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Copy the script and paste it into your executor.
i,v , :().LocalPlayer.Character:()
v:() v.Name ~=
:().Heartbeat:(()
v.Velocity = .(,-,)
()
)
(HatName)
_,mesh , [.Players.LocalPlayer.Name][HatName]:()
mesh:() mesh:()
mesh:()
(part, parent, position, rotation)
part.AccessoryWeld:()
.(,part)
.(,part)
.(,part)
.(,parent)
part.AlignPosition.Attachment0 = part.Attachment
part.AlignOrientation.Attachment0 = part.Attachment
part.AlignPosition.Attachment1 = parent.Attachment
part.AlignOrientation.Attachment1 = parent.Attachment
part.Attachment.Position = position
part.Attachment.Orientation = rotation
part.AlignPosition.Responsiveness =
part.AlignOrientation.Responsiveness =
part.AlignPosition.MaxForce =
part.AlignPosition.RigidityEnabled =
part.AlignOrientation.MaxTorque =
LocalPlayer = .Players.LocalPlayer
(num)
num == num ==
:().Stepped:()
i = , num
:().Stepped:()
(hat,part)
.(,[LocalPlayer.Name])
[LocalPlayer.Name].Part.Name = ..hat
[LocalPlayer.Name][..hat].CanCollide =
[LocalPlayer.Name][..hat].Size = [LocalPlayer.Name][hat].Handle.Size
[LocalPlayer.Name][..hat].Transparency =
.(,[LocalPlayer.Name][..hat])
([LocalPlayer.Name][hat].Handle,[LocalPlayer.Name][..hat],.(),.())
[LocalPlayer.Name][..hat].Weld.Part0 = [LocalPlayer.Name][..hat]
[LocalPlayer.Name][..hat].Weld.Part1 = [LocalPlayer.Name][part]
[LocalPlayer.Name][..hat].Weld.C0 = [LocalPlayer.Name][..hat].CFrame:() * [LocalPlayer.Name][part].CFrame * .(,,) * .(.(),.(),)
hatsine =
hatchange =
(hat,ppx,ppy,pppz,rrrx,rrry,rrz,lppx,lppy,lpppz,lrrrx,lrrry,lrrz,speed)
.(()
hatsine = hatsine + speed
[.Players.LocalPlayer.Name][..hat].Weld.C0 = [.Players.LocalPlayer.Name][..hat].Weld.C0:(.(ppx + lppx * .(hatsine/), ppy + lppy * .(hatsine/), pppz + lpppz * .(hatsine/)) * .(.(rrrx + lrrrx * .(hatsine/)), .(rrry + lrrry * .(hatsine/)), .(rrz + lrrz * .(hatsine/))),)
()
)()
player = .Players.LocalPlayer
character1 = player.Character
mouse = player:()
fakebody = .(, character1)
fakebody.Transparency =
fakebody.Anchored =
fakebody.CanCollide =
fakebody.Position = character1.Head.Position
fakebody.Name =
()
.ReanimationType =
.Velocity = .(,,)
.FlingBlock =
.FlingBlockTransparency =
.HighlightFlingBlock =
.FlingBlockPosition =
.HighlightFlingBlockColor = .(,,)
(:())()
()
mouse.KeyDown:((key)
key ==
character1.Reanimate.FPart.Position = mouse.Hit.p
)
()
()
(,)
(,,,,,,,,,,,,,)
(,)
(,,,-,-,,,,,,,,,)
Scale = .Players.LocalPlayer.Character.Torso.Size.X/*(.Players.LocalPlayer.Character.Torso:() ~= .Players.LocalPlayer.Character.Torso:().Scale.Z )*
Speed = *Scale
Gravity =
Player = .Players.LocalPlayer
Character = Player.Character.Reanimate
Humanoid = Character.Humanoid
