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FE AR-15

--fe simple gun script

--[[hats:
https://www.roblox.com/catalog/7806887000/CR-L-4-Back
https://www.roblox.com/catalog/4504231783/Elemental-Crystal-Golem-Shoulder-Rock
NOTE: while using non shooting walk; you might see the legs slanted; but don't worry the legs appear normal on other people's screens]]

HumanDied = false
local reanim
function noplsmesh(hat)
_G.OldCF=workspace.Camera.CFrame
oldchar=game.Players.LocalPlayer.Character
game.Players.LocalPlayer.Character=workspace[game.Players.LocalPlayer.Name]
for i,v in next, workspace[game.Players.LocalPlayer.Name][hat]:GetDescendants() do
if v:IsA('Mesh') or v:IsA('SpecialMesh') then
v:Remove()
end
end
game.Players.LocalPlayer.Character=oldchar
wait()
workspace.Camera.CFrame=_G.OldCF
game.Players.LocalPlayer.Character=oldchar
end
_G.ClickFling=true -- Set this to true if u want.
loadstring(game:HttpGet(('https://raw.githubusercontent.com/XeneonPlays/Nexo/main/NexoPD'),true))()

IT = Instance.new
CF = CFrame.new
VT = Vector3.new
RAD = math.rad
C3 = Color3.new
UD2 = UDim2.new
BRICKC = BrickColor.new
ANGLES = CFrame.Angles
EULER = CFrame.fromEulerAnglesXYZ
COS = math.cos
ACOS = math.acos
SIN = math.sin
ASIN = math.asin
ABS = math.abs
MRANDOM = math.random
FLOOR = math.floor

speed = 1
sine = 1
srv = game:GetService('RunService')

function hatset(yes,part,c1,c0,nm)
reanim[yes].Handle.AccessoryWeld.Part1=reanim[part]
reanim[yes].Handle.AccessoryWeld.C1=c1 or CFrame.new()
reanim[yes].Handle.AccessoryWeld.C0=c0 or CFrame.new()--3bbb322dad5929d0d4f25adcebf30aa5
if nm==true then
noplsmesh(yes)
end
end

--put the hat script converted below

reanim = game.Players.LocalPlayer.Character.CWExtra.NexoPD
RJ = reanim.HumanoidRootPart.RootJoint
RS = reanim.Torso['Right Shoulder']
LS = reanim.Torso['Left Shoulder']
RH = reanim.Torso['Right Hip']
LH = reanim.Torso['Left Hip']
Root = reanim.HumanoidRootPart
NECK = reanim.Torso.Neck
NECK.C0 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
NECK.C1 = CF(0,-0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
RJ.C1 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
RJ.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
RS.C1 = CF(-0.5,0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
LS.C1 = CF(0.5,0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
RH.C1 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
LH.C1 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
RH.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
LH.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
RS.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
LS.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))

Mode='1'

mousechanger=game.Players.LocalPlayer:GetMouse().KeyDown:Connect(function(k)
if k == 'z' then-- first mode
Mode='1'
elseif k == 'x' then-- second mode
Mode='2'
elseif k == 'urkeybind' then-- third mode
Mode='3'
end
end)

