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Script
--Stickmasterluke
sp=script.Parent
range=350
burst=5
chancetobreakjoints=1/15
barrelpos=CFrame.new(0,.5,-3.5)
shotairtime=3 --frames
rate=1/30
debris=game:GetService("Debris")
function rayignorecheck(hit3)
if hit3 then
if hit3.Transparency>=1 or string.lower(hit3.Name)=="water" or hit3.Name=="Effect" or hit3.Name=="Rocket" or hit3.Name=="Handle" or hit3:IsDescendantOf(sp) then
return true
end
end
return false
end
function raycast(spos,vec,dist)
local hit2,pos2=game.Workspace:FindPartOnRay(Ray.new(spos+(vec*.01),vec*dist),sp)
if hit2~=nil and pos2 then
local dist2=dist-(pos2-spos).magnitude
if rayignorecheck(hit2) and dist2>0 then
return raycast(pos2,vec,dist2)
end
end
return hit2,pos2
end
function fire(tpos)
local gun=sp:FindFirstChild("Gun")
local stand=sp:FindFirstChild("Stand")
if gun==nil or stand==nil or stand.Anchored==false then
return
end
local startpos=(gun.CFrame*barrelpos).p
local hit,epos=raycast(startpos,(tpos-startpos).unit,500)
if hit~=nil and hit.Parent~=nil then
if hit:IsDescendantOf(game.Workspace.Bots) then
if math.random()<chancetobreakjoints then
local e = Instance.new("Explosion")
e.Position = hit.Position
e.BlastRadius = 8
e.BlastPressure = 99999
e.Parent = game.Workspace
hit:BreakJoints()
local b1 = Instance.new("BoolValue")
b1.Name = "Break"
b1.Parent = hit.Parent
end
end
end
delay(0,function()
local effectdist=(startpos-epos).magnitude
local p=Instance.new("Part")
p.Name="Effect"
p.Anchored=true
p.CanCollide=false
p.BrickColor=BrickColor.new("New Yeller")
p.TopSurface="Smooth"
p.BottomSurface="Smooth"
p.formFactor="Custom"
p.Size=Vector3.new(.2,.2,.2)
p.CFrame=CFrame.new(startpos,epos)*CFrame.new(0,0,-effectdist/2)
local m=Instance.new("BlockMesh")
m.Scale=Vector3.new(1,1,effectdist*5)
m.Parent=p
debris:AddItem(p,2)
p.Parent=game.Workspace
delay(0,function()
wait(rate)
for i=1,shotairtime do
m.Scale=Vector3.new(1,1,effectdist*(1-(i/shotairtime))*5)
m.Offset=Vector3.new(0,0,-effectdist*(i/shotairtime)*.5)
wait(rate)
end
p:remove()
end)
end)
end
function lookat(pivotpoint,pos)
local gun=sp:FindFirstChild("Gun")
local stand=sp:FindFirstChild("Stand")
if gun==nil or stand==nil or stand.Anchored==false then
return
end
gun.CFrame=CFrame.new(pivotpoint,pos)*CFrame.new(0,.5,-1.6)
end
function visibilitycheck(cpos,v)
local body=v:FindFirstChild("Body")
if body~=nil then
local vhit,vpos=raycast(cpos,(body.Position-cpos).unit,range)
if vhit~=nil and vhit.Parent~=nil then
if vhit:IsDescendantOf(v) then
return true
end
end
end
return false
end
while true do
local gun=sp:FindFirstChild("Gun")
local stand=sp:FindFirstChild("Stand")
if gun==nil or stand==nil or stand.Anchored==false then
break
end
local pivotpoint=(stand.CFrame*CFrame.new(0,1.5,0)).p
target=nil
dist=range
for i,v in ipairs(game.Workspace.Bots:GetChildren()) do
local body=v:FindFirstChild("Body")
if body~=nil then
if (body.Position-gun.Position).magnitude<=dist then
if visibilitycheck(pivotpoint,v) then
target=body
dist=(body.Position-gun.Position).magnitude
end
end
end
end
local followtime=tick()+2+(5*math.random())
while tick()<followtime do
if target~=nil and target.Parent~=nil then
lookat(pivotpoint,target.Position)
end
wait(rate)
end
local gun=sp:FindFirstChild("Gun")
local stand=sp:FindFirstChild("Stand")
if gun==nil or stand==nil or stand.Anchored==false then
break
end
if target~=nil and target.Parent~=nil then
if visibilitycheck(pivotpoint,target.Parent) then
local dist=(target.Position-gun.Position).magnitude
local offset=(Vector3.new(math.random(),math.random(),math.random())-Vector3.new(.5,.5,.5))*dist*.1
local offset2=(Vector3.new(math.random(),math.random(),math.random())-Vector3.new(.5,.5,.5))*dist*.1
for i=1,burst do
lookat(pivotpoint,target.Position)
fire(target.Position+offset+(offset2*(i/burst)))
local followtime=tick()+.2
while tick()<followtime do
if target~=nil and target.Parent~=nil then
lookat(pivotpoint,target.Position)
end
wait(rate)
end
end
end
end
end
print("Broke",tick())
script:remove()
-
false
-0.5
0.5
2
0
-0.5
0.5
2
0
194
360
135.600006
-92
0
-0
1
1
0
0
0
1
0
true
0.5
0.300000012
-0.5
0.5
2
0
-0.5
0.5
2
0
false
256
Wedge
0
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0.5
2
0
0
0
0
-0.5
0.5
2
0
0
0
0
0
0
1
8
4
-
false
-0.5
0.5
2
0
-0.5
0.5
2
0
194
440
70.5999985
-71
0
1
0
1
0
0
0
0
-1
true
0.5
0.300000012
-0.5
0.5
2
0
-0.5
0.5
2
0
false
256
Wedge
0
-0.5
0.5
2
0
0
0
0
-0.5
0.5
2
0
0
0
0
0
0
9
24
4
-
false
-0.5
0.5
2
0
-0.5
0.5
2
0
199
330.5
93.5999985
-78.5
-1
0
0
0
1
0
0
0
-1
true
0.5
0.300000012
-0.5
0.5
2
0
-0.5
0.5
2
0
false
256
Part
0
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2
0
0
0
0
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0.5
2
0
0
0
0
0
0
1
3
1
3
-
false
-0.5
0.5
2
0
-0.5
0.5
2
0
199
330.5
94.5999985
-78.5
-1
0
0
0
1
0
0
0
-1
true
0.5
0.300000012
-0.5
0.5
2
0
-0.5
0.5
2
0
false
256
Part
0
-0.5
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2
0
0
0
0
-0.5
0.5
2
0
0
0
0
0
0
1
3
1
3
-
2
2
Mesh
0
0
0
1
1
1
1
1
1
-
false
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0.5
2
0
-0.5
0.5
2
0
199
281.783691
75.601944
-71.0231628
-0.992277861
-2.98570169e-010
0.124034733
-3.00893865e-010
1
2.42861287e-017
-0.124034733
-3.73203794e-011
-0.992277861
true
0.5
0.300000012
-0.5
0.5
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0
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false
256
Part
0
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40
7
1
-
0
0
0
1
0
0
0
1
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0
0
1
AutomatedTurret
[null]
-
false
-0.5
0.5
2
0
-0.5
0.5
2
0
194
392
97.0999985
-78.5
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0
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1
0
1
0
0
true
0.5
0.300000012
-0.5
0.5
2
0
-0.5
0.5
2
0
false
256
Gun
0
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0
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0
0
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0.5
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0
0
0
0
1
1
2
7
-
2
2
http://www.roblox.com/asset/?id=77866868
5
Mesh
0
0
0
2
2
2
http://www.roblox.com/asset/?id=77866838
1
1
1
-
false
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0.5
2
0
-0.5
0.5
2
0
194
390.5
95.5999985
-78.5
0
0
1
0
1
0
-1
0
0
true
0.5
0.300000012
-0.5
0.5
2
0
-0.5
0.5
2
0
false
256
Stand
0
-0.5
0.5
2
0
0
0
0
-0.5
0.5
2
0
0
0
0
0
0
1
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Mesh
0
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1
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-
false
Script
--Stickmasterluke
sp=script.Parent
range=350
burst=5
chancetobreakjoints=1/15
barrelpos=CFrame.new(0,.5,-3.5)
shotairtime=3 --frames
rate=1/30
debris=game:GetService("Debris")
function rayignorecheck(hit3)
if hit3 then
if hit3.Transparency>=1 or string.lower(hit3.Name)=="water" or hit3.Name=="Effect" or hit3.Name=="Rocket" or hit3.Name=="Handle" or hit3:IsDescendantOf(sp) then
return true
end
end
return false
end
function raycast(spos,vec,dist)
local hit2,pos2=game.Workspace:FindPartOnRay(Ray.new(spos+(vec*.01),vec*dist),sp)
if hit2~=nil and pos2 then
local dist2=dist-(pos2-spos).magnitude
if rayignorecheck(hit2) and dist2>0 then
return raycast(pos2,vec,dist2)
end
end
return hit2,pos2
end
function fire(tpos)
local gun=sp:FindFirstChild("Gun")
local stand=sp:FindFirstChild("Stand")
if gun==nil or stand==nil or stand.Anchored==false then
return
end
local startpos=(gun.CFrame*barrelpos).p
local hit,epos=raycast(startpos,(tpos-startpos).unit,500)
if hit~=nil and hit.Parent~=nil then
if hit:IsDescendantOf(game.Workspace.Bots) then
if math.random()<chancetobreakjoints then
local e = Instance.new("Explosion")
e.Position = hit.Position
e.BlastRadius = 8
e.BlastPressure = 99999
e.Parent = game.Workspace
hit:BreakJoints()
local b1 = Instance.new("BoolValue")
b1.Name = "Break"
b1.Parent = hit.Parent
end
end
end
delay(0,function()
local effectdist=(startpos-epos).magnitude
local p=Instance.new("Part")
p.Name="Effect"
p.Anchored=true
p.CanCollide=false
p.BrickColor=BrickColor.new("New Yeller")
p.TopSurface="Smooth"
p.BottomSurface="Smooth"
p.formFactor="Custom"
p.Size=Vector3.new(.2,.2,.2)
p.CFrame=CFrame.new(startpos,epos)*CFrame.new(0,0,-effectdist/2)
local m=Instance.new("BlockMesh")
m.Scale=Vector3.new(1,1,effectdist*5)
m.Parent=p
debris:AddItem(p,2)
p.Parent=game.Workspace
delay(0,function()
wait(rate)
for i=1,shotairtime do
m.Scale=Vector3.new(1,1,effectdist*(1-(i/shotairtime))*5)
m.Offset=Vector3.new(0,0,-effectdist*(i/shotairtime)*.5)
wait(rate)
end
p:remove()
end)
end)
end
function lookat(pivotpoint,pos)
local gun=sp:FindFirstChild("Gun")
local stand=sp:FindFirstChild("Stand")
if gun==nil or stand==nil or stand.Anchored==false then
return
end
gun.CFrame=CFrame.new(pivotpoint,pos)*CFrame.new(0,.5,-1.6)
end
function visibilitycheck(cpos,v)
local body=v:FindFirstChild("Body")
if body~=nil then
local vhit,vpos=raycast(cpos,(body.Position-cpos).unit,range)
if vhit~=nil and vhit.Parent~=nil then
if vhit:IsDescendantOf(v) then
return true
end
end
end
return false
end
while true do
local gun=sp:FindFirstChild("Gun")
local stand=sp:FindFirstChild("Stand")
if gun==nil or stand==nil or stand.Anchored==false then
break
end
local pivotpoint=(stand.CFrame*CFrame.new(0,1.5,0)).p
target=nil
dist=range
for i,v in ipairs(game.Workspace.Bots:GetChildren()) do
local body=v:FindFirstChild("Body")
if body~=nil then
if (body.Position-gun.Position).magnitude<=dist then
if visibilitycheck(pivotpoint,v) then
target=body
dist=(body.Position-gun.Position).magnitude
end
end
end
end
local followtime=tick()+2+(5*math.random())
while tick()<followtime do
if target~=nil and target.Parent~=nil then
lookat(pivotpoint,target.Position)
end
wait(rate)
end
local gun=sp:FindFirstChild("Gun")
local stand=sp:FindFirstChild("Stand")
if gun==nil or stand==nil or stand.Anchored==false then
break
end
if target~=nil and target.Parent~=nil then
if visibilitycheck(pivotpoint,target.Parent) then
local dist=(target.Position-gun.Position).magnitude
local offset=(Vector3.new(math.random(),math.random(),math.random())-Vector3.new(.5,.5,.5))*dist*.1
local offset2=(Vector3.new(math.random(),math.random(),math.random())-Vector3.new(.5,.5,.5))*dist*.1
for i=1,burst do
lookat(pivotpoint,target.Position)
fire(target.Position+offset+(offset2*(i/burst)))
local followtime=tick()+.2
while tick()<followtime do
if target~=nil and target.Parent~=nil then
lookat(pivotpoint,target.Position)
end
wait(rate)
end
end
end
end
end
print("Broke",tick())
script:remove()
-
false
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0.5
2
0
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0.5
2
0
194
337.5
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Part
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1
0
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Part
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1002
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0
-1
true
0.5
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-0.5
0.5
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0
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0
false
256
Wedge
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0
0
0
0
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2
0
0
0
0
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2
-
false
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0
-0.5
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0
1002
331
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-1
0
0
0
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1
0
1
0
true
0.5
0.300000012
-0.5
0.5
2
0
-0.5
0.5
2
0
false
256
Wedge
0
-0.5
0.5
2
0
0
0
0
-0.5
0.5
2
0
0
0
0
0
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10
2
2
-
false
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0
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0
199
361
121.599998
-87.5
-1
0
0
0
-0
1
0
1
0
true
0.5
0.300000012
-0.5
0.5
2
0
-0.5
0.5
2
0
false
256
Wedge
0
-0.5
0.5
2
0
0
0
0
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0.5
2
0
0
0
0
0
0
4
1
3
-
false
-0.5
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0
-0.5
0.5
2
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363
135.600006
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0
0
-1
0
1
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1
0
0
true
0.5
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-0.5
0.5
2
0
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0.5
2
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false
256
Part
0
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0
0
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0
0
0
0
0
0
1
8
1
2
-
false
-0.5
0.5
2
0
-0.5
0.5
2
0
194
390.5
87.0999985
-76
-1
0
0
0
1
0
0
0
-1
true
0.5
0.300000012
-0.5
0.5
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0
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false
256
Part
0
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1
7
10
2
-
false
-0.5
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2
0
-0.5
0.5
2
0
199
361.5
150.600006
-96.5
1
0
0
0
0
-1
0
1
0
true
0.5
0.300000012
-0.5
0.5
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0
-0.5
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2
0
false
256
CornerWedge
0
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0
0
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0
0
0
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1
3
1
-
false
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0
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0.5
2
0
194
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-77
0
0
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0
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0
1
0
0
true
0.5
0.300000012
-0.5
0.5
2
0
-0.5
0.5
2
0
false
256
Wedge
0
-0.5
0.5
2
0
0
0
0
-0.5
0.5
2
0
0
0
0
0
0
4
8
6
-
false
-0.5
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2
0
-0.5
0.5
2
0
199
363
150.600006
-96.5
1
0
0
0
-1
0
0
0
-1
true
0.5
0.300000012
-0.5
0.5
2
0
-0.5
0.5
2
0
false
256
Wedge
0
-0.5
0.5
