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--Credits to Paul Migo & OpTic Wisdom

game:GetObjects("rbxassetid://503182370")
[1].Parent=game.Players.LocalPlayer.Backpack

game.Players.LocalPlayer.Backpack.AssaultRifle.Main.Transparency = 0
game.Players.LocalPlayer.Backpack.AssaultRifle.Part1.Transparency = 0
game.Players.LocalPlayer.Backpack.AssaultRifle.Part2.Transparency = 0
game.Players.LocalPlayer.Backpack.AssaultRifle.Part3.Transparency = 0
game.Players.LocalPlayer.Backpack.AssaultRifle.Part4.Transparency = 0
game.Players.LocalPlayer.Backpack.AssaultRifle.Partkaas.Transparency = 0
game.Players.LocalPlayer.Backpack.AssaultRifle.Part5.Transparency = 0
game.Players.LocalPlayer.Backpack.AssaultRifle.Part6.Transparency = 0
game.Players.LocalPlayer.Backpack.AssaultRifle.Part7.Transparency = 0
game.Players.LocalPlayer.Backpack.AssaultRifle.Part8.Transparency = 0
game.Players.LocalPlayer.Backpack.AssaultRifle.Part9.Transparency = 0
game.Players.LocalPlayer.Backpack.AssaultRifle.Part10.Transparency = 0
game.Players.LocalPlayer.Backpack.AssaultRifle.Part11.Transparency = 0
game.Players.LocalPlayer.Backpack.AssaultRifle.Part12.Transparency = 0
game.Players.LocalPlayer.Backpack.AssaultRifle.Part13.Transparency = 0

--------------------- TEMPLATE ASSAULT RIFLE WEAPON ---------------------------


-- Waits for the child of the specified parent
local function WaitForChild(parent, childName)
while not parent:FindFirstChild(childName) do parent.ChildAdded:wait() end
return parent[childName]
end

----- MAGIC NUMBERS ABOUT THE TOOL -----


-- How much damage a bullet does
local Damage = 100
-- How many times per second the gun can fire
local FireRate = 20 / 30
-- The maximum distance the can can shoot, this value should never go above 1000
local Range = 400
-- In radians the minimum accuracy penalty
local MinSpread = 0.01
-- In radian the maximum accuracy penalty
local MaxSpread = 0.1
-- Number of bullets in a clip
local ClipSize = 300
-- DefaultValue for spare ammo
local SpareAmmo = 600
-- The amount the aim will increase or decrease by
-- decreases this number reduces the speed that recoil takes effect
local AimInaccuracyStepAmount = 0.0125
-- Time it takes to reload weapon
local ReloadTime = 1
----------------------------------------

-- Colors
local FriendlyReticleColor = Color3.new(0, 1, 0)
local EnemyReticleColor = Color3.new(1, 0, 0)
local NeutralReticleColor = Color3.new(1, 1, 1)

local Spread = MinSpread


local AmmoInClip = ClipSize

local Tool = game.Players.LocalPlayer.Backpack.AssaultRifle


local Handle = WaitForChild(Tool, 'Handle')
local WeaponGui = nil

local LeftButtonDown
local Reloading = false
local IsShooting = false

-- Player specific convenience variables


local MyPlayer = nil
local MyCharacter = nil
local MyHumanoid = nil
local MyTorso = nil
local MyMouse = nil

local RecoilAnim
local RecoilTrack = nil

local IconURL = Tool.TextureId -- URL to the weapon icon asset

local DebrisService = game:GetService('Debris')


local PlayersService = game:GetService('Players')

local OnFireConnection = nil


local OnReloadConnection = nil

local DecreasedAimLastShot = false


local LastSpreadUpdate = time()

-- this is a dummy object that holds the flash made when the gun is fired
local FlashHolder = nil

local WorldToCellFunction = Workspace.Terrain.WorldToCellPreferSolid


local GetCellFunction = Workspace.Terrain.GetCell

function RayIgnoreCheck(hit, pos)


if hit then
if hit.Transparency >= 1 or string.lower(hit.Name) == "water" or
hit.Name == "Effect" or hit.Name == "Rocket" or hit.Name ==
"Bullet" or
hit.Name == "Handle" or hit:IsDescendantOf(MyCharacter)
then
return true
elseif hit:IsA('Terrain') and pos then
local cellPos = WorldToCellFunction(Workspace.Terrain, pos)
if cellPos then
local cellMat = GetCellFunction(Workspace.Terrain,
cellPos.x, cellPos.y, cellPos.z)
if cellMat and cellMat == Enum.CellMaterial.Water then
return true
end
end
end
end
return false
end