Humanoid:(.HumanoidStateType.Ragdoll,)
Torso = Character.HumanoidRootPart
Mouse = .Players.LocalPlayer:()
RenderStepped = :().RenderStepped
Camera = Workspace.CurrentCamera
Camera:()
Model = .(,Character)
IgnoreList = {Character,Workspace.Terrain}
Part0Joint = .(.(,,)*Scale*)
Part1Joint = .(.(-,,)*Scale*)
RotationOffset = .(.(),.(),)
Gangster =
Part0JointHead = .(.(,,)*Scale*)
Part1JointHead = .(.(,-,)*Scale*)
RotationOffsetHead = .(,,)
Handle = .(,Model)
Handle.CanCollide =
Handle.Name =
Handle.Position = .(,,)
Handle:()
Handle.FormFactor =
Handle.Size = .(,,)
Handle.TopSurface =
Handle.BottomSurface =
Handle.FrontSurface =
Handle.BackSurface =
Handle.RightSurface =
Handle.LeftSurface =
Handle.BrickColor = BrickColor.()
Mesh = .(,Handle)
Mesh.Scale = .(,,) / * Scale
HandleWeld = .()
HandleWeld.Part0 = Character[]
HandleWeld.Part1 = Handle
HandleWeld.C0 = .(.(,-,)*Scale) * .(.(-),,)
HandleWeld.Parent = Handle
Part = .(,Model)
Part.CanCollide =
Part.Position = .(,,)
Part:()
Part.FormFactor =
Part.Size = .(,,)
Part.TopSurface =
Part.BottomSurface =
Part.FrontSurface =
Part.BackSurface =
Part.RightSurface =
Part.LeftSurface =
Part.BrickColor = BrickColor.()
Mesh = .(,Part)
Mesh.Scale = .(,,) / * Scale
PartWeld = .()
PartWeld.Part0 = Handle
PartWeld.Part1 = Part
PartWeld.C0 = .(.(-,-,-)*Scale) * .(,,)
PartWeld.Parent = Part
Part = .(,Model)
Part.CanCollide =
Part.Position = .(,,)
Part:()
Part.FormFactor =
Part.Size = .(,,)
Part.TopSurface =
Part.BottomSurface =
Part.FrontSurface =
Part.BackSurface =
Part.RightSurface =
Part.LeftSurface =
Part.BrickColor = BrickColor.()
Mesh = .(,Part)
Mesh.Scale = .(,,) / * Scale
PartWeld = .()
PartWeld.Part0 = Handle
PartWeld.Part1 = Part
PartWeld.C0 = .(.(,-,)*Scale) * .(,,)
PartWeld.Parent = Part
Part = .(,Model)
Part.CanCollide =
Part.Position = .(,,)
Part:()
Part.FormFactor =
Part.Size = .(,,)
Part.TopSurface =
Part.BottomSurface =
Part.FrontSurface =
Part.BackSurface =
Part.RightSurface =
Part.LeftSurface =
Part.BrickColor = BrickColor.()
Mesh = .(,Part)
Mesh.Scale = .(,,) / * Scale
PartWeld = .()
PartWeld.Part0 = Handle
PartWeld.Part1 = Part
PartWeld.C0 = .(.(-,-,)*Scale) * .(,,)
PartWeld.Parent = Part
Part = .(,Model)
Part.CanCollide =
Part.Position = .(,,)
Part:()
Part.FormFactor =
Part.Size = .(,,)
Part.TopSurface =
Part.BottomSurface =
Part.FrontSurface =
Part.BackSurface =
Part.RightSurface =
Part.LeftSurface =
Part.BrickColor = BrickColor.()
Mesh = .(,Part)
Mesh.Scale = .(,,) / * Scale
PartWeld = .()
PartWeld.Part0 = Handle
PartWeld.Part1 = Part
PartWeld.C0 = .(.(,-,-)*Scale) * .(,,)
PartWeld.Parent = Part
Part = .(,Model)
Part.CanCollide =
Part.Position = .(,,)
Part:()
Part.FormFactor =
Part.Size = .(,,)
Part.TopSurface =