2
0
0
0
0
-0.5
0.5
2
0
0
0
0
0
0
2
1
3
-
false
-0.5
0.5
2
0
-0.5
0.5
2
0
1007
357
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-76
-1
0
0
0
1
0
0
0
-1
true
0.5
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false
256
Part
0
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4
2
-
false
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0
-0.5
0.5
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199
390.5
94.5999985
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1
0
0
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0
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true
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256
Part
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-
2
2
Mesh
0
0
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-
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Wedge
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0
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true
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false
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Wedge
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-1
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true
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199
249.15918
76.101944
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-0.980580628
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0.196116522
7.94729282e-010
1
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--stickmasterluke
sp=script.Parent
check=true
sp.Touched:connect(function(hit)
if hit~=nil and hit.Parent~=nil and check then
check=false
local h=hit.Parent:FindFirstChild("Humanoid")
local t=hit.Parent:FindFirstChild("Torso")
local lv=hit.Parent:FindFirstChild("LifeVest")
if h~=nil and t~=nil and lv==nil then
local nlv=sp:clone()
nlv.Transparency=0
nlv.Script:remove()
nlv.Anchored=false
local w=Instance.new("Weld")
w.Part0=t
w.Part1=nlv
w.Parent=nlv
nlv.Parent=hit.Parent
sp.Transparency=1
wait(10)
sp.Transparency=0
end
check=true
end
end)
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--stickmasterluke
sp=script.Parent
check=true
sp.Touched:connect(function(hit)
if hit~=nil and hit.Parent~=nil and check then
check=false
local h=hit.Parent:FindFirstChild("Humanoid")
local t=hit.Parent:FindFirstChild("Torso")
local lv=hit.Parent:FindFirstChild("LifeVest")
if h~=nil and t~=nil and lv==nil then
local nlv=sp:clone()
nlv.Transparency=0
nlv.Script:remove()
nlv.Anchored=false
local w=Instance.new("Weld")
w.Part0=t
w.Part1=nlv
w.Parent=nlv
nlv.Parent=hit.Parent
sp.Transparency=1
wait(10)
sp.Transparency=0
end
check=true
end
end)
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--stickmasterluke
sp=script.Parent
check=true
sp.Touched:connect(function(hit)
if hit~=nil and hit.Parent~=nil and check then
check=false
local h=hit.Parent:FindFirstChild("Humanoid")
local t=hit.Parent:FindFirstChild("Torso")
local lv=hit.Parent:FindFirstChild("LifeVest")
if h~=nil and t~=nil and lv==nil then
local nlv=sp:clone()
nlv.Transparency=0
nlv.Script:remove()
nlv.Anchored=false
local w=Instance.new("Weld")
w.Part0=t
w.Part1=nlv
w.Parent=nlv
nlv.Parent=hit.Parent
sp.Transparency=1
wait(10)
sp.Transparency=0
end
check=true
end
end)
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Script
--stickmasterluke
sp=script.Parent
check=true
sp.Touched:connect(function(hit)
if hit~=nil and hit.Parent~=nil and check then
check=false
local h=hit.Parent:FindFirstChild("Humanoid")
local t=hit.Parent:FindFirstChild("Torso")
local lv=hit.Parent:FindFirstChild("LifeVest")
if h~=nil and t~=nil and lv==nil then
local nlv=sp:clone()
nlv.Transparency=0
nlv.Script:remove()
nlv.Anchored=false
local w=Instance.new("Weld")
w.Part0=t
w.Part1=nlv
w.Parent=nlv
nlv.Parent=hit.Parent
sp.Transparency=1
wait(10)
sp.Transparency=0
end
check=true
end
end)
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Script
--Stickmasterluke
sp=script.Parent
range=350
burst=5
chancetobreakjoints=1/15
barrelpos=CFrame.new(0,.5,-3.5)
shotairtime=3 --frames
rate=1/30
debris=game:GetService("Debris")
function rayignorecheck(hit3)
if hit3 then
if hit3.Transparency>=1 or string.lower(hit3.Name)=="water" or hit3.Name=="Effect" or hit3.Name=="Rocket" or hit3.Name=="Handle" or hit3:IsDescendantOf(sp) then
return true
end
end
return false
end
function raycast(spos,vec,dist)
local hit2,pos2=game.Workspace:FindPartOnRay(Ray.new(spos+(vec*.01),vec*dist),sp)
if hit2~=nil and pos2 then
local dist2=dist-(pos2-spos).magnitude
if rayignorecheck(hit2) and dist2>0 then
return raycast(pos2,vec,dist2)
end
end
return hit2,pos2
end
function fire(tpos)
local gun=sp:FindFirstChild("Gun")
local stand=sp:FindFirstChild("Stand")
if gun==nil or stand==nil or stand.Anchored==false then
return
end
local startpos=(gun.CFrame*barrelpos).p
local hit,epos=raycast(startpos,(tpos-startpos).unit,500)
if hit~=nil and hit.Parent~=nil then
if hit:IsDescendantOf(game.Workspace.Bots) then
if math.random()<chancetobreakjoints then
local e = Instance.new("Explosion")
e.Position = hit.Position
e.BlastRadius = 8
e.BlastPressure = 99999
e.Parent = game.Workspace
local b1 = Instance.new("BoolValue")
b1.Name = "Break"
b1.Parent = hit.Parent
hit:BreakJoints()
end
end
end
delay(0,function()
local effectdist=(startpos-epos).magnitude
local p=Instance.new("Part")
p.Name="Effect"
p.Anchored=true
p.CanCollide=false
p.BrickColor=BrickColor.new("New Yeller")
p.TopSurface="Smooth"
p.BottomSurface="Smooth"
p.formFactor="Custom"
p.Size=Vector3.new(.2,.2,.2)
p.CFrame=CFrame.new(startpos,epos)*CFrame.new(0,0,-effectdist/2)
local m=Instance.new("BlockMesh")
m.Scale=Vector3.new(1,1,effectdist*5)
m.Parent=p
debris:AddItem(p,2)
p.Parent=game.Workspace
delay(0,function()
wait(rate)
for i=1,shotairtime do
m.Scale=Vector3.new(1,1,effectdist*(1-(i/shotairtime))*5)
m.Offset=Vector3.new(0,0,-effectdist*(i/shotairtime)*.5)
wait(rate)
end
p:remove()
end)
end)
end
function lookat(pivotpoint,pos)
local gun=sp:FindFirstChild("Gun")
local stand=sp:FindFirstChild("Stand")
if gun==nil or stand==nil or stand.Anchored==false then
return
end
gun.CFrame=CFrame.new(pivotpoint,pos)*CFrame.new(0,.5,-1.6)
end
function visibilitycheck(cpos,v)
local body=v:FindFirstChild("Body")
if body~=nil then
local vhit,vpos=raycast(cpos,(body.Position-cpos).unit,range)
if vhit~=nil and vhit.Parent~=nil then
if vhit:IsDescendantOf(v) then
return true
end
end
end
return false
end
while true do
local gun=sp:FindFirstChild("Gun")
local stand=sp:FindFirstChild("Stand")
if gun==nil or stand==nil or stand.Anchored==false then
break
end
local pivotpoint=(stand.CFrame*CFrame.new(0,1.5,0)).p
target=nil
dist=range
for i,v in ipairs(game.Workspace.Bots:GetChildren()) do
local body=v:FindFirstChild("Body")
if body~=nil then
if (body.Position-gun.Position).magnitude<=dist then
if visibilitycheck(pivotpoint,v) then
target=body
dist=(body.Position-gun.Position).magnitude
end
end
end
end
local followtime=tick()+2+(5*math.random())
while tick()<followtime do
if target~=nil and target.Parent~=nil then
lookat(pivotpoint,target.Position)
end
wait(rate)
end
local gun=sp:FindFirstChild("Gun")
local stand=sp:FindFirstChild("Stand")
if gun==nil or stand==nil or stand.Anchored==false then
break
end
if target~=nil and target.Parent~=nil then
if visibilitycheck(pivotpoint,target.Parent) then
local dist=(target.Position-gun.Position).magnitude
local offset=(Vector3.new(math.random(),math.random(),math.random())-Vector3.new(.5,.5,.5))*dist*.1
local offset2=(Vector3.new(math.random(),math.random(),math.random())-Vector3.new(.5,.5,.5))*dist*.1
for i=1,burst do
lookat(pivotpoint,target.Position)
fire(target.Position+offset+(offset2*(i/burst)))
local followtime=tick()+.2
while tick()<followtime do
if target~=nil and target.Parent~=nil then
lookat(pivotpoint,target.Position)
end
wait(rate)
end
end
end
end
end
print("Broke",tick())
script:remove()
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Script
--Stickmasterluke
sp=script.Parent
range=350
burst=5
chancetobreakjoints= 1/15
barrelpos=CFrame.new(0,.5,-3.5)
shotairtime=3 --frames
rate=1/30
debris=game:GetService("Debris")
function rayignorecheck(hit3)
if hit3 then
if hit3.Transparency>=1 or string.lower(hit3.Name)=="water" or hit3.Name=="Effect" or hit3.Name=="Rocket" or hit3.Name=="Handle" or hit3:IsDescendantOf(sp) then
return true
end
end
return false
end
function raycast(spos,vec,dist)
local hit2,pos2=game.Workspace:FindPartOnRay(Ray.new(spos+(vec*.01),vec*dist),sp)
if hit2~=nil and pos2 then
local dist2=dist-(pos2-spos).magnitude
if rayignorecheck(hit2) and dist2>0 then
return raycast(pos2,vec,dist2)
end
end
return hit2,pos2
end
function fire(tpos)
local gun=sp:FindFirstChild("Gun")
local stand=sp:FindFirstChild("Stand")
if gun==nil or stand==nil or stand.Anchored==false then
return
end
local startpos=(gun.CFrame*barrelpos).p
local hit,epos=raycast(startpos,(tpos-startpos).unit,500)
if hit~=nil and hit.Parent~=nil then
if hit:IsDescendantOf(game.Workspace.Bots) then
if math.random()<chancetobreakjoints then
local e = Instance.new("Explosion")
e.Position = hit.Position
e.BlastRadius = 8
e.BlastPressure = 99999
e.Parent = game.Workspace
local b1 = Instance.new("BoolValue")
b1.Name = "Break"
b1.Parent = hit.Parent
hit:BreakJoints()
end
end
end
delay(0,function()
local effectdist=(startpos-epos).magnitude
local p=Instance.new("Part")
p.Name="Effect"
p.Anchored=true
p.CanCollide=false
p.BrickColor=BrickColor.new("New Yeller")
p.TopSurface="Smooth"
p.BottomSurface="Smooth"
p.formFactor="Custom"
p.Size=Vector3.new(.2,.2,.2)
p.CFrame=CFrame.new(startpos,epos)*CFrame.new(0,0,-effectdist/2)
local m=Instance.new("BlockMesh")
m.Scale=Vector3.new(1,1,effectdist*5)
m.Parent=p
debris:AddItem(p,2)
p.Parent=game.Workspace
delay(0,function()
wait(rate)
for i=1,shotairtime do
m.Scale=Vector3.new(1,1,effectdist*(1-(i/shotairtime))*5)
m.Offset=Vector3.new(0,0,-effectdist*(i/shotairtime)*.5)
wait(rate)
end
p:remove()
end)
end)
end
function lookat(pivotpoint,pos)
local gun=sp:FindFirstChild("Gun")
local stand=sp:FindFirstChild("Stand")
if gun==nil or stand==nil or stand.Anchored==false then
return
end
gun.CFrame=CFrame.new(pivotpoint,pos)*CFrame.new(0,.5,-1.6)
end
function visibilitycheck(cpos,v)
local body=v:FindFirstChild("Body")
if body~=nil then
local vhit,vpos=raycast(cpos,(body.Position-cpos).unit,range)
if vhit~=nil and vhit.Parent~=nil then
if vhit:IsDescendantOf(v) then
return true
end
end
end
return false
end
while true do
local gun=sp:FindFirstChild("Gun")
local stand=sp:FindFirstChild("Stand")
if gun==nil or stand==nil or stand.Anchored==false then
break
end
local pivotpoint=(stand.CFrame*CFrame.new(0,1.5,0)).p
target=nil
dist=range
for i,v in ipairs(game.Workspace.Bots:GetChildren()) do
local body=v:FindFirstChild("Body")
if body~=nil then
if (body.Position-gun.Position).magnitude<=dist then
if visibilitycheck(pivotpoint,v) then
target=body
dist=(body.Position-gun.Position).magnitude
end
end
end
end
local followtime=tick()+2+(5*math.random())
while tick()<followtime do
if target~=nil and target.Parent~=nil then
lookat(pivotpoint,target.Position)
end
wait(rate)
end
local gun=sp:FindFirstChild("Gun")
local stand=sp:FindFirstChild("Stand")
if gun==nil or stand==nil or stand.Anchored==false then
break
end
if target~=nil and target.Parent~=nil then
if visibilitycheck(pivotpoint,target.Parent) then
local dist=(target.Position-gun.Position).magnitude
local offset=(Vector3.new(math.random(),math.random(),math.random())-Vector3.new(.5,.5,.5))*dist*.1
local offset2=(Vector3.new(math.random(),math.random(),math.random())-Vector3.new(.5,.5,.5))*dist*.1
for i=1,burst do
lookat(pivotpoint,target.Position)
fire(target.Position+offset+(offset2*(i/burst)))
local followtime=tick()+.2
while tick()<followtime do
if target~=nil and target.Parent~=nil then
lookat(pivotpoint,target.Position)
end
wait(rate)
end
end
end
end
end
print("Broke",tick())
script:remove()
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Right Hip
[null]
[null]
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[null]
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[null]
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77803845
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77803845
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watrbx.wtf
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watrbx.wtf
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Health
function waitForChild(parent, childName)
local child = parent:findFirstChild(childName)
if child then return child end
while true do
child = parent.ChildAdded:wait()
if child.Name==childName then return child end
end
end
-- declarations
local Figure = script.Parent
local Head = waitForChild(Figure, "Head")
local Humanoid = waitForChild(Figure, "Humanoid")
local regening = false
-- regeneration
function regenHealth()
if regening then return end
regening = true
while Humanoid.Health < Humanoid.MaxHealth do
local s = wait(1)
local health = Humanoid.Health
if health > 0 and health < Humanoid.MaxHealth then
local newHealthDelta = 0.01 * s * Humanoid.MaxHealth
health = health + newHealthDelta
Humanoid.Health = math.min(health,Humanoid.MaxHealth)
end
end
if Humanoid.Health > Humanoid.MaxHealth then
Humanoid.Health = Humanoid.MaxHealth
end
regening = false
end
Humanoid.HealthChanged:connect(regenHealth)
-
false
HealthScript v3.1
local HealthGUI_prototype = script:FindFirstChild("HealthGUI")
local lastHealth = 100
local lastHealth2 = 100
local maxWidth = 0.96
local humanoid = script.Parent.Humanoid
if (humanoid == nil) then
print("ERROR: no humanoid found in 'HealthScript v3.1'")
end
function CreateGUI()
local p = game.Players:GetPlayerFromCharacter(humanoid.Parent)
HealthGUI_prototype.Parent = p.PlayerGui
end
function UpdateGUI(health)
tray = HealthGUI_prototype.tray
local width = (health / humanoid.MaxHealth) * maxWidth
local height = 0.83
local lastX = tray.bar.Position.X.Scale
local x = 0.019 + (maxWidth - width)
local y = 0.1
tray.bar.Position = UDim2.new(x,0,y, 0)
tray.bar.Size = UDim2.new(width, 0, height, 0)
-- If more than 1/4 health, bar = green. Else, bar = red.