-- @preconditions: vec should be a unit vector, and 0 < rayLength <= 1000
function RayCast(startPos, vec, rayLength)
local hitObject, hitPos = game.Workspace:FindPartOnRay(Ray.new(startPos +
(vec * .01), vec * rayLength), Handle)
if hitObject and hitPos then
local distance = rayLength - (hitPos - startPos).magnitude
if RayIgnoreCheck(hitObject, hitPos) and distance > 0 then
-- there is a chance here for potential infinite recursion
return RayCast(hitPos, vec, distance)
end
end
return hitObject, hitPos
end

function TagHumanoid(humanoid, player)


-- Add more tags here to customize what tags are available.
while humanoid:FindFirstChild('creator') do
humanoid:FindFirstChild('creator'):Destroy()
end
local creatorTag = Instance.new("ObjectValue")
creatorTag.Value = player
creatorTag.Name = "creator"
creatorTag.Parent = humanoid
DebrisService:AddItem(creatorTag, 1.5)

local weaponIconTag = Instance.new("StringValue")


weaponIconTag.Value = IconURL
weaponIconTag.Name = "icon"
weaponIconTag.Parent = creatorTag
end

local function CreateFlash()


if FlashHolder then
local flash = Instance.new('Fire', FlashHolder)
flash.Color = Color3.new(1, 140 / 255, 0)
flash.SecondaryColor = Color3.new(1, 0, 0)
flash.Size = 0.3
DebrisService:AddItem(flash, FireRate / 1.5)
else
FlashHolder = Instance.new("Part", Tool)
FlashHolder.Transparency = 1
FlashHolder.CanCollide= false
FlashHolder.Size = Vector3.new(1, 1, 1)
FlashHolder.Position = Tool.Handle.Position
local Weld = Instance.new("ManualWeld")
Weld.C0 = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
Weld.C1 = CFrame.new(0, 2.2, 0, 0, 0, 1, 1, 0, 0, 0, 1, 0)
Weld.Part0 = FlashHolder
Weld.Part1 = Tool.Handle
Weld.Parent = FlashHolder
end
end

local function CreateBullet(bulletPos)


local bullet = Instance.new('Part', Workspace)
bullettext = Instance.new("Decal" ,bullet)
bullettext1 = Instance.new("Decal" ,bullet)
bullettext1.Texture = "http://www.roblox.com/asset/?id=164688340"
bullettext2 = Instance.new("Decal" ,bullet)
bullettext2.Texture = "http://www.roblox.com/asset/?id=164688340"
bullettext1.Face = "Front"
bullettext.Texture = "http://www.roblox.com/asset/?id=164688340"
bullettext.Face = "Back"
bullettext2.Face = "Top"
bullet.FormFactor = Enum.FormFactor.Custom
bullet.Size = Vector3.new(4, 4, 0.1)
bullet.BrickColor = MyPlayer.TeamColor
bullet.Shape = Enum.PartType.Block
bullet.CanCollide = false
bullet.CFrame = CFrame.new(bulletPos)
bullet.Anchored = true
bullet.TopSurface = Enum.SurfaceType.Smooth
bullet.BottomSurface = Enum.SurfaceType.Smooth
bullet.Name = 'Bullet'
bullet.Transparency = 1
DebrisService:AddItem(bullet, 2.5)
local fire = Instance.new("Fire", bullet)
fire.Color = Color3.new(MyPlayer.TeamColor.r, MyPlayer.TeamColor.g,
MyPlayer.TeamColor.b)
fire.SecondaryColor = Color3.new(MyPlayer.TeamColor.r, MyPlayer.TeamColor.g,
MyPlayer.TeamColor.b)
fire.Size = 5
fire.Heat = 0
DebrisService:AddItem(fire, 0.2)
return bullet
end

