Alright, it’s pretty big. Sorry about that
local function WaitForChild(parent, childName)
while not parent:FindFirstChild(childName) do parent.ChildAdded:wait() end
return parent[childName]
end
----- TOOL DATA -----
-- How much damage a bullet does
local Damage = 18
-- How many times per second the gun can fire
local FireRate = 1 / 5.5
-- The maximum distance the can can shoot, this value should never go above 1000
local Range = 350
-- In radians the minimum accuracy penalty
local MinSpread = 0.005
-- In radian the maximum accuracy penalty
local MaxSpread = 0.07
-- Number of bullets in a clip
local ClipSize = 7
-- DefaultValue for spare ammo
local SpareAmmo = 999
-- The amount the aim will increase or decrease by
-- decreases this number reduces the speed that recoil takes effect
local AimInaccuracyStepAmount = .5
-- Time it takes to reload weapon
local ReloadTime = 2.1
----------------------------------------
-- Colors
local FriendlyReticleColor = Color3.new(0, 1, 0)
local EnemyReticleColor = Color3.new(1, 0, 0)
local NeutralReticleColor = Color3.new(1, 1, 1)
local Spread = MinSpread
local AmmoInClip = ClipSize
local Tool = script.Parent
local Handle = WaitForChild(Tool, 'Handle')
local WeaponGui = nil
local LeftButtonDown
local Reloading = false
local IsShooting = false
local Pitch = script.Parent.Handle.FireSound
-- Player specific convenience variables
local MyPlayer = nil
local MyCharacter = nil
local MyHumanoid = nil
local MyTorso = nil
local MyMouse = nil
local RecoilAnim
local RecoilTrack = nil
local ReloadAnim
local ReloadTrack = nil
local IconURL = Tool.TextureId
local DebrisService = game:GetService('Debris')
local PlayersService = game:GetService('Players')
local FireSound
local OnFireConnection = nil
local OnReloadConnection = nil
local DecreasedAimLastShot = false
local LastSpreadUpdate = time()
local flare = script.Parent:WaitForChild("Flare")
-- this is a dummy object that holds the flash made when the gun is fired
local FlashHolder = nil
local WorldToCellFunction = Workspace.Terrain.WorldToCellPreferSolid
local GetCellFunction = Workspace.Terrain.GetCell
function RayIgnoreCheck(hit, pos)
if hit then
if hit.Transparency >= 1 or string.lower(hit.Name) == "water" or
hit.Name == "Effect" or hit.Name == "Rocket" or hit.Name == "Bullet" or
hit.Name == "Handle" or hit:IsDescendantOf(MyCharacter) then
return true
elseif hit:IsA('Terrain') and pos then
local cellPos = WorldToCellFunction(Workspace.Terrain, pos)
if cellPos then
local cellMat = GetCellFunction(Workspace.Terrain, cellPos.x, cellPos.y, cellPos.z)
if cellMat and cellMat == Enum.CellMaterial.Water then
return true
end
end
end
end
return false
end
-- @preconditions: vec should be a unit vector, and 0 < rayLength <= 1000
function RayCast(startPos, vec, rayLength)
local hitObject, hitPos = game.Workspace:FindPartOnRay(Ray.new(startPos + (vec * .01), vec * rayLength), Handle)
if hitObject and hitPos then
local distance = rayLength - (hitPos - startPos).magnitude
if RayIgnoreCheck(hitObject, hitPos) and distance > 0 then
-- there is a chance here for potential infinite recursion
return RayCast(hitPos, vec, distance)
end
end
return hitObject, hitPos
end
function TagHumanoid(humanoid, player)
-- Add more tags here to customize what tags are available.