if( (health / humanoid.MaxHealth) > 0.25 ) then
tray.barRed.Size = UDim2.new(0, 0, 0, 0)
else
tray.barRed.Position = tray.bar.Position
tray.barRed.Size = tray.bar.Size
tray.bar.Size = UDim2.new(0, 0, 0, 0)
end
if ( (lastHealth - health) > (humanoid.MaxHealth / 10) ) then
lastHealth = health
if humanoid.Health ~= humanoid.MaxHealth then
delay(0,function()
AnimateHurtOverlay()
end)
delay(0,function()
AnimateBars(x, y, lastX, height)
end)
end
else
lastHealth = health
end
end
function HealthChanged(health)
UpdateGUI(health)
if ( (lastHealth2 - health) > (humanoid.MaxHealth / 10) ) then
lastHealth2 = health
else
lastHealth2 = health
end
end
function AnimateBars(x, y, lastX, height)
tray = HealthGUI_prototype.tray
local width = math.abs(x - lastX)
if( x > lastX ) then
x = lastX
end
tray.bar2.Position = UDim2.new(x,0, y, 0)
tray.bar2.Size = UDim2.new(width, 0, height, 0)
tray.bar2.BackgroundTransparency = 0
local GBchannels = 1
local j = 0.2
local i_total = 30
for i=1,i_total do
-- Increment Values
if (GBchannels < 0.2) then
j = -j
end
GBchannels = GBchannels + j
if (i > (i_total - 10)) then
tray.bar2.BackgroundTransparency = tray.bar2.BackgroundTransparency + 0.1
end
tray.bar2.BackgroundColor3 = Color3.new(1, GBchannels, GBchannels)
wait(0.02)
end
end
function AnimateHurtOverlay()
-- Start:
-- overlay.Position = UDim2.new(0, 0, 0, -22)
-- overlay.Size = UDim2.new(1, 0, 1.15, 30)
-- Finish:
-- overlay.Position = UDim2.new(-2, 0, -2, -22)
-- overlay.Size = UDim2.new(4.5, 0, 4.65, 30)
overlay = HealthGUI_prototype.hurtOverlay
overlay.Position = UDim2.new(-2, 0, -2, -22)
overlay.Size = UDim2.new(4.5, 0, 4.65, 30)
-- Animate In, fast
local i_total = 2
local wiggle_total = 0
local wiggle_i = 0.02
for i=1,i_total do
overlay.Position = UDim2.new( (-2 + (2 * (i/i_total)) + wiggle_total/2), 0, (-2 + (2 * (i/i_total)) + wiggle_total/2), -22 )
overlay.Size = UDim2.new( (4.5 - (3.5 * (i/i_total)) + wiggle_total), 0, (4.65 - (3.5 * (i/i_total)) + wiggle_total), 30 )
wait(0.01)
end
i_total = 30
wait(0.03)
-- Animate Out, slow
for i=1,i_total do
if( math.abs(wiggle_total) > (wiggle_i * 3) ) then
wiggle_i = -wiggle_i
end
wiggle_total = wiggle_total + wiggle_i
overlay.Position = UDim2.new( (0 - (2 * (i/i_total)) + wiggle_total/2), 0, (0 - (2 * (i/i_total)) + wiggle_total/2), -22 )
overlay.Size = UDim2.new( (1 + (3.5 * (i/i_total)) + wiggle_total), 0, (1.15 + (3.5 * (i/i_total)) + wiggle_total), 30 )
wait(0.01)
end
-- Hide after we're done
overlay.Position = UDim2.new(10, 0, 0, 0)
end
CreateGUI()
humanoid.HealthChanged:connect(HealthChanged)
humanoid.Died:connect(function() HealthChanged(0) end)
-
HealthGUI
-
false
4290164919
1
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1
false
false
http://www.roblox.com/asset/?id=34854607
hurtOverlay
2
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true
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tray
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false
http://www.roblox.com/asset/?id=35238000
bkg
0
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true
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http://www.roblox.com/asset/?id=35238036
barRed
0.0189999994
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true
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bar2
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true
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http://www.roblox.com/asset/?id=34816363
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Animate
function waitForChild(parent, childName)
local child = parent:findFirstChild(childName)
if child then return child end
while true do
child = parent.ChildAdded:wait()
if child.Name==childName then return child end
end
end
-- ANIMATION
-- declarations
local Figure = script.Parent
local Torso = waitForChild(Figure, "Torso")
local RightShoulder = waitForChild(Torso, "Right Shoulder")
local LeftShoulder = waitForChild(Torso, "Left Shoulder")
local RightHip = waitForChild(Torso, "Right Hip")
local LeftHip = waitForChild(Torso, "Left Hip")
local Neck = waitForChild(Torso, "Neck")
local Humanoid = waitForChild(Figure, "Humanoid")
local pose = "Standing"
local toolAnim = "None"
local toolAnimTime = 0
-- functions
function onRunning(speed)
if speed>0 then
pose = "Running"
else
pose = "Standing"
end
end
function onDied()
pose = "Dead"
end
function onJumping()
pose = "Jumping"
end
function onClimbing()
pose = "Climbing"
end
function onGettingUp()
pose = "GettingUp"
end
function onFreeFall()
pose = "FreeFall"
end
function onFallingDown()
pose = "FallingDown"
end
function onSeated()
pose = "Seated"
end
function onPlatformStanding()
pose = "PlatformStanding"
end
function moveJump()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder:SetDesiredAngle(3.14)
LeftShoulder:SetDesiredAngle(-3.14)
RightHip:SetDesiredAngle(0)
LeftHip:SetDesiredAngle(0)
end
-- same as jump for now
function moveFreeFall()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder:SetDesiredAngle(3.14)
LeftShoulder:SetDesiredAngle(-3.14)
RightHip:SetDesiredAngle(0)
LeftHip:SetDesiredAngle(0)
end
function moveSit()
RightShoulder.MaxVelocity = 0.15
LeftShoulder.MaxVelocity = 0.15
RightShoulder:SetDesiredAngle(3.14 /2)
LeftShoulder:SetDesiredAngle(-3.14 /2)
RightHip:SetDesiredAngle(3.14 /2)
LeftHip:SetDesiredAngle(-3.14 /2)
end
function getTool()
for _, kid in ipairs(Figure:GetChildren()) do
if kid.className == "Tool" then return kid end
end
return nil
end
function getToolAnim(tool)
for _, c in ipairs(tool:GetChildren()) do
if c.Name == "toolanim" and c.className == "StringValue" then
return c
end
end
return nil
end
function animateTool()
if (toolAnim == "None") then
RightShoulder:SetDesiredAngle(1.57)
return
end
if (toolAnim == "Slash") then
RightShoulder.MaxVelocity = 0.5
RightShoulder:SetDesiredAngle(0)
return
end
if (toolAnim == "Lunge") then
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightHip.MaxVelocity = 0.5
LeftHip.MaxVelocity = 0.5
RightShoulder:SetDesiredAngle(1.57)
LeftShoulder:SetDesiredAngle(1.0)
RightHip:SetDesiredAngle(1.57)
LeftHip:SetDesiredAngle(1.0)
return
end
end
function move(time)
local amplitude
local frequency
if (pose == "Jumping") then
moveJump()
return
end
if (pose == "FreeFall") then
moveFreeFall()
return
end
if (pose == "Seated") then
moveSit()
return
end
local climbFudge = 0
if (pose == "Running") then
RightShoulder.MaxVelocity = 0.15
LeftShoulder.MaxVelocity = 0.15
amplitude = 1
frequency = 9
elseif (pose == "Climbing") then
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
amplitude = 1
frequency = 9
climbFudge = 3.14
else
amplitude = 0.1
frequency = 1
end
desiredAngle = amplitude * math.sin(time*frequency)
RightShoulder:SetDesiredAngle(desiredAngle + climbFudge)
LeftShoulder:SetDesiredAngle(desiredAngle - climbFudge)
RightHip:SetDesiredAngle(-desiredAngle)
LeftHip:SetDesiredAngle(-desiredAngle)
local tool = getTool()
if tool then
animStringValueObject = getToolAnim(tool)
if animStringValueObject then
toolAnim = animStringValueObject.Value
-- message recieved, delete StringValue
animStringValueObject.Parent = nil
toolAnimTime = time + .3
end
if time > toolAnimTime then
toolAnimTime = 0
toolAnim = "None"
end
animateTool()
else
toolAnim = "None"
toolAnimTime = 0
end
end
-- connect events
Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)
Humanoid.PlatformStanding:connect(onPlatformStanding)
-- main program
local runService = game:service("RunService");
while Figure.Parent~=nil do
local _, time = wait(0.1)
move(time)
end
-
false
RobloxTeam
-- Now with exciting TeamColors HACK!
function waitForChild(parent, childName)
local child = parent:findFirstChild(childName)
if child then return child end
while true do
child = parent.ChildAdded:wait()
if child.Name==childName then return child end
end
end
-- TEAM COLORS
function onTeamChanged(player)
wait(1)
local char = player.Character
if char == nil then return end
if player.Neutral then
-- Replacing the current BodyColor object will force a reset
local old = char:findFirstChild("Body Colors")
if not old then return end
old:clone().Parent = char
old.Parent = nil
else
local head = char:findFirstChild("Head")
local torso = char:findFirstChild("Torso")
local left_arm = char:findFirstChild("Left Arm")
local right_arm = char:findFirstChild("Right Arm")
local left_leg = char:findFirstChild("Left Leg")
local right_leg = char:findFirstChild("Right Leg")
if head then head.BrickColor = BrickColor.new(24) end
if torso then torso.BrickColor = player.TeamColor end
if left_arm then left_arm.BrickColor = BrickColor.new(26) end
if right_arm then right_arm.BrickColor = BrickColor.new(26) end
if left_leg then left_leg.BrickColor = BrickColor.new(26) end
if right_leg then right_leg.BrickColor = BrickColor.new(26) end
end
end
function onPlayerPropChanged(property, player)
if property == "Character" then
onTeamChanged(player)
end
if property== "TeamColor" or property == "Neutral" then
onTeamChanged(player)
end
end
local cPlayer = game.Players:GetPlayerFromCharacter(script.Parent)
cPlayer.Changed:connect(function(property) onPlayerPropChanged(property, cPlayer) end )
onTeamChanged(cPlayer)
-
false
Sound
-- util
function waitForChild(parent, childName)
local child = parent:findFirstChild(childName)
if child then return child end
while true do
child = parent.ChildAdded:wait()
if child.Name==childName then return child end
end
end
function newSound(id)
local sound = Instance.new("Sound")
sound.SoundId = id
sound.archivable = false
sound.Parent = script.Parent.Head
return sound
end
-- declarations
local sDied = newSound("rbxasset://sounds/uuhhh.wav")
local sFallingDown = newSound("rbxasset://sounds/splat.wav")
local sFreeFalling = newSound("rbxasset://sounds/swoosh.wav")
local sGettingUp = newSound("rbxasset://sounds/hit.wav")
local sJumping = newSound("rbxasset://sounds/button.wav")
local sRunning = newSound("rbxasset://sounds/bfsl-minifigfoots1.mp3")
sRunning.Looped = true
local Figure = script.Parent
local Head = waitForChild(Figure, "Head")
local Humanoid = waitForChild(Figure, "Humanoid")
-- functions
function onDied()
sDied:Play()
end
function onState(state, sound)
if state then
sound:Play()
else
sound:Pause()
end
end
function onRunning(speed)
if speed>0 then
sRunning:Play()
else
sRunning:Pause()
end
end
-- connect up
Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(function(state) onState(state, sJumping) end)
Humanoid.GettingUp:connect(function(state) onState(state, sGettingUp) end)
Humanoid.FreeFalling:connect(function(state) onState(state, sFreeFalling) end)
Humanoid.FallingDown:connect(function(state) onState(state, sFallingDown) end)
-
0
0
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AdmiralShane
[null]
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false
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-0.5
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125
-8
4.5
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HeadWeld
[null]
[null]
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2
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-
5
face
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rbxasset://textures/face.png
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false
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Right Shoulder
[null]
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Left Shoulder
[null]
[null]
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Right Hip
[null]
[null]
-
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-1
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-0
-0
-1
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1
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0
-0.5
1
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-0
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Left Hip
[null]
[null]
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Neck
[null]
[null]
-
false
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Left Arm
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Right Arm
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Left Leg
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0.5
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0.5
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0.5
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false
256
Right Leg
0
-0.5
0.5
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100
100
Humanoid
0
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-
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77794511
KREO Admiral Left Arm
77794506
-
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4
77794517
KREO Admiral Left Leg
77794506
-
0
3
77794524
KREO Admiral Right Arm
77794506
-
0
5
77794533
KREO Admiral Right Leg
77794506
-
0
1
77794540
KREO Admiral Torso
77794506
-
0
-0.200000003
0
1
0
0
0
1
0
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KREOAdmiral
-
false
-0.5
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0.5
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194
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5.19999981
2.5
1
0
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0.5
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true
256
Handle
0
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1.4000001
-
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http://www.roblox.com/asset/?id=77794960
5
Mesh
0
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1.79999995
1.79999995
http://www.roblox.com/asset/?id=77794942
1
1
1
-
KREOD
false
-
false
Health
function waitForChild(parent, childName)
local child = parent:findFirstChild(childName)
if child then return child end
while true do
child = parent.ChildAdded:wait()
if child.Name==childName then return child end
end
end
-- declarations
local Figure = script.Parent
local Head = waitForChild(Figure, "Head")
local Humanoid = waitForChild(Figure, "Humanoid")
local regening = false
-- regeneration
function regenHealth()
if regening then return end
regening = true
while Humanoid.Health < Humanoid.MaxHealth do
local s = wait(1)
local health = Humanoid.Health
if health > 0 and health < Humanoid.MaxHealth then
local newHealthDelta = 0.01 * s * Humanoid.MaxHealth
health = health + newHealthDelta
Humanoid.Health = math.min(health,Humanoid.MaxHealth)
end
end
if Humanoid.Health > Humanoid.MaxHealth then
Humanoid.Health = Humanoid.MaxHealth
end
regening = false
end
Humanoid.HealthChanged:connect(regenHealth)
-
false
HealthScript v3.1
local HealthGUI_prototype = script:FindFirstChild("HealthGUI")
local lastHealth = 100
local lastHealth2 = 100
local maxWidth = 0.96
watrbx.wtf
local humanoid = script.Parent.Humanoid
if (humanoid == nil) then
print("ERROR: no humanoid found in 'HealthScript v3.1'")
end
function CreateGUI()
local p = game.Players:GetPlayerFromCharacter(humanoid.Parent)
HealthGUI_prototype.Parent = p.PlayerGui
end
function UpdateGUI(health)
tray = HealthGUI_prototype.tray
local width = (health / humanoid.MaxHealth) * maxWidth
local height = 0.83
local lastX = tray.bar.Position.X.Scale
local x = 0.019 + (maxWidth - width)
local y = 0.1
tray.bar.Position = UDim2.new(x,0,y, 0)
tray.bar.Size = UDim2.new(width, 0, height, 0)
-- If more than 1/4 health, bar = green. Else, bar = red.
if( (health / humanoid.MaxHealth) > 0.25 ) then
tray.barRed.Size = UDim2.new(0, 0, 0, 0)
else
tray.barRed.Position = tray.bar.Position
tray.barRed.Size = tray.bar.Size
tray.bar.Size = UDim2.new(0, 0, 0, 0)
end
if ( (lastHealth - health) > (humanoid.MaxHealth / 10) ) then
lastHealth = health
if humanoid.Health ~= humanoid.MaxHealth then
delay(0,function()
AnimateHurtOverlay()
end)
delay(0,function()
AnimateBars(x, y, lastX, height)
end)
end
else
lastHealth = health
end
end
function HealthChanged(health)
UpdateGUI(health)
if ( (lastHealth2 - health) > (humanoid.MaxHealth / 10) ) then
lastHealth2 = health
else
lastHealth2 = health
endwatrbx.wtf
end
function AnimateBars(x, y, lastX, height)
tray = HealthGUI_prototype.tray
local width = math.abs(x - lastX)
if( x > lastX ) then
x = lastX
end
tray.bar2.Position = UDim2.new(x,0, y, 0)
tray.bar2.Size = UDim2.new(width, 0, height, 0)
tray.bar2.BackgroundTransparency = 0
local GBchannels = 1
local j = 0.2
local i_total = 30
for i=1,i_total do
-- Increment Values
if (GBchannels < 0.2) then
j = -j
end
GBchannels = GBchannels + j
if (i > (i_total - 10)) then
tray.bar2.BackgroundTransparency = tray.bar2.BackgroundTransparency + 0.1
end
tray.bar2.BackgroundColor3 = Color3.new(1, GBchannels, GBchannels)
wait(0.02)
endwatrbx.wtf
end
function AnimateHurtOverlay()
-- Start:
-- overlay.Position = UDim2.new(0, 0, 0, -22)
-- overlay.Size = UDim2.new(1, 0, 1.15, 30)
-- Finish:
-- overlay.Position = UDim2.new(-2, 0, -2, -22)
-- overlay.Size = UDim2.new(4.5, 0, 4.65, 30)
overlay = HealthGUI_prototype.hurtOverlay
overlay.Position = UDim2.new(-2, 0, -2, -22)
overlay.Size = UDim2.new(4.5, 0, 4.65, 30)
-- Animate In, fast
local i_total = 2
local wiggle_total = 0
local wiggle_i = 0.02
for i=1,i_total do
overlay.Position = UDim2.new( (-2 + (2 * (i/i_total)) + wiggle_total/2), 0, (-2 + (2 * (i/i_total)) + wiggle_total/2), -22 )
overlay.Size = UDim2.new( (4.5 - (3.5 * (i/i_total)) + wiggle_total), 0, (4.65 - (3.5 * (i/i_total)) + wiggle_total), 30 )
wait(0.01)
end
i_total = 30
wait(0.03)
-- Animate Out, slow
for i=1,i_total do
if( math.abs(wiggle_total) > (wiggle_i * 3) ) then
wiggle_i = -wiggle_i
end
wiggle_total = wiggle_total + wiggle_i
overlay.Position = UDim2.new( (0 - (2 * (i/i_total)) + wiggle_total/2), 0, (0 - (2 * (i/i_total)) + wiggle_total/2), -22 )
overlay.Size = UDim2.new( (1 + (3.5 * (i/i_total)) + wiggle_total), 0, (1.15 + (3.5 * (i/i_total)) + wiggle_total), 30 )
wait(0.01)
end
-- Hide after we're done
overlay.Position = UDim2.new(10, 0, 0, 0)
end
CreateGUI()
humanoid.HealthChanged:connect(HealthChanged)
humanoid.Died:connect(function() HealthChanged(0) end)
-
HealthGUI
-
false
4290164919
14279970357
1
false
false
http://www.roblox.com/asset/?id=34854607
hurtOverlay
2
0
0
-22
1
0
1.1500001
30
0
true
1
-
false
4285215356
14279970357
1
false
false
tray
0.5
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1
-26
0
170
0
18
2
0
true
1
-
false
4294967295
1
4279970357
1
false
false
http://www.roblox.com/asset/?id=35238000
bkg
0
0
0
0
1
0
1
0
0
true
1
-
false
4294967295
1
4279970357
1
false
false
http://www.roblox.com/asset/?id=35238036
barRed
0.0189999994
0
0.100000001
0
0
0
0
0
0
true
1
-
false
4294967295
1.00000012
4279970357
0
false
false
bar2
0.0189999994
0
0.100000001
0
0.192000002
0
0.829999983
0
0
0
true
1
-
false
4294967295
1
4279970357
1
false
false
http://www.roblox.com/asset/?id=35238053
bar
0.0189999994
0
0.100000001
0
0.959999979
0
0.829999983
0
0
true
1
-
false
4294967295
1
4279970357
0
false
false
http://www.roblox.com/asset/?id=34816363
label
0.680000007
0
0.300000012
0
0.25
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0.349999994
0
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true
1
-
false
Animate
function waitForChild(parent, childName)
local child = parent:findFirstChild(childName)
if child then return child end
while true do
child = parent.ChildAdded:wait()
if child.Name==childName then return child end
end
end
-- ANIMATION
-- declarations
local Figure = script.Parent
local Torso = waitForChild(Figure, "Torso")
local RightShoulder = waitForChild(Torso, "Right Shoulder")
local LeftShoulder = waitForChild(Torso, "Left Shoulder")
local RightHip = waitForChild(Torso, "Right Hip")
local LeftHip = waitForChild(Torso, "Left Hip")
local Neck = waitForChild(Torso, "Neck")
local Humanoid = waitForChild(Figure, "Humanoid")
local pose = "Standing"
local toolAnim = "None"
local toolAnimTime = 0
-- functions
function onRunning(speed)
if speed>0 then
pose = "Running"
else
pose = "Standing"
end
end
function onDied()
pose = "Dead"
end
function onJumping()
pose = "Jumping"
end
function onClimbing()
pose = "Climbing"
end
function onGettingUp()
pose = "GettingUp"
end
function onFreeFall()
pose = "FreeFall"
end
function onFallingDown()
pose = "FallingDown"
end
function onSeated()
pose = "Seated"
end
function onPlatformStanding()
pose = "PlatformStanding"
end
function moveJump()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder:SetDesiredAngle(3.14)
LeftShoulder:SetDesiredAngle(-3.14)
RightHip:SetDesiredAngle(0)
LeftHip:SetDesiredAngle(0)
end
-- same as jump for now
function moveFreeFall()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder:SetDesiredAngle(3.14)
LeftShoulder:SetDesiredAngle(-3.14)
RightHip:SetDesiredAngle(0)
LeftHip:SetDesiredAngle(0)
end
function moveSit()
RightShoulder.MaxVelocity = 0.15
LeftShoulder.MaxVelocity = 0.15
RightShoulder:SetDesiredAngle(3.14 /2)
LeftShoulder:SetDesiredAngle(-3.14 /2)
RightHip:SetDesiredAngle(3.14 /2)
LeftHip:SetDesiredAngle(-3.14 /2)
end
function getTool()
for _, kid in ipairs(Figure:GetChildren()) do
if kid.className == "Tool" then return kid end
end
return nil
end
function getToolAnim(tool)
for _, c in ipairs(tool:GetChildren()) do
if c.Name == "toolanim" and c.className == "StringValue" then
return c
end
end
return nil
end
function animateTool()
if (toolAnim == "None") then
RightShoulder:SetDesiredAngle(1.57)
return
end
if (toolAnim == "Slash") then
RightShoulder.MaxVelocity = 0.5
RightShoulder:SetDesiredAngle(0)
return
end
if (toolAnim == "Lunge") then
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightHip.MaxVelocity = 0.5
LeftHip.MaxVelocity = 0.5
RightShoulder:SetDesiredAngle(1.57)
LeftShoulder:SetDesiredAngle(1.0)
RightHip:SetDesiredAngle(1.57)
LeftHip:SetDesiredAngle(1.0)
return
end
end
function move(time)
local amplitude
local frequency
if (pose == "Jumping") then
moveJump()
return
end
if (pose == "FreeFall") then
moveFreeFall()
return
end
if (pose == "Seated") then
moveSit()
return
end
local climbFudge = 0
if (pose == "Running") then
RightShoulder.MaxVelocity = 0.15
LeftShoulder.MaxVelocity = 0.15
amplitude = 1
frequency = 9
elseif (pose == "Climbing") then
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
amplitude = 1
frequency = 9
climbFudge = 3.14
else
amplitude = 0.1
frequency = 1
end
desiredAngle = amplitude * math.sin(time*frequency)
RightShoulder:SetDesiredAngle(desiredAngle + climbFudge)
LeftShoulder:SetDesiredAngle(desiredAngle - climbFudge)
RightHip:SetDesiredAngle(-desiredAngle)
LeftHip:SetDesiredAngle(-desiredAngle)
local tool = getTool()
if tool then
animStringValueObject = getToolAnim(tool)
if animStringValueObject then
toolAnim = animStringValueObject.Value
-- message recieved, delete StringValue
animStringValueObject.Parent = nil
toolAnimTime = time + .3
end
if time > toolAnimTime then
toolAnimTime = 0
toolAnim = "None"
end
animateTool()
else
toolAnim = "None"
toolAnimTime = 0
end
end
-- connect events
Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)
Humanoid.PlatformStanding:connect(onPlatformStanding)
-- main program
local runService = game:service("RunService");
while Figure.Parent~=nil do
local _, time = wait(0.1)
move(time)
end
-
false
RobloxTeam
-- Now with exciting TeamColors HACK!
