Run it
Copy the script and paste it into your executor.
p = :.LocalPlayer
c = p.Character
bp = p.Backpack
(() .mm:() )
(() bp.RMTank:() )
it = .new
v3=.new
bc=BrickColor.new
c3=.new
cn=.new
ca=.Angles
ti=.insert
tr=.remove
rn=.random
rd=.rad
mf=.floor
asset =
ds = {}
ds.Claw =
ds.Ring =
ds.Crack =
ds.Cloud =
ds.Spike =
ds.Rock =
ds.Crown =
ds.Hood =
ds.Slash =
ds.Slash2 =
ds.MadFace =
ds.BanditMask =
ds.Hood2 =
ds.HoodT2 =
ds.Axe =
ds.AxeT =
ds.Fist =
ds.Tree1 =
ds.Vine =
ds.VineT =
ds.TreeTexture =
ds.Tug =
ds.Fire =
ds.Hit =
ds.BulletHole =
ds.Camo =
.(ds,(a,b)
(b:(,))
ds[a] = asset .. b ::(ds[a])
)
q = (f)
.(.(()
()
))
ft = (tablez,item)
i=,#tablez
tablez[i] == item
i
pa = (pa,pn,sh,x,y,z,c,a,tr,re,bc2)
fp=
sh ~= sh ~= sh ~= sh ~=
fp=(,pa)
fp.Shape=sh
fp.formFactor=
sh ==
fp=(,pa)
fp.formFactor=
sh ==
fp=(,pa)
sh ==
fp=(,pa)
sh ==
fp=(,pa)
fp.Size=(x,y,z)
fp.Friction =
fp.CanCollide=c
fp.Anchored=
fp.BrickColor=(bc2)
fp.Transparency=tr
fp.Reflectance=re
fp.BottomSurface=
fp.Name=pn
fp.Locked =
fp.TopSurface=
fp.CFrame = (-,,-)
fp:()
fp.Anchored = a
fp
weld = (pa,p0,p1,x,y,z,a,b,c)
fw=(,pa)
fw.Part0=p0
fw.Part1=p1
fw.C0=(x,y,z) *(a,b,c)
fw
fade = (prt,incr)
(()
i=prt.Transparency,,incr
prt.Transparency=i
()
prt:
)
stick = (hit2,hit)
weld=()
weld.Part0=hit2
weld.Part1=hit
HitPos=hit2.Position
CJ=(HitPos)
C0=hit2.CFrame:() *CJ
C1=hit.CFrame:() * CJ
weld.C0=C0
weld.C1=C1
weld.Parent=hit2
ray = (Pos, Dir,xxz)
xxz2=c
xxz ~=
xxz2=
:(Ray.(Pos, Dir.unit *),xxz2)
ft2 = (tablez,item)
i=,#tablez
tablez[i][] == item
i
Trail = (ob,times,waitz,col,thickz,ofz)
(()
oldpos=(ob.CFrame *ofz).p
i=,times
obp=(ob.CFrame *ofz).p
mag=(oldpos - obp).magnitude
tr=(ob,,,,,,,,,,col)
tr.Anchored=
tr.CFrame=(oldpos,obp)
tr.CFrame=tr.CFrame + tr.CFrame.lookVector* (mag/)
trm=(,tr)
trm.Scale=(*thickz,mag*,*thickz)
(()
i=*thickz,,-*thickz/
trm.Scale=(i,mag*,i)
()
tr:
)
tr.CFrame=tr.CFrame *((),,)
oldpos=obp (waitz)
)
qi = (ttz)
qii = (ttz[],ttz[])
.(ttz,(oi,oi2)
oi ~= oi ~=
qii[oi] = oi2
)
qii
de = (it,ti) ::(it,ti)
GlowMesh = (anch,meshid2,rootz,mv3,colzz,adjus,l1,l2,l3) (()
spi=(rootz,,,,,,,,l1,,colzz) spim=(,spi) meshid2:()== spim.MeshType= meshid2:()== spim.MeshType= spim.MeshType= spim.MeshId=meshid2
anch spiw=({,spi,Part0=rootz,Part1=spi}) spiw.C0 =spiw.C0 *adjus spi.Anchored= spi.CFrame=adjus
i=l1,l2,l1 spi.Transparency=i spim.Scale=mv3*(i+) () spi: )