local function Reload()


if not Reloading then
Reloading = true
-- Don't reload if you are already full or have no extra ammo
if AmmoInClip ~= ClipSize and SpareAmmo > 0 then
if RecoilTrack then
RecoilTrack:Stop()
end
if WeaponGui and WeaponGui:FindFirstChild('Crosshair') then
if WeaponGui.Crosshair:FindFirstChild('ReloadingLabel')
then
WeaponGui.Crosshair.ReloadingLabel.Visible = true
end
end
wait(ReloadTime)
-- Only use as much ammo as you have
local ammoToUse = math.min(ClipSize - AmmoInClip, SpareAmmo)
AmmoInClip = AmmoInClip + ammoToUse
SpareAmmo = SpareAmmo - ammoToUse
UpdateAmmo(AmmoInClip)
end
Reloading = false
end
end

function OnFire()
if IsShooting then return end
if MyHumanoid and MyHumanoid.Health > 0 then
if RecoilTrack and AmmoInClip > 0 then
RecoilTrack:Play()
end
IsShooting = true
while LeftButtonDown and AmmoInClip > 0 and not Reloading do
if Spread and not DecreasedAimLastShot then
Spread = math.min(MaxSpread, Spread +
AimInaccuracyStepAmount)
UpdateCrosshair(Spread)
end
CreateFlash()
if MyMouse then
local targetPoint = MyMouse.Hit.p
local shootDirection = (targetPoint - Handle.Position).unit
-- Adjust the shoot direction randomly off by a little bit
to account for recoil
shootDirection = CFrame.Angles((0.5 - math.random()) * 2 *
Spread,

(0.5 - math.random()) * 2 * Spread,

(0.5 - math.random()) * 2 * Spread) * shootDirection


local hitObject, bulletPos = RayCast(Handle.Position,
shootDirection, Range)
local bullet
-- Create a bullet here
if hitObject then
bullet = CreateBullet(bulletPos)
end
if hitObject and hitObject.Parent then
local hitHumanoid =
hitObject.Parent:FindFirstChild("Humanoid")
if hitHumanoid then
local hitPlayer =
game.Players:GetPlayerFromCharacter(hitHumanoid.Parent)
if MyPlayer.Neutral or (hitPlayer and
hitPlayer.TeamColor ~= MyPlayer.TeamColor) then
TagHumanoid(hitHumanoid, MyPlayer)
hitHumanoid:TakeDamage(Damage)
if bullet then
bullet:Destroy()
bullet = nil
--bullet.Transparency = 1
end
Spawn(UpdateTargetHit)
end
end
end
Kek = Instance.new ("Sound"
,game.Players.LocalPlayer.Character.AssaultRifle.Handle)
Kek.Name = "FireSound"
Kek.SoundId = "rbxassetid://384987591"
Kek.Volume = 100
Kek:Play()
AmmoInClip = AmmoInClip - 1
UpdateAmmo(AmmoInClip)
end
wait(FireRate)
end
IsShooting = false
wait(5)
local children = game.Workspace:GetChildren()
for _, child in pairs(children) do
for _, child in pairs(child:GetChildren()) do
table.insert(children, child)
end

if child:IsA("Sound") and child.Name == "FireSound" then


child:Destroy()
if AmmoInClip == 0 then
Reload()
end
end
end
if RecoilTrack then
RecoilTrack:Stop()
end
end
end

local TargetHits = 0
function UpdateTargetHit()
TargetHits = TargetHits + 1
if WeaponGui and WeaponGui:FindFirstChild('Crosshair') and
WeaponGui.Crosshair:FindFirstChild('TargetHitImage') then
WeaponGui.Crosshair.TargetHitImage.Visible = true
end
wait(0.5)
TargetHits = TargetHits - 1
if TargetHits == 0 and WeaponGui and WeaponGui:FindFirstChild('Crosshair')
and WeaponGui.Crosshair:FindFirstChild('TargetHitImage') then
WeaponGui.Crosshair.TargetHitImage.Visible = false
end
end

function UpdateCrosshair(value, mouse)


