<roblox xmlns:xmime="http://www.w3.org/2005/05/xmlmime" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="http://www.roblox.com/roblox.xsd" version="4">
	<External>null</External>
	<External>nil</External>
	<Item class="Workspace" referent="RBX0">
		<Properties>
			<token name="Controller">0</token>
			<bool name="ControllerFlagShown">true</bool>
			<Ref name="CurrentCamera">RBX1</Ref>
			<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">Workspace</string>
			<Ref name="PrimaryPart">RBX2</Ref>
			<bool name="archivable">true</bool>
		</Properties>
		<Item class="Part" referent="RBX2">
			<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">0</token>
				<token name="BottomSurfaceInput">0</token>
				<int name="BrickColor">28</int>
				<CoordinateFrame name="CFrame">
					<X>-22</X>
					<Y>0.200000048</Y>
					<Z>4</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">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">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">-0.5</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>320</X>
					<Y>0.400000006</Y>
					<Z>480</Z>
				</Vector3>
			</Properties>
		</Item>
		<Item class="Script" referent="RBX3">
			<Properties>
				<bool name="Disabled">false</bool>
				<Content name="LinkedSource"><null></null></Content>
				<string name="Name">CTFLeaderboard</string>
				<string name="Source">print(&quot;LinkedLeaderboard script version 5.00 loaded&quot;)&#13;&#10;&#13;&#10;stands = {}&#13;&#10;CTF_mode = false&#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;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;end&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;-----------------------------------------------&#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;function findAllFlagStands(root)&#13;&#10;&#9;local c = root:children()&#13;&#10;&#9;for i=1,#c do&#13;&#10;&#9;&#9;if (c[i].className == &quot;Model&quot; or c[i].className == &quot;Part&quot;) then&#13;&#10;&#9;&#9;&#9;findAllFlagStands(c[i])&#13;&#10;&#9;&#9;end&#13;&#10;&#9;&#9;if (c[i].className == &quot;FlagStand&quot;) then&#13;&#10;&#9;&#9;&#9;table.insert(stands, c[i])&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;function hookUpListeners()&#13;&#10;&#9;for i=1,#stands do&#13;&#10;&#9;&#9;stands[i].FlagCaptured:connect(onCaptureScored)&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;function onPlayerEntered(newPlayer)&#13;&#10;&#13;&#10;&#9;if CTF_mode == true then&#13;&#10;&#13;&#10;&#9;&#9;local stats = Instance.new(&quot;IntValue&quot;)&#13;&#10;&#9;&#9;stats.Name = &quot;leaderstats&quot;&#13;&#10;&#13;&#10;&#9;&#9;local captures = Instance.new(&quot;IntValue&quot;)&#13;&#10;&#9;&#9;captures.Name = &quot;Captures&quot;&#13;&#10;&#9;&#9;captures.Value = 0&#13;&#10;&#13;&#10;&#13;&#10;&#9;&#9;captures.Parent = stats&#13;&#10;&#13;&#10;&#9;&#9;-- VERY UGLY HACK&#13;&#10;&#9;&#9;-- Will this leak threads?&#13;&#10;&#9;&#9;-- Is the problem even what I think it is (player arrived before character)?&#13;&#10;&#9;&#9;while true do&#13;&#10;&#9;&#9;&#9;if newPlayer.Character ~= nil then break end&#13;&#10;&#9;&#9;&#9;wait(5)&#13;&#10;&#9;&#9;end&#13;&#10;&#13;&#10;&#9;&#9;stats.Parent = newPlayer&#13;&#10;&#13;&#10;&#9;else&#13;&#10;&#13;&#10;&#9;&#9;local stats = Instance.new(&quot;IntValue&quot;)&#13;&#10;&#9;&#9;stats.Name = &quot;leaderstats&quot;&#13;&#10;&#13;&#10;&#9;&#9;local kills = Instance.new(&quot;IntValue&quot;)&#13;&#10;&#9;&#9;kills.Name = &quot;KOs&quot;&#13;&#10;&#9;&#9;kills.Value = 0&#13;&#10;&#13;&#10;&#9;&#9;local deaths = Instance.new(&quot;IntValue&quot;)&#13;&#10;&#9;&#9;deaths.Name = &quot;Wipeouts&quot;&#13;&#10;&#9;&#9;deaths.Value = 0&#13;&#10;&#13;&#10;&#9;&#9;kills.Parent = stats&#13;&#10;&#9;&#9;deaths.Parent = stats&#13;&#10;&#13;&#10;&#9;&#9;-- VERY UGLY HACK&#13;&#10;&#9;&#9;-- Will this leak threads?&#13;&#10;&#9;&#9;-- Is the problem even what I think it is (player arrived before character)?&#13;&#10;&#9;&#9;while true do&#13;&#10;&#9;&#9;&#9;if newPlayer.Character ~= nil then break end&#13;&#10;&#9;&#9;&#9;wait(5)&#13;&#10;&#9;&#9;end&#13;&#10;&#13;&#10;&#9;&#9;local humanoid = newPlayer.Character.Humanoid&#13;&#10;&#13;&#10;&#9;&#9;humanoid.Died:connect(function() onHumanoidDied(humanoid, newPlayer) end )&#13;&#10;&#13;&#10;&#9;&#9;-- start to listen for new humanoid&#13;&#10;&#9;&#9;newPlayer.Changed:connect(function(property) onPlayerRespawn(property, newPlayer) end )&#13;&#10;&#13;&#10;&#13;&#10;&#9;&#9;stats.Parent = newPlayer&#13;&#10;&#13;&#10;&#9;end&#13;&#10;&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;function onCaptureScored(player)&#13;&#10;&#13;&#10;&#9;&#9;local ls = player:FindFirstChild(&quot;leaderstats&quot;)&#13;&#10;&#9;&#9;if ls == nil then return end&#13;&#10;&#9;&#9;local caps = ls:FindFirstChild(&quot;Captures&quot;)&#13;&#10;&#9;&#9;if caps == nil then return end&#13;&#10;&#9;&#9;caps.Value = caps.Value + 1&#13;&#10;&#9;&#9;local plrteam = player.TeamColor&#13;&#10;&#9;&#9;if (plrteam.Number == 21) then&#13;&#10;&#9;&#9;&#9;game.Teams.Tops.Score = (game.Teams.Tops.Score +1)&#13;&#10;&#9;&#9;&#9;if (game.Teams.Tops.Score &gt; 9) then&#13;&#10;&#9;&#9;&#9;&#9;caps.Value = 0&#13;&#10;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;elseif (plrteam.Number == 23) then&#13;&#10;&#9;&#9;&#9;game.Teams.Fronts.Score = (game.Teams.Fronts.Score +1)&#13;&#10;&#9;&#9;&#9;if (game.Teams.Fronts.Score &gt; 9) then&#13;&#10;&#9;&#9;&#9;&#9;caps.Value = 0&#13;&#10;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;findAllFlagStands(game.Workspace)&#13;&#10;hookUpListeners()&#13;&#10;if (#stands &gt; 0) then CTF_mode = true end&#13;&#10;game.Players.ChildAdded:connect(onPlayerEntered)&#13;&#10;&#13;&#10;&#13;&#10;</string>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
		<Item class="SpawnLocation" referent="RBX4">
			<Properties>
				<bool name="AllowTeamChangeOnTouch">true</bool>
				<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">2</token>
				<token name="BottomSurfaceInput">0</token>
				<int name="BrickColor">21</int>
				<CoordinateFrame name="CFrame">
					<X>45</X>
					<Y>1.4000001</Y>
					<Z>-233.5</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">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">0</token>
				<token name="RightSurfaceInput">0</token>
				<Vector3 name="RotVelocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<int name="TeamColor">21</int>
				<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>5</Z>
				</Vector3>
			</Properties>
			<Item class="Decal" referent="RBX5">
				<Properties>
					<token name="Face">5</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" referent="RBX6">
			<Properties>
				<bool name="AllowTeamChangeOnTouch">true</bool>