DetectSurface = (pos, part)
surface =
pospos = part.CFrame
pos2 = pospos:(pos)
siz = part.Size
shaep = part.Shape
shaep == .PartType.Ball shaep == .PartType.Cylinder
surface = {, (pospos.p, pos)*(, , -(pospos.p - pos).magnitude+)*((-), , )}
pos2.Y > ((siz.Y/)-)
surface = {, (, , )}
pos2.Y < -((siz.Y/)-)
surface = {, (-.pi, , )}
pos2.X > ((siz.X/)-)
surface = {, (, , (-))}
pos2.X < -((siz.X/)-)
surface = {, (, , ())}
pos2.Z > ((siz.Z/)-)
surface = {, ((), , )}
pos2.Z < -((siz.Z/)-)
surface = {, ((-), , )}
surface
BulletHole = (HitPos,HitObj,sc)
Surface = (HitPos, HitObj)
C = (HitPos) * (HitObj.CFrame:()) * Surface[]
Surface[] == C = Surface[]
bl = (,,,sc,,sc,,,,,) ({,bl,Face=,Texture=ds.BulletHole})
bl.CFrame = C*(,-,) HitObj.Anchored bl.Anchored = (bl,HitObj) bl.ChildRemoved:(() bl:() ) (bl,)
so = (id,par,vol,pit) (()
sou = ({,par ,Volume=vol/ ,Pitch=pit ,SoundId=id})
() sou:() () sou:() )
GetRegion = (p0,p1,f,f2)
(()
i,v (:(Region3.(p0,p1),c,) )
v.Parent:() == v.Name == v.Parent:() v.Parent.Humanoid.Health > v.Parent:()
(()
(v.Parent)
)
f2 v.Parent.Parent:() ==
(v)
)
FindGround = (pos)
ax,ay,az = pos:()
bhit,bpos=(pos.p,pos.p - (pos.p + (,,)))
bhit bpos
(bpos)*(ax,ay,az)
MakeCrater = (pos,sc,tyms,debz)
(()
debz
debz =
bhit,bpos=(pos,pos - (pos + (,,)))
bhit bpos
i=,tyms
(()
gr = (misc,,,(,)/*sc,*sc,(,)/*sc,,,bhit.Transparency,bhit.Reflectance,bhit.BrickColor.Name)
gr.Material = bhit.Material
gr.TopSurface = bhit.TopSurface
gr.CFrame = (bpos+((-,)/*sc,,(-,)/*sc))*(((-,)),((-,)),((-,)))
(debz)
(gr,)
)
)
MakeCrack = (pos,sc,debz)
(()
debz
debz =
bhit,bpos=(pos,pos - (pos + (,,)))
bhit bpos
cr = (misc,,,sc,,sc,,,,,) cr.CFrame = (bpos)
dec=({,cr,Face=,Texture=ds.Crack}) (cr,debz)
)
f1 = (cff,hit2,hit)
HitPos=cff.p
CJ=(HitPos)
C0=cff:() *CJ
C1=hit.CFrame:() * CJ
C0,C1
a = {}
a.insw={}
(wexx,namzi)
tn=(a.insw,wexx)
tn==
namzi==
a.insw[tn][][],a.insw[tn][][],a.insw[tn][][]=,, namzi==
a.insw[tn][][],a.insw[tn][][],a.insw[tn][][]=,, namzi==
a.insw[tn][][],a.insw[tn][][],a.insw[tn][][]=,, namzi==
a.insw[tn][][],a.insw[tn][][],a.insw[tn][][]=,,
(wexx,smmx,c0orc1,aa,bb,cc,xx,yy,zz)
(()
(wexx,smmx,c0orc1,aa,bb,cc,xx,yy,zz)
)
a.Welding=
(wexx,smmx,c0orc1,aa,bb,cc,xx,yy,zz)
(a.insw,wexx)==
(a.insw,{wexx,{}})
tn=(a.insw,wexx)
a.insw[tn][][],a.insw[tn][][],a.insw[tn][][]=wexx.C0.x,wexx.C0.y,wexx.C0.z
