Looking for an easy way to get Ranged Gear Codes & IDâs for Roblox? zi == 2 and size.Z*(1-2*math.abs(z/zi-0.75+modz)) or size.Z or agent767_was_here),color,explosion_position,explosion_blastradius. Sign Up, it unlocks many cool features! Fight other players and control the hardpoints for medals! use this function only with arm lockers. UserOfEthanGamer. A complete, updated list of all Unturned gun IDs. Weld = function(p0,p1,x,y,z,rx,ry,rz,par)--recommend to use this with my weld. for i = 1, parts_created_per_frame do --creates parts to fill up the storage, game:service'ContentProvider':Preload('rbxassetid://' .. tostring(v[1]-1)), mouse.Icon='rbxassetid://' .. tostring(crosshairs[num][1]-1), recoil=false -- Set to true for added realism, magCapacity=20 -- How much a magazine can hold at once, magAmmo=20 -- How much ammo is in the mag, jamRate=500 -- How often the gun jams(the more the less) (no less than 1), highCapMag=false -- High capacity magazine, game:service'ContentProvider':Preload('rbxassetid'..tostring(id)), s.SoundId='rbxassetid://' .. tostring(id), local fireSound=getSound(151997297--[[10209842]]), local magazinelockSound=getSound(152206337), local slideForwardSound=getSound(152206302), local glassBreakSound=getSound(144884907), local hopper=Instance.new('HopperBin',plr.Backpack). Included are loud, realistic, machine gun, single, burst shots, automatic gunfire and more sounds. local fillup = 1000 --it constantly generates new parts until it reaches this number(hacky way to prevent lagspikes if there is a large explosion),change it to 0 if you don´t want it to generate (useless) parts. 1 hour ago, We use cookies for various purposes including analytics. Remember to share this page with your friends. roblox machine gun gear, (this looks funnier with a funny gear, like a pencil) Cheat Engine: ----- Submitted by: lavablast1 You must have cheat engine to use this. Roblox Gun Script. Vector3.new(xi == 2 and size.X*(1-2*math.abs(x/xi-0.75+modx)) or size.X,yi == 2 and size.Y*(1-2*math.abs(y/yi-0.75+mody)) or size.Y. Let the adrenaline rush with this action-packed free fun action shooting games Prisoner Escape Battleground Grand Jail Break 2020. How to change Sun and Moon Texture in Roblox; How To Make a Gun on Roblox; How to make your Roblox game compatible with Filtering Enabled (FE) How To Script A Tycoon on Roblox; Is Roblox Scripting Hard? Flaming Hedgehog Cannon is a limited unique gear published to the avatar shop by ROBLOX on August 26th, 2011. 29,752 . Roblox 3D Models; Roblox DevForum â A Great Place To Start; Roblox How To Script A Menu; Roblox How To Script A Tool; Roblox I Forgot My Password So inefficient! All the bomb related gears can be viewed easily on the table. Survival is the ultimate goal. Money Gun Tempered AK Elite Sniper Tempered SCAR; 475 2,000,000 or 725 2,000,000 or 725 4,000,000 or 999 150px. Here are Roblox music code for Shooting Stars - Yeah Boi Roblox ID. Description: No description yet. The game currently has over 24 million place visits and over 309000 favorites and is currently the 20th most visited game on roblox. Pixel Gun 3D is a free multiplayer survival shooter with battle royale mode in the style of Minecraft. The user can shoot out a flaming hedgehog, which will play a sound effect from the Hedgehog Friend gear and will ⦠After purchasing a weapon, use one of the various stash boxes ⦠first select the thing that lets u choose wat ur