Part.BottomSurface =
Part.FrontSurface =
Part.BackSurface =
Part.RightSurface =
Part.LeftSurface =
Part.BrickColor = BrickColor.()
Mesh = .(,Part)
Mesh.Scale = .(,,) / * Scale
PartWeld = .()
PartWeld.Part0 = Handle
PartWeld.Part1 = Part
PartWeld.C0 = .(.(,-,-)*Scale) * .(,,)
PartWeld.Parent = Part
Part = .(,Model)
Part.CanCollide =
Part.Position = .(,,)
Part:()
Part.FormFactor =
Part.Size = .(,,)
Part.TopSurface =
Part.BottomSurface =
Part.FrontSurface =
Part.BackSurface =
Part.RightSurface =
Part.LeftSurface =
Part.BrickColor = BrickColor.()
Mesh = .(,Part)
Mesh.Scale = .(,,) / * Scale
PartWeld = .()
PartWeld.Part0 = Handle
PartWeld.Part1 = Part
PartWeld.C0 = .(.(,-,)*Scale) * .(,,)
PartWeld.Parent = Part
Part = .(,Model)
Part.CanCollide =
Part.Position = .(,,)
Part:()
Part.FormFactor =
Part.Size = .(,,)
Part.TopSurface =
Part.BottomSurface =
Part.FrontSurface =
Part.BackSurface =
Part.RightSurface =
Part.LeftSurface =
Part.BrickColor = BrickColor.()
Mesh = .(,Part)
Mesh.Scale = .(,,) / * Scale
PartWeld = .()
PartWeld.Part0 = Handle
PartWeld.Part1 = Part
PartWeld.C0 = .(.(-,-,)*Scale) * .(,,)
PartWeld.Parent = Part
Part = .(,Model)
Part.CanCollide =
Part.Position = .(,,)
Part:()
Part.FormFactor =
Part.Size = .(,,)
Part.TopSurface =
Part.BottomSurface =
Part.FrontSurface =
Part.BackSurface =
Part.RightSurface =
Part.LeftSurface =
Part.BrickColor = BrickColor.()
Mesh = .(,Part)
Mesh.Scale = .(,,) / * Scale
PartWeld = .()
PartWeld.Part0 = Handle
PartWeld.Part1 = Part
PartWeld.C0 = .(.(,-,)*Scale) * .(,,)
PartWeld.Parent = Part
Part = .(,Model)
Part.CanCollide =
Part.Position = .(,,)
Part:()
Part.FormFactor =
Part.Size = .(,,)
Part.TopSurface =
Part.BottomSurface =
Part.FrontSurface =
Part.BackSurface =
Part.RightSurface =
Part.LeftSurface =
Part.BrickColor = BrickColor.()
Mesh = .(,Part)
Mesh.Scale = .(,,) / * Scale
PartWeld = .()
PartWeld.Part0 = Handle
PartWeld.Part1 = Part
PartWeld.C0 = .(.(),,) * .(.(,,-)*Scale) * .(.(-),,)
PartWeld.Parent = Part
Part = .(,Model)
Part.CanCollide =
Part.Position = .(,,)
Part:()
Part.FormFactor =
Part.Size = .(,,)
Part.TopSurface =
Part.BottomSurface =
Part.FrontSurface =
Part.BackSurface =
Part.RightSurface =
Part.LeftSurface =
Part.BrickColor = BrickColor.()
Mesh = .(,Part)
Mesh.Scale = .(,,) / * Scale
PartWeld = .()
PartWeld.Part0 = Handle
PartWeld.Part1 = Part
PartWeld.C0 = .(.(),,) * .(.(,,-)*Scale)
PartWeld.Parent = Part
i = ,,
Part = .(,Model)
Part.CanCollide =
Part.Position = .(,,)
Part:()
Part.FormFactor =
Part.Size = .(,,)
Part.TopSurface =
Part.BottomSurface =
Part.FrontSurface =
Part.BackSurface =
Part.RightSurface =
Part.LeftSurface =
Part.BrickColor = BrickColor.()
Mesh = .(,Part)
Mesh.Scale = .(,,*) / * Scale