a.insw[tn][][],a.insw[tn][][],a.insw[tn][][]=wexx.C1.x,wexx.C1.y,wexx.C1.z
a.insw[tn][][],a.insw[tn][][],a.insw[tn][][]=wexx.C0:()
a.insw[tn][][],a.insw[tn][][],a.insw[tn][][]=wexx.C1:()
tn=(a.insw,wexx)
xx2,yy2,zz2=,,
x2,y2,z2=,,
c0orc1==
xx2,yy2,zz2=a.insw[tn][][],a.insw[tn][][],a.insw[tn][][]
x2,y2,z2=a.insw[tn][][],a.insw[tn][][],a.insw[tn][][]
c0orc1==
xx2,yy2,zz2=a.insw[tn][][],a.insw[tn][][],a.insw[tn][][]
x2,y2,z2=a.insw[tn][][],a.insw[tn][][],a.insw[tn][][]
xx2,yy2,zz2=a.insw[tn][][],a.insw[tn][][],a.insw[tn][][]
x2,y2,z2=a.insw[tn][][],a.insw[tn][][],a.insw[tn][][]
a.Welding=a.Welding +
twa=
smmx >=
i=smmx,,smmx
twa =
c0orc1==
wexx.C0=(x2-(((x2-aa)/twa)*i),y2-(((y2-bb)/twa)*i),z2-(((z2-cc)/twa)*i)) *(xx2-(((xx2-(xx))/twa)*i),yy2-(((yy2-(yy))/twa)*i),zz2-(((zz2-(zz))/twa)*i))
c0orc1==
wexx.C1=(x2-(((x2-aa)/twa)*i),y2-(((y2-bb)/twa)*i),z2-(((z2-cc)/twa)*i)) *(xx2-(((xx2-(xx))/twa)*i),yy2-(((yy2-(yy))/twa)*i),zz2-(((zz2-(zz))/twa)*i))
x,y,z = wexx.C0:()
wexx.C0=(x2-(((x2-aa)/twa)*i),y2-(((y2-bb)/twa)*i),z2-(((z2-cc)/twa)*i))*(x,y,z)
wexx.C1=(wexx.C1.x,wexx.C1.y,wexx.C1.z)*(xx2-(((xx2-(xx))/twa)*i),yy2-(((yy2-(yy))/twa)*i),zz2-(((zz2-(zz))/twa)*i))
fu
(fu)
()
i=,,smmx*
twa =
c0orc1==
wexx.C0=(x2-(((x2-aa)/twa)*i),y2-(((y2-bb)/twa)*i),z2-(((z2-cc)/twa)*i)) *(xx2-(((xx2-(xx))/twa)*i),yy2-(((yy2-(yy))/twa)*i),zz2-(((zz2-(zz))/twa)*i))
c0orc1==
wexx.C1=(x2-(((x2-aa)/twa)*i),y2-(((y2-bb)/twa)*i),z2-(((z2-cc)/twa)*i)) *(xx2-(((xx2-(xx))/twa)*i),yy2-(((yy2-(yy))/twa)*i),zz2-(((zz2-(zz))/twa)*i))
x,y,z = wexx.C0:()
wexx.C0=(x2-(((x2-aa)/twa)*i),y2-(((y2-bb)/twa)*i),z2-(((z2-cc)/twa)*i))*(x,y,z)
wexx.C1=(wexx.C1.x,wexx.C1.y,wexx.C1.z)*(xx2-(((xx2-(xx))/twa)*i),yy2-(((yy2-(yy))/twa)*i),zz2-(((zz2-(zz))/twa)*i))
()
i=
c0orc1==
wexx.C0=(x2-(((x2-aa)/twa)*i),y2-(((y2-bb)/twa)*i),z2-(((z2-cc)/twa)*i)) *(xx2-(((xx2-(xx))/twa)*i),yy2-(((yy2-(yy))/twa)*i),zz2-(((zz2-(zz))/twa)*i))
c0orc1==
wexx.C1=(x2-(((x2-aa)/twa)*i),y2-(((y2-bb)/twa)*i),z2-(((z2-cc)/twa)*i)) *(xx2-(((xx2-(xx))/twa)*i),yy2-(((yy2-(yy))/twa)*i),zz2-(((zz2-(zz))/twa)*i))
x,y,z = wexx.C0:()
wexx.C0=(x2-(((x2-aa)/twa)*i),y2-(((y2-bb)/twa)*i),z2-(((z2-cc)/twa)*i))*(x,y,z)
wexx.C1=(wexx.C1.x,wexx.C1.y,wexx.C1.z)*(xx2-(((xx2-(xx))/twa)*i),yy2-(((yy2-(yy))/twa)*i),zz2-(((zz2-(zz))/twa)*i))
a.Welding=a.Welding -
tn=(a.insw,wexx)
c0orc1==
