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					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="Cullable">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">1</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Smooth Block Model</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>2</X>
						<Y>85.2000046</Y>
						<Z>14</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part">
				<Properties>
					<bool name="Anchored">true</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">199</int>
					<CoordinateFrame name="CFrame">
						<X>66.5</X>
						<Y>43</Y>
						<Z>-13</Z>
						<R00>3.42285418e-008</R00>
						<R01>0</R01>
						<R02>-1</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>1</R20>
						<R21>0</R21>
						<R22>3.42285418e-008</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<bool name="CastsShadows">false</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="Cullable">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">1</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Smooth Block Model</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>2</X>
						<Y>85.2000046</Y>
						<Z>117</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part">
				<Properties>
					<bool name="Anchored">true</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">194</int>
					<CoordinateFrame name="CFrame">
						<X>74</X>
						<Y>86.1999969</Y>
						<Z>-16.0000076</Z>
						<R00>3.42285418e-008</R00>
						<R01>0</R01>
						<R02>-1</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>1</R20>
						<R21>0</R21>
						<R22>3.42285418e-008</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<bool name="CastsShadows">false</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="Cullable">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">1</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Smooth Block Model</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>8</X>
						<Y>1.20000005</Y>
						<Z>136</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part">
				<Properties>
					<bool name="Anchored">true</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">199</int>
					<CoordinateFrame name="CFrame">
						<X>130.5</X>
						<Y>78.3999939</Y>
						<Z>-13.0000076</Z>
						<R00>3.42285418e-008</R00>
						<R01>0</R01>
						<R02>-0.99999994</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0.99999994</R20>
						<R21>0</R21>
						<R22>3.42285418e-008</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<bool name="CastsShadows">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="Cullable">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">1</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Smooth Block Model</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>2</X>
						<Y>14.4000006</Y>
						<Z>11</Z>
					</Vector3>
				</Properties>
			</Item>
		</Item>
		<Item class="Model">
			<Properties>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<CoordinateFrame name="ModelInPrimary">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<string name="Name">Regeneration</string>
				<Ref name="PrimaryPart">null</Ref>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Script">
				<Properties>
					<bool name="Disabled">false</bool>
					<string name="Name">Regenerate Villiage</string>
					<string name="Source">&#13;&#10;&#13;&#10;model = game.Workspace.RegenGroupVilliage&#13;&#10;messageText = &quot;Regenerating Sadwater Villiage...&quot;&#13;&#10;&#13;&#10;message = Instance.new(&quot;Message&quot;)&#13;&#10;message.Text = messageText&#13;&#10;backup = model:clone()&#13;&#10;&#13;&#10;while true do&#13;&#10;&#9;wait(script.Parent.RegenerationTime.Value*(1-math.random()*0.8))&#13;&#10;&#13;&#10;&#9;message.Parent = game.Workspace&#13;&#10;&#9;model:remove()&#13;&#10;&#13;&#10;&#9;wait(script.Parent.RegenerationDelay.Value)&#13;&#10;&#13;&#10;&#9;model = backup:clone()&#13;&#10;&#9;model.Parent = game.Workspace&#13;&#10;&#9;model:makeJoints()&#13;&#10;&#9;message.Parent = nil&#13;&#10;end&#13;&#10;</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="NumberValue">
				<Properties>
					<string name="Name">RegenerationTime</string>
					<float name="Value">800</float>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="NumberValue">
				<Properties>
					<string name="Name">RegenerationDelay</string>
					<float name="Value">4</float>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script">
				<Properties>
					<bool name="Disabled">false</bool>
					<string name="Name">Regenerate Stairs</string>
					<string name="Source">&#13;&#10;&#13;&#10;model = game.Workspace.RegenGroupStairs&#13;&#10;messageText = &quot;Regenerating the Endless Stairs...&quot;&#13;&#10;&#13;&#10;message = Instance.new(&quot;Message&quot;)&#13;&#10;message.Text = messageText&#13;&#10;backup = model:clone()&#13;&#10;&#13;&#10;while true do&#13;&#10;&#9;wait(script.Parent.RegenerationTime.Value*(1-math.random()*0.8))&#13;&#10;&#13;&#10;&#9;message.Parent = game.Workspace&#13;&#10;&#9;model:remove()&#13;&#10;&#13;&#10;&#9;wait(script.Parent.RegenerationDelay.Value)&#13;&#10;&#13;&#10;&#9;model = backup:clone()&#13;&#10;&#9;model.Parent = game.Workspace&#13;&#10;&#9;model:makeJoints()&#13;&#10;&#9;message.Parent = nil&#13;&#10;end&#13;&#10;</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script">
				<Properties>
					<bool name="Disabled">false</bool>
					<string name="Name">Regenerate Cube</string>
					<string name="Source">&#13;&#10;model = game.Workspace.RegenGroupCube&#13;&#10;messageText = &quot;Regenerating PilotLuke&apos;s Battle Cube...&quot;&#13;&#10;&#13;&#10;message = Instance.new(&quot;Message&quot;)&#13;&#10;message.Text = messageText&#13;&#10;backup = model:clone()&#13;&#10;&#13;&#10;while true do&#13;&#10;&#9;wait(script.Parent.RegenerationTime.Value*(1-math.random()*0.8))&#13;&#10;&#13;&#10;&#9;message.Parent = game.Workspace&#13;&#10;&#9;model:remove()&#13;&#10;&#13;&#10;&#9;wait(script.Parent.RegenerationDelay.Value)&#13;&#10;&#13;&#10;&#9;model = backup:clone()&#13;&#10;&#9;model.Parent = game.Workspace&#13;&#10;&#9;model:makeJoints()&#13;&#10;&#9;message.Parent = nil&#13;&#10;end&#13;&#10;</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script">
				<Properties>
					<bool name="Disabled">false</bool>
					<string name="Name">Regenerate Complex</string>
					<string name="Source">&#13;&#10;model = game.Workspace.RegenGroupComplex&#13;&#10;messageText = &quot;Regenerating the Complex...&quot;&#13;&#10;&#13;&#10;message = Instance.new(&quot;Message&quot;)&#13;&#10;message.Text = messageText&#13;&#10;backup = model:clone()&#13;&#10;&#13;&#10;while true do&#13;&#10;&#9;wait(script.Parent.RegenerationTime.Value*(1-math.random()*0.8))&#13;&#10;&#13;&#10;&#9;message.Parent = game.Workspace&#13;&#10;&#9;model:remove()&#13;&#10;&#13;&#10;&#9;wait(script.Parent.RegenerationDelay.Value)&#13;&#10;&#13;&#10;&#9;model = backup:clone()&#13;&#10;&#9;model.Parent = game.Workspace&#13;&#10;&#9;model:makeJoints()&#13;&#10;&#9;message.Parent = nil&#13;&#10;end&#13;&#10;</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script">