PartWeld = .()
PartWeld.Part0 = Handle
PartWeld.Part1 = Part
PartWeld.C0 = .(.(,,)*Scale) * .(.(i-),,) * .(.(,,)*Scale)
PartWeld.Parent = Part
Barrel = .(,Model)
Barrel.CanCollide =
Barrel.Position = .(,,)
Barrel:()
Barrel.FormFactor =
Barrel.Size = .(,,)
Barrel.TopSurface =
Barrel.BottomSurface =
Barrel.FrontSurface =
Barrel.BackSurface =
Barrel.RightSurface =
Barrel.LeftSurface =
Barrel.BrickColor = BrickColor.()
Mesh = .(,Barrel)
Mesh.Scale = .(,,) / * Scale
BarrelWeld = .()
BarrelWeld.Part0 = Handle
BarrelWeld.Part1 = Barrel
BarrelWeld.C0 = .(.(),,) * .(.(,,-)*Scale)
BarrelWeld.Parent = Barrel
Barrel1 = Barrel
Barrel2 = .(,Model)
Barrel2.CanCollide =
Barrel2.Position = .(,,)
Barrel2:()
Barrel2.FormFactor =
Barrel2.Size = .(,,)
Barrel2.TopSurface =
Barrel2.BottomSurface =
Barrel2.FrontSurface =
Barrel2.BackSurface =
Barrel2.RightSurface =
Barrel2.LeftSurface =
Barrel2.BrickColor = BrickColor.()
Mesh = .(,Barrel2)
Mesh.Scale = .(,,) / * Scale
Barrel2Weld = .()
Barrel2Weld.Part0 = Barrel
Barrel2Weld.Part1 = Barrel2
Barrel2Weld.C0 = .(.(,,)*Scale)
Barrel2Weld.Parent = Barrel2
RealBarrel = .(,Model)
RealBarrel.CanCollide =
RealBarrel.Position = .(,,)
RealBarrel:()
RealBarrel.FormFactor =
RealBarrel.Size = .(,,)
RealBarrel.TopSurface =
RealBarrel.BottomSurface =
RealBarrel.FrontSurface =
RealBarrel.BackSurface =
RealBarrel.RightSurface =
RealBarrel.LeftSurface =
RealBarrel.BrickColor = BrickColor.()
Mesh = .(,RealBarrel)
Mesh.Scale = .(,,) / * Scale
RealBarrelWeld = .()
RealBarrelWeld.Part0 = Barrel
RealBarrelWeld.Part1 = RealBarrel
RealBarrelWeld.C0 = .(.(,,-)*Scale) * .(.(-),,)
RealBarrelWeld.Parent = RealBarrel
i = ,,
Part = .(,Model)
Part.CanCollide =
Part.Position = .(,,)
Part:()
Part.FormFactor =
Part.Size = .(,,)
Part.TopSurface =
Part.BottomSurface =
Part.FrontSurface =
Part.BackSurface =
Part.RightSurface =
Part.LeftSurface =
Part.BrickColor = BrickColor.()
Mesh = .(,Part)
Mesh.Scale = .(,,) / * Scale
PartWeld = .()
PartWeld.Part0 = Handle
PartWeld.Part1 = Part
PartWeld.C0 = .(.(,,-)*Scale) * .(.(i),,) * .(.(,,)*Scale)
PartWeld.Parent = Part
Part = .(,Model)
Part.CanCollide =
Part.Position = .(,,)
Part:()
Part.FormFactor =
Part.Size = .(,,)
Part.TopSurface =
Part.BottomSurface =
Part.FrontSurface =
Part.BackSurface =
Part.RightSurface =
Part.LeftSurface =
Part.BrickColor = BrickColor.()
Mesh = .(,Part)
Mesh.Scale = .(,,) / * Scale
PartWeld = .()
PartWeld.Part0 = Barrel2
PartWeld.Part1 = Part
PartWeld.C0 = .(.(,,)*Scale)
PartWeld.Parent = Part
Part = .(,Model)
Part.CanCollide =
Part.Position = .(,,)
Part:()
Part.FormFactor =
Part.Size = .(,,)
Part.TopSurface =
Part.BottomSurface =
Part.FrontSurface =
Part.BackSurface =
Part.RightSurface =
Part.LeftSurface =