function waitForChild(parent, childName)
local child = parent:findFirstChild(childName)
if child then return child end
while true do
child = parent.ChildAdded:wait()
if child.Name==childName then return child end
end
end
-- TEAM COLORS
function onTeamChanged(player)
wait(1)
local char = player.Character
if char == nil then return end
if player.Neutral then
-- Replacing the current BodyColor object will force a reset
local old = char:findFirstChild("Body Colors")
if not old then return end
old:clone().Parent = char
old.Parent = nil
else
local head = char:findFirstChild("Head")
local torso = char:findFirstChild("Torso")
local left_arm = char:findFirstChild("Left Arm")
local right_arm = char:findFirstChild("Right Arm")
local left_leg = char:findFirstChild("Left Leg")
local right_leg = char:findFirstChild("Right Leg")
if head then head.BrickColor = BrickColor.new(24) end
if torso then torso.BrickColor = player.TeamColor end
if left_arm then left_arm.BrickColor = BrickColor.new(26) end
if right_arm then right_arm.BrickColor = BrickColor.new(26) end
if left_leg then left_leg.BrickColor = BrickColor.new(26) end
if right_leg then right_leg.BrickColor = BrickColor.new(26) end
end
end
function onPlayerPropChanged(property, player)
if property == "Character" then
onTeamChanged(player)
end
if property== "TeamColor" or property == "Neutral" then
onTeamChanged(player)
end
end
local cPlayer = game.Players:GetPlayerFromCharacter(script.Parent)
cPlayer.Changed:connect(function(property) onPlayerPropChanged(property, cPlayer) end )
onTeamChanged(cPlayer)
-
false
Sound
-- util
function waitForChild(parent, childName)
local child = parent:findFirstChild(childName)
if child then return child end
while true do
child = parent.ChildAdded:wait()
if child.Name==childName then return child end
end
end
function newSound(id)
local sound = Instance.new("Sound")
sound.SoundId = id
sound.archivable = false
sound.Parent = script.Parent.Head
return sound
end
-- declarations
local sDied = newSound("rbxasset://sounds/uuhhh.wav")
local sFallingDown = newSound("rbxasset://sounds/splat.wav")
local sFreeFalling = newSound("rbxasset://sounds/swoosh.wav")
local sGettingUp = newSound("rbxasset://sounds/hit.wav")
local sJumping = newSound("rbxasset://sounds/button.wav")
local sRunning = newSound("rbxasset://sounds/bfsl-minifigfoots1.mp3")
sRunning.Looped = true
local Figure = script.Parent
local Head = waitForChild(Figure, "Head")
local Humanoid = waitForChild(Figure, "Humanoid")
-- functions
function onDied()
sDied:Play()
end
function onState(state, sound)
if state then
sound:Play()
else
sound:Pause()
end
end
function onRunning(speed)
if speed>0 then
sRunning:Play()
else
sRunning:Pause()
end
end
-- connect up
Humanoid.Died:connect(onDied)watrbx.wtf
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(function(state) onState(state, sJumping) end)
Humanoid.GettingUp:connect(function(state) onState(state, sGettingUp) end)
Humanoid.FreeFalling:connect(function(state) onState(state, sFreeFalling) end)
Humanoid.FallingDown:connect(function(state) onState(state, sFallingDown) end)
-
0watrbx.wtf
0
0
1
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0
0
1
0
0
0
1
AlienCommander
[null]
-
false
-0.5
0.5
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-0.5
0.5
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125
-8
4.5watrbx.wtf
2.5
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HeadWeld
[null]
[null]
watrbx.wtf
-
2
2
0
Mesh
0
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0
1.25
1.25
1.25
1
1
1
-
5
face
20
0
rbxasset://textures/face2.png
0
-
false
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217
-8
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00watrbx.wtf
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false
256
Torso
0
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roblox
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0.5
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0
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1
0
1
0
-1
-0
-0
-0.0379874669
0.150000006
Right Shoulder
[null]
[null]
-
-1
0.5
0
-0
-0
-1
0
1
0
1
0
0
0.5
0.5
0
-0
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-1
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-0.0379874669
0.150000006
Left Shoulder
[null]
[null]
-
1
-1
0
0
0
1
0
1
0
-1
-0
-0
0.5
1
0
0
0
1
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-1
-0
-0
0.0379874669
0.100000001
Right Hip
[null]
[null]
-
-1
-1
0
-0
-0
-1
0
1
0
1
0
0
-0.5
1
0
-0
-0
-1
0
1watrbx.wtf
0
1
0
0
0.0379874669
0.100000001
Left Hip
[null]
[null]watrbx.wtf
-
0
0
0
1watrbx.wtf
0watrbx.wtf
0watrbx.wtf
0watrbx.wtf
1watrbx.wtf
0watrbx.wtf
0
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1
0
1.5
0
1
0
0
0
1
0
0
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1
0
0
Neck
[null]
[null]
-
false
-0.5
0.5
0
0
-0.5
0.5
0
0
217
-9.5
3
2.5
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false
0.5
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256
Left Arm
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256
Right Arm
0
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false
0.5
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-0.5
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0
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0.5
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false
256
Left Leg
0
-0.5
0.5
0
0
0
0
0
-0.5
0.5
3
0
0
0
0
0
0
1
1
2
1
-
false
-0.5
0.5
0
0
-0.5
0.5
0
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102
-7.5
1
2.5
1
0
0
0
1
0
0
0
1
false
0.5
0.300000012
-0.5
0.5
0
0
-0.5
0.5
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false
256
Right Leg
0
-0.5
0.5
0
0
0
0
0
-0.5
0.5
3
0
0
0
0
0
0
1
1
2
1
-
100
100
Humanoid
0
18
-
KREOD
false
-
false
Health
function waitForChild(parent, childName)
local child = parent:findFirstChild(childName)
if child then return child end
while true do
child = parent.ChildAdded:wait()
if child.Name==childName then return child end
end
end
-- declarations
local Figure = script.Parent
local Head = waitForChild(Figure, "Head")
local Humanoid = waitForChild(Figure, "Humanoid")
local regening = false
-- regeneration
function regenHealth()
if regening then return end
regening = true
while Humanoid.Health < Humanoid.MaxHealth do
local s = wait(1)
local health = Humanoid.Health
if health > 0 and health < Humanoid.MaxHealth then
local newHealthDelta = 0.01 * s * Humanoid.MaxHealth
health = health + newHealthDelta
Humanoid.Health = math.min(health,Humanoid.MaxHealth)
end
end
if Humanoid.Health > Humanoid.MaxHealth then
Humanoid.Health = Humanoid.MaxHealth
end
regening = false
end
Humanoid.HealthChanged:connect(regenHealth)
-
false
HealthScript v3.1
local HealthGUI_prototype = script:FindFirstChild("HealthGUI")
local lastHealth = 100
local lastHealth2 = 100
local maxWidth = 0.96
local humanoid = script.Parent.Humanoid
if (humanoid == nil) then
print("ERROR: no humanoid found in 'HealthScript v3.1'")
end
function CreateGUI()
local p = game.Players:GetPlayerFromCharacter(humanoid.Parent)
HealthGUI_prototype.Parent = p.PlayerGui
end
function UpdateGUI(health)
tray = HealthGUI_prototype.tray
local width = (health / humanoid.MaxHealth) * maxWidth
local height = 0.83
local lastX = tray.bar.Position.X.Scale
local x = 0.019 + (maxWidth - width)
local y = 0.1
tray.bar.Position = UDim2.new(x,0,y, 0)
tray.bar.Size = UDim2.new(width, 0, height, 0)
-- If more than 1/4 health, bar = green. Else, bar = red.
if( (health / humanoid.MaxHealth) > 0.25 ) then
tray.barRed.Size = UDim2.new(0, 0, 0, 0)
else
tray.barRed.Position = tray.bar.Position
tray.barRed.Size = tray.bar.Size
tray.bar.Size = UDim2.new(0, 0, 0, 0)
end
if ( (lastHealth - health) > (humanoid.MaxHealth / 10) ) then
lastHealth = health
if humanoid.Health ~= humanoid.MaxHealth then
delay(0,function()
AnimateHurtOverlay()
end)
delay(0,function()
AnimateBars(x, y, lastX, height)
end)
end
else
lastHealth = health
end
end
function HealthChanged(health)
UpdateGUI(health)
if ( (lastHealth2 - health) > (humanoid.MaxHealth / 10) ) then
lastHealth2 = health
else
lastHealth2 = health
end
end
function AnimateBars(x, y, lastX, height)
tray = HealthGUI_prototype.tray
local width = math.abs(x - lastX)
if( x > lastX ) then
x = lastX
end
tray.bar2.Position = UDim2.new(x,0, y, 0)
tray.bar2.Size = UDim2.new(width, 0, height, 0)
tray.bar2.BackgroundTransparency = 0
local GBchannels = 1
local j = 0.2
local i_total = 30
for i=1,i_total do
-- Increment Values
if (GBchannels < 0.2) then
j = -j
end
GBchannels = GBchannels + j
if (i > (i_total - 10)) then
tray.bar2.BackgroundTransparency = tray.bar2.BackgroundTransparency + 0.1
end
tray.bar2.BackgroundColor3 = Color3.new(1, GBchannels, GBchannels)
wait(0.02)
end
end
function AnimateHurtOverlay()
-- Start:
-- overlay.Position = UDim2.new(0, 0, 0, -22)
-- overlay.Size = UDim2.new(1, 0, 1.15, 30)
-- Finish:
-- overlay.Position = UDim2.new(-2, 0, -2, -22)
-- overlay.Size = UDim2.new(4.5, 0, 4.65, 30)
overlay = HealthGUI_prototype.hurtOverlay
overlay.Position = UDim2.new(-2, 0, -2, -22)
overlay.Size = UDim2.new(4.5, 0, 4.65, 30)
-- Animate In, fast
local i_total = 2
local wiggle_total = 0
local wiggle_i = 0.02
for i=1,i_total do
overlay.Position = UDim2.new( (-2 + (2 * (i/i_total)) + wiggle_total/2), 0, (-2 + (2 * (i/i_total)) + wiggle_total/2), -22 )
overlay.Size = UDim2.new( (4.5 - (3.5 * (i/i_total)) + wiggle_total), 0, (4.65 - (3.5 * (i/i_total)) + wiggle_total), 30 )
wait(0.01)
end
i_total = 30
wait(0.03)
-- Animate Out, slow
for i=1,i_total do
if( math.abs(wiggle_total) > (wiggle_i * 3) ) then
wiggle_i = -wiggle_i
end
wiggle_total = wiggle_total + wiggle_i
overlay.Position = UDim2.new( (0 - (2 * (i/i_total)) + wiggle_total/2), 0, (0 - (2 * (i/i_total)) + wiggle_total/2), -22 )
overlay.Size = UDim2.new( (1 + (3.5 * (i/i_total)) + wiggle_total), 0, (1.15 + (3.5 * (i/i_total)) + wiggle_total), 30 )
wait(0.01)
end
-- Hide after we're done
overlay.Position = UDim2.new(10, 0, 0, 0)
end
CreateGUI()
humanoid.HealthChanged:connect(HealthChanged)
humanoid.Died:connect(function() HealthChanged(0) end)
-
HealthGUI
-
false
4290164919
1
4279970357
1
false
false
http://www.roblox.com/asset/?id=34854607
hurtOverlay
2
0
0
-22
1
0
1.1500001
30
0
true
1
-
false
4285215356
1
4279970357
1
false
false
tray
0.5
-44
1
-26
0
170
0
18
2
0
true
1
-
false
4294967295
1
4279970357
1
false
false
http://www.roblox.com/asset/?id=35238000
bkg
0
0
0
0
1
0
1
0
0
true
1
-
false
4294967295
1
4279970357
1
false
false
http://www.roblox.com/asset/?id=35238036
barRed
0.0189999994
0
0.100000001
0
0
0
0
0
0
true
1
-
false
4294967295
1.00000012
4279970357
0
false
false
bar2
0.0189999994
0
0.100000001
0
0.192000002
0
0.829999983
0
0
0
true
1
-
false
4294967295
1
4279970357
1
false
false
http://www.roblox.com/asset/?id=35238053
bar
0.0189999994
0
0.100000001
0
0.959999979
0
0.829999983
0
0
true
1
-
false
4294967295
1
4279970357
0
false
false
http://www.roblox.com/asset/?id=34816363
label
0.680000007
0
0.300000012
0
0.25
0
0.349999994
0
0
true
1
-
false
Animate
function waitForChild(parent, childName)
local child = parent:findFirstChild(childName)
if child then return child end
while true do
child = parent.ChildAdded:wait()
if child.Name==childName then return child end
end
end
-- ANIMATION
-- declarations
local Figure = script.Parent
local Torso = waitForChild(Figure, "Torso")
local RightShoulder = waitForChild(Torso, "Right Shoulder")
local LeftShoulder = waitForChild(Torso, "Left Shoulder")
local RightHip = waitForChild(Torso, "Right Hip")
local LeftHip = waitForChild(Torso, "Left Hip")
local Neck = waitForChild(Torso, "Neck")
local Humanoid = waitForChild(Figure, "Humanoid")
local pose = "Standing"
local toolAnim = "None"
local toolAnimTime = 0
-- functions
function onRunning(speed)
if speed>0 then
pose = "Running"
else
pose = "Standing"
end
end
function onDied()
pose = "Dead"
end
function onJumping()
pose = "Jumping"
end
function onClimbing()
pose = "Climbing"
end
function onGettingUp()
pose = "GettingUp"
end
function onFreeFall()
pose = "FreeFall"
end
function onFallingDown()
pose = "FallingDown"
end
function onSeated()
pose = "Seated"
end
function onPlatformStanding()
pose = "PlatformStanding"
end
function moveJump()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder:SetDesiredAngle(3.14)
LeftShoulder:SetDesiredAngle(-3.14)
RightHip:SetDesiredAngle(0)
LeftHip:SetDesiredAngle(0)
end
-- same as jump for now
function moveFreeFall()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder:SetDesiredAngle(3.14)
LeftShoulder:SetDesiredAngle(-3.14)
RightHip:SetDesiredAngle(0)
LeftHip:SetDesiredAngle(0)
end
function moveSit()
RightShoulder.MaxVelocity = 0.15
LeftShoulder.MaxVelocity = 0.15
RightShoulder:SetDesiredAngle(3.14 /2)
LeftShoulder:SetDesiredAngle(-3.14 /2)
RightHip:SetDesiredAngle(3.14 /2)
LeftHip:SetDesiredAngle(-3.14 /2)
end
function getTool()
for _, kid in ipairs(Figure:GetChildren()) do
if kid.className == "Tool" then return kid end
end
return nil
end
function getToolAnim(tool)
for _, c in ipairs(tool:GetChildren()) do
if c.Name == "toolanim" and c.className == "StringValue" then
return c
end
end
return nil
end
function animateTool()
if (toolAnim == "None") then
RightShoulder:SetDesiredAngle(1.57)
return
end
if (toolAnim == "Slash") then
RightShoulder.MaxVelocity = 0.5
RightShoulder:SetDesiredAngle(0)
return
end
if (toolAnim == "Lunge") then
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightHip.MaxVelocity = 0.5
LeftHip.MaxVelocity = 0.5
RightShoulder:SetDesiredAngle(1.57)
LeftShoulder:SetDesiredAngle(1.0)
RightHip:SetDesiredAngle(1.57)
LeftHip:SetDesiredAngle(1.0)
return
end
end
function move(time)
local amplitude
local frequency
if (pose == "Jumping") then
moveJump()
return
end
if (pose == "FreeFall") then
moveFreeFall()
return
end
if (pose == "Seated") then
moveSit()
return
end
local climbFudge = 0
if (pose == "Running") then
RightShoulder.MaxVelocity = 0.15
LeftShoulder.MaxVelocity = 0.15
amplitude = 1
frequency = 9
elseif (pose == "Climbing") then
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
amplitude = 1
frequency = 9
climbFudge = 3.14
else
amplitude = 0.1
frequency = 1
end
desiredAngle = amplitude * math.sin(time*frequency)
RightShoulder:SetDesiredAngle(desiredAngle + climbFudge)
LeftShoulder:SetDesiredAngle(desiredAngle - climbFudge)
RightHip:SetDesiredAngle(-desiredAngle)
LeftHip:SetDesiredAngle(-desiredAngle)
local tool = getTool()
if tool then
animStringValueObject = getToolAnim(tool)
if animStringValueObject then
toolAnim = animStringValueObject.Value
-- message recieved, delete StringValue
animStringValueObject.Parent = nil
toolAnimTime = time + .3
end
if time > toolAnimTime then
toolAnimTime = 0
toolAnim = "None"
end
animateTool()
else
toolAnim = "None"
toolAnimTime = 0
end
end
-- connect events
Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)
Humanoid.PlatformStanding:connect(onPlatformStanding)
-- main program
local runService = game:service("RunService");
while Figure.Parent~=nil do
local _, time = wait(0.1)
move(time)
end
-
false
RobloxTeam
-- Now with exciting TeamColors HACK!