				<Properties>
					<bool name="Disabled">false</bool>
					<string name="Name">Regenerate Ruins</string>
					<string name="Source">&#13;&#10;model = game.Workspace.RegenGroupRuins&#13;&#10;messageText = &quot;Regenerating Ruins and Sky Bridge...&quot;&#13;&#10;&#13;&#10;message = Instance.new(&quot;Message&quot;)&#13;&#10;message.Text = messageText&#13;&#10;backup = model:clone()&#13;&#10;&#13;&#10;while true do&#13;&#10;&#9;wait(script.Parent.RegenerationTime.Value*(1-math.random()*0.8))&#13;&#10;&#13;&#10;&#9;message.Parent = game.Workspace&#13;&#10;&#9;model:remove()&#13;&#10;&#13;&#10;&#9;wait(script.Parent.RegenerationDelay.Value)&#13;&#10;&#13;&#10;&#9;model = backup:clone()&#13;&#10;&#9;model.Parent = game.Workspace&#13;&#10;&#9;model:makeJoints()&#13;&#10;&#9;message.Parent = nil&#13;&#10;end&#13;&#10;</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script">
				<Properties>
					<bool name="Disabled">false</bool>
					<string name="Name">Secret</string>
					<string name="Source">&#13;&#10;&#13;&#10;&#13;&#10;messageText = &quot;Rare armor spawned!!!&quot;&#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;while true do&#13;&#10;&#9;wait(2000*math.random() + 3000)&#13;&#10;&#13;&#10;&#9;message = Instance.new(&quot;Message&quot;)&#13;&#10;&#9;message.Text = messageText&#13;&#10;&#13;&#10;&#9;message.Parent = game.Workspace&#13;&#10;&#13;&#10;&#9;wait(4)&#13;&#10;&#13;&#10;&#9;message.Parent = nil&#13;&#10;end&#13;&#10;</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
		<Item class="Model">
			<Properties>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<CoordinateFrame name="ModelInPrimary">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<string name="Name">WallBuilder</string>
				<Ref name="PrimaryPart">null</Ref>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Script">
				<Properties>
					<bool name="Disabled">false</bool>
					<string name="Name">Script</string>
					<string name="Source">wallWidth = 12&#13;&#10;wallHeight = 4&#13;&#10;wallLifetime = 15&#13;&#10;brickSpeed = 0.04&#13;&#10;&#13;&#10;-- places a brick at pos and returns the position of the brick&apos;s opposite corner&#13;&#10;function placeBrick(cf, pos, color)&#13;&#10;&#9;local brick = Instance.new(&quot;Part&quot;)&#13;&#10;&#9;brick.BrickColor = color&#13;&#10;&#9;brick.CFrame = cf * CFrame.new(pos + brick.size / 2)&#13;&#10;&#9;brick.Parent = script.Parent.Bricks&#13;&#10;&#9;brick:makeJoints()&#13;&#10;&#9;return  brick, pos +  brick.size&#13;&#10;end&#13;&#10;&#13;&#10;function buildWall(cf)&#13;&#10;&#13;&#10;&#9;local color = BrickColor.random()&#13;&#10;&#9;local bricks = {}&#13;&#10;&#13;&#10;&#9;assert(wallWidth&gt;0)&#13;&#10;&#9;local y = 0&#13;&#10;&#9;while y &lt; wallHeight do&#13;&#10;&#9;&#9;local p&#13;&#10;&#9;&#9;local x = -wallWidth/2&#13;&#10;&#9;&#9;while x &lt; wallWidth/2 do&#13;&#10;&#9;&#9;&#9;local brick&#13;&#10;&#9;&#9;&#9;brick, p = placeBrick(cf, Vector3.new(x, y, 0), color)&#13;&#10;&#9;&#9;&#9;x = p.x&#13;&#10;&#9;&#9;&#9;table.insert(bricks, brick)&#13;&#10;&#9;&#9;&#9;wait(brickSpeed)&#13;&#10;&#9;&#9;end&#13;&#10;&#9;&#9;y = p.y&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;wait(wallLifetime)&#13;&#10;&#13;&#10;&#9;-- now delete them!&#13;&#10;&#9;while #bricks&gt;0 do&#13;&#10;&#9;&#9;table.remove(bricks):remove()&#13;&#10;&#9;&#9;wait(brickSpeed/2)&#13;&#10;&#9;end&#13;&#10;&#13;&#10;end&#13;&#10;&#13;&#10;script.Parent.ChildAdded:connect(function(item)&#13;&#10;&#9;if item.Name==&quot;NewWall&quot; then&#13;&#10;&#9;&#9;item:remove()&#13;&#10;&#9;&#9;buildWall(item.Value)&#13;&#10;&#9;end&#13;&#10;end)&#13;&#10;</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Model">
				<Properties>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<CoordinateFrame name="ModelInPrimary">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
						<R00>1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<string name="Name">Bricks</string>
					<Ref name="PrimaryPart">null</Ref>
					<bool name="archivable">true</bool>
				</Properties>
				<Item class="Model">
					<Properties>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<CoordinateFrame name="ModelInPrimary">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<string name="Name">Dummy</string>
						<Ref name="PrimaryPart">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
		</Item>
		<Item class="Model">
			<Properties>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<CoordinateFrame name="ModelInPrimary">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<string name="Name">Road</string>
				<Ref name="PrimaryPart">RBX16</Ref>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Part" referent="RBX16">
				<Properties>
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						<CoordinateFrame name="CFrame">
							<X>145</X>
							<Y>73</Y>
							<Z>-77</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<bool name="CastsShadows">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="Cullable">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">1</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">false</bool>
						<string name="Name">Smooth Block Model</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
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						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
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						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>2</X>
							<Y>1.20000005</Y>
							<Z>6</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Part">
					<Properties>
						<bool name="Anchored">false</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">4</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">26</int>
						<CoordinateFrame name="CFrame">
							<X>145</X>
							<Y>74.1999969</Y>
							<Z>-76</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>-1</R02>
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							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<bool name="CastsShadows">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="Cullable">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">1</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">false</bool>
						<string name="Name">Smooth Block Model</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">3</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>2</X>
							<Y>1.20000005</Y>
							<Z>6</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Part">
					<Properties>