a.insw[tn][][],a.insw[tn][][],a.insw[tn][][]=x2-(((x2-aa)/twa)*i),y2-(((y2-bb)/twa)*i),z2-(((z2-cc)/twa)*i)
a.insw[tn][][],a.insw[tn][][],a.insw[tn][][]=xx2-(((xx2-(xx))/twa)*i),yy2-(((yy2-(yy))/twa)*i),zz2-(((zz2-(zz))/twa)*i)
c0orc1==
a.insw[tn][][],a.insw[tn][][],a.insw[tn][][]=x2-(((x2-aa)/twa)*i),y2-(((y2-bb)/twa)*i),z2-(((z2-cc)/twa)*i)
a.insw[tn][][],a.insw[tn][][],a.insw[tn][][]=xx2-(((xx2-(xx))/twa)*i),yy2-(((yy2-(yy))/twa)*i),zz2-(((zz2-(zz))/twa)*i)
c0orc1==
x,y,z=wexx.C0.x,wexx.C0.y,wexx.C0.z
a.insw[tn][][],a.insw[tn][][],a.insw[tn][][]=x2-(((x2-aa)/twa)*i),y2-(((y2-bb)/twa)*i),z2-(((z2-cc)/twa)*i)
x,y,z=wexx.C1:()
a.insw[tn][][],a.insw[tn][][],a.insw[tn][][]=xx2-(((xx2-(xx))/twa)*i),yy2-(((yy2-(yy))/twa)*i),zz2-(((zz2-(zz))/twa)*i)
gunshot = (speed,sc,dmg,cff) (()
bb = (,,,*sc,*sc,*sc,,,,,) ({,bb})
bb.CFrame = cff*(((-,)/),((-,)/),((-,)/))
(ds.Fire,bb,,) () i=,
bhit,bpos=(bb.Position,bb.Position - (bb.CFrame *(,-,)).p)
bhit bpos (bpos - bb.Position).magnitude < speed
bb.CFrame=bb.CFrame*(,speed,)*((-),,)
()
bb.CFrame=bb.CFrame*(,(bpos-bb.Position).magnitude,)
bhit.Anchored
bhit.Parent:() h = bhit.Parent.Humanoid h.Health=h.Health-dmg (ds.Hit,bhit,,)
bb:()
bhit.Parent:() == (bpos,bhit,*sc)
)
.mm = ({,,Name=})
mm = .mm
engine=(mm,,,,,,,,,,) (,engine)
engine.CFrame = c.Torso.CFrame*(,,-)
front=(mm,,,,,,,,,,)
({,front,Part0=engine,Part1=front,C0=(,,-)*((),(),)})
front2=(mm,,,,,,,,,,)
({,front,Part0=engine,Part1=front2,C0=(,,-)})
back=(mm,,,,,,,,,,)
({,front,Part0=engine,Part1=back,C0=(,,)*((),(),)})
body2=(mm,,,,,,,,,,) (,body2)
({,body2,Part0=engine,Part1=body2,C0=(,,)})
body3=(mm,,,,,,,,,,)
({,body2,Part0=engine,Part1=body3,C0=(,,)})
lbody=(mm,,,,,,,,,,) (,lbody)
({,body2,Part0=engine,Part1=lbody,C0=(,,)})
rbody=(mm,,,,,,,,,,) (,rbody)
({,body2,Part0=engine,Part1=rbody,C0=(-,,)})
lb=(mm,,,,,,,,,,) (,lb)
({,body2,Part0=engine,Part1=lb,C0=(,-,)})
rb=(mm,,,,,,,,,,) (,lb)
({,body2,Part0=engine,Part1=rb,C0=(-,-,)})
spi=(mm,,,,,,,,,,) (,spi)
spiw = ({,body2,Part0=engine,Part1=spi,C0=(,,)})
spi2=(mm,,,,,,,,,,) (,spi2)
({,body2,Part0=spi,Part1=spi2,C0=(,,)})
spi6=(mm,,,,,,,,,,) (,spi2)
({,body2,Part0=spi2,Part1=spi6,C0=(,,)*((),(),)})
spi3=(mm,,,,,,,,,,)
({,body2,Part0=spi2,Part1=spi3,C0=(-,,-)*(,,())})
spi4=(mm,,,,,,,,,,)
({,body2,Part0=spi2,Part1=spi4,C0=(,,-)*(,,(-))})
tilt=(mm,,,,,,,,,,) (,tilt)
tiltw=({,body2,Part0=spi2,Part1=tilt,C0=(,,-)*(,,())})
