its the orginal script, and he took away some parts that had --[[ near them and he says that when he tries to reload he fails...
------------------------------------------Gun info wait(1) ToolName="Tommy Gun" ClipSize=50 BaseDamage = 75 ROF = 0.1 Accuracy = 1 local gunSpecs = { bulletMass = 5; bulletSpeed = 550; -- studs/sec } local recoil = .05 local kick = .025 automatic = true burst = false shot = false ReloadTime=0 MinSpread=0 MaxSpread=0.001 SpreadRate=0 Bulletdrop = 0.025 Tool = script.Parent enabled = true attaching = false local vPlayer local Gui local mem_camYaw = 0 local zoomdist = 110 local skateboardId = 65068906 local arms = nil local torso = nil local weld33 = nil -- right arm local weld55 = nil -- left arm local welds = {} holst = false zooming = false running = false BarrlePos=Vector3.new(0,0,0)Cursors={"http://www.roblox.com/asset/?id=47894837"} ReloadCursor="rbxasset://textures\\GunWaitCursor.png" barrel_1 = script.Parent:findFirstChild("barrelpos1") or script.Parent.Handle barrel_2 = script.Parent:findFirstChild("barrelpos2") or script.Parent.Handle double = false --Double Wielded doublemode = 1 -- 1 is alternating, 2 is both ------------------------------------- Tool = script.Parent p = Instance.new("Part") p.Parent = game.Lighting p.Name = "BulletTexture" p.CanCollide = false p.formFactor = "Custom" p.Size = Vector3.new(1,0.1,1) p.Transparency = 1 g = Instance.new("SpecialMesh") g.Parent = p run = 0 equiped=false dw = false sp=script.Parent RayLength=1000 Spread=15 enabled=true reloading=false down=false r=game:service("RunService") last=0 last2=0 last3=0 last4=0 last5=0 last6=0 UseDouble = false Bullet=Instance.new("Part") Bullet.Name="Bullet" Bullet.BrickColor=BrickColor.new("New Yeller") Bullet.Anchored=true Bullet.CanCollide=false Bullet.Locked=true Bullet.Size=Vector3.new(1,1,1) Bullet.Transparency=.45 Bullet.formFactor=0 Bullet.TopSurface=0 Bullet.BottomSurface=0 mesh=Instance.new("SpecialMesh") mesh.Parent=Bullet mesh.MeshType="Brick" mesh.Name="Mesh" mesh.Scale=Vector3.new(.15,.15,1) function computeDirection(vec) return vec.unit end local legs = nil local torso2 = nil local welds2 = {} local bodyforce = nil function tagHumanoid(humanoid) local plr=game.Players:playerFromCharacter(sp.Parent) if plr~=nil then local tag=Instance.new("ObjectValue") tag.Value=plr tag.Name="creator" tag.Parent=humanoid delay(2,function() if tag~=nil then tag.Parent=nil end end) end end function ReloadSequence() if Tool.ZoomedIn.Value == true then Tool.ZoomedIn.Value = false aimoff() end Tool.Mag.Transparency = 1 Tool.Mag2.Transparency = 1 Tool.Mag3.Transparency = 1 coroutine.resume(coroutine.create(function() for i = 1, 25 do local pitch = getPitchFromVector(camera.CoordinateFrame.lookVector) neck.C1 = CFrame.new(0,.75,0) * CFrame.Angles(pitch,0,0) wait(.05) end end)) weld33.C1 = CFrame.new(1, 0.2, -1) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(5), math.rad(-90)) wait(.05) weld33.C1 = CFrame.new(0.9, 0.2, -1) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(10), math.rad(-85)) wait(.05) weld33.C1 = CFrame.new(0.8, 0.2, -1) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(15), math.rad(-80)) wait(.05) weld33.C1 = CFrame.new(0.7, 0.2, -1) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(20), math.rad(-75)) wait(.05) weld55.C1 = CFrame.new(0.95, 1.2, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), -.2, math.rad(-90)) weld33.C1 = CFrame.new(0.7, 0.2, -1) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(20), math.rad(-75)) wait(.05) weld55.C1 = CFrame.new(0.95, 1.2, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), -.4, math.rad(-90)) weld33.C1 = CFrame.new(0.7, 