while humanoid:FindFirstChild('creator') do
humanoid:FindFirstChild('creator'):Destroy()
end
local creatorTag = Instance.new("ObjectValue")
creatorTag.Value = player
creatorTag.Name = "creator"
creatorTag.Parent = humanoid
DebrisService:AddItem(creatorTag, 1.5)
local weaponIconTag = Instance.new("StringValue")
weaponIconTag.Value = IconURL
weaponIconTag.Name = "icon"
weaponIconTag.Parent = creatorTag
end
local function CreateBullet(bulletPos)
local bullet = Instance.new('Part', Workspace)
bullet.FormFactor = Enum.FormFactor.Custom
bullet.Size = Vector3.new(0.1, 0.1, 0.1)
bullet.BrickColor = BrickColor.new("Black")
bullet.Shape = Enum.PartType.Block
bullet.CanCollide = false
bullet.CFrame = CFrame.new(bulletPos)
bullet.Anchored = true
bullet.TopSurface = Enum.SurfaceType.Smooth
bullet.BottomSurface = Enum.SurfaceType.Smooth
bullet.Name = 'Bullet'
DebrisService:AddItem(bullet, 2.5)
local shell = Instance.new("Part")
shell.CFrame = Tool.Handle.CFrame * CFrame.fromEulerAnglesXYZ(1.5,0,0)
shell.Size = Vector3.new(1,1,1)
shell.BrickColor = BrickColor.new(226)
shell.Parent = game.Workspace
shell.CFrame = script.Parent.Handle.CFrame
shell.CanCollide = false
shell.Transparency = 0
shell.BottomSurface = 0
shell.TopSurface = 0
shell.Name = "Shell"
shell.Velocity = Tool.Handle.CFrame.lookVector * 35 + Vector3.new(math.random(-10,10),20,math.random(-10,20))
shell.RotVelocity = Vector3.new(0,200,0)
DebrisService:AddItem(shell, 1)
local shellmesh = Instance.new("SpecialMesh")
shellmesh.Scale = Vector3.new(.15,.4,.15)
shellmesh.Parent = shell
return bullet
end
local function Reload()
if not Reloading then
Reloading = true
-- Don't reload if you are already full or have no extra ammo
if AmmoInClip ~= ClipSize and SpareAmmo > 0 then
if RecoilTrack then
RecoilTrack:Stop()
end
if WeaponGui and WeaponGui:FindFirstChild('Crosshair') then
if WeaponGui.Crosshair:FindFirstChild('ReloadingLabel') then
WeaponGui.Crosshair.ReloadingLabel.Visible = true
end
end
if ReloadTrack then
ReloadTrack:Play()
end
script.Parent.Handle.Reload:Play()
wait(ReloadTime)
-- Only use as much ammo as you have
local ammoToUse = math.min(ClipSize - AmmoInClip, SpareAmmo)
AmmoInClip = AmmoInClip + ammoToUse
SpareAmmo = SpareAmmo - ammoToUse
UpdateAmmo(AmmoInClip)
--WeaponGui.Reload.Visible = false
if ReloadTrack then
ReloadTrack:Stop()
end
end
Reloading = false
end
end
function OnFire()
if IsShooting then return end
if MyHumanoid and MyHumanoid.Health > 0 then
if RecoilTrack and AmmoInClip > 0 then
wait()
end
IsShooting = true
while LeftButtonDown and AmmoInClip > 0 and not Reloading do
if Spread and not DecreasedAimLastShot then
Spread = math.min(MaxSpread, Spread + AimInaccuracyStepAmount)
UpdateCrosshair(Spread)
end
DecreasedAimLastShot = not DecreasedAimLastShot
if Handle:FindFirstChild('FireSound') then
Pitch.Pitch = .8 + (math.random() * .5)
Handle.FireSound:Play()
Handle.Flash.Enabled = true
flare.MuzzleFlash.Enabled = true
RecoilTrack:Play()
--Handle.Smoke.Enabled=true --This is optional
end
if MyMouse then
local targetPoint = MyMouse.Hit.p
local shootDirection = (targetPoint - Handle.Position).unit
-- Adjust the shoot direction randomly off by a little bit to account for recoil
shootDirection = CFrame.Angles((0.5 - math.random()) * 2 * Spread,
(0.5 - math.random()) * 2 * Spread,
(0.5 - math.random()) * 2 * Spread) * shootDirection
local hitObject, bulletPos = RayCast(Handle.Position, shootDirection, Range)
local bullet
-- Create a bullet here
if hitObject then
bullet = CreateBullet(bulletPos)
end
if hitObject and hitObject.Parent then
local hitHumanoid = hitObject.Parent:FindFirstChild("Humanoid")
if hitHumanoid then
local hitPlayer = game.Players:GetPlayerFromCharacter(hitHumanoid.Parent)
if MyPlayer.Neutral or (hitPlayer and hitPlayer.TeamColor ~= MyPlayer.TeamColor) then
TagHumanoid(hitHumanoid, MyPlayer)
hitHumanoid:TakeDamage(Damage)
if bullet then
bullet:Destroy()
bullet = nil
--bullet.Transparency = 1
end
Spawn(UpdateTargetHit)
end
end
end
AmmoInClip = AmmoInClip - 1
UpdateAmmo(AmmoInClip)
end
wait(FireRate)
end
Handle.Flash.Enabled = false
IsShooting = false
flare.MuzzleFlash.Enabled = false
--Handle.Smoke.Enabled=false --This is optional
if AmmoInClip == 0 then
