get paid to paste

Physics Gun

--Physics gun
function sandbox(var,func)
	local env = getfenv(func)
	local newenv = setmetatable({},{
		__index = function(self,k)
			if k=="script" then
				return var
			else
				return env[k]
			end
		end,
	})
	setfenv(func,newenv)
	return func
end
cors = {}
mas = Instance.new("Model",game:GetService("Lighting"))
Tool0 = Instance.new("Tool")
Part1 = Instance.new("Part")
CylinderMesh2 = Instance.new("CylinderMesh")
Part3 = Instance.new("Part")
LocalScript4 = Instance.new("LocalScript")
Script5 = Instance.new("Script")
LocalScript6 = Instance.new("LocalScript")
Script7 = Instance.new("Script")
LocalScript8 = Instance.new("LocalScript")
Part9 = Instance.new("Part")
Script10 = Instance.new("Script")
Part11 = Instance.new("Part")
Script12 = Instance.new("Script")
Part13 = Instance.new("Part")
Script14 = Instance.new("Script")
Tool0.Name = "Physics Gun"
Tool0.Parent = mas
Tool0.CanBeDropped = false
Part1.Name = "Handle"
Part1.Parent = Tool0
Part1.Material = Enum.Material.Neon
Part1.BrickColor = BrickColor.new("Cyan")
Part1.Transparency = 1
Part1.Rotation = Vector3.new(0, 15.4200001, 0)
Part1.CanCollide = false
Part1.FormFactor = Enum.FormFactor.Custom
Part1.Size = Vector3.new(1, 0.400000036, 0.300000012)
Part1.CFrame = CFrame.new(-55.2695465, 0.696546972, 0.383156985, 0.96399641, -4.98074878e-05, 0.265921414, 4.79998416e-05, 1, 1.32960558e-05, -0.265921414, -5.30653779e-08, 0.96399641)
Part1.BottomSurface = Enum.SurfaceType.Smooth
Part1.TopSurface = Enum.SurfaceType.Smooth
Part1.Color = Color3.new(0.0156863, 0.686275, 0.92549)
Part1.Position = Vector3.new(-55.2695465, 0.696546972, 0.383156985)
Part1.Orientation = Vector3.new(0, 15.4200001, 0)
Part1.Color = Color3.new(0.0156863, 0.686275, 0.92549)
CylinderMesh2.Parent = Part1
CylinderMesh2.Scale = Vector3.new(0.100000001, 0.100000001, 0.100000001)
CylinderMesh2.Scale = Vector3.new(0.100000001, 0.100000001, 0.100000001)
Part3.Name = "Shoot"
Part3.Parent = Tool0
Part3.Material = Enum.Material.Neon
Part3.BrickColor = BrickColor.new("Cyan")
Part3.Reflectance = 0.30000001192093
Part3.Transparency = 1
Part3.Rotation = Vector3.new(90.9799957, 0.25999999, -91.409996)
Part3.CanCollide = false
Part3.FormFactor = Enum.FormFactor.Custom
Part3.Size = Vector3.new(0.200000003, 0.25, 0.310000032)
Part3.CFrame = CFrame.new(-54.7998123, 0.774299085, -0.757350147, -0.0245519895, 0.99968797, 0.00460194098, 0.0169109926, 0.00501798885, -0.999844491, -0.999555528, -0.0244703442, -0.0170289185)
Part3.BottomSurface = Enum.SurfaceType.Smooth
Part3.TopSurface = Enum.SurfaceType.Smooth
Part3.Color = Color3.new(0.0156863, 0.686275, 0.92549)
Part3.Position = Vector3.new(-54.7998123, 0.774299085, -0.757350147)
Part3.Orientation = Vector3.new(88.9899979, 164.87999, 73.4700012)
Part3.Color = Color3.new(0.0156863, 0.686275, 0.92549)
LocalScript4.Parent = Tool0
table.insert(cors,sandbox(LocalScript4,function()
-- Variables for services
local render = game:GetService("RunService").RenderStepped
local contextActionService = game:GetService("ContextActionService")
local userInputService = game:GetService("UserInputService")

local player = game.Players.LocalPlayer
local mouse = player:GetMouse()
local Tool = script.Parent

-- Variables for Module Scripts
local screenSpace = require(Tool:WaitForChild("ScreenSpace"))

local connection
-- Variables for character joints

local neck, shoulder, oldNeckC0, oldShoulderC0 

local mobileShouldTrack = true

-- Thourough check to see if a character is sitting
local function amISitting(character)
	local t = character.Torso
	for _, part in pairs(t:GetConnectedParts(true)) do
		if part:IsA("Seat") or part:IsA("VehicleSeat") then
			return true
		end
	end
end

-- Function to call on renderstepped. Orients the character so it is facing towards
-- the player mouse's position in world space. If character is sitting then the torso
-- should not track
local function frame(mousePosition)
	-- Special mobile consideration. We don't want to track if the user was touching a ui
	-- element such as the movement controls. Just return out of function if so to make sure
	-- character doesn't track
	if not mobileShouldTrack then return end
	
	-- Make sure character isn't swiming. If the character is swimming the following code will
	-- not work well; the character will not swim correctly. Besides, who shoots underwater?
	if player.Character.Humanoid:GetState() ~= Enum.HumanoidStateType.Swimming then
		local torso = player.Character.Torso
		local head = player.Character.Head
		
		local toMouse = (mousePosition - head.Position).unit
		local angle = math.acos(toMouse:Dot(Vector3.new(0,1,0)))
		
		local neckAngle = angle
	
		-- Limit how much the head can tilt down. Too far and the head looks unnatural
		if math.deg(neckAngle) > 110 then
			neckAngle = math.rad(110)
		end
		neck.C0 = CFrame.new(0,1,0) * CFrame.Angles(math.pi - neckAngle,math.pi,0)
		
