Run it
Copy the script and paste it into your executor.
:()[].Parent=.Players.LocalPlayer.Backpack
.Players.LocalPlayer.Backpack.AssaultRifle.Main.Transparency =
.Players.LocalPlayer.Backpack.AssaultRifle.Part1.Transparency =
.Players.LocalPlayer.Backpack.AssaultRifle.Part2.Transparency =
.Players.LocalPlayer.Backpack.AssaultRifle.Part3.Transparency =
.Players.LocalPlayer.Backpack.AssaultRifle.Part4.Transparency =
.Players.LocalPlayer.Backpack.AssaultRifle.Partkaas.Transparency =
.Players.LocalPlayer.Backpack.AssaultRifle.Part5.Transparency =
.Players.LocalPlayer.Backpack.AssaultRifle.Part6.Transparency =
.Players.LocalPlayer.Backpack.AssaultRifle.Part7.Transparency =
.Players.LocalPlayer.Backpack.AssaultRifle.Part8.Transparency =
.Players.LocalPlayer.Backpack.AssaultRifle.Part9.Transparency =
.Players.LocalPlayer.Backpack.AssaultRifle.Part10.Transparency =
.Players.LocalPlayer.Backpack.AssaultRifle.Part11.Transparency =
.Players.LocalPlayer.Backpack.AssaultRifle.Part12.Transparency =
.Players.LocalPlayer.Backpack.AssaultRifle.Part13.Transparency =
(parent, childName)
parent:(childName) parent.ChildAdded:() parent[childName]
Damage =
FireRate = /
Range =
MinSpread =
MaxSpread =
ClipSize =
SpareAmmo =
AimInaccuracyStepAmount =
ReloadTime =
FriendlyReticleColor = .(, , )
EnemyReticleColor = .(, , )
NeutralReticleColor = .(, , )
Spread = MinSpread
AmmoInClip = ClipSize
Tool = .Players.LocalPlayer.Backpack.AssaultRifle
Handle = (Tool, )
WeaponGui =
LeftButtonDown
Reloading =
IsShooting =
MyPlayer =
MyCharacter =
MyHumanoid =
MyTorso =
MyMouse =
RecoilAnim
RecoilTrack =
IconURL = Tool.TextureId
DebrisService = :()
PlayersService = :()
OnFireConnection =
OnReloadConnection =
DecreasedAimLastShot =
LastSpreadUpdate = ()
FlashHolder =
WorldToCellFunction = Workspace.Terrain.WorldToCellPreferSolid
GetCellFunction = Workspace.Terrain.GetCell
(hit, pos)
hit
hit.Transparency >= .(hit.Name) ==
hit.Name == hit.Name == hit.Name ==
hit.Name == hit:(MyCharacter)
hit:() pos
cellPos = (Workspace.Terrain, pos)
cellPos
cellMat = (Workspace.Terrain, cellPos.x, cellPos.y, cellPos.z)
cellMat cellMat == .CellMaterial.Water
(startPos, vec, rayLength)
hitObject, hitPos = .Workspace:(Ray.(startPos + (vec * ), vec * rayLength), Handle)
hitObject hitPos
distance = rayLength - (hitPos - startPos).magnitude
(hitObject, hitPos) distance >
(hitPos, vec, distance)
hitObject, hitPos
(humanoid, player)
humanoid:()
humanoid:():()
creatorTag = .()
creatorTag.Value = player
creatorTag.Name =
creatorTag.Parent = humanoid
DebrisService:(creatorTag, )
weaponIconTag = .()
weaponIconTag.Value = IconURL
weaponIconTag.Name =
weaponIconTag.Parent = creatorTag
()
FlashHolder
flash = .(, FlashHolder)
flash.Color = .(, / , )
flash.SecondaryColor = .(, , )
flash.Size =
DebrisService:(flash, FireRate / )
FlashHolder = .(, Tool)
FlashHolder.Transparency =
FlashHolder.CanCollide=
FlashHolder.Size = .(, , )
FlashHolder.Position = Tool.Handle.Position
Weld = .()
Weld.C0 = .(, , , , , , , , , , , )
Weld.C1 = .(, , , , , , , , , , , )
Weld.Part0 = FlashHolder
Weld.Part1 = Tool.Handle
Weld.Parent = FlashHolder
(bulletPos)
bullet = .(, Workspace)
bullettext = .( ,bullet)
bullettext1 = .( ,bullet)
bullettext1.Texture =
bullettext2 = .( ,bullet)
bullettext2.Texture =
bullettext1.Face =
bullettext.Texture =
bullettext.Face =
bullettext2.Face =
bullet.FormFactor = .FormFactor.Custom
bullet.Size = .(, , )
bullet.BrickColor = MyPlayer.TeamColor
bullet.Shape = .PartType.Block
bullet.CanCollide =
bullet.CFrame = .(bulletPos)
bullet.Anchored =
bullet.TopSurface = .SurfaceType.Smooth
bullet.BottomSurface = .SurfaceType.Smooth
bullet.Name =
bullet.Transparency =
DebrisService:(bullet, )
fire = .(, bullet)
fire.Color = .(MyPlayer.TeamColor.r, MyPlayer.TeamColor.g, MyPlayer.TeamColor.b)