0.2, -1) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(20), math.rad(-75)) wait(.05) weld55.C1 = CFrame.new(0.95, 1.2, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), -.5, math.rad(-90)) weld33.C1 = CFrame.new(0.7, 0.2, -1) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(20), math.rad(-75)) wait(.05) weld55.C1 = CFrame.new(0.95, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), -.8, math.rad(-80)) weld33.C1 = CFrame.new(0.7, 0.2, -1) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(20), math.rad(-75)) wait(.05) weld55.C1 = CFrame.new(0.95, .8, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), -1, math.rad(-70)) weld33.C1 = CFrame.new(0.7, 0.2, -1) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(20), math.rad(-75)) wait(.05) weld55.C1 = CFrame.new(0.95, .6, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), -1.2, math.rad(-60)) weld33.C1 = CFrame.new(0.7, 0.2, -1) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(20), math.rad(-75)) wait(.05) weld55.C1 = CFrame.new(0.95, .6, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(320), -1, math.rad(-60)) weld33.C1 = CFrame.new(0.7, 0.2, -1) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(20), math.rad(-75)) wait(.05) Tool.Mag.Transparency = 0 Tool.Mag2.Transparency = 0 Tool.Mag.Mesh.Offset = Vector3.new(-0, -1, 0) Tool.Mag2.Mesh.Offset = Vector3.new(0, -0.98, 0.175) weld55.C1 = CFrame.new(0.95, .6, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(320), -.8, math.rad(-70)) weld33.C1 = CFrame.new(0.7, 0.2, -1) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(20), math.rad(-75)) wait(.05) Tool.Mag.Mesh.Offset = Vector3.new(-0, -0.8, 0) Tool.Mag2.Mesh.Offset = Vector3.new(0, -0.77, 0.142) weld55.C1 = CFrame.new(0.95, .6, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(320), -0.5, math.rad(-75)) weld33.C1 = CFrame.new(0.7, 0.2, -1) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(20), math.rad(-75)) wait(.05) Tool.Mag.Mesh.Offset = Vector3.new(-0, -0.6, 0) Tool.Mag2.Mesh.Offset = Vector3.new(0, -0.59, 0.105) weld55.C1 = CFrame.new(0.95, .6, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(320), -.4, math.rad(-75)) weld33.C1 = CFrame.new(0.7, 0.2, -1) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(20), math.rad(-75)) wait(.05) Tool.Mag.Mesh.Offset = Vector3.new(-0, -0.4, 0) Tool.Mag2.Mesh.Offset = Vector3.new(0, -0.39, 0.072) weld55.C1 = CFrame.new(0.95, .6, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(320), -.2, math.rad(-75)) weld33.C1 = CFrame.new(0.7, 0.2, -1) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(20), math.rad(-75)) wait(.05) Tool.Mag.Mesh.Offset = Vector3.new(-0, -0.2, 0) Tool.Mag2.Mesh.Offset = Vector3.new(0, -0.197, 0.037) weld55.C1 = CFrame.new(0.95, .6, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(320), -0, math.rad(-75)) weld33.C1 = CFrame.new(0.7, 0.2, -1) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(20), math.rad(-75)) wait(.05) Tool.Mag.Mesh.Offset = Vector3.new(-0, 0, 0) Tool.Mag2.Mesh.Offset = Vector3.new(0, 0, 0) Tool.Mag3.Transparency = 0 weld55.C1 = CFrame.new(0.95, .5, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(320), 0.2, math.rad(-75)) weld33.C1 = CFrame.new(0.7, 0.2, -1) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(20), math.rad(-75)) wait(.05) weld55.C1 = CFrame.new(0.95, .4, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(320), 0.4, math.rad(-75)) weld33.C1 = CFrame.new(0.7, 0.2, -1) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(20), math.rad(-75)) wait(.05) weld55.C1 = CFrame.new(0.95, .5, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(320), 0.2, math.rad(-80)) weld33.C1 = CFrame.new(0.7, 