				<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">2</token>
				<token name="BottomSurfaceInput">0</token>
				<int name="BrickColor">21</int>
				<CoordinateFrame name="CFrame">
					<X>71</X>
					<Y>1.4000001</Y>
					<Z>-233.5</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">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">0</token>
				<token name="RightSurfaceInput">0</token>
				<Vector3 name="RotVelocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<int name="TeamColor">21</int>
				<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>5</Z>
				</Vector3>
			</Properties>
			<Item class="Decal" referent="RBX7">
				<Properties>
					<token name="Face">5</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" referent="RBX8">
			<Properties>
				<bool name="AllowTeamChangeOnTouch">true</bool>
				<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">2</token>
				<token name="BottomSurfaceInput">0</token>
				<int name="BrickColor">23</int>
				<CoordinateFrame name="CFrame">
					<X>-19</X>
					<Y>1</Y>
					<Z>241.5</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">true</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">0</token>
				<token name="RightSurfaceInput">0</token>
				<Vector3 name="RotVelocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<int name="TeamColor">23</int>
				<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">
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					<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>5</Z>
				</Vector3>
			</Properties>
			<Item class="Decal" referent="RBX9">
				<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" referent="RBX10">
			<Properties>
				<bool name="AllowTeamChangeOnTouch">true</bool>
				<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">2</token>
				<token name="BottomSurfaceInput">0</token>
				<int name="BrickColor">23</int>
				<CoordinateFrame name="CFrame">
					<X>7</X>
					<Y>1</Y>
					<Z>241.5</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>
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						<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>1</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX2138">
					<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">141</int>
						<CoordinateFrame name="CFrame">
							<X>-26.5</X>
							<Y>8.40000057</Y>
							<Z>229.5</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">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>3</X>
							<Y>1.20000005</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX2139">
					<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">23</int>
						<CoordinateFrame name="CFrame">
							<X>-27.5</X>
							<Y>7.20000076</Y>
							<Z>229.5</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>1</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX2140">
					<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">141</int>
						<CoordinateFrame name="CFrame">
							<X>-26.5</X>
							<Y>6.00000048</Y>
							<Z>235.5</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>3</X>
							<Y>1.20000005</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX2130">
					<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</float>
						<float name="BottomParamB">0</float>
						<token name="BottomSurface">6</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">141</int>
						<CoordinateFrame name="CFrame">
							<X>-30</X>
							<Y>5.20000029</Y>
							<Z>232.5</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">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>7</X>
							<Y>0.400000006</Y>
							<Z>10</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX2141">
					<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">23</int>
						<CoordinateFrame name="CFrame">
							<X>-32</X>
							<Y>6.00000048</Y>
							<Z>232.5</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">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>1.20000005</Y>
							<Z>7</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX2142">
					<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">141</int>
						<CoordinateFrame name="CFrame">
							<X>-25.8000011</X>
							<Y>8.60000038</Y>
							<Z>232.5</Z>
							<R00>0</R00>
							<R01>-1</R01>
							<R02>0</R02>
							<R10>1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<bool name="CastsShadows">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="Cullable">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">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>4</X>
							<Y>2.4000001</Y>
							<Z>5</Z>
						</Vector3>
					</Properties>
					<Item class="BodyGyro" referent="RBX2143">
						<Properties>
							<float name="D">500</float>
							<string name="Name">BodyGyro</string>
							<float name="P">3000</float>
							<bool name="archivable">true</bool>
							<CoordinateFrame name="cframe">
								<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>
							<Vector3 name="maxTorque">
								<X>400000</X>
								<Y>0</Y>
								<Z>400000</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX2144">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Script</string>
							<string name="Source">----MrDoom&apos;s autotargeter.&#13;&#10;&#13;&#10;launch = script.Parent&#13;&#10;p = Vector3.new(0,100,0)&#13;&#10;&#13;&#10;launch.BodyGyro.cframe = CFrame.new(launch.Position, p) * CFrame.fromAxisAngle(Vector3.new(1,0,0),-3.14/2)&#13;&#10;print(&quot;Aiming upwards&quot;)</string>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX2145">
					<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">Launcher</string>
						<Ref name="PrimaryPart">RBX2146</Ref>
						<bool name="archivable">true</bool>
					</Properties>
					<Item class="Part" referent="RBX2146">
						<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">141</int>
							<CoordinateFrame name="CFrame">
								<X>-28.8000011</X>
								<Y>8.60000038</Y>
								<Z>234</Z>
								<R00>0</R00>
								<R01>-1</R01>
								<R02>0</R02>
								<R10>1</R10>
								<R11>0</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<bool name="CastsShadows">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="Cullable">true</bool>
							<bool name="DraggingV1">false</bool>
							<float name="Elasticity">0.5</float>
							<token name="FormFactor">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">Spawner</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>3.60000014</Y>
								<Z>2</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX2147">
						<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">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">21</int>
							<CoordinateFrame name="CFrame">