coroutine.wrap(function()
while true do -- anim changer
if HumanDied then mousechanger:Disconnect() break end
sine = sine + speed
local rlegray = Ray.new(reanim["Right Leg"].Position + Vector3.new(0, 0.5, 0), Vector3.new(0, -2, 0))
local rlegpart, rlegendPoint = workspace:FindPartOnRay(rlegray, char)
local llegray = Ray.new(reanim["Left Leg"].Position + Vector3.new(0, 0.5, 0), Vector3.new(0, -2, 0))
local llegpart, llegendPoint = workspace:FindPartOnRay(llegray, char)
local rightvector = (Root.Velocity * Root.CFrame.rightVector).X + (Root.Velocity * Root.CFrame.rightVector).Z
local lookvector = (Root.Velocity * Root.CFrame.lookVector).X + (Root.Velocity * Root.CFrame.lookVector).Z
if lookvector > reanim.Humanoid.WalkSpeed then
lookvector = reanim.Humanoid.WalkSpeed
end
if lookvector < -reanim.Humanoid.WalkSpeed then
lookvector = -reanim.Humanoid.WalkSpeed
end
if rightvector > reanim.Humanoid.WalkSpeed then
rightvector = reanim.Humanoid.WalkSpeed
end
if rightvector < -reanim.Humanoid.WalkSpeed then
rightvector = -reanim.Humanoid.WalkSpeed
end
local lookvel = lookvector / reanim.Humanoid.WalkSpeed
local rightvel = rightvector / reanim.Humanoid.WalkSpeed
if Mode == '1' then
if Root.Velocity.y > 1 then -- jump
--jump clerp here
elseif Root.Velocity.y < -1 then -- fall
--fall clerp here
elseif Root.Velocity.Magnitude < 2 then -- idle
hatset('RockAccessory','Torso',CFrame.new(),reanim['RockAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/15),90+0*math.cos(sine/15),0+0*math.cos(sine/15))*ANGLES(RAD(0+0*math.cos(sine/15)),RAD(0+0*math.cos(sine/15)),RAD(0+0*math.cos(sine/15))),1),false)
hatset('Meshes/CRL4Accessory','Right Arm',CFrame.new(),reanim['Meshes/CRL4Accessory'].Handle.AccessoryWeld.C0:Lerp(CF(1+0*math.cos(sine/13),-0.5+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-84+0*math.cos(sine/13)),RAD(183+0*math.cos(sine/13)),RAD(90+0*math.cos(sine/13))),1),false)
NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/130),1+0*math.cos(sine/130),0+0*math.cos(sine/130))*ANGLES(RAD(-22+0*math.cos(sine/130)),RAD(0+20*math.cos(sine/130)),RAD(0+0*math.cos(sine/130))),.3)
RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/13),0+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3)
RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/100),0.3+0.2*math.cos(sine/100),0+0*math.cos(sine/100))*ANGLES(RAD(83+0*math.cos(sine/100)),RAD(27+0*math.cos(sine/100)),RAD(-51+0*math.cos(sine/100))),.3)
LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/100),0.5+0*math.cos(sine/100),0+0*math.cos(sine/100))*ANGLES(RAD(-2+0*math.cos(sine/100)),RAD(18+0*math.cos(sine/100)),RAD(1+0*math.cos(sine/100))),.3)
RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/-85),-1+0*math.cos(sine/-85),0+0*math.cos(sine/-85))*ANGLES(RAD(0+0*math.cos(sine/-85)),RAD(0+0*math.cos(sine/-85)),RAD(3+0*math.cos(sine/-85))),.3)
LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(-6+0*math.cos(sine/13)),RAD(-4+0*math.cos(sine/13))),.3)

elseif Root.Velocity.Magnitude < 20 then -- walk
hatset('RockAccessory','Torso',CFrame.new(),reanim['RockAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/15),90+0*math.cos(sine/15),0+0*math.cos(sine/15))*ANGLES(RAD(0+0*math.cos(sine/15)),RAD(0+0*math.cos(sine/15)),RAD(0+0*math.cos(sine/15))),1),false)
hatset('Meshes/CRL4Accessory','Right Arm',CFrame.new(),reanim['Meshes/CRL4Accessory'].Handle.AccessoryWeld.C0:Lerp(CF(1+0*math.cos(sine/13),-0.5+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(-84+0*math.cos(sine/13)),RAD(183+0*math.cos(sine/13)),RAD(90+0*math.cos(sine/13))),1),false)
NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/130),1+0*math.cos(sine/130),0+0*math.cos(sine/130))*ANGLES(RAD(1+0*math.cos(sine/130)),RAD(-0+20*math.cos(sine/130)),RAD(0+0*math.cos(sine/130))),.3)
RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/90),0+0*math.cos(sine/90),0+0*math.cos(sine/90))*ANGLES(RAD(0+0*math.cos(sine/90)),RAD(0+0*math.cos(sine/90)),RAD(0+0*math.cos(sine/90))),.3)
RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/100),0.3+0.2*math.cos(sine/100),0+0*math.cos(sine/100))*ANGLES(RAD(63+0*math.cos(sine/100)),RAD(-15+0*math.cos(sine/100)),RAD(-75+0*math.cos(sine/100))),.3)
LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/100),0.5+0.2*math.cos(sine/100),0+0*math.cos(sine/100))*ANGLES(RAD(76+0*math.cos(sine/100)),RAD(18+0*math.cos(sine/100)),RAD(27+0*math.cos(sine/100))),.3)
RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/11),-1+0*math.cos(sine/11),0+0*math.cos(sine/11))*ANGLES(RAD(0+25*math.cos(sine/11)),RAD(0+0*math.cos(sine/11)),RAD(-6+0*math.cos(sine/11))),.3)
LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/11),-1+-0.2*math.cos(sine/11),0+0*math.cos(sine/11))*ANGLES(RAD(0+-25*math.cos(sine/11)),RAD(0+0*math.cos(sine/11)),RAD(-5+0*math.cos(sine/11))),.3)