function waitForChild(parent, childName)
local child = parent:findFirstChild(childName)
if child then return child end
while true do
child = parent.ChildAdded:wait()
if child.Name==childName then return child end
end
end
-- TEAM COLORS
function onTeamChanged(player)
wait(1)
local char = player.Character
if char == nil then return end
if player.Neutral then
-- Replacing the current BodyColor object will force a reset
local old = char:findFirstChild("Body Colors")
if not old then return end
old:clone().Parent = char
old.Parent = nil
else
local head = char:findFirstChild("Head")
local torso = char:findFirstChild("Torso")
local left_arm = char:findFirstChild("Left Arm")
local right_arm = char:findFirstChild("Right Arm")
local left_leg = char:findFirstChild("Left Leg")
local right_leg = char:findFirstChild("Right Leg")
if head then head.BrickColor = BrickColor.new(24) end
if torso then torso.BrickColor = player.TeamColor end
if left_arm then left_arm.BrickColor = BrickColor.new(26) end
if right_arm then right_arm.BrickColor = BrickColor.new(26) end
if left_leg then left_leg.BrickColor = BrickColor.new(26) end
if right_leg then right_leg.BrickColor = BrickColor.new(26) end
end
end
function onPlayerPropChanged(property, player)
if property == "Character" then
onTeamChanged(player)
end
if property== "TeamColor" or property == "Neutral" then
onTeamChanged(player)
end
end
local cPlayer = game.Players:GetPlayerFromCharacter(script.Parent)
cPlayer.Changed:connect(function(property) onPlayerPropChanged(property, cPlayer) end )
onTeamChanged(cPlayer)
-
false
Sound
-- util
function waitForChild(parent, childName)
local child = parent:findFirstChild(childName)
if child then return child end
while true do
child = parent.ChildAdded:wait()
if child.Name==childName then return child end
end
end
function newSound(id)
local sound = Instance.new("Sound")
sound.SoundId = id
sound.archivable = false
sound.Parent = script.Parent.Head
return sound
end
-- declarations
local sDied = newSound("rbxasset://sounds/uuhhh.wav")
local sFallingDown = newSound("rbxasset://sounds/splat.wav")
local sFreeFalling = newSound("rbxasset://sounds/swoosh.wav")
local sGettingUp = newSound("rbxasset://sounds/hit.wav")
local sJumping = newSound("rbxasset://sounds/button.wav")
local sRunning = newSound("rbxasset://sounds/bfsl-minifigfoots1.mp3")
sRunning.Looped = true
local Figure = script.Parent
local Head = waitForChild(Figure, "Head")
local Humanoid = waitForChild(Figure, "Humanoid")
-- functions
function onDied()
sDied:Play()
end
function onState(state, sound)
if state then
sound:Play()
else
sound:Pause()
end
end
function onRunning(speed)
if speed>0 then
sRunning:Play()
else
sRunning:Pause()
end
end
-- connect up
Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(function(state) onState(state, sJumping) end)
Humanoid.GettingUp:connect(function(state) onState(state, sGettingUp) end)
Humanoid.FreeFalling:connect(function(state) onState(state, sFreeFalling) end)
Humanoid.FallingDown:connect(function(state) onState(state, sFallingDown) end)
-
0
2
77875242
KREO Alien Left Arm
77875159
-
0
4
77875264
KREO Alien Left Leg
77875159
-
0
3
77875287
KREO Alien Right Arm
77875159
-
0
5
77875374
KREO Alien Right Leg
77875159
-
0
1
77875404
KREO Alien Armor Torso
77875159
-
0
0.375
-0.129999995
1
0
0
0
1
0
0
0
1
KREOAlien
-
false
-0.5
0.5
0
0
-0.5
0.5
0
0
194
44.5000191
1.29999804
14.4999876
1
0
0
0
1
0
0
0
1
true
0.5
0.300000012
-0.5
0.5
0
0
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0
true
256
Handle
0
-0.5
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0
0
0
0
0
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0.5
0
0
0
0
0
0
3
1
1.39999914
1.79999995
2.20000029
-
2
2
http://www.roblox.com/asset/?id=77876018
5
Mesh
0
0
0
1
1
1
http://www.roblox.com/asset/?id=77875980
1
1
1
-
true
true
0.100000001
0
-0.5
1
0
0
0
1
0
0
0
1
HandCannon
http://www.roblox.com/asset/?id= 48371498
-
false
-0.5
0.5
0
0
-0.5
0.5
0
0
199
58.5999985
15
2.5
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-1
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1
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1
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-0
true
0.5
0.300000012
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0.5
0
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0.5
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256
Handle
0
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0
0
0
-0.5
0.5
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0
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0
0
0
3
1
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3.13999867
-
2
2
http://www.roblox.com/asset/?id=48371470
5
Mesh
0
0
0
1.29999995
1.29999995
1.29999995
http://www.roblox.com/asset/?id=48371452
1
1
1
-
false
Local Gui
Tool = script.Parent
local stillEquipped = false
function onEquippedLocal(mouse)
stillEquipped = true
if mouse == nil then
print("No mouse")
return
end
while stillEquipped do
print("Setting Mouse to go")
mouse.Icon = "rbxasset://textures\\GunCursor.png"
while Tool.Enabled and stillEquipped do
wait(0.01)
end
print("Setting Mouse to wait")
mouse.Icon = "rbxasset://textures\\GunWaitCursor.png"
while not Tool.Enabled and stillEquipped do
wait(0.01)
end
end
end
function onUnequippedLocal()
stillEquipped = false
end
Tool.Equipped:connect(onEquippedLocal)
Tool.Unequipped:connect(onUnequippedLocal)
-
false
HandCannonScript
-- Heat Seeker Missiles 1..2..3 --
local Tool = script.Parent
local Cannon = Tool.Handle
local debris = game:GetService("Debris")
Tool.Enabled = true
rocket = Instance.new("Part")
rocket.Size = Vector3.new(3, 3, 3)
rocket.Transparency = 0.8
rocket.Shape = "Ball"
rocket.FormFactor = 3
rocket.Name ="HC"
local rocketMesh = Instance.new("SpecialMesh")
rocketMesh.MeshType = "FileMesh"
rocketMesh.Name = "Mesh"
rocketMesh.MeshId = "http://www.roblox.com/asset/?id=48423624"
rocketMesh.TextureId = "http://www.roblox.com/asset/?id=48598142"
rocketMesh.Scale = Vector3.new(0.05, 0.05, 0.05)
rocketMesh.Parent = rocket
local fire = Instance.new("Fire")
fire.Size = 0.1
fire.Heat = 5.0
fire.Parent = rocket
local newBV = Instance.new("BodyVelocity")
newBV.P = 1000
newBV.maxForce = Vector3.new(newBV.P, newBV.P, newBV.P)
newBV.Name = "BV"
local newBT = Instance.new("BodyThrust")
newBT.Name = "BT"
local newBF = Instance.new("BodyPosition")
newBF.P = 10000
newBF.maxForce = Vector3.new(newBF.P, newBF.P, newBF.P)
newBF.Name = "BF"
local fireSound
local boom
local rocketClone = {}
function blow(part, hit)
if hit.Name ~= "rocketClone" then
humanoid = hit.Parent:FindFirstChild("Humanoid")
print(hit.Name)
local e = Instance.new("Explosion")
e.Name = "SPLODE"
e.BlastPressure = 5000
e.BlastRadius = 5
e.Position = hit.Position
e.Parent = game.Workspace
debris:AddItem(e, 1.0)
if hit.Parent:FindFirstChild("Break") == nil then
local b1 = Instance.new("BoolValue")
b1.Name = "Break"
b1.Parent = hit.Parent
end
if boom then boom:Play() end
if part then part:Remove() end
vCharacter = Tool.Parent
vPlayer = game.Players:GetPlayerFromCharacter(vCharacter)
if humanoid and vPlayer then
tagHumanoid(humanoid, vPlayer)
wait(1.0)
untagHumanoid(humanoid)
end
end
end
function tagHumanoid(humanoid, player)
if humanoid ~= nil then
creatorTag = Instance.new("ObjectValue")
creatorTag.Name = "creator"
creatorTag.Parent = humanoid
creatorTag.Value = player
end
end
function untagHumanoid(humanoid)
if humanoid ~= nil then
tag = humanoid:FindFirstChild("creator")
if tag ~= nil then
tag:Remove()
end
end
end
function shoot(pos)
vCharacter = Tool.Parent
if vCharacter == nil or vCharacter:FindFirstChild("Humanoid") == nil then
print("Humanoid not found")
return
end
vPlayer = game.Players:GetPlayerFromCharacter(vCharacter)
if vPlayer == nil then
print("Player not found")
return
end
if fireSound then fireSound:Play()end
for i = 1, 3 do
rocketClone[i] = rocket:Clone()
rocketClone[i].CanCollide = false
local spawnPos = vCharacter.PrimaryPart.Position
spawnPos = spawnPos + pos.unit * 11.0
if i == 1 then
rocketClone[i].CFrame = CFrame.new(spawnPos, spawnPos + pos)
rocketClone[i].Velocity = pos * 200.0
rocketClone[i].Name ="rocketClone"
rocketClone[i].Parent = game.Workspace
else
if i%2 == 0 then sign = 1 else sign = -1 end
rocketClone[i].CFrame = rocketClone[1].CFrame * CFrame.Angles(sign * math.pi/2, 0.0, 0.0)
rocketClone[i].Position = rocketClone[i].Position + Vector3.new(sign * 2.0, 0.0, 0.0)
rocketClone[i].Velocity = pos * 200.0
rocketClone[i].Name ="rocketClone"
rocketClone[i].Parent = game.Workspace
cloneBT = newBT:Clone()
cloneBT.force = (rocketClone[1].Position - rocketClone[i].Position) * 50.0
cloneBT.location = rocketClone[i].Position
cloneBT.Parent = rocketClone[i]
end
local rocketCloneFloat = Instance.new("BodyForce")
rocketCloneFloat.force = Vector3.new(0.0, rocketClone[i]:GetMass() * 196.1, 0.0)
rocketCloneFloat.Parent = rocketClone[i]
rocketClone[i].Touched:connect(function(hit) blow(rocketClone[i], hit) end)
end
end
function onActivated()
if Tool.Enabled == false then
return
end
Tool.Enabled = false
vCharacter = Tool.Parent
myHumanoid = vCharacter:FindFirstChild("Humanoid")
if myHumanoid == nil then
print("Humanoid not found")
return
end
myTorso = vCharacter:FindFirstChild("Torso")
if myTorso == nil then
print("Torso not found")
return
end
boom = Tool:FindFirstChild("BOOM")
target = myHumanoid.TargetPoint
lookAt = (target - myTorso.Position).unit
fireSound = Tool:FindFirstChild("FireSound")
shoot(lookAt)
wait(0.75)
Tool.Enabled = true
end
function onEquipped()
end
function onUnequipped()
if fireSound then fireSound:Stop()end
if boom then boom:Stop() end
end
Tool.Activated:connect(onActivated)
Tool.Equipped:connect(onEquipped)
Tool.Unequipped:connect(onUnequipped)
-
false
FireSound
1
false
http://www.roblox.com/asset/?id=48618583
1
-
false
BOOM
1
false
http://www.roblox.com/asset/?id=48618802
0.5
-
true
Sky
http://www.roblox.com/asset/?id=58372690
http://www.roblox.com/asset/?id=58372722
http://www.roblox.com/asset/?id=58372742
http://www.roblox.com/asset/?id=58372777
http://www.roblox.com/asset/?id=58372794
http://www.roblox.com/asset/?id=58372812
3000
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AlienTower
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false
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BoatAIScript
--by QuantumSama
--Adjustable settings
local debug = false
local updateFrequency = .05
local height = 0 --height that the boat normally stays at
local maxSpeedbase = 35
local accelerationBase = 35
local arcRange = math.pi *.375
local minDistanceP = 10 --check against distance to point
local function waitForChild(instance, name)
while not instance:FindFirstChild(name) do
instance.ChildAdded:wait()
end
return instance:FindFirstChild(name)
end
local boat = script.Parent
boat:MakeJoints()
local tempMissile = waitForChild(boat, "AlienMissile")
if game.Lighting:FindFirstChild("AlienMissile") == nil then
tempMissile.Parent = game.Lighting
else
tempMissile.Parent = nil
end
local configs = waitForChild(boat, "Configuration")
local debris = game:GetService("Debris")
local w = game.Workspace
function getRandomTarget()
local ship = game.Workspace:FindFirstChild("Ship")
if ship ~= nil then
return ship:GetChildren()[math.random(1, #ship:GetChildren())].Position
else
print("No ship found")
local targets = {w.Target1.Position, w.Target2.Position, w.Target3.Position, w.Target4.Position}
return targets[math.random(#targets)]
end
end
local body = boat.Body
local bGyro = body.BodyGyro
local bVelocity = body.BodyVelocity
local maxSpeed = maxSpeedbase * configs.SpeedMultiplier.Value
local acceleration = accelerationBase * updateFrequency * configs.SpeedMultiplier.Value
local distanceAway = configs.DistanceAway.Value
local downPitch = 0
local unitTarget = getRandomTarget()
local lookTarget = unitTarget
local positionTarget = body.Position
local newTarget = false
configs.Target.Changed:connect(function() newTarget = true end)
configs.SpeedMultiplier.Changed:connect(function()
maxSpeed = maxSpeedbase * configs.SpeedMultiplier.Value
acceleration = accelerationBase * updateFrequency * configs.SpeedMultiplier.Value
end)
function computeLaunchAngle(v,dx,dy,grav)
-- arcane
-- http://en.wikipedia.org/wiki/Trajectory_of_a_projectile
local g = math.abs(grav)
local inRoot = (v*v*v*v) - (g * ((g*dx*dx) + (2*dy*v*v)))
if inRoot <= 0 then
return .25 * math.pi
end
local root = math.sqrt(inRoot)
local inATan1 = ((v*v) + root) / (g*dx)
local inATan2 = ((v*v) - root) / (g*dx)
local answer1 = math.atan(inATan1)
local answer2 = math.atan(inATan2)
if answer1 < answer2 then return answer1 end
return answer2
end
function fireMissile(attackTarget)
local missile = game.Lighting.AlienMissile:Clone()
--missile = Instance.new("Part")
--missile.Size = Vector3.new(6,6,6)
local attackVector = attackTarget - body.Position
local dAboveTarget = -attackVector.Y
attackVector = attackVector*Vector3.new(1,0,1)
local dToTarget = attackVector.magnitude
local projectileSpeed = distanceAway * .65
local launchAngle = computeLaunchAngle(projectileSpeed,dToTarget,-dAboveTarget, -9.81 * 20)
print("lAngle: ",launchAngle)
missile.Velocity = Vector3.new(0,projectileSpeed*math.sin(launchAngle),0) + attackVector.unit * projectileSpeed* math.cos(launchAngle)
print("mV, mag: ", missile.Velocity, missile.Velocity.magnitude)
--[[
local distaceAboveTarget = -attackVector.Y
local upVelocity = 200
local time = math.sqrt(4 * upVelocity * upVelocity + 2* 196.2 * distaceAboveTarget) / 196.2
print("time ", time )
local velocity = attackVector * Vector3.new(1,0,1) / time + Vector3.new(0,upVelocity,0)
print(velocity)
missile.Velocity = velocity
--]]
--missile.Velocity = (attackTarget + Vector3.new(0, -8, 0) - body.Position)/timeToHit + Vector3.new(0, 98.05*timeToHit, 0)
--missile.BodyVelocity.velocity = attackVector.unit * 150
--print("P,A: ", body.Position, attackVector)
missile.CFrame = CFrame.new(body.Position + attackVector.unit *0, body.Position + missile.Velocity.unit * 70) --TODO
missile.CanCollide = false
missile.Parent = game.Workspace
--print("BV, P: ", missile.BodyVelocity.velocity, missile.Position)
--print()
wait(.3)
missile.CanCollide = true
debris:AddItem(missile, 20)
end
function normalize( targetV )
local targetSpeed = maxSpeed
--Slow down so that target is hit with 0 speed
local expectedV = maxSpeed * maxSpeed/(acceleration/updateFrequency)
if targetV.Magnitude < expectedV then targetSpeed = .9 * math.sqrt(2*acceleration/updateFrequency*targetV.magnitude) end
local speed = bVelocity.velocity.magnitude
local velocityChange = bVelocity.velocity - targetV.unit*targetSpeed
if velocityChange.magnitude > acceleration then
return bVelocity.velocity - velocityChange.unit * acceleration
else
return targetV.unit * targetSpeed
end
end
local markerPartT = boat:findFirstChild("T")
--local markerPartA = boat:findFirstChild("A")
local markerPartE = boat:findFirstChild("E")
if not debug then
markerPartT.Parent = nil
markerPartE.Parent = nil
markerPartT = nil
markerPartE = nil
end
positionTarget = body.Position* Vector3.new(1,0,1) + Vector3.new(0,height,0)
lookTarget = unitTarget
if markerPartT ~= nil then markerPartT.Position = positionTarget end
local stuckCount = 0
local relativePosition = unitTarget - body.Position
local currentAngle = math.atan2(relativePosition.X,relativePosition.Z) + math.pi
local attackPattern = 2
currentAngle = currentAngle + (math.random(2) - 1.5)*(math.random()+1) * arcRange
local futurePosition = unitTarget + CFrame.Angles(0,currentAngle,0) * Vector3.new(0,height,distanceAway)
while true do
wait(updateFrequency)
local moveVector = positionTarget - body.Position
bVelocity.velocity = normalize(moveVector)
--* CFrame.new(Vector3.new(0,0,0), Vector3.FromNormalId(Enum.NormalId.Left)):inverse()
bGyro.cframe = CFrame.new(body.Position,lookTarget)* CFrame.new(Vector3.new(0,0,0), Vector3.new(-1,downPitch,0)):inverse()
local targetRange = body.Position - unitTarget
--if markerPartA ~= nil then markerPartA.Position = body.Position + attackVector end
if body.Velocity.magnitude < acceleration and (moveVector.magnitude < minDistanceP) then
stuckCount = 0
if newTarget == true then
newTarget = false
unitTarget = configs.Target.value
end
if attackPattern == 0 then
print("p0")
positionTarget = body.Position + Vector3.new(0,140,0)
downPitch = -.3
lookTarget = unitTarget
attackPattern =1
elseif attackPattern == 1 then
print("BANG!!!")