								<X>-33.1000023</X>
								<Y>8.60000038</Y>
								<Z>234</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>
							<bool name="CanCollide">true</bool>
							<bool name="CastsShadows">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="Cullable">true</bool>
							<bool name="DraggingV1">false</bool>
							<float name="Elasticity">0.5</float>
							<token name="FormFactor">0</token>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">3</token>
							<token name="FrontSurfaceInput">0</token>
							<float name="LeftParamA">-0.5</float>
							<float name="LeftParamB">0.5</float>
							<token name="LeftSurface">0</token>
							<token name="LeftSurfaceInput">0</token>
							<bool name="Locked">false</bool>
							<string name="Name">Rocket</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">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>1</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="RocketPropulsion" referent="RBX2148">
							<Properties>
								<float name="CartoonFactor">0.899999976</float>
								<float name="MaxSpeed">30</float>
								<float name="MaxThrust">40000</float>
								<Vector3 name="MaxTorque">
									<X>400000</X>
									<Y>400000</Y>
									<Z>0</Z>
								</Vector3>
								<string name="Name">Propulsion</string>
								<Ref name="Target">null</Ref>
								<Vector3 name="TargetOffset">
									<X>0</X>
									<Y>50</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TargetRadius">4</float>
								<float name="ThrustD">9.99999975e-005</float>
								<float name="ThrustP">5</float>
								<float name="TurnD">500</float>
								<float name="TurnP">3000</float>
								<bool name="archivable">true</bool>
							</Properties>
						</Item>
					</Item>
					<Item class="Script" referent="RBX2149">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Script</string>
							<string name="Source">-----MrDoomBringer&apos;s ugly modifications of Eric Cassel&apos;s rocket script.&#13;&#10;wait(5)&#13;&#10;players = game:service(&quot;Players&quot;)&#13;&#10;&#13;&#10;-- get the Rocket&#13;&#10;template = script.Parent[&quot;Rocket&quot;]&#13;&#10;&#13;&#10;-- hide the rocket template (hack)&#13;&#10;template.Parent = nil&#13;&#10;template.Anchored = false&#13;&#10;&#13;&#10;function bang(part)&#13;&#10;&#9;local e = Instance.new(&quot;Explosion&quot;)&#13;&#10;&#9;e.Position = part.Position&#13;&#10;&#9;part.Parent = nil&#13;&#10;&#9;e.Parent = workspace&#13;&#10;end&#13;&#10;&#13;&#10;-- Targets a rocket and causes it to blow up on touch (arms it)&#13;&#10;function setTarget(propulsion, target)&#13;&#10;&#9;local rocket = propulsion.Parent&#13;&#10;&#9;propulsion.TargetOffset = Vector3.new(-5,0,5)&#13;&#10;&#9;propulsion.Target = target&#13;&#10;&#9;return rocket.Touched:connect(function() bang(rocket) end)&#13;&#10;end&#13;&#10;&#13;&#10;target = nil&#13;&#10;function shoot(player)&#13;&#10;&#9;if player.Character then&#13;&#10;&#9;&#9;print(player.TeamColor.Number)&#13;&#10;&#9;&#9;if (player.TeamColor.Number ~= 23) then&#13;&#10;&#9;&#9;&#9;target = player.Character.PrimaryPart&#13;&#10;&#9;&#9;&#9;print(&quot;targeting hostile&quot;)&#13;&#10;&#9;&#9;elseif (player.TeamColor.Number == 23) then&#13;&#10;&#9;&#9;&#9;print(&quot;friendly, aborting&quot;)&#13;&#10;&#9;&#9;&#9;target = nil&#13;&#10;&#9;&#9;end&#13;&#10;&#9;&#9;if (target ~= nil) then&#13;&#10;&#9;&#9;&#9;local rocket = template:clone()&#13;&#10;&#9;&#9;&#9;rocket.Parent = workspace&#13;&#10;&#13;&#10;&#9;&#9;&#9;local propulsion = rocket[&quot;Propulsion&quot;]&#13;&#10;&#13;&#10;&#9;&#9;&#9;-- First the rocket flies upwards. &#13;&#10;&#9;&#9;&#9;-- When it reaches the first destination it targets the character&apos;s primary part&#13;&#10;&#9;&#9;&#9;propulsion.TargetOffset = Vector3.new(0,100,50)&#13;&#10;&#9;&#9;&#9;propulsion:Fire()&#13;&#10;&#9;&#9;&#9;wait(2)&#13;&#10;&#9;&#9;&#9;propulsion.TargetOffset = Vector3.new(0,100,100)&#13;&#10;&#9;&#9;&#9;wait(.5)&#13;&#10;&#9;&#9;&#9;local bangConnection&#13;&#10;&#9;&#9;&#9;bangConnection = setTarget(propulsion, target)&#13;&#10;&#13;&#10;&#9;&#9;&#9;-- after 20 seconds kill the rocket&#13;&#10;&#9;&#9;&#9;delay(20, function() &#13;&#10;&#9;&#9;&#9;&#9;-- stop blowing up on touch&#13;&#10;&#9;&#9;&#9;&#9;bangConnection:disconnect()&#13;&#10;&#13;&#10;&#9;&#9;&#9;&#9;-- fall out of the sky&#13;&#10;&#9;&#9;&#9;&#9;propulsion:Abort() &#13;&#10;&#13;&#10;&#9;&#9;&#9;&#9;-- after a few more seconds blow up the dud rocket&#13;&#10;&#9;&#9;&#9;&#9;wait(4) &#13;&#10;&#9;&#9;&#9;&#9;if rocket:IsDescendentOf(workspace) then &#13;&#10;&#9;&#9;&#9;&#9;&#9;bang(rocket)&#13;&#10;&#9;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;&#9;end)&#9;&#9;&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;while true do&#13;&#10;&#9;local ps = players:GetPlayers()&#13;&#10;&#9;if #ps&gt;0 then&#13;&#10;&#9;&#9;local i = math.random(1,#ps)&#13;&#10;&#9;&#9;shoot(ps[i])&#13;&#10;&#9;end&#13;&#10;&#9;local waittime = math.random(5,20)&#13;&#10;&#9;wait(waittime)&#13;&#10;end&#13;&#10;</string>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX2150">
					<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">Launcher</string>
						<Ref name="PrimaryPart">RBX2151</Ref>
						<bool name="archivable">true</bool>
					</Properties>
					<Item class="Part" referent="RBX2151">
						<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">141</int>
							<CoordinateFrame name="CFrame">
								<X>-28.8000011</X>
								<Y>8.60000038</Y>
								<Z>231</Z>
								<R00>0</R00>
								<R01>-1</R01>
								<R02>0</R02>
								<R10>1</R10>
								<R11>0</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<bool name="CastsShadows">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="Cullable">true</bool>
							<bool name="DraggingV1">false</bool>
							<float name="Elasticity">0.5</float>
							<token name="FormFactor">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">Spawner</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>3.60000014</Y>
								<Z>2</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX2152">
						<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">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">21</int>
							<CoordinateFrame name="CFrame">
								<X>-33.1000023</X>
								<Y>8.60000038</Y>
								<Z>231</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>
							<bool name="CanCollide">true</bool>
							<bool name="CastsShadows">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="Cullable">true</bool>
							<bool name="DraggingV1">false</bool>
							<float name="Elasticity">0.5</float>
							<token name="FormFactor">0</token>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">3</token>