		-- Calculate horizontal rotation
		local arm = player.Character:FindFirstChild("Right Arm")
		local fromArmPos = torso.Position + torso.CFrame:vectorToWorldSpace(Vector3.new(
			torso.Size.X/2 + arm.Size.X/2, torso.Size.Y/2 - arm.Size.Z/2, 0))
		local toMouseArm = ((mousePosition - fromArmPos) * Vector3.new(1,0,1)).unit
		local look = (torso.CFrame.lookVector * Vector3.new(1,0,1)).unit
		local lateralAngle = math.acos(toMouseArm:Dot(look))		
		
		-- Check for rogue math
		if tostring(lateralAngle) == "-1.#IND" then
			lateralAngle = 0
		end		
		
		-- Handle case where character is sitting down
		if player.Character.Humanoid:GetState() == Enum.HumanoidStateType.Seated then			
			
			local cross = torso.CFrame.lookVector:Cross(toMouseArm)
			if lateralAngle > math.pi/2 then
				lateralAngle = math.pi/2
			end
			if cross.Y < 0 then
				lateralAngle = -lateralAngle
			end
		end	
		
		-- Turn shoulder to point to mouse
		shoulder.C0 = CFrame.new(1,0.5,0) * CFrame.Angles(math.pi/2 - angle,math.pi/2 + lateralAngle,0)	
		
		-- If not sitting then aim torso laterally towards mouse
		if not amISitting(player.Character) then
			torso.CFrame = CFrame.new(torso.Position, torso.Position + (Vector3.new(
				mousePosition.X, torso.Position.Y, mousePosition.Z)-torso.Position).unit)
		else
			--print("sitting")		
		end	
	end
end

-- Function to bind to render stepped if player is on PC
local function pcFrame()
	frame(mouse.Hit.p)
end

-- Function to bind to touch moved if player is on mobile
local function mobileFrame(touch, processed)
	-- Check to see if the touch was on a UI element. If so, we don't want to update anything
	if not processed then
		-- Calculate touch position in world space. Uses Stravant's ScreenSpace Module script
		-- to create a ray from the camera.
		local test = screenSpace.ScreenToWorld(touch.Position.X, touch.Position.Y, 1)
		local nearPos = game.Workspace.CurrentCamera.CoordinateFrame:vectorToWorldSpace(screenSpace.ScreenToWorld(touch.Position.X, touch.Position.Y, 1))
		nearPos = game.Workspace.CurrentCamera.CoordinateFrame.p - nearPos
		local farPos = screenSpace.ScreenToWorld(touch.Position.X, touch.Position.Y,50) 
		farPos = game.Workspace.CurrentCamera.CoordinateFrame:vectorToWorldSpace(farPos) * -1
		if farPos.magnitude > 900 then
			farPos = farPos.unit * 900
		end
		local ray = Ray.new(nearPos, farPos)
		local part, pos = game.Workspace:FindPartOnRay(ray, player.Character)
		
		-- if a position was found on the ray then update the character's rotation
		if pos then
			frame(pos)
		end
	end
end

local oldIcon = nil
-- Function to bind to equip event
local function equip()
	local torso = player.Character.Torso
	
	-- Setup joint variables
	neck = torso.Neck	
	oldNeckC0 = neck.C0
	shoulder = torso:FindFirstChild("Right Shoulder")
	oldShoulderC0 = shoulder.C0
	
	-- Remember old mouse icon and update current
	oldIcon = mouse.Icon
	mouse.Icon = "rbxassetid:// 509381906"
	
	-- Bind TouchMoved event if on mobile. Otherwise connect to renderstepped
	if userInputService.TouchEnabled then
		connection = userInputService.TouchMoved:connect(mobileFrame)
	else
		connection = render:connect(pcFrame)
	end
	
	-- Bind TouchStarted and TouchEnded. Used to determine if character should rotate
	-- during touch input
	userInputService.TouchStarted:connect(function(touch, processed)
		mobileShouldTrack = not processed
	end)	
	userInputService.TouchEnded:connect(function(touch, processed)
		mobileShouldTrack = false
	end)
	
	-- Fire server's equip event
	game.ReplicatedStorage.ROBLOX_PistolEquipEvent:FireServer()
	
	-- Bind event for when mouse is clicked to fire server's fire event
	mouse.Button1Down:connect(function()
		game.ReplicatedStorage.ROBLOX_PistolFireEvent:FireServer(mouse.Hit.p)
	end)
	
	-- Bind reload event to mobile button and r key
	contextActionService:BindActionToInputTypes("Reload", function() 
		game.ReplicatedStorage.ROBLOX_PistolReloadEvent:FireServer()		
	end, true, "")
	
	-- If game uses filtering enabled then need to update server while tool is
	-- held by character.
	if workspace.FilteringEnabled then
		while connection do
			wait()
			game.ReplicatedStorage.ROBLOX_PistolUpdateEvent:FireServer(neck.C0, shoulder.C0)
		end
	end
end

-- Function to bind to Unequip event
local function unequip()
	if connection then connection:disconnect() end
	contextActionService:UnbindAction("Reload")
	game.ReplicatedStorage.ROBLOX_PistolUnequipEvent:FireServer()
	mouse.Icon = oldIcon
	neck.C0 = oldNeckC0
	shoulder.C0 = oldShoulderC0
end

-- Bind tool events
Tool.Equipped:connect(equip)
Tool.Unequipped:connect(unequip)
end))
Script5.Name = "qPerfectionWeld"
Script5.Parent = Tool0
table.insert(cors,sandbox(Script5,function()
-- Created by Quenty (@Quenty, follow me on twitter).
-- Should work with only ONE copy, seamlessly with weapons, trains, et cetera.
-- Parts should be ANCHORED before use. It will, however, store relatives values and so when tools are reparented, it'll fix them.