						<bool name="Anchored">false</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">4</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">26</int>
						<CoordinateFrame name="CFrame">
							<X>145</X>
							<Y>75.3999939</Y>
							<Z>-75</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
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							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<bool name="CastsShadows">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="Cullable">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">1</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">false</bool>
						<string name="Name">Smooth Block Model</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">3</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>2</X>
							<Y>1.20000005</Y>
							<Z>6</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Part">
					<Properties>
						<bool name="Anchored">false</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">4</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">26</int>
						<CoordinateFrame name="CFrame">
							<X>145</X>
							<Y>76.5999908</Y>
							<Z>-74</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<bool name="CastsShadows">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="Cullable">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">1</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">false</bool>
						<string name="Name">Smooth Block Model</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">3</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>2</X>
							<Y>1.20000005</Y>
							<Z>6</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Part">
					<Properties>
						<bool name="Anchored">false</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">4</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">26</int>
						<CoordinateFrame name="CFrame">
							<X>145</X>
							<Y>77.7999878</Y>
							<Z>-73</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<bool name="CastsShadows">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="Cullable">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">1</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">false</bool>
						<string name="Name">Smooth Block Model</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">3</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>2</X>
							<Y>1.20000005</Y>
							<Z>6</Z>
						</Vector3>
					</Properties>
				</Item>
			</Item>
		</Item>
		<Item class="Script">
			<Properties>
				<bool name="Disabled">false</bool>
				<string name="Name">LeaderboardV3</string>
				<string name="Source">print(&quot;Leaderboard script version 3.00 loaded&quot;)&#13;&#10;&#13;&#10;&#13;&#10;function onPlayerEntered(newPlayer)&#13;&#10;&#13;&#10;&#13;&#10;&#9;local stats = Instance.new(&quot;IntValue&quot;)&#13;&#10;&#9;stats.Name = &quot;leaderstats&quot;&#13;&#10;&#13;&#10;&#9;local kills = Instance.new(&quot;IntValue&quot;)&#13;&#10;&#9;kills.Name = &quot;KOs&quot;&#13;&#10;&#9;kills.Value = 0&#13;&#10;&#13;&#10;&#9;local deaths = Instance.new(&quot;IntValue&quot;)&#13;&#10;&#9;deaths.Name = &quot;Wipeouts&quot;&#13;&#10;&#9;deaths.Value = 0&#13;&#10;&#13;&#10;&#9;kills.Parent = stats&#13;&#10;&#9;deaths.Parent = stats&#13;&#10;&#13;&#10;&#9;-- VERY UGLY HACK&#13;&#10;&#9;-- Will this leak threads?&#13;&#10;&#9;-- Is the problem even what I think it is (player arrived before character)?&#13;&#10;&#9;while true do&#13;&#10;&#9;&#9;if newPlayer.Character ~= nil then break end&#13;&#10;&#9;&#9;wait(5)&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;local humanoid = newPlayer.Character.Humanoid&#13;&#10;&#13;&#10;&#9;humanoid.Died:connect(function() onHumanoidDied(humanoid, newPlayer) end )&#13;&#10;&#13;&#10;&#9;-- start to listen for new humanoid&#13;&#10;&#9;newPlayer.Changed:connect(function(property) onPlayerRespawn(property, newPlayer) end )&#13;&#10;&#13;&#10;&#13;&#10;&#9;stats.Parent = newPlayer&#13;&#10;&#13;&#10;end&#13;&#10;&#13;&#10;function Send_DB_Event_Died(victim, killer)&#13;&#10;&#9;-- killer may be nil&#13;&#10;&#9;local killername = &quot;no one&quot;&#13;&#10;&#9;if killer ~= nil then killername = killer.Name end&#13;&#10;&#9;print(&quot;DIED EVENT: &quot;, victim.Name, &quot; KILLED by &quot;, killername)&#13;&#10;&#13;&#10;&#9;if shared[&quot;deaths&quot;] ~= nil then &#13;&#10;&#9;&#9;shared[&quot;deaths&quot;](victim, killer)&#13;&#10;&#9;&#9;print(&quot;SENT DB DEATH EVENT&quot;)&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;function Send_DB_Event_Kill(killer, victim)&#13;&#10;&#9;print(&quot;KILL EVENT. &quot;, killer.Name, &quot; BLOXXED &quot;, victim.Name)&#13;&#10;&#9;if shared[&quot;kills&quot;] ~= nil then &#13;&#10;&#9;&#9;shared[&quot;kills&quot;](killer, victim)&#13;&#10;&#9;&#9;print(&quot;SENT DB KILL EVENT&quot;)&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;function onHumanoidDied(humanoid, player)&#13;&#10;&#9;local stats = player:findFirstChild(&quot;leaderstats&quot;)&#13;&#10;&#9;if stats ~= nil then&#13;&#10;&#9;&#9;local deaths = stats:findFirstChild(&quot;Wipeouts&quot;)&#13;&#10;&#9;&#9;deaths.Value = deaths.Value + 1&#13;&#10;&#13;&#10;&#9;&#9;-- do short dance to try and find the killer&#13;&#10;&#13;&#10;&#9;&#9;local killer = getKillerOfHumanoidIfStillInGame(humanoid)&#13;&#10;&#13;&#10;&#13;&#10;&#9;&#9;Send_DB_Event_Died(player, killer)&#13;&#10;&#9;&#9;handleKillCount(humanoid, player)&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;function onPlayerRespawn(property, player)&#13;&#10;&#9;-- need to connect to new humanoid&#13;&#10;&#9;&#13;&#10;&#9;if property == &quot;Character&quot; and player.Character ~= nil then&#13;&#10;&#9;&#9;local humanoid = player.Character.Humanoid&#13;&#10;&#9;&#9;&#9;local p = player&#13;&#10;&#9;&#9;&#9;local h = humanoid&#13;&#10;&#9;&#9;&#9;humanoid.Died:connect(function() onHumanoidDied(h, p) end )&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;function getKillerOfHumanoidIfStillInGame(humanoid)&#13;&#10;&#9;-- returns the player object that killed this humanoid&#13;&#10;&#9;-- returns nil if the killer is no longer in the game&#13;&#10;&#13;&#10;&#9;-- check for kill tag on humanoid - may be more than one - todo: deal with this&#13;&#10;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)&#13;&#10;&#13;&#10;&#9;-- find player with name on tag&#13;&#10;&#9;if tag ~= nil then&#13;&#10;&#9;&#9;&#13;&#10;&#9;&#9;local killer = tag.Value&#13;&#10;&#9;&#9;if killer.Parent ~= nil then -- killer still in game&#13;&#10;&#9;&#9;&#9;return killer&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;return nil&#13;&#10;end&#13;&#10;&#13;&#10;function handleKillCount(humanoid, player)&#13;&#10;&#9;local killer = getKillerOfHumanoidIfStillInGame(humanoid)&#13;&#10;&#9;if killer ~= nil then&#13;&#10;&#9;&#9;local stats = killer:findFirstChild(&quot;leaderstats&quot;)&#13;&#10;&#9;&#9;if stats ~= nil then&#13;&#10;&#9;&#9;&#9;local kills = stats:findFirstChild(&quot;KOs&quot;)&#13;&#10;&#9;&#9;&#9;if killer ~= player then&#13;&#10;&#9;&#9;&#9;&#9;kills.Value = kills.Value + 1&#13;&#10;&#9;&#9;&#9;&#9;&#13;&#10;&#9;&#9;&#9;else&#13;&#10;&#9;&#9;&#9;&#9;kills.Value = kills.Value - 1&#13;&#10;&#9;&#9;&#9;&#9;&#13;&#10;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;&#9;Send_DB_Event_Kill(killer, player)&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;game.Players.ChildAdded:connect(onPlayerEntered)</string>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
