Link](-30), [Link](-90)), .5)
LW.C0 = clerp(LW.C0, [Link](-1, 0.3, 0) *
[Link]([Link](0), [Link](160), [Link](70)), .3)
if Crouching == false and Aiming == true then
RH.C0 = clerp(RH.C0, [Link](1, -1, 0) * RHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
LH.C0 = clerp(LH.C0, [Link](-1, -1, 0) * LHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
elseif Crouching == true and Aiming == true then
RH.C0 = clerp(RH.C0, [Link](1, -.5, -.5) * RHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
LH.C0 = clerp(LH.C0, [Link](-1, -1, 0) * LHCF *
[Link]([Link](-5), [Link](0), [Link](50)), .4)
end
FakeHandleweld.C0 = clerp(Handleweld.C0, [Link](0, 0, 0) *
[Link]([Link](0), [Link](0), [Link](0)), .3)
BoltHandleweld.C0 = clerp(BoltHandleweld.C0, [Link](0, 0, 0)
* [Link]([Link](0), [Link](0), [Link](0)), .4)
end
end
Handleweld.Part0 = RA
Handleweld.C0 = [Link](0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
Handleweld.C1 = [Link](1.03214836, -0.278110504, -0.0978469849, 0,
0.999999702, -2.98023224e-008, 0, -2.98023188e-008, -0.999999821, -1, 4.37113847e-
008, -1.77635684e-015)
attack = false
end
mouse.Button1Down:connect(function()
if attack == false and Depleted == false then
Fire()
end
end)
[Link]:connect(function(k)
k = k:lower()
if k == "r" and attack == false then
Reload()
elseif k == "f" and Aiming == false then
Aiming = true
elseif k == "f" and Aiming == true then
Aiming = false
elseif k == "c" and Aiming == true and Crouching == false then
Crouching = true
elseif k == "c" and Aiming == true and Crouching == true then
Crouching = false
elseif k == "z" and Aiming == true and Zoomed == false then
Zoomed = true
CreateSound("rbxassetid://180144779", FakeHandle, 1, 1)
for i = 0, 1, 0.2 do
wait()
[Link] = [Link] - 5
end
[Link] = "LockFirstPerson"
--[Link] = false
[Link] = 10
[Link] = ScopeZoom
[Link] = "rbxassetid://18006519"
elseif k == "z" and Aiming == true and Zoomed == true then
Zoomed = false
CreateSound("rbxassetid://190623951", FakeHandle, 1, 1)
for i = 0, 1, 0.2 do
wait()
[Link] = [Link] + 5
end
[Link] = "Classic"
--[Link] = true
[Link] = 80
[Link] = Hu
[Link] = ""
end
end)
local sine = 0
local change = 1
local val = 0
while true do
wait()
sine = sine + change
local torvel = ([Link] * [Link](1, 0, 1)).magnitude
local velderp = [Link].y
hitfloor, posfloor = rayCast([Link], ([Link]([Link],
[Link] - [Link](0, 1, 0))).lookVector, 4, Char)
if equipped == true or equipped == false then
if Aiming == true then
if Crouching == false and Aiming == true then
[Link] = 10
elseif Crouching == true and Aiming == true then
[Link] = 5
end
[Link] = RP
local gunpos = [Link]([Link].p.x, [Link].Y,
[Link].p.z)
offset = ([Link].y - [Link].p.y) / 60
local mag = ([Link] - [Link].p).magnitude / 80
offset = offset / mag
[Link] = [Link]([Link](),([Link].p -
[Link].p).unit * 100)
elseif Aiming == false then
[Link] = 50
[Link] = 16
[Link] = nil
end
if [Link].y > 1 and hitfloor == nil then
Anim = "Jump"
if attack == false and Aiming == false then
RJ.C0 = clerp(RJ.C0, RootCF * [Link](0, 0, 0) *
[Link]([Link](0), [Link](0), [Link](0)), .3)
Ne.C0 = clerp(Ne.C0, NeckCF * [Link]([Link](-20),