Part.BrickColor = BrickColor.()
Mesh = .(,Part)
Mesh.Scale = .(,,) / * Scale
PartWeld = .()
PartWeld.Part0 = Barrel2
PartWeld.Part1 = Part
PartWeld.C0 = .(.(-,,)*Scale)
PartWeld.Parent = Part
Part = .(,Model)
Part.CanCollide =
Part.Position = .(,,)
Part:()
Part.FormFactor =
Part.Size = .(,,)
Part.TopSurface =
Part.BottomSurface =
Part.FrontSurface =
Part.BackSurface =
Part.RightSurface =
Part.LeftSurface =
Part.BrickColor = BrickColor.()
Mesh = .(,Part)
Mesh.Scale = .(,,) / * Scale
PartWeld = .()
PartWeld.Part0 = Barrel2
PartWeld.Part1 = Part
PartWeld.C0 = .(.(,,-)*Scale)
PartWeld.Parent = Part
Part = .(,Model)
Part.CanCollide =
Part.Position = .(,,)
Part:()
Part.FormFactor =
Part.Size = .(,,)
Part.Transparency =
Part.TopSurface =
Part.BottomSurface =
Part.FrontSurface =
Part.BackSurface =
Part.RightSurface =
Part.LeftSurface =
Part.BrickColor = BrickColor.()
Mesh = .(,Part)
Mesh.Scale = .(,,) / * Scale
PartWeld = .()
PartWeld.Part0 = Barrel
PartWeld.Part1 = Part
PartWeld.C0 = .(.(,,-)*Scale)
PartWeld.Parent = Part
Light = .(,Part)
Light.Color = BrickColor.().Color
Light.Enabled =
Light.Shadows =
Light.Brightness =
Light.Range =
Part = .(,Model)
Part.Material =
Part.CanCollide =
Part.Position = .(,,)
Part:()
Part.FormFactor =
Part.Size = .(,,)
Part.TopSurface =
Part.BottomSurface =
Part.FrontSurface =
Part.BackSurface =
Part.RightSurface =
Part.LeftSurface =
Part.BrickColor = BrickColor.()
Part.Transparency =
RecoilMesh = .(,Part)
RecoilMesh.MeshType =
RecoilMesh.MeshId =
RecoilMesh.TextureId =
RecoilMesh.Scale = .(,,) * Scale
PartWeld = .()
PartWeld.Part0 = RealBarrel
PartWeld.Part1 = Part
PartWeld.C0 = .(.(,,)*Scale)
PartWeld.Parent = Part
(Target,barrel)
barrel = barrel Barrel
Bullet = .(,Workspace)
Barrel.CanCollide =
Bullet.FormFactor =
Bullet.Size = .(,,)*Scale
Bullet.TopSurface =
Bullet.BottomSurface =
Bullet.Anchored =
Bullet.CanCollide =
Bullet.CFrame = .((barrel.CFrame*.(,,-barrel.Size.Z*barrel.Mesh.Scale.Z/)).p,Target)*.(,,-Bullet.Size.Z/)
Bullet.Transparency =
Bullet.BrickColor = BrickColor.()
Mesh = .(,Bullet)
Mesh.Scale = .(,,)*Scale/Bullet.Size
IgnoreList[#IgnoreList+] = Bullet
RenderStepped:()
i = Speed,,Speed
ray,Hit,Pos,SurfaceNormal;
ray = Ray.(Bullet.Position,((Bullet.CFrame*.(.(-Gravity),,)*.(,,-Speed)).p-Bullet.Position).unit*Speed)
Hit,Pos,SurfaceNormal = Workspace:(ray,IgnoreList)
Bullet.CFrame = Bullet.CFrame*.(.(-Gravity),,)*.(,,-Speed)
Hit ~=
Hum = Hit.Parent:() Hit.Parent.Parent:() (Hit.Parent.Parent.Parent ~= Hit.Parent.Parent.Parent:())
Hum ~=
Hum:((((Gangster .(,) .(,))*Scale)/)*Hum.MaxHealth)
RenderStepped:()
Bullet:()
Mouse.Button1Down:(()
Down DB
Down =
Down
Humanoid.Health ==
DB
DB =
Sound = .(,Barrel)
Sound.SoundId =