fireMissile(unitTarget)
-- shot at current target, now find a new target and approach vector
unitTarget = getRandomTarget()
positionTarget = body.Position + Vector3.new(0,-140,0)
downPitch = 0
currentAngle = currentAngle + (math.random(2) - 1.5)*(math.random()+1) * arcRange
futurePosition = unitTarget*Vector3.new(1,0,1) + CFrame.Angles(0,currentAngle,0) * Vector3.new(0,height,distanceAway)
print("nextP: ", futurePosition)
lookTarget = futurePosition
attackPattern =2
elseif attackPattern == 2 then
positionTarget = futurePosition
attackPattern = 0
end
if markerPartE ~= nil then markerPartE.Position = unitTarget end
if markerPartT ~= nil then markerPartT.Position = positionTarget end
elseif body.Velocity.magnitude < acceleration/2 then
stuckCount = stuckCount + 1
print("stuck " .. stuckCount)
if stuckCount > 9 then
print("getting unstuck")
positionTarget = body.Position --Its been stuck for 10 frames so skip to next attack pattern
stuckCount = 0
end
end
end
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Configuration
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AlienMissile
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LukesExplodeScript
--Stickmasterluke
local shipName = "Ship"
local debris=game:GetService("Debris")
function explode(pos,radius)
local p=Instance.new("Part") --effect for testing purposes only
p.BrickColor=BrickColor.new("Really red")
p.CanCollide=false
p.Anchored=true
p.Transparency=.5
p.TopSurface="Smooth"
p.BottomSurface="Smooth"
p.Size=Vector3.new(1,1,1)
p.CFrame=CFrame.new(pos)
local m=Instance.new("SpecialMesh")
m.MeshType="Sphere"
m.Scale=Vector3.new(1,1,1)*radius*2
m.Parent=p
debris:AddItem(p,.2)
p.Parent=game.Workspace
local explosionhits=game.Workspace:FindPartsInRegion3(Region3.new(pos-Vector3.new(radius,radius,radius),pos+Vector3.new(radius,radius,radius)),nil,1000)
for ih,hit in ipairs(explosionhits) do
if hit and hit~=nil and hit.Parent~=nil then
if hit:IsDescendantOf(game.Workspace:FindFirstChild(shipName)) then
for iasdf,vrm in ipairs(hit:GetChildren()) do
if vrm.className=="SpecialMesh" or vrm.className=="CylinderMesh" or vrm.className=="BlockMesh" then
vrm:destroy()
end
end
local breakable={x=1,y=1,z=1}
if hit.Size.x>5 then
breakable.x=2
end
if hit.Size.y>5 then
breakable.y=2
end
if hit.Size.z>5 then
breakable.z=2
end
if breakable.x==1 and breakable.y==1 and breakable.z==1 then
if hit.Material~=Enum.Material.CorrodedMetal then
hit.Material="CorrodedMetal"
else
debris:AddItem(hit,5+(5*math.random()))
hit.Anchored=false
hit:BreakJoints()
hit.CFrame=hit.CFrame+Vector3.new(0,.1,0)
hit.Velocity=hit.Velocity+((hit.Position-pos).unit*50)+((Vector3.new(50,50,50)*math.random())+Vector3.new(25,25,25))
end
else
local hitstart=hit.CFrame*CFrame.new(hit.Size.x*-.5,hit.Size.y*-.5,hit.Size.z*-.5)
for ix=1,breakable.x do
for iy=1,breakable.y do
for iz=1,breakable.z do
local np=hit:clone()
if np.className~="CornerWedgePart" then
np.formFactor="Custom"
end
np.Size=Vector3.new(hit.Size.x/breakable.x,hit.Size.y/breakable.y,hit.Size.z/breakable.z)
np.CFrame=hitstart*CFrame.new((np.Size.x*ix)-(np.Size.x/2),(np.Size.y*iy)-(np.Size.y/2),(np.Size.z*iz)-(np.Size.z/2))
np.Parent=hit.Parent
end
end
end
hit:destroy()
end
end
end
end
end
--QuantumSama's addition
local missile = script.Parent
function missileHit(touched)
if touched == nil then return end
local hitP = touched.Parent
if hitP == nil then return end
local humanoid = hitP:findFirstChild("Humanoid")
if humanoid~=nil then
humanoid:TakeDamage(1000)
end
if hitP.Name == shipName then
missile.Anchored = true
wait(4)
explode(missile.Position,10)
wait(.3)
missile:Destroy()
end
end
missile.Touched:connect(missileHit)
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BoatAIScript
--by QuantumSama
--Adjustable settings
--Config settings:
--DistanceAway: the distance that it maintains from target (change this to different values to avoid boats hitting eachother)
--SpeedMultiplier: multiplies max speed and acceleration by value
--Target: Vector3 position, next attack will aim for target
local debug = false
local updateFrequency = .05
local height = 0 --height that the boat normally stays at
local maxSpeedbase = 35
local accelerationBase = 35
local arcRange = math.pi *.375 --boat will move between .5 and 1 times this arc length in circle around target in random direction
local minDistanceP = 10 --if within this distance of target boat will move to next attack phase
local function waitForChild(instance, name)
while not instance:FindFirstChild(name) do
instance.ChildAdded:wait()
end
return instance:FindFirstChild(name)
end
local boat = script.Parent
boat:MakeJoints()
local tempMissile = waitForChild(boat, "AlienMissile")
if game.Lighting:FindFirstChild("AlienMissile") == nil then
tempMissile.Parent = game.Lighting
else
tempMissile.Parent = nil
end
local configs = waitForChild(boat, "Configuration")
local debris = game:GetService("Debris")
local w = game.Workspace
function getRandomTarget()
local ship = game.Workspace:FindFirstChild("Ship")
if ship ~= nil then
local randomChild = ship:GetChildren()[math.random(1, #ship:GetChildren())]
if randomChild:IsA("Part") then
return randomChild.Position
elseif randomChild:IsA("Model") then
return randomChild:GetModelCFrame().p
else
wait()
return getRandomTarget()
end
else
print("No ship found")
local targets = {w.Target1.Position, w.Target2.Position, w.Target3.Position, w.Target4.Position}
return targets[math.random(#targets)]
end
end
local body = boat.Body
local bGyro = body.BodyGyro
local bVelocity = body.BodyVelocity
local maxSpeed = maxSpeedbase * configs.SpeedMultiplier.Value
local acceleration = accelerationBase * updateFrequency * configs.SpeedMultiplier.Value
local distanceAway = configs.DistanceAway.Value
local downPitch = 0
local unitTarget = getRandomTarget()
local lookTarget = unitTarget
local positionTarget = body.Position
local breakCounter = 0
boat.ChildAdded:connect(function(child)
if child.Name == "Break" then
child:Destroy()
breakCounter = breakCounter + 1
if breakCounter < 3 then return end
if child:IsA("BoolValue") then
if bVelocity then bVelocity:Destroy() end
debris:AddItem(boat, 5)
end
end
end)
local newTarget = false
configs.Target.Changed:connect(function() newTarget = true end)
configs.SpeedMultiplier.Changed:connect(function()
maxSpeed = maxSpeedbase * configs.SpeedMultiplier.Value
acceleration = accelerationBase * updateFrequency * configs.SpeedMultiplier.Value
end)
function computeLaunchAngle(v,dx,dy,grav)
-- arcane
-- http://en.wikipedia.org/wiki/Trajectory_of_a_projectile
local g = math.abs(grav)
local inRoot = (v*v*v*v) - (g * ((g*dx*dx) + (2*dy*v*v)))
if inRoot <= 0 then
return .25 * math.pi
end
local root = math.sqrt(inRoot)
local inATan1 = ((v*v) + root) / (g*dx)
local inATan2 = ((v*v) - root) / (g*dx)
local answer1 = math.atan(inATan1)
local answer2 = math.atan(inATan2)
if answer1 < answer2 then return answer1 end
return answer2
end
function fireMissile(attackTarget)
local missile = game.Lighting.AlienMissile:Clone()
--missile = Instance.new("Part")
--missile.Size = Vector3.new(6,6,6)
local attackVector = attackTarget - body.Position
local dAboveTarget = -attackVector.Y
attackVector = attackVector*Vector3.new(1,0,1)
local dToTarget = attackVector.magnitude
local projectileSpeed = distanceAway * .65
local launchAngle = computeLaunchAngle(projectileSpeed,dToTarget,-dAboveTarget, -9.81 * 20)
print("lAngle: ",launchAngle)
missile.Velocity = Vector3.new(0,projectileSpeed*math.sin(launchAngle),0) + attackVector.unit * projectileSpeed* math.cos(launchAngle)
print("mV, mag: ", missile.Velocity, missile.Velocity.magnitude)
--[[
local distaceAboveTarget = -attackVector.Y
local upVelocity = 200
local time = math.sqrt(4 * upVelocity * upVelocity + 2* 196.2 * distaceAboveTarget) / 196.2
print("time ", time )
local velocity = attackVector * Vector3.new(1,0,1) / time + Vector3.new(0,upVelocity,0)
print(velocity)
missile.Velocity = velocity
--]]
--missile.Velocity = (attackTarget + Vector3.new(0, -8, 0) - body.Position)/timeToHit + Vector3.new(0, 98.05*timeToHit, 0)
--missile.BodyVelocity.velocity = attackVector.unit * 150
--print("P,A: ", body.Position, attackVector)
missile.CFrame = CFrame.new(body.Position + attackVector.unit *0, body.Position + missile.Velocity.unit * 70) --TODO
missile.CanCollide = false
missile.Parent = game.Workspace
--print("BV, P: ", missile.BodyVelocity.velocity, missile.Position)
--print()
wait(.3)
--missile.CanCollide = true
debris:AddItem(missile, 20)
end
function normalize( targetV )
local targetSpeed = maxSpeed
--Slow down so that target is hit with 0 speed
local expectedV = maxSpeed * maxSpeed/(acceleration/updateFrequency)
if targetV.Magnitude < expectedV then targetSpeed = .9 * math.sqrt(2*acceleration/updateFrequency*targetV.magnitude) end
local speed = bVelocity.velocity.magnitude
local velocityChange = bVelocity.velocity - targetV.unit*targetSpeed
if velocityChange.magnitude > acceleration then
return bVelocity.velocity - velocityChange.unit * acceleration
else
return targetV.unit * targetSpeed
end
end
watrbx.wtf
local markerPartT = boat:findFirstChild("T")
--local markerPartA = boat:findFirstChild("A")
local markerPartE = boat:findFirstChild("E")
if not debug then
markerPartT.Parent = nil
markerPartE.Parent = nil
markerPartT = nil
markerPartE = nil
end
positionTarget = body.Position* Vector3.new(1,0,1) + Vector3.new(0,height,0)
lookTarget = unitTarget
if markerPartT ~= nil then markerPartT.Position =watrbx.wtfarget end
local stuckCount = 0
local relativePosition = unitTarget - body.Position
local currentAngle = math.atan2(relativePosition.X,relativePosition.Z) + math.pi
local attackPattern = 2
currentAngle = currentAngle + (math.random(2) - 1.5)*(math.random()+1) * arcRange
local futurePosition = unitTarget + CFrame.Angles(0,currentAngle,0) * Vector3.new(0,height,distanceAway)
while true do
wait(updateFrequency)
local moveVector = positionTarget - body.Position
bVelocity.velocity = normalize(moveVector)
--* CFrame.new(Vector3.new(0,0,0), Vector3.FromNormalId(Enum.NormalId.Left)):inverse()
bGyro.cframe = CFrame.new(body.Position,lookTarget)* CFrame.new(Vector3.new(0,0,0), Vector3.new(-1,downPitch,0)):inverse()
local targetRange = body.Position - unitTarget
--if markerPartA ~= nil then markerPartA.Position = body.Position + attackVector end
if body.Velocity.magnitude < acceleration and (moveVector.magnitude < minDistanceP) then
stuckCount = 0
if newTarget == true then
newTarget = false
unitTarget = configs.Target.value
end
if attackPattern == 0 then
print("p0")
positionTarget = body.Position + Vector3.new(0,140,0)
downPitch = -.3
lookTarget = unitTarget
attackPattern =1
elseif attackPattern == 1 then
print("BANG!!!")