[Link](0), [Link](0)), .3)
RW.C0 = clerp(RW.C0, [Link](1.2, 0.4, -.2) *
[Link]([Link](60), [Link](0), [Link](-40)), .3)
LW.C0 = clerp(LW.C0, [Link](-1.3, 0.5, -.4) *
[Link]([Link](0), [Link](80), [Link](60)), .3)
RH.C0 = clerp(RH.C0, [Link](1, -1, 0) * RHCF *
[Link]([Link](-4), [Link](0), [Link](-30)), .3)
LH.C0 = clerp(LH.C0, [Link](-1, -1, 0) * LHCF *
[Link]([Link](-4), [Link](0), [Link](30)), .3)
FakeHandleweld.C0 = clerp(Handleweld.C0, [Link](0, 0,
0) * [Link]([Link](0), [Link](80), [Link](0)), .3)
elseif attack == false and Aiming == true then
if Crouching == false and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * [Link](0, 0, 0) *
[Link]([Link](0), [Link](0), [Link](-90)), .4)
elseif Crouching == true and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * [Link](0, 0, -.5) *
[Link]([Link](0), [Link](0), [Link](-90)), .4)
end
Ne.C0 = clerp(Ne.C0, NeckCF * [Link]([Link](5),
[Link](0), [Link](90)), .4)
RW.C0 = clerp(RW.C0, [Link](.51, 0.51, -.6) *
[Link]([Link](90), [Link](0), [Link](-90)), .4)
LW.C0 = clerp(LW.C0, [Link](-1.3, 0.51, 0) *
[Link]([Link](0), [Link](160), [Link](90)), .4)
RH.C0 = clerp(RH.C0, [Link](1, -1, 0) * RHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
LH.C0 = clerp(LH.C0, [Link](-1, -1, 0) * LHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
if Crouching == false and Aiming == true then
RH.C0 = clerp(RH.C0, [Link](1, -1, 0) * RHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
LH.C0 = clerp(LH.C0, [Link](-1, -1, 0) * LHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
elseif Crouching == true and Aiming == true then
RH.C0 = clerp(RH.C0, [Link](1, -.5, -.5) * RHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
LH.C0 = clerp(LH.C0, [Link](-1, -1, 0) * LHCF *
[Link]([Link](-5), [Link](0), [Link](50)), .4)
end
FakeHandleweld.C0 = clerp(Handleweld.C0, [Link](0, 0,
0) * [Link]([Link](0), [Link](0), [Link](0)), .4)
end
elseif [Link].y < -1 and hitfloor == nil then
Anim = "Fall"
if attack == false and Aiming == false then
RJ.C0 = clerp(RJ.C0, RootCF * [Link](0, 0, 0) *
[Link]([Link](0), [Link](0), [Link](0)), .3)
Ne.C0 = clerp(Ne.C0, NeckCF * [Link]([Link](20),
[Link](0), [Link](0)), .3)
RW.C0 = clerp(RW.C0, [Link](1.2, 0.4, -.2) *
[Link]([Link](100), [Link](0), [Link](-40)), .3)
LW.C0 = clerp(LW.C0, [Link](-1.3, 0.5, -.4) *
[Link]([Link](0), [Link](80), [Link](100)), .3)
RH.C0 = clerp(RH.C0, [Link](1, -1, 0) * RHCF *
[Link]([Link](-4), [Link](0), [Link](30)), .3)
LH.C0 = clerp(LH.C0, [Link](-1, -1, 0) * LHCF *
[Link]([Link](-4), [Link](0), [Link](-30)), .3)
FakeHandleweld.C0 = clerp(Handleweld.C0, [Link](0, 0,
0) * [Link]([Link](0), [Link](80), [Link](0)), .3)
elseif attack == false and Aiming == true then
if Crouching == false and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * [Link](0, 0, 0) *
[Link]([Link](0), [Link](0), [Link](-90)), .4)
elseif Crouching == true and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * [Link](0, 0, -.5) *
[Link]([Link](0), [Link](0), [Link](-90)), .4)
end
Ne.C0 = clerp(Ne.C0, NeckCF * [Link]([Link](5),
[Link](0), [Link](90)), .4)
RW.C0 = clerp(RW.C0, [Link](.51, 0.51, -.6) *
