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				<token name="Controller">0</token>
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					<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>
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					<string name="Name">Bricks</string>
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						<token name="Controller">0</token>
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						<string name="Name">Dummy</string>
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				<string name="Name">Camera</string>
				<bool name="archivable">true</bool>
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		<Item class="Script">
			<Properties>
				<bool name="Disabled">false</bool>
				<string name="Name">HackedUpTeamLeaderboard</string>
				<string name="Source">-- This is a custom leaderboard for this level&#13;&#10;&#13;&#10;print(&quot;Leaderboard script version 4.00 loaded&quot;)&#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;function onPlayerEntered(newPlayer)&#13;&#10;&#13;&#10;&#9;local TKs = Instance.new(&quot;IntValue&quot;)&#13;&#10;&#9;TKs.Name = &quot;TeamKills&quot;&#13;&#10;&#9;TKs.Value = 0&#13;&#10;&#9;TKs.Parent = newPlayer&#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 checkTKs(victim, killer)&#13;&#10;--&#9;print(&quot;CHECK TKS&quot;)&#13;&#10;--&#9;if (killer == nil) then return end&#13;&#10;--&#9;if (victim == killer) then return end&#13;&#10;&#13;&#10;--&#9;if (victim.Team == killer.Team and killer:findFirstChild(&quot;TeamKills&quot;) ~= nil) then&#13;&#10;&#9;--&#9;killer.TeamKills.Value = killer.TeamKills.Value + 1&#13;&#10;&#9;--&#9;print(&quot;TK++&quot;)&#13;&#10;&#9;&#9;-- show an appropraite msg&#13;&#10;&#13;&#10;&#9;--&#9;local msg = Instance.new(&quot;Message&quot;)&#13;&#10;&#9;&#13;&#10;&#9;--&#9;if (killer.TeamKills.Value == 1) then msg.Text = &quot;Try not to blox your team mates!&quot; end&#13;&#10;&#9;--&#9;if (killer.TeamKills.Value == 2) then msg.Text = &quot;WARNING: blox your team, go to jail!&quot; end&#13;&#10;&#9;--&#9;if (killer.TeamKills.Value &gt; 2) then&#13;&#10;&#9;&#9;&#13;&#10;&#9;&#9;&#9;-- Jail time&#13;&#10;&#9;--&#9;&#9;msg.Text = &quot;JAIL TIME!&quot;&#13;&#10;&#9;--&#9;&#9;killer.Character.Humanoid.Health = 0&#13;&#10;&#9;&#9;&#9;&#13;&#10;&#13;&#10;&#9;--&#9;end&#13;&#10;&#13;&#10;&#9;--&#9;msg.Parent = killer&#13;&#10;&#9;--&#9;wait(5)&#13;&#10;&#9;--&#9;msg.Parent = nil&#13;&#10;&#9;--end&#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;&#9;&#9;--checkTKs(player, killer)&#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 class="Camera">
			<Properties>
				<Ref name="CameraSubject">null</Ref>
				<token name="CameraType">0</token>
				<CoordinateFrame name="CoordinateFrame">
					<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>
				<CoordinateFrame name="Focus">
					<X>0</X>
					<Y>0</Y>
					<Z>-5</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">Camera</string>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
		<Item class="Camera">
			<Properties>
				<Ref name="CameraSubject">null</Ref>
				<token name="CameraType">0</token>
				<CoordinateFrame name="CoordinateFrame">
					<X>-170.688599</X>
					<Y>216.612946</Y>
					<Z>26.3272018</Z>
					<R00>0.180519029</R00>
					<R01>0.767609298</R01>
					<R02>-0.614970684</R02>
					<R10>5.96046448e-008</R10>
					<R11>0.625242412</R11>
					<R12>0.780430675</R12>
					<R20>0.983571529</R20>
					<R21>-0.140882641</R21>
					<R22>0.1128681</R22>
				</CoordinateFrame>
				<CoordinateFrame name="Focus">
					<X>0</X>
					<Y>0</Y>
					<Z>-5</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">Camera</string>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
		<Item class="Camera" referent="RBX0">
			<Properties>
				<Ref name="CameraSubject">null</Ref>
				<token name="CameraType">0</token>
				<CoordinateFrame name="CoordinateFrame">
					<X>182.29422</X>
					<Y>54.052597</Y>
					<Z>135.250092</Z>
					<R00>0.513153315</R00>
					<R01>-0.169093266</R01>
					<R02>0.841475666</R02>
					<R10>0</R10>
					<R11>0.980401456</R11>
					<R12>0.197010219</R12>
					<R20>-0.85829705</R20>
					<R21>-0.101096451</R21>
					<R22>0.503096223</R22>
				</CoordinateFrame>
				<CoordinateFrame name="Focus">
					<X>165.464691</X>
					<Y>50.1123886</Y>
					<Z>125.188156</Z>
					<R00>0.513153911</R00>
					<R01>-0.169092849</R01>
					<R02>0.841475308</R02>
					<R10>3.53231577e-009</R10>
					<R11>0.980401576</R11>
					<R12>0.197009787</R12>
					<R20>-0.858296692</R20>
					<R21>-0.10109634</R21>
					<R22>0.503096879</R22>
				</CoordinateFrame>
				<string name="Name">Camera</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">Killbot</string>
				<Ref name="PrimaryPart">RBX2</Ref>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Script">
				<Properties>
					<bool name="Disabled">false</bool>
					<string name="Name">KillbotScript</string>
					<string name="Source">local sphere = script.Parent.Sphere&#13;&#10;&#13;&#10;local myTarget = nil&#13;&#10;&#13;&#10;&#13;&#10;-- obtain goals based on Sphere part&#13;&#10;sphere.BodyPosition.position = sphere.Position&#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;-- this code hijacked from the new rocket launcher&#13;&#10;local Rocket = Instance.new(&quot;Part&quot;)&#13;&#10;Rocket.Locked = true&#13;&#10;Rocket.BackSurface = 3&#13;&#10;Rocket.BottomSurface = 3&#13;&#10;Rocket.FrontSurface = 3&#13;&#10;Rocket.LeftSurface = 3&#13;&#10;Rocket.RightSurface = 3&#13;&#10;Rocket.TopSurface = 3&#13;&#10;Rocket.Size = Vector3.new(1,1,4)&#13;&#10;Rocket.BrickColor = BrickColor.new(24)&#13;&#10;script.Parent.RocketScript:clone().Parent = Rocket&#13;&#10;script.Parent.Explosion:clone().Parent = Rocket&#13;&#10;script.Parent.Swoosh:clone().Parent = Rocket&#13;&#10;&#13;&#10;function getPlayerTeamName(player)&#13;&#10;&#9;local teams = game.Teams:children()&#13;&#10;&#9;for i=1, #teams do&#13;&#10;&#9;&#9;if (teams[i].TeamColor == player.TeamColor) then return teams[i].Name end&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;function getTeamColorFromName(name)&#13;&#10;&#9;local teams = game.Teams:children()&#13;&#10;&#9;for i=1, #teams do&#13;&#10;&#9;&#9;if (teams[i].Name == name) then return teams[i].TeamColor end&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;return BrickColor.new(24)&#13;&#10;end&#13;&#10;&#13;&#10;function fire(target)&#13;&#10;&#13;&#10;&#13;&#10;&#9;local dir = target - sphere.Position&#13;&#10;&#9;dir = computeDirection(dir)&#13;&#10;&#13;&#10;&#13;&#10;&#9;local missile = Rocket:clone()&#13;&#10;&#13;&#10;&#9;local spawnPos = sphere.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;&#13;&#10;&#9;missile.RocketScript.Disabled = false&#13;&#10;&#9;missile.Parent = game.Workspace&#13;&#10;&#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;&#13;&#10;&#13;&#10;function scanForHumans()&#13;&#10;&#9;-- KILL THE HUMANS!!!!!!!!!!&#13;&#10;&#13;&#10;&#9;-- find the closest human that is not on my team&#13;&#10;&#9;&#13;&#10;&#13;&#10;&#9;local players = game.Players:children()&#13;&#10;&#13;&#10;&#9;local best_distance = 10000&#13;&#10;&#9;local best_target = nil&#13;&#10;&#13;&#10;&#9;for n=1,#players do&#13;&#10;&#9;&#9;if (getPlayerTeamName(players[n]) ~= script.Parent.OwningTeam.Value) then&#13;&#10;&#9;&#9;&#9;if (players[n].Character ~= nil) then&#13;&#10;&#9;&#9;&#9;&#9;local dist = (players[n].Character.PrimaryPart.Position - sphere.Position).magnitude&#13;&#10;&#9;&#9;&#9;&#9;if (dist &lt; best_distance) then&#13;&#10;&#9;&#9;&#9;&#9;&#9;best_distance = dist&#13;&#10;&#9;&#9;&#9;&#9;&#9;best_target = players[n].Character&#13;&#10;&#9;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;myTarget =  best_target&#13;&#10;&#13;&#10;&#9;&#13;&#10;end&#13;&#10;&#13;&#10;function moveKillbot()&#13;&#10;&#9;&#13;&#10;&#9;-- killbots move using a biased random walk toward the target&#13;&#10;&#9;-- they also like to float at least 10 studs above the ground&#13;&#10;&#13;&#10;&#9;local dx = math.random(-100,100)&#13;&#10;&#9;local dy = math.random(-40,40)&#13;&#10;&#9;local dz = math.random(-100,100)&#13;&#10;&#13;&#10;&#9;if (sphere.Position.y &lt; 10 and dy &lt; 0) then dy = -dy end&#13;&#10;&#9;if (sphere.Position.y &gt; 80 and dy &gt; 0) then dy = -dy end&#13;&#10;&#13;&#10;&#9;if (myTarget ~= nil) then&#13;&#10;&#9;&#9;local dir = computeDirection(myTarget.PrimaryPart.Position - sphere.Position)&#13;&#10;&#9;&#9;dx = dx + (dir.x * 80) -- change this number to alter player trophism&#13;&#10;&#9;&#9;dz = dz + (dir.z * 80)&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;local vec = computeDirection(Vector3.new(dx,dy,dz))&#13;&#10;&#13;&#10;&#9;sphere.BodyPosition.position = sphere.Position + (vec * 40) -- change this number to alter speed&#13;&#10;&#9;&#13;&#10;&#13;&#10;end&#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;humanoid.Health = humanoid.Health - 2000 -- Killbots kill you when you touch them! duh.&#13;&#10;&#9;else&#13;&#10;&#9;&#9;-- sadly, there is no good way to give a killbot hit points, so one hit with any weapon kills them&#13;&#10;&#9;&#9;script.Parent.Parent = nil&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;sphere.Touched:connect(onTouched)&#13;&#10;&#13;&#10;if (script.Parent.OwningTeam.Value ~= nil) then sphere.BrickColor = getTeamColorFromName(script.Parent.OwningTeam.Value) end&#13;&#10;&#13;&#10;while true do  -- loop forever&#13;&#10;&#9;scanForHumans()&#13;&#10;&#13;&#10;&#9;for n=1,5 do&#13;&#10;&#9;&#9;if (myTarget ~= nil) then&#13;&#10;&#9;&#9;&#9;if(math.random(1,3) == 2) then fire(myTarget.PrimaryPart.Position) end&#13;&#10;&#9;&#9;&#9;wait(math.random(1,2))&#13;&#10;&#9;&#9;&#9;moveKillbot()&#13;&#10;&#9;&#9;&#9;wait(math.random(1,2))&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;&#9;wait(1) -- don&apos;t hog CPU&#13;&#10;end&#13;&#10;</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX2">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">2</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">2</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">24</int>
					<CoordinateFrame name="CFrame">
						<X>0</X>
						<Y>68</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>
					<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">2</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">2</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Sphere</string>
					<float name="Reflectance">0.200000003</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">2</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">2</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>4</X>
						<Y>4</Y>
						<Z>4</Z>
					</Vector3>
				</Properties>
				<Item class="BodyPosition">
					<Properties>
						<float name="D">10000</float>
						<string name="Name">BodyPosition</string>
						<float name="P">10000</float>
						<bool name="archivable">true</bool>
						<Vector3 name="maxForce">
							<X>4000</X>
							<Y>400000</Y>
							<Z>4000</Z>
						</Vector3>
						<Vector3 name="position">
							<X>0</X>
							<Y>50</Y>
							<Z>0</Z>
						</Vector3>
					</Properties>
				</Item>
			</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;script.Parent.Explosion.PlayOnRemove = true -- play explosion sound when projectile removed from game&#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>
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				</Properties>
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			<Item class="Sound">
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					<Content name="SoundId"><url>rbxasset://sounds\Rocket whoosh 01.wav</url></Content>
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				</Properties>
			</Item>
			<Item class="StringValue">
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					<string name="Name">OwningTeam</string>
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		</Item>
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						<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">Switch</string>
						<float name="Reflectance">0.200000003</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>4</X>
							<Y>1.20000005</Y>
							<Z>4</Z>
						</Vector3>
					</Properties>
					<Item class="Script">
						<Properties>
							<bool name="Disabled">false</bool>
							<string name="Name">FireGun</string>
							<string name="Source">local switch = script.Parent&#13;&#10;local gunBarrelOne = script.Parent.Parent.GunBarrel.One&#13;&#10;local gunBarrelTwo = script.Parent.Parent.GunBarrel.Two&#13;&#10;&#13;&#10;local debounce = false&#13;&#10;local gunOne = true&#13;&#10;&#13;&#10;local cannonBall = Instance.new(&quot;Part&quot;)&#13;&#10;cannonBall.Size = Vector3.new(2,2,2)&#13;&#10;cannonBall.BrickColor = BrickColor.new(21) -- red&#13;&#10;cannonBall.Shape = 0&#13;&#10;cannonBall.BottomSurface = 0&#13;&#10;cannonBall.TopSurface = 0&#13;&#10;cannonBall.Name = &quot;Cannon Shot&quot;&#13;&#10;cannonBall.Elasticity = .1&#13;&#10;cannonBall.Reflectance = .2&#13;&#10;cannonBall.Friction = 1&#13;&#10;&#13;&#10;function getPlayer(humanoid)&#13;&#10;&#9;-- find the owning player of a humanoid.&#13;&#10;&#9;local players = game.Players:children()&#13;&#10;&#9;for i = 1, #players do&#13;&#10;&#9;&#9;if players[i].Character ~= nil then&#13;&#10;&#9;&#9;&#9;if players[i].Character.Humanoid == humanoid then return players[i] end&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;&#9;return nil&#13;&#10;end&#13;&#10;&#13;&#10;function fire(player)&#13;&#10;&#13;&#10;&#9;local sound = script.Parent:findFirstChild(&quot;GunSound&quot;)&#13;&#10;&#9;if sound == nil then&#13;&#10;&#9;&#9;sound = Instance.new(&quot;Sound&quot;)&#13;&#10;&#9;&#9;sound.Name = &quot;GunSound&quot;&#13;&#10;&#9;&#9;sound.SoundId = &quot;rbxasset://sounds\\Rocket shot.wav&quot;&#13;&#10;&#9;&#9;sound.Volume = 1&#13;&#10;&#9;&#9;sound.Parent = script.Parent&#13;&#10;&#9;end&#13;&#10;&#9;sound:play()&#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;&#9;&#13;&#10;&#9;local missile = Instance.new(&quot;Part&quot;)&#13;&#10;&#13;&#10;&#13;&#10;&#9;local barrel&#13;&#10;&#13;&#10;&#9;if gunOne == true then&#13;&#10;&#9;&#9;barrel = gunBarrelOne&#13;&#10;&#9;&#9;gunOne = false&#13;&#10;&#9;else&#13;&#10;&#9;&#9;barrel = gunBarrelTwo&#13;&#10;&#9;&#9;gunOne = true&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;if (barrel.Position - switch.Parent.Base.Position).magnitude &gt; 22 then return end -- Blown up guns don&apos;t shoot. Usually.&#13;&#10;&#9;&#13;&#10;&#13;&#10;&#9;local spawnPos = barrel.CFrame * Vector3.new(6, 0, 0)&#13;&#10;&#13;&#10;&#9;local dx = math.random(-10,10)&#13;&#10;&#9;local dy = math.random(-10,10)&#13;&#10;&#9;local dz = math.random(-10,10)&#13;&#10;&#9;local mag = math.random(180,260)&#13;&#10;&#13;&#10;&#9;local v = barrel.CFrame:vectorToWorldSpace(Vector3.new(mag + dx,dy,dz))&#13;&#10;&#9;&#13;&#10;&#9;local missile = cannonBall:clone()&#13;&#10;&#13;&#10;&#9;missile.Position = spawnPos&#13;&#10;&#9;missile.Velocity = v&#13;&#10;&#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 = player&#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;function onTouched(hit)&#13;&#10;&#9;local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)&#13;&#10;&#9;if humanoid~=nil and debounce == false then&#13;&#10;&#9;&#9;debounce = true&#13;&#10;&#9;&#9;switch.BrickColor = BrickColor.new(21)&#13;&#10;&#9;&#9;local player = getPlayer(humanoid)&#13;&#10;&#9;&#9;-- let slip the dogs of war&#13;&#10;&#9;&#9;fire(player)&#13;&#10;&#9;&#9;wait(.2)&#13;&#10;&#9;&#9;fire(player)&#13;&#10;&#9;&#9;wait(.2)&#13;&#10;&#9;&#9;fire(player)&#13;&#10;&#9;&#9;wait(.2)&#13;&#10;&#9;&#9;fire(player)&#13;&#10;&#13;&#10;&#9;&#9;wait(3)&#13;&#10;&#9;&#9;debounce = false&#13;&#10;&#9;&#9;switch.BrickColor = BrickColor.new(37)&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;script.Parent.Touched:connect(onTouched)&#13;&#10;&#13;&#10;&#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 = 50&#13;&#10;&#13;&#10;function onTouched(hit)&#13;&#10;&#13;&#10;&#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; 2 then&#13;&#10;&#9;&#9;&#9;connection:disconnect()&#13;&#10;&#9;&#9;&#9;ball.Parent = nil&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;if math.random(1,3) == 2 then&#13;&#10;&#9;&#9;explosion = Instance.new(&quot;Explosion&quot;)&#13;&#10;&#9;&#9;explosion.BlastRadius = 12&#13;&#10;&#9;&#9;explosion.BlastPressure = 1000000 -- these are really wussy units&#13;&#10;&#9;&#9;explosion.Position = script.Parent.Position&#13;&#10;&#9;&#9;explosion.Parent = game.Workspace&#13;&#10;&#9;&#9;connection:disconnect()&#13;&#10;&#9;&#9;ball.Parent = nil&#13;&#10;&#9;end&#13;&#10;&#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 + 5.0 - 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>
