0.285 and hit:GetMass()<3000 and hit.Parent.className~='Hat' then, temps.Pitch=math.random(math.random(temps.Pitch-0.2,temps.Pitch-0.1),math.random(temps.Pitch,temps.Pitch+0.1)), if tostring(hit.Material)=='Enum.Material.Wood' and hit.Transparency<0.05 then, if hit and hit.Parent and hit.Parent:findFirstChild'Humanoid' then, hit.Parent.Humanoid:TakeDamage(math.random(30,65)), hit.Parent.Humanoid:TakeDamage(math.random(10,24)), local r = guy.Torso:FindFirstChild(v.Name:gsub("Arm","Shoulder"):gsub("Leg","Hip")), if hit.Parent.Name~='TheDarkRevenant' then, p.CFrame = CFrame.new(position.x,position.y,position.z)--mouse.Target.CFrame+(mouse.Hit.p-mouse.Target.Position), d.Texture = 'rbxassetid://' .. tostring(bulletholes[math.random(#bulletholes)]-2), local th=cp(tube,"Really black",Vector3.new(1,1,1)), th.CFrame=CFrame.new(position.x,position.y,position.z), spm.Scale=spm.Scale+Vector3.new(0.16,0.16,0.16), Tween(rw,cfn(0,0.7,0)*ang(mr(-100),mr(-30),0),0.62), Tween(lw,cfn(0,0.7,0)*ang(mr(-100),mr(30),0),0.62), Tween(lw,cfn(0,1.3,0)*ang(mr(-100),mr(30),0),0.62), if math.random(jamRate)==jamRate and magAmmo>0 then, if sheathed==false and debounce==false then, mw=weld(tor,handle,cfn(1.11,-1.09,0)*ang(mr(-111.5),0,0)), mw=weld(ch['Right Arm'],handle,cfn(-0.4,-1,-0.19)*ang(mr(-101.5),0,0)*cfn()*ang(0,mr(-30),mr(-5))), Tween(rw,cfn(0,0.7,0)*ang(mr(-90),mr(-30),0),speed), Tween(lw,cfn(0,0.7,0)*ang(mr(-90),mr(30),0),speed), Tween(lw,cfn(0,1.3,0)*ang(mr(-90),mr(30),0),speed), game:service'RunService'.RenderStepped:connect(function(), bg.cframe = CFrame.new(rootpart.Position,mouse.Hit.p*Vector3.new(1,0,1)+rootpart.Position*Vector3.new(0,1,0)), local ray = Ray.new(hole.CFrame.p, (m.Hit.p - hole.CFrame.p).unit*300), local distance = (position - basehole.CFrame.p).magnitude, aLaser.Size=Vector3.new(0.2,distance,0.2), aLaser.CFrame=CFrame.new(position, basehole.CFrame.p) * CFrame.new(0, 0, -distance/2) * ang(mr(-90),0,0).

z~=zi and surface_between_splitted_parts or backsurface,y==2 and surface_between_splitted_parts or bottomsurface. zi == 2 and size.Z*(1-2*math.abs(z/zi-0.75+modz)) or size.Z),color,explosion_position,explosion_blastradius, function start_fragmentation(position,radius), local search = Region3.new(position-Vector3.new(radius,radius,radius)*1.1,position+Vector3.new(radius,radius,radius)*1.1), local parts = workspace:FindPartsInRegion3WithIgnoreList(search,list,100) --maximum number of parts that FindPartsInRegion3 can find is 100, so we have to do this to find them all, if p:IsDescendantOf(fragmentable) and p:GetMass()<3000 and p.Transparency>0.285 and p.Name~='Base' and p:IsDescendantOf(ch)==false then, fragmentate(p.CFrame,p.Size,p.BrickColor,position,radius,p.BackSurface,p.BottomSurface,p.FrontSurface,p.LeftSurface,p.RightSurface,p.TopSurface,p.Transparency,p.Reflectance), if #storage < maximumstorage and p.Shape == "Block" then --recycle them, if p:IsDescendantOf(fragmentable) and p:GetMass()<53000 and p.Transparency<0.05 and p.Name~='Base' and tostring(p.Material)=='Enum.Material.Wood' and p:IsDescendantOf(ch)==false then. Download .