Sound.Volume = *Scale
Sound.Pitch = (.(,)/)/((Scale < ) (Scale > ) Scale)
Sound:()
(()
(Mouse.Hit.p,Barrel1)
)
RecoilMesh.VertexColor = .(,.(,)/,/)
PartWeld.C0 = PartWeld.C0 * .(,.(.(-,)),)
Shell = .(,Workspace)
Shell.FormFactor =
Shell.BrickColor = BrickColor.()
Shell.Size = .(,,)*Scale
Shell.CFrame = Barrel.CFrame*.(,,)*.(.(-),,)
Shell.Velocity = ((Barrel.CFrame*.(,,.(-,))).p-Barrel.CFrame.p)**Scale
Mesh = .(,Shell)
Mesh.Scale = .(,,)*Scale/Shell.Size
(()
()
Shell:()
)
i = ,,
character1.Reanimate.FPart.Position = mouse.Hit.p
RotationOffset = RotationOffset*.(.(),,)
Part1Joint = Part1Joint*.(.(,-,)*Scale)
Barrel2Weld.C0 = Barrel2Weld.C0*.(.(,,)*Scale)
Light.Brightness = Light.Brightness+
RecoilMesh.Scale = RecoilMesh.Scale+(.(,,)*Scale)
RenderStepped:()
()
i = ,,
character1.Reanimate.FPart.Position = mouse.Hit.p
RotationOffset = RotationOffset*.(.(-),,)
Part1Joint = Part1Joint*.(.(,,)*Scale)
Barrel2Weld.C0 = Barrel2Weld.C0*.(.(,,-)*Scale)
Light.Brightness = Light.Brightness-
RecoilMesh.Scale = RecoilMesh.Scale+(.(,-,)*Scale)
RenderStepped:()
()
DB =
)
Mouse.Button1Up:(()
Down =
)
Mouse.KeyDown:((Key)
Key:() == DB
DB =
Gangster ==
i = ,,
RotationOffset = RotationOffset*.(,.(-),)
RenderStepped:()
Gangster =
i = ,,
RotationOffset = RotationOffset*.(,.(),)
RenderStepped:()
Gangster =
DB =
)
Weld = .()
Weld.Part0 = Torso
Weld.Part1 = Character[]
Weld.Parent = Torso
Weld2 = .()
Weld2.Part0 = Torso
Weld2.Part1 = Character.Head
Weld2.Parent = Torso
RA = Character[]
:():(,.RenderPriority.Character.Value,()
Point = Torso.CFrame:(Mouse.Hit.p-Torso.CFrame.p)
Point.Z >
Point.X >
Torso.CFrame = .(Torso.Position,.(Mouse.Hit.X,Torso.Position.Y,Mouse.Hit.Z))*.(,.(),)
Point.X <
Torso.CFrame = .(Torso.Position,.(Mouse.Hit.X,Torso.Position.Y,Mouse.Hit.Z))*.(,.(-),)
CFr = (Torso.CFrame*Part0Joint):(.((Torso.CFrame*Part0Joint).p,Mouse.Hit.p))
Weld.C0 = Part0Joint * (CFr-CFr.p) * RotationOffset
Weld.C1 = Part1Joint
Weld.Part0 = Torso
Weld.Part1 = RA
CFr = (Torso.CFrame*Part0JointHead):(.((Torso.CFrame*Part0JointHead).p,Mouse.Hit.p))
Weld2.C0 = Part0JointHead * (CFr-CFr.p) * RotationOffsetHead
Weld2.C1 = Part1JointHead
Weld2.Part0 = Torso
Weld2.Part1 = Character.Head
Last = Scale
Scale = .Players.LocalPlayer.Character.Torso.Size.X/*(.Players.LocalPlayer.Character.Torso:() ~= .Players.LocalPlayer.Character.Torso:().Scale.Z )*
Speed = *Scale
Scale ~= Last
Part0Joint = .(.(,,)*Scale*)
Part1Joint = .(.(-,,)*Scale*)
Part0JointHead = .(.(,,)*Scale*)
Part1JointHead = .(.(,-,)*Scale*)
)Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: raw.githubusercontent.com, www.roblox.com.
FE Click Fling Can fling everyone with one click If not working try to re-execute or use another executor.

Universal