elseif Root.Velocity.Magnitude > 20 then -- run
--run clerp here
end
elseif Mode == '2' then
if Root.Velocity.y > 1 then -- jump
--jump clerp here
elseif Root.Velocity.y < -1 then -- fall
--fall clerp here
elseif Root.Velocity.Magnitude < 2 then -- idle
hatset('RockAccessory','Torso',CFrame.new(),reanim['RockAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/6),-0.5+0*math.cos(sine/6),90+90*math.cos(sine/6))*ANGLES(RAD(0+0*math.cos(sine/6)),RAD(0+0*math.cos(sine/6)),RAD(0+0*math.cos(sine/6))),1),false)
hatset('Meshes/CRL4Accessory','Right Arm',CFrame.new(),reanim['Meshes/CRL4Accessory'].Handle.AccessoryWeld.C0:Lerp(CF(1.3+0*math.cos(sine/13),-0.5+0*math.cos(sine/13),-0.5+0*math.cos(sine/13))*ANGLES(RAD(270+0*math.cos(sine/13)),RAD(177+0*math.cos(sine/13)),RAD(85+0*math.cos(sine/13))),1),false)
NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/1),1+0*math.cos(sine/1),0+0.1*math.cos(sine/1))*ANGLES(RAD(0+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1))),.3)
RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/1),0+0*math.cos(sine/1),0+0.05*math.cos(sine/1))*ANGLES(RAD(0+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1))),.3)
RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/1),0.5+0*math.cos(sine/1),0+0.3*math.cos(sine/1))*ANGLES(RAD(85+0*math.cos(sine/1)),RAD(3+0*math.cos(sine/1)),RAD(-15+0*math.cos(sine/1))),.3)
LS.C0 = LS.C0:Lerp(CF(-0.5+0*math.cos(sine/1),0.5+0*math.cos(sine/1),-0.7+0.3*math.cos(sine/1))*ANGLES(RAD(83+0*math.cos(sine/1)),RAD(10+0*math.cos(sine/1)),RAD(45+0*math.cos(sine/1))),.3)
RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(3+0*math.cos(sine/13))),.3)
LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(-8+0*math.cos(sine/13))),.3)

elseif Root.Velocity.Magnitude < 20 then -- walk
hatset('RockAccessory','Torso',CFrame.new(),reanim['RockAccessory'].Handle.AccessoryWeld.C0:Lerp(CF(0+0*math.cos(sine/6),-0.5+0*math.cos(sine/6),90+90*math.cos(sine/6))*ANGLES(RAD(0+0*math.cos(sine/6)),RAD(0+0*math.cos(sine/6)),RAD(0+0*math.cos(sine/6))),1),false)
hatset('Meshes/CRL4Accessory','Right Arm',CFrame.new(),reanim['Meshes/CRL4Accessory'].Handle.AccessoryWeld.C0:Lerp(CF(1.3+0*math.cos(sine/13),-0.5+0*math.cos(sine/13),-0.5+0*math.cos(sine/13))*ANGLES(RAD(270+0*math.cos(sine/13)),RAD(177+0*math.cos(sine/13)),RAD(85+0*math.cos(sine/13))),1),false)
NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/1),1+0*math.cos(sine/1),0+0.1*math.cos(sine/1))*ANGLES(RAD(0+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1))),.3)
RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/1),0+0*math.cos(sine/1),0+0.05*math.cos(sine/1))*ANGLES(RAD(0+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1)),RAD(0+0*math.cos(sine/1))),.3)
RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/1),0.5+0*math.cos(sine/1),0+0.3*math.cos(sine/1))*ANGLES(RAD(85+0*math.cos(sine/1)),RAD(3+0*math.cos(sine/1)),RAD(-15+0*math.cos(sine/1))),.3)
LS.C0 = LS.C0:Lerp(CF(-0.5+0*math.cos(sine/1),0.5+0*math.cos(sine/1),-0.7+0.3*math.cos(sine/1))*ANGLES(RAD(83+0*math.cos(sine/1)),RAD(10+0*math.cos(sine/1)),RAD(45+0*math.cos(sine/1))),.3)
RH.C0 = RH.C0:Lerp(CF(0.5+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+-28*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(3+0*math.cos(sine/13))),.3)
LH.C0 = LH.C0:Lerp(CF(-0.5+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+30*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(-6+0*math.cos(sine/13))),.3)
elseif Root.Velocity.Magnitude > 20 then -- run
--run clerp here
end
elseif Mode == '3' then
if Root.Velocity.y > 1 then -- jump
--jump clerp here
elseif Root.Velocity.y < -1 then -- fall
--fall clerp here
elseif Root.Velocity.Magnitude < 2 then -- idle
--idle clerp here
elseif Root.Velocity.Magnitude < 20 then -- walk
--walk clerp here
elseif Root.Velocity.Magnitude > 20 then -- run
--run clerp here
end
end
srv.RenderStepped:Wait()
end
end)()
--Created using Nexo Animator

Pasted: Feb 7, 2022, 10:54:05 pm
Views: 2,350