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roblox fe gun script pastebin

local w = Instance.new('Motor',par or p0), w.C0 = CFrame.new(x or 0,y or 0,z or 0)*CFrame.Angles(rx or 0,ry or 0,rz or 0), local R21,R22,R23 = c2:toEulerAnglesXYZ(), local X1, Y1, Z1 = Start:toEulerAnglesXYZ(), local X2, Y2, Z2 = Stop:toEulerAnglesXYZ(), table.insert(tweenTable,{th=0,Weld=Weld,Step=Step,Start=Start,X1=X1,Y1=Y1,Z1=Z1,Stop=Stop,X2=X2,Y2=Y2,Z2=Z2}), if a then coroutine.wrap(func)() else func() end, cp=function(parent,color,size,anchored,cancollide), rabr = cp(tube,'White',Vector3.new(1,1,1),false,false) rabr.Transparency = 1 rabr.Name='Locker', rw = Weld(rabr,torso,1.5,.5,0,0,0,0) rw.Parent = tube rw.Name = 'rw', labr = cp(tube,'White',Vector3.new(1,1,1),false,false) labr.Transparency = 1 labr.Name='Locker', lw = Weld(labr,torso,-1.5,.5,0,0,0,0) lw.Parent = tube lw.Name = 'lw', rabl = cp(tube,'White',Vector3.new(1,1,1),false,false) rabl.Transparency = 1 rabl.Name='Locker', rwl = Weld(rabl,torso,0.5,-1.5,0,0,0,0) rwl.Parent = tube rwl.Name = 'rwl', labl = cp(tube,'White',Vector3.new(1,1,1),false,false) labl.Transparency = 1 labl.Name='Locker', lwl = Weld(labl,torso,-0.5,-1.5,0,0,0,0) lwl.Parent = tube lwl.Name = 'lwl', wwl.Part0,wwl.Part1 = ch['Left Leg'],labl, --weld(ch['HumanoidRootPart'],torso,cfn()), local counter=Instance.new('ScreenGui',plr.PlayerGui), local frame=Instance.new('Frame',counter), local ammocounter=Instance.new('TextLabel',frame), ammocounter.Position=UDim2.new(0,0,0.2,0), ammocounter.TextColor3=BrickColor.new('White').Color, local bg = Instance.new("BodyGyro",rootpart), bg.maxTorque = Vector3.new(math.huge,math.huge,math.huge), aLaser=cp(tube,'Really red',Vector3.new(0.2,0.2,0.2)), cyl(aLaser).Scale=Vector3.new(0.25,1,0.25), local handle=cp(tube,primaryColor,Vector3.new(0.2,0.6,0.3)), blo(handle).Scale=Vector3.new(1.15,0.9,1), local mw=weld(ch['Right Arm'],handle,cfn(-0.4,-1,-0.19)*ang(mr(-101.5),0,0)*cfn()*ang(0,mr(-30),mr(-5))), local framepiece1=cp(tube,primaryColor,Vector3.new(0.2,0.2,0.9)), blo(framepiece1).Scale=Vector3.new(1.15,0.5,1), weld(handle,framepiece1,cfn(0,0.354,-0.3)*ang(mr(11.5),0,0)), local barrel=cp(tube,'Medium stone grey',Vector3.new(0.2,0.2,0.2)), cyl(barrel).Scale=Vector3.new(0.7,1.2,0.7), weld(framepiece1,barrel,cfn(0,0.15,-0.1)*ang(mr(-90),0,0)), local sbarrel=cp(tube,'Really black',Vector3.new(0.2,0.3,0.2)), cyl(sbarrel).Scale=Vector3.new(0.7,1.5,0.7), local hole=cp(tube,'White',Vector3.new(0.2,0.2,0.2)), flash.Color=BrickColor.new('Neon orange').Color, local