cheating on (in this case roblox)(u must have a game on roblox running)then select the one that has the roblox logo (the R) then, look until u see a ⦠(LINK: www.roblox.com/ Dual - Darkhearts -item?id=108149175) Weapons are essential tools in Westbound used for bounty hunting, hunting, self defence, and killing other players. z~=zi and surface_between_splitted_parts or backsurface,y==2 and surface_between_splitted_parts or bottomsurface. As of May 9th, 2019, this item has been favorited 1,091 times. Pastebin.com is the number one paste tool since 2002. Home how to shoot a gun in roblox mm2 mobile how to shoot a gun in roblox mm2 mobile by scarlett murphree kamis 26 september 2019 how to shoot a gun in roblox mm2 mobile how to shoot a gun in roblox mm2 mobile. Aim Fire The holster is tightly molded for the gun and features a finger-break strap. tor,torso,rootpart,rj=ch.Torso,ch.Torso,ch.HumanoidRootPart,ch.HumanoidRootPart.RootJoint, cfn,ang,mr,int=CFrame.new,CFrame.Angles,math.rad,Instance.new, local minimumsize = Vector3.new(0.7,0.7,0.7) --Minimumsize for a part to get divided,higher numbers = less detailed and bigger/less bricks, local surface_between_splitted_parts = 'SmoothNoOutlines' --the surface between splitted parts, --local fragmented = workspace:FindFirstChild("Fragmented"), local fragmentable = workspace --all fragmentable objects should be stored in here, --local m = Instance.new("Hint",workspace). In the era of firing battleground gun games and shooting ⦠Press on the buttons to copy the numbers (Button Does NOT work for iOs, but you could still copy the IDâs). COPY. Roblox is a virtual world and website which teaches small children and even older teens about scripting, building, and is lots of fun. (v.Start.p.Y * (1 - i)) + (v.Stop.p.Y * i), (v.Start.p.Z * (1 - i)) + (v.Stop.p.Z * i)) * CFrame.fromEulerAnglesXYZ(. Thanks! It should be noted that the ranged gear code list contains many different weapons. Feb 9th, 2020. how to make a good gun game on roblox, Now when you want to create a game in roblox. while wait() do --oh noes,a loop! Credit to litozinnamon for the crosshairs and bullethole decals. 29 min ago, HTML | Show/Hide; Candy Cane Sniper ... Roblox ⦠Welcome to the new episode of prison escape Prison Battleground FPS Free Gun Shooting Games. Highest quality HD recorded MP3 downloads. Not like I asked him, anyhow. Go into battle against a horde of zombies. The standard magazine holds 10 rounds, although magazines that could hold 14 rounds were also made but looked incredibly stupid. New maps,new weapons,new game modes are waiting for you in this incredible action game,where terrorists and your team going to engage the battle not for ⦠Roblox Gun Home; By Kenneth Galey Senin, 25 Mei 2020. The standard magazine holds 10 rounds, although magazines that could hold 14 rounds were also made but looked incredibly stupid. v.Weld.C1 = CFrame.new( (v.Start.p.X * (1 - i)) + (v.Stop.p.X * i). fragmentate(cframe*CFrame.new(size.X*(xi==1 and 0 or x/xi-0.75+modx),size.Y*(yi==1 and 0 or y/yi-0.75+mody),size.Z*(zi==1 and 0 or z/zi-0.75+modz)). Models range from the common simple Maple Bow to the best - the mythical, deadly Shadowstalker Mk II. You signed in with another tab or window. 53 min ago, JavaScript | How to make a realistic fps game. I used them without permission. ... 