	</Item>
	<External>RBX171</External>
	<External>RBX172</External>
	<Item class="Players">
		<Properties>
			<string name="Name">Players</string>
			<bool name="archivable">true</bool>
			<int name="maxPlayers">10</int>
		</Properties>
	</Item>
	<Item class="Hopper">
		<Properties>
			<string name="Name">Hopper</string>
			<bool name="archivable">true</bool>
		</Properties>
		<Item class="HopperBin" referent="RBX173">
			<Properties>
				<token name="BinType">0</token>
				<string name="Name">Flamethrower</string>
				<Content name="TextureId"><url>rbxasset://Textures\Flamethrower.png</url></Content>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Script">
				<Properties>
					<bool name="Disabled">true</bool>
					<string name="Name">FireShot</string>
					<string name="Source">&#13;&#10;fire = script.Parent&#13;&#10;damage = 3.3&#13;&#10;&#13;&#10;function onTouched(hit)&#13;&#10;&#9;local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)&#13;&#10;&#9;if humanoid~=nil then&#13;&#10;&#9;&#9;tagHumanoid(humanoid)&#13;&#10;&#9;&#9;humanoid.Health = humanoid.Health - damage&#13;&#10;&#9;&#9;wait(2)&#13;&#10;&#9;&#9;untagHumanoid(humanoid)&#13;&#10;&#9;&#9;connection:disconnect()&#13;&#10;&#9;else&#13;&#10;&#9;&#9;damage = damage / 2&#13;&#10;&#9;&#9;if damage &lt; 0.1 then&#13;&#10;&#9;&#9;&#9;connection:disconnect()&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;function tagHumanoid(humanoid)&#13;&#10;&#9;-- todo: make tag expire&#13;&#10;&#9;local tag = fire:findFirstChild(&quot;creator&quot;)&#13;&#10;&#9;if tag ~= nil then&#13;&#10;&#9;&#9;local new_tag = tag:clone()&#13;&#10;&#9;&#9;new_tag.Parent = humanoid&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;function untagHumanoid(humanoid)&#13;&#10;&#9;if humanoid ~= nil then&#13;&#10;&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)&#13;&#10;&#9;&#9;if tag ~= nil then&#13;&#10;&#9;&#9;&#9;tag.Parent = nil&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;connection = fire.Touched:connect(onTouched)&#13;&#10;&#13;&#10;r = game:service(&quot;RunService&quot;)&#13;&#10;t, s = r.Stepped:wait()&#13;&#10;d = t + 2.0 - s&#13;&#10;madeGrey = false&#13;&#10;while t &lt; d do&#13;&#10;&#9;t = r.Stepped:wait()&#13;&#10;&#9;if madeGrey == false and d-t &lt; .7 then&#13;&#10;&#9;&#9;madeGrey = true&#13;&#10;&#9;&#9;fire.BrickColor = BrickColor.new(.4,.4,.4)&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;fire.Parent = nil</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script">
				<Properties>
					<bool name="Disabled">false</bool>
					<string name="Name">ThrowerScript</string>
					<string name="Source">print(&quot;Flamethrower script loaded&quot;)&#13;&#10;&#13;&#10;bin = script.Parent&#13;&#10;&#13;&#10;shooting = false&#13;&#10;reloadtime = 0&#13;&#10;&#13;&#10;colors = {21, 106, 105, 24, 226, 1, 226, 24, 105, 106} &#13;&#10;&#13;&#10;function fire(v)&#13;&#10;&#13;&#10;&#9;sound = Instance.new(&quot;Sound&quot;)&#13;&#10;&#9;sound.SoundId = &quot;rbxasset://sounds\\Launching rocket.wav&quot;&#13;&#10;&#9;sound.Parent = script.Parent&#13;&#10;&#9;sound:play()&#13;&#10;&#13;&#10;&#9;local missile = Instance.new(&quot;Part&quot;)&#13;&#10;&#13;&#10;&#9;local spawnPos = game.Players.LocalPlayer.Character.PrimaryPart.Position&#13;&#10;&#9;spawnPos  = spawnPos + (v * 7)&#13;&#10;&#13;&#10;&#9;missile.Name = &quot;Fire&quot;&#13;&#10;&#13;&#10;&#9;local dx = (math.random() - .5) * 100&#13;&#10;&#9;local dy = (math.random() - .5) * 100&#13;&#10;&#9;local dz = (math.random() - .5) * 100&#13;&#10;&#13;&#10;&#9;missile.CFrame = CFrame.new(spawnPos, Vector3.new(dx,dy,dz))&#13;&#10;&#9;missile.Size = Vector3.new(1,1,1)&#13;&#10;&#9;missile.Velocity = v * 200&#13;&#10;&#9;missile.BrickColor = BrickColor.new(colors[math.random(1, 11)])&#13;&#10;&#9;missile.Shape = 2&#13;&#10;&#13;&#10;&#9;local new_script = script.Parent.FireShot:clone()&#13;&#10;&#9;new_script.Disabled = false&#13;&#10;&#9;new_script.Parent = missile&#13;&#10;&#13;&#10;&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)&#13;&#10;&#9;creator_tag.Value = game.Players.LocalPlayer&#13;&#10;&#9;creator_tag.Name = &quot;creator&quot;&#13;&#10;&#9;creator_tag.Parent = missile&#13;&#10;&#9;&#13;&#10;&#9;missile.Parent = game.Workspace&#13;&#10;&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;function onButton1Down(mouse)&#13;&#10;&#9;if reloadtime &gt; 0 then return end&#13;&#10;&#9;if shooting == true then return end&#13;&#10;&#9;print(&quot;start shooting&quot;)&#13;&#10;&#9;reloadtime = 8.0&#13;&#10;&#9;shooting = true&#13;&#10;&#13;&#10;&#9;local time = 0&#13;&#10;&#9;while shooting == true do&#13;&#10;&#9;&#9;&#13;&#10;&#13;&#10;&#9;&#9;local cf = mouse.Hit&#13;&#10;&#9;&#9;local v = cf.lookVector&#13;&#10;&#9;&#9;local dx = (math.random() - .5) * .2&#13;&#10;&#9;&#9;local dy = (math.random() - .5) * .2&#13;&#10;&#9;&#9;local dz = (math.random() - .5) * .2&#13;&#10;&#13;&#10;&#9;&#9;fire(Vector3.new(v.x + dx, v.y + dy, v.z + dz))&#13;&#10;&#9;&#9;wait(.05)&#13;&#10;&#9;&#9;time = time + .05&#13;&#10;&#9;&#9;if time &gt; 2.0 then shooting = false end&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;&#13;&#10;&#9;wait(reloadtime)&#13;&#10;&#9;reloadtime = 0&#13;&#10;&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;&#13;&#10;&#13;&#10;end&#13;&#10;&#13;&#10;function onButton1Up(mouse)&#13;&#10;&#9;shooting = false&#13;&#10;end&#13;&#10;&#13;&#10;function onSelected(mouse)&#13;&#10;&#9;print(&quot;flamethrower selected&quot;)&#13;&#10;&#9;if reloadtime &gt; 0 then&#13;&#10;&#9;&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;&#13;&#10;&#9;else&#13;&#10;&#9;&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;&#13;&#10;&#9;end&#13;&#10;&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)&#13;&#10;&#9;mouse.Button1Up:connect(function() onButton1Up(mouse) end)&#13;&#10;end&#13;&#10;&#13;&#10;bin.Selected:connect(onSelected)&#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
		<Item class="HopperBin" referent="RBX174">
			<Properties>
				<token name="BinType">1</token>
				<string name="Name">GameTool</string>
				<Content name="TextureId"><url>rbxasset://Textures\GameTool.png</url></Content>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
		<Item class="HopperBin" referent="RBX175">
