--Plasma Cannon Gifted by machontz, Local Script! Player = game.Players.LocalPlayer Character = Player.Character script.Parent = Character HColor = "Medium stone grey" HWidth = 0.5 HBevel = 0.01 HMesh = 0.06 --[[ * Fire Handle * ]]-- pcall(function() Character.Gun:Remove() end) Gun = Instance.new("Model") Gun.Name = "Gun" Gun.Parent = Character --[[ * Gui * ]]-- --[[ MG = Instance.new("ScreenGui",Player.PlayerGui) BS = Instance.new("Frame") BS.Parent = MG BS.Size = UDim2.new(1,0,1,0) BS.Position = UDim2.new(0,0,0,0) BS.BackgroundColor3 = Color3.new(0,0,0) BS.BorderSizePixel = 0 BS.BackgroundTransparency = 0 wait(0.5) for i = 1,10 do wait() BS.BackgroundTransparency = BS.BackgroundTransparency + 0.1 end ]] --[[ * Arm Weld * ]]-- ArmWeld = Instance.new("Weld") ArmWeld.Parent = Character["Torso"] ArmWeld.Part0 = ArmWeld.Parent ArmWeld.Part1 = Character["Right Arm"] ArmWeld.C0 = CFrame.new(1.5,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0) --[[ * Arm Weld * ]]-- ArmWeldR = Instance.new("Weld") ArmWeldR.Parent = Character["Torso"] ArmWeldR.Part0 = ArmWeldR.Parent ArmWeldR.Part1 = Character["Left Arm"] ArmWeldR.C0 = CFrame.new(-1.5,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0) --[[ * Neck Weld * ]]-- Neck = Instance.new("Weld") Neck.Parent = Character["Torso"] Neck.Part0 = Neck.Parent Neck.Part1 = Character["Head"] Neck.C0 = CFrame.new(0,1.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) --[[ * Handle * ]]-- Handle = Instance.new("Part") Handle.formFactor = "Custom" Handle.Locked = true Handle.CanCollide = false Handle.BrickColor = BrickColor.new("Medium stone grey") Handle.Anchored = false Handle.Size = Vector3.new(0.5,1,0.5) Handle.TopSurface = 0 Handle.BottomSurface = 0 Handle.Parent = Gun MeshA = Instance.new("BlockMesh",Handle) MeshA.Bevel = 0.03 WeldA = Instance.new("Weld") WeldA.Parent = Handle WeldA.Part0 = Character["Right Arm"] WeldA.Part1 = Handle WeldA.C0 = CFrame.new(0,-1.1,-0.1) * CFrame.Angles(math.pi/2-0.2,0,0) --[[ * Trigger * ]]-- Trigger = Instance.new("Part") Trigger.formFactor = "Custom" Trigger.Locked = true Trigger.CanCollide = false Trigger.BrickColor = BrickColor.Black() Trigger.Anchored = false Trigger.Size = Vector3.new(0.3,0.3,0.6) Trigger.TopSurface = 0 Trigger.BottomSurface = 0 Trigger.Parent = Gun MeshB = Instance.new("BlockMesh",Trigger) MeshB.Bevel = 0.03 WeldB = Instance.new("Weld") WeldB.Parent = Trigger WeldB.Part0 = Handle WeldB.Part1 = Trigger WeldB.C0 = CFrame.new(0,-0.5,0.4) * CFrame.Angles(0.2,0,0) --[[ * Barrel * ]]-- Barrel = Instance.new("Part") Barrel.formFactor = "Custom" Barrel.Locked = true Barrel.CanCollide = false Barrel.BrickColor = BrickColor.new("Medium stone grey") Barrel.Anchored = false Barrel.Size = Vector3.new(1.4,2,1.4) Barrel.TopSurface = 0 Barrel.BottomSurface = 0 Barrel.Parent = Gun MeshC = Instance.new("CylinderMesh",Barrel) MeshC.Bevel = 0.03 WeldC = Instance.new("Weld") WeldC.Parent = Barrel WeldC.Part0 = Trigger WeldC.Part1 = Barrel WeldC.C0 = CFrame.new(0,-0.6,-0.4) * CFrame.Angles(math.pi/2,0,0) --[[ * Fluid * ]]-- Fluid = Instance.new("Part") Fluid.formFactor = "Custom" Fluid.Locked = true Fluid.CanCollide = false Fluid.BrickColor = BrickColor.new(104) Fluid.Anchored = false Fluid.Transparency = 0 Fluid.Reflectance = 0.25 Fluid.Size = Vector3.new(1,1,1) Fluid.TopSurface = 0 Fluid.BottomSurface = 0 Fluid.Parent = Gun MeshD = Instance.new("CylinderMesh",Fluid) MeshD.Bevel = 0.03 WeldD = Instance.new("Weld") WeldD.Parent = Fluid WeldD.Part0 = Barrel WeldD.Part1 = Fluid WeldD.C0 = CFrame.new(0,-1,0) * CFrame.Angles(0,0,0) --[[ * CTrigger * ]]-- CTrigger = Instance.new("Part") CTrigger.formFactor = "Custom" CTrigger.Locked = true CTrigger.CanCollide = false CTrigger.BrickColor = BrickColor.new("Medium stone grey") CTrigger.Anchored = false CTrigger.Size = Vector3.new(1.25,0.5,1.25) CTrigger.TopSurface = 0 CTrigger.BottomSurface = 0 CTrigger.Parent = Gun MeshE = Instance.new("CylinderMesh",CTrigger) MeshE.Bevel = 0.03 WeldE = Instance.new("Weld") WeldE.Parent = CTrigger WeldE.Part0 = Fluid WeldE.Part1 = CTrigger WeldE.C0 = CFrame.new(0,-0.5,0) * CFrame.Angles(0,0,0) --[[ * BCap * ]]-- BCap = Instance.new("Part") BCap.formFactor = "Custom" BCap.Locked = true BCap.CanCollide = false BCap.BrickColor = BrickColor.new("Medium stone grey") BCap.Anchored = false BCap.Size = Vector3.new(1.25,0.5,1.25) BCap.TopSurface = 0 BCap.BottomSurface = 0 BCap.Parent = Gun MeshF = Instance.new("CylinderMesh",BCap) MeshF.Bevel = 0.03 WeldF = Instance.new("Weld") WeldF.Parent = BCap WeldF.Part0 = Fluid WeldF.Part1 = BCap WeldF.C0 = CFrame.new(0,0.5,0) * CFrame.Angles(0,0,0) --[[ * Hole * ]]-- Hole = Instance.new("Part") Hole.formFactor = "Custom" Hole.Locked = true Hole.CanCollide = false Hole.BrickColor = BrickColor.new("Really black") Hole.Anchored = false Hole.Size = Vector3.new(0.7,1,0.7) Hole.TopSurface = 0 Hole.BottomSurface = 0 Hole.Parent = Gun MeshG = Instance.new("CylinderMesh",Hole) MeshG.Bevel = 0.03 WeldG = Instance.new("Weld") WeldG.Parent = Hole WeldG.Part0 = Barrel WeldG.Part1 = Hole WeldG.C0 = CFrame.new(0,0.51,0) * CFrame.Angles(0,0,0) --[[ * JointA * ]]-- JointA = Instance.new("Part") JointA.formFactor = "Custom" JointA.Locked = true JointA.CanCollide = false JointA.BrickColor = BrickColor.new(HColor) JointA.Anchored = false JointA.Size = Vector3.new(HWidth,1,0.2) JointA.TopSurface = 0 JointA.BottomSurface = 0 JointA.Parent = Gun MeshH = Instance.new("BlockMesh",JointA) MeshH.Bevel = HBevel WeldH = Instance.new("Weld") WeldH.Parent = JointA WeldH.Part0 = Hole WeldH.Part1 = JointA WeldH.C0 = CFrame.new(0,0.5,0.5) * CFrame.Angles(0,0,0) --[[ * JointB * ]]-- JointB = Instance.new("Part") JointB.formFactor = "Custom" JointB.Locked = true JointB.CanCollide = false JointB.BrickColor = BrickColor.new(HColor) JointB.Anchored = false JointB.Size = Vector3.new(HWidth,1,0.2) JointB.TopSurface = 0 JointB.BottomSurface = 0 JointB.Parent = Gun MeshI = Instance.new("BlockMesh",JointB) MeshI.Bevel = HBevel WeldI = Instance.new("Weld") WeldI.Parent = JointB WeldI.Part0 = Hole WeldI.Part1 = JointB WeldI.C0 = CFrame.new(0,0.5,-0.5) * CFrame.Angles(0,math.pi,0) --[[ * JointC * ]]-- JointC = Instance.new("Part") JointC.formFactor = "Custom" JointC.Locked = true JointC.CanCollide = false JointC.BrickColor = BrickColor.new(HColor) JointC.Anchored = false JointC.Size = Vector3.new(HWidth,1,0.2) JointC.TopSurface = 0 JointC.BottomSurface = 0 JointC.Parent = Gun MeshJ = Instance.new("BlockMesh",JointC) MeshJ.Bevel = HBevel WeldJ = Instance.new("Weld") WeldJ.Parent = JointC WeldJ.Part0 = Hole WeldJ.Part1 = JointC WeldJ.C0 = CFrame.new(0.5,0.5,0) * CFrame.Angles(0,math.pi/2,0) --[[ * JointD * ]]-- JointD = Instance.new("Part") JointD.formFactor = "Custom" JointD.Locked = true JointD.CanCollide = false JointD.BrickColor = BrickColor.new(HColor) JointD.Anchored = false JointD.Size = Vector3.new(HWidth,1,0.2) JointD.TopSurface = 0 JointD.BottomSurface = 0 JointD.Parent = Gun MeshK = Instance.new("BlockMesh",JointD) MeshK.Bevel = HBevel WeldK = Instance.new("Weld") WeldK.Parent = JointD WeldK.Part0 = Hole WeldK.Part1 = JointD WeldK.C0 = CFrame.new(-0.5,0.5,0) * CFrame.Angles(0,-math.pi/2,0) --[[ * JointE * ]]-- JointE = Instance.new("Part") JointE.formFactor = "Custom" JointE.Locked = true JointE.CanCollide = false JointE.BrickColor = BrickColor.new(HColor) JointE.Anchored = false JointE.Size = Vector3.new(HWidth,1,0.2) JointE.TopSurface = 0 JointE.BottomSurface = 0 JointE.Parent = Gun MeshL = Instance.new("BlockMesh",JointE) MeshL.Bevel = HBevel WeldL = Instance.new("Weld") WeldL.Parent = JointE WeldL.Part0 = Hole WeldL.Part1 = JointE WeldL.C0 = CFrame.new(-0.35,0.5,0.35) * CFrame.Angles(0,-math.pi/2/2,0) --[[ * JointF * ]]-- JointF = Instance.new("Part") JointF.formFactor = "Custom" JointF.Locked = true JointF.CanCollide = false JointF.BrickColor = BrickColor.new(HColor) JointF.Anchored = false JointF.Size = Vector3.new(HWidth,1,0.2) JointF.TopSurface = 0 JointF.BottomSurface = 0 JointF.Parent = Gun MeshM = Instance.new("BlockMesh",JointF) MeshM.Bevel = HBevel WeldM = Instance.new("Weld") WeldM.Parent = JointF WeldM.Part0 = Hole WeldM.Part1 = JointF WeldM.C0 = CFrame.new(0.35,0.5,0.35) * CFrame.Angles(0,math.pi/2/2,0) --[[ * JointG * ]]-- JointG = Instance.new("Part") JointG.formFactor = "Custom" JointG.Locked = true JointG.CanCollide = false JointG.BrickColor = BrickColor.new(HColor) JointG.Anchored = false JointG.Size = Vector3.new(HWidth,1,0.2) JointG.TopSurface = 0 JointG.BottomSurface = 0 JointG.Parent = Gun MeshN = Instance.new("BlockMesh",JointG) MeshN.Bevel = HBevel WeldN = Instance.new("Weld") WeldN.Parent = JointG WeldN.Part0 = Hole WeldN.Part1 = JointG WeldN.C0 = CFrame.new(-0.35,0.5,-0.35) * CFrame.Angles(0,math.pi/2/2,0) --[[ * JointH * ]]-- JointH = Instance.new("Part") JointH.formFactor = "Custom" JointH.Locked = true JointH.CanCollide = false JointH.BrickColor = BrickColor.new(HColor) JointH.Anchored = false JointH.Size = Vector3.new(HWidth,1,0.2) JointH.TopSurface = 0 JointH.BottomSurface = 0 JointH.Parent = Gun MeshO = Instance.new("BlockMesh",JointH) MeshO.Bevel = HBevel WeldO = Instance.new("Weld") WeldO.Parent = JointH WeldO.Part0 = Hole WeldO.Part1 = JointH WeldO.C0 = CFrame.new(0.35,0.5,-0.35) * CFrame.Angles(0,-math.pi/2/2,0) --[[ * PartX * ]]-- PartX = Instance.new("Part") PartX.formFactor = "Custom" PartX.Locked = true PartX.CanCollide = false PartX.BrickColor = BrickColor.new(HColor) PartX.Anchored = false PartX.Size = Vector3.new(HWidth,0.2,0.5) PartX.TopSurface = 0 PartX.BottomSurface = 0 PartX.Parent = Gun MeshX1 = Instance.new("BlockMesh",PartX) MeshX1.Bevel = HBevel WeldX = Instance.new("Weld") WeldX.Parent = PartX WeldX.Part0 = JointA WeldX.Part1 = PartX WeldX.C0 = CFrame.new(0,0.4,-0.2) * CFrame.Angles(0,0,0) --[[ * PartX * ]]-- PartX = Instance.new("Part") PartX.formFactor = "Custom" PartX.Locked = true PartX.CanCollide = false PartX.BrickColor = BrickColor.new(HColor) PartX.Anchored = false PartX.Size = Vector3.new(HWidth,0.2,0.5) PartX.TopSurface = 0 PartX.BottomSurface = 0 PartX.Parent = Gun MeshX2 = Instance.new("BlockMesh",PartX) MeshX2.Bevel = HBevel WeldX = Instance.new("Weld") WeldX.Parent = PartX WeldX.Part0 = JointB WeldX.Part1 = PartX WeldX.C0 = CFrame.new(0,0.4,-0.2) * CFrame.Angles(0,0,0) --[[ * PartX * ]]-- PartX = Instance.new("Part") PartX.formFactor = "Custom" PartX.Locked = true PartX.CanCollide = false PartX.BrickColor = BrickColor.new(HColor) PartX.Anchored = false PartX.Size = Vector3.new(HWidth,0.2,0.5) PartX.TopSurface = 0 PartX.BottomSurface = 0 PartX.Parent = Gun MeshX3 = Instance.new("BlockMesh",PartX) MeshX3.Bevel = HBevel WeldX = Instance.new("Weld") WeldX.Parent = PartX WeldX.Part0 = JointC WeldX.Part1 = PartX WeldX.C0 = CFrame.new(0,0.4,-0.2) * CFrame.Angles(0,0,0) --[[ * PartX * ]]-- PartX = Instance.new("Part") PartX.formFactor = "Custom" PartX.Locked = true PartX.CanCollide = false PartX.BrickColor = BrickColor.new(HColor) PartX.Anchored = false PartX.Size = Vector3.new(HWidth,0.2,0.5) PartX.TopSurface = 0 PartX.BottomSurface = 0 PartX.Parent = Gun MeshX4 = Instance.new("BlockMesh",PartX) MeshX4.Bevel = HBevel WeldX = Instance.new("Weld") WeldX.Parent = PartX WeldX.Part0 = JointD WeldX.Part1 = PartX WeldX.C0 = CFrame.new(0,0.4,-0.2) * CFrame.Angles(0,0,0) --[[ * PartX * ]]-- PartX = Instance.new("Part") PartX.formFactor = "Custom" PartX.Locked = true PartX.CanCollide = false PartX.BrickColor = BrickColor.new(HColor) PartX.Anchored = false PartX.Size = Vector3.new(HWidth,0.2,0.5) PartX.TopSurface = 0 PartX.BottomSurface = 0 PartX.Parent = Gun MeshX5 = Instance.new("BlockMesh",PartX) MeshX5.Bevel = HBevel WeldX = Instance.new("Weld") WeldX.Parent = PartX WeldX.Part0 = JointE WeldX.Part1 = PartX WeldX.C0 = CFrame.new(0,0.4,-0.2) * CFrame.Angles(0,0,0) --[[ * PartX * ]]-- PartX = Instance.new("Part") PartX.formFactor = "Custom" PartX.Locked = true PartX.CanCollide = false PartX.BrickColor = BrickColor.new(HColor) PartX.Anchored = false PartX.Size = Vector3.new(HWidth,0.2,0.5) PartX.TopSurface = 0 PartX.BottomSurface = 0 PartX.Parent = Gun MeshX6 = Instance.new("BlockMesh",PartX) MeshX6.Bevel = HBevel WeldX = Instance.new("Weld") WeldX.Parent = PartX WeldX.Part0 = JointF WeldX.Part1 = PartX WeldX.C0 = CFrame.new(0,0.4,-0.2) * CFrame.Angles(0,0,0) --[[ * PartX * ]]-- PartX = Instance.new("Part") PartX.formFactor = "Custom" PartX.Locked = true PartX.CanCollide = false PartX.BrickColor = BrickColor.new(HColor) PartX.Anchored = false PartX.Size = Vector3.new(HWidth,0.2,0.5) PartX.TopSurface = 0 PartX.BottomSurface = 0 PartX.Parent = Gun MeshX7 = Instance.new("BlockMesh",PartX) MeshX7.Bevel = HBevel WeldX = Instance.new("Weld") WeldX.Parent = PartX WeldX.Part0 = JointG WeldX.Part1 = PartX WeldX.C0 = CFrame.new(0,0.4,0.2) * CFrame.Angles(0,0,0) --[[ * PartX * ]]-- PartX = Instance.new("Part") PartX.formFactor = "Custom" PartX.Locked = true PartX.CanCollide = false PartX.BrickColor = BrickColor.new(HColor) PartX.Anchored = false PartX.Size = Vector3.new(HWidth,0.2,0.5) PartX.TopSurface = 0 PartX.BottomSurface = 0 PartX.Parent = Gun MeshX8 = Instance.new("BlockMesh",PartX) MeshX8.Bevel = HBevel WeldX = Instance.new("Weld") WeldX.Parent = PartX WeldX.Part0 = JointH WeldX.Part1 = PartX WeldX.C0 = CFrame.new(0,0.4,0.2) * CFrame.Angles(0,0,0) for i = 1,7 do WeldD.C0 = WeldD.C0 - Vector3.new(0,0.1*i,0) end for i = 1,7 do wait() WeldD.C0 = WeldD.C0 + Vector3.new(0,0.1*i,0) end function ShootOn() for i = 1,7 do wait() WeldD.C0 = WeldD.C0 - Vector3.new(0,0.01*i,0) WeldA.C0 = WeldA.C0 + Vector3.new(0,0.01*i,0) ArmWeld.C0 = ArmWeld.C0 + Vector3.new(0,0,0.01*i/2) ArmWeldR.C0 = ArmWeldR.C0 + Vector3.new(0,0,0.02*i/2) WeldH.C0 = WeldH.C0 * CFrame.Angles(0.1*i/3,0,0) WeldI.C0 = WeldI.C0 * CFrame.Angles(0.1*i/3,0,0) WeldJ.C0 = WeldJ.C0 * CFrame.Angles(0.1*i/3,0,0) WeldK.C0 = WeldK.C0 * CFrame.Angles(0.1*i/3,0,0) WeldL.C0 = WeldL.C0 * CFrame.Angles(0.1*i/3,0,0) WeldM.C0 = WeldM.C0 * CFrame.Angles(0.1*i/3,0,0) WeldN.C0 = WeldN.C0 * CFrame.Angles(-0.1*i/3,0,0) WeldO.C0 = WeldO.C0 * CFrame.Angles(-0.1*i/3,0,0) MeshH.Scale = MeshH.Scale + Vector3.new(HMesh,0,0) MeshI.Scale = MeshI.Scale + Vector3.new(HMesh,0,0) MeshJ.Scale = MeshJ.Scale + Vector3.new(HMesh,0,0) MeshK.Scale = MeshK.Scale + Vector3.new(HMesh,0,0) MeshL.Scale = MeshL.Scale + Vector3.new(HMesh,0,0) MeshM.Scale = MeshM.Scale + Vector3.new(HMesh,0,0) MeshN.Scale = MeshN.Scale + Vector3.new(HMesh,0,0) MeshO.Scale = MeshO.Scale + Vector3.new(HMesh,0,0) MeshX1.Scale = MeshX1.Scale + Vector3.new(HMesh,0,0) MeshX2.Scale = MeshX1.Scale MeshX3.Scale = MeshX1.Scale MeshX4.Scale = MeshX1.Scale MeshX5.Scale = MeshX1.Scale MeshX6.Scale = MeshX1.Scale MeshX7.Scale = MeshX1.Scale MeshX8.Scale = MeshX1.Scale end end function ShootOff() for i = 1,7 do wait() WeldD.C0 = WeldD.C0 + Vector3.new(0,0.01*i,0) WeldA.C0 = WeldA.C0 - Vector3.new(0,0.01*i,0) ArmWeld.C0 = ArmWeld.C0 - Vector3.new(0,0,0.01*i/2) ArmWeldR.C0 = ArmWeldR.C0 - Vector3.new(0,0,0.02*i/2) WeldH.C0 = WeldH.C0 * CFrame.Angles(-0.1*i/3,0,0) WeldI.C0 = WeldI.C0 * CFrame.Angles(-0.1*i/3,0,0) WeldJ.C0 = WeldJ.C0 * CFrame.Angles(-0.1*i/3,0,0) WeldK.C0 = WeldK.C0 * CFrame.Angles(-0.1*i/3,0,0) WeldL.C0 = WeldL.C0 * CFrame.Angles(-0.1*i/3,0,0) WeldM.C0 = WeldM.C0 * CFrame.Angles(-0.1*i/3,0,0) WeldN.C0 = WeldN.C0 * CFrame.Angles(0.1*i/3,0,0) WeldO.C0 = WeldO.C0 * CFrame.Angles(0.1*i/3,0,0) MeshH.Scale = MeshH.Scale - Vector3.new(HMesh,0,0) MeshI.Scale = MeshI.Scale - Vector3.new(HMesh,0,0) MeshJ.Scale = MeshJ.Scale - Vector3.new(HMesh,0,0) MeshK.Scale = MeshK.Scale - Vector3.new(HMesh,0,0) MeshL.Scale = MeshL.Scale - Vector3.new(HMesh,0,0) MeshM.Scale = MeshM.Scale - Vector3.new(HMesh,0,0) MeshN.Scale = MeshN.Scale - Vector3.new(HMesh,0,0) MeshO.Scale = MeshO.Scale - Vector3.new(HMesh,0,0) MeshX1.Scale = MeshX1.Scale - Vector3.new(HMesh,0,0) MeshX2.Scale = MeshX1.Scale MeshX3.Scale = MeshX1.Scale MeshX4.Scale = MeshX1.Scale MeshX5.Scale = MeshX1.Scale MeshX6.Scale = MeshX1.Scale MeshX7.Scale = MeshX1.Scale MeshX8.Scale = MeshX1.Scale end end ReloadT = false function Reload() if EndBlah == false and ReloadT == true then for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(-0.1,0,0.1) ArmWeld.C0 = ArmWeld.C0 + Vector3.new(0.04,-0.05,0) ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(0.04,0,0) ArmWeldR.C0 = ArmWeldR.C0 + Vector3.new(0.11,0.02,0) end for i = 1,10 do wait() ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(0.04,0,0) ArmWeldR.C0 = ArmWeldR.C0 - Vector3.new(0.05,-0.04,0) WeldD.C0 = WeldD.C0 - Vector3.new(0,0.1,0) end WeldD.Part0 = Character["Left Arm"] WeldD.C0 = CFrame.new(0.3,-0.65,0.85) * CFrame.Angles(math.pi/2-0.3,0,-0.2) for i = 1,10 do wait()-- ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(0.04,0,0) ArmWeldR.C0 = ArmWeldR.C0 - Vector3.new(0.05,-0.04,0) ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(0,0.05,-0.1) WeldA.C0 = WeldA.C0 * CFrame.Angles(0,-0.031,0) end for i = 