- --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