			<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">GunEmplacement</string>
					<Ref name="PrimaryPart">RBX88</Ref>
					<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">2</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>110</X>
							<Y>35.0000038</Y>
							<Z>-47.5</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">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">2</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>1</X>
							<Y>0.400000006</Y>
							<Z>4</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">199</int>
						<CoordinateFrame name="CFrame">
							<X>108.5</X>
							<Y>34.6000023</Y>
							<Z>-49</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">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">2</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>4</X>
							<Y>0.400000006</Y>
							<Z>1</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">2</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>110</X>
							<Y>35.0000038</Y>
							<Z>-50.5</Z>
							<R00>0</R00>
							<R01>0</R01>
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							<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">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">2</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>
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						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Smooth Block Model</string>
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						<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>
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						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
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							<Y>0</Y>
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						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
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							<Y>0.400000006</Y>
							<Z>4</Z>
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					</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">2</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>107</X>
							<Y>34.2000008</Y>
							<Z>-49</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>
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						<bool name="CanCollide">true</bool>
						<bool name="CastsShadows">false</bool>
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						<bool name="ControllerFlagShown">true</bool>
						<bool name="Cullable">true</bool>
						<bool name="DraggingV1">false</bool>
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						<float name="FrontParamB">0.5</float>
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						<token name="FrontSurfaceInput">0</token>
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						<float name="LeftParamB">0.5</float>
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						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Smooth Block Model</string>
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						<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>0.400000006</Y>
							<Z>4</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">194</int>
						<CoordinateFrame name="CFrame">
							<X>102.5</X>
							<Y>34.6000023</Y>
							<Z>-49</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">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>
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						<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">26</int>
							<CoordinateFrame name="CFrame">
								<X>99</X>
								<Y>34.6000023</Y>
								<Z>-50</Z>
								<R00>-1</R00>
								<R01>-0</R01>
								<R02>-0</R02>
								<R10>-0</R10>
								<R11>-0</R11>
								<R12>-1</R12>
								<R20>-0</R20>
								<R21>-1</R21>
								<R22>-0</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">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">2</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">2</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">2</token>
							<Vector3 name="size">
								<X>2</X>
								<Y>2</Y>
								<Z>2</Z>
							</Vector3>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX88">
					<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">1</int>
						<CoordinateFrame name="CFrame">
							<X>102</X>
							<Y>31.6000004</Y>
							<Z>-48.9999847</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">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">0.100000001</float>
						<token name="FormFactor">1</token>
						<float name="Friction">0.899999976</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">Base</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</float>
						<float name="TopParamB">0</float>
						<token name="TopSurface">6</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>2.4000001</Y>
							<Z>8</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">37</int>
						<CoordinateFrame name="CFrame">
							<X>119</X>
							<Y>31</Y>
							<Z>-59.9999847</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">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">Switch</string>
						<float name="Reflectance">0.200000003</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>4</X>
							<Y>1.20000005</Y>
							<Z>4</Z>
						</Vector3>
					</Properties>
					<Item class="Script">
						<Properties>
							<bool name="Disabled">false</bool>
							<string name="Name">FireGun</string>
							<string name="Source">local switch = script.Parent&#13;&#10;local gunBarrelOne = script.Parent.Parent.GunBarrel.One&#13;&#10;local gunBarrelTwo = script.Parent.Parent.GunBarrel.Two&#13;&#10;&#13;&#10;local debounce = false&#13;&#10;local gunOne = true&#13;&#10;&#13;&#10;local cannonBall = Instance.new(&quot;Part&quot;)&#13;&#10;cannonBall.Size = Vector3.new(2,2,2)&#13;&#10;cannonBall.BrickColor = BrickColor.new(21) -- red&#13;&#10;cannonBall.Shape = 0&#13;&#10;cannonBall.BottomSurface = 0&#13;&#10;cannonBall.TopSurface = 0&#13;&#10;cannonBall.Name = &quot;Cannon Shot&quot;&#13;&#10;cannonBall.Elasticity = .1&#13;&#10;cannonBall.Reflectance = .2&#13;&#10;cannonBall.Friction = 1&#13;&#10;&#13;&#10;function getPlayer(humanoid)&#13;&#10;&#9;-- find the owning player of a humanoid.&#13;&#10;&#9;local players = game.Players:children()&#13;&#10;&#9;for i = 1, #players do&#13;&#10;&#9;&#9;if players[i].Character ~= nil then&#13;&#10;&#9;&#9;&#9;if players[i].Character.Humanoid == humanoid then return players[i] end&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;&#9;return nil&#13;&#10;end&#13;&#10;&#13;&#10;function fire(player)&#13;&#10;&#13;&#10;&#9;local sound = script.Parent:findFirstChild(&quot;GunSound&quot;)&#13;&#10;&#9;if sound == nil then&#13;&#10;&#9;&#9;sound = Instance.new(&quot;Sound&quot;)&#13;&#10;&#9;&#9;sound.Name = &quot;GunSound&quot;&#13;&#10;&#9;&#9;sound.SoundId = &quot;rbxasset://sounds\\Rocket shot.wav&quot;&#13;&#10;&#9;&#9;sound.Volume = 1&#13;&#10;&#9;&#9;sound.Parent = script.Parent&#13;&#10;&#9;end&#13;&#10;&#9;sound:play()&#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;&#9;&#13;&#10;&#9;local missile = Instance.new(&quot;Part&quot;)&#13;&#10;&#13;&#10;&#13;&#10;&#9;local barrel&#13;&#10;&#13;&#10;&#9;if gunOne == true then&#13;&#10;&#9;&#9;barrel = gunBarrelOne&#13;&#10;&#9;&#9;gunOne = false&#13;&#10;&#9;else&#13;&#10;&#9;&#9;barrel = gunBarrelTwo&#13;&#10;&#9;&#9;gunOne = true&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;if (barrel.Position - switch.Parent.Base.Position).magnitude &gt; 16 then return end -- Blown up guns don&apos;t shoot. Usually.&#13;&#10;&#9;&#13;&#10;&#13;&#10;&#9;local spawnPos = barrel.CFrame * Vector3.new(6, 0, 0)&#13;&#10;&#13;&#10;&#9;local dx = math.random(-10,10)&#13;&#10;&#9;local dy = math.random(-10,10)&#13;&#10;&#9;local dz = math.random(-10,10)&#13;&#10;&#9;local mag = math.random(180,260)&#13;&#10;&#13;&#10;&#9;local v = barrel.CFrame:vectorToWorldSpace(Vector3.new(mag + dx,dy,dz))&#13;&#10;&#9;&#13;&#10;&#9;local missile = cannonBall:clone()&#13;&#10;&#13;&#10;&#9;missile.Position = spawnPos&#13;&#10;&#9;missile.Velocity = v&#13;&#10;&#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 = player&#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;function onTouched(hit)&#13;&#10;&#9;local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)&#13;&#10;&#9;if humanoid~=nil and debounce == false then&#13;&#10;&#9;&#9;debounce = true&#13;&#10;&#9;&#9;switch.BrickColor = BrickColor.new(21)&#13;&#10;&#9;&#9;local player = getPlayer(humanoid)&#13;&#10;&#9;&#9;-- let slip the dogs of war&#13;&#10;&#9;&#9;fire(player)&#13;&#10;&#9;&#9;wait(.2)&#13;&#10;&#9;&#9;fire(player)&#13;&#10;&#9;&#9;wait(.2)&#13;&#10;&#9;&#9;fire(player)&#13;&#10;&#9;&#9;wait(.2)&#13;&#10;&#9;&#9;fire(player)&#13;&#10;&#13;&#10;&#9;&#9;wait(3)&#13;&#10;&#9;&#9;debounce = false&#13;&#10;&#9;&#9;switch.BrickColor = BrickColor.new(37)&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;script.Parent.Touched:connect(onTouched)&#13;&#10;&#13;&#10;&#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 = 50&#13;&#10;&#13;&#10;function onTouched(hit)&#13;&#10;&#13;&#10;&#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; 2 then&#13;&#10;&#9;&#9;&#9;connection:disconnect()&#13;&#10;&#9;&#9;&#9;ball.Parent = nil&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;if math.random(1,3) == 2 then&#13;&#10;&#9;&#9;explosion = Instance.new(&quot;Explosion&quot;)&#13;&#10;&#9;&#9;explosion.BlastRadius = 12&#13;&#10;&#9;&#9;explosion.BlastPressure = 1000000 -- these are really wussy units&#13;&#10;&#9;&#9;explosion.Position = script.Parent.Position&#13;&#10;&#9;&#9;explosion.Parent = game.Workspace&#13;&#10;&#9;&#9;connection:disconnect()&#13;&#10;&#9;&#9;ball.Parent = nil&#13;&#10;&#9;end&#13;&#10;&#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 + 5.0 - 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>
			<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">Elevator</string>
					<Ref name="PrimaryPart">RBX90</Ref>
					<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">4</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">5</int>
						<CoordinateFrame name="CFrame">
							<X>175.5</X>
							<Y>70.5999985</Y>
							<Z>-142.499985</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">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>1</X>
							<Y>1.20000005</Y>
							<Z>9</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">5</int>
						<CoordinateFrame name="CFrame">
							<X>180.5</X>
							<Y>70.5999985</Y>
							<Z>-138.499985</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>1</X>
							<Y>1.20000005</Y>
							<Z>9</Z>
						</Vector3>
					</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>
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							<string name="Name">BodyPosition</string>
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							<bool name="archivable">true</bool>
							<Vector3 name="maxForce">
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								<Y>40000</Y>
								<Z>4000</Z>
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							<Vector3 name="position">
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								<Y>80.4000015</Y>
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							<bool name="Disabled">false</bool>
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					<Item class="BodyGyro">
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							<string name="Name">BodyGyro</string>
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							<CoordinateFrame name="cframe">
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								<Y>0</Y>
								<Z>0</Z>
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							</CoordinateFrame>
							<Vector3 name="maxTorque">
								<X>400000</X>
								<Y>400000</Y>
								<Z>400000</Z>
							</Vector3>
						</Properties>
					</Item>
				</Item>
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						<bool name="Anchored">false</bool>
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									<R12>-1</R12>
									<R20>-0</R20>
									<R21>-1</R21>
									<R22>-0</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">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">2</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">true</bool>
								<string name="Name">Two</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">2</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">2</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>2</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">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">26</int>
								<CoordinateFrame name="CFrame">
									<X>116</X>
									<Y>65.8000031</Y>
									<Z>151</Z>
									<R00>-1</R00>
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									<R02>-0</R02>
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									<R12>-1</R12>
									<R20>-0</R20>
									<R21>-1</R21>
									<R22>-0</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>
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								<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">2</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">true</bool>
								<string name="Name">Smooth Block Model</string>
								<float name="Reflectance">0</float>
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								<float name="RightParamB">0.5</float>
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								<token name="RightSurfaceInput">0</token>
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									<Y>0</Y>
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								</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>
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								</Vector3>
								<bool name="archivable">true</bool>
								<token name="shape">2</token>
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									<Y>2</Y>
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								</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">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">26</int>
								<CoordinateFrame name="CFrame">
									<X>118</X>
									<Y>65.8000031</Y>
									<Z>151</Z>
									<R00>-1</R00>
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									<R02>-0</R02>
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									<R11>-0</R11>
									<R12>-1</R12>
									<R20>-0</R20>
									<R21>-1</R21>
									<R22>-0</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">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">2</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">2</token>
								<token name="RightSurfaceInput">0</token>
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									<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>
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								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<bool name="archivable">true</bool>
								<token name="shape">2</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>2</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">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">26</int>
								<CoordinateFrame name="CFrame">
									<X>120</X>