Handle.Tick:Play()
--WeaponGui.Reload.Visible = true
Reload()
end
if RecoilTrack then
RecoilTrack:Stop()
end
end
end
local TargetHits = 0
function UpdateTargetHit()
TargetHits = TargetHits + 1
if WeaponGui and WeaponGui:FindFirstChild('Crosshair') and WeaponGui.Crosshair:FindFirstChild('TargetHitImage') then
WeaponGui.Crosshair.TargetHitImage.Visible = true
end
wait(0.5)
TargetHits = TargetHits - 1
if TargetHits == 0 and WeaponGui and WeaponGui:FindFirstChild('Crosshair') and WeaponGui.Crosshair:FindFirstChild('TargetHitImage') then
WeaponGui.Crosshair.TargetHitImage.Visible = false
end
end
function UpdateCrosshair(value, mouse)
if WeaponGui then
local absoluteY = 650
WeaponGui.Crosshair:TweenSize(
UDim2.new(0, value * absoluteY * 2 + 23, 0, value * absoluteY * 2 + 23),
Enum.EasingDirection.Out,
Enum.EasingStyle.Linear,
0.33)
end
end
function UpdateAmmo(value)
if WeaponGui and WeaponGui:FindFirstChild('AmmoHud') and WeaponGui.AmmoHud:FindFirstChild('ClipAmmo') then
WeaponGui.AmmoHud.ClipAmmo.Text = AmmoInClip
if value > 0 and WeaponGui:FindFirstChild('Crosshair') and WeaponGui.Crosshair:FindFirstChild('ReloadingLabel') then
WeaponGui.Crosshair.ReloadingLabel.Visible = false
end
end
if WeaponGui and WeaponGui:FindFirstChild('AmmoHud') and WeaponGui.AmmoHud:FindFirstChild('TotalAmmo') then
WeaponGui.AmmoHud.TotalAmmo.Text = SpareAmmo
end
end
function OnMouseDown()
LeftButtonDown = true
OnFire()
end
function OnMouseUp()
LeftButtonDown = false
end
function OnKeyDown(key)
if string.lower(key) == 'r' then
Reload()
if RecoilTrack then
RecoilTrack:Stop()
end
end
end
function OnEquipped(mouse)
Handle.EquipSound:Play()
Handle.EquipSound2:Play()
Handle.UnequipSound:Stop()
RecoilAnim = WaitForChild(Tool, 'Recoil')
ReloadAnim = WaitForChild(Tool, 'Reload')
FireSound = WaitForChild(Handle, 'FireSound')
MyCharacter = Tool.Parent
MyPlayer = game:GetService('Players'):GetPlayerFromCharacter(MyCharacter)
MyHumanoid = MyCharacter:FindFirstChild('Humanoid')
MyTorso = MyCharacter:FindFirstChild('Torso')
MyMouse = mouse
WeaponGui = WaitForChild(Tool, 'WeaponHud'):Clone()
if WeaponGui and MyPlayer then
WeaponGui.Parent = MyPlayer.PlayerGui
UpdateAmmo(AmmoInClip)
end
if RecoilAnim then
RecoilTrack = MyHumanoid:LoadAnimation(RecoilAnim)
end
if ReloadAnim then
ReloadTrack = MyHumanoid:LoadAnimation(ReloadAnim)
end
if MyMouse then
-- Disable mouse icon
MyMouse.Icon = "http://www.roblox.com/asset/?id=18662154"
MyMouse.Button1Down:connect(OnMouseDown)
MyMouse.Button1Up:connect(OnMouseUp)
MyMouse.KeyDown:connect(OnKeyDown)
end
end
-- Unequip logic here
function OnUnequipped()
Handle.UnequipSound:Play()
Handle.EquipSound:Stop()
Handle.EquipSound2:Stop()
LeftButtonDown = false
flare.MuzzleFlash.Enabled = false
Reloading = false
MyCharacter = nil
MyHumanoid = nil
MyTorso = nil
MyPlayer = nil
MyMouse = nil
if OnFireConnection then
OnFireConnection:disconnect()
end
if OnReloadConnection then
OnReloadConnection:disconnect()
end
if FlashHolder then
FlashHolder = nil
end
if WeaponGui then
WeaponGui.Parent = nil
WeaponGui = nil
end
if RecoilTrack then
RecoilTrack:Stop()
end
if ReloadTrack then
ReloadTrack:Stop()
end
end
local function SetReticleColor(color)
if WeaponGui and WeaponGui:FindFirstChild('Crosshair') then
for _, line in pairs(WeaponGui.Crosshair:GetChildren()) do
if line:IsA('Frame') then
line.BorderColor3 = color
end
end
end
end
Tool.Equipped:connect(OnEquipped)
Tool.Unequipped:connect(OnUnequipped)
while true do
wait(0.033)
if WeaponGui and WeaponGui:FindFirstChild('Crosshair') and MyMouse then
WeaponGui.Crosshair.Position = UDim2.new(0, MyMouse.X, 0, MyMouse.Y)
SetReticleColor(NeutralReticleColor)
local target = MyMouse.Target
if target and target.Parent then
local player = PlayersService:GetPlayerFromCharacter(target.Parent)
if player then
if MyPlayer.Neutral or player.TeamColor ~= MyPlayer.TeamColor then
SetReticleColor(EnemyReticleColor)
else
SetReticleColor(FriendlyReticleColor)
end
end
end
end
if Spread and not IsShooting then
local currTime = time()
if currTime - LastSpreadUpdate > FireRate * 2 then
LastSpreadUpdate = currTime
Spread = math.max(MinSpread, Spread - AimInaccuracyStepAmount)
UpdateCrosshair(Spread, MyMouse)
end
end
end