0.2, -1) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(20), math.rad(-75)) wait(.05) weld55.C1 = CFrame.new(0.95, .6, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(320), 0, math.rad(-85)) weld33.C1 = CFrame.new(0.7, 0.2, -1) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(20), math.rad(-75)) wait(.05) weld55.C1 = CFrame.new(0.925, .7, 0.7) * CFrame.fromEulerAnglesXYZ(math.rad(320), 0, math.rad(-90)) weld33.C1 = CFrame.new(0.7, 0.2, -1) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(20), math.rad(-75)) wait(.05) weld55.C1 = CFrame.new(0.9, 0.8, 0.8) * CFrame.fromEulerAnglesXYZ(math.rad(320), 0, math.rad(-90)) weld33.C1 = CFrame.new(0.7, 0.2, -1) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(15), math.rad(-75)) wait(.05) weld33.C1 = CFrame.new(0.8, 0.2, -1) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(10), math.rad(-80)) wait(.05) weld33.C1 = CFrame.new(0.9, 0.2, -1) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(5), math.rad(-85)) wait(.05) weld33.C1 = CFrame.new(1, 0.2, -1) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(0), math.rad(-90)) wait(.05) end
function reload(mouse) if sp.Ammo.Value<ClipSize and enabled and mouse ~= nil then Tool.Running.Value = false reloading=true mouse.Icon=ReloadCursor Tool.Handle.Reload:Play() ReloadSequence() if reloading then if Tool.AmmoStored.Value <= ClipSize then am = Tool.AmmoStored.Value Tool.Ammo.Value = am Tool.AmmoStored.Value = Tool.AmmoStored.Value - am else am2 = ClipSize - Tool.Ammo.Value Tool.Ammo.Value = ClipSize Tool.AmmoStored.Value = Tool.AmmoStored.Value - am2 end check() end check() mouse.Icon=Cursors[1] reloading=false end end thrown = true VELOCITY = 50 function Nade2() local model = Instance.new("Model") model.Name = "Nade" model.Parent = game.Workspace nade = game.Lighting.Handle:clone() nade.Parent = model nade.CanCollide = true local script = Tool.NadeScript2:clone() script.Disabled = false script.Parent = nade return model end function onThrow2() if thrown == true then return end if script.Parent.Grenades.Value > 0 then thrown = true local character = Tool.Parent local humanoid = character.Humanoid if humanoid == nil then return end local targetPos = humanoid.TargetPoint lob2(targetPos) Tool.Grenades.Value = Tool.Grenades.Value - 1 check() wait(5) thrown = false end end thrown = false function lob2(mousepos) local vCharacter = Tool.Parent local vPlayer = game.Players:playerFromCharacter(vCharacter) local head = Tool:findFirstChild("Handle") if head == nil then return end local dir = mousepos - head.Position dir = computeDirection2(dir) local launch = head.Position + 10 * dir local delta = mousepos - launch local dy = delta.y local new_delta = Vector3.new(delta.x, 0, delta.z) delta = new_delta local dx = delta.magnitude local unit_delta = delta.unit local g = (-9.81 * 20) local theta = computeLaunchAngle(dx, dy, g) local vy = math.sin(theta) local xz = math.cos(theta) local vx = unit_delta.x * xz local vz = unit_delta.z * xz local missile = Nade2() missile.Handle.Position = launch missile.Handle.Velocity = Vector3.new(vx, vy, vz) * VELOCITY local creator_tag = Instance.new("ObjectValue") creator_tag.Value = vPlayer creator_tag.Name = "creator" creator_tag.Parent = missile.Handle end function computeLaunchAngle(dx, dy, grav) -- http://en.wikipedia.org/wiki/Trajectory_of_a_projectile local g = math.abs(grav) local inRoot = (VELOCITY*VELOCITY*VELOCITY*VELOCITY) - (g * ((g*dx*dx) + (2*dy*VELOCITY*VELOCITY))) if inRoot <= 0 then return .25 * math.pi end local root = math.sqrt(inRoot) local inATan1 = ((VELOCITY*VELOCITY) + root) / (g*dx) local inATan2 = ((VELOCITY*VELOCITY) - root) / (g*dx) local