--[[ INSTRUCTIONS
- Place in the model
- Make sure model is anchored
- That's it. It will weld the model and all children. 

THIS SCRIPT SHOULD BE USED ONLY BY ITSELF. THE MODEL SHOULD BE ANCHORED. 
THIS SCRIPT SHOULD BE USED ONLY BY ITSELF. THE MODEL SHOULD BE ANCHORED. 
THIS SCRIPT SHOULD BE USED ONLY BY ITSELF. THE MODEL SHOULD BE ANCHORED. 
THIS SCRIPT SHOULD BE USED ONLY BY ITSELF. THE MODEL SHOULD BE ANCHORED. 
THIS SCRIPT SHOULD BE USED ONLY BY ITSELF. THE MODEL SHOULD BE ANCHORED. 
THIS SCRIPT SHOULD BE USED ONLY BY ITSELF. THE MODEL SHOULD BE ANCHORED. 
THIS SCRIPT SHOULD BE USED ONLY BY ITSELF. THE MODEL SHOULD BE ANCHORED. 
THIS SCRIPT SHOULD BE USED ONLY BY ITSELF. THE MODEL SHOULD BE ANCHORED. 

This script is designed to be used is a regular script. In a local script it will weld, but it will not attempt to handle ancestory changes. 
]]

--[[ DOCUMENTATION
- Will work in tools. If ran more than once it will not create more than one weld.  This is especially useful for tools that are dropped and then picked up again.
- Will work in PBS servers
- Will work as long as it starts out with the part anchored
- Stores the relative CFrame as a CFrame value
- Takes careful measure to reduce lag by not having a joint set off or affected by the parts offset from origin
- Utilizes a recursive algorith to find all parts in the model
- Will reweld on script reparent if the script is initially parented to a tool.
- Welds as fast as possible
]]

-- qPerfectionWeld.lua
-- Created 10/6/2014
-- Author: Quenty
-- Version 1.0.3

-- Updated 10/14/2014 - Updated to 1.0.1
--- Bug fix with existing ROBLOX welds ? Repro by asimo3089

-- Updated 10/14/2014 - Updated to 1.0.2
--- Fixed bug fix. 

-- Updated 10/14/2014 - Updated to 1.0.3
--- Now handles joints semi-acceptably. May be rather hacky with some joints. :/

local NEVER_BREAK_JOINTS = false -- If you set this to true it will never break joints (this can create some welding issues, but can save stuff like hinges).


local function CallOnChildren(Instance, FunctionToCall)
	-- Calls a function on each of the children of a certain object, using recursion.  

	FunctionToCall(Instance)

	for _, Child in next, Instance:GetChildren() do
		CallOnChildren(Child, FunctionToCall)
	end
end

local function GetNearestParent(Instance, ClassName)
	-- Returns the nearest parent of a certain class, or returns nil

	local Ancestor = Instance
	repeat
		Ancestor = Ancestor.Parent
		if Ancestor == nil then
			return nil
		end
	until Ancestor:IsA(ClassName)

	return Ancestor
end

local function GetBricks(StartInstance)
	local List = {}

	-- if StartInstance:IsA("BasePart") then
	-- 	List[#List+1] = StartInstance
	-- end

	CallOnChildren(StartInstance, function(Item)
		if Item:IsA("BasePart") then
			List[#List+1] = Item;
		end
	end)

	return List
end

local function Modify(Instance, Values)
	-- Modifies an Instance by using a table.  

	assert(type(Values) == "table", "Values is not a table");

	for Index, Value in next, Values do
		if type(Index) == "number" then
			Value.Parent = Instance
		else
			Instance[Index] = Value
		end
	end
	return Instance
end

local function Make(ClassType, Properties)
	-- Using a syntax hack to create a nice way to Make new items.  

	return Modify(Instance.new(ClassType), Properties)
end

local Surfaces = {"TopSurface", "BottomSurface", "LeftSurface", "RightSurface", "FrontSurface", "BackSurface"}
local HingSurfaces = {"Hinge", "Motor", "SteppingMotor"}

local function HasWheelJoint(Part)
	for _, SurfaceName in pairs(Surfaces) do
		for _, HingSurfaceName in pairs(HingSurfaces) do
			if Part[SurfaceName].Name == HingSurfaceName then
				return true
			end
		end
	end
	
	return false
end

local function ShouldBreakJoints(Part)
	--- We do not want to break joints of wheels/hinges. This takes the utmost care to not do this. There are
	--  definitely some edge cases. 

	if NEVER_BREAK_JOINTS then
		return false
	end
	
	if HasWheelJoint(Part) then
		return false
	end
	
	local Connected = Part:GetConnectedParts()
	
	if #Connected == 1 then
		return false
	end
	
	for _, Item in pairs(Connected) do
		if HasWheelJoint(Item) then
			return false
		elseif not Item:IsDescendantOf(script.Parent) then
			return false
		end
	end
	
	return true
end

local function WeldTogether(Part0, Part1, JointType, WeldParent)
	--- Weld's 2 parts together
	-- @param Part0 The first part
	-- @param Part1 The second part (Dependent part most of the time).
	-- @param [JointType] The type of joint. Defaults to weld.
	-- @param [WeldParent] Parent of the weld, Defaults to Part0 (so GC is better).
	-- @return The weld created.