							<token name="FrontSurfaceInput">0</token>
							<float name="LeftParamA">-0.5</float>
							<float name="LeftParamB">0.5</float>
							<token name="LeftSurface">0</token>
							<token name="LeftSurfaceInput">0</token>
							<bool name="Locked">false</bool>
							<string name="Name">Rocket</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">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>1</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="RocketPropulsion" referent="RBX2153">
							<Properties>
								<float name="CartoonFactor">0.899999976</float>
								<float name="MaxSpeed">30</float>
								<float name="MaxThrust">40000</float>
								<Vector3 name="MaxTorque">
									<X>400000</X>
									<Y>400000</Y>
									<Z>0</Z>
								</Vector3>
								<string name="Name">Propulsion</string>
								<Ref name="Target">null</Ref>
								<Vector3 name="TargetOffset">
									<X>0</X>
									<Y>50</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TargetRadius">4</float>
								<float name="ThrustD">9.99999975e-005</float>
								<float name="ThrustP">5</float>
								<float name="TurnD">500</float>
								<float name="TurnP">3000</float>
								<bool name="archivable">true</bool>
							</Properties>
						</Item>
					</Item>
					<Item class="Script" referent="RBX2154">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Script</string>
							<string name="Source">-----MrDoomBringer&apos;s ugly modifications of Eric Cassel&apos;s rocket script.&#13;&#10;wait(5)&#13;&#10;players = game:service(&quot;Players&quot;)&#13;&#10;&#13;&#10;-- get the Rocket&#13;&#10;template = script.Parent[&quot;Rocket&quot;]&#13;&#10;&#13;&#10;-- hide the rocket template (hack)&#13;&#10;template.Parent = nil&#13;&#10;template.Anchored = false&#13;&#10;&#13;&#10;function bang(part)&#13;&#10;&#9;local e = Instance.new(&quot;Explosion&quot;)&#13;&#10;&#9;e.Position = part.Position&#13;&#10;&#9;part.Parent = nil&#13;&#10;&#9;e.Parent = workspace&#13;&#10;end&#13;&#10;&#13;&#10;-- Targets a rocket and causes it to blow up on touch (arms it)&#13;&#10;function setTarget(propulsion, target)&#13;&#10;&#9;local rocket = propulsion.Parent&#13;&#10;&#9;propulsion.TargetOffset = Vector3.new(-5,0,5)&#13;&#10;&#9;propulsion.Target = target&#13;&#10;&#9;return rocket.Touched:connect(function() bang(rocket) end)&#13;&#10;end&#13;&#10;&#13;&#10;target = nil&#13;&#10;function shoot(player)&#13;&#10;&#9;if player.Character then&#13;&#10;&#9;&#9;print(player.TeamColor.Number)&#13;&#10;&#9;&#9;if (player.TeamColor.Number ~= 23) then&#13;&#10;&#9;&#9;&#9;target = player.Character.PrimaryPart&#13;&#10;&#9;&#9;&#9;print(&quot;targeting hostile&quot;)&#13;&#10;&#9;&#9;elseif (player.TeamColor.Number == 23) then&#13;&#10;&#9;&#9;&#9;print(&quot;friendly, aborting&quot;)&#13;&#10;&#9;&#9;&#9;target = nil&#13;&#10;&#9;&#9;end&#13;&#10;&#9;&#9;if (target ~= nil) then&#13;&#10;&#9;&#9;&#9;local rocket = template:clone()&#13;&#10;&#9;&#9;&#9;rocket.Parent = workspace&#13;&#10;&#13;&#10;&#9;&#9;&#9;local propulsion = rocket[&quot;Propulsion&quot;]&#13;&#10;&#13;&#10;&#9;&#9;&#9;-- First the rocket flies upwards. &#13;&#10;&#9;&#9;&#9;-- When it reaches the first destination it targets the character&apos;s primary part&#13;&#10;&#9;&#9;&#9;propulsion.TargetOffset = Vector3.new(0,100,50)&#13;&#10;&#9;&#9;&#9;propulsion:Fire()&#13;&#10;&#9;&#9;&#9;wait(2)&#13;&#10;&#9;&#9;&#9;propulsion.TargetOffset = Vector3.new(0,100,100)&#13;&#10;&#9;&#9;&#9;wait(.5)&#13;&#10;&#9;&#9;&#9;local bangConnection&#13;&#10;&#9;&#9;&#9;bangConnection = setTarget(propulsion, target)&#13;&#10;&#13;&#10;&#9;&#9;&#9;-- after 20 seconds kill the rocket&#13;&#10;&#9;&#9;&#9;delay(20, function() &#13;&#10;&#9;&#9;&#9;&#9;-- stop blowing up on touch&#13;&#10;&#9;&#9;&#9;&#9;bangConnection:disconnect()&#13;&#10;&#13;&#10;&#9;&#9;&#9;&#9;-- fall out of the sky&#13;&#10;&#9;&#9;&#9;&#9;propulsion:Abort() &#13;&#10;&#13;&#10;&#9;&#9;&#9;&#9;-- after a few more seconds blow up the dud rocket&#13;&#10;&#9;&#9;&#9;&#9;wait(4) &#13;&#10;&#9;&#9;&#9;&#9;if rocket:IsDescendentOf(workspace) then &#13;&#10;&#9;&#9;&#9;&#9;&#9;bang(rocket)&#13;&#10;&#9;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;&#9;end)&#9;&#9;&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;while true do&#13;&#10;&#9;local ps = players:GetPlayers()&#13;&#10;&#9;if #ps&gt;0 then&#13;&#10;&#9;&#9;local i = math.random(1,#ps)&#13;&#10;&#9;&#9;shoot(ps[i])&#13;&#10;&#9;end&#13;&#10;&#9;local waittime = math.random(5,20)&#13;&#10;&#9;wait(waittime)&#13;&#10;end&#13;&#10;</string>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX2155">
					<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">23</int>
						<CoordinateFrame name="CFrame">
							<X>-31.2000008</X>
							<Y>8.60000038</Y>
							<Z>232.5</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">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">2</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">false</bool>
						<string name="Name">gyro</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
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					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">0</float>
					<float name="FrontParamB">0</float>
					<token name="FrontSurface">6</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>1</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX2201">
				<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">141</int>
					<CoordinateFrame name="CFrame">
						<X>119.5</X>
						<Y>8.40000057</Y>
						<Z>-222.5</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">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>3</X>
						<Y>1.20000005</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX2202">
				<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">21</int>
					<CoordinateFrame name="CFrame">
						<X>118.5</X>
						<Y>7.20000076</Y>
						<Z>-222.5</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>1</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX2203">
				<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">141</int>
					<CoordinateFrame name="CFrame">
						<X>119.5</X>
						<Y>6.00000048</Y>
						<Z>-216.5</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>3</X>
						<Y>1.20000005</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX2204">
				<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</float>
					<float name="BottomParamB">0</float>
					<token name="BottomSurface">6</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">141</int>
					<CoordinateFrame name="CFrame">
						<X>116</X>
						<Y>5.20000029</Y>
						<Z>-219.5</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">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>7</X>
