- --https://www.roblox.com/catalog/5154115297/Type-40-Juggernauts-Chain-Gun
- --Keybinds
- _G.UnReanimateKey = "q" --The keybind for unreanimating.
- _G.ReanimateKey = "e" --The keybind for reanimating.
- _G.R6ToggleKey = "r" --The keybind for toggling R15 to R6.
- _G.GodmodeToggleKey = "t" --The keybind for toggling godmode.
- --Options
- _G.CharacterBug = false --Set to true if your uppertorso floats when you use godmode with R15.
- _G.GodMode = true --Set to true if you want godmode.
- _G.R6 = false --Set to true if you wanna enable R15 to R6 when your R15.
- _G.FastLoading = true --Set to true if you want godmode to load faster.
- _G.AutoReanimate = true --Set to true if you want to auto reanimate and disable keybinds after executing.
- loadstring(game:HttpGet("https://paste.ee/r/e4oZ2/0"))()
- repeat wait() until _G.MSG.Text == ""
- wait(0.5)
- Player = game:GetService("Players").LocalPlayer
- PlayerGui = Player.PlayerGui
- Cam = workspace.CurrentCamera
- Backpack = Player.Backpack
- Character = game:GetService("Players").LocalPlayer.Character["NullwareReanim"]
- Humanoid = Character.Humanoid
- Mouse = Player:GetMouse()
- RootPart = Character.HumanoidRootPart
- Torso = Character.Torso
- Head = Character.Head
- RightArm = Character["Right Arm"]
- LeftArm = Character["Left Arm"]
- RightLeg = Character["Right Leg"]
- LeftLeg = Character["Left Leg"]
- RootJoint = RootPart.RootJoint
- Neck = Torso.Neck
- RightShoulder = Torso["Right Shoulder"]
- LeftShoulder = Torso["Left Shoulder"]
- RightHip = Torso["Right Hip"]
- LeftHip = Torso["Left Hip"]
- Equipped = false
- local running = false
- local MOUSEPOS = RootPart.Position
- local TIME = 0
- local gun = false
- local shooting = false
- local sniper = false
- local hammer = false
- local mouseup = false
- local plrs = game:GetService("Players")
- local plr = plrs.LocalPlayer
- local char = plr.Character
- local hrp = char.HumanoidRootPart
- local hrp2 = hrp:Clone()
- hrp2.Parent = char
- hrp.Name = "hi"
- hrp.Transparency = 0
- hrp.Anchored = false
- if hrp:FindFirstChildOfClass("AlignPosition") then
- hrp:FindFirstChildOfClass("AlignPosition"):Destroy()
- end
- if hrp:FindFirstChildOfClass("AlignOrientation") then
- hrp:FindFirstChildOfClass("AlignOrientation"):Destroy()
- end
- local bp = Instance.new("BodyPosition", hrp)
- bp.Position = hrp.Position
- bp.D = 9999999
- bp.P = 999999999999999
- bp.MaxForce = Vector3.new(math.huge,math.huge,math.huge)
- flinger = Instance.new("BodyAngularVelocity",hrp)
- flinger.MaxTorque = Vector3.new(math.huge,math.huge,math.huge)
- flinger.P = 1000000000000000000000000000
- flinger.AngularVelocity = Vector3.new(10000,10000,10000)
- spawn(function()
- while wait() do
- if shooting == false then
- bp.Position = game:GetService("Players").LocalPlayer.Character["NullwareReanim"].HumanoidRootPart.Position
- end
- end
- end)
- plr:GetMouse().Button1Down:Connect(function()
- repeat wait() until shooting == true
- repeat
- wait()
- bp.Position = game:GetService("Players").LocalPlayer:GetMouse().Hit.p
- until shooting == false
- end)
- coroutine.wrap(function()
- while true do
- wait()
- if not Character or not Character:FindFirstChild("Humanoid") or Character:FindFirstChild("Humanoid").Health <= 0 then
- HumanoidIsDead = true
- break
- end
- end
- end)()
- Theme = Instance.new("Sound", Character)
- Theme.Volume = 10
- Theme.Looped = true
- Theme.TimePosition = 0
- Theme.PlaybackSpeed = 1
- Theme.Pitch = 1
- Theme.SoundId = "rbxassetid://130761235"
- Theme.Name = "cooltheme"
- Theme:Play()
- weld = function(parent, part0, part1, c0)
- local weld = it("Weld")
- weld.Parent = parent