			<Properties>
				<token name="BinType">0</token>
				<string name="Name">Rocket</string>
				<Content name="TextureId"><url>rbxasset://Textures\Rocket.png</url></Content>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Part">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">3</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">3</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">23</int>
					<CoordinateFrame name="CFrame">
						<X>-0.5</X>
						<Y>0.900000036</Y>
						<Z>0</Z>
						<R00>0</R00>
						<R01>1</R01>
						<R02>-0</R02>
						<R10>1</R10>
						<R11>0</R11>
						<R12>-0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>-1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<bool name="CastsShadows">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="Cullable">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">3</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">3</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Rocket</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">3</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>1</Y>
						<Z>4</Z>
					</Vector3>
				</Properties>
				<Item class="Sound">
					<Properties>
						<bool name="Looped">true</bool>
						<string name="Name">Swoosh</string>
						<int name="PlayCount">0</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds\Rocket whoosh 01.wav</url></Content>
						<float name="Volume">0.699999988</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Explosion</string>
						<int name="PlayCount">0</int>
						<bool name="PlayOnRemove">true</bool>
						<Content name="SoundId"><url>rbxasset://sounds\collide.wav</url></Content>
						<float name="Volume">1</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Script">
					<Properties>
						<bool name="Disabled">true</bool>
						<string name="Name">RocketScript</string>
						<string name="Source">r = game:service(&quot;RunService&quot;)&#13;&#10;&#13;&#10;shaft = script.Parent&#13;&#10;position = shaft.Position&#13;&#10;&#13;&#10;function fly()&#13;&#10;&#9;direction = shaft.CFrame.lookVector &#13;&#10;&#9;position = position + direction&#13;&#10;&#9;error = position - shaft.Position&#13;&#10;&#9;shaft.Velocity = 7*error&#13;&#10;end&#13;&#10;&#13;&#10;function blow()&#13;&#10;&#9;swoosh:stop()&#13;&#10;&#9;explosion = Instance.new(&quot;Explosion&quot;)&#13;&#10;&#9;explosion.Position = shaft.Position&#13;&#10;&#13;&#10;&#13;&#10;&#9;-- find instigator tag&#13;&#10;&#9;local creator = script.Parent:findFirstChild(&quot;creator&quot;)&#13;&#10;&#9;if creator ~= nil then&#13;&#10;&#9;&#9;explosion.Hit:connect(function(part, distance)  onPlayerBlownUp(part, distance, creator) end)&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;explosion.Parent = game.Workspace&#13;&#10;&#9;connection:disconnect()&#13;&#10;&#9;wait(.1)&#13;&#10;&#9;shaft:remove()&#13;&#10;end&#13;&#10;&#13;&#10;function onPlayerBlownUp(part, distance, creator)&#13;&#10;&#9;&#13;&#10;&#9;if part.Name == &quot;Head&quot; then&#13;&#10;&#9;&#13;&#10;&#9;&#9;local humanoid = part.Parent:findFirstChild(&quot;Humanoid&quot;)&#13;&#10;&#9;&#9;tagHumanoid(humanoid, creator)&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;function tagHumanoid(humanoid, creator)&#13;&#10;&#9;-- tag does not need to expire iff all explosions lethal&#13;&#10;&#9;&#13;&#10;&#9;if creator ~= nil then&#13;&#10;&#9;&#9;local new_tag = creator:clone()&#13;&#10;&#9;&#9;new_tag.Parent = humanoid&#13;&#10;&#9;&#9;&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;function untagHumanoid(humanoid)&#13;&#10;&#9;if humanoid ~= nil then&#13;&#10;&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)&#13;&#10;&#9;&#9;if tag ~= nil then&#13;&#10;&#9;&#9;&#13;&#10;&#9;&#9;&#9;tag.Parent = nil&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;t, s = r.Stepped:wait()&#13;&#10;&#13;&#10;swoosh = script.Parent.Swoosh&#13;&#10;swoosh:play()&#13;&#10;&#13;&#10;d = t + 10.0 - s&#13;&#10;connection = shaft.Touched:connect(blow)&#13;&#10;&#13;&#10;while t &lt; d do&#13;&#10;&#9;fly()&#13;&#10;&#9;t = r.Stepped:wait()&#13;&#10;end&#13;&#10;&#13;&#10;-- at max range&#13;&#10;script.Parent.Explosion.PlayOnRemove = false&#13;&#10;swoosh:stop()&#13;&#10;shaft:remove()&#13;&#10;</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Script">
				<Properties>
					<bool name="Disabled">false</bool>
					<string name="Name">Launcher</string>
					<string name="Source">print(&quot;New rocket script loaded&quot;)&#13;&#10;&#13;&#10;bin = script.Parent&#13;&#10;&#13;&#10;&#13;&#10;function fire(target)&#13;&#10;&#9;&#13;&#10;&#9;local head = game.Players.LocalPlayer.Character:findFirstChild(&quot;Head&quot;)&#13;&#10;&#9;if head == nil then return end&#13;&#10;&#13;&#10;&#9;local dir = target - head.Position&#13;&#10;&#9;dir = computeDirection(dir)&#13;&#10;&#13;&#10;&#9;print(&quot;DIR X:&quot;, dir.x, &quot;Y:&quot;, dir.y, &quot;z:&quot;, dir.z)&#13;&#10;&#13;&#10;&#9;local missile = bin.Rocket:clone()&#13;&#10;&#13;&#10;&#9;local spawnPos = game.Players.LocalPlayer.Character.PrimaryPart.Position&#13;&#10;&#13;&#10;&#9;local pos = spawnPos + (dir * 8)&#13;&#10;&#9;&#13;&#10;&#9;--missile.Position = pos&#13;&#10;&#9;missile.CFrame = CFrame.new(pos,  pos + dir)&#13;&#10;&#13;&#10;&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)&#13;&#10;&#9;creator_tag.Value = game.Players.LocalPlayer&#13;&#10;&#9;creator_tag.Name = &quot;creator&quot;&#13;&#10;&#9;creator_tag.Parent = missile&#13;&#10;&#9;&#13;&#10;&#9;missile.RocketScript.Disabled = false&#13;&#10;&#13;&#10;&#9;missile.Parent = game.Workspace&#13;&#10;&#13;&#10;end&#13;&#10;&#13;&#10;function computeDirection(vec)&#13;&#10;&#9;local lenSquared = vec.magnitude * vec.magnitude&#13;&#10;&#9;local invSqrt = 1 / math.sqrt(lenSquared)&#13;&#10;&#9;return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)&#13;&#10;end&#13;&#10;&#13;&#10;enabled = true&#13;&#10;function onButton1Down(mouse)&#13;&#10;&#9;if not enabled then&#13;&#10;&#9;&#9;return&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;enabled = false&#13;&#10;&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;&#13;&#10;&#13;&#10;&#9;-- find the best cf&#13;&#10;&#9;local cf = mouse.Hit&#13;&#10;&#9;--local v = cf.lookVector&#13;&#10;&#9;local target = cf.p&#13;&#10;&#13;&#10;&#9;fire(target)&#13;&#10;&#13;&#10;&#9;wait(7)&#13;&#10;&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;&#13;&#10;&#9;enabled = true&#13;&#10;&#13;&#10;end&#13;&#10;&#13;&#10;function onSelected(mouse)&#13;&#10;&#9;print(&quot;rocket selected&quot;)&#13;&#10;&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;&#13;&#10;&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)&#13;&#10;end&#13;&#10;&#13;&#10;bin.Selected:connect(onSelected)&#13;&#10;</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
		<Item class="HopperBin" referent="RBX176">