1800 Logic Song Id Roblox. Smith and Wesson M&P 45, chambered in .45 ACP ammunition. Click while tapping the "q" button will make a dark destuctive "storm" making you killed instantly. Roblox is a virtual world and website which teaches small children and even older teens about scripting, building, and is lots of fun. zi == 2 and size.Z*(1-2*math.abs(z/zi-0.75+modz)) or size.Z),color,explosion_position,explosion_blastradius, function start_fragmentation(position,radius), local search = Region3.new(position-Vector3.new(radius,radius,radius)*1.1,position+Vector3.new(radius,radius,radius)*1.1), local parts = workspace:FindPartsInRegion3WithIgnoreList(search,list,100) --maximum number of parts that FindPartsInRegion3 can find is 100, so we have to do this to find them all, if p:IsDescendantOf(fragmentable) and p:GetMass()<3000 and p.Transparency>0.285 and p.Name~='Base' and p:IsDescendantOf(ch)==false then, fragmentate(p.CFrame,p.Size,p.BrickColor,position,radius,p.BackSurface,p.BottomSurface,p.FrontSurface,p.LeftSurface,p.RightSurface,p.TopSurface,p.Transparency,p.Reflectance), if #storage < maximumstorage and p.Shape == "Block" then --recycle them, if p:IsDescendantOf(fragmentable) and p:GetMass()<53000 and p.Transparency<0.05 and p.Name~='Base' and tostring(p.Material)=='Enum.Material.Wood' and p:IsDescendantOf(ch)==false then. They use ammunition to shoot, can have several attachments and some can even destroy walls (really!). Rating: 4. By continuing to use Pastebin, you agree to our use of cookies as described in the. This tutorial will teach you how to make a gun that works on Roblox, step by step. ID: 1298801304 Copy. This tutorial will teach you how to make a gun that works on Roblox, step by step. Never . local maximumstorage = 2000 --it will recycle parts if the number of parts in the storage doesnt exceed this number, local storage_position = Vector3.new(0,0,5000) --place them somewhere off the map, local stored_partsize = Vector3.new(1,1,1) --make them small, local parts_created_per_frame = 5 --number of parts being created per frame to fill up the storage, function fragmentate(cframe,size,color,explosion_position,explosion_blastradius,backsurface,bottomsurface,frontsurface,leftsurface,rightsurface,topsurface,transparency,reflectance). Free sound effects of guns shooting. The best way to survive is to fire your gun at anyone that crosses your way. You can easily copy the code or add it to your favorite list. You can easily copy the code or add it to your favorite list. There are currently two types of weapons; ranged weapons and melee weapons. These free gun shooting sound effects can be downloaded and used for video editing, adobe premiere, foley, youtube videos, plays, video games and more! ["tooltip"] = "Produced by UserOfEthanGamer"; -- Tooltip that will pop up when the mouse is hovered over the item, ["dtime"] = .05; -- Amount of time before a bullet disappears, ["maxammo"] = 32; -- Amount of ammo in one magazine, ["damage"] = 8; -- Amount of damage one bullet does, ["automatic"] = true; -- If set to true, the gun will continously fire if the left mouse button is held down, ["range"] = 1500; -- Maximum distance a bullet can travel in studs, ["reloadwhenout"] = true; -- Automatically reloads the weapon if your ammo is at 0. local tool, handle = script.Parent, script.Parent:FindFirstChild("Handle"); tool.Name = settings["name"].." ".."