						<Y>0.400000006</Y>
						<Z>10</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX2205">
				<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">21</int>
					<CoordinateFrame name="CFrame">
						<X>114</X>
						<Y>6.00000048</Y>
						<Z>-219.5</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">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>1.20000005</Y>
						<Z>7</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX2206">
				<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">141</int>
					<CoordinateFrame name="CFrame">
						<X>120.200005</X>
						<Y>8.60000038</Y>
						<Z>-219.5</Z>
						<R00>0</R00>
						<R01>-1</R01>
						<R02>0</R02>
						<R10>1</R10>
						<R11>0</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<bool name="CastsShadows">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="Cullable">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">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>4</X>
						<Y>2.4000001</Y>
						<Z>5</Z>
					</Vector3>
				</Properties>
				<Item class="BodyGyro" referent="RBX2207">
					<Properties>
						<float name="D">500</float>
						<string name="Name">BodyGyro</string>
						<float name="P">3000</float>
						<bool name="archivable">true</bool>
						<CoordinateFrame name="cframe">
							<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>
						<Vector3 name="maxTorque">
							<X>400000</X>
							<Y>0</Y>
							<Z>400000</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Script" referent="RBX2208">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">Script</string>
						<string name="Source">----MrDoom&apos;s autotargeter.&#13;&#10;&#13;&#10;launch = script.Parent&#13;&#10;p = Vector3.new(0,100,0)&#13;&#10;&#13;&#10;launch.BodyGyro.cframe = CFrame.new(launch.Position, p) * CFrame.fromAxisAngle(Vector3.new(1,0,0),-3.14/2)&#13;&#10;print(&quot;Aiming upwards&quot;)</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Model" referent="RBX2209">
				<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">Launcher</string>
					<Ref name="PrimaryPart">RBX2210</Ref>
					<bool name="archivable">true</bool>
				</Properties>
				<Item class="Part" referent="RBX2210">
					<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">141</int>
						<CoordinateFrame name="CFrame">
							<X>117.200005</X>
							<Y>8.60000038</Y>
							<Z>-218</Z>
							<R00>0</R00>
							<R01>-1</R01>
							<R02>0</R02>
							<R10>1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<bool name="CastsShadows">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="Cullable">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">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">Spawner</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>3.60000014</Y>
							<Z>2</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX2211">
					<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">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">21</int>
						<CoordinateFrame name="CFrame">
							<X>112.900002</X>
							<Y>8.60000038</Y>
							<Z>-218</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>
						<bool name="CanCollide">true</bool>
						<bool name="CastsShadows">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="Cullable">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">0</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">3</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">false</bool>
						<string name="Name">Rocket</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">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>1</Y>
							<Z>5</Z>
						</Vector3>
					</Properties>
					<Item class="RocketPropulsion" referent="RBX2212">
						<Properties>
							<float name="CartoonFactor">0.899999976</float>
							<float name="MaxSpeed">30</float>
							<float name="MaxThrust">40000</float>
							<Vector3 name="MaxTorque">
								<X>400000</X>
								<Y>400000</Y>
								<Z>0</Z>
							</Vector3>
							<string name="Name">Propulsion</string>
							<Ref name="Target">null</Ref>
							<Vector3 name="TargetOffset">
								<X>0</X>
								<Y>50</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TargetRadius">4</float>
							<float name="ThrustD">9.99999975e-005</float>
							<float name="ThrustP">5</float>
							<float name="TurnD">500</float>
							<float name="TurnP">3000</float>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Script" referent="RBX2213">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">Script</string>
						<string name="Source">-----MrDoomBringer&apos;s ugly modifications of Eric Cassel&apos;s rocket script.&#13;&#10;wait(5)&#13;&#10;players = game:service(&quot;Players&quot;)&#13;&#10;&#13;&#10;-- get the Rocket&#13;&#10;template = script.Parent[&quot;Rocket&quot;]&#13;&#10;&#13;&#10;-- hide the rocket template (hack)&#13;&#10;template.Parent = nil&#13;&#10;template.Anchored = false&#13;&#10;&#13;&#10;function bang(part)&#13;&#10;&#9;local e = Instance.new(&quot;Explosion&quot;)&#13;&#10;&#9;e.Position = part.Position&#13;&#10;&#9;part.Parent = nil&#13;&#10;&#9;e.Parent = workspace&#13;&#10;end&#13;&#10;&#13;&#10;-- Targets a rocket and causes it to blow up on touch (arms it)&#13;&#10;function setTarget(propulsion, target)&#13;&#10;&#9;local rocket = propulsion.Parent&#13;&#10;&#9;propulsion.TargetOffset = Vector3.new(-5,0,5)&#13;&#10;&#9;propulsion.Target = target&#13;&#10;&#9;return rocket.Touched:connect(function() bang(rocket) end)&#13;&#10;end&#13;&#10;&#13;&#10;target = nil&#13;&#10;function shoot(player)&#13;&#10;&#9;if player.Character then&#13;&#10;&#9;&#9;print(player.TeamColor.Number)&#13;&#10;&#9;&#9;if (player.TeamColor.Number ~= 21) then&#13;&#10;&#9;&#9;&#9;target = player.Character.PrimaryPart&#13;&#10;&#9;&#9;&#9;print(&quot;targeting hostile&quot;)&#13;&#10;&#9;&#9;elseif (player.TeamColor.Number == 21) then&#13;&#10;&#9;&#9;&#9;print(&quot;friendly, aborting&quot;)&#13;&#10;&#9;&#9;&#9;target = nil&#13;&#10;&#9;&#9;end&#13;&#10;&#9;&#9;if (target ~= nil) then&#13;&#10;&#9;&#9;&#9;local rocket = template:clone()&#13;&#10;&#9;&#9;&#9;rocket.Parent = workspace&#13;&#10;&#13;&#10;&#9;&#9;&#9;local propulsion = rocket[&quot;Propulsion&quot;]&#13;&#10;&#13;&#10;&#9;&#9;&#9;-- First the rocket flies upwards. &#13;&#10;&#9;&#9;&#9;-- When it reaches the first destination it targets the character&apos;s primary part&#13;&#10;&#9;&#9;&#9;propulsion.TargetOffset = Vector3.new(0,100,50)&#13;&#10;&#9;&#9;&#9;propulsion:Fire()&#13;&#10;&#9;&#9;&#9;wait(2)&#13;&#10;&#9;&#9;&#9;propulsion.TargetOffset = Vector3.new(0,100,100)&#13;&#10;&#9;&#9;&#9;wait(.5)&#13;&#10;&#9;&#9;&#9;local