- weld.Part0 = part0
- weld.Part1 = part1
- weld.C0 = c0
- return weld
- end
- function unanchor()
- if UNANCHOR == true then
- g = CharacterA:GetChildren()
- for i = 1, #g do
- if g[i].ClassName == "Part" then
- g[i].Anchored = false
- end
- end
- end
- end
- 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
- --//=================================\\
- --|| USEFUL VALUES
- --\\=================================//
- Animation_Speed = 2
- Frame_Speed = 0.016666666666666666
- local FORCERESET = false
- local MODE = 1
- Frame_Speed = 1 / 80 -- (1 / 60) OR (1 / 80)
- local Speed = 25
- local ROOTC0 = CF(0, 0, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
- local NECKC0 = CF(0, 1, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
- local RIGHTSHOULDERC0 = CF(-0.5, 0, 0) * ANGLES(RAD(0), RAD(90), RAD(0))
- local LEFTSHOULDERC0 = CF(0.5, 0, 0) * ANGLES(RAD(0), RAD(-90), RAD(0))
- local DAMAGEMULTIPLIER = 1
- local ANIM = "Idle"
- local ATTACK = false
- local HOLD = false
- local Rooted = false
- local SINE = 0
- local SIZE = 1
- local UserInputService = game:GetService("UserInputService")
- local KEYHOLD = false
- local CHANGE = 2 / Animation_Speed
- local WALKINGANIM = false
- local VALUE1 = false
- local VALUE2 = false
- local ROBLOXIDLEANIMATION = IT("Animation")
- ROBLOXIDLEANIMATION.Name = "Roblox Idle Animation"
- ROBLOXIDLEANIMATION.AnimationId = "http://www.roblox.com/asset/?id=180435571"
- local ANIMATOR = Humanoid.Animator
- local ANIMATE = Character:FindFirstChild("Animate")
- local UNANCHOR = true
- function Swait(NUMBER)
- if NUMBER == 0 or NUMBER == nil then
- game:GetService("RunService").RenderStepped:wait()
- else
- for i = 1, NUMBER do
- game:GetService("RunService").RenderStepped:wait()
- end
- end
- end
- function Raycast(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS)
- return workspace:FindPartOnRay(Ray.new(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS)
- end
- function QuaternionFromCFrame(cf)
- local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
- local trace = m00 + m11 + m22
- if trace > 0 then
- local s = math.sqrt(1 + trace)
- local recip = 0.5 / s
- return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5
- else
- local i = 0
- if m11 > m00 then
- i = 1
- end
- if m22 > (i == 0 and m00 or m11) then
- i = 2
- end
- if i == 0 then
- local s = math.sqrt(m00 - m11 - m22 + 1)
- local recip = 0.5 / s
- return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
- elseif i == 1 then
- local s = math.sqrt(m11 - m22 - m00 + 1)
- local recip = 0.5 / s
- return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip
- elseif i == 2 then
- local s = math.sqrt(m22 - m00 - m11 + 1)
- local recip = 0.5 / s return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
- end
- end
- end
- function QuaternionToCFrame(px, py, pz, x, y, z, w)
- local xs, ys, zs = x + x, y + y, z + z
- local wx, wy, wz = w * xs, w * ys, w * zs
- local xx = x * xs
- local xy = x * ys
- local xz = x * zs
- local yy = y * ys
- local yz = y * zs
- local zz = z * zs
- return CFrame.new(px, py, pz, 1 - (yy + zz), xy - wz, xz + wy, xy + wz, 1 - (xx + zz), yz - wx, xz - wy, yz + wx, 1 - (xx + yy))
- end
- function QuaternionSlerp(a, b, t)
- local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
- local startInterp, finishInterp;
- if cosTheta >= 0.0001 then
- if (1 - cosTheta) > 0.0001 then
- local theta = ACOS(cosTheta)
- local invSinTheta = 1 / SIN(theta)
- startInterp = SIN((1 - t) * theta) * invSinTheta
- finishInterp = SIN(t * theta) * invSinTheta
- else
- startInterp = 1 - t
- finishInterp = t
- end
- else
- if (1 + cosTheta) > 0.0001 then