can=(mm,,,,,,,,,,) (,can)
canw=({,body2,Part0=tilt,Part1=can,C0=(,,-)*((-),,)})
can2=(mm,,,,,,,,,,) (,can2)
({,body2,Part0=can,Part1=can2,C0=(,-,)})
can5=(mm,,,,,,,,,,) (,can5)
({,body2,Part0=can,Part1=can5,C0=(,,)})
can3=(mm,,,,,,,,,,) (,can3)
({,body2,Part0=can,Part1=can3,C0=(,-,)})
can4=(mm,,,,,,,,,,) (,can4)
({,body2,Part0=can,Part1=can4,C0=(,,)})
hol=(mm,,,,,,,,,,) (,hol)
({,body2,Part0=can,Part1=hol,C0=(,,)})
smo = ({,hol,RiseVelocity=,Size=,Color=BrickColor.().Color,Opacity=,Enabled=})
hol2=(mm,,,,,,,,,,) (,hol2).Scale=(,,)*
({,body2,Part0=spi2,Part1=hol2,C0=(,,)})
cap=(mm,,,,,,,,,,) (,cap)
capw = ({,body2,Part0=hol2,Part1=cap,C0=(,,),C1=(,,)})
aaa=(mm,,,,,,,,,,)
({,body2,Part0=hol2,Part1=aaa,C0=(,,)})
aaa2=(mm,,,,,,,,,,) (,aaa2)
aaa2w=({,body2,Part0=spi2,Part1=aaa2,C0=(-,,-)*(,(),)})
lb.Friction =
rb.Friction =
x=-,,/
aaax=(mm,,,,,,,,,,)
({,body2,Part0=spi2,Part1=aaax,C0=(x,,)*((),,)}) (,aaax)
x=-,
aaa=(mm,,,x~= ,,,,,,,)
({,body2,Part0=aaa2,Part1=aaa,C0=(x*,,x~= - -)*(,(-*x),)})
x==
ball=(mm,,,,,,,,,,) ({,ball,MeshType=,Scale=(,,)*})
ballw=({,body2,Part0=aaa,Part1=ball,C0=(,,)})
gun1=(mm,,,,,,,,,,) (,gun1)
({,body2,Part0=ball,Part1=gun1,C0=(-,,-)*((-),,)})
gun2=(mm,,,,,,,,,,) (,gun2)
({,body2,Part0=ball,Part1=gun2,C0=(,,-)*((-),,)})
i,v ({gun1,gun2})
gunhol=(mm,,,,,,,,,,) (,gunhol)
({,body2,Part0=v,Part1=gunhol,C0=(,,)})
seat2=(mm,,,,,,,,,,) (,seat2)
seat2w=({,body2,Part0=aaa2,Part1=seat2,C0=(,,)})
seat2.HeadsUpDisplay=
(()
guntilt =
i,v ({aaa2,ball,seat2})
gcd = ({,v,MaxActivationDistance=})
gcd.MouseClick:(()
(,,,gun1.CFrame*(,+((,)/),))
(,,,gun2.CFrame*(,+((,)/),))
)
(,) == () ()
aaa2w.C1=aaa2w.C1*(,(seat2.Steer*),)
seat2.Throttle == guntilt< guntilt = guntilt+
seat2.Throttle == - guntilt>- guntilt=guntilt-
ballw.C1=((-guntilt),,)
)
x=-,,
z=-,,
whe=(mm,,,,,,,,,,) ({,whe})
({,whe,Part0=engine,Part1=whe,C0=(x*,,(z*)+)*(,,())})
ss=(mm,,,,,,,,,,)
({,body2,Part0=engine,Part1=ss,C0=(x*,-,(z*)+)*((-*z),,)})
ss=(mm,,,,,,,,,,)
({,body2,Part0=engine,Part1=ss,C0=(x*,,(z*)+)})
ss=(mm,,,,,,,,,,)
trolo = z ==
({,body2,Part0=engine,Part1=ss,C0=(x*,,(z*)+)*(,(trolo),)})
form = *
x=-,,
z=form/,-form/,-form/
whe=(mm,,,,,,,,,,) ({,whe})
({,whe,Part0=engine,Part1=whe,C0=(*x,-,(z*)+)*(,,())})
i,p (mm:()) p.BrickColor.Name==
i,s ({,,,,,})
bin = ({,bp,Name=})
t = {}
t.Vault =
t.Steer =
t.Steer2 =
t.Steering=
t.Tilt =
t.Move =
t.Fire =