bangConnection&#13;&#10;&#9;&#9;&#9;bangConnection = setTarget(propulsion, target)&#13;&#10;&#13;&#10;&#9;&#9;&#9;-- after 20 seconds kill the rocket&#13;&#10;&#9;&#9;&#9;delay(20, function() &#13;&#10;&#9;&#9;&#9;&#9;-- stop blowing up on touch&#13;&#10;&#9;&#9;&#9;&#9;bangConnection:disconnect()&#13;&#10;&#13;&#10;&#9;&#9;&#9;&#9;-- fall out of the sky&#13;&#10;&#9;&#9;&#9;&#9;propulsion:Abort() &#13;&#10;&#13;&#10;&#9;&#9;&#9;&#9;-- after a few more seconds blow up the dud rocket&#13;&#10;&#9;&#9;&#9;&#9;wait(4) &#13;&#10;&#9;&#9;&#9;&#9;if rocket:IsDescendentOf(workspace) then &#13;&#10;&#9;&#9;&#9;&#9;&#9;bang(rocket)&#13;&#10;&#9;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;&#9;end)&#9;&#9;&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;while true do&#13;&#10;&#9;local ps = players:GetPlayers()&#13;&#10;&#9;if #ps&gt;0 then&#13;&#10;&#9;&#9;local i = math.random(1,#ps)&#13;&#10;&#9;&#9;shoot(ps[i])&#13;&#10;&#9;end&#13;&#10;&#9;local waittime = math.random(5,20)&#13;&#10;&#9;wait(waittime)&#13;&#10;end&#13;&#10;</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Model" referent="RBX2214">
				<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">Launcher</string>
					<Ref name="PrimaryPart">RBX2215</Ref>
					<bool name="archivable">true</bool>
				</Properties>
				<Item class="Part" referent="RBX2215">
					<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">141</int>
						<CoordinateFrame name="CFrame">
							<X>117.200005</X>
							<Y>8.60000038</Y>
							<Z>-221</Z>
							<R00>0</R00>
							<R01>-1</R01>
							<R02>0</R02>
							<R10>1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<bool name="CastsShadows">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="Cullable">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">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">Spawner</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>3.60000014</Y>
							<Z>2</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX2216">
					<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">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">21</int>
						<CoordinateFrame name="CFrame">
							<X>112.900002</X>
							<Y>8.60000038</Y>
							<Z>-221</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>
						<bool name="CanCollide">true</bool>
						<bool name="CastsShadows">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="Cullable">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">0</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">3</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">false</bool>
						<string name="Name">Rocket</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">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>1</Y>
							<Z>5</Z>
						</Vector3>
					</Properties>
					<Item class="RocketPropulsion" referent="RBX2217">
						<Properties>
							<float name="CartoonFactor">0.899999976</float>
							<float name="MaxSpeed">30</float>
							<float name="MaxThrust">40000</float>
							<Vector3 name="MaxTorque">
								<X>400000</X>
								<Y>400000</Y>
								<Z>0</Z>
							</Vector3>
							<string name="Name">Propulsion</string>
							<Ref name="Target">null</Ref>
							<Vector3 name="TargetOffset">
								<X>0</X>
								<Y>50</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TargetRadius">4</float>
							<float name="ThrustD">9.99999975e-005</float>
							<float name="ThrustP">5</float>
							<float name="TurnD">500</float>
							<float name="TurnP">3000</float>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Script" referent="RBX2218">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">Script</string>
						<string name="Source">-----MrDoomBringer&apos;s ugly modifications of Eric Cassel&apos;s rocket script.&#13;&#10;wait(5)&#13;&#10;players = game:service(&quot;Players&quot;)&#13;&#10;&#13;&#10;-- get the Rocket&#13;&#10;template = script.Parent[&quot;Rocket&quot;]&#13;&#10;&#13;&#10;-- hide the rocket template (hack)&#13;&#10;template.Parent = nil&#13;&#10;template.Anchored = false&#13;&#10;&#13;&#10;function bang(part)&#13;&#10;&#9;local e = Instance.new(&quot;Explosion&quot;)&#13;&#10;&#9;e.Position = part.Position&#13;&#10;&#9;part.Parent = nil&#13;&#10;&#9;e.Parent = workspace&#13;&#10;end&#13;&#10;&#13;&#10;-- Targets a rocket and causes it to blow up on touch (arms it)&#13;&#10;function setTarget(propulsion, target)&#13;&#10;&#9;local rocket = propulsion.Parent&#13;&#10;&#9;propulsion.TargetOffset = Vector3.new(-5,0,5)&#13;&#10;&#9;propulsion.Target = target&#13;&#10;&#9;return rocket.Touched:connect(function() bang(rocket) end)&#13;&#10;end&#13;&#10;&#13;&#10;target = nil&#13;&#10;function shoot(player)&#13;&#10;&#9;if player.Character then&#13;&#10;&#9;&#9;print(player.TeamColor.Number)&#13;&#10;&#9;&#9;if (player.TeamColor.Number ~= 21) then&#13;&#10;&#9;&#9;&#9;target = player.Character.PrimaryPart&#13;&#10;&#9;&#9;&#9;print(&quot;targeting hostile&quot;)&#13;&#10;&#9;&#9;elseif (player.TeamColor.Number == 21) then&#13;&#10;&#9;&#9;&#9;print(&quot;friendly, aborting&quot;)&#13;&#10;&#9;&#9;&#9;target = nil&#13;&#10;&#9;&#9;end&#13;&#10;&#9;&#9;if (target ~= nil) then&#13;&#10;&#9;&#9;&#9;local rocket = template:clone()&#13;&#10;&#9;&#9;&#9;rocket.Parent = workspace&#13;&#10;&#13;&#10;&#9;&#9;&#9;local propulsion = rocket[&quot;Propulsion&quot;]&#13;&#10;&#13;&#10;&#9;&#9;&#9;-- First the rocket flies upwards. &#13;&#10;&#9;&#9;&#9;-- When it reaches the first destination it targets the character&apos;s primary part&#13;&#10;&#9;&#9;&#9;propulsion.TargetOffset = Vector3.new(0,100,50)&#13;&#10;&#9;&#9;&#9;propulsion:Fire()&#13;&#10;&#9;&#9;&#9;wait(2)&#13;&#10;&#9;&#9;&#9;propulsion.TargetOffset = Vector3.new(0,100,100)&#13;&#10;&#9;&#9;&#9;wait(.5)&#13;&#10;&#9;&#9;&#9;local bangConnection&#13;&#10;&#9;&#9;&#9;bangConnection = setTarget(propulsion, target)&#13;&#10;&#13;&#10;&#9;&#9;&#9;-- after 20 seconds kill the rocket&#13;&#10;&#9;&#9;&#9;delay(20, function() &#13;&#10;&#9;&#9;&#9;&#9;-- stop blowing up on touch&#13;&#10;&#9;&#9;&#9;&#9;bangConnection:disconnect()&#13;&#10;&#13;&#10;&#9;&#9;&#9;&#9;-- fall out of the sky&#13;&#10;&#9;&#9;&#9;&#9;propulsion:Abort() &#13;&#10;&#13;&#10;&#9;&#9;&#9;&#9;-- after a few more seconds blow up the dud rocket&#13;&#10;&#9;&#9;&#9;&#9;wait(4) &#13;&#10;&#9;&#9;&#9;&#9;if rocket:IsDescendentOf(workspace) then &#13;&#10;&#9;&#9;&#9;&#9;&#9;bang(rocket)&#13;&#10;&#9;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;&#9;end)&#9;&#9;&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;enabled = true&#13;&#10;while (enabled == true) do&#13;&#10;&#9;test = script.Parent.Parent:FindFirstChild(&quot;gyro&quot;)&#13;&#10;&#9;if (text == nil) then&#13;&#10;&#9;&#9;enabled = false&#13;&#10;&#9;end&#13;&#10;&#9;local ps = players:GetPlayers()&#13;&#10;&#9;if #ps&gt;0 then&#13;&#10;&#9;&#9;local i = math.random(1,#ps)&#13;&#10;&#9;&#9;shoot(ps[i])&#13;&#10;&#9;end&#13;&#10;&#9;local waittime = math.random(5,20)&#13;&#10;&#9;wait(waittime)&#13;&#10;end&#13;&#10;</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Part" referent="RBX2219">