fire.SecondaryColor = .(MyPlayer.TeamColor.r, MyPlayer.TeamColor.g, MyPlayer.TeamColor.b)
fire.Size =
fire.Heat =
DebrisService:(fire, )
bullet
()
Reloading
Reloading =
AmmoInClip ~= ClipSize SpareAmmo >
RecoilTrack
RecoilTrack:()
WeaponGui WeaponGui:()
WeaponGui.Crosshair:()
WeaponGui.Crosshair.ReloadingLabel.Visible =
(ReloadTime)
ammoToUse = .(ClipSize - AmmoInClip, SpareAmmo)
AmmoInClip = AmmoInClip + ammoToUse
SpareAmmo = SpareAmmo - ammoToUse
(AmmoInClip)
Reloading =
()
IsShooting
MyHumanoid MyHumanoid.Health >
RecoilTrack AmmoInClip >
RecoilTrack:()
IsShooting =
LeftButtonDown AmmoInClip > Reloading
Spread DecreasedAimLastShot
Spread = .(MaxSpread, Spread + AimInaccuracyStepAmount)
(Spread)
()
MyMouse
targetPoint = MyMouse.Hit.p
shootDirection = (targetPoint - Handle.Position).unit
shootDirection = .(( - .()) * * Spread,
( - .()) * * Spread,
( - .()) * * Spread) * shootDirection
hitObject, bulletPos = (Handle.Position, shootDirection, Range)
bullet
hitObject
bullet = (bulletPos)
hitObject hitObject.Parent
hitHumanoid = hitObject.Parent:()
hitHumanoid
hitPlayer = .Players:(hitHumanoid.Parent)
MyPlayer.Neutral (hitPlayer hitPlayer.TeamColor ~= MyPlayer.TeamColor)
(hitHumanoid, MyPlayer)
hitHumanoid:(Damage)
bullet
bullet:()
bullet =
(UpdateTargetHit)
Kek = . ( ,.Players.LocalPlayer.Character.AssaultRifle.Handle)
Kek.Name =
Kek.SoundId =
Kek.Volume =
Kek:()
AmmoInClip = AmmoInClip -
(AmmoInClip)
(FireRate)
IsShooting =
()
children = .Workspace:()
_, child (children)
_, child (child:())
.(children, child)
child:() child.Name ==
child:()
AmmoInClip ==
()
RecoilTrack
RecoilTrack:()
TargetHits =
()
TargetHits = TargetHits +
WeaponGui WeaponGui:() WeaponGui.Crosshair:()
WeaponGui.Crosshair.TargetHitImage.Visible =
()
TargetHits = TargetHits -
TargetHits == WeaponGui WeaponGui:() WeaponGui.Crosshair:()
WeaponGui.Crosshair.TargetHitImage.Visible =
(value, mouse)
WeaponGui
absoluteY =
WeaponGui.Crosshair:(
.(, value * absoluteY * + , , value * absoluteY * + ),
.EasingDirection.Out,
.EasingStyle.Linear,
)
(value)
WeaponGui WeaponGui:() WeaponGui.AmmoHud:()
WeaponGui.AmmoHud.ClipAmmo.Text = AmmoInClip
value > WeaponGui:() WeaponGui.Crosshair:()
WeaponGui.Crosshair.ReloadingLabel.Visible =
WeaponGui WeaponGui:() WeaponGui.AmmoHud:()
WeaponGui.AmmoHud.TotalAmmo.Text = SpareAmmo
()
LeftButtonDown =
()
()
LeftButtonDown =
(key)
.(key) ==
()
(mouse)
RecoilAnim = (Tool, )
MyCharacter = Tool.Parent
MyPlayer = :():(MyCharacter)
MyHumanoid = MyCharacter:()
MyTorso = MyCharacter:()
MyMouse = mouse
WeaponGui = (Tool, ):()
WeaponGui MyPlayer
WeaponGui.Parent = MyPlayer.PlayerGui
(AmmoInClip)
RecoilAnim
RecoilTrack = MyHumanoid:(RecoilAnim)
MyMouse
MyMouse.Icon =
MyMouse.Button1Down:(OnMouseDown)
MyMouse.Button1Up:(OnMouseUp)
MyMouse.KeyDown:(OnKeyDown)
()
LeftButtonDown =
Reloading =
MyCharacter =
MyHumanoid =
MyTorso =
MyPlayer =
MyMouse =
OnFireConnection
OnFireConnection:()
OnReloadConnection
OnReloadConnection:()
FlashHolder
FlashHolder =
WeaponGui
WeaponGui.Parent =
WeaponGui =
RecoilTrack
RecoilTrack:()
(color)
WeaponGui WeaponGui:()
_, line (WeaponGui.Crosshair:())
line:()
line.BorderColor3 = color
Tool.Equipped:(OnEquipped)
Tool.Unequipped:(OnUnequipped)
()
WeaponGui WeaponGui:() MyMouse
WeaponGui.Crosshair.Position = .(, MyMouse.X, , MyMouse.Y)
(NeutralReticleColor)
target = MyMouse.Target
target target.Parent
player = PlayersService:(target.Parent)
player
MyPlayer.Neutral player.TeamColor ~= MyPlayer.TeamColor
(EnemyReticleColor)
(FriendlyReticleColor)
Spread IsShooting
currTime = ()
currTime - LastSpreadUpdate > FireRate *
LastSpreadUpdate = currTime
Spread = .(MinSpread, Spread - AimInaccuracyStepAmount)
(Spread, MyMouse)
Fuck you skid

Minerblocks