["..ammo.."]", local ray = Ray.new(handle.Position,(mouse.Hit.p-handle.Position).unit*settings["range"]), local hit,pos = workspace:FindPartOnRay(ray,char), if hit.Parent:FindFirstChild("Humanoid") then, hit.Parent.Humanoid:TakeDamage(settings["damage"]), p.BrickColor = BrickColor.new("New Yeller"), local s = (pos-handle.Position).magnitude, p.CFrame = CFrame.new(pos,handle.Position)*CFrame.new(0,0,-s/2), coroutine.resume(coroutine.create(function(), mouse2.Icon = "rbxasset://textures\\GunCursor.png", if ammo <= 0 and settings["reloadwhenout"] == true then, arms = {Tool.Parent:FindFirstChild("Left Arm"), Tool.Parent:FindFirstChild("Right Arm")}, torso = Tool.Parent:FindFirstChild("Torso"), local sh = {torso:FindFirstChild("Left Shoulder"), torso:FindFirstChild("Right Shoulder")}, weld1.C1 = CFrame.new(-0.5, 0.9, 0.7) * CFrame.fromEulerAnglesXYZ(math.rad(290), 0, math.rad(-90)), weld2.C1 = CFrame.new(-1, 0.6, 0.5) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-20), 0), Lua | Code: 1905367471 - Copy it! Be the one who breaks the jails and let himself free from walls of highly guarded Security ops guards. So why not move them all to hide the gun. 33 min ago, C++ | (v.X1 * (1 - i)) + (v.X2 * i), (v.Y1 * (1 - i)) + (v.Y2 * i), --hl/https://httpget-inumeration.c9.io/mp45.lua. Track Roblox ID local w = Instance.new('Motor',par or p0), w.C0 = CFrame.new(x or 0,y or 0,z or 0)*CFrame.Angles(rx or 0,ry or 0,rz or 0), local R21,R22,R23 = c2:toEulerAnglesXYZ(), local X1, Y1, Z1 = Start:toEulerAnglesXYZ(), local X2, Y2, Z2 = Stop:toEulerAnglesXYZ(), table.insert(tweenTable,{th=0,Weld=Weld,Step=Step,Start=Start,X1=X1,Y1=Y1,Z1=Z1,Stop=Stop,X2=X2,Y2=Y2,Z2=Z2}), if a then coroutine.wrap(func)() else func() end, cp=function(parent,color,size,anchored,cancollide), rabr = cp(tube,'White',Vector3.new(1,1,1),false,false) rabr.Transparency = 1 rabr.Name='Locker', rw = Weld(rabr,torso,1.5,.5,0,0,0,0) rw.Parent = tube rw.Name = 'rw', labr = cp(tube,'White',Vector3.new(1,1,1),false,false) labr.Transparency = 1 labr.Name='Locker', lw = Weld(labr,torso,-1.5,.5,0,0,0,0) lw.Parent = tube lw.Name = 'lw', rabl = cp(tube,'White',Vector3.new(1,1,1),false,false) rabl.Transparency = 1 rabl.Name='Locker', rwl = Weld(rabl,torso,0.5,-1.5,0,0,0,0) rwl.Parent = tube rwl.Name = 'rwl', labl = cp(tube,'White',Vector3.new(1,1,1),false,false) labl.Transparency = 1 labl.Name='Locker', lwl = Weld(labl,torso,-0.5,-1.5,0,0,0,0) lwl.Parent = tube lwl.Name = 'lwl', wwl.Part0,wwl.Part1 = ch['Left Leg'],labl, --weld(ch['HumanoidRootPart'],torso,cfn()), local counter=Instance.new('ScreenGui',plr.PlayerGui), local frame=Instance.new('Frame',counter), local ammocounter=Instance.new('TextLabel',frame), ammocounter.Position=UDim2.new(0,0,0.2,0), ammocounter.TextColor3=BrickColor.new('White').Color, local bg = Instance.new("BodyGyro",rootpart), bg.maxTorque = Vector3.new(math.huge,math.huge,math.huge), aLaser=cp(tube,'Really red',Vector3.new(0.2,0.2,0.2)), cyl(aLaser).Scale=Vector3.new(0.25,1,0.25), local handle=cp(tube,primaryColor,Vector3.new(0.2,0.6,0.3)), blo(handle).Scale=Vector3.new(1.15,0.9,1), local mw=weld(ch['Right Arm'],handle,cfn(-0.4,-1,-0.19)*ang(mr(-101.5),0,0)*cfn()*ang(0,mr(-30),mr(-5))), local framepiece1=cp(tube,primaryColor,Vector3.new(0.2,0.2,0.9)), blo(framepiece1).Scale=Vector3.new(1.15,0.5,1), weld(handle,framepiece1,cfn(0,0.354,-0.3)*ang(mr(11.5),0,0)), local barrel=cp(tube,'Medium stone grey',Vector3.new(0.2,0.2,0.2)), cyl(barrel).Scale=Vector3.new(0.7,1.2,0.7), weld(framepiece1,barrel,cfn(0,0.15,-0.1)*ang(mr(-90),0,0)), local