				<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">21</int>
					<CoordinateFrame name="CFrame">
						<X>114.800003</X>
						<Y>8.60000038</Y>
						<Z>-219.5</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">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">2</token>
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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">141</int>
						<CoordinateFrame name="CFrame">
							<X>41.5</X>
							<Y>7.60000038</Y>
							<Z>227.5</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">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>3</X>
							<Y>1.20000005</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX2251">
					<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">23</int>
						<CoordinateFrame name="CFrame">
							<X>40.5</X>
							<Y>6.40000057</Y>
							<Z>227.5</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>1</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX2252">
					<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">141</int>
						<CoordinateFrame name="CFrame">
							<X>41.5</X>
							<Y>5.20000029</Y>
							<Z>233.5</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>3</X>
							<Y>1.20000005</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX2242">
					<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</float>
						<float name="BottomParamB">0</float>
						<token name="BottomSurface">6</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">141</int>
						<CoordinateFrame name="CFrame">
							<X>38</X>
							<Y>4.4000001</Y>
							<Z>230.5</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">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>7</X>
							<Y>0.400000006</Y>
							<Z>10</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX2253">
					<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">23</int>
						<CoordinateFrame name="CFrame">
							<X>36</X>
							<Y>5.20000029</Y>
							<Z>230.5</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">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>1.20000005</Y>
							<Z>7</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX2254">
					<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">141</int>
						<CoordinateFrame name="CFrame">
							<X>42.2000008</X>
							<Y>7.80000019</Y>
							<Z>230.5</Z>
							<R00>0</R00>
							<R01>-1</R01>
							<R02>0</R02>
							<R10>1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<bool name="CastsShadows">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="Cullable">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">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>4</X>
							<Y>2.4000001</Y>
							<Z>5</Z>
						</Vector3>
					</Properties>
					<Item class="BodyGyro" referent="RBX2255">
						<Properties>
							<float name="D">500</float>
							<string name="Name">BodyGyro</string>
							<float name="P">3000</float>
							<bool name="archivable">true</bool>
							<CoordinateFrame name="cframe">
								<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>
							<Vector3 name="maxTorque">
								<X>400000</X>
								<Y>0</Y>
								<Z>400000</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX2256">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Script</string>
							<string name="Source">----MrDoom&apos;s autotargeter.&#13;&#10;&#13;&#10;launch = script.Parent&#13;&#10;p = Vector3.new(0,100,0)&#13;&#10;&#13;&#10;launch.BodyGyro.cframe = CFrame.new(launch.Position, p) * CFrame.fromAxisAngle(Vector3.new(1,0,0),-3.14/2)&#13;&#10;print(&quot;Aiming upwards&quot;)</string>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX2257">
					<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">Launcher</string>
						<Ref name="PrimaryPart">RBX2258</Ref>
						<bool name="archivable">true</bool>
					</Properties>
					<Item class="Part" referent="RBX2258">
						<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">141</int>
							<CoordinateFrame name="CFrame">
								<X>39.2000008</X>
								<Y>7.80000019</Y>
								<Z>232</Z>
								<R00>0</R00>
								<R01>-1</R01>
								<R02>0</R02>
								<R10>1</R10>
								<R11>0</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<bool name="CastsShadows">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="Cullable">true</bool>
							<bool name="DraggingV1">false</bool>
							<float name="Elasticity">0.5</float>
							<token name="FormFactor">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">Spawner</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>3.60000014</Y>
								<Z>2</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX2259">
						<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">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">21</int>
							<CoordinateFrame name="CFrame">
								<X>34.9000015</X>
								<Y>7.80000019</Y>
								<Z>232</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>
							<bool name="CanCollide">true</bool>
							<bool name="CastsShadows">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="Cullable">true</bool>
							<bool name="DraggingV1">false</bool>
							<float name="Elasticity">0.5</float>
							<token name="FormFactor">0</token>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">3</token>
							<token name="FrontSurfaceInput">0</token>
							<float name="LeftParamA">-0.5</float>
							<float name="LeftParamB">0.5</float>
							<token name="LeftSurface">0</token>
							<token name="LeftSurfaceInput">0</token>
							<bool name="Locked">false</bool>
							<string name="Name">Rocket</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">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>1</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="RocketPropulsion" referent="RBX2260">
							<Properties>
								<float name="CartoonFactor">0.899999976</float>
								<float name="MaxSpeed">30</float>
								<float name="MaxThrust">40000</float>
								<Vector3 name="MaxTorque">
									<X>400000</X>
									<Y>400000</Y>
									<Z>0</Z>
								</Vector3>
								<string name="Name">Propulsion</string>
								<Ref name="Target">null</Ref>
								<Vector3 name="TargetOffset">
									<X>0</X>
									<Y>50</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TargetRadius">4</float>