									<Y>65.8000031</Y>
									<Z>151</Z>
									<R00>-1</R00>
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									<R02>-0</R02>
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									<R11>-0</R11>
									<R12>-1</R12>
									<R20>-0</R20>
									<R21>-1</R21>
									<R22>-0</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">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">2</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">2</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>
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								</Vector3>
								<bool name="archivable">true</bool>
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								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>2</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX116">
						<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">226</int>
							<CoordinateFrame name="CFrame">
								<X>123</X>
								<Y>62.7999992</Y>
								<Z>152.000015</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">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">0.100000001</float>
							<token name="FormFactor">1</token>
							<float name="Friction">0.899999976</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">Base</string>
							<float name="Reflectance">0</float>
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							<float name="RightParamB">0.5</float>
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							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">0</float>
							<float name="TopParamB">0</float>
							<token name="TopSurface">6</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>2.4000001</Y>
								<Z>8</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">37</int>
							<CoordinateFrame name="CFrame">
								<X>140</X>
								<Y>62.1999931</Y>
								<Z>141.000015</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">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">Switch</string>
							<float name="Reflectance">0.200000003</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>4</X>
								<Y>1.20000005</Y>
								<Z>4</Z>
							</Vector3>
						</Properties>
						<Item class="Script">
							<Properties>
								<bool name="Disabled">false</bool>
								<string name="Name">FireGun</string>
								<string name="Source">local switch = script.Parent&#13;&#10;local gunBarrelOne = script.Parent.Parent.GunBarrel.One&#13;&#10;local gunBarrelTwo = script.Parent.Parent.GunBarrel.Two&#13;&#10;&#13;&#10;local debounce = false&#13;&#10;local gunOne = true&#13;&#10;&#13;&#10;local cannonBall = Instance.new(&quot;Part&quot;)&#13;&#10;cannonBall.Size = Vector3.new(2,2,2)&#13;&#10;cannonBall.BrickColor = BrickColor.new(21) -- red&#13;&#10;cannonBall.Shape = 0&#13;&#10;cannonBall.BottomSurface = 0&#13;&#10;cannonBall.TopSurface = 0&#13;&#10;cannonBall.Name = &quot;Cannon Shot&quot;&#13;&#10;cannonBall.Elasticity = .1&#13;&#10;cannonBall.Reflectance = .2&#13;&#10;cannonBall.Friction = 1&#13;&#10;&#13;&#10;function getPlayer(humanoid)&#13;&#10;&#9;-- find the owning player of a humanoid.&#13;&#10;&#9;local players = game.Players:children()&#13;&#10;&#9;for i = 1, #players do&#13;&#10;&#9;&#9;if players[i].Character ~= nil then&#13;&#10;&#9;&#9;&#9;if players[i].Character.Humanoid == humanoid then return players[i] end&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;&#9;return nil&#13;&#10;end&#13;&#10;&#13;&#10;function fire(player)&#13;&#10;&#13;&#10;&#9;local sound = script.Parent:findFirstChild(&quot;GunSound&quot;)&#13;&#10;&#9;if sound == nil then&#13;&#10;&#9;&#9;sound = Instance.new(&quot;Sound&quot;)&#13;&#10;&#9;&#9;sound.Name = &quot;GunSound&quot;&#13;&#10;&#9;&#9;sound.SoundId = &quot;rbxasset://sounds\\Rocket shot.wav&quot;&#13;&#10;&#9;&#9;sound.Volume = 1&#13;&#10;&#9;&#9;sound.Parent = script.Parent&#13;&#10;&#9;end&#13;&#10;&#9;sound:play()&#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;&#9;&#13;&#10;&#9;local missile = Instance.new(&quot;Part&quot;)&#13;&#10;&#13;&#10;&#13;&#10;&#9;local barrel&#13;&#10;&#13;&#10;&#9;if gunOne == true then&#13;&#10;&#9;&#9;barrel = gunBarrelOne&#13;&#10;&#9;&#9;gunOne = false&#13;&#10;&#9;else&#13;&#10;&#9;&#9;barrel = gunBarrelTwo&#13;&#10;&#9;&#9;gunOne = true&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;if (barrel.Position - switch.Parent.Base.Position).magnitude &gt; 16 then return end -- Blown up guns don&apos;t shoot. Usually.&#13;&#10;&#9;&#13;&#10;&#13;&#10;&#9;local spawnPos = barrel.CFrame * Vector3.new(6, 0, 0)&#13;&#10;&#13;&#10;&#9;local dx = math.random(-10,10)&#13;&#10;&#9;local dy = math.random(-10,10)&#13;&#10;&#9;local dz = math.random(-10,10)&#13;&#10;&#9;local mag = math.random(180,260)&#13;&#10;&#13;&#10;&#9;local v = barrel.CFrame:vectorToWorldSpace(Vector3.new(mag + dx,dy,dz))&#13;&#10;&#9;&#13;&#10;&#9;local missile = cannonBall:clone()&#13;&#10;&#13;&#10;&#9;missile.Position = spawnPos&#13;&#10;&#9;missile.Velocity = v&#13;&#10;&#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 = player&#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;function onTouched(hit)&#13;&#10;&#9;local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)&#13;&#10;&#9;if humanoid~=nil and debounce == false then&#13;&#10;&#9;&#9;debounce = true&#13;&#10;&#9;&#9;switch.BrickColor = BrickColor.new(21)&#13;&#10;&#9;&#9;local player = getPlayer(humanoid)&#13;&#10;&#9;&#9;-- let slip the dogs of war&#13;&#10;&#9;&#9;fire(player)&#13;&#10;&#9;&#9;wait(.2)&#13;&#10;&#9;&#9;fire(player)&#13;&#10;&#9;&#9;wait(.2)&#13;&#10;&#9;&#9;fire(player)&#13;&#10;&#9;&#9;wait(.2)&#13;&#10;&#9;&#9;fire(player)&#13;&#10;&#13;&#10;&#9;&#9;wait(3)&#13;&#10;&#9;&#9;debounce = false&#13;&#10;&#9;&#9;switch.BrickColor = BrickColor.new(37)&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;script.Parent.Touched:connect(onTouched)&#13;&#10;&#13;&#10;&#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 = 50&#13;&#10;&#13;&#10;function onTouched(hit)&#13;&#10;&#13;&#10;&#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; 2 then&#13;&#10;&#9;&#9;&#9;connection:disconnect()&#13;&#10;&#9;&#9;&#9;ball.Parent = nil&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;if math.random(1,3) == 2 then&#13;&#10;&#9;&#9;explosion = Instance.new(&quot;Explosion&quot;)&#13;&#10;&#9;&#9;explosion.BlastRadius = 12&#13;&#10;&#9;&#9;explosion.BlastPressure = 1000000 -- these are really wussy units&#13;&#10;&#9;&#9;explosion.Position = script.Parent.Position&#13;&#10;&#9;&#9;explosion.Parent = game.Workspace&#13;&#10;&#9;&#9;connection:disconnect()&#13;&#10;&#9;&#9;ball.Parent = nil&#13;&#10;&#9;end&#13;&#10;&#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 + 5.0 - 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>
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								<string name="Name">KillbotSummoner</string>
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									<string name="Name">SummonKillbot</string>
									<string name="Source">-- Touching this Battle Armor doubles you MaxHealth and heals you to full power&#13;&#10;&#13;&#10;local debounce = false&#13;&#10;local killbot = game.Workspace.Killbot:clone()&#13;&#10;&#13;&#10;&#13;&#10;function getPlayer(humanoid)&#13;&#10;&#9;-- find the owning player of a humanoid.&#13;&#10;&#9;local players = game.Players:children()&#13;&#10;&#9;for i = 1, #players do&#13;&#10;&#9;&#9;if players[i].Character ~= nil then&#13;&#10;&#9;&#9;&#9;if players[i].Character.Humanoid == humanoid then return players[i] end&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;&#9;return nil&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;function summonKillbot(humanoid)&#13;&#10;&#9;local player = getPlayer(humanoid)&#13;&#10;&#13;&#10;&#9;local x = math.random(-60,60)&#13;&#10;&#9;local y = math.random(40,60)&#13;&#10;&#9;local z = math.random(-60,60)&#13;&#10;&#13;&#10;&#9;local newbot = killbot:clone()&#13;&#10;&#13;&#10;&#9;newbot.OwningTeam.Value = &quot;Red Hawks&quot;&#13;&#10;&#9;newbot.Parent = game.Workspace&#13;&#10;&#9;newbot.Sphere.BodyPosition.position = Vector3.new(x,y,z) -- little hack a little necessary&#13;&#10;&#9;newbot:move(Vector3.new(x,y,z))&#13;&#10;&#9;&#13;&#10;&#9;&#13;&#10;&#9;if player ~= nil then&#13;&#10;&#9;&#9;local message = Instance.new(&quot;Message&quot;)&#13;&#10;&#9;&#9;message.Text = &quot;The sphere hums...&quot;&#13;&#10;&#9;&#9;message.Parent = player&#13;&#10;&#9;&#9;wait(5)&#13;&#10;&#9;&#9;message.Text = &quot;You have summoned a Red killbot!&quot;&#13;&#10;&#9;&#9;wait(5)&#13;&#10;&#9;&#9;message.Parent = nil&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;function onTouched(hit)&#13;&#10;&#9;local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)&#13;&#10;&#9;if humanoid~=nil and debounce == false then&#13;&#10;&#9;&#9;debounce = true&#13;&#10;&#9;&#9;script.Parent.BrickColor = BrickColor.new(26)&#13;&#10;&#9;&#9;summonKillbot(humanoid)&#13;&#10;&#9;&#9;wait(3)&#13;&#10;&#9;&#9;script.Parent.BrickColor = BrickColor.new(21)&#13;&#10;&#9;&#9;debounce = false&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;script.Parent.Touched:connect(onTouched)</string>
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							<string name="Source">-- Touching this Battle Armor doubles you MaxHealth and heals you to full power&#13;&#10;&#13;&#10;local debounce = false&#13;&#10;&#13;&#10;function getPlayer(humanoid)&#13;&#10;&#9;-- find the owning player of a humanoid.&#13;&#10;&#9;local players = game.Players:children()&#13;&#10;&#9;for i = 1, #players do&#13;&#10;&#9;&#9;if players[i].Character ~= nil then&#13;&#10;&#9;&#9;&#9;if players[i].Character.Humanoid == humanoid then return players[i] end&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;&#9;return nil&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;function putOnArmor(humanoid)&#13;&#10;&#13;&#10;&#9;local torso = humanoid.Parent.Torso&#13;&#10;&#13;&#10;&#9;torso.Reflectance = .6&#13;&#10;&#9;humanoid.MaxHealth = 200&#13;&#10;&#9;&#13;&#10;&#9;&#13;&#10;&#9;local player = getPlayer(humanoid)&#13;&#10;&#9;if player ~= nil then&#13;&#10;&#9;&#9;local message = Instance.new(&quot;Message&quot;)&#13;&#10;&#9;&#9;message.Text = &quot;You found Battle Armor!&quot;&#13;&#10;&#9;&#9;message.Parent = player&#13;&#10;&#9;&#9;wait(5)&#13;&#10;&#9;&#9;message.Text = &quot;Max Health Doubled!&quot;&#13;&#10;&#9;&#9;wait(5)&#13;&#10;&#9;&#9;message.Parent = nil&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#13;&#10;end&#13;&#10;&#13;&#10;function hasArmor(humanoid)&#13;&#10;&#9;return (humanoid.MaxHealth &gt; 100)&#13;&#10;end&#13;&#10;&#13;&#10;function onTouched(hit)&#13;&#10;&#9;local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)&#13;&#10;&#9;if humanoid~=nil and debounce == false then&#13;&#10;&#9;&#9;if (hasArmor(humanoid)) then return end&#13;&#10;&#9;&#9;debounce = true&#13;&#10;&#9;&#9;script.Parent.Parent = nil&#13;&#10;&#9;&#9;putOnArmor(humanoid)&#13;&#10;&#9;&#9;debounce = false&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;script.Parent.Touched:connect(onTouched)</string>
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							<string name="Source">-- Touching this Battle Armor doubles you MaxHealth and heals you to full power&#13;&#10;&#13;&#10;local debounce = false&#13;&#10;&#13;&#10;function getPlayer(humanoid)&#13;&#10;&#9;-- find the owning player of a humanoid.&#13;&#10;&#9;local players = game.Players:children()&#13;&#10;&#9;for i = 1, #players do&#13;&#10;&#9;&#9;if players[i].Character ~= nil then&#13;&#10;&#9;&#9;&#9;if players[i].Character.Humanoid == humanoid then return players[i] end&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;&#9;return nil&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;function putOnArmor(humanoid)&#13;&#10;&#13;&#10;&#9;local torso = humanoid.Parent.Torso&#13;&#10;&#13;&#10;&#9;torso.Reflectance = .6&#13;&#10;&#9;humanoid.MaxHealth = 200&#13;&#10;&#9;&#13;&#10;&#9;&#13;&#10;&#9;local player = getPlayer(humanoid)&#13;&#10;&#9;if player ~= nil then&#13;&#10;&#9;&#9;local message = Instance.new(&quot;Message&quot;)&#13;&#10;&#9;&#9;message.Text = &quot;You found Battle Armor!&quot;&#13;&#10;&#9;&#9;message.Parent = player&#13;&#10;&#9;&#9;wait(5)&#13;&#10;&#9;&#9;message.Text = &quot;Max Health Doubled!&quot;&#13;&#10;&#9;&#9;wait(5)&#13;&#10;&#9;&#9;message.Parent = nil&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#13;&#10;end&#13;&#10;&#13;&#10;function hasArmor(humanoid)&#13;&#10;&#9;return (humanoid.MaxHealth &gt; 100)&#13;&#10;end&#13;&#10;&#13;&#10;function onTouched(hit)&#13;&#10;&#9;local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)&#13;&#10;&#9;if humanoid~=nil and debounce == false then&#13;&#10;&#9;&#9;if (hasArmor(humanoid)) then return end&#13;&#10;&#9;&#9;debounce = true&#13;&#10;&#9;&#9;script.Parent.Parent = nil&#13;&#10;&#9;&#9;putOnArmor(humanoid)&#13;&#10;&#9;&#9;debounce = false&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;script.Parent.Touched:connect(onTouched)</string>
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						<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>1</X>
							<Y>0.400000006</Y>
							<Z>4</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">37</int>
						<CoordinateFrame name="CFrame">
							<X>-195</X>
							<Y>71.7999954</Y>
							<Z>192</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">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">Switch</string>
						<float name="Reflectance">0.200000003</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>4</X>
							<Y>1.20000005</Y>
							<Z>4</Z>
						</Vector3>
					</Properties>
					<Item class="Script">
						<Properties>
							<bool name="Disabled">false</bool>
							<string name="Name">FireGun</string>
							<string name="Source">local switch = script.Parent&#13;&#10;local gunBarrelOne = script.Parent.Parent.GunBarrel.One&#13;&#10;local gunBarrelTwo = script.Parent.Parent.GunBarrel.Two&#13;&#10;&#13;&#10;local debounce = false&#13;&#10;local gunOne = true&#13;&#10;&#13;&#10;local cannonBall = Instance.new(&quot;Part&quot;)&#13;&#10;cannonBall.Size = Vector3.new(2,2,2)&#13;&#10;cannonBall.BrickColor = BrickColor.new(102) -- medium blue&#13;&#10;cannonBall.Shape = 0&#13;&#10;cannonBall.BottomSurface = 0&#13;&#10;cannonBall.TopSurface = 0&#13;&#10;cannonBall.Name = &quot;Cannon Shot&quot;&#13;&#10;cannonBall.Elasticity = .1&#13;&#10;cannonBall.Reflectance = .2&#13;&#10;cannonBall.Friction = 1&#13;&#10;&#13;&#10;function getPlayer(humanoid)&#13;&#10;&#9;-- find the owning player of a humanoid.&#13;&#10;&#9;local players = game.Players:children()&#13;&#10;&#9;for i = 1, #players do&#13;&#10;&#9;&#9;if players[i].Character ~= nil then&#13;&#10;&#9;&#9;&#9;if players[i].Character.Humanoid == humanoid then return players[i] end&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;&#9;return nil&#13;&#10;end&#13;&#10;&#13;&#10;function fire(player)&#13;&#10;&#13;&#10;&#9;local sound = script.Parent:findFirstChild(&quot;GunSound&quot;)&#13;&#10;&#9;if sound == nil then&#13;&#10;&#9;&#9;sound = Instance.new(&quot;Sound&quot;)&#13;&#10;&#9;&#9;sound.Name = &quot;GunSound&quot;&#13;&#10;&#9;&#9;sound.SoundId = &quot;rbxasset://sounds\\Rocket shot.wav&quot;&#13;&#10;&#9;&#9;sound.Volume = 1&#13;&#10;&#9;&#9;sound.Parent = script.Parent&#13;&#10;&#9;end&#13;&#10;&#9;sound:play()&#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;&#9;&#13;&#10;&#9;local missile = Instance.new(&quot;Part&quot;)&#13;&#10;&#13;&#10;&#13;&#10;&#9;local barrel&#13;&#10;&#13;&#10;&#9;if gunOne == true then&#13;&#10;&#9;&#9;barrel = gunBarrelOne&#13;&#10;&#9;&#9;gunOne = false&#13;&#10;&#9;else&#13;&#10;&#9;&#9;barrel = gunBarrelTwo&#13;&#10;&#9;&#9;gunOne = true&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;if (barrel.Position - switch.Parent.Base.Position).magnitude &gt; 22 then return end -- Blown up guns don&apos;t shoot. Usually.&#13;&#10;&#9;&#13;&#10;&#13;&#10;&#9;local spawnPos = barrel.CFrame * Vector3.new(6, 0, 0)&#13;&#10;&#13;&#10;&#9;local dx = math.random(-10,10)&#13;&#10;&#9;local dy = math.random(-10,10)&#13;&#10;&#9;local dz = math.random(-10,10)&#13;&#10;&#9;local mag = math.random(180,260)&#13;&#10;&#13;&#10;&#9;local v = barrel.CFrame:vectorToWorldSpace(Vector3.new(mag + dx,dy,dz))&#13;&#10;&#9;&#13;&#10;&#9;local missile = cannonBall:clone()&#13;&#10;&#13;&#10;&#9;missile.Position = spawnPos&#13;&#10;&#9;missile.Velocity = v&#13;&#10;&#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 = player&#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;function onTouched(hit)&#13;&#10;&#9;local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)&#13;&#10;&#9;if humanoid~=nil and debounce == false then&#13;&#10;&#9;&#9;debounce = true&#13;&#10;&#9;&#9;switch.BrickColor = BrickColor.new(21)&#13;&#10;&#9;&#9;local player = getPlayer(humanoid)&#13;&#10;&#9;&#9;-- let slip the dogs of war&#13;&#10;&#9;&#9;fire(player)&#13;&#10;&#9;&#9;wait(.2)&#13;&#10;&#9;&#9;fire(player)&#13;&#10;&#9;&#9;wait(.2)&#13;&#10;&#9;&#9;fire(player)&#13;&#10;&#9;&#9;wait(.2)&#13;&#10;&#9;&#9;fire(player)&#13;&#10;&#13;&#10;&#9;&#9;wait(3)&#13;&#10;&#9;&#9;debounce = false&#13;&#10;&#9;&#9;switch.BrickColor = BrickColor.new(37)&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;script.Parent.Touched:connect(onTouched)&#13;&#10;&#13;&#10;&#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 = 50&#13;&#10;&#13;&#10;function onTouched(hit)&#13;&#10;&#13;&#10;&#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; 2 then&#13;&#10;&#9;&#9;&#9;connection:disconnect()&#13;&#10;&#9;&#9;&#9;ball.Parent = nil&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;if math.random(1,3) == 2 then&#13;&#10;&#9;&#9;explosion = Instance.new(&quot;Explosion&quot;)&#13;&#10;&#9;&#9;explosion.BlastRadius = 12&#13;&#10;&#9;&#9;explosion.BlastPressure = 1000000 -- these are really wussy units&#13;&#10;&#9;&#9;explosion.Position = script.Parent.Position&#13;&#10;&#9;&#9;explosion.Parent = game.Workspace&#13;&#10;&#9;&#9;connection:disconnect()&#13;&#10;&#9;&#9;ball.Parent = nil&#13;&#10;&#9;end&#13;&#10;&#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 + 5.0 - 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>