slide1=cp(tube,secondaryColor,Vector3.new(0.2,0.2,0.4)), slideweld1=weld(framepiece1,slide1,cfn(0,0.15,0.23)), local slide2=cp(tube,secondaryColor,Vector3.new(0.2,0.2,0.4)), slideweld2=weld(slide1,slide2,cfn(0,0,-0.666)), local slideside1=cp(tube,secondaryColor,Vector3.new(0.2,0.2,1.1)), blo(slideside1).Scale=Vector3.new(0.25,1,1), weld(slide1,slideside1,cfn(-0.09,0,-0.335)), local slideside2=cp(tube,secondaryColor, Vector3.new(0.2,0.2,0.4)), blo(slideside2).Scale=Vector3.new(0.25,1,1.1), local slideside3=cp(tube,secondaryColor, Vector3.new(0.2,0.2,0.3)), blo(slideside3).Scale=Vector3.new(0.25,0.6,0.78), weld(slideside2,slideside3,cfn(0,-0.04,-0.335)), local slideside4=cp(tube,secondaryColor, Vector3.new(0.2,0.2,0.4)), blo(slideside4).Scale=Vector3.new(0.25,1,1.1), local mgs=cp(tube,primaryColor,Vector3.new(0.2,0.2,0.2)), blo(mgs).Scale=Vector3.new(1.15,0.425,0.245), local tp1=cp(tube,primaryColor,Vector3.new(0.2,0.2,0.2)), local tp2=cp(tube,primaryColor,Vector3.new(0.2,0.2,0.2)), weld(framepiece1,tp2,cfn(0,-0.14,-0.0265)*ang(mr(45),0,0)), local trigger1=cp(tube,'Really black',Vector3.new(0.2,0.2,0.2)), blo(trigger1).Scale=Vector3.new(0.3,0.4,0.16), weld(framepiece1,trigger1,cfn(0,-0.07,0.09)), local trigger2=cp(tube,'Really black',Vector3.new(0.2,0.2,0.2)), blo(trigger2).Scale=Vector3.new(0.3,0.3,0.16), weld(trigger1,trigger2,cfn(0,-0.06,-0.015)*ang(mr(30),0,0)), local magh=cp(tube,'Really black',Vector3.new(0.2,0.5,0.2)), local magweld=weld(handle,magh,cfn(0,-0.025,0)), local bottom=cp(tube,'Really black',Vector3.new(0.2,0.2,0.3)), blo(bottom).Scale=Vector3.new(1.15,0.385,0.8), bottomweld=weld(magh,bottom,cfn(0,-0.28,-0.015)), magweld=weld(handle,magh,cfn(0,-0.125,0)), bottomweld=weld(magh,bottom,cfn(0,-0.38,-0.015)), local backsight1=cp(tube,'Black',Vector3.new(0.2,0.2,0.2)), blo(backsight1).Scale=Vector3.new(0.3,0.3,0.3), weld(slide1,backsight1,cfn(0.06,0.1,0.13)), local backsight2=cp(tube,'Black',Vector3.new(0.2,0.2,0.2)), blo(backsight2).Scale=Vector3.new(0.3,0.3,0.3), weld(slide1,backsight2,cfn(-0.06,0.1,0.13)), local frontsight=cp(tube,'Black',Vector3.new(0.2,0.2,0.2)), blo(frontsight).Scale=Vector3.new(0.3,0.3,0.3), local dot1=cp(tube,'Lime green',Vector3.new(0.2,0.2,0.2)), cyl(dot1).Scale=Vector3.new(0.1,0.31,0.1), weld(backsight1,dot1,cfn(0,0.014,0)*ang(mr(-90),0,0)), local dot2=cp(tube,'Lime green',Vector3.new(0.2,0.2,0.2)), cyl(dot2).Scale=Vector3.new(0.1,0.31,0.1), weld(backsight2,dot2,cfn(0,0.014,0)*ang(mr(-90),0,0)), local dot3=cp(tube,'Lime green',Vector3.new(0.2,0.2,0.2)), cyl(dot3).Scale=Vector3.new(0.1,0.31,0.1), weld(frontsight,dot3,cfn(0,0.014,0)*ang(mr(-90),0,0)), local