			<Properties>
				<token name="BinType">0</token>
				<string name="Name">Slingshot</string>
				<Content name="TextureId"><url>rbxasset://Textures\Slingshot.png</url></Content>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Part">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">194</int>
					<CoordinateFrame name="CFrame">
						<X>0</X>
						<Y>6.80000114</Y>
						<Z>-8</Z>
						<R00>1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<bool name="CastsShadows">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="Cullable">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">false</bool>
					<string name="Name">Pellet</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">0</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>1</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
				<Item class="Script">
					<Properties>
						<bool name="Disabled">true</bool>
						<string name="Name">PelletScript</string>
						<string name="Source">&#13;&#10;pellet = script.Parent&#13;&#10;damage = 8&#13;&#10;&#13;&#10;function onTouched(hit)&#13;&#10;&#9;humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)&#13;&#10;&#9;if humanoid~=nil then&#13;&#10;&#9;&#9;tagHumanoid(humanoid)&#13;&#10;&#9;&#9;humanoid.Health = humanoid.Health - damage&#13;&#10;&#9;&#9;wait(2)&#13;&#10;&#9;&#9;untagHumanoid(humanoid)&#13;&#10;&#9;else&#13;&#10;&#9;&#9;damage = damage / 2&#13;&#10;&#9;&#9;if damage &lt; 0.1 then&#13;&#10;&#9;&#9;&#9;connection:disconnect()&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;function tagHumanoid(humanoid)&#13;&#10;&#9;-- todo: make tag expire&#13;&#10;&#9;local tag = pellet:findFirstChild(&quot;creator&quot;)&#13;&#10;&#9;if tag ~= nil then&#13;&#10;&#9;&#9;local new_tag = tag:clone()&#13;&#10;&#9;&#9;new_tag.Parent = humanoid&#13;&#10;&#9;&#9;&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;function untagHumanoid(humanoid)&#13;&#10;&#9;if humanoid ~= nil then&#13;&#10;&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)&#13;&#10;&#9;&#9;if tag ~= nil then&#13;&#10;&#9;&#9;&#9;&#13;&#10;&#9;&#9;&#9;tag.Parent = nil&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;connection = pellet.Touched:connect(onTouched)&#13;&#10;&#13;&#10;r = game:service(&quot;RunService&quot;)&#13;&#10;t, s = r.Stepped:wait()&#13;&#10;d = t + 2.0 - s&#13;&#10;while t &lt; d do&#13;&#10;&#9;t = r.Stepped:wait()&#13;&#10;end&#13;&#10;&#13;&#10;pellet.Parent = nil</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Script">
				<Properties>
					<bool name="Disabled">false</bool>
					<string name="Name">Slingshot</string>
					<string name="Source">print(&quot;Slingshot script loaded&quot;)&#13;&#10;&#13;&#10;bin = script.Parent&#13;&#10;VELOCITY = 85 -- constant&#13;&#10;&#13;&#10;function fire(mouse_pos)&#13;&#10;&#13;&#10;&#13;&#10;&#9;sound = Instance.new(&quot;Sound&quot;)&#13;&#10;&#9;&#9;sound.SoundId = &quot;rbxasset://sounds\\Rubber band sling shot.wav&quot;&#13;&#10;&#9;&#9;sound.Parent = script.Parent&#13;&#10;&#9;&#9;sound:play()&#13;&#10;&#13;&#10;-- find player&apos;s head pos&#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;&#9;local head = game.Players.LocalPlayer.Character:findFirstChild(&quot;Head&quot;)&#13;&#10;&#9;if head == nil then return end&#13;&#10;&#13;&#10;&#9;local dir = mouse_pos - head.Position&#13;&#10;&#9;dir = computeDirection(dir)&#13;&#10;&#13;&#10;&#9;local launch = head.Position + 5 * dir&#13;&#10;&#13;&#10;&#9;local delta = mouse_pos - launch&#13;&#10;&#9;&#13;&#10;&#9;local dy = delta.y&#13;&#10;&#9;&#13;&#10;&#9;local new_delta = Vector3.new(delta.x, 0, delta.z)&#13;&#10;&#9;delta = new_delta&#13;&#10;&#13;&#10;&#9;local dx = delta.magnitude&#13;&#10;&#9;local unit_delta = delta.unit&#13;&#10;&#9;&#13;&#10;&#9;-- acceleration due to gravity in RBX units&#13;&#10;&#9;local g = (-9.81 * 20)&#13;&#10;&#13;&#10;&#9;local theta = computeLaunchAngle( dx, dy, g)&#13;&#10;&#13;&#10;&#9;local vy = math.sin(theta)&#13;&#10;&#9;local xz = math.cos(theta)&#13;&#10;&#9;local vx = unit_delta.x * xz&#13;&#10;&#9;local vz = unit_delta.z * xz&#13;&#10;&#9;&#13;&#10;&#13;&#10;&#9;local missile = script.Parent.Pellet:clone()&#13;&#10;        &#13;&#10;&#13;&#10;&#9;&#9;&#13;&#10;&#13;&#10;&#9;missile.Position = launch&#13;&#10;&#9;missile.Velocity = Vector3.new(vx,vy,vz) * VELOCITY&#13;&#10;&#13;&#10;&#9;print(&quot;Pos X:&quot;, launch.x, &quot;Y:&quot;, launch.y, &quot;Z:&quot;, launch.z)&#13;&#10;&#9;print(&quot;Vel X:&quot;, vx, &quot;Y:&quot;, vy, &quot;Z:&quot;, vz)&#13;&#10;&#13;&#10;&#9;missile.PelletScript.Disabled = false&#13;&#10;&#13;&#10;&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)&#13;&#10;&#9;creator_tag.Value = game.Players.LocalPlayer&#13;&#10;&#9;creator_tag.Name = &quot;creator&quot;&#13;&#10;&#9;creator_tag.Parent = missile&#13;&#10;&#9;&#13;&#10;&#9;missile.Parent = game.Workspace&#13;&#10;&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;function computeLaunchAngle(dx,dy,grav)&#13;&#10;&#9;-- arcane&#13;&#10;&#9;-- http://en.wikipedia.org/wiki/Trajectory_of_a_projectile&#13;&#10;&#9;&#13;&#10;&#9;local g = math.abs(grav)&#13;&#10;&#9;local inRoot = (VELOCITY*VELOCITY*VELOCITY*VELOCITY) - (g * ((g*dx*dx) + (2*dy*VELOCITY*VELOCITY)))&#13;&#10;&#9;if inRoot &lt;= 0 then&#13;&#10;&#9;&#9;return .25 * math.pi&#13;&#10;&#9;end&#13;&#10;&#9;local root = math.sqrt(inRoot)&#13;&#10;&#9;local inATan1 = ((VELOCITY*VELOCITY) + root) / (g*dx)&#13;&#10;&#13;&#10;&#9;local inATan2 = ((VELOCITY*VELOCITY) - root) / (g*dx)&#13;&#10;&#9;local answer1 = math.atan(inATan1)&#13;&#10;&#9;local answer2 = math.atan(inATan2)&#13;&#10;&#9;if answer1 &lt; answer2 then return answer1 end&#13;&#10;&#9;return answer2&#13;&#10;end&#13;&#10;&#13;&#10;function computeDirection(vec)&#13;&#10;&#9;local lenSquared = vec.magnitude * vec.magnitude&#13;&#10;&#9;local invSqrt = 1 / math.sqrt(lenSquared)&#13;&#10;&#9;return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)&#13;&#10;end&#13;&#10;&#13;&#10;enabled = true&#13;&#10;function onButton1Down(mouse)&#13;&#10;&#9;if not enabled then&#13;&#10;&#9;&#9;return&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;enabled = false&#13;&#10;&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;&#13;&#10;&#13;&#10;&#9;-- find the best cf&#13;&#10;&#9;--local cf = mouse.Hit&#13;&#10;&#9;--local v = cf.lookVector&#13;&#10;&#13;&#10;&#9;local pos = mouse.Hit.p&#13;&#10;&#13;&#10;&#9;fire(pos)&#13;&#10;&#13;&#10;&#9;wait(.2)&#13;&#10;&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;&#13;&#10;&#9;enabled = true&#13;&#10;&#13;&#10;end&#13;&#10;&#13;&#10;function onSelected(mouse)&#13;&#10;&#9;print(&quot;slingshot selected&quot;)&#13;&#10;&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;&#13;&#10;&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)&#13;&#10;end&#13;&#10;&#13;&#10;bin.Selected:connect(onSelected)&#13;&#10;</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
