iMyloJoin Date: 2012-05-06 Post Count: 468 |
Thats just the portion that has the explosion settings. There is a ton more code. here is the whole thing, have fun reading it lol
local Settings = { --These are the settings, change them however you like
GunName = "Revolver"; --This is the name that will be displayed on the Tool
Description = "A revolver"; --This will be the text that is displayed above the tool when the mouse is hovering over it
GunType = { --[[These are the 5 gun types you can have. Set whichever ones you want to true. (NOTE: Semi and Auto can't both be
true, and Burst and Auto can't both be true)]]
Semi = true; --Set this true if you want the gun to be semi-automatic. (Pistols, Snipers, etc)
Auto = false; --Set this true if you want the gun to be fully automatic. (Assault Rifles, Submachine guns, machine guns, etc)
Burst = false; --Set this true if you want the gun to be burst fire. (Battle rifles, assault rifles, etc)
Shot = false; --Set this true if you want the gun to be a shotgun. (NOTE: Shot and auto can both be true)
Explosive = true; --Set this true if you want the projectiles to be explosive. (Rocket launchers, grenade launchers, etc)
};
BurstAmount = 3; --This is how many bullets will be fired in one burst (if Burst is true)
BurstTime = 0.2; --This is how long it takes for a burst to complete
BurstWait = .7; --This is how much time you have to wait before you can fire another burst
ShotAmount = 5; --This is how many bullets will be fired in one shot (if Shot is true)
ExplosionRadius = 20; --This is the radius of the explosion when the bullet hits a target. (If Explosive is true)
ExplosionPressure = 5e5; --This is the pressure of the explosion when the bullet hits the target
ExplosionType = Enum.ExplosionType.NoCraters; --This is the type of explosion
--[[
(0 or "NoCraters" or Enum.ExplosionType.NoCraters) means that the explosion will not damage terrain
(1 or "Craters" or Enum.ExplosionType.Craters) means that the explosion will leave craters in terrain
(2 or "CratersAndDebris" or Enum.ExplosionType.CratersAndDebris) means that the explosion will leave craters and debris in terrain
--]]
ExplosionSound = "rbxassetid://138499093"; --This is what the sound of the explosion will be
ExplosionSoundPitch = 1; --This is what the pitch of the explosion sound will be
ExplosionSoundVolume = 1; --This is what the volume of the explosion sound will be
RayCastExplosions = false; --[[This is whether or not explosions will have raycasting. If this is true, humanoids behind walls
won't be damaged. If this is false, any humanoid within the radius will be damaged. (NOTE: RangeBasedDamage has to be true in
order for explosions to have raycasting)]]
RangeBasedDamage = true; --[[This is whether or not will depend on how far the object is from the center of the explosion. If this
is true, the farther a humanoid is from the blast center, the less damage it'll take. If this is false, any object within
the explosion's radius will have its joints broken]]
FakeArmTransparency = 0.4; --This is the transparency of the fake arms
FakeArmRealBodyColor = true; --This is whether or not the color of the fake arm will be the color of the player's real arms
FakeArmColor = BrickColor.new("Pastel brown"); --This is what the color of the fake arms will be if FakeArmRealBodyColor is false
ArmC1_UnAimed = { --This table contains the CFrames of the arms when the gun is not aimed
Left = CFrame.new(0.1, 1.5, -0.3) * CFrame.Angles(0, 0, math.rad(-50)); --This is the cframe of the left arm
Right = CFrame.new(0.4, 0.25, -0.3) * CFrame.Angles(0, 0, math.rad(25)); --This is the cframe of the right arm
};
ArmC1_Aimed = { --This table contains the CFrames of the arms when the gun is aimed
Left = CFrame.new(-0.1, 1.2, 0.1) * CFrame.Angles(0, 0, math.rad(-35)); --This is the cframe of the left arm
Right = CFrame.new(0.3, 0.707, -0.01) * CFrame.Angles(0, 0, math.rad(50)); --This is the cframe of the right arm
};
PlayerAnimations = true; --This is whether or not the player will have custom animations
AimAnimation = true; --This is whether or not there is an animation for aiming down the sights
ReloadAnimation = true; --This is whether or not there is an animation for reloading
StanceAnimation = true; --This is whether or not there is an animation for changing stance
AimSpeed = 0.15; --This is how long the gun will take to fully aim down the sights
MaxZoom = 40; --This is the FOV that the Camera will have when the gun is fully aimed down
HoldMouseOrKeyToADS = true; --This is whether or not you have to hold the right mouse or the ADS key to ADS
FireRate = 25; --This is how many bullets per minute the gun will fire
BulletRange = 1000; --This is how far the bullet will travel before it is no longer effective
InstantHit = false; --[[This is whether or not the bullet will hit a target instantly. If it is false, the bullet will travel at a
specific speed till it hits a target]]
BulletVelocity = 2400; --This is how fast the bullet will travel in studs per second
Damage = 100; --This is the base damage. That means that this is the least amount of damage that will be inflicted
Multipliers = { --[[These are the damage multipliers. There's a spread of +0.1. That means that if the multiplier is 1, the actual
multiplier will range from 1 - 1.1]]
Chest = 1; --This is what the damage will be multiplied by if the bullet hits the chest
Head = 1.5; --This is what the damage will be multiplied by if the bullet hits the head or a hat
Limbs = 1; --This is what the damage will be multiplied by if the bullet hits a limb (Arms or legs)
};
AllowFriendlyFire = true; --This is whether or not you can damage teammates
CanDamageNPCs = true; --This is whether or not you can damage NPC's (Zombies, fake players, anything with a humanoid)
RotateWhileSitting = false; --This is whether or not your player will rotate when you are sitting down
CanKnife = true; --This is whether or not you can knife
KnifeMeshId = "http://www.roblox.com/asset/?id=121944778"; --This is the Mesh of the knife
KnifeTextureId = "http://www.roblox.com/asset/?id=121944805"; --This is the Texture of the knife
KnifeCooldown = 0.5; --This is how long you have to wait before you can knife again
BulletColor = BrickColor.new("Bright yellow"); --This is the color of the bullet
BulletTransparency = 0; --This is the transparency of the bullet
BulletSize = Vector3.new(0.2, 0.2, 4); --This is the actual size of the bullet
BulletMeshSize = Vector3.new(0.5, 0.5, 1); --This is the mesh size of the bullet.