sbarrel=cp(tube,'Really black',Vector3.new(0.2,0.3,0.2)), cyl(sbarrel).Scale=Vector3.new(0.7,1.5,0.7), local hole=cp(tube,'White',Vector3.new(0.2,0.2,0.2)), flash.Color=BrickColor.new('Neon orange').Color, local slide1=cp(tube,secondaryColor,Vector3.new(0.2,0.2,0.4)), slideweld1=weld(framepiece1,slide1,cfn(0,0.15,0.23)), local slide2=cp(tube,secondaryColor,Vector3.new(0.2,0.2,0.4)), slideweld2=weld(slide1,slide2,cfn(0,0,-0.666)), local slideside1=cp(tube,secondaryColor,Vector3.new(0.2,0.2,1.1)), blo(slideside1).Scale=Vector3.new(0.25,1,1), weld(slide1,slideside1,cfn(-0.09,0,-0.335)), local slideside2=cp(tube,secondaryColor, Vector3.new(0.2,0.2,0.4)), blo(slideside2).Scale=Vector3.new(0.25,1,1.1), local slideside3=cp(tube,secondaryColor, Vector3.new(0.2,0.2,0.3)), blo(slideside3).Scale=Vector3.new(0.25,0.6,0.78), weld(slideside2,slideside3,cfn(0,-0.04,-0.335)), local slideside4=cp(tube,secondaryColor, Vector3.new(0.2,0.2,0.4)), blo(slideside4).Scale=Vector3.new(0.25,1,1.1), local mgs=cp(tube,primaryColor,Vector3.new(0.2,0.2,0.2)), blo(mgs).Scale=Vector3.new(1.15,0.425,0.245), local tp1=cp(tube,primaryColor,Vector3.new(0.2,0.2,0.2)), local tp2=cp(tube,primaryColor,Vector3.new(0.2,0.2,0.2)), weld(framepiece1,tp2,cfn(0,-0.14,-0.0265)*ang(mr(45),0,0)), local trigger1=cp(tube,'Really black',Vector3.new(0.2,0.2,0.2)), blo(trigger1).Scale=Vector3.new(0.3,0.4,0.16), weld(framepiece1,trigger1,cfn(0,-0.07,0.09)), local trigger2=cp(tube,'Really black',Vector3.new(0.2,0.2,0.2)), blo(trigger2).Scale=Vector3.new(0.3,0.3,0.16), weld(trigger1,trigger2,cfn(0,-0.06,-0.015)*ang(mr(30),0,0)), local magh=cp(tube,'Really black',Vector3.new(0.2,0.5,0.2)), local magweld=weld(handle,magh,cfn(0,-0.025,0)), local bottom=cp(tube,'Really black',Vector3.new(0.2,0.2,0.3)), blo(bottom).Scale=Vector3.new(1.15,0.385,0.8), bottomweld=weld(magh,bottom,cfn(0,-0.28,-0.015)), magweld=weld(handle,magh,cfn(0,-0.125,0)), bottomweld=weld(magh,bottom,cfn(0,-0.38,-0.015)), local backsight1=cp(tube,'Black',Vector3.new(0.2,0.2,0.2)), blo(backsight1).Scale=Vector3.new(0.3,0.3,0.3), weld(slide1,backsight1,cfn(0.06,0.1,0.13)), local backsight2=cp(tube,'Black',Vector3.new(0.2,0.2,0.2)), blo(backsight2).Scale=Vector3.new(0.3,0.3,0.3), weld(slide1,backsight2,cfn(-0.06,0.1,0.13)), local frontsight=cp(tube,'Black',Vector3.new(0.2,0.2,0.2)), blo(frontsight).Scale=Vector3.new(0.3,0.3,0.3), local dot1=cp(tube,'Lime green',Vector3.new(0.2,0.2,0.2)), cyl(dot1).Scale=Vector3.new(0.1,0.31,0.1), weld(backsight1,dot1,cfn(0,0.014,0)*ang(mr(-90),0,0)), local dot2=cp(tube,'Lime green',Vector3.new(0.2,0.2,0.2)), cyl(dot2).Scale=Vector3.new(0.1,0.31,0.1), weld(backsight2,dot2,cfn(0,0.014,0)*ang(mr(-90),0,0)), local dot3=cp(tube,'Lime green',Vector3.new(0.2,0.2,0.2)), cyl(dot3).Scale=Vector3.new(0.1,0.31,0.1), weld(frontsight,dot3,cfn(0,0.014,0)*ang(mr(-90),0,0)), local ba=cp(tube,secondaryColor,Vector3.new(0.2,0.2,0.2)), local weirdholethatpistolshave=cp(tube,'Really black', Vector3.new(0.2,0.2,0.2)), cyl(weirdholethatpistolshave).Scale=Vector3.new(0.4,1.01,0.4), weld(ba,weirdholethatpistolshave,cfn(0,0,0)*ang(mr(-90),0,0)), local r1=cp(tube,primaryColor,Vector3.new(0.2,0.2,0.2)), local r2=cp(tube,primaryColor,Vector3.new(0.2,0.2,0.2)), local r3=cp(tube,primaryColor,Vector3.new(0.2,0.2,0.2)), local base=cp(tube,primaryColor,Vector3.new(0.2,0.2,0.3)), basehole=cp(tube,'White',Vector3.new(0.2,0.2,0.2)), cyl(basehole).Scale=Vector3.new(0.4,0.4,0.4), weld(base,basehole,cfn(0,0,-0.13)*ang(mr(-90),0,0)), local