ks = {}
TheWeld =
Seated =
TankSpeed=
bv = ({,engine}) bv.maxForce=(,,)
bav = ({,engine}) bav.maxTorque=(,,)
bin.Selected:((mouse)
mouse.KeyDown:((k) k = k:() ks[k]=
k == t.Vault~= t.Vault==
t.Vault = i=,-,- capw.C1=(,,)*((i),,) () t.Vault=
t.Vault = i=-,, capw.C1=(,,)*((i),,) () t.Vault=
k == t.Steer== t.Steer = spiw.C1=spiw.C1*(,(-),) () ks[k] t.Steer =
k == t.Steer== t.Steer = spiw.C1=spiw.C1*(,(),) () ks[k] t.Steer =
k == t.Steer2== t.Steer2 = t.Tilt=t.Tilt+ tiltw.C1=(,(t.Tilt),) () t.Tilt>= ks[k] t.Steer2 =
k == t.Steer2== t.Steer2 = t.Tilt=t.Tilt- tiltw.C1=(,(t.Tilt),) () t.Tilt<=- ks[k] t.Steer2 =
k == t.Vault== Seated TheWeld Seated = TheWeld:() c.Humanoid.PlatformStand = c.Torso.CFrame = hol2.CFrame*(,,) mm.Parent =
k == Seated t.Move == t.Move = bv.maxForce=(/,,/) bv.velocity=engine.CFrame.lookVector*TankSpeed () ks[k] bv.maxForce=(,,) t.Move =
k == Seated t.Move == t.Move = bv.maxForce=(/,,/) bv.velocity=engine.CFrame.lookVector*(-TankSpeed/) () ks[k] bv.maxForce=(,,) t.Move =
k == Seated t.Steering== t.Steering= bav.maxTorque=(,/,) bav.angularvelocity=(,,) () ks[k] bav.maxTorque=(,,) t.Steering =
k == Seated t.Steering== t.Steering= bav.maxTorque=(,/,) bav.angularvelocity=(,-,) () ks[k] bav.maxTorque=(,,) t.Steering =
k == t.Fire t.Fire =
(()
(,ds.Ring,hol,(,,),,hol.CFrame*(,,)*((),,),,,)
speed = cff = hol.CFrame*(,,) dmg =
bb = (mm,,,,,,,,,,) ({,bb})
bb2 = (mm,,,,,,,,,,) ({,bb2,MeshType=,Scale=(,,)*})
bb.CFrame = cff*(((-,)/),((-,)/),((-,)/))
(ds.Fire,bb,,) () i=, bb2.CFrame = bb.CFrame*(,-,)
bhit,bpos=(bb.Position,bb.Position - (bb.CFrame *(,-,)).p)
bhit bpos (bpos - bb.Position).magnitude < speed
bb.CFrame=bb.CFrame*(,speed,)*(,,()) bb2.CFrame=bb.CFrame*(,,)
()
bb.CFrame=bb.CFrame*(,(bpos-bb.Position).magnitude,)
bb:() bb2:()
i=,
(,,hol,((,),(,),(,)),,bb.CFrame*((-,),(-,),(-,))*(((-,)),((-,)),((-,))),,,)
rr = (bb.Position-(rr,rr,rr),bb.Position+(rr,rr,rr),(v) v.Name~= v.Humanoid.Health=b.Humanoid.Health-dmg ,(v) v.Anchored v:()> v:() v.Velocity=(bb.Position,v.Position).lookVector*(,) )
)
smo.Enabled = i=,-,- canw.C1=(,-i/,) () i=-,, canw.C1=(,-i/,) ()
smo.Enabled = t.Fire =
)
mouse.KeyUp:((k) k=k:() ks[k]=
)
)
hol2.Touched:((hit) hit.Parent ~= c Seated t.Vault~=
.mm.Parent = c Seated =
hu = c.Humanoid hu.PlatformStand = ()
TheWeld = ({,engine,Part0=engine,Part1=c.Torso,C0=(,,)*((),,)})
)Wss

Universal