1,10 do wait() -- ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(-0.1,0,0) ArmWeld.C0 = ArmWeld.C0 - Vector3.new(0.03,0.01,-0.05) ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(-0.1,-0.1,-0.05) ArmWeldR.C0 = ArmWeldR.C0 - Vector3.new(0.1,0.06,0.03) end for i = 1,10 do wait() -- ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(-math.pi/10/2,0,0) ArmWeldR.C0 = ArmWeldR.C0 - Vector3.new(0,0.1,-0.1) end for i = 1,10 do wait() -- Fluid.Transparency = Fluid.Transparency - 0.1 ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(-math.pi/10/2/2/2/2,0,math.pi/10/2/2/2) ArmWeldR.C0 = ArmWeldR.C0 - Vector3.new(-0.01,0.01,0) end Fluid.Transparency = 0 for i = 1,10 do wait() ArmWeldR.C0 = ArmWeldR.C0 + Vector3.new(-0.01,0.01,0) ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(math.pi/10/2/2/2/2,0,-math.pi/10/2/2/2) end for i = 1,10 do wait() ArmWeldR.C0 = ArmWeldR.C0 + Vector3.new(0,0.1,-0.1) ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(math.pi/10/2,0,0) end for i = 1,10 do wait() ArmWeldR.C0 = ArmWeldR.C0 + Vector3.new(0.1,0.06,0.03) ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(0.1,0.1,0.05) ArmWeld.C0 = ArmWeld.C0 + Vector3.new(0.03,0.01,-0.05) ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(0.1,0,0) end for i = 1,10 do wait() WeldA.C0 = WeldA.C0 * CFrame.Angles(0,0.031,0) ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(0,-0.05,0.1) ArmWeldR.C0 = ArmWeldR.C0 + Vector3.new(0.05,-0.04,0) ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(-0.04,0,0) end for i = 1,10 do wait() ArmWeldR.C0 = ArmWeldR.C0 + Vector3.new(0.05,-0.04,0) ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(-0.04,0,0) WeldD.C0 = WeldD.C0 * CFrame.Angles(0.05,0,0) WeldD.C0 = WeldD.C0 + Vector3.new(0,-0.04,0.07) end WeldD.Part0 = Barrel WeldD.C0 = CFrame.new(0,-1,0) * CFrame.Angles(0,0,0) for i = 1,10 do wait() ArmWeldR.C0 = ArmWeldR.C0 - Vector3.new(0.11,0.02,0) ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(-0.04,0,0) ArmWeld.C0 = ArmWeld.C0 - Vector3.new(0.04,-0.05,0) ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(0.1,0,-0.1) end ArmWeld.C0 = CFrame.new(1.5,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0) ArmWeldR.C0 = CFrame.new(-1.5,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0) for i = 1,10 do ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(math.pi/10/2/2,0,0) ArmWeld.C0 = ArmWeld.C0 - Vector3.new(0,0,0.05) end ArmWeldR.C0 = CFrame.new(-1.5,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0) for i = 1,10 do ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(math.pi/10/2/2,0,0) ArmWeld.C0 = ArmWeld.C0 + Vector3.new(-0.04,0.06,0.03) ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(math.pi/10/2,-0.05,0.1) ArmWeldR.C0 = ArmWeldR.C0 - Vector3.new(-0.12,-0.05,0.05) end ReloadT = false end end function