if WeaponGui then
local absoluteY = 650
WeaponGui.Crosshair:TweenSize(
UDim2.new(0, value * absoluteY * 2 + 23, 0, value * absoluteY * 2
+ 23),
Enum.EasingDirection.Out,
Enum.EasingStyle.Linear,
0.33)
end
end

function UpdateAmmo(value)
if WeaponGui and WeaponGui:FindFirstChild('AmmoHud') and
WeaponGui.AmmoHud:FindFirstChild('ClipAmmo') then
WeaponGui.AmmoHud.ClipAmmo.Text = AmmoInClip
if value > 0 and WeaponGui:FindFirstChild('Crosshair') and
WeaponGui.Crosshair:FindFirstChild('ReloadingLabel') then
WeaponGui.Crosshair.ReloadingLabel.Visible = false
end
end
if WeaponGui and WeaponGui:FindFirstChild('AmmoHud') and
WeaponGui.AmmoHud:FindFirstChild('TotalAmmo') then
WeaponGui.AmmoHud.TotalAmmo.Text = SpareAmmo
end
end
function OnMouseDown()
LeftButtonDown = true
OnFire()
end

function OnMouseUp()
LeftButtonDown = false
end

function OnKeyDown(key)
if string.lower(key) == 'r' then
Reload()
end
end

function OnEquipped(mouse)
RecoilAnim = WaitForChild(Tool, 'Recoil')

MyCharacter = Tool.Parent
MyPlayer = game:GetService('Players'):GetPlayerFromCharacter(MyCharacter)
MyHumanoid = MyCharacter:FindFirstChild('Humanoid')
MyTorso = MyCharacter:FindFirstChild('Torso')
MyMouse = mouse
WeaponGui = WaitForChild(Tool, 'WeaponHud'):Clone()
if WeaponGui and MyPlayer then
WeaponGui.Parent = MyPlayer.PlayerGui
UpdateAmmo(AmmoInClip)
end
if RecoilAnim then
RecoilTrack = MyHumanoid:LoadAnimation(RecoilAnim)
end

if MyMouse then
-- Disable mouse icon
MyMouse.Icon = "http://www.roblox.com/asset/?id=18662154"
MyMouse.Button1Down:connect(OnMouseDown)
MyMouse.Button1Up:connect(OnMouseUp)
MyMouse.KeyDown:connect(OnKeyDown)
end
end

-- Unequip logic here


function OnUnequipped()
LeftButtonDown = false
Reloading = false
MyCharacter = nil
MyHumanoid = nil
MyTorso = nil
MyPlayer = nil
MyMouse = nil
if OnFireConnection then
OnFireConnection:disconnect()
end
if OnReloadConnection then
OnReloadConnection:disconnect()
end
if FlashHolder then
FlashHolder = nil
end
if WeaponGui then
WeaponGui.Parent = nil
WeaponGui = nil
end
if RecoilTrack then
RecoilTrack:Stop()
end
end

local function SetReticleColor(color)


if WeaponGui and WeaponGui:FindFirstChild('Crosshair') then
for _, line in pairs(WeaponGui.Crosshair:GetChildren()) do
if line:IsA('Frame') then
line.BorderColor3 = color
end
end
end
end

Tool.Equipped:connect(OnEquipped)
Tool.Unequipped:connect(OnUnequipped)

while true do
wait(0.033)
if WeaponGui and WeaponGui:FindFirstChild('Crosshair') and MyMouse then
WeaponGui.Crosshair.Position = UDim2.new(0, MyMouse.X, 0, MyMouse.Y)
SetReticleColor(NeutralReticleColor)

local target = MyMouse.Target


if target and target.Parent then
local player =
PlayersService:GetPlayerFromCharacter(target.Parent)
if player then
if MyPlayer.Neutral or player.TeamColor ~=
MyPlayer.TeamColor then
SetReticleColor(EnemyReticleColor)
else
SetReticleColor(FriendlyReticleColor)
end
end
end
end
if Spread and not IsShooting then
local currTime = time()
if currTime - LastSpreadUpdate > FireRate * 2 then
LastSpreadUpdate = currTime
Spread = math.max(MinSpread, Spread - AimInaccuracyStepAmount)
UpdateCrosshair(Spread, MyMouse)
end
end
end

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