Run it
Copy the script and paste it into your executor.
plr = :.LocalPlayer
char = plr.Character
mouse = plr:()
humanoid = char:()
torso = char:()
head = char.Head
ra = char:()
la = char:()
rl = char:()
ll = char:()
rs = torso:()
ls = torso:()
rh = torso:()
lh = torso:()
neck = torso:()
animate = char.Animate
equipping =
equipped =
spread =
sound = .(,head)
sound.SoundId =
sound.Volume =
sound.Pitch =
sound2 = .(,head)
sound2.SoundId =
sound2.Volume =
sound2.Pitch =
modelName =
(()
char:(modelName):()
)
gun = .(, char)
gun.Name = modelName
(weld, part0, part1)
weld.Part0 = part0
weld.Part1 = part1
(parent, size, color, formfactor, collide, transparency)
transparency == transparency =
collide == collide =
formfactor == formfactor = .FormFactor.Custom
p=.(, parent)
p.FormFactor=formfactor
p.CanCollide=
p.Size=size
p.Locked=
p.Transparency=transparency
p.Position=torso.Position
p.BrickColor=color
p.FrontSurface=
p.BackSurface=
p.LeftSurface=
p.BottomSurface=
p.TopSurface=
p.RightSurface=
p
(parent, size, color, formfactor, collide, transparency)
transparency == transparency =
collide == collide =
formfactor == formfactor = .FormFactor.Custom
p=.(, parent)
p.FormFactor=formfactor
p.CanCollide=
p.Size=size
p.Locked=
p.Position = torso.Position
p.BrickColor=color
p.FrontSurface=
p.BackSurface=
p.LeftSurface=
p.BottomSurface=
p.TopSurface=
p.RightSurface=
p
(part0, part1, c0, parent, c1)
parent == parent = gun
c1 == c1 = .()
wel=.(, parent)
wel.Part0 = part0
wel.Part1 = part1
wel.C0 = c0
wel.C1 = c1
wel
(parent, meshType, scale, meshId)
mesh = .(, parent)
mesh.Scale = scale
mesh.MeshType = meshType
mesh.MeshId = meshId
mesh
(speed, gravity, from)
.(()
char.Humanoid.Health ==
rayP = .()
rayP.Name =
rayP.BrickColor = BrickColor.()
rayP.Anchored =
rayP.CanCollide =
rayP.Locked =
rayP.TopSurface = .SurfaceType.Smooth
rayP.BottomSurface = .SurfaceType.Smooth
rayP.formFactor = .FormFactor.Custom
rayP.Size = .(, , )
.(, rayP).Color = .(, , )
.(, rayP).Scale = .(, , )
bulletposition = from.Position + .(, , )
bulletvelocity = (.(.(-spread*,spread*), .(-spread*,spread*), .(-spread*,spread*)))+( plr:().Hit.p - bulletposition).unit*speed
bulletlastposition = bulletposition
.(.(()
dt = ()
bulletlastposition = bulletposition
bulletvelocity = bulletvelocity + (.(, -*gravity, )*dt)
bulletposition = bulletposition + (bulletvelocity*dt)
ray = Ray.(bulletlastposition, (bulletposition - bulletlastposition))
hit, hitposition = :( ray, { char, rayP, TrailPart} )
(torso.Position - rayP.Position).magnitude >
rayP:()
hit
damage = .(, )
hit.Parent:() ~=
hit.Parent.Humanoid.Health = hit.Parent.Humanoid.Health - damage
hit.Parent:() hit.Parent.Parent:() ~=
hit.Parent.Parent.Humanoid.Health = hit.Parent.Parent.Humanoid.Health - damage
bulletposition = hitposition
rayP.CFrame = .(bulletposition, bulletposition+bulletvelocity)
rayP:()
rayP.CFrame = .(bulletposition, bulletposition+bulletvelocity)
rayP.Parent =
))
)()
p1 = (gun, .(, , ), BrickColor.())
w1 = (p1, torso, .(, , -)* .(-.pi/, -.pi/, ))
p2 = (gun, .(, , ), BrickColor.())
w2 = (p2, p1, .(, -, ))
p3 = (gun, .(, , ), BrickColor.())
w3 = (p3, p1, .(, -, )*.(.pi, .pi, ))
p4 = (gun, .(, , ), BrickColor.())
w4 = (p4, p1, .(, , ))
p5 = (gun, .(, , ), BrickColor.())
.(, p5).Scale = .(, , )
w5 = (p5, p1, .(, , ))
p6 = (gun, .(, , ), BrickColor.())
.(, p6).Scale = .(, , )
w6 = (p6, p1, .(, -, ))
p7 = (gun, .(, , ), BrickColor.())
.(, p7).Scale = .(, , )
w7 = (p7, p1, .(, -, )*.(.pi/, , ))
p8 = (gun, .(, , ), BrickColor.())
.(, p8)
w8 = (p8, p1, .(, -, -)*.(.pi/, , ))
p9 = (gun, .(, , ), BrickColor.())
.(, p9).Scale = .(, , )
w9 = (p9, p1, .(, -, )*.(.pi/, , ))
pa1 = (gun, .(, , ), BrickColor.())
(pa1, , .(, , ), )
we1 = (pa1, p1, .(, , )*.(, .pi/, ))
pa2 = (gun, .(, , ), BrickColor.())
(pa2, , .(, , ), )