	JointType = JointType or "Weld"
	local RelativeValue = Part1:FindFirstChild("qRelativeCFrameWeldValue")
	
	local NewWeld = Part1:FindFirstChild("qCFrameWeldThingy") or Instance.new(JointType)
	Modify(NewWeld, {
		Name = "qCFrameWeldThingy";
		Part0  = Part0;
		Part1  = Part1;
		C0     = CFrame.new();--Part0.CFrame:inverse();
		C1     = RelativeValue and RelativeValue.Value or Part1.CFrame:toObjectSpace(Part0.CFrame); --Part1.CFrame:inverse() * Part0.CFrame;-- Part1.CFrame:inverse();
		Parent = Part1;
	})

	if not RelativeValue then
		RelativeValue = Make("CFrameValue", {
			Parent     = Part1;
			Name       = "qRelativeCFrameWeldValue";
			Archivable = true;
			Value      = NewWeld.C1;
		})
	end

	return NewWeld
end

local function WeldParts(Parts, MainPart, JointType, DoNotUnanchor)
	-- @param Parts The Parts to weld. Should be anchored to prevent really horrible results.
	-- @param MainPart The part to weld the model to (can be in the model).
	-- @param [JointType] The type of joint. Defaults to weld. 
	-- @parm DoNotUnanchor Boolean, if true, will not unachor the model after cmopletion.
	
	for _, Part in pairs(Parts) do
		if ShouldBreakJoints(Part) then
			Part:BreakJoints()
		end
	end
	
	for _, Part in pairs(Parts) do
		if Part ~= MainPart then
			WeldTogether(MainPart, Part, JointType, MainPart)
		end
	end

	if not DoNotUnanchor then
		for _, Part in pairs(Parts) do
			Part.Anchored = false
		end
		MainPart.Anchored = false
	end
end

local function PerfectionWeld()	
	local Tool = GetNearestParent(script, "Tool")

	local Parts = GetBricks(script.Parent)
	local PrimaryPart = Tool and Tool:FindFirstChild("Handle") and Tool.Handle:IsA("BasePart") and Tool.Handle or script.Parent:IsA("Model") and script.Parent.PrimaryPart or Parts[1]

	if PrimaryPart then
		WeldParts(Parts, PrimaryPart, "Weld", false)
	else
		warn("qWeld - Unable to weld part")
	end
	
	return Tool
end

local Tool = PerfectionWeld()


if Tool and script.ClassName == "Script" then
	--- Don't bother with local scripts

	script.Parent.AncestryChanged:connect(function()
		PerfectionWeld()
	end)
end

-- Created by Quenty (@Quenty, follow me on twitter).

end))
LocalScript6.Name = "Animate"
LocalScript6.Parent = Tool0
table.insert(cors,sandbox(LocalScript6,function()
local arms = nil
local torso = nil
local welds = {}
local Tool = script.Parent
local neck = nil
local orginalC0 = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)

function Equip(mouse)
wait(0.01)
arms = {Tool.Parent:FindFirstChild("Left Arm"), Tool.Parent:FindFirstChild("Right Arm")}
head = Tool.Parent:FindFirstChild("Head") 
torso = Tool.Parent:FindFirstChild("Torso")
if neck == nil then 
neck = Tool.Parent:FindFirstChild("Torso").Neck
end 
if arms ~= nil and torso ~= nil then
local sh = {torso:FindFirstChild("Left Shoulder"), torso:FindFirstChild("Right Shoulder")}
if sh ~= nil then
local yes = true
if yes then
yes = false
sh[1].Part1 = nil
sh[2].Part1 = nil
local weld1 = Instance.new("Weld")
weld1.Part0 = head
weld1.Parent = head
weld1.Part1 = arms[1]
welds[1] = weld1
local weld2 = Instance.new("Weld")
weld2.Part0 = head
weld2.Parent = head
weld2.Part1 = arms[2]
welds[2] = weld2
-------------------------here
weld1.C1 = CFrame.new(-0.5+1.5, 0.8, .9)* CFrame.fromEulerAnglesXYZ(math.rad(290), 0, math.rad(-90))
weld2.C1 = CFrame.new(-1, 0.8, 0.5-1.5) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-15), 0)
	mouse.Move:connect(function ()
		--local Direction = Tool.Direction.Value 
		local Direction = mouse.Hit.p
		local b = head.Position.Y-Direction.Y
		local dist = (head.Position-Direction).magnitude
		local answer = math.asin(b/dist)
		neck.C0=orginalC0*CFrame.fromEulerAnglesXYZ(answer,0,0)
		wait(0.1)
	end)end
else
print("sh")
end
else
print("arms")
end
end

function Unequip(mouse)
if arms ~= nil and torso ~= nil then
local sh = {torso:FindFirstChild("Left Shoulder"), torso:FindFirstChild("Right Shoulder")}
if sh ~= nil then
local yes = true
if yes then
yes = false
	neck.C0 = orginalC0

sh[1].Part1 = arms[1]
sh[2].Part1 = arms[2]
welds[1].Parent = nil
welds[2].Parent = nil
end
else
print("sh")
end
else
print("arms")
end
end
Tool.Equipped:connect(Equip)
Tool.Unequipped:connect(Unequip)