			<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">GunEmplacement</string>
					<Ref name="PrimaryPart">RBX379</Ref>
					<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">2</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>-110</X>
							<Y>35.0000038</Y>
							<Z>47.5</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">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">2</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>1</X>
							<Y>0.400000006</Y>
							<Z>4</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">199</int>
						<CoordinateFrame name="CFrame">
							<X>-108.5</X>
							<Y>34.6000023</Y>
							<Z>49</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">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">2</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>4</X>
							<Y>0.400000006</Y>
							<Z>1</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">2</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>-110</X>
							<Y>35.0000038</Y>
							<Z>50.5</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">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">2</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>1</X>
							<Y>0.400000006</Y>
							<Z>4</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">2</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>-107</X>
							<Y>34.2000008</Y>
							<Z>49</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">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">2</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>
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							<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">26</int>
							<CoordinateFrame name="CFrame">
								<X>-97</X>
								<Y>34.6000023</Y>
								<Z>50</Z>
								<R00>1</R00>
								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>0</R11>
								<R12>-1</R12>
								<R20>0</R20>
								<R21>1</R21>
								<R22>0</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">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">2</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">2</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">2</token>
							<Vector3 name="size">
								<X>2</X>
								<Y>2</Y>
								<Z>2</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">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">26</int>
							<CoordinateFrame name="CFrame">
								<X>-99</X>
								<Y>34.6000023</Y>
								<Z>50</Z>
								<R00>1</R00>
								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>0</R11>
								<R12>-1</R12>
								<R20>0</R20>
								<R21>1</R21>
								<R22>0</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">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">2</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">2</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">2</token>
							<Vector3 name="size">
								<X>2</X>
								<Y>2</Y>
								<Z>2</Z>
							</Vector3>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX379">
					<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">1</int>
						<CoordinateFrame name="CFrame">
							<X>-102</X>
							<Y>31.6000004</Y>
							<Z>49</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">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">0.100000001</float>
						<token name="FormFactor">1</token>
						<float name="Friction">0.899999976</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">Base</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</float>
						<float name="TopParamB">0</float>
						<token name="TopSurface">6</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>2.4000001</Y>
							<Z>8</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">37</int>
						<CoordinateFrame name="CFrame">
							<X>-119</X>
							<Y>31</Y>
							<Z>60</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">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">Switch</string>
						<float name="Reflectance">0.200000003</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>4</X>
							<Y>1.20000005</Y>
							<Z>4</Z>
						</Vector3>
					</Properties>
					<Item class="Script">
						<Properties>
							<bool name="Disabled">false</bool>
							<string name="Name">FireGun</string>
							<string name="Source">local switch = script.Parent&#13;&#10;local gunBarrelOne = script.Parent.Parent.GunBarrel.One&#13;&#10;local gunBarrelTwo = script.Parent.Parent.GunBarrel.Two&#13;&#10;&#13;&#10;local debounce = false&#13;&#10;local gunOne = true&#13;&#10;&#13;&#10;local cannonBall = Instance.new(&quot;Part&quot;)&#13;&#10;cannonBall.Size = Vector3.new(2,2,2)&#13;&#10;cannonBall.BrickColor = BrickColor.new(102) -- medium blue&#13;&#10;cannonBall.Shape = 0&#13;&#10;cannonBall.BottomSurface = 0&#13;&#10;cannonBall.TopSurface = 0&#13;&#10;cannonBall.Name = &quot;Cannon Shot&quot;&#13;&#10;cannonBall.Elasticity = .1&#13;&#10;cannonBall.Reflectance = .2&#13;&#10;cannonBall.Friction = 1&#13;&#10;&#13;&#10;function getPlayer(humanoid)&#13;&#10;&#9;-- find the owning player of a humanoid.&#13;&#10;&#9;local players = game.Players:children()&#13;&#10;&#9;for i = 1, #players do&#13;&#10;&#9;&#9;if players[i].Character ~= nil then&#13;&#10;&#9;&#9;&#9;if players[i].Character.Humanoid == humanoid then return players[i] end&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;&#9;return nil&#13;&#10;end&#13;&#10;&#13;&#10;function fire(player)&#13;&#10;&#13;&#10;&#9;local sound = script.Parent:findFirstChild(&quot;GunSound&quot;)&#13;&#10;&#9;if sound == nil then&#13;&#10;&#9;&#9;sound = Instance.new(&quot;Sound&quot;)&#13;&#10;&#9;&#9;sound.Name = &quot;GunSound&quot;&#13;&#10;&#9;&#9;sound.SoundId = &quot;rbxasset://sounds\\Rocket shot.wav&quot;&#13;&#10;&#9;&#9;sound.Volume = 1&#13;&#10;&#9;&#9;sound.Parent = script.Parent&#13;&#10;&#9;end&#13;&#10;&#9;sound:play()&#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;&#9;&#13;&#10;&#9;local missile = Instance.new(&quot;Part&quot;)&#13;&#10;&#13;&#10;&#13;&#10;&#9;local barrel&#13;&#10;&#13;&#10;&#9;if gunOne == true then&#13;&#10;&#9;&#9;barrel = gunBarrelOne&#13;&#10;&#9;&#9;gunOne = false&#13;&#10;&#9;else&#13;&#10;&#9;&#9;barrel = gunBarrelTwo&#13;&#10;&#9;&#9;gunOne = true&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;if (barrel.Position - switch.Parent.Base.Position).magnitude &gt; 16 then return end -- Blown up guns don&apos;t shoot. Usually.&#13;&#10;&#9;&#13;&#10;&#13;&#10;&#9;local spawnPos = barrel.CFrame * Vector3.new(6, 0, 0)&#13;&#10;&#13;&#10;&#9;local dx = math.random(-10,10)&#13;&#10;&#9;local dy = math.random(-10,10)&#13;&#10;&#9;local dz = math.random(-10,10)&#13;&#10;&#9;local mag = math.random(180,260)&#13;&#10;&#13;&#10;&#9;local v = barrel.CFrame:vectorToWorldSpace(Vector3.new(mag + dx,dy,dz))&#13;&#10;&#9;&#13;&#10;&#9;local missile = cannonBall:clone()&#13;&#10;&#13;&#10;&#9;missile.Position = spawnPos&#13;&#10;&#9;missile.Velocity = v&#13;&#10;&#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 = player&#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;function onTouched(hit)&#13;&#10;&#9;local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)&#13;&#10;&#9;if humanoid~=nil and debounce == false then&#13;&#10;&#9;&#9;debounce = true&#13;&#10;&#9;&#9;switch.BrickColor = BrickColor.new(21)&#13;&#10;&#9;&#9;local player = getPlayer(humanoid)&#13;&#10;&#9;&#9;-- let slip the dogs of war&#13;&#10;&#9;&#9;fire(player)&#13;&#10;&#9;&#9;wait(.2)&#13;&#10;&#9;&#9;fire(player)&#13;&#10;&#9;&#9;wait(.2)&#13;&#10;&#9;&#9;fire(player)&#13;&#10;&#9;&#9;wait(.2)&#13;&#10;&#9;&#9;fire(player)&#13;&#10;&#13;&#10;&#9;&#9;wait(3)&#13;&#10;&#9;&#9;debounce = false&#13;&#10;&#9;&#9;switch.BrickColor = BrickColor.new(37)&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;script.Parent.Touched:connect(onTouched)&#13;&#10;&#13;&#10;&#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 = 50&#13;&#10;&#13;&#10;function onTouched(hit)&#13;&#10;&#13;&#10;&#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; 2 then&#13;&#10;&#9;&#9;&#9;connection:disconnect()&#13;&#10;&#9;&#9;&#9;ball.Parent = nil&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;if math.random(1,3) == 2 then&#13;&#10;&#9;&#9;explosion = Instance.new(&quot;Explosion&quot;)&#13;&#10;&#9;&#9;explosion.BlastRadius = 12&#13;&#10;&#9;&#9;explosion.BlastPressure = 1000000 -- these are really wussy units&#13;&#10;&#9;&#9;explosion.Position = script.Parent.Position&#13;&#10;&#9;&#9;explosion.Parent = game.Workspace&#13;&#10;&#9;&#9;connection:disconnect()&#13;&#10;&#9;&#9;ball.Parent = nil&#13;&#10;&#9;end&#13;&#10;&#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 + 5.0 - 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>
			<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">Elevator</string>
					<Ref name="PrimaryPart">RBX381</Ref>
					<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">4</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">5</int>
						<CoordinateFrame name="CFrame">
							<X>-175.5</X>
							<Y>70.5999985</Y>
							<Z>142.5</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">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>1</X>
							<Y>1.20000005</Y>
							<Z>9</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>
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							<string name="Name">BodyPosition</string>
							<float name="P">1000</float>
							<bool name="archivable">true</bool>
							<Vector3 name="maxForce">
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								<Y>40000</Y>
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								<Y>80.4000015</Y>
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							<bool name="archivable">true</bool>
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							<string name="Name">BodyGyro</string>
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								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
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							</CoordinateFrame>
							<Vector3 name="maxTorque">
								<X>400000</X>
								<Y>400000</Y>
								<Z>400000</Z>
							</Vector3>
						</Properties>
					</Item>
				</Item>
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								<string name="Source">local switch = script.Parent&#13;&#10;local gunBarrelOne = script.Parent.Parent.GunBarrel.One&#13;&#10;local gunBarrelTwo = script.Parent.Parent.GunBarrel.Two&#13;&#10;&#13;&#10;local debounce = false&#13;&#10;local gunOne = true&#13;&#10;&#13;&#10;local cannonBall = Instance.new(&quot;Part&quot;)&#13;&#10;cannonBall.Size = Vector3.new(2,2,2)&#13;&#10;cannonBall.BrickColor = BrickColor.new(102) -- medium blue&#13;&#10;cannonBall.Shape = 0&#13;&#10;cannonBall.BottomSurface = 0&#13;&#10;cannonBall.TopSurface = 0&#13;&#10;cannonBall.Name = &quot;Cannon Shot&quot;&#13;&#10;cannonBall.Elasticity = .1&#13;&#10;cannonBall.Reflectance = .2&#13;&#10;cannonBall.Friction = 1&#13;&#10;&#13;&#10;function getPlayer(humanoid)&#13;&#10;&#9;-- find the owning player of a humanoid.&#13;&#10;&#9;local players = game.Players:children()&#13;&#10;&#9;for i = 1, #players do&#13;&#10;&#9;&#9;if players[i].Character ~= nil then&#13;&#10;&#9;&#9;&#9;if players[i].Character.Humanoid == humanoid then return players[i] end&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;&#9;return nil&#13;&#10;end&#13;&#10;&#13;&#10;function fire(player)&#13;&#10;&#13;&#10;&#9;local sound = script.Parent:findFirstChild(&quot;GunSound&quot;)&#13;&#10;&#9;if sound == nil then&#13;&#10;&#9;&#9;sound = Instance.new(&quot;Sound&quot;)&#13;&#10;&#9;&#9;sound.Name = &quot;GunSound&quot;&#13;&#10;&#9;&#9;sound.SoundId = &quot;rbxasset://sounds\\Rocket shot.wav&quot;&#13;&#10;&#9;&#9;sound.Volume = 1&#13;&#10;&#9;&#9;sound.Parent = script.Parent&#13;&#10;&#9;end&#13;&#10;&#9;sound:play()&#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;&#9;&#13;&#10;&#9;local missile = Instance.new(&quot;Part&quot;)&#13;&#10;&#13;&#10;&#13;&#10;&#9;local barrel&#13;&#10;&#13;&#10;&#9;if gunOne == true then&#13;&#10;&#9;&#9;barrel = gunBarrelOne&#13;&#10;&#9;&#9;gunOne = false&#13;&#10;&#9;else&#13;&#10;&#9;&#9;barrel = gunBarrelTwo&#13;&#10;&#9;&#9;gunOne = true&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;if (barrel.Position - switch.Parent.Base.Position).magnitude &gt; 16 then return end -- Blown up guns don&apos;t shoot. Usually.&#13;&#10;&#9;&#13;&#10;&#13;&#10;&#9;local spawnPos = barrel.CFrame * Vector3.new(6, 0, 0)&#13;&#10;&#13;&#10;&#9;local dx = math.random(-10,10)&#13;&#10;&#9;local dy = math.random(-10,10)&#13;&#10;&#9;local dz = math.random(-10,10)&#13;&#10;&#9;local mag = math.random(180,260)&#13;&#10;&#13;&#10;&#9;local v = barrel.CFrame:vectorToWorldSpace(Vector3.new(mag + dx,dy,dz))&#13;&#10;&#9;&#13;&#10;&#9;local missile = cannonBall:clone()&#13;&#10;&#13;&#10;&#9;missile.Position = spawnPos&#13;&#10;&#9;missile.Velocity = v&#13;&#10;&#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 = player&#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;function onTouched(hit)&#13;&#10;&#9;local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)&#13;&#10;&#9;if humanoid~=nil and debounce == false then&#13;&#10;&#9;&#9;debounce = true&#13;&#10;&#9;&#9;switch.BrickColor = BrickColor.new(21)&#13;&#10;&#9;&#9;local player = getPlayer(humanoid)&#13;&#10;&#9;&#9;-- let slip the dogs of war&#13;&#10;&#9;&#9;fire(player)&#13;&#10;&#9;&#9;wait(.2)&#13;&#10;&#9;&#9;fire(player)&#13;&#10;&#9;&#9;wait(.2)&#13;&#10;&#9;&#9;fire(player)&#13;&#10;&#9;&#9;wait(.2)&#13;&#10;&#9;&#9;fire(player)&#13;&#10;&#13;&#10;&#9;&#9;wait(3)&#13;&#10;&#9;&#9;debounce = false&#13;&#10;&#9;&#9;switch.BrickColor = BrickColor.new(37)&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;script.Parent.Touched:connect(onTouched)&#13;&#10;&#13;&#10;&#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 = 50&#13;&#10;&#13;&#10;function onTouched(hit)&#13;&#10;&#13;&#10;&#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; 2 then&#13;&#10;&#9;&#9;&#9;connection:disconnect()&#13;&#10;&#9;&#9;&#9;ball.Parent = nil&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;if math.random(1,3) == 2 then&#13;&#10;&#9;&#9;explosion = Instance.new(&quot;Explosion&quot;)&#13;&#10;&#9;&#9;explosion.BlastRadius = 12&#13;&#10;&#9;&#9;explosion.BlastPressure = 1000000 -- these are really wussy units&#13;&#10;&#9;&#9;explosion.Position = script.Parent.Position&#13;&#10;&#9;&#9;explosion.Parent = game.Workspace&#13;&#10;&#9;&#9;connection:disconnect()&#13;&#10;&#9;&#9;ball.Parent = nil&#13;&#10;&#9;end&#13;&#10;&#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 + 5.0 - 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>
