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Tommy Gun Problems with Reload [closed]

Asked by 10 years ago

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

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?

1 answer

Log in to vote
0
Answered by 10 years ago
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
0
if key == "q" and not reloading then if Tool.ZoomedIn.Value == false and reloading == false and Tool.Running.Value == false and holst == false and running == false and attaching == false then zooming = true aimtest() elseif Tool.ZoomedIn.Value == true and reloading == false and Tool.Running.Value == false and holst == false and running == false and attaching == false then zooming = true LokHsuLi 10 — 10y
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