we2 = (pa2, p1, .( - , , )*.(, .pi/, ))
pa3 = (gun, .(, , ), BrickColor.())
.(, pa3).Scale = .(, , )
we3 = (pa3, p1, .(-, , - ))
pa4 = (gun, .(, , ), BrickColor.())
.(, pa4).Scale = .(, , )
we4 = (pa4, p1, .(-, , - ))
pa5 = (gun, .(, , ), BrickColor.())
.(, pa5).Scale = .(, , )
we5 = (pa5, p1, .(-, -, - ))
pa6 = (gun, .(, , ), BrickColor.())
.(, pa6).Scale = .(, , )
we6 = (pa6, p1, .(-, -, - ))
pa7 = (gun, .(, , ), BrickColor.())
.(, pa7).Scale = .(, , )
we7 = (pa7, p1, .(-, -, - ))
pa8 = (gun, .(, , ), BrickColor.())
(pa8, , .(, , ), )
we8 = (pa8, p1, .(, -, -)*.(, .pi, ))
pa9 = (gun, .(, , ), BrickColor.())
we9 = (pa9, p1, .(, -, )*.(.pi/, , ))
pos = , ,
lpart = (gun, .(, , ), BrickColor.())
.(, lpart).Scale = .(, , )
lweld = (lpart, p1, .(, -, pos))
()
animate.Disabled =
ftorso = (gun, torso.Size, torso.BrickColor)
ftorso.Name =
.(, ftorso).MeshId =
ftorsoweld = (ftorso, torso, .(),ftorso)
torso.Transparency =
ar = .(, gun)
ar.FormFactor =
ar.Size = .(, , )
ar.Transparency =
ar.CanCollide =
ar.Locked =
ar.Name =
ar:()
weldf = .(, ar)
weldf.C0 = .(, , )
weldf.Part0 = ra
weldf.Part1 = ar
motor = .(, ar)
motor.Part0 = ftorso
motor.Part1 = ar
motor.C0 = .(, , )
ar2 = .(, gun)
ar2.FormFactor =
ar2.Size = .(, , )
ar2.Transparency =
ar2.CanCollide =
ar2.Locked =
ar2.Name =
ar2:()
weldf2 = .(, ar2)
weldf2.C0 = .(, , )
weldf2.Part0 = la
weldf2.Part1 = ar2
motor2 = .(, ar2)
motor2.Part0 = ftorso
motor2.Part1 = ar2
motor2.C0 = .(-, , )
w1.Part1 = ra
angle = , ,
w1.C0 = .(+angle/, -angle/, -angle/) * .(.pi + .(angle/), .(angle), .(angle))
()
(rh, ftorso, rl)
(lh, ftorso, ll)
angle = , ,
ftorsoweld.C0 = .() * .(, .(angle-), )
motor.C0 = .(, , -angle/) * .(.(angle), , -.(angle-))
motor2.C0 = .(-, , -angle/) * .(.(angle), , )
()
()
animate.Disabled =
(rh, torso, rl)
(lh, torso, ll)
w1.C0 = .(, , -)* .(-.pi/, -.pi/, )
w1.Part1 = torso
torso.Transparency =
(()
gun.FakeTorsoShotgun:()
gun.FakeTorsoShotgun:()
gun.ShoulderJoint:()
gun.ShoulderJoint:()
gun.ShoulderJoint2:()
gun.ShoulderJoint2:()
)
tool = .(, plr.Backpack)
tool.Name =
tool.Selected:((mouse2)
equipped =
mainGui = .(, plr.PlayerGui)
mainGui.Name =
accuracyFrame = .(, mainGui)
accuracyFrame.Size = .(, , , )
accuracyFrame.BackgroundTransparency =
mouse2.Icon =
accuracy1 = .(, accuracyFrame)
accuracy1.Text =
accuracy1.BorderSizePixel =
accuracy1.BackgroundColor = BrickColor.()
accuracy1.Size = .(, -, , )
accuracy2 = .(, accuracyFrame)
accuracy2.Text =
accuracy2.BorderSizePixel =
accuracy2.BackgroundColor = BrickColor.()
accuracy2.Size = .(, , , )
accuracy3 = .(, accuracyFrame)
accuracy3.Text =
accuracy3.BorderSizePixel =
accuracy3.BackgroundColor = BrickColor.()
accuracy3.Size = .(, , , -)
accuracy4 = .(, accuracyFrame)
accuracy4.Text =
accuracy4.BorderSizePixel =
accuracy4.BackgroundColor = BrickColor.()
accuracy4.Size = .(, , , )
.(()
equipped
spread < spread =
humanoid.Health ==
accuracy1.Position = .(, -(spread*), , )
accuracy2.Position = .(, +(spread*), , )
accuracy3.Position = .(, , , -(spread*))
accuracy4.Position = .(, , , +(spread*))
accuracyFrame.Position = .(, mouse.X-, , mouse.Y-)
:.Stepped:()
)()
()
mouse2.Button1Down:(()
debounce
debounce =
sound:()
motor.C0 = motor.C0 * .(, , ) * .(.(), -.(), )
.(()
()
angle = ,
motor.C0 = motor.C0 * .(-.(), .(), )
()
motor.C0 = .(, , -/) * .(.(), , -.(-))
()
sound2:()
we9.C0 = we9.C0 * .(, , -)
motor2.C0 = motor2.C0 * .(, , )
()
move = ,
move >
we9.C0 = we9.C0 * .(, , )
motor2.C0 = motor2.C0 * .(-, , )
()
)()
spread = spread +
.(()
bullitz = ,
bullitz >
(, , pa8)
)()
.(()
_ = ,
(()
spread = spread -
)
()
)()
()
debounce =
)
)
tool.Deselected:(()
equipped =
(()
()
plr.PlayerGui.AccuracyStuff:()
plr.PlayerGui.AccuracyStuff:()
plr.PlayerGui.AccuracyStuff:()
)
)select the plasma shotgun item and press to shoot

Universal