[Link]([Link](90), [Link](0), [Link](-90)), .4)
LW.C0 = clerp(LW.C0, [Link](-1.3, 0.51, 0) *
[Link]([Link](0), [Link](160), [Link](90)), .4)
RH.C0 = clerp(RH.C0, [Link](1, -1, 0) * RHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
LH.C0 = clerp(LH.C0, [Link](-1, -1, 0) * LHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
if Crouching == false and Aiming == true then
RH.C0 = clerp(RH.C0, [Link](1, -1, 0) * RHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
LH.C0 = clerp(LH.C0, [Link](-1, -1, 0) * LHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
elseif Crouching == true and Aiming == true then
RH.C0 = clerp(RH.C0, [Link](1, -.5, -.5) * RHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
LH.C0 = clerp(LH.C0, [Link](-1, -1, 0) * LHCF *
[Link]([Link](-5), [Link](0), [Link](50)), .4)
end
FakeHandleweld.C0 = clerp(Handleweld.C0, [Link](0, 0,
0) * [Link]([Link](0), [Link](0), [Link](0)), .4)
end
elseif torvel < 1 and hitfloor ~= nil then
Anim = "Idle"
if attack == false and Aiming == false then
RJ.C0 = clerp(RJ.C0, RootCF * [Link](0, 0, -.5) *
[Link]([Link](0), [Link](0), [Link](50)), .3)
Ne.C0 = clerp(Ne.C0, NeckCF * [Link]([Link](5),
[Link](0), [Link](-50)), .3)
RW.C0 = clerp(RW.C0, [Link](1.2, 0.4, 0) *
[Link]([Link](70), [Link](0), [Link](-40)), .3)
LW.C0 = clerp(LW.C0, [Link](-1.3, 0.5, -.4) *
[Link]([Link](0), [Link](80), [Link](70)), .3)
RH.C0 = clerp(RH.C0, [Link](.9, -.5, .2) * RHCF *
[Link]([Link](-5), [Link](-50), [Link](0)), .3)
LH.C0 = clerp(LH.C0, [Link](-.5, -1, -1) * LHCF *
[Link]([Link](-5), [Link](-50), [Link](50)), .3)
FakeHandleweld.C0 = clerp(Handleweld.C0, [Link](0, 0,
0) * [Link]([Link](0), [Link](70), [Link](0)), .3)
elseif attack == false and Aiming == true then
if Crouching == false and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * [Link](0, 0, 0) *
[Link]([Link](0), [Link](0), [Link](-90)), .4)
elseif Crouching == true and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * [Link](0, 0, -.5) *
[Link]([Link](0), [Link](0), [Link](-90)), .4)
end
Ne.C0 = clerp(Ne.C0, NeckCF * [Link]([Link](5),
[Link](0), [Link](90)), .4)
RW.C0 = clerp(RW.C0, [Link](.51, 0.51, -.6) *
[Link]([Link](90), [Link](0), [Link](-90)), .4)
LW.C0 = clerp(LW.C0, [Link](-1.3, 0.51, 0) *
[Link]([Link](0), [Link](160), [Link](90)), .4)
if Crouching == false and Aiming == true then
RH.C0 = clerp(RH.C0, [Link](1, -1, 0) * RHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
LH.C0 = clerp(LH.C0, [Link](-1, -1, 0) * LHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
elseif Crouching == true and Aiming == true then
RH.C0 = clerp(RH.C0, [Link](1, -.5, -.5) * RHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
LH.C0 = clerp(LH.C0, [Link](-1, -1, 0) * LHCF *
[Link]([Link](-5), [Link](0), [Link](50)), .4)
end
FakeHandleweld.C0 = clerp(Handleweld.C0, [Link](0, 0,
0) * [Link]([Link](0), [Link](0), [Link](0)), .4)
end
elseif torvel > 2 and hitfloor ~= nil then
Anim = "Walk"
if attack == false and Aiming == false then
RJ.C0 = clerp(RJ.C0, RootCF * [Link](0, 0, 0) *
[Link]([Link](30), [Link](0), [Link](0)), .3)
Ne.C0 = clerp(Ne.C0, NeckCF * [Link]([Link](-20),
[Link](0), [Link](0)), .3)