for i = 1, 4 do
fireMissile(unitTarget + Vector3.new(math.random(-10, 10), 0, math.random(-10, 10)))
wait(1.0)
end
-- shot at current target, now find a new target and approach vector
unitTarget = getRandomTarget()
positionTarget = body.Position + Vector3.new(0,-140,0)
downPitch = 0
currentAngle = currentAngle + (math.random(2) - 1.5)*(math.random()+1) * arcRange
futurePosition = unitTarget*Vector3.new(1,0,1) + CFrame.Angles(0,currentAngle,0) * Vector3.new(0,height,distanceAway)
print("nextP: ", futurePosition)
lookTarget = futurePosition
attackPattern =2
elseif attackPattern == 2 then
positionTarget = futurePosition
attackPattern = 0
end
if markerPartE ~= nil then markerPartE.Position = unitTarget end
if markerPartT ~= nil then markerPartT.Position = positionTarget end
elseif body.Velocity.magnitude < acceleration/2 then
stuckCount = stuckCount + 1
print("stuck " .. stuckCount)
if stuckCount > 9 then
print("getting unstuck")
positionTarget = body.Position --Its been stuck for 10 frames so skip to next attack pattern
stuckCount = 0
end
end
end
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LukesExplodeScript
--Stickmasterluke
local shipName = "Ship"
local debris=game:GetService("Debris")
function explode(pos,radius)
local p=Instance.new("Part") --effect for testing purposes only
p.BrickColor=BrickColor.new("Really red")
p.CanCollide=false
p.Anchored=true
p.Transparency=.5
p.TopSurface="Smooth"
p.BottomSurface="Smooth"
p.Size=Vector3.new(1,1,1)
p.CFrame=CFrame.new(pos)
local m=Instance.new("SpecialMesh")
m.MeshType="Sphere"
m.Scale=Vector3.new(1,1,1)*radius*2
m.Parent=p
debris:AddItem(p,.2)
p.Parent=game.Workspace
local explosionhits=game.Workspace:FindPartsInRegion3(Region3.new(pos-Vector3.new(radius,radius,radius),pos+Vector3.new(radius,radius,radius)),nil,1000)
for ih,hit in ipairs(explosionhits) do
if hit and hit~=nil and hit.Parent~=nil then
if hit:IsDescendantOf(game.Workspace:FindFirstChild(shipName)) then
for iasdf,vrm in ipairs(hit:GetChildren()) do
if vrm.className=="SpecialMesh" or vrm.className=="CylinderMesh" or vrm.className=="BlockMesh" then
vrm:destroy()
end
end
local breakable={x=1,y=1,z=1}
if hit.Size.x>5 then
breakable.x=2
end
if hit.Size.y>5 then
breakable.y=2
end
if hit.Size.z>5 then
breakable.z=2
end
if breakable.x==1 and breakable.y==1 and breakable.z==1 then
if hit.Material~=Enum.Material.CorrodedMetal then
hit.Material="CorrodedMetal"
else
debris:AddItem(hit,5+(5*math.random()))
hit.Anchored=false
hit:BreakJoints()
hit.CFrame=hit.CFrame+Vector3.new(0,.1,0)
hit.Velocity=hit.Velocity+((hit.Position-pos).unit*50)+((Vector3.new(50,50,50)*math.random())+Vector3.new(25,25,25))
end
else
local hitstart=hit.CFrame*CFrame.new(hit.Size.x*-.5,hit.Size.y*-.5,hit.Size.z*-.5)
for ix=1,breakable.x do
for iy=1,breakable.y do
for iz=1,breakable.z do
local np=hit:clone()
if np.className~="CornerWedgePart" then
np.formFactor="Custom"
end
np.Size=Vector3.new(hit.Size.x/breakable.x,hit.Size.y/breakable.y,hit.Size.z/breakable.z)
np.CFrame=hitstart*CFrame.new((np.Size.x*ix)-(np.Size.x/2),(np.Size.y*iy)-(np.Size.y/2),(np.Size.z*iz)-(np.Size.z/2))
np.Parent=hit.Parent
end
end
end
hit:destroy()
end
end
end
end
end
--QuantumSama's addition
local missile = script.Parent
function missileHit(touched)
if touched == nil then return end
local hitP = touched.Parent
if hitP == nil then return end
local humanoid = hitP:findFirstChild("Humanoid")
if humanoid~=nil then
humanoid:TakeDamage(1000)
end
if hitP.Name == shipName then
if touched:IsA("Part") then missile.CFrame = CFrame.new(touched.Position, touched.Position+missile.Velocity) end
missile.Anchored = true
wait(4)
explode(missile.Position,10)
wait(.3)
missile:Destroy()
end
end
missile.Touched:connect(missileHit)
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-9.97728809e-013
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true
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Missile
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Mesh
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1
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256
Wedge
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Part
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Part
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Mesh
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Stand
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Script
--Stickmasterluke
sp=script.Parent
range=350
burst=5
chancetobreakjoints=1/5
barrelpos=CFrame.new(0,.5,-3.5)
shotairtime=3 --frames
rate=1/30
debris=game:GetService("Debris")
function rayignorecheck(hit3)
if hit3 then
if hit3.Transparency>=1 or string.lower(hit3.Name)=="water" or hit3.Name=="Effect" or hit3.Name=="Rocket" or hit3.Name=="Handle" or hit3:IsDescendantOf(sp) then
return true
end
end
return false
end
function raycast(spos,vec,dist)
local hit2,pos2=game.Workspace:FindPartOnRay(Ray.new(spos+(vec*.01),vec*dist),sp)
if hit2~=nil and pos2 then
local dist2=dist-(pos2-spos).magnitude
if rayignorecheck(hit2) and dist2>0 then
return raycast(pos2,vec,dist2)
end
end
return hit2,pos2
end
function fire(tpos)
local gun=sp:FindFirstChild("Gun")
local stand=sp:FindFirstChild("Stand")
if gun==nil or stand==nil or stand.Anchored==false then
return
end
local startpos=(gun.CFrame*barrelpos).p
local hit,epos=raycast(startpos,(tpos-startpos).unit,500)
if hit~=nil and hit.Parent~=nil then
if hit:IsDescendantOf(game.Workspace.Bots) then
if math.random()<chancetobreakjoints then
hit:BreakJoints()
local b1 = Instance.new("BoolValue")
b1.Name = "Break"
b1.Parent = hit.Parent
end
end
end
delay(0,function()
local effectdist=(startpos-epos).magnitude
local p=Instance.new("Part")
p.Name="Effect"
p.Anchored=true
p.CanCollide=false
p.BrickColor=BrickColor.new("New Yeller")
p.TopSurface="Smooth"
p.BottomSurface="Smooth"
p.formFactor="Custom"
p.Size=Vector3.new(.2,.2,.2)
p.CFrame=CFrame.new(startpos,epos)*CFrame.new(0,0,-effectdist/2)
local m=Instance.new("BlockMesh")
m.Scale=Vector3.new(1,1,effectdist*5)
m.Parent=p
debris:AddItem(p,2)
p.Parent=game.Workspace
delay(0,function()
wait(rate)
for i=1,shotairtime do
m.Scale=Vector3.new(1,1,effectdist*(1-(i/shotairtime))*5)
m.Offset=Vector3.new(0,0,-effectdist*(i/shotairtime)*.5)
wait(rate)
end
p:remove()
end)
end)
end
function lookat(pivotpoint,pos)
local gun=sp:FindFirstChild("Gun")
local stand=sp:FindFirstChild("Stand")
if gun==nil or stand==nil or stand.Anchored==false then
return
end
gun.CFrame=CFrame.new(pivotpoint,pos)*CFrame.new(0,.5,-1.6)
end
function visibilitycheck(cpos,v)
local body=v:FindFirstChild("Body")
if body~=nil then
local vhit,vpos=raycast(cpos,(body.Position-cpos).unit,range)
if vhit~=nil and vhit.Parent~=nil then
if vhit:IsDescendantOf(v) then
return true
end
end
end
return false
end
while true do
local gun=sp:FindFirstChild("Gun")
local stand=sp:FindFirstChild("Stand")
if gun==nil or stand==nil or stand.Anchored==false then
break
end
local pivotpoint=(stand.CFrame*CFrame.new(0,1.5,0)).p
target=nil
dist=range
for i,v in ipairs(game.Workspace.Bots:GetChildren()) do
local body=v:FindFirstChild("Body")
if body~=nil then
if (body.Position-gun.Position).magnitude<=dist then
if visibilitycheck(pivotpoint,v) then
target=body
dist=(body.Position-gun.Position).magnitude
end
end
end
end
local followtime=tick()+2+(5*math.random())
while tick()<followtime do
if target~=nil and target.Parent~=nil then
lookat(pivotpoint,target.Position)
end
wait(rate)
end
local gun=sp:FindFirstChild("Gun")
local stand=sp:FindFirstChild("Stand")
if gun==nil or stand==nil or stand.Anchored==false then
break
end
if target~=nil and target.Parent~=nil then
if visibilitycheck(pivotpoint,target.Parent) then
local dist=(target.Position-gun.Position).magnitude
local offset=(Vector3.new(math.random(),math.random(),math.random())-Vector3.new(.5,.5,.5))*dist*.1
local offset2=(Vector3.new(math.random(),math.random(),math.random())-Vector3.new(.5,.5,.5))*dist*.1
for i=1,burst do
lookat(pivotpoint,target.Position)
fire(target.Position+offset+(offset2*(i/burst)))
local followtime=tick()+.2
while tick()<followtime do
if target~=nil and target.Parent~=nil then
lookat(pivotpoint,target.Position)
end
wait(rate)
end
end
end
end
end
print("Broke",tick())
script:remove()
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true
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256
Wedge
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256
Wedge
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Part
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Part
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AutomatedTurret
[null]
-
true
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194
-1784.3999
35.997879
-239.695755
0
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256
Gun
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0
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0
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http://www.roblox.com/asset/?id=77866868
5
Mesh
0
0
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2
http://www.roblox.com/asset/?id=77866838
1
1
1
-
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0.5
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4
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194
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-239.695755
0
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0.5
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0.5
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256
Stand
0
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0
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Script
--Stickmasterluke
sp=script.Parent
range=350
burst=5
chancetobreakjoints=1/5
barrelpos=CFrame.new(0,.5,-3.5)
shotairtime=3 --frames
rate=1/30
debris=game:GetService("Debris")
function rayignorecheck(hit3)
if hit3 then
if hit3.Transparency>=1 or string.lower(hit3.Name)=="water" or hit3.Name=="Effect" or hit3.Name=="Rocket" or hit3.Name=="Handle" or hit3:IsDescendantOf(sp) then
return true
end
end
return false
end
function raycast(spos,vec,dist)
local hit2,pos2=game.Workspace:FindPartOnRay(Ray.new(spos+(vec*.01),vec*dist),sp)
if hit2~=nil and pos2 then
local dist2=dist-(pos2-spos).magnitude
if rayignorecheck(hit2) and dist2>0 then
return raycast(pos2,vec,dist2)
end
end
return hit2,pos2
end
function fire(tpos)
local gun=sp:FindFirstChild("Gun")
local stand=sp:FindFirstChild("Stand")
if gun==nil or stand==nil or stand.Anchored==false then
return
end
local startpos=(gun.CFrame*barrelpos).p
local hit,epos=raycast(startpos,(tpos-startpos).unit,500)
if hit~=nil and hit.Parent~=nil then
if hit:IsDescendantOf(game.Workspace.Bots) then
if math.random()<chancetobreakjoints then
hit:BreakJoints()
local b1 = Instance.new("BoolValue")
b1.Name = "Break"
b1.Parent = hit.Parent
end
end
end
delay(0,function()
local effectdist=(startpos-epos).magnitude
local p=Instance.new("Part")
p.Name="Effect"
p.Anchored=true
p.CanCollide=false
p.BrickColor=BrickColor.new("New Yeller")
p.TopSurface="Smooth"
p.BottomSurface="Smooth"
p.formFactor="Custom"
p.Size=Vector3.new(.2,.2,.2)
p.CFrame=CFrame.new(startpos,epos)*CFrame.new(0,0,-effectdist/2)
local m=Instance.new("BlockMesh")
m.Scale=Vector3.new(1,1,effectdist*5)
m.Parent=p
debris:AddItem(p,2)
p.Parent=game.Workspace
delay(0,function()
wait(rate)
for i=1,shotairtime do
m.Scale=Vector3.new(1,1,effectdist*(1-(i/shotairtime))*5)
m.Offset=Vector3.new(0,0,-effectdist*(i/shotairtime)*.5)
wait(rate)
end
p:remove()
end)
end)
end
function lookat(pivotpoint,pos)
local gun=sp:FindFirstChild("Gun")
local stand=sp:FindFirstChild("Stand")
if gun==nil or stand==nil or stand.Anchored==false then
return
end
gun.CFrame=CFrame.new(pivotpoint,pos)*CFrame.new(0,.5,-1.6)
end
function visibilitycheck(cpos,v)
local body=v:FindFirstChild("Body")
if body~=nil then
local vhit,vpos=raycast(cpos,(body.Position-cpos).unit,range)
if vhit~=nil and vhit.Parent~=nil then
if vhit:IsDescendantOf(v) then
return true
end
end
end
return false
end
while true do
local gun=sp:FindFirstChild("Gun")
local stand=sp:FindFirstChild("Stand")
if gun==nil or stand==nil or stand.Anchored==false then
break
end
local pivotpoint=(stand.CFrame*CFrame.new(0,1.5,0)).p
target=nil
dist=range
for i,v in ipairs(game.Workspace.Bots:GetChildren()) do
local body=v:FindFirstChild("Body")
if body~=nil then
if (body.Position-gun.Position).magnitude<=dist then
if visibilitycheck(pivotpoint,v) then
target=body
dist=(body.Position-gun.Position).magnitude
end
end
end
end
local followtime=tick()+2+(5*math.random())
while tick()<followtime do
if target~=nil and target.Parent~=nil then
lookat(pivotpoint,target.Position)
end
wait(rate)
end
local gun=sp:FindFirstChild("Gun")
local stand=sp:FindFirstChild("Stand")
if gun==nil or stand==nil or stand.Anchored==false then
break
end
if target~=nil and target.Parent~=nil then
if visibilitycheck(pivotpoint,target.Parent) then
local dist=(target.Position-gun.Position).magnitude
local offset=(Vector3.new(math.random(),math.random(),math.random())-Vector3.new(.5,.5,.5))*dist*.1
local offset2=(Vector3.new(math.random(),math.random(),math.random())-Vector3.new(.5,.5,.5))*dist*.1
for i=1,burst do
lookat(pivotpoint,target.Position)
fire(target.Position+offset+(offset2*(i/burst)))
local followtime=tick()+.2
while tick()<followtime do
if target~=nil and target.Parent~=nil then
lookat(pivotpoint,target.Position)
end
wait(rate)
end
end
end
end
end
print("Broke",tick())
script:remove()
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true
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Wedge
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Wedge
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0.5
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Wedge
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check=true
sp.Touched:connect(function(hit)
if hit~=nil and hit.Parent~=nil and check then
check=false
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local t=hit.Parent:FindFirstChild("Torso")
local lv=hit.Parent:FindFirstChild("LifeVest")
if h~=nil and t~=nil and lv==nil then
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nlv.Transparency=0
nlv.Script:remove()
nlv.Anchored=false
local w=Instance.new("Weld")
w.Part0=t
w.Part1=nlv
w.Parent=nlv
nlv.Parent=hit.Parent
sp.Transparency=1
wait(10)
sp.Transparency=0
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local t=hit.Parent:FindFirstChild("Torso")
local lv=hit.Parent:FindFirstChild("LifeVest")
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nlv.Transparency=0
nlv.Script:remove()
nlv.Anchored=false
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w.Part0=t
w.Part1=nlv
w.Parent=nlv
nlv.Parent=hit.Parent
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--stickmasterluke
sp=script.Parent
check=true
sp.Touched:connect(function(hit)
if hit~=nil and hit.Parent~=nil and check then
check=false
local h=hit.Parent:FindFirstChild("Humanoid")
local t=hit.Parent:FindFirstChild("Torso")
local lv=hit.Parent:FindFirstChild("LifeVest")
if h~=nil and t~=nil and lv==nil then
local nlv=sp:clone()
nlv.Transparency=0
nlv.Script:remove()
nlv.Anchored=false
local w=Instance.new("Weld")
w.Part0=t
w.Part1=nlv
w.Parent=nlv
nlv.Parent=hit.Parent
sp.Transparency=1
wait(10)
sp.Transparency=0
end
check=true
end
end)
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Script
--stickmasterluke
sp=script.Parent
check=true
sp.Touched:connect(function(hit)
if hit~=nil and hit.Parent~=nil and check then
check=false
local h=hit.Parent:FindFirstChild("Humanoid")
local t=hit.Parent:FindFirstChild("Torso")
local lv=hit.Parent:FindFirstChild("LifeVest")
if h~=nil and t~=nil and lv==nil then
local nlv=sp:clone()
nlv.Transparency=0
nlv.Script:remove()
nlv.Anchored=false
local w=Instance.new("Weld")
w.Part0=t
w.Part1=nlv
w.Parent=nlv
nlv.Parent=hit.Parent
sp.Transparency=1
wait(10)
sp.Transparency=0
end
check=true
end
end)
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true
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[null]
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Script
--Stickmasterluke
sp=script.Parent
range=350
burst=5
chancetobreakjoints=1/5
barrelpos=CFrame.new(0,.5,-3.5)
shotairtime=3 --frames
rate=1/30
debris=game:GetService("Debris")
function rayignorecheck(hit3)
if hit3 then
if hit3.Transparency>=1 or string.lower(hit3.Name)=="water" or hit3.Name=="Effect" or hit3.Name=="Rocket" or hit3.Name=="Handle" or hit3:IsDescendantOf(sp) then