--BulletSize * BulletMeshSize = How big the bullet looks
BulletTrail = true; --This is whether or not there will be a trail behind the bullet
TrailColor = BrickColor.new("Black"); --This is the color of the bullet trail
TrailTransparency = 0.6; --This is the transparency of the trail
TrailThickness = 0.2; --This is the thickness of the trail
TrailVisibleTime = 0.5; --This is how long the trail will be visible for
TrailDisappearTime = 0.5; --This is how long it will take for the trail to disappear
BulletHoles = true; --This is whether or not bullet holes will appear where you shot
BulletHoleTexture = "http://www.roblox.com/asset/?id=64291961"; --This is the texture of the bullet hole
BulletHoleSize = 0.5; --This is how big the bullet hole will be in studs
BulletHoleVisibleTime = 3; --This is how long the bullet hole will be visible for
BulletHoleDisappearTime = 1; --This is how long it will take for the bullet hole to disappear
Shockwaves = true; --This is whether or not a shockwave will appear where you shot. (A sphere that appears when the bullet hits)
ShockwaveRadius = 0.3; --This is the radius of the shockwave. (If the gun type is explosion, this radius will be the blast radius)
ShockwaveColor = BrickColor.new("Light stone grey"); --This is the color of the shockwave
ShockwaveDuration = 0.2; --This is how long the shockwave will take to disappear
Penetration = 2; --[[This is how many studs a bullet can penetrate into a wall. So if penetration is 2 and the wall is 3 studs
thick, the bullet won't come out the other side]]
BulletDropPerSecond = 0; --This is the bullet's acceleration downward per second (196.2 is normal roblox gravity)
Recoil = {
Aimed = 3; --This is the recoil the gun will have when the gun is aimed down
Hipfire = 2.5; --This is the recoil the gun will have when the gun is fired from the hip
};
Spread = { --[[This spread values are how many degrees offset / 20 the bullets from the center the bullets will travel. So a spread
of 20 would mean that the bullet's max spread in any direction is 1 degree from the center]]
Aimed = 0; --This is the spread when the gun is aimed down. it isn't affected by the multiplier.
Hipfire = 20; --This is the base spread when the gun is fired from the hip
Max = 40; --This is the highest the spread can be when fired
Multiplier = 1.1; --This is how much the spread will be multiplied by when fired. It only affects the Hipfire spread
Walking = 30; --This is the spread while walking. It isn't affected by the multiplier
};
ReloadTime = 2.5; --This is how long it takes to reload the gun
AutoReload = true; --This is whether or not the gun will reload automatically when the ammo reaches 0
SprintTime = 7; --This is the maximum time you can sprint
StaminaCoolTime = 4; --This is how long it takes for your stamina to fully recharge
DolphinDive = true; --This is whether or not you can dolphin dive (Run and crouch at the same time to dive)
DiveRechargeTime = 1; --This is how long you have to wait till you can dive or run again after you've dived
CanChangeStance = true; --This is whether or not you can change stance. That means whether or not you can crouch or go prone
StanceChangeSpeed = 0.25; --This is how quickly you change stance
StandOnDeselect = true; --This is whether or not you stand up when you deselect the tool
BaseWalkSpeed = 20; --This is the base walkspeed
SprintSpeed = 35; --This is the walkspeed when you're sprinting
AimedWalkSpeed = 10; --[[This is the base walkspeed when the gun is aimed down. If you crouch or go prone, the speed will change
based on the AimedWalkSpeed to BaseWalkSpeed ratio]]
CrouchWalkSpeed = 7; --This is the walkspeed when you're crouched
ProneWalkSpeed = 4; --This is the walkspeed when you're prone
--NOTE: For extra keys, go here: http://wiki.roblox.com/index.php?title=Taking_keyboard_input
LowerStanceKey = "c"; --This is the key you press to lower your stance (Stand > Crouch > Prone)
RaiseStanceKey = "x"; --This is the key you press to raise your stance (Prone > Crouch > Stand)
ReloadKey = "r"; --This is the key you press to reload
SprintKey = string.char(48); --This is the key you press to sprint
KnifeKey = "f"; --This is the key you press to knife
ADSKey = "q"; --This is the key you press to ADS. If you want ADS to just be right mouse, then make this key ""
}
return Settings
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