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

1 comment
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