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						<bool name="ControllerFlagShown">true</bool>
						<CoordinateFrame name="ModelInPrimary">
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							<Y>0</Y>
							<Z>0</Z>
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						<string name="Name">Model</string>
						<Ref name="PrimaryPart">RBX406</Ref>
						<bool name="archivable">true</bool>
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					<Item class="Model">
						<Properties>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<CoordinateFrame name="ModelInPrimary">
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								<R22>1</R22>
							</CoordinateFrame>
							<string name="Name">Model</string>
							<Ref name="PrimaryPart">RBX406</Ref>
							<bool name="archivable">true</bool>
						</Properties>
						<Item class="Model">
							<Properties>
								<token name="Controller">0</token>
								<bool name="ControllerFlagShown">true</bool>
								<CoordinateFrame name="ModelInPrimary">
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								<string name="Name">Model</string>
								<Ref name="PrimaryPart">RBX409</Ref>
								<bool name="archivable">true</bool>
							</Properties>
							<Item class="Part">
								<Properties>
									<bool name="Anchored">false</bool>
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									<float name="BottomParamB">0.5</float>
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									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">23</int>
									<CoordinateFrame name="CFrame">
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										<R20>0</R20>
										<R21>0</R21>
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									<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>
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									<bool name="Locked">false</bool>
									<string name="Name">Smooth Block Model</string>
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									<Vector3 name="RotVelocity">
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									</Vector3>
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									<token name="TopSurfaceInput">0</token>
									<float name="Transparency">0.300000012</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
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									</Vector3>
									<bool name="archivable">true</bool>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>6</Y>
										<Z>5</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part">
								<Properties>
									<bool name="Anchored">false</bool>
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									<string name="Name">Smooth Block Model</string>
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									<Vector3 name="Velocity">
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										<Y>0</Y>
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									</Vector3>
									<bool name="archivable">true</bool>
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									<Vector3 name="size">
										<X>1</X>
										<Y>1.20000005</Y>
										<Z>6</Z>
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								</Properties>
							</Item>
						</Item>
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							<Properties>
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								<bool name="ControllerFlagShown">true</bool>
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								<string name="Name">Model</string>
								<Ref name="PrimaryPart">RBX410</Ref>
								<bool name="archivable">true</bool>
							</Properties>
							<Item class="Part">
								<Properties>
									<bool name="Anchored">false</bool>
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									<CoordinateFrame name="CFrame">
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										<Y>34.6000023</Y>
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									<string name="Name">Smooth Block Model</string>
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										<X>0</X>
										<Y>0</Y>
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									</Vector3>
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									<Vector3 name="Velocity">
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										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<bool name="archivable">true</bool>
									<token name="shape">1</token>
									<Vector3 name="size">
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										<Y>6</Y>
										<Z>5</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part">
								<Properties>
									<bool name="Anchored">false</bool>
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									<float name="BackParamB">0.5</float>
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									<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">5</int>
									<CoordinateFrame name="CFrame">
										<X>-133.5</X>
										<Y>34.6000023</Y>
										<Z>-106.5</Z>
										<R00>1</R00>
										<R01>0</R01>
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									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
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								<float name="TopParamB">0.5</float>
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							</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>
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							</CoordinateFrame>
							<string name="Name">KillbotConsole</string>
							<Ref name="PrimaryPart">RBX521</Ref>
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						</Properties>
						<Item class="Part">
							<Properties>
								<bool name="Anchored">false</bool>
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								<string name="Name">KillbotSummoner</string>
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							</Properties>
							<Item class="Script">
								<Properties>
									<bool name="Disabled">false</bool>
									<string name="Name">SummonKillbot</string>
									<string name="Source">-- Touching this Battle Armor doubles you MaxHealth and heals you to full power&#13;&#10;&#13;&#10;local debounce = false&#13;&#10;local killbot = game.Workspace.Killbot:clone()&#13;&#10;&#13;&#10;&#13;&#10;function getPlayer(humanoid)&#13;&#10;&#9;-- find the owning player of a humanoid.&#13;&#10;&#9;local players = game.Players:children()&#13;&#10;&#9;for i = 1, #players do&#13;&#10;&#9;&#9;if players[i].Character ~= nil then&#13;&#10;&#9;&#9;&#9;if players[i].Character.Humanoid == humanoid then return players[i] end&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;&#9;return nil&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;function summonKillbot(humanoid)&#13;&#10;&#9;local player = getPlayer(humanoid)&#13;&#10;&#13;&#10;&#9;local x = math.random(-60,60)&#13;&#10;&#9;local y = math.random(40,60)&#13;&#10;&#9;local z = math.random(-60,60)&#13;&#10;&#13;&#10;&#9;local newbot = killbot:clone()&#13;&#10;&#13;&#10;&#9;newbot.OwningTeam.Value = &quot;Blue Falcons&quot;&#13;&#10;&#9;newbot.Parent = game.Workspace&#13;&#10;&#9;newbot.Sphere.BodyPosition.position = Vector3.new(x,y,z) -- little hack a little necessary&#13;&#10;&#9;newbot:move(Vector3.new(x,y,z))&#13;&#10;&#9;&#13;&#10;&#9;&#13;&#10;&#9;if player ~= nil then&#13;&#10;&#9;&#9;local message = Instance.new(&quot;Message&quot;)&#13;&#10;&#9;&#9;message.Text = &quot;The sphere hums...&quot;&#13;&#10;&#9;&#9;message.Parent = player&#13;&#10;&#9;&#9;wait(5)&#13;&#10;&#9;&#9;message.Text = &quot;You have summoned a Blue killbot!&quot;&#13;&#10;&#9;&#9;wait(5)&#13;&#10;&#9;&#9;message.Parent = nil&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;function onTouched(hit)&#13;&#10;&#9;local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)&#13;&#10;&#9;if humanoid~=nil and debounce == false then&#13;&#10;&#9;&#9;debounce = true&#13;&#10;&#9;&#9;script.Parent.BrickColor = BrickColor.new(26)&#13;&#10;&#9;&#9;summonKillbot(humanoid)&#13;&#10;&#9;&#9;wait(3)&#13;&#10;&#9;&#9;script.Parent.BrickColor = BrickColor.new(23)&#13;&#10;&#9;&#9;debounce = false&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;script.Parent.Touched:connect(onTouched)</string>
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						</Item>
					</Item>
				</Item>
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					<string name="Name">BattleArmorStand</string>
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							<string name="Source">-- Touching this Battle Armor doubles you MaxHealth and heals you to full power&#13;&#10;&#13;&#10;local debounce = false&#13;&#10;&#13;&#10;function getPlayer(humanoid)&#13;&#10;&#9;-- find the owning player of a humanoid.&#13;&#10;&#9;local players = game.Players:children()&#13;&#10;&#9;for i = 1, #players do&#13;&#10;&#9;&#9;if players[i].Character ~= nil then&#13;&#10;&#9;&#9;&#9;if players[i].Character.Humanoid == humanoid then return players[i] end&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;&#9;return nil&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;function putOnArmor(humanoid)&#13;&#10;&#13;&#10;&#9;local torso = humanoid.Parent.Torso&#13;&#10;&#13;&#10;&#9;torso.Reflectance = .6&#13;&#10;&#9;humanoid.MaxHealth = 200&#13;&#10;&#9;&#13;&#10;&#9;&#13;&#10;&#9;local player = getPlayer(humanoid)&#13;&#10;&#9;if player ~= nil then&#13;&#10;&#9;&#9;local message = Instance.new(&quot;Message&quot;)&#13;&#10;&#9;&#9;message.Text = &quot;You found Battle Armor!&quot;&#13;&#10;&#9;&#9;message.Parent = player&#13;&#10;&#9;&#9;wait(5)&#13;&#10;&#9;&#9;message.Text = &quot;Max Health Doubled!&quot;&#13;&#10;&#9;&#9;wait(5)&#13;&#10;&#9;&#9;message.Parent = nil&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#13;&#10;end&#13;&#10;&#13;&#10;function hasArmor(humanoid)&#13;&#10;&#9;return (humanoid.MaxHealth &gt; 100)&#13;&#10;end&#13;&#10;&#13;&#10;function onTouched(hit)&#13;&#10;&#9;local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)&#13;&#10;&#9;if humanoid~=nil and debounce == false then&#13;&#10;&#9;&#9;if (hasArmor(humanoid)) then return end&#13;&#10;&#9;&#9;debounce = true&#13;&#10;&#9;&#9;script.Parent.Parent = nil&#13;&#10;&#9;&#9;putOnArmor(humanoid)&#13;&#10;&#9;&#9;debounce = false&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;script.Parent.Touched:connect(onTouched)</string>
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							<string name="Source">-- Touching this Battle Armor doubles you MaxHealth and heals you to full power&#13;&#10;&#13;&#10;local debounce = false&#13;&#10;&#13;&#10;function getPlayer(humanoid)&#13;&#10;&#9;-- find the owning player of a humanoid.&#13;&#10;&#9;local players = game.Players:children()&#13;&#10;&#9;for i = 1, #players do&#13;&#10;&#9;&#9;if players[i].Character ~= nil then&#13;&#10;&#9;&#9;&#9;if players[i].Character.Humanoid == humanoid then return players[i] end&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;&#9;return nil&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;function putOnArmor(humanoid)&#13;&#10;&#13;&#10;&#9;local torso = humanoid.Parent.Torso&#13;&#10;&#13;&#10;&#9;torso.Reflectance = .6&#13;&#10;&#9;humanoid.MaxHealth = 200&#13;&#10;&#9;&#13;&#10;&#9;&#13;&#10;&#9;local player = getPlayer(humanoid)&#13;&#10;&#9;if player ~= nil then&#13;&#10;&#9;&#9;local message = Instance.new(&quot;Message&quot;)&#13;&#10;&#9;&#9;message.Text = &quot;You found Battle Armor!&quot;&#13;&#10;&#9;&#9;message.Parent = player&#13;&#10;&#9;&#9;wait(5)&#13;&#10;&#9;&#9;message.Text = &quot;Max Health Doubled!&quot;&#13;&#10;&#9;&#9;wait(5)&#13;&#10;&#9;&#9;message.Parent = nil&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#13;&#10;end&#13;&#10;&#13;&#10;function hasArmor(humanoid)&#13;&#10;&#9;return (humanoid.MaxHealth &gt; 100)&#13;&#10;end&#13;&#10;&#13;&#10;function onTouched(hit)&#13;&#10;&#9;local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)&#13;&#10;&#9;if humanoid~=nil and debounce == false then&#13;&#10;&#9;&#9;if (hasArmor(humanoid)) then return end&#13;&#10;&#9;&#9;debounce = true&#13;&#10;&#9;&#9;script.Parent.Parent = nil&#13;&#10;&#9;&#9;putOnArmor(humanoid)&#13;&#10;&#9;&#9;debounce = false&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;script.Parent.Touched:connect(onTouched)</string>
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				<string name="Source">local game_length = 300 -- every X seconds, end the game, show a message, regen the map, rebalance teams, cause MASSIVE LAG&#13;&#10;&#13;&#10;&#13;&#10;local red_stuff = game.Workspace.RedTeamRegen:clone()&#13;&#10;local blue_stuff = game.Workspace.BlueTeamRegen:clone()&#13;&#10;local gold_killbot = game.Workspace.Killbot:clone()&#13;&#10;&#13;&#10;&#13;&#10;message = nil&#13;&#10;function showMessage(text)&#13;&#10;&#9;-- This function flashes a message to all players&#13;&#10;&#9;-- Clear the message with hideMessage()&#13;&#10;&#13;&#10;&#9;hideMessage() -- Never show more than one message at a time&#13;&#10;&#9;if message == nil then message = Instance.new(&quot;Message&quot;) end -- only make a message if we don&apos;t have a message object lying around&#13;&#10;&#9;message.Text = text&#13;&#10;&#9;message.Parent = game.Workspace&#13;&#10;end&#13;&#10;&#13;&#10;function hideMessage()&#13;&#10;&#9;if message == nil then return end&#13;&#10;&#9;message.Parent = nil&#13;&#10;end&#13;&#10;&#13;&#10;function RegenGoldKillbot()&#13;&#10;&#9;if (game.Workspace:findFirstChild(&quot;Killbot&quot;) ~= nil) then game.Workspace.Killbot:remove() end&#13;&#10;&#9;local new_stuff = gold_killbot:clone()&#13;&#10;&#9;new_stuff.Parent = game.Workspace&#13;&#10;end&#13;&#10;&#13;&#10;function RegenRed()&#13;&#10;&#9;game.Workspace.RedTeamRegen:remove()&#13;&#10;&#9;local new_stuff = red_stuff:clone()&#13;&#10;&#9;new_stuff.Parent = game.Workspace&#13;&#10;&#9;new_stuff:makeJoints()&#13;&#10;end&#13;&#10;&#13;&#10;function RegenBlue()&#13;&#10;&#9;game.Workspace.BlueTeamRegen:remove()&#13;&#10;&#9;local new_stuff = blue_stuff:clone()&#13;&#10;&#9;new_stuff.Parent = game.Workspace&#13;&#10;&#9;new_stuff:makeJoints()&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;function clearPlayerInfo()&#13;&#10;&#9;-- resets KOs and WOs&#13;&#10;&#9;local players = game.Players:children()&#13;&#10;&#9;for i = 1, #players do&#13;&#10;&#9;&#9;if (players[i]:findFirstChild(&quot;leaderstats&quot;) ~= nil) and (players[i].leaderstats.KOs ~= nil) then players[i].leaderstats.KOs.Value = 0 end&#13;&#10;&#9;&#9;if (players[i]:findFirstChild(&quot;leaderstats&quot;) ~= nil) and (players[i].leaderstats.Wipeouts ~= nil) then players[i].leaderstats.Wipeouts.Value = 0 end&#13;&#10;&#9;end&#9;&#13;&#10;end&#13;&#10;&#13;&#10;function getWinnerInfo()&#13;&#10;&#9;-- returns a string that we display to everyone about who the winner is&#13;&#10;&#13;&#10;&#9;-- in case of tie, no one wins. if someone wants to code something better, be my guest.