ba=cp(tube,secondaryColor,Vector3.new(0.2,0.2,0.2)), local weirdholethatpistolshave=cp(tube,'Really black', Vector3.new(0.2,0.2,0.2)), cyl(weirdholethatpistolshave).Scale=Vector3.new(0.4,1.01,0.4), weld(ba,weirdholethatpistolshave,cfn(0,0,0)*ang(mr(-90),0,0)), local r1=cp(tube,primaryColor,Vector3.new(0.2,0.2,0.2)), local r2=cp(tube,primaryColor,Vector3.new(0.2,0.2,0.2)), local r3=cp(tube,primaryColor,Vector3.new(0.2,0.2,0.2)), local base=cp(tube,primaryColor,Vector3.new(0.2,0.2,0.3)), basehole=cp(tube,'White',Vector3.new(0.2,0.2,0.2)), cyl(basehole).Scale=Vector3.new(0.4,0.4,0.4), weld(base,basehole,cfn(0,0,-0.13)*ang(mr(-90),0,0)), local sil=cp(tube,'Really black',Vector3.new(0.2,0.3,0.2)), fireSound.SoundId='rbxassetid://153230595', cyl(sil).Scale=Vector3.new(0.94,1.8,0.94), local hd=cp(tube,primaryColor,Vector3.new(0.2,0.6,0.2)), cockSlide=function() -- hahaha yes i know, if magAmmo<1 and out==true and bs==false then, slideweld1.C0=slideweld1.C0*cfn(0,0,0.22), slideweld1.C0=slideweld1.C0*cfn(0,0,-0.22), local firefx=cp(tube,'Neon orange',Vector3.new(0.7,1.1,0.7)), local mesh=Instance.new('SpecialMesh',firefx), local oc = oc or function(...) return ... end, local rpar,r0,r1 = r.Parent,r.Part0,r.Part1, local shell=cp(tube,'Deep orange',Vector3.new(0.2,0.3,0.2)), shell.CFrame=barrel.CFrame*ang(mr(-90),0,0), local fa=weld(ch['Left Arm'],bm1,cfn(0,-1.1,0)*ang(mr(-90),0,0)), Tween(lw,cfn(0,1.4,0)*ang(mr(-109),mr(60),mr(10)),0.07), if current<1 then --none in chamber reload, Tween(rw,cfn(0,0.7,0)*ang(mr(-90),mr(-30),0)), Tween(lw,cfn(0,0.7,0)*ang(mr(-115),mr(35),0)), Tween(lw,cfn(0,0.7,0)*ang(mr(-115),mr(55),0)), fireSound.Pitch=math.random(math.random(fireSound.Pitch-0.2,fireSound.Pitch-0.1),math.random(fireSound.Pitch,fireSound.Pitch+0.1)), local ray = Ray.new(hole.CFrame.p, ((m.Hit.p+Vector3.new(math.random(-spread,spread)/6.35,math.random(-spread,spread)/6.35,math.random(-spread,spread)/6.35) )- hole.CFrame.p).unit*300), local hit, position = game.Workspace:FindPartOnRay(ray, user), if hit.Transparency>0.285 and hit:GetMass()<3000 and hit.Parent.className~='Hat' then, temps.Pitch=math.random(math.random(temps.Pitch-0.2,temps.Pitch-0.1),math.random(temps.Pitch,temps.Pitch+0.1)), if tostring(hit.Material)=='Enum.Material.Wood' and hit.Transparency<0.05 then, if hit and hit.Parent and hit.Parent:findFirstChild'Humanoid' then, hit.Parent.Humanoid:TakeDamage(math.random(30,65)), hit.Parent.Humanoid:TakeDamage(math.random(10,24)), local r = guy.Torso:FindFirstChild(v.Name:gsub("Arm","Shoulder"):gsub("Leg","Hip")), if hit.Parent.Name~='TheDarkRevenant' then, p.CFrame = CFrame.new(position.x,position.y,position.z)--mouse.Target.CFrame+(mouse.Hit.p-mouse.Target.Position), d.Texture = 'rbxassetid://' .. tostring(bulletholes[math.random(#bulletholes)]-2), local th=cp(tube,"Really black",Vector3.new(1,1,1)), th.CFrame=CFrame.new(position.x,position.y,position.z), spm.Scale=spm.Scale+Vector3.new(0.16,0.16,0.16), Tween(rw,cfn(0,0.7,0)*ang(mr(-100),mr(-30),0),0.62), Tween(lw,cfn(0,0.7,0)*ang(mr(-100),mr(30),0),0.62), Tween(lw,cfn(0,1.3,0)*ang(mr(-100),mr(30),0),0.62), if math.random(jamRate)==jamRate and magAmmo>0 then, if sheathed==false and debounce==false then, mw=weld(tor,handle,cfn(1.11,-1.09,0)*ang(mr(-111.5),0,0)), mw=weld(ch['Right Arm'],handle,cfn(-0.4,-1,-0.19)*ang(mr(-101.5),0,0)*cfn()*ang(0,mr(-30),mr(-5))), Tween(rw,cfn(0,0.7,0)*ang(mr(-90),mr(-30),0),speed), Tween(lw,cfn(0,0.7,0)*ang(mr(-90),mr(30),0),speed), Tween(lw,cfn(0,1.3,0)*ang(mr(-90),mr(30),0),speed), game:service'RunService'.RenderStepped:connect(function(), bg.cframe = CFrame.new(rootpart.Position,mouse.Hit.p*Vector3.new(1,0,1)+rootpart.Position*Vector3.new(0,1,0)), local ray = Ray.new(hole.CFrame.p, (m.Hit.p - hole.CFrame.p).unit*300), local distance = (position - basehole.CFrame.p).magnitude, aLaser.Size=Vector3.new(0.2,distance,0.2), aLaser.CFrame=CFrame.new(position, basehole.CFrame.p) * CFrame.new(0, 0, -distance/2) * ang(mr(-90),0,0).

z~=zi and surface_between_splitted_parts or backsurface,y==2 and surface_between_splitted_parts or bottomsurface. zi == 2 and size.Z*(1-2*math.abs(z/zi-0.75+modz)) or size.Z),color,explosion_position,explosion_blastradius, function start_fragmentation(position,radius), local search = Region3.new(position-Vector3.new(radius,radius,radius)*1.1,position+Vector3.new(radius,radius,radius)*1.1), local parts = workspace:FindPartsInRegion3WithIgnoreList(search,list,100) --maximum number of parts that FindPartsInRegion3 can find is 100, so we have to do this to find them all, if p:IsDescendantOf(fragmentable) and p:GetMass()<3000 and p.Transparency>0.285 and p.Name~='Base' and p:IsDescendantOf(ch)==false then, fragmentate(p.CFrame,p.Size,p.BrickColor,position,radius,p.BackSurface,p.BottomSurface,p.FrontSurface,p.LeftSurface,p.RightSurface,p.TopSurface,p.Transparency,p.Reflectance), if #storage < maximumstorage and p.Shape == "Block" then --recycle them, if p:IsDescendantOf(fragmentable) and p:GetMass()<53000 and p.Transparency<0.05 and p.Name~='Base' and tostring(p.Material)=='Enum.Material.Wood' and p:IsDescendantOf(ch)==false then. Download .

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