answer1 = math.atan(inATan1) local answer2 = math.atan(inATan2) if answer1 < answer2 then return answer1 end return answer2 end function computeDirection2(vec) local lenSquared = vec.magnitude * vec.magnitude local invSqrt = 1 / math.sqrt(lenSquared) return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt) end function sprint() running = true if Tool.ZoomedIn.Value == true then Tool.ZoomedIn.Value = false aimoff() end Tool.Parent.Humanoid.WalkSpeed = 20 weld55.C1 = CFrame.new(1, 0.8, 0.8) * CFrame.fromEulerAnglesXYZ(math.rad(320), 0, math.rad(-90)) weld33.C1 = CFrame.new(1, 0.2, -1) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-0), math.rad(-90)) for i = 1, 10 do wait() l = 10 - i weld55.C1 = CFrame.new(1-l*.03, 0.9+l*.01, 0.6+l*.02) * CFrame.fromEulerAnglesXYZ(math.rad(250+l*7), 0, math.rad(-120+l*3)) weld33.C1 = CFrame.new(1+l*.03, 0.1+l*.01, -1.1+l*.01) * CFrame.fromEulerAnglesXYZ(math.rad(-150+l*6),0, math.rad(-110+l*2)) end wait() running = false end function run() running = true for i = 1, 10 do wait() l = 10 - i weld55.C1 = CFrame.new(0.7+l*.03, 0.8-l*.01, 0.8-l*.02) * CFrame.fromEulerAnglesXYZ(math.rad(320-l*7), 0, math.rad(-90-l*3)) weld33.C1 = CFrame.new(1.3-l*.03, 0.2-l*.01, -1-l*.01) * CFrame.fromEulerAnglesXYZ(math.rad(-90-l*6), math.rad(-0), math.rad(-90-l*2)) end Tool.Parent.Humanoid.WalkSpeed = 16 Tool.Running.Value = false running = false end function attach() weld1.Part0 = torso weld2.Part0 = torso wait(0.1) Tool.GripUp = Vector3.new(1, 0, -0) weld33.C1 = CFrame.new(-0.35, 1.1, .9) * CFrame.fromEulerAnglesXYZ(math.rad(292), math.rad(2), math.rad(-92)) weld55.C1 = CFrame.new(-0.75, 0.45, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-92), math.rad(-7), math.rad(-0)) wait() Tool.GripUp = Vector3.new(1, 0, -0.1) weld33.C1 = CFrame.new(-0.25, 0.9, .9) * CFrame.fromEulerAnglesXYZ(math.rad(294), math.rad(4), math.rad(-94)) weld55.C1 = CFrame.new(-0.75, 0.55, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-94), math.rad(-7), math.rad(-0)) wait() Tool.GripUp = Vector3.new(1, 0, -0.2) weld33.C1 = CFrame.new(-0.15, 0.8, .9) * CFrame.fromEulerAnglesXYZ(math.rad(296), math.rad(6), math.rad(-96)) weld55.C1 = CFrame.new(-0.75, 0.65, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-96), math.rad(-7), math.rad(-0)) wait() Tool.GripUp = Vector3.new(1, 0, -0.2) weld33.C1 = CFrame.new(-0.05, 0.6, .9) * CFrame.fromEulerAnglesXYZ(math.rad(296), math.rad(8), math.rad(-98)) weld55.C1 = CFrame.new(-0.75, 0.75, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-98), math.rad(-7), math.rad(-0)) wait() weld33.C1 = CFrame.new(-0.05, 0.4, .9) * CFrame.fromEulerAnglesXYZ(math.rad(298), math.rad(10), math.rad(-100)) weld55.C1 = CFrame.new(-0.75, 0.85, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-100), math.rad(-7), math.rad(-0)) wait() weld33.C1 = CFrame.new(-0.05, 0.2, .9) * CFrame.fromEulerAnglesXYZ(math.rad(300), math.rad(12), math.rad(-100)) weld55.C1 = CFrame.new(-0.75, 0.95, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-100), math.rad(-7), math.rad(-0)) wait() weld33.C1 = CFrame.new(-0.05, 0, .9) * CFrame.fromEulerAnglesXYZ(math.rad(300), math.rad(12), math.rad(-100)) weld55.C1 = CFrame.new(-0.75, 1.05, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-100), math.rad(-7), math.rad(-0)) wait() weld33.C1 = CFrame.new(-0.05, -0.1, .9) * CFrame.fromEulerAnglesXYZ(math.rad(300), math.rad(14), math.rad(-100)) weld55.C1 = CFrame.new(-0.75, 1.15, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-100), math.rad(-7), math.rad(-0)) wait() weld33.C1 = CFrame.new(-0.05, -0.1, .9) * CFrame.fromEulerAnglesXYZ(math.rad(300), math.rad(15), math.rad(-100)) weld55.C1 = CFrame.new(-0.75, 1.15, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-100), math.rad(-7), math.rad(-0)) wait() --bayonet gripped weld33.C1 = CFrame.new(-0.05, -0.1, 0.9) * CFrame.fromEulerAnglesXYZ(math.rad(300), math.rad(15), math.rad(-100)) weld55.C1 = CFrame.new(-0.75, 1.15, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-100), math.rad(-7), math.rad(-0)) wait(0.1) weld33.C1 = CFrame.new(-0.05, -0.3, 0.9) * CFrame.fromEulerAnglesXYZ(math.rad(304), math.rad(15), math.rad(-100)) weld55.C1 = CFrame.new(-0.75, 1.6, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-95), math.rad(0), math.rad(-0)) wait(0.1) weld33.C1 = CFrame.new(-0.05, -0.5, 0.9) * CFrame.fromEulerAnglesXYZ(math.rad(304), math.rad(15), math.rad(-100)) weld55.C1 = CFrame.new(-0.75, 1.8, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-100), math.rad(3), math.rad(-0)) wait(0.1) Tool.GripUp = Vector3.new(1, 0, -0.2) weld33.C1 = CFrame.new(-0.15, -0.3, 0.8) * CFrame.fromEulerAnglesXYZ(math.rad(302), math.rad(13), math.rad(-98)) weld55.C1 = CFrame.new(-0.75, 1.4, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-98), math.rad(0), math.rad(-0)) wait() Tool.GripUp = Vector3.new(1, 0, -0.1) weld33.C1 = CFrame.new(-0.25, -0.1, 0.8) * CFrame.fromEulerAnglesXYZ(math.rad(300), math.rad(10), math.rad(-96)) weld55.C1 = CFrame.new(-0.75, 1.2, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-96), math.rad(-3), math.rad(-0)) wait() Tool.GripUp = Vector3.new(1, 0, -0) weld33.C1 = CFrame.new(-0.35, 0.1, 0.8) * CFrame.fromEulerAnglesXYZ(math.rad(298), math.rad(8), math.rad(-94)) weld55.C1 = CFrame.new(-0.75, 1, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-94), math.rad(-5), math.rad(-0)) wait() Tool.GripUp = Vector3.new(1, 0, 0) weld33.C1 = CFrame.new(-0.45, 0.3, 0.8) * CFrame.fromEulerAnglesXYZ(math.rad(296), math.rad(6), math.rad(-92)) weld55.C1 = CFrame.new(-0.75, 0.8, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-92), math.rad(-7), math.rad(-0)) wait() weld33.C1 = CFrame.new(-0.45, 0.5, 0.8) * CFrame.fromEulerAnglesXYZ(math.rad(294), math.rad(4), math.rad(-90)) weld55.C1 = CFrame.new(-0.75, 0.6, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-7), math.rad(-0)) wait() weld33.C1 = CFrame.new(-0.45, 0.7, 0.8) * CFrame.fromEulerAnglesXYZ(math.rad(292), math.rad(2), math.rad(-90)) weld55.C1 = CFrame.new(-0.75, 0.4, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-7), math.rad(-0)) wait() weld33.C1 = CFrame.new(-0.45, 0.8, 0.8) * CFrame.fromEulerAnglesXYZ(math.rad(290), math.rad(0), math.rad(-90)) weld55.C1 = CFrame.new(-0.75, 0.25, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-7), math.rad(-0)) wait() weld33.C1 = CFrame.new(-0.45, 1.0, 0.8) * CFrame.fromEulerAnglesXYZ(math.rad(290), math.rad(0), math.rad(-90)) wait() weld33.C1 = CFrame.new(-0.45, 1.2, 0.8) * CFrame.fromEulerAnglesXYZ(math.rad(290), math.rad(0), math.rad(-90)) wait() weld33.C1 = CFrame.new(-0.45, 1.3, 0.8) * CFrame.fromEulerAnglesXYZ(math.rad(290), math.rad(0), math.rad(-90)) wait() weld1.Part0 = mainPart weld2.Part0 = mainPart end function onKeyDown(key,mouse) key=key:lower() if key=="r" and not reloading and attaching == false then if sp.Ammo.Value < ClipSize and sp.AmmoStored.Value ~= 0 then reload(mouse) end end if key == "f" and not reloading then if Tool.FireMode.Value < 0 then Tool.FireMode.Value = Tool.FireMode.Value + 1 else Tool.FireMode.Value = 1 end end
Closed as Not Constructive by User#2
This question has been closed because it is not constructive to others or the asker. Most commonly, questions that are requests with no attempt from the asker to solve their problem will fall into this category.
Why was this question closed?