function Animate()
arms = {Tool.Parent:FindFirstChild("Left Arm"), Tool.Parent:FindFirstChild("Right Arm")}
	if Tool.AnimateValue.Value == "Shoot" then 
		local weld1 = welds[1]
		local weld2 = welds[2]
		weld1.C1 = CFrame.new(-0.5+1.5, 0.8, .9)* CFrame.fromEulerAnglesXYZ(math.rad(290), 0, math.rad(-90))
		weld2.C1 = CFrame.new(-1, 0.8, 0.5-1.5) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-15), 0)
		wait(0.00001)
		weld1.C1 = CFrame.new(-0.5+1.5, 0.8, .9)* CFrame.fromEulerAnglesXYZ(math.rad(290), 0.05, math.rad(-90))
		weld2.C1 = CFrame.new(-1, 0.8, 0.5-1.5) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-15), 0)
		wait(0.00001)
		weld1.C1 = CFrame.new(-0.5+1.5, 0.8, .9)* CFrame.fromEulerAnglesXYZ(math.rad(290), 0.1, math.rad(-90))
		weld2.C1 = CFrame.new(-1, 0.8, 0.5-1.5) * CFrame.fromEulerAnglesXYZ(math.rad(-95), math.rad(-15), 0)
		wait(0.00001)
		weld1.C1 = CFrame.new(-0.5+1.5, 0.8, .9)* CFrame.fromEulerAnglesXYZ(math.rad(290), 0.3, math.rad(-90))
		weld2.C1 = CFrame.new(-1, 0.8, 0.5-1.5) * CFrame.fromEulerAnglesXYZ(math.rad(-110), math.rad(-15), 0)
		wait(0.00001)
		weld1.C1 = CFrame.new(-0.5+1.5, 0.8, .9)* CFrame.fromEulerAnglesXYZ(math.rad(290), 0.35, math.rad(-90))
		weld2.C1 = CFrame.new(-1, 0.8, 0.5-1.5) * CFrame.fromEulerAnglesXYZ(math.rad(-115), math.rad(-15), 0)
		wait(0.00001)
		weld1.C1 = CFrame.new(-0.5+1.5, 0.8, .9)* CFrame.fromEulerAnglesXYZ(math.rad(290), 0.4, math.rad(-90))
		weld2.C1 = CFrame.new(-1, 0.8, 0.5-1.5) * CFrame.fromEulerAnglesXYZ(math.rad(-120), math.rad(-15), 0)
		wait(0.00001)
		weld1.C1 = CFrame.new(-0.5+1.5, 0.8, .9)* CFrame.fromEulerAnglesXYZ(math.rad(290), 0, math.rad(-90))
		weld2.C1 = CFrame.new(-1, 0.8, 0.5-1.5) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-15), 0)	
		Tool.AnimateValue.Value = "None"
	end 
	if Tool.AnimateValue.Value == "Reload" then 
		local weld1 = welds[1]
		local weld2 = welds[2]
		weld1.C1 = CFrame.new(-0.5+1.5, 0.8, .9)* CFrame.fromEulerAnglesXYZ(math.rad(290), 0, math.rad(-90))
		weld2.C1 = CFrame.new(-1, 0.8, 0.5-1.5) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-15), 0)
		wait(0.0001)
		weld1.C1 = CFrame.new(-0.5+1.5, 0.8, .9)* CFrame.fromEulerAnglesXYZ(math.rad(290), 0.4, math.rad(-90))
		weld2.C1 = CFrame.new(-1, 0.8, 0.5-1.5) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-15), 0)
		wait(0.0001)
		weld1.C1 = CFrame.new(-0.5+1.5, 0.8, .9)* CFrame.fromEulerAnglesXYZ(math.rad(290), 0.4, math.rad(-90))
		weld2.C1 = CFrame.new(-1, 0.8, 0.5-1.5) * CFrame.fromEulerAnglesXYZ(math.rad(-95), math.rad(-15), 0)
		wait(0.0001)
		weld1.C1 = CFrame.new(-0.5+1.5, 0.8, .9)* CFrame.fromEulerAnglesXYZ(math.rad(290), 0.4, math.rad(-90))
		weld2.C1 = CFrame.new(-1, 0.8, 0.5-1.5) * CFrame.fromEulerAnglesXYZ(math.rad(-100), math.rad(-15), 0)
		wait(0.0001)
		weld1.C1 = CFrame.new(-0.5+1.5, 0.8, .9)* CFrame.fromEulerAnglesXYZ(math.rad(290), 0.4, math.rad(-90))
		weld2.C1 = CFrame.new(-1, 0.8, 0.5-1.5) * CFrame.fromEulerAnglesXYZ(math.rad(-105), math.rad(-15), 0)
		wait(0.0001)
		weld1.C1 = CFrame.new(-0.5+1.5, 0.8, .9)* CFrame.fromEulerAnglesXYZ(math.rad(290), 0.4, math.rad(-90))
		weld2.C1 = CFrame.new(-1, 0.8, 0.5-1.5) * CFrame.fromEulerAnglesXYZ(math.rad(-110), math.rad(-15), 0)
		wait(0.0001)
		weld1.C1 = CFrame.new(-0.5+1.5, 0.8, .9)* CFrame.fromEulerAnglesXYZ(math.rad(290), 0.4, math.rad(-90))
		weld2.C1 = CFrame.new(-1, 0.8, 0.5-1.5) * CFrame.fromEulerAnglesXYZ(math.rad(-115), math.rad(-15), 0)
		wait(0.0001)
		weld1.C1 = CFrame.new(-0.5+1.5, 0.8, .9)* CFrame.fromEulerAnglesXYZ(math.rad(290), 0.45, math.rad(-90))
		weld2.C1 = CFrame.new(-1, 0.8, 0.5-1.5) * CFrame.fromEulerAnglesXYZ(math.rad(-120), math.rad(-15), 0)
		wait(0.0001)
		weld1.C1 = CFrame.new(-0.5+1.5, 0.9, .9)* CFrame.fromEulerAnglesXYZ(math.rad(290), 0.5, math.rad(-90))
		weld2.C1 = CFrame.new(-1, 0.8, 0.5-1.5) * CFrame.fromEulerAnglesXYZ(math.rad(-120), math.rad(-15), 0)
		wait(0.0001)
		weld1.C1 = CFrame.new(-0.5+1.5, 1, .9)* CFrame.fromEulerAnglesXYZ(math.rad(290), 0.55, math.rad(-90))
		weld2.C1 = CFrame.new(-1, 0.8, 0.5-1.5) * CFrame.fromEulerAnglesXYZ(math.rad(-120), math.rad(-15), 0)
		wait(0.0001)
		weld1.C1 = CFrame.new(-0.5+1.5, 1.1, .9)* CFrame.fromEulerAnglesXYZ(math.rad(290), 0.57, math.rad(-90))
		weld2.C1 = CFrame.new(-1, 0.8, 0.5-1.5) * CFrame.fromEulerAnglesXYZ(math.rad(-120), math.rad(-15), 0)
		wait(0.0001)
		weld1.C1 = CFrame.new(-0.5+1.5, 1.2, .9)* CFrame.fromEulerAnglesXYZ(math.rad(290), 0.6, math.rad(-90))
		weld2.C1 = CFrame.new(-1, 0.8, 0.5-1.5) * CFrame.fromEulerAnglesXYZ(math.rad(-120), math.rad(-15), 0)
		wait(0.0001)
		weld1.C1 = CFrame.new(-0.5+1.5, 1.3, .9)* CFrame.fromEulerAnglesXYZ(math.rad(290), 0.6, math.rad(-90))
		weld2.C1 = CFrame.new(-1, 0.8, 0.5-1.5) * CFrame.fromEulerAnglesXYZ(math.rad(-120), math.rad(-15), 0)
		wait(0.0001)
		weld1.C1 = CFrame.new(-0.5+1.5, 0.8, .9)* CFrame.fromEulerAnglesXYZ(math.rad(290), 0, math.rad(-90))
		weld2.C1 = CFrame.new(-1, 0.8, 0.5-1.5) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-15), 0)	
		Tool.AnimateValue.Value = "None"
	end 
end 