		<Item class="HopperBin" referent="RBX177">
			<Properties>
				<token name="BinType">0</token>
				<string name="Name">Superball</string>
				<Content name="TextureId"><url>rbxasset://Textures\Superball.png</url></Content>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Script">
				<Properties>
					<bool name="Disabled">false</bool>
					<string name="Name">CannonScript</string>
					<string name="Source">print(&quot;Cannon script loaded&quot;)&#13;&#10;&#13;&#10;bin = script.Parent&#13;&#10;&#13;&#10;&#13;&#10;function fire(v)&#13;&#10;&#13;&#10;&#9;sound = Instance.new(&quot;Sound&quot;)&#13;&#10;&#9;sound.SoundId = &quot;rbxasset://sounds\\short spring sound.wav&quot;&#13;&#10;&#9;sound.Parent = script.Parent&#13;&#10;&#9;sound:play()&#13;&#10;&#13;&#10;&#9;local missile = Instance.new(&quot;Part&quot;)&#13;&#10;&#13;&#10;        &#13;&#10;&#13;&#10;&#9;local spawnPos = game.Players.LocalPlayer.Character.PrimaryPart.Position&#13;&#10;&#9;&#13;&#10;&#13;&#10;&#13;&#10;&#9;spawnPos  = spawnPos + (v * 5)&#13;&#10;&#13;&#10;&#9;missile.Position = spawnPos&#13;&#10;&#9;missile.Size = Vector3.new(2,2,2)&#13;&#10;&#9;missile.Velocity = v * 200&#13;&#10;&#9;missile.BrickColor = BrickColor.random() -- BrickColor.new(26)&#13;&#10;&#9;missile.Shape = 0&#13;&#10;&#9;missile.BottomSurface = 0&#13;&#10;&#9;missile.TopSurface = 0&#13;&#10;&#9;missile.Name = &quot;Cannon Shot&quot;&#13;&#10;&#9;missile.Elasticity = 1&#13;&#10;&#9;missile.Reflectance = .2&#13;&#10;&#9;missile.Friction = 0&#13;&#10;&#13;&#10;&#9;&#13;&#10;&#9;local new_script = script.Parent.CannonBall:clone()&#13;&#10;&#9;new_script.Disabled = false&#13;&#10;&#9;new_script.Parent = missile&#13;&#10;&#13;&#10;&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)&#13;&#10;&#9;creator_tag.Value = game.Players.LocalPlayer&#13;&#10;&#9;creator_tag.Name = &quot;creator&quot;&#13;&#10;&#9;creator_tag.Parent = missile&#13;&#10;&#9;&#13;&#10;&#13;&#10;&#13;&#10;&#9;missile.Parent = game.Workspace&#13;&#10;&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;enabled = true&#13;&#10;function onButton1Down(mouse)&#13;&#10;&#9;if not enabled then&#13;&#10;&#9;&#9;return&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;enabled = false&#13;&#10;&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;&#13;&#10;&#13;&#10;&#9;-- find the best cf&#13;&#10;&#9;local cf = mouse.Hit&#13;&#10;&#9;local v = cf.lookVector&#13;&#10;&#13;&#10;&#9;fire(v)&#13;&#10;&#13;&#10;&#9;wait(2)&#13;&#10;&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;&#13;&#10;&#9;enabled = true&#13;&#10;&#13;&#10;end&#13;&#10;&#13;&#10;function onSelected(mouse)&#13;&#10;&#9;print(&quot;cannon selected&quot;)&#13;&#10;&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;&#13;&#10;&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)&#13;&#10;end&#13;&#10;&#13;&#10;bin.Selected:connect(onSelected)&#13;&#10;</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script">
				<Properties>
					<bool name="Disabled">true</bool>
					<string name="Name">CannonBall</string>
					<string name="Source">&#13;&#10;ball = script.Parent&#13;&#10;damage = 25&#13;&#10;&#13;&#10;function onTouched(hit)&#13;&#10;&#9;local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)&#13;&#10;&#9;if humanoid~=nil then&#13;&#10;&#9;&#9;tagHumanoid(humanoid)&#13;&#10;&#9;&#9;humanoid.Health = humanoid.Health - damage&#13;&#10;&#9;&#9;wait(2)&#13;&#10;&#9;&#9;untagHumanoid(humanoid)&#13;&#10;&#9;&#9;connection:disconnect()&#13;&#10;&#9;else&#13;&#10;&#9;&#9;damage = damage / 2&#13;&#10;&#9;&#9;if damage &lt; 0.1 then&#13;&#10;&#9;&#9;&#9;connection:disconnect()&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;function tagHumanoid(humanoid)&#13;&#10;&#9;-- todo: make tag expire&#13;&#10;&#9;local tag = ball:findFirstChild(&quot;creator&quot;)&#13;&#10;&#9;if tag ~= nil then&#13;&#10;&#9;&#9;local new_tag = tag:clone()&#13;&#10;&#9;&#9;new_tag.Parent = humanoid&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;function untagHumanoid(humanoid)&#13;&#10;&#9;if humanoid ~= nil then&#13;&#10;&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)&#13;&#10;&#9;&#9;if tag ~= nil then&#13;&#10;&#9;&#9;&#9;tag.Parent = nil&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;connection = ball.Touched:connect(onTouched)&#13;&#10;&#13;&#10;r = game:service(&quot;RunService&quot;)&#13;&#10;t, s = r.Stepped:wait()&#13;&#10;d = t + 10.0 - s&#13;&#10;while t &lt; d do&#13;&#10;&#9;t = r.Stepped:wait()&#13;&#10;end&#13;&#10;&#13;&#10;ball.Parent = nil</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
		<Item class="HopperBin" referent="RBX178">
			<Properties>
				<token name="BinType">0</token>
				<string name="Name">Time Bomb</string>
				<Content name="TextureId"><url>rbxasset://Textures\Bomb.png</url></Content>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Script">
				<Properties>
					<bool name="Disabled">true</bool>
					<string name="Name">Bomb</string>
					<string name="Source">&#13;&#10;updateInterval = 2&#13;&#10;&#13;&#10;currentColor = 1&#13;&#10;colors = {26, 21} &#13;&#10;&#13;&#10;ticksound = Instance.new(&quot;Sound&quot;)&#13;&#10;ticksound.SoundId = &quot;rbxasset://sounds\\clickfast.wav&quot;&#13;&#10;ticksound.Parent = script.Parent&#13;&#10;&#13;&#10;function update()&#13;&#10;&#9;updateInterval = updateInterval * .9&#13;&#10;&#13;&#10;&#9;script.Parent.BrickColor = BrickColor.new(colors[currentColor])&#13;&#10;&#9;currentColor = currentColor + 1&#13;&#10;&#9;if (currentColor &gt; 2) then currentColor = 1 end&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;function blowUp()&#13;&#10;&#9;local sound = Instance.new(&quot;Sound&quot;)&#13;&#10;&#9;&#9;sound.SoundId = &quot;rbxasset://sounds\\Rocket shot.wav&quot;&#13;&#10;&#9;&#9;sound.Parent = script.Parent&#13;&#10;&#9;&#9;sound.Volume = 1&#13;&#10;&#9;&#9;sound:play()&#13;&#10;&#9;explosion = Instance.new(&quot;Explosion&quot;)&#13;&#10;&#9;explosion.BlastRadius = 12&#13;&#10;&#9;explosion.BlastPressure = 1000000 -- these are really wussy units&#13;&#10;&#13;&#10;&#9;-- find instigator tag&#13;&#10;&#9;local creator = script.Parent:findFirstChild(&quot;creator&quot;)&#13;&#10;&#9;if creator ~= nil then&#13;&#10;&#9;&#9;explosion.Hit:connect(function(part, distance)  onPlayerBlownUp(part, distance, creator) end)&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;explosion.Position = script.Parent.Position&#13;&#10;&#9;explosion.Parent = game.Workspace&#13;&#10;&#9;script.Parent.Transparency = 1&#13;&#10;end&#13;&#10;&#13;&#10;function onPlayerBlownUp(part, distance, creator)&#13;&#10;&#9;if part.Name == &quot;Head&quot; then&#13;&#10;&#9;&#9;local humanoid = part.Parent:findFirstChild(&quot;Humanoid&quot;)&#13;&#10;&#9;&#9;tagHumanoid(humanoid, creator)&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;function tagHumanoid(humanoid, creator)&#13;&#10;&#9;-- tag does not need to expire iff all explosions lethal&#13;&#10;&#9;&#13;&#10;&#9;if creator ~= nil then&#13;&#10;&#9;&#9;local new_tag = creator:clone()&#13;&#10;&#9;&#9;new_tag.Parent = humanoid&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;function untagHumanoid(humanoid)&#13;&#10;&#9;if humanoid ~= nil then&#13;&#10;&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)&#13;&#10;&#9;&#9;if tag ~= nil then&#13;&#10;&#9;&#9;&#9;tag.Parent = nil&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;while updateInterval &gt; .1 do&#13;&#10;&#9;wait(updateInterval)&#13;&#10;&#9;update()&#13;&#10;&#13;&#10;&#9;&#13;&#10;&#9;ticksound:play()&#13;&#10;&#9;&#13;&#10;end&#13;&#10;&#13;&#10;blowUp()&#13;&#10;wait(2)&#13;&#10;script.Parent:remove()&#13;&#10;</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script">