&#13;&#10;&#9;local highscore = 0&#13;&#10;&#9;local winner = &quot;No one&quot;&#13;&#10;&#9;local tie = false&#13;&#10;&#13;&#10;&#9;local players = game.Players:children()&#13;&#10;&#9;for i = 1, #players do&#13;&#10;&#9;&#9;local pscore = -1&#13;&#10;&#9;&#9;if players[i]:findFirstChild(&quot;leaderstats&quot;) ~= nil then &#13;&#10;&#9;&#9;&#9;if players[i].leaderstats.Points ~= nil then &#13;&#10;&#9;&#9;&#9;&#9;pscore = players[i].leaderstats.Points.Value &#13;&#10;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;end&#13;&#10;&#13;&#10;&#9;&#9;if pscore == highscore then&#13;&#10;&#9;&#9;&#9;tie = true&#13;&#10;&#9;&#9;end&#13;&#10;&#13;&#10;&#9;&#9;if pscore &gt; highscore then &#13;&#10;&#9;&#9;&#9;-- new highscore&#13;&#10;&#9;&#9;&#9;highscore = pscore&#13;&#10;&#9;&#9;&#9;winner = players[i].Name&#13;&#10;&#9;&#9;&#9;tie = false&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;&#9;&#13;&#10;&#9;if tie == true then return &quot;There was a tie. How boring.&quot; end&#13;&#10;&#9;&#13;&#10;&#9;local text = string.format(&quot;%s %s %d %s&quot;, winner, &quot;wins with&quot;, highscore, &quot;points!&quot;)&#13;&#10;&#9;return text&#13;&#10;end&#13;&#10;&#13;&#10;function getWinningTeamString()&#13;&#10;&#9;local red = 0&#13;&#10;&#9;local blue = 0&#13;&#10;&#13;&#10;&#9;local p = game.Players:children()&#13;&#10;&#9;for i=1,#p do&#13;&#10;&#9;&#9;if (p[i].TeamColor == game.Teams:findFirstChild(&quot;Blue Falcons&quot;).TeamColor) then&#13;&#10;&#9;&#9;&#9;if (p[i]:findFirstChild(&quot;leaderstats&quot;) ~= nil and p[i].leaderstats.KOs ~= nil) then&#13;&#10;&#9;&#9;&#9;&#9;blue = blue + p[i].leaderstats.KOs.Value&#13;&#10;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;end&#13;&#10;&#13;&#10;&#9;&#9;if (p[i].TeamColor == game.Teams:findFirstChild(&quot;Red Hawks&quot;).TeamColor) then&#13;&#10;&#9;&#9;&#9;if (p[i]:findFirstChild(&quot;leaderstats&quot;) ~= nil and p[i].leaderstats.KOs ~= nil) then&#13;&#10;&#9;&#9;&#9;&#9;red = red + p[i].leaderstats.KOs.Value&#13;&#10;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;if (red == blue) then return &quot;Red and Blue tied. How boring!&quot; end&#13;&#10;&#13;&#10;&#9;if (red &gt; blue) then return string.format(&quot;Red won the match by %d points!&quot;, red - blue) end&#13;&#10;&#13;&#10;&#9;return string.format(&quot;Blue won the match by %d points!&quot;, blue - red)&#13;&#10;&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;while true do&#13;&#10;&#9;wait(game_length - 30)&#13;&#10;&#9;showMessage(&quot;30 seconds left until end of game!&quot;)&#13;&#10;&#9;wait(5)&#13;&#10;&#9;hideMessage()&#13;&#10;&#9;wait(25)&#13;&#10;&#13;&#10;&#9;-- put up winning team info&#13;&#10;&#9;showMessage(getWinningTeamString())&#13;&#10;&#9;wait(2)&#13;&#10;&#9;RegenGoldKillbot()&#13;&#10;&#9;RegenRed()&#13;&#10;&#9;RegenBlue()&#13;&#10;&#9;&#13;&#10;&#9;showMessage(&quot;Rebalancing teams and launching new game...&quot;)&#13;&#10;&#9;wait(5)&#13;&#10;&#9;clearPlayerInfo()&#13;&#10;&#9;game.Teams:rebalanceTeams()&#13;&#10;&#13;&#10;&#9;hideMessage()&#13;&#10;&#13;&#10;end</string>
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				<token name="BackSurface">2</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">23</int>
				<CoordinateFrame name="CFrame">
					<X>-56</X>
					<Y>2.20000005</Y>
					<Z>150</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">1</token>
				<float name="Friction">0.300000012</float>
				<float name="FrontParamA">-0.5</float>
				<float name="FrontParamB">0.5</float>
				<token name="FrontSurface">2</token>
				<token name="FrontSurfaceInput">0</token>
				<float name="LeftParamA">-0.5</float>
				<float name="LeftParamB">0.5</float>
				<token name="LeftSurface">2</token>
				<token name="LeftSurfaceInput">0</token>
				<bool name="Locked">false</bool>
				<string name="Name">SpawnLocation</string>
				<bool name="Neutral">false</bool>
				<float name="Reflectance">0</float>
				<float name="RightParamA">-0.5</float>
				<float name="RightParamB">0.5</float>
				<token name="RightSurface">2</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">1</token>
				<Vector3 name="size">
					<X>6</X>
					<Y>1.20000005</Y>
					<Z>6</Z>
				</Vector3>
			</Properties>
			<Item class="Decal">
				<Properties>
					<token name="Face">1</token>
					<string name="Name">Decal</string>
					<float name="Shiny">20</float>
					<float name="Specular">0</float>
					<Content name="Texture"><url>rbxasset://Textures\SpawnLocation.png</url></Content>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
		<Item class="SpawnLocation">
			<Properties>
				<bool name="Anchored">true</bool>
				<float name="BackParamA">-0.5</float>
				<float name="BackParamB">0.5</float>
				<token name="BackSurface">2</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">23</int>
				<CoordinateFrame name="CFrame">
					<X>-176</X>
					<Y>1.00000072</Y>
					<Z>-30.9999847</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">1</token>
				<float name="Friction">0.300000012</float>
				<float name="FrontParamA">-0.5</float>
				<float name="FrontParamB">0.5</float>
				<token name="FrontSurface">2</token>
				<token name="FrontSurfaceInput">0</token>
				<float name="LeftParamA">-0.5</float>
				<float name="LeftParamB">0.5</float>
				<token name="LeftSurface">2</token>
				<token name="LeftSurfaceInput">0</token>
				<bool name="Locked">false</bool>
				<string name="Name">SpawnLocation</string>
				<bool name="Neutral">false</bool>
				<float name="Reflectance">0</float>
				<float name="RightParamA">-0.5</float>
				<float name="RightParamB">0.5</float>
				<token name="RightSurface">2</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">1</token>
				<Vector3 name="size">
					<X>6</X>
					<Y>1.20000005</Y>
					<Z>6</Z>
				</Vector3>
			</Properties>
			<Item class="Decal">
				<Properties>
					<token name="Face">1</token>
					<string name="Name">Decal</string>
					<float name="Shiny">20</float>
					<float name="Specular">0</float>
					<Content name="Texture"><url>rbxasset://Textures\SpawnLocation.png</url></Content>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
	</Item>
	<External>RBX588</External>
	<External>RBX589</External>
	<Item class="Players">
		<Properties>
			<string name="Name">Players</string>
			<bool name="archivable">true</bool>
			<int name="maxPlayers">10</int>
		</Properties>
	</Item>
	<Item class="StarterPack">
		<Properties>
			<string name="Name">StarterPack</string>
			<bool name="archivable">true</bool>
		</Properties>
		<Item class="HopperBin">
			<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="Tool" referent="RBX590">
			<Properties>
				<int name="ActivationState">0</int>
				<bool name="Enabled">true</bool>
				<CoordinateFrame name="Grip">
					<X>0</X>
					<Y>0</Y>
					<Z>-1.5</Z>
					<R00>0</R00>
					<R01>0</R01>
					<R02>1</R02>
					<R10>1</R10>
					<R11>0</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>1</R21>
					<R22>0</R22>
				</CoordinateFrame>
				<string name="Name">ClassicSword</string>
				<Content name="TextureId"><url>rbxasset://Textures\Sword128.png</url></Content>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Script">
				<Properties>
					<bool name="Disabled">false</bool>
					<string name="Name">Swordscript</string>
					<string name="Source">r = game:service(&quot;RunService&quot;)&#13;&#10;&#13;&#10;&#13;&#10;local damage = 5&#13;&#10;&#13;&#10;&#13;&#10;local slash_damage = 10&#13;&#10;local lunge_damage = 30&#13;&#10;&#13;&#10;sword = script.Parent.Handle&#13;&#10;Tool = script.Parent&#13;&#10;&#13;&#10;&#13;&#10;local SlashSound = Instance.new(&quot;Sound&quot;)&#13;&#10;SlashSound.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;&#13;&#10;SlashSound.Parent = sword&#13;&#10;SlashSound.Volume = .7&#13;&#10;&#13;&#10;local LungeSound = Instance.new(&quot;Sound&quot;)&#13;&#10;LungeSound.SoundId = &quot;rbxasset://sounds\\swordlunge.wav&quot;&#13;&#10;LungeSound.Parent = sword&#13;&#10;LungeSound.Volume = .6&#13;&#10;&#13;&#10;local UnsheathSound = Instance.new(&quot;Sound&quot;)&#13;&#10;UnsheathSound.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;&#13;&#10;UnsheathSound.Parent = sword&#13;&#10;UnsheathSound.Volume = 1&#13;&#10;&#13;&#10;&#13;&#10;function blow(hit)&#13;&#10;&#9;if (hit.Parent == nil) then return end -- happens when bullet hits sword&#13;&#10;&#13;&#10;&#9;local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)&#13;&#10;&#9;local vCharacter = Tool.Parent&#13;&#10;&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)&#13;&#10;&#9;local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character&#13;&#10;&#9;if humanoid~=nil and humanoid ~= hum and hum ~= nil then&#13;&#10;&#9;&#9;-- final check, make sure sword is in-hand&#13;&#10;&#13;&#10;&#9;&#9;local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)&#13;&#10;&#9;&#9;if (right_arm ~= nil) then&#13;&#10;&#9;&#9;&#9;local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)&#13;&#10;&#9;&#9;&#9;if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then&#13;&#10;&#9;&#9;&#9;&#9;tagHumanoid(humanoid, vPlayer)&#13;&#10;&#9;&#9;&#9;&#9;humanoid.Health = humanoid.Health - damage&#13;&#10;&#9;&#9;&#9;&#9;wait(1)&#13;&#10;&#9;&#9;&#9;&#9;untagHumanoid(humanoid)&#13;&#10;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;end&#13;&#10;&#13;&#10;&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;function tagHumanoid(humanoid, player)&#13;&#10;&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)&#13;&#10;&#9;creator_tag.Value = player&#13;&#10;&#9;creator_tag.Name = &quot;creator&quot;&#13;&#10;&#9;creator_tag.Parent = humanoid&#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;&#13;&#10;function attack()&#13;&#10;&#9;damage = slash_damage&#13;&#10;&#9;SlashSound:play()&#13;&#10;&#9;local anim = Instance.new(&quot;StringValue&quot;)&#13;&#10;&#9;anim.Name = &quot;toolanim&quot;&#13;&#10;&#9;anim.Value = &quot;Slash&quot;&#13;&#10;&#9;anim.Parent = Tool&#13;&#10;end&#13;&#10;&#13;&#10;function lunge()&#13;&#10;&#9;damage = lunge_damage&#13;&#10;&#13;&#10;&#9;LungeSound:play()&#13;&#10;&#13;&#10;&#9;local anim = Instance.new(&quot;StringValue&quot;)&#13;&#10;&#9;anim.Name = &quot;toolanim&quot;&#13;&#10;&#9;anim.Value = &quot;Lunge&quot;&#13;&#10;&#9;anim.Parent = Tool&#13;&#10;&#9;&#13;&#10;&#9;&#13;&#10;&#9;force = Instance.new(&quot;BodyVelocity&quot;)&#13;&#10;&#9;force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80&#13;&#10;&#9;force.Parent = Tool.Parent.Torso&#13;&#10;&#9;wait(.25)&#13;&#10;&#9;swordOut()&#13;&#10;&#9;wait(.25)&#13;&#10;&#9;force.Parent = nil&#13;&#10;&#9;wait(.5)&#13;&#10;&#9;swordUp()&#13;&#10;&#13;&#10;&#9;damage = slash_damage&#13;&#10;end&#13;&#10;&#13;&#10;function swordUp()&#13;&#10;&#9;Tool.GripForward = Vector3.new(-1,0,0)&#13;&#10;&#9;Tool.GripRight = Vector3.new(0,1,0)&#13;&#10;&#9;Tool.GripUp = Vector3.new(0,0,1)&#13;&#10;end&#13;&#10;&#13;&#10;function swordOut()&#13;&#10;&#9;Tool.GripForward = Vector3.new(0,0,1)&#13;&#10;&#9;Tool.GripRight = Vector3.new(0,-1,0)&#13;&#10;&#9;Tool.GripUp = Vector3.new(-1,0,0)&#13;&#10;end&#13;&#10;&#13;&#10;function swordAcross()&#13;&#10;&#9;-- parry&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;Tool.Enabled = true&#13;&#10;local last_attack = 0&#13;&#10;function onActivated()&#13;&#10;&#13;&#10;&#9;if not Tool.Enabled then&#13;&#10;&#9;&#9;return&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;Tool.Enabled = false&#13;&#10;&#13;&#10;&#9;local character = Tool.Parent;&#13;&#10;&#9;local humanoid = character.Humanoid&#13;&#10;&#9;if humanoid == nil then&#13;&#10;&#9;&#9;print(&quot;Humanoid not found&quot;)&#13;&#10;&#9;&#9;return &#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;t = r.Stepped:wait()&#13;&#10;&#13;&#10;&#9;if (t - last_attack &lt; .2) then&#13;&#10;&#9;&#9;lunge()&#13;&#10;&#9;else&#13;&#10;&#9;&#9;attack()&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;last_attack = t&#13;&#10;&#13;&#10;&#9;--wait(.5)&#13;&#10;&#13;&#10;&#9;Tool.Enabled = true&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;function onEquipped()&#13;&#10;&#9;UnsheathSound:play()&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;script.Parent.Activated:connect(onActivated)&#13;&#10;script.Parent.Equipped:connect(onEquipped)&#13;&#10;&#13;&#10;&#13;&#10;connection = sword.Touched:connect(blow)&#13;&#10;&#13;&#10;&#13;&#10;</string>
					<bool name="archivable">true</bool>
				</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">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">199</int>
					<CoordinateFrame name="CFrame">
						<X>-2</X>
						<Y>2.4000001</Y>
						<Z>3.5</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">2</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">Handle</string>
					<float name="Reflectance">0.400000006</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">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>0.800000012</Y>
						<Z>4</Z>
					</Vector3>
				</Properties>
				<Item class="SpecialMesh">
					<Properties>
						<Content name="MeshId"><url>rbxasset://fonts/sword.mesh</url></Content>
						<token name="MeshType">5</token>
						<string name="Name">Mesh</string>
						<Vector3 name="Scale">
							<X>1</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
						<Content name="TextureId"><url>rbxasset://textures/SwordTexture.png</url></Content>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="LocalScript">
				<Properties>
					<bool name="Disabled">false</bool>
					<string name="Name">Local Gui</string>
					<string name="Source">local Tool = script.Parent;&#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;wait(.5)&#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 onEquippedLocal(mouse)&#13;&#10;&#13;&#10;&#9;if mouse == nil then&#13;&#10;&#9;&#9;print(&quot;Mouse not found&quot;)&#13;&#10;&#9;&#9;return &#13;&#10;&#9;end&#13;&#10;&#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;&#13;&#10;Tool.Equipped:connect(onEquippedLocal)</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
		<Item class="Tool" referent="RBX591">
			<Properties>
				<int name="ActivationState">0</int>
				<bool name="Enabled">true</bool>
				<CoordinateFrame name="Grip">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>0</R11>
					<R12>-1</R12>
					<R20>-0</R20>
					<R21>1</R21>
					<R22>0</R22>
				</CoordinateFrame>
				<string name="Name">ClassicTimebomb</string>
				<Content name="TextureId"><url>rbxasset://Textures/Bomb.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>2</X>
						<Y>3</Y>
						<Z>-2</Z>
						<R00>-1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>-0</R10>
						<R11>0</R11>
						<R12>1</R12>
						<R20>-0</R20>
						<R21>1</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">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">Handle</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>2</X>
						<Y>2</Y>
						<Z>2</Z>
					</Vector3>
				</Properties>
				<Item class="SpecialMesh">
					<Properties>
						<Content name="MeshId"><url>rbxasset://fonts/timebomb.mesh</url></Content>
						<token name="MeshType">5</token>
						<string name="Name">Mesh</string>
						<Vector3 name="Scale">
							<X>1</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
						<Content name="TextureId"><url>rbxasset://textures/bombtex.png</url></Content>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="LocalScript">
				<Properties>
					<bool name="Disabled">false</bool>
					<string name="Name">Local Gui</string>