RW.C0 = clerp(RW.C0, [Link](1.2, 0.4, -.2) *
[Link]([Link](50), [Link](0), [Link](-40)), .3)
LW.C0 = clerp(LW.C0, [Link](-1.3, 0.5, -.4) *
[Link]([Link](0), [Link](80), [Link](50)), .3)
RH.C0 = clerp(RH.C0, [Link](1, -1, 0) * RHCF *
[Link]([Link](-3), [Link](0), [Link](0)), .3)
LH.C0 = clerp(LH.C0, [Link](-1, -1, 0) * LHCF *
[Link]([Link](-3), [Link](0), [Link](0)), .3)
FakeHandleweld.C0 = clerp(Handleweld.C0, [Link](0, 0,
0) * [Link]([Link](0), [Link](80), [Link](0)), .3)
elseif attack == false and Aiming == true then
if Crouching == false and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * [Link](0, 0, 0) *
[Link]([Link](0), [Link](0), [Link](-90)), .4)
elseif Crouching == true and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * [Link](0, 0, -.5) *
[Link]([Link](0), [Link](0), [Link](-90)), .4)
end
Ne.C0 = clerp(Ne.C0, NeckCF * [Link]([Link](5),
[Link](0), [Link](90)), .4)
RW.C0 = clerp(RW.C0, [Link](.51, 0.51, -.6) *
[Link]([Link](90), [Link](0), [Link](-90)), .4)
LW.C0 = clerp(LW.C0, [Link](-1.3, 0.51, 0) *
[Link]([Link](0), [Link](160), [Link](90)), .4)
RH.C0 = clerp(RH.C0, [Link](1, -1, 0) * RHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
LH.C0 = clerp(LH.C0, [Link](-1, -1, 0) * LHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
if Crouching == false and Aiming == true then
RH.C0 = clerp(RH.C0, [Link](1, -1, 0) * RHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
LH.C0 = clerp(LH.C0, [Link](-1, -1, 0) * LHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
elseif Crouching == true and Aiming == true then
RH.C0 = clerp(RH.C0, [Link](1, -.1, -.5) * RHCF *
[Link]([Link](-5), [Link](0), [Link](0)), .4)
LH.C0 = clerp(LH.C0, [Link](-1, -.1, -.2) * LHCF
* [Link]([Link](-5), [Link](0), [Link](50)), .4)
end
FakeHandleweld.C0 = clerp(Handleweld.C0, [Link](0, 0,
0) * [Link]([Link](0), [Link](0), [Link](0)), .4)
end
end
end
if #Effects > 0 then
for e = 1, #Effects do
if Effects[e] ~= nil then
local Thing = Effects[e]
if Thing ~= nil then
local Part = Thing[1]
local Mode = Thing[2]
local Delay = Thing[3]
local IncX = Thing[4]
local IncY = Thing[5]
local IncZ = Thing[6]
if Thing[1].Transparency <= 1 then
if Thing[2] == "Block1" then
Thing[1].CFrame = Thing[1].CFrame *
[Link]([Link](-50, 50), [Link](-50, 50), [Link](-
50, 50))
Mesh = Thing[1].Mesh
[Link] = [Link] +
[Link](Thing[4], Thing[5], Thing[6])
Thing[1].Transparency =
Thing[1].Transparency + Thing[3]
elseif Thing[2] == "Cylinder" then
Mesh = Thing[1].Mesh
[Link] = [Link] +
[Link](Thing[4], Thing[5], Thing[6])
Thing[1].Transparency =
Thing[1].Transparency + Thing[3]
elseif Thing[2] == "Blood" then
Mesh = Thing[7]
Thing[1].CFrame = Thing[1].CFrame *
[Link](0, .5, 0)
[Link] = [Link] +
[Link](Thing[4], Thing[5], Thing[6])
Thing[1].Transparency =
Thing[1].Transparency + Thing[3]
elseif Thing[2] == "Elec" then
Mesh = Thing[1].Mesh
[Link] = [Link] +
[Link](Thing[7], Thing[8], Thing[9])
Thing[1].Transparency =
Thing[1].Transparency + Thing[3]
elseif Thing[2] == "Disappear" then
Thing[1].Transparency =
Thing[1].Transparency + Thing[3]
end
else
[Link] = nil
[Link](Effects, e)
end
end
end
end
end
end