Tool.AnimateValue.Changed:connect(Animate)

end))
Script7.Name = "LineConnect"
Script7.Parent = Tool0
Script7.Disabled = true
table.insert(cors,sandbox(Script7,function()
wait()
local check = script.Part2
local part1 = script.Part1.Value
local part2 = script.Part2.Value
local parent = script.Par.Value
local color = script.Color
local line = Instance.new("Part")
line.TopSurface = 0
line.BottomSurface = 0
line.Reflectance = .5
line.Name = "Laser"
line.Transparency = 0.6
line.Locked = true
line.CanCollide = false
line.Anchored = true
line.formFactor = 0
line.Size = Vector3.new(0.4,0.4,1)
local mesh = Instance.new("BlockMesh")
mesh.Parent = line
while true do
	if (check.Value==nil) then break end
	if (part1==nil or part2==nil or parent==nil) then break end
	if (part1.Parent==nil or part2.Parent==nil) then break end
	if (parent.Parent==nil) then break end
	local lv = CFrame.new(part1.Position,part2.Position)
	local dist = (part1.Position-part2.Position).magnitude
	line.Parent = parent
	line.Material = "Neon"
	line.BrickColor = color.Value.BrickColor
	line.Reflectance = color.Value.Reflectance
	line.Transparency = "0.2"
	line.CFrame = CFrame.new(part1.Position+lv.lookVector*dist/2)
	line.CFrame = CFrame.new(line.Position,part2.Position)
	mesh.Scale = Vector3.new(.25,.25,dist)
	wait()
end
line:remove()
script:remove() 
end))
LocalScript8.Name = "MainScript"
LocalScript8.Parent = Tool0
table.insert(cors,sandbox(LocalScript8,function()
--Physics gun created by Killersoldier45
wait() 
tool = script.Parent
lineconnect = tool.LineConnect
object = nil
mousedown = false
found = false
BP = Instance.new("BodyPosition")
BP.maxForce = Vector3.new(math.huge*math.huge,math.huge*math.huge,math.huge*math.huge) --pwns everyone elses bodyposition
BP.P = BP.P*10 --faster movement. less bounceback.
dist = nil
point = Instance.new("Part")
point.Locked = true
point.Anchored = true
point.formFactor = 0
point.Shape = 0
point.Material = 'Neon'
point.BrickColor = BrickColor.new("Toothpaste")
point.Size = Vector3.new(1,1,1)
point.CanCollide = false
local mesh = Instance.new("SpecialMesh")
mesh.MeshType = "Sphere"
mesh.Scale = Vector3.new(.2,.2,.2)
mesh.Parent = point
handle = tool.Shoot
front = tool.Shoot
color = tool.Shoot
objval = nil
local hooked = false 
local hookBP = BP:clone() 
hookBP.maxForce = Vector3.new(30000,30000,30000) 

function LineConnect(part1,part2,parent)
	local p1 = Instance.new("ObjectValue")
	p1.Value = part1
	p1.Name = "Part1"
	local p2 = Instance.new("ObjectValue")
	p2.Value = part2
	p2.Name = "Part2"
	local par = Instance.new("ObjectValue")
	par.Value = parent
	par.Name = "Par"
	local col = Instance.new("ObjectValue")
	col.Value = color
	col.Name = "Color"
	local s = lineconnect:clone()
	s.Disabled = false
	p1.Parent = s
	p2.Parent = s
	par.Parent = s
	col.Parent = s
	s.Parent = workspace
	if (part2==object) then
		objval = p2
	end
end