return true
end
end
return false
end
function raycast(spos,vec,dist)
local hit2,pos2=game.Workspace:FindPartOnRay(Ray.new(spos+(vec*.01),vec*dist),sp)
if hit2~=nil and pos2 then
local dist2=dist-(pos2-spos).magnitude
if rayignorecheck(hit2) and dist2>0 then
return raycast(pos2,vec,dist2)
end
end
return hit2,pos2
end
function fire(tpos)
local gun=sp:FindFirstChild("Gun")
local stand=sp:FindFirstChild("Stand")
if gun==nil or stand==nil or stand.Anchored==false then
return
end
local startpos=(gun.CFrame*barrelpos).p
local hit,epos=raycast(startpos,(tpos-startpos).unit,500)
if hit~=nil and hit.Parent~=nil then
if hit:IsDescendantOf(game.Workspace.Bots) then
if math.random()<chancetobreakjoints then
local b1 = Instance.new("BoolValue")
b1.Name = "Break"
b1.Parent = hit.Parent
hit:BreakJoints()
end
end
end
delay(0,function()
local effectdist=(startpos-epos).magnitude
local p=Instance.new("Part")
p.Name="Effect"
p.Anchored=true
p.CanCollide=false
p.BrickColor=BrickColor.new("New Yeller")
p.TopSurface="Smooth"
p.BottomSurface="Smooth"
p.formFactor="Custom"
p.Size=Vector3.new(.2,.2,.2)
p.CFrame=CFrame.new(startpos,epos)*CFrame.new(0,0,-effectdist/2)
local m=Instance.new("BlockMesh")
m.Scale=Vector3.new(1,1,effectdist*5)
m.Parent=p
debris:AddItem(p,2)
p.Parent=game.Workspace
delay(0,function()
wait(rate)
for i=1,shotairtime do
m.Scale=Vector3.new(1,1,effectdist*(1-(i/shotairtime))*5)
m.Offset=Vector3.new(0,0,-effectdist*(i/shotairtime)*.5)
wait(rate)
end
p:remove()
end)
end)
end
function lookat(pivotpoint,pos)
local gun=sp:FindFirstChild("Gun")
local stand=sp:FindFirstChild("Stand")
if gun==nil or stand==nil or stand.Anchored==false then
return
end
gun.CFrame=CFrame.new(pivotpoint,pos)*CFrame.new(0,.5,-1.6)
end
function visibilitycheck(cpos,v)
local body=v:FindFirstChild("Body")
if body~=nil then
local vhit,vpos=raycast(cpos,(body.Position-cpos).unit,range)
if vhit~=nil and vhit.Parent~=nil then
if vhit:IsDescendantOf(v) then
return true
end
end
end
return false
end
while true do
local gun=sp:FindFirstChild("Gun")
local stand=sp:FindFirstChild("Stand")
if gun==nil or stand==nil or stand.Anchored==false then
break
end
local pivotpoint=(stand.CFrame*CFrame.new(0,1.5,0)).p
target=nil
dist=range
for i,v in ipairs(game.Workspace.Bots:GetChildren()) do
local body=v:FindFirstChild("Body")
if body~=nil then
if (body.Position-gun.Position).magnitude<=dist then
if visibilitycheck(pivotpoint,v) then
target=body
dist=(body.Position-gun.Position).magnitude
end
end
end
end
local followtime=tick()+2+(5*math.random())
while tick()<followtime do
if target~=nil and target.Parent~=nil then
lookat(pivotpoint,target.Position)
end
wait(rate)
end
local gun=sp:FindFirstChild("Gun")
local stand=sp:FindFirstChild("Stand")
if gun==nil or stand==nil or stand.Anchored==false then
break
end
if target~=nil and target.Parent~=nil then
if visibilitycheck(pivotpoint,target.Parent) then
local dist=(target.Position-gun.Position).magnitude
local offset=(Vector3.new(math.random(),math.random(),math.random())-Vector3.new(.5,.5,.5))*dist*.1
local offset2=(Vector3.new(math.random(),math.random(),math.random())-Vector3.new(.5,.5,.5))*dist*.1
for i=1,burst do
lookat(pivotpoint,target.Position)
fire(target.Position+offset+(offset2*(i/burst)))
local followtime=tick()+.2
while tick()<followtime do
if target~=nil and target.Parent~=nil then
lookat(pivotpoint,target.Position)
end
wait(rate)
end
end
end
end
end
print("Broke",tick())
script:remove()
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0
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Stairs
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Script
--Stickmasterluke
sp=script.Parent
range=350
burst=5
chancetobreakjoints=1/5
barrelpos=CFrame.new(0,.5,-3.5)
shotairtime=3 --frames
rate=1/30
debris=game:GetService("Debris")
function rayignorecheck(hit3)
if hit3 then
if hit3.Transparency>=1 or string.lower(hit3.Name)=="water" or hit3.Name=="Effect" or hit3.Name=="Rocket" or hit3.Name=="Handle" or hit3:IsDescendantOf(sp) then
return true
end
end
return false
end
function raycast(spos,vec,dist)
local hit2,pos2=game.Workspace:FindPartOnRay(Ray.new(spos+(vec*.01),vec*dist),sp)
if hit2~=nil and pos2 then
local dist2=dist-(pos2-spos).magnitude
if rayignorecheck(hit2) and dist2>0 then
return raycast(pos2,vec,dist2)
end
end
return hit2,pos2
end
function fire(tpos)
local gun=sp:FindFirstChild("Gun")
local stand=sp:FindFirstChild("Stand")
if gun==nil or stand==nil or stand.Anchored==false then
return
end
local startpos=(gun.CFrame*barrelpos).p
local hit,epos=raycast(startpos,(tpos-startpos).unit,500)
if hit~=nil and hit.Parent~=nil then
if hit:IsDescendantOf(game.Workspace.Bots) then
if math.random()<chancetobreakjoints then
local b1 = Instance.new("BoolValue")
b1.Name = "Break"
b1.Parent = hit.Parent
hit:BreakJoints()
end
end
end
delay(0,function()
local effectdist=(startpos-epos).magnitude
local p=Instance.new("Part")
p.Name="Effect"
p.Anchored=true
p.CanCollide=false
p.BrickColor=BrickColor.new("New Yeller")
p.TopSurface="Smooth"
p.BottomSurface="Smooth"
p.formFactor="Custom"
p.Size=Vector3.new(.2,.2,.2)
p.CFrame=CFrame.new(startpos,epos)*CFrame.new(0,0,-effectdist/2)
local m=Instance.new("BlockMesh")
m.Scale=Vector3.new(1,1,effectdist*5)
m.Parent=p
debris:AddItem(p,2)
p.Parent=game.Workspace
delay(0,function()
wait(rate)
for i=1,shotairtime do
m.Scale=Vector3.new(1,1,effectdist*(1-(i/shotairtime))*5)
m.Offset=Vector3.new(0,0,-effectdist*(i/shotairtime)*.5)
wait(rate)
end
p:remove()
end)
end)
end
function lookat(pivotpoint,pos)
local gun=sp:FindFirstChild("Gun")
local stand=sp:FindFirstChild("Stand")
if gun==nil or stand==nil or stand.Anchored==false then
return
end
gun.CFrame=CFrame.new(pivotpoint,pos)*CFrame.new(0,.5,-1.6)
end
function visibilitycheck(cpos,v)
local body=v:FindFirstChild("Body")
if body~=nil then
local vhit,vpos=raycast(cpos,(body.Position-cpos).unit,range)
if vhit~=nil and vhit.Parent~=nil then
if vhit:IsDescendantOf(v) then
return true
end
end
end
return false
end
while true do
local gun=sp:FindFirstChild("Gun")
local stand=sp:FindFirstChild("Stand")
if gun==nil or stand==nil or stand.Anchored==false then
break
end
local pivotpoint=(stand.CFrame*CFrame.new(0,1.5,0)).p
target=nil
dist=range
for i,v in ipairs(game.Workspace.Bots:GetChildren()) do
local body=v:FindFirstChild("Body")
if body~=nil then
if (body.Position-gun.Position).magnitude<=dist then
if visibilitycheck(pivotpoint,v) then
target=body
dist=(body.Position-gun.Position).magnitude
end
end
end
end
local followtime=tick()+2+(5*math.random())
while tick()<followtime do
if target~=nil and target.Parent~=nil then
lookat(pivotpoint,target.Position)
end
wait(rate)
end
local gun=sp:FindFirstChild("Gun")
local stand=sp:FindFirstChild("Stand")
if gun==nil or stand==nil or stand.Anchored==false then
break
end
if target~=nil and target.Parent~=nil then
if visibilitycheck(pivotpoint,target.Parent) then
local dist=(target.Position-gun.Position).magnitude
local offset=(Vector3.new(math.random(),math.random(),math.random())-Vector3.new(.5,.5,.5))*dist*.1
local offset2=(Vector3.new(math.random(),math.random(),math.random())-Vector3.new(.5,.5,.5))*dist*.1
for i=1,burst do
lookat(pivotpoint,target.Position)
fire(target.Position+offset+(offset2*(i/burst)))
local followtime=tick()+.2
while tick()<followtime do
if target~=nil and target.Parent~=nil then
lookat(pivotpoint,target.Position)
end
wait(rate)
end
end
end
end
end
print("Broke",tick())
script:remove()
-
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JetAIScript
--By QuantumSama
--Adjustable settings
--Config settings:
--ReloadTime: time between firing of bullets. Rounds to nearest multiple of updateFrequency
--SpeedMultiplier: multiplies max speed and acceleration by value
--Target: Vector3 position, next attack will aim for target
local debug = false
local updateFrequency = .05
local hMin = 80 --minimum height that jet flies above target
local hRange = 60 --range of height that it flies at
local maxSpeedbase = 100
local accelerationBase = 30
local minDistance = 10 --if within this distance of target jet will move to next attack phase
local maxAttackDistance = 65 --if expected shot location is within this distance of target jet fire bullet
local function waitForChild(instance, name)
while not instance:FindFirstChild(name) do
instance.ChildAdded:wait()
end
return instance:FindFirstChild(name)
end
local jet = script.Parent
jet:MakeJoints()
local tempBullet = waitForChild(jet, "AlienBullet")
if game.Lighting:FindFirstChild("AlienBullet") == nil then
tempBullet.Parent = game.Lighting
else
tempBullet.Parent = nil
end
local configs = waitForChild(jet, "Configuration")
local debris = game:GetService("Debris")
local w = game.Workspace
function getRandomTarget()
local ship = game.Workspace:FindFirstChild("Ship")
if ship ~= nil then
local randomChild = ship:GetChildren()[math.random(1, #ship:GetChildren())]
if randomChild:IsA("Part") then
return randomChild.Position
elseif randomChild:IsA("Model") then
return randomChild:GetModelCFrame().p
else
wait()
return getRandomTarget()
end
else
print("No ship found")
local targets = {w.Target1.Position, w.Target2.Position, w.Target3.Position, w.Target4.Position}
return targets[math.random(#targets)]
end
end
local body = jet.Body
local bGyro = body.BodyGyro
local bVelocity = body.BodyVelocity
local maxSpeed = maxSpeedbase * configs.SpeedMultiplier.Value
local acceleration = accelerationBase * updateFrequency * configs.SpeedMultiplier.Value
local reloadTime = configs.ReloadTime.Value
local downPitch = .3
local unitTarget = getRandomTarget()
local lookTarget = unitTarget
local positionTarget = body.Position
local attackPattern = 0
local attackVector = Vector3.new(1,0,0)
local newTarget = false
jet.ChildAdded:connect(function(child)
if child.Name == "Break" and child:IsA("BoolValue") then
child:Destroy()
if bVelocity then bVelocity:Destroy() end
debris:AddItem(jet, 5)
end
end)
configs.Target.Changed:connect(function() newTarget = true end)
configs.SpeedMultiplier.Changed:connect(function()
maxSpeed = maxSpeedbase * configs.SpeedMultiplier.Value
acceleration = accelerationBase * updateFrequency * configs.SpeedMultiplier.Value
end)
configs.ReloadTime.Changed:connect(function() reloadTime = configs.ReloadTime.Value end)
function fireBullet(attackVector)
local bullet = game.Lighting.AlienBullet:Clone()
bullet.Velocity = attackVector.unit * 250
bullet.CFrame = CFrame.new(body.Position + attackVector.unit * 40, body.Position + attackVector.unit * 60)
bullet.Parent = game.Workspace
debris:AddItem(bullet, 2)
end
function normalize( targetV )
local speed = bVelocity.velocity.magnitude
local correctionMag = (1+bVelocity.velocity:Cross(targetV.unit*maxSpeed).magnitude /(.1+40 * targetV.magnitude))
local velocityChange = bVelocity.velocity * correctionMag - targetV.unit*maxSpeed
if velocityChange.magnitude > acceleration then
return bVelocity.velocity - velocityChange.unit * acceleration
else
return targetV.unit * maxSpeed
end
end
local markerPartT = jet:findFirstChild("T")
local markerPartA = jet:findFirstChild("A")
local markerPartE = jet:findFirstChild("E")
if not debug then
markerPartT.Parent = nil
markerPartA.Parent = nil
markerPartE.Parent = nil
markerPartT = nil
markerPartA.Parent = nil
markerPartE = nil
end
positionTarget = unitTarget + CFrame.Angles(0,math.random()*2*math.pi,0) * Vector3.new(0,hMin+math.random()*hRange,100)
lookTarget = positionTarget
local isAttacking = false
local reloadState = 0
while true do
if isAttacking then wait(reloadTime) else wait(updateFrequency) end
local moveVector = positionTarget - body.Position
bVelocity.velocity = normalize(moveVector)
--* CFrame.new(Vector3.new(0,0,0), Vector3.FromNormalId(Enum.NormalId.Left)):inverse()
bGyro.cframe = CFrame.new(body.Position,lookTarget)* CFrame.new(Vector3.new(0,0,0), Vector3.new(-1,downPitch,0)):inverse()
attackVector = body.CFrame * CFrame.new(Vector3.new(0,0,0), Vector3.new(-1,0,0)):inverse()
--print(attackVector.lookVector, hMax, downPitch)
attackVector = -attackVector.lookVector * (hMin + hRange/2)/downPitch
--print(attackVector)
local targetRange = body.Position + attackVector - unitTarget
if markerPartA ~= nil then markerPartA.Position = body.Position + attackVector end
if attackPattern == 1 and targetRange.magnitude < maxAttackDistance then
reloadState = (reloadState + 1) % math.floor(reloadTime/updateFrequency + .5)
if reloadState == 0 then
fireBullet(attackVector)
print("bang bang bang")
end
else
isAttacking = false
end
if moveVector.magnitude < minDistance or body.Velocity.magnitude < acceleration then
attackPattern = (attackPattern + 1) %2
if newTarget == true then
newTarget = false
attackPattern = 1
unitTarget = configs.Target.value
end
if attackPattern == 0 then -- move to a distant position
downPitch = .2
unitTarget = getRandomTarget()
if markerPartE ~= nil then markerPartE.Position = unitTarget end
positionTarget = unitTarget + CFrame.Angles(0,math.random()*2*math.pi,0) * Vector3.new(0,hMin+math.random()*hRange,300)
print("p0")
lookTarget = positionTarget
elseif attackPattern == 1 then
positionTarget = unitTarget +Vector3.new(0,hMin+math.random()*hRange,0) --target is directly over enemy unit
lookTarget = positionTarget
downPitch = .5
print("p1")
end
if markerPartT ~= nil then markerPartT.Position = positionTarget end
end
end
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Configuration
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ReloadTime
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AlienBullet
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LukesExplodeScript
--Stickmasterluke
local shipName = "Ship"
local debris=game:GetService("Debris")
function explode(pos,radius)
local p=Instance.new("Part") --effect for testing purposes only
p.BrickColor=BrickColor.new("Really red")
p.CanCollide=false
p.Anchored=true
p.Transparency=.5
p.TopSurface="Smooth"
p.BottomSurface="Smooth"
p.Size=Vector3.new(1,1,1)
p.CFrame=CFrame.new(pos)
local m=Instance.new("SpecialMesh")
m.MeshType="Sphere"
m.Scale=Vector3.new(1,1,1)*radius*2
m.Parent=p
debris:AddItem(p,.2)
p.Parent=game.Workspace
local explosionhits=game.Workspace:FindPartsInRegion3(Region3.new(pos-Vector3.new(radius,radius,radius),pos+Vector3.new(radius,radius,radius)),nil,1000)
for ih,hit in ipairs(explosionhits) do
if hit and hit~=nil and hit.Parent~=nil then
if hit:IsDescendantOf(game.Workspace:FindFirstChild(shipName)) then
for iasdf,vrm in ipairs(hit:GetChildren()) do
if vrm.className=="SpecialMesh" or vrm.className=="CylinderMesh" or vrm.className=="BlockMesh" then
vrm:destroy()
end
end
local breakable={x=1,y=1,z=1}
if hit.Size.x>5 then
breakable.x=2
end
if hit.Size.y>5 then
breakable.y=2
end
if hit.Size.z>5 then
breakable.z=2
end
if breakable.x==1 and breakable.y==1 and breakable.z==1 then
if hit.Material~=Enum.Material.CorrodedMetal then
hit.Material="CorrodedMetal"
else
debris:AddItem(hit,5+(5*math.random()))
hit.Anchored=false
hit:BreakJoints()
hit.CFrame=hit.CFrame+Vector3.new(0,.1,0)
hit.Velocity=hit.Velocity+((hit.Position-pos).unit*50)+((Vector3.new(50,50,50)*math.random())+Vector3.new(25,25,25))
end
else
local hitstart=hit.CFrame*CFrame.new(hit.Size.x*-.5,hit.Size.y*-.5,hit.Size.z*-.5)
for ix=1,breakable.x do
for iy=1,breakable.y do
for iz=1,breakable.z do
local np=hit:clone()
if np.className~="CornerWedgePart" then
np.formFactor="Custom"
end
np.Size=Vector3.new(hit.Size.x/breakable.x,hit.Size.y/breakable.y,hit.Size.z/breakable.z)
np.CFrame=hitstart*CFrame.new((np.Size.x*ix)-(np.Size.x/2),(np.Size.y*iy)-(np.Size.y/2),(np.Size.z*iz)-(np.Size.z/2))
np.Parent=hit.Parent
end
end
end
hit:destroy()
end
end
end
end
end
--QuantumSama's addition
local bullet = script.Parent
function bulletHit(touched)
if touched == nil then return end
local hitP = touched.Parent
if hitP == nil then return end
local humanoid = hitP:findFirstChild("Humanoid")
if humanoid~=nil then
humanoid:TakeDamage(10)
end
if hitP.Name == shipName then
explode(bullet.Position,2)
wait(.3)
bullet:Destroy()
end
end
bullet.Touched:connect(bulletHit)
-
ChangeHistoryService
-
Teams
-
true
true
White
0
1
-
true
true
true
false
TestService
7
-
false
Script
local shipCenterPart = workspace.Ship.CenterWindow
-- wait for ship to fall
while (shipCenterPart.CFrame.p.Y > 71) do wait() end
-- if it did it in time... PASS!
script.Parent:Check(true, "big ship drop over water/terrain test")