				<Properties>
					<bool name="Disabled">false</bool>
					<string name="Name">PlantBomb</string>
					<string name="Source">print(&quot;Bomb hopper script loaded&quot;)&#13;&#10;&#13;&#10;bin = script.Parent&#13;&#10;bombScript = script.Parent.Bomb&#13;&#10;&#13;&#10;function plant()&#13;&#10;&#9;local bomb = Instance.new(&quot;Part&quot;)&#13;&#10;&#13;&#10;        &#13;&#10;&#13;&#10;&#9;local spawnPos = game.Players.LocalPlayer.Character.PrimaryPart.Position&#13;&#10;&#13;&#10;&#13;&#10;&#9;&#13;&#10;&#13;&#10;&#9;bomb.Position = Vector3.new(spawnPos.x, spawnPos.y+3, spawnPos.z)&#13;&#10;&#9;bomb.Size = Vector3.new(2,2,2)&#13;&#10;&#9;&#13;&#10;&#9;bomb.BrickColor = BrickColor.new(21)&#13;&#10;&#9;bomb.Shape = 0&#13;&#10;&#9;bomb.BottomSurface = 0&#13;&#10;&#9;bomb.TopSurface = 0&#13;&#10;&#9;bomb.Reflectance = 1&#13;&#10;&#9;bomb.Name = &quot;TimeBomb&quot;&#13;&#10;&#9;bomb.Locked = true&#13;&#10;&#13;&#10;&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)&#13;&#10;&#9;creator_tag.Value = game.Players.LocalPlayer&#13;&#10;&#9;creator_tag.Name = &quot;creator&quot;&#13;&#10;&#9;creator_tag.Parent = bomb&#13;&#10;&#13;&#10;&#9;bomb.Parent = game.Workspace&#13;&#10;&#9;local new_script = bombScript:clone()&#13;&#10;&#9;new_script.Disabled = false&#13;&#10;&#9;new_script.Parent = bomb&#13;&#10;&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;enabled = true&#13;&#10;function onButton1Down(mouse)&#13;&#10;&#9;if not enabled then&#13;&#10;&#9;&#9;return&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;enabled = false&#13;&#10;&#9;mouse.Icon = &quot;rbxasset://textures\\ArrowFarCursor.png&quot;&#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;&#9;plant()&#13;&#10;&#13;&#10;&#9;wait(2)&#13;&#10;&#9;mouse.Icon = &quot;rbxasset://textures\\ArrowCursor.png&quot;&#13;&#10;&#9;enabled = true&#13;&#10;&#13;&#10;end&#13;&#10;&#13;&#10;function onSelected(mouse)&#13;&#10;&#9;print(&quot;bomb selected&quot;)&#13;&#10;&#9;mouse.Icon = &quot;rbxasset://textures\\ArrowCursor.png&quot;&#13;&#10;&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)&#13;&#10;end&#13;&#10;&#13;&#10;bin.Selected:connect(onSelected)&#13;&#10;</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
		<Item class="HopperBin" referent="RBX179">
			<Properties>
				<token name="BinType">0</token>
				<string name="Name">Wall</string>
				<Content name="TextureId"><url>rbxasset://Textures\Wall.png</url></Content>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Script">
				<Properties>
					<bool name="Disabled">false</bool>
					<string name="Name">WallScript</string>
					<string name="Source">wallWait = 5&#13;&#10;&#13;&#10;function snap(v)&#13;&#10;&#9;if math.abs(v.x)&gt;math.abs(v.z) then&#13;&#10;&#9;&#9;if v.x&gt;0 then&#13;&#10;&#9;&#9;&#9;return Vector3.new(1,0,0)&#13;&#10;&#9;&#9;else&#13;&#10;&#9;&#9;&#9;return Vector3.new(-1,0,0)&#13;&#10;&#9;&#9;end&#13;&#10;&#9;else&#13;&#10;&#9;&#9;if v.z&gt;0 then&#13;&#10;&#9;&#9;&#9;return Vector3.new(0,0,1)&#13;&#10;&#9;&#9;else&#13;&#10;&#9;&#9;&#9;return Vector3.new(0,0,-1)&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;enabled = true&#13;&#10;function onButton1Down(mouse)&#13;&#10;&#9;if not enabled then&#13;&#10;&#9;&#9;return&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;enabled = false&#13;&#10;&#9;mouse.Icon = &quot;rbxasset://textures\\ArrowFarCursor.png&quot;&#13;&#10;&#13;&#10;sound = Instance.new(&quot;Sound&quot;)&#13;&#10;&#9;&#9;sound.SoundId = &quot;rbxasset://sounds\\bass.wav&quot;&#13;&#10;&#9;&#9;sound.Parent = script.Parent&#13;&#10;&#13;&#10;&#9;&#9;sound:play()&#13;&#10;&#13;&#10;&#9;-- find the best cf&#13;&#10;&#9;local cf = mouse.Hit&#13;&#10;&#9;local lookAt = snap(cf.lookVector)&#13;&#10;&#9;cf = CFrame.new(cf.p, cf.p + lookAt)&#13;&#10;&#13;&#10;&#9;-- send a wall request to the game (possibly to another peer in multiplayer)&#13;&#10;&#9;local newWall = Instance.new(&quot;CFrameValue&quot;)&#13;&#10;&#9;newWall.Name = &quot;NewWall&quot;&#13;&#10;&#9;newWall.Value = cf&#13;&#10;&#9;newWall.Parent = game.Workspace.WallBuilder&#13;&#10;&#13;&#10;&#9;wait(wallWait)&#13;&#10;&#13;&#10;&#9;mouse.Icon = &quot;rbxasset://textures\\ArrowCursor.png&quot;&#13;&#10;&#9;enabled = true&#13;&#10;&#13;&#10;&#13;&#10;end&#13;&#10;&#13;&#10;function onSelected(mouse)&#13;&#10;&#9;print(&quot;Wall selected&quot;)&#13;&#10;&#9;mouse.Icon = &quot;rbxasset://textures\\ArrowCursor.png&quot;&#13;&#10;&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)&#13;&#10;end&#13;&#10;&#13;&#10;script.Parent.Selected:connect(onSelected)&#13;&#10;</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
	</Item>
	<Item class="SoundService">
		<Properties>
			<string name="Name">SoundService</string>
			<bool name="archivable">true</bool>
			<float name="distancefactor">10</float>
			<float name="dopplerscale">1</float>
			<float name="rolloffscale">1</float>
		</Properties>
		<External>RBX180</External>
		<External>RBX181</External>
		<External>RBX182</External>
		<External>RBX183</External>
		<External>RBX184</External>
		<External>RBX185</External>
		<External>RBX186</External>
		<External>RBX187</External>
		<External>RBX188</External>
		<External>RBX189</External>
		<External>RBX190</External>
		<External>RBX191</External>
		<External>RBX192</External>
		<External>RBX193</External>
	</Item>
	<Item class="ControllerService">
		<Properties>
			<string name="Name">Instance</string>
			<bool name="archivable">true</bool>
		</Properties>
	</Item>
	<Item class="Lighting">
		<Properties>
			<Color3 name="BottomAmbientV9">4286233720</Color3>
			<Color3 name="ClearColor">4278190080</Color3>
			<string name="Name">Lighting</string>
			<Color3 name="SpotLightV9">4291739494</Color3>
			<string name="TimeOfDay">14:00:00</string>
			<Color3 name="TopAmbientV9">4294967295</Color3>
			<bool name="archivable">true</bool>
		</Properties>
	</Item>
	<External>RBX194</External>
	<External>RBX195</External>
</roblox>