function onButton1Down(mouse)
	if (mousedown==true) then return end
	mousedown = true
	coroutine.resume(coroutine.create(function()
		local p = point:clone()
		p.Parent = tool
		LineConnect(front,p,workspace)
		while (mousedown==true) do
			p.Parent = tool
			if (object==nil) then
				if (mouse.Target==nil) then
					local lv = CFrame.new(front.Position,mouse.Hit.p)
					p.CFrame = CFrame.new(front.Position+(lv.lookVector*1000))
				else
					p.CFrame = CFrame.new(mouse.Hit.p)
				end
			else
				LineConnect(front,object,workspace)
				break
			end
			wait()
		end
		p:remove()
	end))
	while (mousedown==true) do
		if (mouse.Target~=nil) then
			local t = mouse.Target
			if (t.Anchored==false) then
				object = t
				dist = (object.Position-front.Position).magnitude
				break
			end
		end
		wait()
	end
	while (mousedown==true) do
		if (object.Parent==nil) then break end
		local lv = CFrame.new(front.Position,mouse.Hit.p)
		BP.Parent = object
		BP.position = front.Position+lv.lookVector*dist
		wait()
	end
	BP:remove()
	object = nil
	objval.Value = nil
end

function onKeyDown(key,mouse) 
	local key = key:lower() 
	local yesh = false 
	if (key=="q") then 
		if (dist>=5) then 
			dist = dist-5 
		end 
	end 
	if key == "" then 
	if (object==nil) then return end 
	for _,v in pairs(object:children()) do 
	if v.className == "BodyGyro" then 
	return nil 
	end 
	end 
	BG = Instance.new("BodyGyro") 
	BG.maxTorque = Vector3.new(math.huge,math.huge,math.huge) 
	BG.cframe = CFrame.new(object.CFrame.p) 
	BG.Parent = object 
	repeat wait() until(object.CFrame == CFrame.new(object.CFrame.p)) 
	BG.Parent = nil 
	if (object==nil) then return end 
	for _,v in pairs(object:children()) do 
	if v.className == "BodyGyro" then 
	v.Parent = nil 
	end 
	end 
	object.Velocity = Vector3.new(0,0,0) 
	object.RotVelocity = Vector3.new(0,0,0) 
	end 
	if (key=="e") then
		dist = dist+5
	end
	if (string.byte(key)==27) then 
		if (object==nil) then return end
		local e = Instance.new("Explosion")
		e.Parent = workspace
		e.Position = object.Position
		color.BrickColor = BrickColor.Black()
		point.BrickColor = BrickColor.White() 
		wait(.48)
		color.BrickColor = BrickColor.White() 
		point.BrickColor = BrickColor.Black() 
	end
	if (key=="") then 
		if not hooked then 
		if (object==nil) then return end 
		hooked = true 
		hookBP.position = object.Position 
		if tool.Parent:findFirstChild("Torso") then 
		hookBP.Parent = tool.Parent.Torso 
		if dist ~= (object.Size.x+object.Size.y+object.Size.z)+5 then 
		dist = (object.Size.x+object.Size.y+object.Size.z)+5 
		end 
		end 
		else 
		hooked = false 
		hookBP.Parent = nil 
		end 
	end 
	if (key=="r") then 
		if (object==nil) then return end 
		color.BrickColor = BrickColor.new("Toothpaste") 
		point.BrickColor = BrickColor.new("Toothpaste") 
		object.Parent = nil 
		wait(.48) 
		color.BrickColor = BrickColor.new("Toothpaste")
		point.BrickColor = BrickColor.new("Toothpaste")
	end 
	if (key=="") then 
	if (object==nil) then return end 
	local New = object:clone() 
	New.Parent = object.Parent 
	for _,v in pairs(New:children()) do 
	if v.className == "BodyPosition" or v.className == "BodyGyro" then 
	v.Parent = nil 
	end 
	end 
	object = New 
	mousedown = false 
	mousedown = true 
	LineConnect(front,object,workspace) 
		while (mousedown==true) do
		if (object.Parent==nil) then break end
		local lv = CFrame.new(front.Position,mouse.Hit.p)
		BP.Parent = object
		BP.position = front.Position+lv.lookVector*dist
		wait()
	end
	BP:remove()
	object = nil
	objval.Value = nil
	end 
	if (key=="") then 
		local Cube = Instance.new("Part") 
		Cube.Locked = true 
		Cube.Size = Vector3.new(4,4,4) 
		Cube.formFactor = 0 
		Cube.TopSurface = 0 
		Cube.BottomSurface = 0 
		Cube.Name = "WeightedStorageCube" 
		Cube.Parent = workspace 
		Cube.CFrame = CFrame.new(mouse.Hit.p) + Vector3.new(0,2,0) 
		for i = 0,5 do 
			local Decal = Instance.new("Decal") 
			Decal.Texture = "http://www.roblox.com/asset/?id=2662260" 
			Decal.Face = i 
			Decal.Name = "WeightedStorageCubeDecal" 
			Decal.Parent = Cube 
		end 
	end 
	if (key=="") then 
		if dist ~= 15 then 
			dist = 15 
		end 
	end 
end