Shoot(a) local p = Instance.new("Part") p.Locked = true p.CanCollide = false p.Anchored = false p.formFactor = "Custom" p.Shape = "Ball" p.TopSurface = 0 p.BottomSurface = 0 p.BrickColor = BrickColor.new(104) p.Size = Vector3.new(0.8,0.8,0.8) p.Reflectance = 0.25 local s = Instance.new("Sparkles") s.Parent = p local g = Instance.new("BodyGyro") g.maxTorque = Vector3.new(math.huge,math.huge,math.huge) g.Parent = p local b = Instance.new("BodyVelocity") b.maxForce = Vector3.new(math.huge,math.huge,math.huge) b.Parent = p p.Parent = game.Workspace p.CFrame = Hole.CFrame g.cframe = CFrame.new(Hole.Position,a) b.velocity = g.cframe.lookVector * 50 p.Touched:connect(function(h) if h.Parent.Name ~= "Gun" and h.Parent.Name ~= "bob371" then local e = Instance.new("Explosion") e.BlastRadius = 20 e.Position = p.Position e.Parent = game.Workspace end end) end --[[ * Tool * ]]-- repeat wait() until script.Parent.Name == Player.Name Hopper = Instance.new("HopperBin") Hopper.Name = "Plasma Cannon" Hopper.Parent = Player.Backpack Blah = true EndBlah = true function Clicked(Mouse) if Blah == true and EndBlah == false then Blah = false if Fluid.Transparency <= 0.9 then ShootOn() Shoot(Mouse.Hit.p) Fluid.Transparency = Fluid.Transparency + 0.1 ShootOff() else ReloadT = true end Blah = true end end function onKeyDown(key) if Blah == true then Blah = false if key == "p" then if EndBlah == true then for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(math.pi/10/2/2,0,0) ArmWeld.C0 = ArmWeld.C0 - Vector3.new(0,0,0.05) end ArmWeldR.C0 = CFrame.new(-1.5,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0) for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(math.pi/10/2/2,0,0) ArmWeld.C0 = ArmWeld.C0 + Vector3.new(-0.04,0.06,0.03) ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(math.pi/10/2,-0.05,0.1) ArmWeldR.C0 = ArmWeldR.C0 - Vector3.new(-0.12,-0.05,0.05) end EndBlah = false elseif EndBlah == false then for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(-math.pi/10/2/2,0,0) ArmWeld.C0 = ArmWeld.C0 - Vector3.new(-0.04,0.06,0.03) ArmWeldR.C0 = ArmWeldR.C0 * CFrame.Angles(-math.pi/10/2,0.05,-0.1) ArmWeldR.C0 = ArmWeldR.C0 + Vector3.new(-0.12,-0.05,0.05) end ArmWeldR.C0 = CFrame.new(-1.5,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0) for i = 1,10 do wait() ArmWeld.C0 = ArmWeld.C0 * CFrame.Angles(-math.pi/10/2/2,0,0) ArmWeld.C0 = ArmWeld.C0 + Vector3.new(0,0,0.05) end EndBlah = true end end if key == "r" then Reload() end Blah = true return end end function Selected(Mouse) Mouse.Icon = "rbxasset://textures\\GunCursor.png" Mouse.KeyDown:connect(onKeyDown) Mouse.Button1Down:connect(function()Clicked(Mouse)end) end function Deselected(Mouse) end function Dead() end Character.Humanoid.Died:connect(Dead) Hopper.Selected:connect(Selected) Hopper.Deselected:connect(Deselected)