sil=cp(tube,'Really black',Vector3.new(0.2,0.3,0.2)), fireSound.SoundId='rbxassetid://153230595', cyl(sil).Scale=Vector3.new(0.94,1.8,0.94), local hd=cp(tube,primaryColor,Vector3.new(0.2,0.6,0.2)), cockSlide=function() -- hahaha yes i know, if magAmmo<1 and out==true and bs==false then, slideweld1.C0=slideweld1.C0*cfn(0,0,0.22), slideweld1.C0=slideweld1.C0*cfn(0,0,-0.22), local firefx=cp(tube,'Neon orange',Vector3.new(0.7,1.1,0.7)), local mesh=Instance.new('SpecialMesh',firefx), local oc = oc or function(...) return ... end, local rpar,r0,r1 = r.Parent,r.Part0,r.Part1, local shell=cp(tube,'Deep orange',Vector3.new(0.2,0.3,0.2)), shell.CFrame=barrel.CFrame*ang(mr(-90),0,0), local fa=weld(ch['Left Arm'],bm1,cfn(0,-1.1,0)*ang(mr(-90),0,0)), Tween(lw,cfn(0,1.4,0)*ang(mr(-109),mr(60),mr(10)),0.07), if current<1 then --none in chamber reload, Tween(rw,cfn(0,0.7,0)*ang(mr(-90),mr(-30),0)), Tween(lw,cfn(0,0.7,0)*ang(mr(-115),mr(35),0)), Tween(lw,cfn(0,0.7,0)*ang(mr(-115),mr(55),0)), fireSound.Pitch=math.random(math.random(fireSound.Pitch-0.2,fireSound.Pitch-0.1),math.random(fireSound.Pitch,fireSound.Pitch+0.1)), local ray = Ray.new(hole.CFrame.p, ((m.Hit.p+Vector3.new(math.random(-spread,spread)/6.35,math.random(-spread,spread)/6.35,math.random(-spread,spread)/6.35) )- hole.CFrame.p).unit*300), local hit, position = game.Workspace:FindPartOnRay(ray, user), if hit.Transparency>0.285 and hit:GetMass()<3000 and hit.Parent.className~='Hat' then, temps.Pitch=math.random(math.random(temps.Pitch-0.2,temps.Pitch-0.1),math.random(temps.Pitch,temps.Pitch+0.1)), if tostring(hit.Material)=='Enum.Material.Wood' and hit.Transparency<0.05 then, if hit and hit.Parent and hit.Parent:findFirstChild'Humanoid' then, hit.Parent.Humanoid:TakeDamage(math.random(30,65)), hit.Parent.Humanoid:TakeDamage(math.random(10,24)), local r = guy.Torso:FindFirstChild(v.Name:gsub("Arm","Shoulder"):gsub("Leg","Hip")), if hit.Parent.Name~='TheDarkRevenant' then, p.CFrame = CFrame.new(position.x,position.y,position.z)--mouse.Target.CFrame+(mouse.Hit.p-mouse.Target.Position), d.Texture = 'rbxassetid://' .. tostring(bulletholes[math.random(#bulletholes)]-2), local th=cp(tube,"Really black",Vector3.new(1,1,1)), th.CFrame=CFrame.new(position.x,position.y,position.z), spm.Scale=spm.Scale+Vector3.new(0.16,0.16,0.16), Tween(rw,cfn(0,0.7,0)*ang(mr(-100),mr(-30),0),0.62), Tween(lw,cfn(0,0.7,0)*ang(mr(-100),mr(30),0),0.62), Tween(lw,cfn(0,1.3,0)*ang(mr(-100),mr(30),0),0.62), if math.random(jamRate)==jamRate and magAmmo>0 then, if sheathed==false and debounce==false then, mw=weld(tor,handle,cfn(1.11,-1.09,0)*ang(mr(-111.5),0,0)), mw=weld(ch['Right Arm'],handle,cfn(-0.4,-1,-0.19)*ang(mr(-101.5),0,0)*cfn()*ang(0,mr(-30),mr(-5))), Tween(rw,cfn(0,0.7,0)*ang(mr(-90),mr(-30),0),speed), Tween(lw,cfn(0,0.7,0)*ang(mr(-90),mr(30),0),speed), Tween(lw,cfn(0,1.3,0)*ang(mr(-90),mr(30),0),speed), game:service'RunService'.RenderStepped:connect(function(), bg.cframe = CFrame.new(rootpart.Position,mouse.Hit.p*Vector3.new(1,0,1)+rootpart.Position*Vector3.new(0,1,0)), local ray = Ray.new(hole.CFrame.p, (m.Hit.p - hole.CFrame.p).unit*300), local distance = (position - basehole.CFrame.p).magnitude, aLaser.Size=Vector3.new(0.2,distance,0.2), aLaser.CFrame=CFrame.new(position, basehole.CFrame.p) * CFrame.new(0, 0, -distance/2) * ang(mr(-90),0,0).
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