- local theta = ACOS(-cosTheta)
- local invSinTheta = 1 / SIN(theta)
- startInterp = SIN((t - 1) * theta) * invSinTheta
- finishInterp = SIN(t * theta) * invSinTheta
- else
- startInterp = t - 1
- finishInterp = t
- end
- end
- return a[1] * startInterp + b[1] * finishInterp, a[2] * startInterp + b[2] * finishInterp, a[3] * startInterp + b[3] * finishInterp, a[4] * startInterp + b[4] * finishInterp
- end
- function Clerp(a, b, t)
- local qa = {QuaternionFromCFrame(a)}
- local qb = {QuaternionFromCFrame(b)}
- local ax, ay, az = a.x, a.y, a.z
- local bx, by, bz = b.x, b.y, b.z
- local _t = 1 - t
- return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t))
- end
- function weld(parent,part1,part0,c0,c1)
- local weld = Instance.new("Weld")
- weld.Parent=parent
- weld.Part1=part1
- weld.Part0=part0
- weld.C0=c0
- weld.C1=c1
- return weld
- end
- function theme(ID, timepos, pitch, vol)
- local kanz = kan
- kanz.PlaybackSpeed = pitch
- kanz.Pitch = pitch
- kanz.SoundId = ID
- kanz.Name = "wrecked"
- kanz.Looped = true
- end
- --weld
- local chr = game:GetService("Players").LocalPlayer.Character["NullwareReanim"]
- local yes = chr["Juggernaut's Chaingun"]
- yes.Handle:FindFirstChild("AccessoryWeld"):Remove()
- function weld(parent,part1,part0,c0,c1)
- local weld = Instance.new("Weld")
- weld.Parent=parent
- weld.Part1=part1
- weld.Part0=part0
- weld.C0=c0
- weld.C1=c1
- return weld
- end
- local handleweld = yes.Handle
- handleweld = weld(handleweld,chr["Right Arm"],handleweld,CFrame.new(0, 0, 0), CFrame.new(-2, -1, -.7) * CFrame.Angles(math.rad(-30), math.rad(70), math.rad(10)))
- -- sprint
- Humanoid.WalkSpeed = 10
- Mouse.KeyDown:connect(function(key)
- if string.byte(key) == 50 then
- Humanoid.WalkSpeed = 58.82
- end
- end)
- Mouse.KeyUp:connect(function(key)
- if string.byte(key) == 50 then
- Humanoid.WalkSpeed = 10
- end
- end)
- function turnto(position)
- RootPart.CFrame = CFrame.new(RootPart.CFrame.p, Vector3.new(position.X, RootPart.Position.Y, position.Z)) * CFrame.new(0, 0, 0)
- end
- function Shoot()
- HOLD = true
- kan = Instance.new("Sound", Character)
- kan.Volume = 10
- kan.Looped = true
- kan.TimePosition = 0
- kan.PlaybackSpeed = 1
- kan.Pitch = 1
- kan.SoundId = "rbxassetid://3145784977"
- kan.Name = "bang"
- kan:Play()
- while HOLD == true do
- wait()
- turnto(Mouse.Hit.p)
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 , 0 , 0.2 + 0.1 * COS(SINE / 35)) * ANGLES(RAD(8), RAD(0), RAD(-75)), 0.15 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.4+ 0.1 * SIN(SINE / 35), -.5) * ANGLES(RAD(20), RAD(10), RAD(-25 + 1 * COS(SINE / 35)))* RIGHTSHOULDERC0, 0.15 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.4 + 0.1 * SIN(SINE / 35), 0) * ANGLES(RAD(110), RAD(-10), RAD(45 + -1 * COS(SINE / 35))) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1- 0.1 * COS(SINE / 35), 0) * ANGLES(RAD(0), RAD(86), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1- 0.1 * COS(SINE / 35) , 0) * ANGLES(RAD(0), RAD(-86), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- wait()
- turnto(Mouse.Hit.p)
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 , 0 , 0.2 + 0.1 * COS(SINE / 35)) * ANGLES(RAD(8), RAD(0), RAD(-75)), 0.15 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(3, 0.4+ 0.1 * SIN(SINE / 35), -.5) * ANGLES(RAD(20), RAD(10), RAD(-25 + 1 * COS(SINE / 35)))* RIGHTSHOULDERC0, 0.15 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-3, 0.4 + 0.1 * SIN(SINE / 35), 0) * ANGLES(RAD(110), RAD(-10), RAD(45 + -1 * COS(SINE / 35))) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1- 0.1 * COS(SINE / 35), 0) * ANGLES(RAD(0), RAD(86), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1- 0.1 * COS(SINE / 35) , 0) * ANGLES(RAD(0), RAD(-86), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- end
