local tool = script.Parent
local player = game:GetService("Players").LocalPlayer
local gunIsFiring = false
local enabled = false
local on = false
mouse.Button1Down:connect(function()
if script.Parent.Ammo.Value > 0 and enabled == false then
gunIsFiring = true
script.Parent.Ammo.Value = script.Parent.Ammo.Value - 1
local ray = Ray.new(tool.Handle.CFrame.p, (mouse.Hit.p - tool.Handle.CFrame.p).unit * 300)
local part, position = workspace:FindPartOnRay(ray, player.Character, false, true)
local beam = Instance.new("Part", workspace)
beam.BrickColor = player.TeamColor
beam.FormFactor = "Custom"
beam.Material = "Neon"
beam.Transparency = 0.25
beam.Anchored = true
beam.Locked = true
beam.CanCollide = false
tool.Handle.FireSound:Play()
local distance = (tool.Hole.CFrame.p - position).magnitude
beam.Size = Vector3.new(0.2, 0.2, distance)
beam.CFrame = CFrame.new(tool.Hole.CFrame.p, position) * CFrame.new(0, 0, -distance / 2)
game:GetService("Debris"):AddItem(beam, 0.1)
if part then
local humanoid = part.Parent:FindFirstChild("Humanoid")
if not humanoid then
humanoid = part.Parent.Parent:FindFirstChild("Humanoid")
end
if humanoid then
humanoid:TakeDamage(20)
end
end
end
if script.Parent.Ammo.Value == 0 and enabled == false then
gunIsFiring = false
enabled = true
on = true
end
(end)
It can kill and stuff, but how can I tag the player that died so it can count as a kill?