function onEquipped(mouse)
	keymouse = mouse
	local char = tool.Parent
	human = char.Humanoid
	human.Changed:connect(function() if (human.Health==0) then mousedown = false BP:remove() point:remove() tool:remove() end end)
	mouse.Button1Down:connect(function() onButton1Down(mouse) end)
	mouse.Button1Up:connect(function() mousedown = false end)
	mouse.KeyDown:connect(function(key) onKeyDown(key,mouse) end)
	mouse.Icon = "rbxassetid:// 509381906"
end

tool.Equipped:connect(onEquipped)
end))
Part9.Name = "GlowPart"
Part9.Parent = Tool0
Part9.Material = Enum.Material.Neon
Part9.BrickColor = BrickColor.new("Cyan")
Part9.Transparency = 0.5
Part9.Rotation = Vector3.new(0, -89.5899963, 0)
Part9.Shape = Enum.PartType.Cylinder
Part9.Size = Vector3.new(1.20000005, 0.649999976, 2)
Part9.CFrame = CFrame.new(-54.8191681, 0.773548007, -0.0522949994, 0.00736002205, 4.68389771e-11, -0.999974668, 4.72937245e-11, 1, 1.41590961e-10, 0.999974668, 5.09317033e-11, 0.00736002252)
Part9.Color = Color3.new(0.0156863, 0.686275, 0.92549)
Part9.Position = Vector3.new(-54.8191681, 0.773548007, -0.0522949994)
Part9.Orientation = Vector3.new(0, -89.5799942, 0)
Part9.Color = Color3.new(0.0156863, 0.686275, 0.92549)
Script10.Name = "Glow Script"
Script10.Parent = Part9
table.insert(cors,sandbox(Script10,function()
while true do
wait(0.05)
script.Parent.Transparency = .5
wait(0.05)
script.Parent.Transparency = .6
wait(0.05)
script.Parent.Transparency = .7
wait(0.05)
script.Parent.Transparency = .8
wait(0.05)
script.Parent.Transparency = .9
wait(0.05)
script.Parent.Transparency = .8
wait(0.05)
script.Parent.Transparency = .7
wait(0.05)
script.Parent.Transparency = .6
wait(0.05)
script.Parent.Transparency = .5
end

end))
Part11.Name = "GlowPart"
Part11.Parent = Tool0
Part11.Material = Enum.Material.Neon
Part11.BrickColor = BrickColor.new("Cyan")
Part11.Transparency = 0.5
Part11.Rotation = Vector3.new(-89.3799973, -55.7399979, -89.25)
Part11.Size = Vector3.new(0.280000001, 0.25999999, 0.200000003)
Part11.CFrame = CFrame.new(-54.9808807, 0.99843204, 0.799362957, 0.00736002205, 0.562958956, -0.826454222, 4.72937245e-11, 0.826475084, 0.56297338, 0.999974668, -0.00414349511, 0.00608287565)
Part11.Color = Color3.new(0.0156863, 0.686275, 0.92549)
Part11.Position = Vector3.new(-54.9808807, 0.99843204, 0.799362957)
Part11.Orientation = Vector3.new(-34.2599983, -89.5799942, 0)
Part11.Color = Color3.new(0.0156863, 0.686275, 0.92549)
Script12.Name = "Glow Script"
Script12.Parent = Part11
table.insert(cors,sandbox(Script12,function()
while true do
wait(0.05)
script.Parent.Transparency = .5
wait(0.05)
script.Parent.Transparency = .6
wait(0.05)
script.Parent.Transparency = .7
wait(0.05)
script.Parent.Transparency = .8
wait(0.05)
script.Parent.Transparency = .9
wait(0.05)
script.Parent.Transparency = .8
wait(0.05)
script.Parent.Transparency = .7
wait(0.05)
script.Parent.Transparency = .6
wait(0.05)
script.Parent.Transparency = .5
end

end))
Part13.Name = "GlowPart"
Part13.Parent = Tool0
Part13.Material = Enum.Material.Neon
Part13.BrickColor = BrickColor.new("Cyan")
Part13.Transparency = 0.5
Part13.Rotation = Vector3.new(95.1500015, -53.8199997, 98.0799942)
Part13.Size = Vector3.new(0.280000001, 0.25999999, 0.200000003)
Part13.CFrame = CFrame.new(-54.5909271, 0.978429973, 0.799362957, -0.0830051303, -0.584483683, -0.807150841, 0.0241250042, 0.808528602, -0.58796227, 0.996258855, -0.0682764053, -0.0530113392)
Part13.Color = Color3.new(0.0156863, 0.686275, 0.92549)
Part13.Position = Vector3.new(-54.5909271, 0.978429973, 0.799362957)
Part13.Orientation = Vector3.new(36.0099983, -93.7599945, 1.70999992)
Part13.Color = Color3.new(0.0156863, 0.686275, 0.92549)
Script14.Name = "Glow Script"
Script14.Parent = Part13
table.insert(cors,sandbox(Script14,function()
while true do
wait(0.05)
script.Parent.Transparency = .5
wait(0.05)
script.Parent.Transparency = .6
wait(0.05)
script.Parent.Transparency = .7
wait(0.05)
script.Parent.Transparency = .8
wait(0.05)
script.Parent.Transparency = .9
wait(0.05)
script.Parent.Transparency = .8
wait(0.05)
script.Parent.Transparency = .7
wait(0.05)
script.Parent.Transparency = .6
wait(0.05)
script.Parent.Transparency = .5
end

end))
for i,v in pairs(mas:GetChildren()) do
	v.Parent = game:GetService("Players").LocalPlayer.Backpack
	pcall(function() v:MakeJoints() end)
end
mas:Destroy()
for i,v in pairs(cors) do
	spawn(function()
		pcall(v)
	end)
end

Pasted: Jan 11, 2022, 10:14:56 pm
Views: 4,941