					<string name="Source">local Tool = script.Parent;&#13;&#10;&#13;&#10;local 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;&#9;wait(6)&#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 onEquippedLocal(mouse)&#13;&#10;&#13;&#10;&#9;if mouse == nil then&#13;&#10;&#9;&#9;print(&quot;Mouse not found&quot;)&#13;&#10;&#9;&#9;return &#13;&#10;&#9;end&#13;&#10;&#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;Tool.Equipped:connect(onEquippedLocal)&#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">local bombScript = script.Parent.Bomb&#13;&#10;local Tool = script.Parent&#13;&#10;local Bomb = Tool.Handle&#13;&#10;&#13;&#10;function plant()&#13;&#10;&#9;local bomb2 = Instance.new(&quot;Part&quot;)&#13;&#10;   &#13;&#10;&#9;local vCharacter = Tool.Parent&#13;&#10;&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)&#13;&#10;&#13;&#10;&#9;local spawnPos = Bomb.Position&#13;&#10;&#13;&#10;&#9;bomb2.Position = Vector3.new(spawnPos.x, spawnPos.y+3, spawnPos.z)&#13;&#10;&#9;bomb2.Size = Vector3.new(2,2,2)&#13;&#10;&#9;&#13;&#10;&#9;bomb2.BrickColor = BrickColor.new(21)&#13;&#10;&#9;bomb2.Shape = 0&#13;&#10;&#9;bomb2.BottomSurface = 0&#13;&#10;&#9;bomb2.TopSurface = 0&#13;&#10;&#9;bomb2.Reflectance = 1&#13;&#10;&#9;bomb2.Name = &quot;TimeBomb&quot;&#13;&#10;&#9;bomb2.Locked = true&#13;&#10;&#13;&#10;&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)&#13;&#10;&#9;creator_tag.Value = vPlayer&#13;&#10;&#9;creator_tag.Name = &quot;creator&quot;&#13;&#10;&#9;creator_tag.Parent = bomb2&#13;&#10;&#13;&#10;&#9;bomb2.Parent = game.Workspace&#13;&#10;&#9;local new_script = bombScript:clone()&#13;&#10;&#9;new_script.Disabled = false&#13;&#10;&#9;new_script.Parent = bomb2&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;Tool.Enabled = true&#13;&#10;function onActivated()&#13;&#10;&#13;&#10;&#9;if not Tool.Enabled then&#13;&#10;&#9;&#9;return&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;Tool.Enabled = false&#13;&#10;&#13;&#10;&#9;local character = Tool.Parent;&#13;&#10;&#9;local humanoid = character.Humanoid&#13;&#10;&#9;if humanoid == nil then&#13;&#10;&#9;&#9;print(&quot;Humanoid not found&quot;)&#13;&#10;&#9;&#9;return &#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;local targetPos = humanoid.TargetPoint&#13;&#10;&#9;Bomb.Transparency = 1.0&#13;&#10;&#13;&#10;&#9;plant()&#13;&#10;&#13;&#10;&#9;wait(6)&#13;&#10;&#9;Bomb.Transparency = 0.0&#13;&#10;&#13;&#10;&#9;Tool.Enabled = true&#13;&#10;end&#13;&#10;&#13;&#10;function onUnequipped()&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;Tool.Activated:connect(onActivated)&#13;&#10;Tool.Unequipped:connect(onUnequipped)</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script">
				<Properties>
					<bool name="Disabled">true</bool>
					<string name="Name">Bomb</string>
					<string name="Source">local updateInterval = .4&#13;&#10;&#13;&#10;local currentColor = 1&#13;&#10;local colors = {26, 21} &#13;&#10;&#13;&#10;local 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;&#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.Humanoid&#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&#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()&#9;&#13;&#10;&#9;ticksound:play()&#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>
		<Item class="Tool" referent="RBX592">
			<Properties>
				<int name="ActivationState">0</int>
				<bool name="Enabled">true</bool>
				<CoordinateFrame name="Grip">
					<X>0</X>
					<Y>-1.29999995</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">ClassicTrowel</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">WallMaker</string>
					<string name="Source">local wallHeight = 4&#13;&#10;local brickSpeed = 0.04&#13;&#10;local wallWidth = 12&#13;&#10;&#13;&#10;local Tool = script.Parent&#13;&#10;&#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;script.Parent.BrickCleanup:Clone().Parent = brick -- attach cleanup script to this brick&#13;&#10;&#9;brick.BrickCleanup.Disabled = false&#13;&#10;&#9;brick.Parent = game.Workspace&#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;return bricks&#13;&#10;&#13;&#10;end&#13;&#10;&#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;&#13;&#10;Tool.Enabled = true&#13;&#10;function onActivated()&#13;&#10;&#13;&#10;&#9;if not Tool.Enabled then&#13;&#10;&#9;&#9;return&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;Tool.Enabled = false&#13;&#10;&#13;&#10;&#9;local character = Tool.Parent;&#13;&#10;&#9;local humanoid = character.Humanoid&#13;&#10;&#9;if humanoid == nil then&#13;&#10;&#9;&#9;print(&quot;Humanoid not found&quot;)&#13;&#10;&#9;&#9;return &#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;local targetPos = humanoid.TargetPoint&#13;&#10;&#9;local lookAt = snap( (targetPos - character.Head.Position).unit )&#13;&#10;&#9;local cf = CFrame.new(targetPos, targetPos + lookAt)&#13;&#10;&#13;&#10;&#9;Tool.Handle.BuildSound:play()&#13;&#10;&#13;&#10;&#9;buildWall(cf)&#13;&#10;&#13;&#10;&#9;wait(5)&#13;&#10;&#13;&#10;&#9;Tool.Enabled = true&#13;&#10;end&#13;&#10;&#13;&#10;script.Parent.Activated:connect(onActivated)&#13;&#10;&#13;&#10;</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script">
				<Properties>
					<bool name="Disabled">true</bool>
					<string name="Name">BrickCleanup</string>
					<string name="Source">-- this script removes its parent from the workspace after 24 seconds&#13;&#10;&#13;&#10;wait(24)&#13;&#10;script.Parent.Parent = nil&#13;&#10;</string>
					<bool name="archivable">true</bool>
				</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">2</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">5</int>
					<CoordinateFrame name="CFrame">
						<X>1.5</X>
						<Y>2.5</Y>
						<Z>2.79999995</Z>
						<R00>1</R00>
						<R01>-0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>-0</R11>
						<R12>1</R12>
						<R20>0</R20>
						<R21>-1</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">2</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">2</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">Handle</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>1</X>
						<Y>4.4000001</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
				<Item class="SpecialMesh">
					<Properties>
						<Content name="MeshId"><url>rbxasset://fonts/trowel.mesh</url></Content>
						<token name="MeshType">5</token>
						<string name="Name">Mesh</string>
						<Vector3 name="Scale">
							<X>1</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
						<Content name="TextureId"><url>rbxasset://textures/TrowelTexture.png</url></Content>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">BuildSound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds\\bass.wav</url></Content>
						<float name="Volume">1</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="LocalScript">
				<Properties>
					<bool name="Disabled">false</bool>
					<string name="Name">Mouselcon</string>
					<string name="Source">local MOUSE_ICON = &apos;rbxasset://textures/GunCursor.png&apos;&#13;&#10;local RELOADING_ICON = &apos;rbxasset://textures/GunWaitCursor.png&apos;&#13;&#10;&#13;&#10;local Tool = script.Parent&#13;&#10;&#13;&#10;local Mouse = nil&#13;&#10;&#13;&#10;local function UpdateIcon()&#13;&#10;&#9;if Mouse then&#13;&#10;&#9;&#9;Mouse.Icon = Tool.Enabled and MOUSE_ICON or RELOADING_ICON&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;local function OnEquipped(mouse)&#13;&#10;&#9;Mouse = mouse&#13;&#10;&#9;UpdateIcon()&#13;&#10;end&#13;&#10;&#13;&#10;local function OnChanged(property)&#13;&#10;&#9;if property == &apos;Enabled&apos; then&#13;&#10;&#9;&#9;UpdateIcon()&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;Tool.Equipped:connect(OnEquipped)&#13;&#10;Tool.Changed:connect(OnChanged)&#13;&#10;</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
		<Item class="Tool" referent="RBX593">
			<Properties>
				<int name="ActivationState">0</int>
				<bool name="Enabled">true</bool>
				<CoordinateFrame name="Grip">
					<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">ClassicSuperball</string>
				<Content name="TextureId"><url>rbxasset://Textures/Superball.png</url></Content>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="LocalScript">
				<Properties>
					<bool name="Disabled">false</bool>
					<string name="Name">Local Gui</string>
					<string name="Source">local Tool = script.Parent;&#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;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 onEquippedLocal(mouse)&#13;&#10;&#13;&#10;&#13;&#10;&#9;if mouse == nil then&#13;&#10;&#9;&#9;print(&quot;Mouse not found&quot;)&#13;&#10;&#9;&#9;return &#13;&#10;&#9;end&#13;&#10;&#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;&#13;&#10;&#13;&#10;Tool.Equipped:connect(onEquippedLocal)&#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">local Ball = script.Parent&#13;&#10;local damage = 25&#13;&#10;&#13;&#10;local r = game:service(&quot;RunService&quot;)&#13;&#10;local debris = game:GetService(&quot;Debris&quot;)&#13;&#10;&#13;&#10;local last_sound_time = r.Stepped:wait()&#13;&#10;&#13;&#10;function onTouched(hit)&#13;&#10;&#9;if hit.Parent == nil then return end &#13;&#10;&#9;local now = r.Stepped:wait()&#13;&#10;&#9;if (now - last_sound_time &gt; .1) then&#13;&#10;&#9;&#9;Ball.Boing:play()&#13;&#10;&#9;&#9;last_sound_time = now&#13;&#10;&#9;else&#13;&#10;&#9;&#9;return&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;local humanoid = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)&#9;&#13;&#10;&#9;if humanoid ~=nil then&#13;&#10;&#9;&#9;tagHumanoid(humanoid)&#9;&#9;&#13;&#10;&#9;&#9;humanoid.Health = humanoid.Health - damage&#9;&#13;&#10;&#9;&#9;if connection then connection:disconnect() end&#13;&#10;&#9;else&#13;&#10;&#9;&#9;damage = damage / 2&#13;&#10;&#9;&#9;if damage &lt; 2 then&#13;&#10;&#9;&#9;&#9;if connection then connection:disconnect() end&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;function tagHumanoid(humanoid)&#9;&#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;&#9;debris:AddItem(new_tag, 2)&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;connection = Ball.Touched:connect(onTouched)&#13;&#10;&#13;&#10;t, s = r.Stepped:wait()&#13;&#10;d = t + 5.0 - 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 class="Script">
				<Properties>
					<bool name="Disabled">false</bool>
					<string name="Name">CannonScript</string>
					<string name="Source">local Tool = script.Parent&#13;&#10;local Ball = Tool.Handle&#13;&#10;&#13;&#10;function fire(direction)&#13;&#10;&#13;&#10;&#9;Tool.Handle.Boing:Play()&#13;&#10;&#13;&#10;&#9;local vCharacter = Tool.Parent&#13;&#10;&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)&#13;&#10;&#13;&#10;&#9;local missile = Instance.new(&quot;Part&quot;)       &#13;&#10;&#13;&#10;&#9;local spawnPos = vCharacter.PrimaryPart.Position&#13;&#10;&#13;&#10;&#9;spawnPos  = spawnPos + (direction * 5)&#13;&#10;&#13;&#10;&#9;missile.Position = spawnPos&#13;&#10;&#9;missile.Size = Vector3.new(2,2,2)&#13;&#10;&#9;missile.Velocity = direction * 200&#13;&#10;&#9;missile.BrickColor = BrickColor.random() &#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;Tool.Handle.Boing:clone().Parent = missile&#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 = vPlayer&#13;&#10;&#9;creator_tag.Name = &quot;creator&quot;&#13;&#10;&#9;creator_tag.Parent = missile&#13;&#10;&#13;&#10;&#9;missile.Parent = game.Workspace&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;Tool.Enabled = true&#13;&#10;function onActivated()&#13;&#10;&#9;if not Tool.Enabled then&#13;&#10;&#9;&#9;return&#13;&#10;&#9;end&#13;&#10;&#9;Tool.Enabled = false&#13;&#10;&#9;local character = Tool.Parent;&#13;&#10;&#9;local humanoid = character.Humanoid&#13;&#10;&#9;if humanoid == nil then&#13;&#10;&#9;&#9;print(&quot;Humanoid not found&quot;)&#13;&#10;&#9;&#9;return &#13;&#10;&#9;end&#13;&#10;&#9;local targetPos = humanoid.TargetPoint&#13;&#10;&#9;local lookAt = (targetPos - character.Head.Position).unit&#13;&#10;&#9;fire(lookAt)&#13;&#10;&#9;wait(2)&#13;&#10;&#9;Tool.Enabled = true&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;Tool.Activated:connect(onActivated)&#13;&#10;&#13;&#10;</string>
					<bool name="archivable">true</bool>
				</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">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">21</int>
					<CoordinateFrame name="CFrame">
						<X>-2</X>
						<Y>3</Y>
						<Z>-4</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">1</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0</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">Handle</string>
					<float name="Reflectance">0.200000003</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>2</X>
						<Y>2</Y>
						<Z>2</Z>
					</Vector3>
				</Properties>
				<Item class="Sound">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Boing</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds//short spring sound.wav</url></Content>
						<float name="Volume">1</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
		</Item>
		<Item class="Tool" referent="RBX594">
			<Properties>
				<int name="ActivationState">0</int>
				<bool name="Enabled">true</bool>
				<CoordinateFrame name="Grip">
					<X>0</X>
					<Y>-0.699999988</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">ClassicSlingshot</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">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">194</int>
					<CoordinateFrame name="CFrame">
						<X>-1</X>
						<Y>3.20000005</Y>
						<Z>1.5</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">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">Handle</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>2.4000001</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
				<Item class="SpecialMesh">
					<Properties>
						<Content name="MeshId"><url>rbxasset://fonts/slingshot.mesh</url></Content>
						<token name="MeshType">5</token>
						<string name="Name">Mesh</string>
						<Vector3 name="Scale">
							<X>0.5</X>
							<Y>0.5</Y>
							<Z>0.5</Z>
						</Vector3>
						<Content name="TextureId"><url>rbxasset://textures/SlingshotTexture.png</url></Content>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">SlingshotSound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds\\Rubber band sling shot.wav</url></Content>
						<float name="Volume">1</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="LocalScript">
				<Properties>
					<bool name="Disabled">false</bool>
					<string name="Name">Mouselcon</string>
					<string name="Source">local MOUSE_ICON = &apos;rbxasset://textures/GunCursor.png&apos;&#13;&#10;local RELOADING_ICON = &apos;rbxasset://textures/GunWaitCursor.png&apos;&#13;&#10;&#13;&#10;local Tool = script.Parent&#13;&#10;&#13;&#10;local Mouse = nil&#13;&#10;&#13;&#10;local function UpdateIcon()&#13;&#10;&#9;if Mouse then&#13;&#10;&#9;&#9;Mouse.Icon = Tool.Enabled and MOUSE_ICON or RELOADING_ICON&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;local function OnEquipped(mouse)&#13;&#10;&#9;Mouse = mouse&#13;&#10;&#9;UpdateIcon()&#13;&#10;end&#13;&#10;&#13;&#10;local function OnChanged(property)&#13;&#10;&#9;if property == &apos;Enabled&apos; then&#13;&#10;&#9;&#9;UpdateIcon()&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;Tool.Equipped:connect(OnEquipped)&#13;&#10;Tool.Changed:connect(OnChanged)&#13;&#10;</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script">
				<Properties>
					<bool name="Disabled">false</bool>
					<string name="Name">Slingshot</string>
					<string name="Source">Tool = script.Parent&#13;&#10;VELOCITY = 85 -- constant&#13;&#10;&#13;&#10;local Pellet = Instance.new(&quot;Part&quot;)&#13;&#10;Pellet.Locked = true&#13;&#10;Pellet.BackSurface = 0&#13;&#10;Pellet.BottomSurface = 0&#13;&#10;Pellet.FrontSurface = 0&#13;&#10;Pellet.LeftSurface = 0&#13;&#10;Pellet.RightSurface = 0&#13;&#10;Pellet.TopSurface = 0&#13;&#10;Pellet.Shape = 0&#13;&#10;Pellet.Size = Vector3.new(1,1,1)&#13;&#10;Pellet.BrickColor = BrickColor.new(2)&#13;&#10;script.Parent.PelletScript:clone().Parent = Pellet&#13;&#10;&#13;&#10;function fire(mouse_pos)&#13;&#10;&#13;&#10;&#13;&#10;&#9;Tool.Handle.SlingshotSound:play()&#13;&#10;&#13;&#10;-- find player&apos;s head pos&#13;&#10;&#13;&#10;&#9;local vCharacter = Tool.Parent&#13;&#10;&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)&#13;&#10;&#13;&#10;&#9;local head = vCharacter: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 = 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;missile.PelletScript.Disabled = false&#13;&#10;&#13;&#10;&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)&#13;&#10;&#9;creator_tag.Value = vPlayer&#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;&#13;&#10;&#13;&#10;&#13;&#10;Tool.Enabled = true&#13;&#10;function onActivated()&#13;&#10;&#13;&#10;&#9;if not Tool.Enabled then&#13;&#10;&#9;&#9;return&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;Tool.Enabled = false&#13;&#10;&#13;&#10;&#9;local character = Tool.Parent;&#13;&#10;&#9;local humanoid = character.Humanoid&#13;&#10;&#9;if humanoid == nil then&#13;&#10;&#9;&#9;print(&quot;Humanoid not found&quot;)&#13;&#10;&#9;&#9;return &#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;local targetPos = humanoid.TargetPoint&#13;&#10;&#13;&#10;&#9;fire(targetPos)&#13;&#10;&#13;&#10;&#9;wait(.2)&#13;&#10;&#13;&#10;&#9;Tool.Enabled = true&#13;&#10;end&#13;&#10;&#13;&#10;script.Parent.Activated:connect(onActivated)&#13;&#10;</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script">