- end
- function ShootReady()
- ATTACK = true
- Humanoid.WalkSpeed = 3
- while ATTACK == true do
- Swait()
- turnto(Mouse.Hit.p)
- RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0 , 0 , 0.2 + 0.1 * COS(SINE / 35)) * ANGLES(RAD(8), RAD(0), RAD(-75)), 0.15 / Animation_Speed)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.4+ 0.1 * SIN(SINE / 35), -.5) * ANGLES(RAD(20), RAD(10), RAD(-25 + 1 * COS(SINE / 35)))* RIGHTSHOULDERC0, 0.15 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.4 + 0.1 * SIN(SINE / 35), 0) * ANGLES(RAD(110), RAD(-10), RAD(45 + -1 * COS(SINE / 35))) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
- RightHip.C0 = Clerp(RightHip.C0, CF(1, -1- 0.1 * COS(SINE / 35), 0) * ANGLES(RAD(0), RAD(86), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1- 0.1 * COS(SINE / 35) , 0) * ANGLES(RAD(0), RAD(-86), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(0)), 0.15 / Animation_Speed)
- end
- end
- Mouse.KeyDown:connect(function(k)
- if k == "e" and ATTACK == false then
- ATTACK = true
- ShootReady()
- elseif k == "e" and ATTACK == true then
- Humanoid.WalkSpeed = 10
- ATTACK = false
- shooting = false
- end
- end)
- Mouse.Button1Down:connect(function()
- if ATTACK == true then
- shooting = true
- Shoot()
- end
- end)
- Mouse.Button1Up:connect(function()
- if ATTACK == true then
- kan:Destroy()
- HOLD = false
- shooting = false
- end
- end)
- --animations
- while true do
- Swait()
- if Character:FindFirstChildOfClass("Humanoid") == nil then
- Humanoid = IT("Humanoid",Character)
- end
- for _,v in next, Humanoid:GetPlayingAnimationTracks() do
- v:Stop();
- end
- local TORSOVELOCITY = (RootPart.Velocity * VT(1, 0, 1)).magnitude
- local TORSOVERTICALVELOCITY = RootPart.Velocity.y
- local NameClan = 0
- local HITFLOOR = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 5, Character)
- local WALKSPEEDVALUE = 6 / (Humanoid.WalkSpeed / 16)
- SINE = SINE + CHANGE
- if TORSOVELOCITY < 1 xss=removed xss=removed xss=removed ANIM = "Idle" xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed ANIM = "Walk" xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed> 25 and ATTACK == false and Equipped == false and HITFLOOR ~= nil then
- ANIM = "Sprint"
- RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0* 1, 0* 1, -0.175 + 0.025 * COS(SINE / 3.5) + -SIN(SINE / 3.5) / 7* 1) * ANGLES(RAD(26 - 4.5 * COS(SINE / 3.5)), RAD(0) - RootPart.RotVelocity.Y / 75, RAD(15 * COS(SINE / 7))), 0.15)
- RightHip.C0 = Clerp(RightHip.C0, CF(1* 1, -0.925 - 0.5 * COS(SINE / 7) / 2* 1, 0.7 * COS(SINE / 7) / 2* 1) * ANGLES(RAD(-15 - 55 * COS(SINE / 7)) - RightLeg.RotVelocity.Y / 75 + -SIN(SINE / 7) / 2.5, RAD(90 - 0.1 * COS(SINE / 7)), RAD(0)) * ANGLES(RAD(0 + 0.1 * COS(SINE / 7)), RAD(0), RAD(0)), 0.3)
- LeftHip.C0 = Clerp(LeftHip.C0, CF(-1* 1, -0.925 + 0.5 * COS(SINE / 7) / 2* 1, -0.7 * COS(SINE / 7) / 2* 1) * ANGLES(RAD(-15 + 55 * COS(SINE / 7)) + LeftLeg.RotVelocity.Y / 75 + SIN(SINE / 7) / 2.5, RAD(-90 - 0.1 * COS(SINE / 7)), RAD(0)) * ANGLES(RAD(0 - 0.1 * COS(SINE / 7)), RAD(0), RAD(0)), 0.3)
- RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.4+ 0.1 * SIN(SINE / 35), -.5) * ANGLES(RAD(10), RAD(-10), RAD(-25 + 1 * COS(SINE / 35)))* RIGHTSHOULDERC0, 0.15 / Animation_Speed)
- LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.4 + 0.1 * SIN(SINE / 35), 0) * ANGLES(RAD(90), RAD(-10), RAD(15 + -1 * COS(SINE / 35))) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
- end
- end
- unanchor()