				<Properties>
					<bool name="Disabled">true</bool>
					<string name="Name">PelletScript</string>
					<string name="Source">local debris = game:service(&quot;Debris&quot;)&#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;else&#13;&#10;&#9;&#9;damage = damage / 2&#13;&#10;&#9;&#9;if damage &lt; 1 then&#13;&#10;&#9;&#9;&#9;connection:disconnect()&#13;&#10;&#9;&#9;&#9;pellet.Parent = nil&#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;-- kill all other tags&#13;&#10;&#9;&#9;while(humanoid:findFirstChild(&quot;creator&quot;) ~= nil) do&#13;&#10;&#9;&#9;&#9;humanoid:findFirstChild(&quot;creator&quot;).Parent = nil&#13;&#10;&#9;&#9;end&#13;&#10;&#13;&#10;&#9;&#9;local new_tag = tag:clone()&#13;&#10;&#9;&#9;new_tag.Parent = humanoid&#13;&#10;&#9;&#9;debris:AddItem(new_tag, 1)&#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&#13;&#10;</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
		<Item class="Tool" referent="RBX595">
			<Properties>
				<int name="ActivationState">0</int>
				<bool name="Enabled">true</bool>
				<CoordinateFrame name="Grip">
					<X>-1</X>
					<Y>-0.75</Y>
					<Z>0.25</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>
				<string name="Name">ClassicRPG</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">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">199</int>
					<CoordinateFrame name="CFrame">
						<X>4.5</X>
						<Y>2.4000001</Y>
						<Z>-1</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">2</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">Handle</string>
					<float name="Reflectance">0.400000006</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">1</token>
					<Vector3 name="size">
						<X>4</X>
						<Y>0.800000012</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
				<Item class="SpecialMesh">
					<Properties>
						<Content name="MeshId"><url>rbxasset://fonts/rocketlauncher.mesh</url></Content>
						<token name="MeshType">5</token>
						<string name="Name">Mesh</string>
						<Vector3 name="Scale">
							<X>0.75</X>
							<Y>0.75</Y>
							<Z>0.75</Z>
						</Vector3>
						<Content name="TextureId"><url>rbxasset://textures/rocketlaunchertex.png</url></Content>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="LocalScript">
				<Properties>
					<bool name="Disabled">false</bool>
					<string name="Name">Local Gui</string>
					<string name="Source">local Tool = script.Parent;&#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;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 onEquippedLocal(mouse)&#13;&#10;&#13;&#10;&#9;if mouse == nil then&#13;&#10;&#9;&#9;print(&quot;Mouse not found&quot;)&#13;&#10;&#9;&#9;return &#13;&#10;&#9;end&#13;&#10;&#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;&#13;&#10;Tool.Equipped:connect(onEquippedLocal)&#13;&#10;</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Sound">
				<Properties>
					<bool name="Looped">false</bool>
					<string name="Name">Explosion</string>
					<int name="PlayCount">-1</int>
					<bool name="PlayOnRemove">false</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="Sound">
				<Properties>
					<bool name="Looped">true</bool>
					<string name="Name">Swoosh</string>
					<int name="PlayCount">-1</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="Script">
				<Properties>
					<bool name="Disabled">false</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;script.Parent.Explosion.PlayOnRemove = true -- play explosion sound when projectile removed from game&#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.Humanoid&#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 class="Script">
				<Properties>
					<bool name="Disabled">false</bool>
					<string name="Name">Server Launcher</string>
					<string name="Source">local Rocket = Instance.new(&quot;Part&quot;)&#13;&#10;local Tool = script.Parent&#13;&#10;&#13;&#10;Rocket.Locked = true&#13;&#10;Rocket.BackSurface = 3&#13;&#10;Rocket.BottomSurface = 3&#13;&#10;Rocket.FrontSurface = 3&#13;&#10;Rocket.LeftSurface = 3&#13;&#10;Rocket.RightSurface = 3&#13;&#10;Rocket.TopSurface = 3&#13;&#10;Rocket.Size = Vector3.new(1,1,4)&#13;&#10;Rocket.BrickColor = BrickColor.new(23)&#13;&#10;&#13;&#10;Tool.RocketScript:clone().Parent = Rocket&#13;&#10;Tool.Explosion:clone().Parent = Rocket&#13;&#10;Tool.Swoosh:clone().Parent = Rocket&#13;&#10;&#13;&#10;&#13;&#10;function fire(vTarget)&#13;&#10;&#13;&#10;&#9;local vCharacter = Tool.Parent;&#13;&#10;&#9;&#13;&#10;&#9;local vHandle = Tool:findFirstChild(&quot;Handle&quot;)&#13;&#10;&#9;if vHandle == nil then&#13;&#10;&#9;&#9;print(&quot;Handle not found&quot;)&#13;&#10;&#9;&#9;return &#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;local dir = vTarget - vHandle.Position&#13;&#10;&#13;&#10;&#9;dir = computeDirection(dir)&#13;&#10;&#13;&#10;&#9;local missile = Rocket:clone()&#13;&#10;&#13;&#10;&#9;local pos = vHandle.Position + (dir * 6)&#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;&#13;&#10;&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)&#13;&#10;&#13;&#10;&#9;if vPlayer == nil then&#13;&#10;&#9;&#9;print(&quot;Player not found&quot;)&#13;&#10;&#9;else&#13;&#10;&#9;&#9;if (vPlayer.Neutral == false) then -- nice touch&#13;&#10;&#9;&#9;&#9;missile.BrickColor = vPlayer.TeamColor&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;creator_tag.Value =vPlayer&#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;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;Tool.Enabled = true&#13;&#10;function onActivated()&#13;&#10;&#9;if not Tool.Enabled then&#13;&#10;&#9;&#9;return&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;Tool.Enabled = false&#13;&#10;&#13;&#10;&#9;local character = Tool.Parent;&#13;&#10;&#9;local humanoid = character.Humanoid&#13;&#10;&#9;if humanoid == nil then&#13;&#10;&#9;&#9;print(&quot;Humanoid not found&quot;)&#13;&#10;&#9;&#9;return &#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;local targetPos = humanoid.TargetPoint&#13;&#10;&#13;&#10;&#9;fire(targetPos)&#13;&#10;&#13;&#10;&#9;wait(7)&#13;&#10;&#13;&#10;&#9;Tool.Enabled = true&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;script.Parent.Activated:connect(onActivated)&#13;&#10;&#13;&#10;</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
		<Item class="Tool" referent="RBX596">
			<Properties>
				<int name="ActivationState">0</int>
				<bool name="Enabled">true</bool>
				<CoordinateFrame name="Grip">
					<X>0</X>
					<Y>0.400000006</Y>
					<Z>0.5</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>-0</R02>
					<R10>0</R10>
					<R11>0</R11>
					<R12>1</R12>
					<R20>0</R20>
					<R21>-1</R21>
					<R22>-0</R22>
				</CoordinateFrame>
				<string name="Name">ClassicPaintballGun</string>
				<Content name="TextureId"><url>rbxasset://Textures\PaintballIcon.png</url></Content>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Script">
				<Properties>
					<bool name="Disabled">true</bool>
					<string name="Name">Paintball</string>
					<string name="Source">ball = script.Parent&#13;&#10;damage = 2&#13;&#10;&#13;&#10;function onTouched(hit)&#13;&#10;&#9;local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)&#13;&#10;&#9;&#13;&#10;&#9;&#9;&#13;&#10;&#9;if hit:getMass() &lt; 1.2 * 200 then&#13;&#10;&#9;&#9;hit.BrickColor = ball.BrickColor&#13;&#10;&#9;end&#13;&#10;&#9;-- make a splat&#13;&#10;&#9;for i=1,3 do&#13;&#10;&#9;&#9;local s = Instance.new(&quot;Part&quot;)&#13;&#10;&#9;&#9;s.Shape = 1 -- block&#13;&#10;&#9;&#9;s.formFactor = 2 -- plate&#13;&#10;&#9;&#9;s.Size = Vector3.new(1,.4,1)&#13;&#10;&#9;&#9;s.BrickColor = ball.BrickColor&#13;&#10;&#9;&#9;local v = Vector3.new(math.random(-1,1), math.random(0,1), math.random(-1,1))&#13;&#10;&#9;&#9;s.Velocity = 15 * v&#13;&#10;&#9;&#9;s.CFrame = CFrame.new(ball.Position + v, v)&#13;&#10;&#9;&#9;ball.BrickCleanup:clone().Parent = s&#13;&#10;&#9;&#9;s.BrickCleanup.Disabled = false&#13;&#10;&#9;&#9;s.Parent = game.Workspace&#13;&#10;&#9;&#9;&#13;&#10;&#9;end&#13;&#10;&#9;&#13;&#10;&#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;end&#13;&#10;&#13;&#10;&#9;connection:disconnect()&#13;&#10;&#9;ball.Parent = nil&#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;wait(8)&#13;&#10;ball.Parent = nil&#13;&#10;</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="LocalScript">
				<Properties>
					<bool name="Disabled">false</bool>
					<string name="Name">Mouselcon</string>
					<string name="Source">local MOUSE_ICON = &apos;rbxasset://textures/GunCursor.png&apos;&#13;&#10;local RELOADING_ICON = &apos;rbxasset://textures/GunWaitCursor.png&apos;&#13;&#10;&#13;&#10;local Tool = script.Parent&#13;&#10;&#13;&#10;local Mouse = nil&#13;&#10;&#13;&#10;local function UpdateIcon()&#13;&#10;&#9;if Mouse then&#13;&#10;&#9;&#9;Mouse.Icon = Tool.Enabled and MOUSE_ICON or RELOADING_ICON&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;local function OnEquipped(mouse)&#13;&#10;&#9;Mouse = mouse&#13;&#10;&#9;UpdateIcon()&#13;&#10;end&#13;&#10;&#13;&#10;local function OnChanged(property)&#13;&#10;&#9;if property == &apos;Enabled&apos; then&#13;&#10;&#9;&#9;UpdateIcon()&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;Tool.Equipped:connect(OnEquipped)&#13;&#10;Tool.Changed:connect(OnChanged)&#13;&#10;</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script">
				<Properties>
					<bool name="Disabled">false</bool>
					<string name="Name">PaintballShooter</string>
					<string name="Source">Tool = script.Parent&#13;&#10;&#13;&#10;colors = {45, 119, 21, 24, 23, 105, 104}&#13;&#10;&#13;&#10;function fire(v)&#13;&#10;&#13;&#10;&#9;Tool.Handle.Fire:play()&#13;&#10;&#9;&#13;&#10;&#13;&#10;&#9;local vCharacter = Tool.Parent&#13;&#10;&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)&#13;&#10;&#13;&#10;&#9;local missile = Instance.new(&quot;Part&quot;)&#13;&#10;&#13;&#10;        &#13;&#10;&#13;&#10;&#9;local spawnPos = vCharacter.PrimaryPart.Position&#13;&#10;&#9;&#13;&#10;&#13;&#10;&#13;&#10;&#9;spawnPos  = spawnPos + (v * 8)&#13;&#10;&#13;&#10;&#9;missile.Position = spawnPos&#13;&#10;&#9;missile.Size = Vector3.new(1,1,1)&#13;&#10;&#9;missile.Velocity = v * 100&#13;&#10;&#9;missile.BrickColor = BrickColor.new(colors[math.random(1, #colors)])&#13;&#10;&#9;missile.Shape = 0&#13;&#10;&#9;missile.BottomSurface = 0&#13;&#10;&#9;missile.TopSurface = 0&#13;&#10;&#9;missile.Name = &quot;Paintball&quot;&#13;&#10;&#9;missile.Elasticity = 0&#13;&#10;&#9;missile.Reflectance = 0&#13;&#10;&#9;missile.Friction = .9&#13;&#10;&#13;&#10;&#9;local force = Instance.new(&quot;BodyForce&quot;)&#13;&#10;&#9;force.force = Vector3.new(0,90,0)&#13;&#10;&#9;force.Parent = missile&#13;&#10;&#9;&#13;&#10;&#9;Tool.BrickCleanup:clone().Parent = missile&#13;&#10;&#13;&#10;&#9;local new_script = script.Parent.Paintball: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 = vPlayer&#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;Tool.Enabled = true&#13;&#10;function onActivated()&#13;&#10;&#13;&#10;&#9;if not Tool.Enabled then&#13;&#10;&#9;&#9;return&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;Tool.Enabled = false&#13;&#10;&#13;&#10;&#9;local character = Tool.Parent;&#13;&#10;&#9;local humanoid = character.Humanoid&#13;&#10;&#9;if humanoid == nil then&#13;&#10;&#9;&#9;print(&quot;Humanoid not found&quot;)&#13;&#10;&#9;&#9;return &#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;local targetPos = humanoid.TargetPoint&#13;&#10;&#9;local lookAt = (targetPos - character.Head.Position).unit&#13;&#10;&#13;&#10;&#9;fire(lookAt)&#13;&#10;&#13;&#10;&#9;wait(.5)&#13;&#10;&#13;&#10;&#9;Tool.Enabled = true&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;script.Parent.Activated:connect(onActivated)&#13;&#10;</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script">
				<Properties>
					<bool name="Disabled">true</bool>
					<string name="Name">BrickCleanup</string>
					<string name="Source">-- this script removes its parent from the workspace after 120 seconds&#13;&#10;&#13;&#10;wait(120)&#13;&#10;script.Parent.Parent = nil</string>
					<bool name="archivable">true</bool>
				</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">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">194</int>
					<CoordinateFrame name="CFrame">
						<X>-2.5</X>
						<Y>3</Y>
						<Z>-0.5</Z>
						<R00>-0</R00>
						<R01>1</R01>
						<R02>-0</R02>
						<R10>-0</R10>
						<R11>0</R11>
						<R12>-1</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">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">Handle</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">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>3</Y>
						<Z>2</Z>
					</Vector3>
				</Properties>
				<Item class="SpecialMesh">
					<Properties>
						<Content name="MeshId"><url>rbxasset://fonts/PaintballGun.mesh</url></Content>
						<token name="MeshType">5</token>
						<string name="Name">Mesh</string>
						<Vector3 name="Scale">
							<X>1</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
						<Content name="TextureId"><url>rbxasset://textures/PaintballGunTex128.png</url></Content>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Fire</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds\\paintball.wav</url></Content>
						<float name="Volume">1</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
		</Item>
	</Item>
	<Item class="SoundService">
		<Properties>
			<string name="Name">SoundService</string>
			<bool name="archivable">true</bool>
			<float name="distancefactor">5</float>
			<float name="dopplerscale">1</float>
			<float name="rolloffscale">1</float>
		</Properties>
		<External>RBX597</External>
		<External>RBX598</External>
		<External>RBX599</External>
		<External>RBX600</External>
		<External>RBX601</External>
		<External>RBX602</External>
		<External>RBX603</External>
		<External>RBX604</External>
		<External>RBX605</External>
		<External>RBX606</External>
		<External>RBX607</External>
		<External>RBX608</External>
		<External>RBX609</External>
		<External>RBX610</External>
	</Item>
	<Item class="ControllerService">
		<Properties>
			<string name="Name">Instance</string>
			<bool name="archivable">true</bool>
		</Properties>
	</Item>
	<External>RBX611</External>
	<Item class="Teams">
		<Properties>
			<string name="Name">Teams</string>
			<bool name="archivable">true</bool>
		</Properties>
		<Item class="Team">
			<Properties>
				<bool name="AutoAssignable">true</bool>
				<string name="Name">Red Hawks</string>
				<int name="Score">0</int>
				<int name="TeamColor">21</int>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
		<Item class="Team">
			<Properties>
				<bool name="AutoAssignable">true</bool>
				<string name="Name">Blue Falcons</string>
				<int name="Score">0</int>
				<int name="TeamColor">23</int>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
	</Item>
	<Item class="Lighting">
		<Properties>
			<Color3 name="BottomAmbientV9">4292607999</Color3>
			<Color3 name="ClearColor">4278190080</Color3>
			<string name="Name">Lighting</string>
			<Color3 name="SpotLightV9">4294967142</Color3>
			<string name="TimeOfDay">14:00:00</string>
			<Color3 name="TopAmbientV9">4294928127</Color3>
			<bool name="archivable">true</bool>
		</Properties>
	</Item>
	<External>RBX612</External>
	<External>RBX613</External>
</roblox>