								<float name="ThrustD">9.99999975e-005</float>
								<float name="ThrustP">5</float>
								<float name="TurnD">500</float>
								<float name="TurnP">3000</float>
								<bool name="archivable">true</bool>
							</Properties>
						</Item>
					</Item>
					<Item class="Script" referent="RBX2261">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Script</string>
							<string name="Source">-----MrDoomBringer&apos;s ugly modifications of Eric Cassel&apos;s rocket script.&#13;&#10;wait(5)&#13;&#10;players = game:service(&quot;Players&quot;)&#13;&#10;&#13;&#10;-- get the Rocket&#13;&#10;template = script.Parent[&quot;Rocket&quot;]&#13;&#10;&#13;&#10;-- hide the rocket template (hack)&#13;&#10;template.Parent = nil&#13;&#10;template.Anchored = false&#13;&#10;&#13;&#10;function bang(part)&#13;&#10;&#9;local e = Instance.new(&quot;Explosion&quot;)&#13;&#10;&#9;e.Position = part.Position&#13;&#10;&#9;part.Parent = nil&#13;&#10;&#9;e.Parent = workspace&#13;&#10;end&#13;&#10;&#13;&#10;-- Targets a rocket and causes it to blow up on touch (arms it)&#13;&#10;function setTarget(propulsion, target)&#13;&#10;&#9;local rocket = propulsion.Parent&#13;&#10;&#9;propulsion.TargetOffset = Vector3.new(-5,0,5)&#13;&#10;&#9;propulsion.Target = target&#13;&#10;&#9;return rocket.Touched:connect(function() bang(rocket) end)&#13;&#10;end&#13;&#10;&#13;&#10;target = nil&#13;&#10;function shoot(player)&#13;&#10;&#9;if player.Character then&#13;&#10;&#9;&#9;print(player.TeamColor.Number)&#13;&#10;&#9;&#9;if (player.TeamColor.Number ~= 23) then&#13;&#10;&#9;&#9;&#9;target = player.Character.PrimaryPart&#13;&#10;&#9;&#9;&#9;print(&quot;targeting hostile&quot;)&#13;&#10;&#9;&#9;elseif (player.TeamColor.Number == 23) then&#13;&#10;&#9;&#9;&#9;print(&quot;friendly, aborting&quot;)&#13;&#10;&#9;&#9;&#9;target = nil&#13;&#10;&#9;&#9;end&#13;&#10;&#9;&#9;if (target ~= nil) then&#13;&#10;&#9;&#9;&#9;local rocket = template:clone()&#13;&#10;&#9;&#9;&#9;rocket.Parent = workspace&#13;&#10;&#13;&#10;&#9;&#9;&#9;local propulsion = rocket[&quot;Propulsion&quot;]&#13;&#10;&#13;&#10;&#9;&#9;&#9;-- First the rocket flies upwards. &#13;&#10;&#9;&#9;&#9;-- When it reaches the first destination it targets the character&apos;s primary part&#13;&#10;&#9;&#9;&#9;propulsion.TargetOffset = Vector3.new(0,100,50)&#13;&#10;&#9;&#9;&#9;propulsion:Fire()&#13;&#10;&#9;&#9;&#9;wait(2)&#13;&#10;&#9;&#9;&#9;propulsion.TargetOffset = Vector3.new(0,100,100)&#13;&#10;&#9;&#9;&#9;wait(.5)&#13;&#10;&#9;&#9;&#9;local bangConnection&#13;&#10;&#9;&#9;&#9;bangConnection = setTarget(propulsion, target)&#13;&#10;&#13;&#10;&#9;&#9;&#9;-- after 20 seconds kill the rocket&#13;&#10;&#9;&#9;&#9;delay(20, function() &#13;&#10;&#9;&#9;&#9;&#9;-- stop blowing up on touch&#13;&#10;&#9;&#9;&#9;&#9;bangConnection:disconnect()&#13;&#10;&#13;&#10;&#9;&#9;&#9;&#9;-- fall out of the sky&#13;&#10;&#9;&#9;&#9;&#9;propulsion:Abort() &#13;&#10;&#13;&#10;&#9;&#9;&#9;&#9;-- after a few more seconds blow up the dud rocket&#13;&#10;&#9;&#9;&#9;&#9;wait(4) &#13;&#10;&#9;&#9;&#9;&#9;if rocket:IsDescendentOf(workspace) then &#13;&#10;&#9;&#9;&#9;&#9;&#9;bang(rocket)&#13;&#10;&#9;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;&#9;end)&#9;&#9;&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;while true do&#13;&#10;&#9;local ps = players:GetPlayers()&#13;&#10;&#9;if #ps&gt;0 then&#13;&#10;&#9;&#9;local i = math.random(1,#ps)&#13;&#10;&#9;&#9;shoot(ps[i])&#13;&#10;&#9;end&#13;&#10;&#9;local waittime = math.random(5,20)&#13;&#10;&#9;wait(waittime)&#13;&#10;end&#13;&#10;</string>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX2262">
					<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">Launcher</string>
						<Ref name="PrimaryPart">RBX2263</Ref>
						<bool name="archivable">true</bool>
					</Properties>
					<Item class="Part" referent="RBX2263">
						<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">141</int>
							<CoordinateFrame name="CFrame">
								<X>39.2000008</X>
								<Y>7.80000019</Y>
								<Z>229</Z>
								<R00>0</R00>
								<R01>-1</R01>
								<R02>0</R02>
								<R10>1</R10>
								<R11>0</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<bool name="CastsShadows">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="Cullable">true</bool>
							<bool name="DraggingV1">false</bool>
							<float name="Elasticity">0.5</float>
							<token name="FormFactor">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">Spawner</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>3.60000014</Y>
								<Z>2</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX2264">
						<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">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">21</int>
							<CoordinateFrame name="CFrame">
								<X>34.9000015</X>
								<Y>7.80000019</Y>
								<Z>229</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>
							<bool name="CanCollide">true</bool>
							<bool name="CastsShadows">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="Cullable">true</bool>
							<bool name="DraggingV1">false</bool>
							<float name="Elasticity">0.5</float>
							<token name="FormFactor">0</token>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">3</token>
							<token name="FrontSurfaceInput">0</token>
							<float name="LeftParamA">-0.5</float>
							<float name="LeftParamB">0.5</float>
							<token name="LeftSurface">0</token>
							<token name="LeftSurfaceInput">0</token>
							<bool name="Locked">false</bool>
							<string name="Name">Rocket</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">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>1</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="RocketPropulsion" referent="RBX2265">
							<Properties>
								<float name="CartoonFactor">0.899999976</float>
								<float name="MaxSpeed">30</float>
								<float name="MaxThrust">40000</float>
								<Vector3 name="MaxTorque">
									<X>400000</X>
									<Y>400000</Y>
									<Z>0</Z>
								</Vector3>
								<string name="Name">Propulsion</string>
								<Ref name="Target">null</Ref>
								<Vector3 name="TargetOffset">
									<X>0</X>
									<Y>50</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TargetRadius">4</float>
								<float name="ThrustD">9.99999975e-005</float>
								<float name="ThrustP">5</float>
								<float name="TurnD">500</float>
								<float name="TurnP">3000</float>
								<bool name="archivable">true</bool>
							</Properties>
						</Item>
					</Item>
					<Item class="Script" referent="RBX2266">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Script</string>
							<string name="Source">-----MrDoomBringer&apos;s ugly modifications of Eric Cassel&apos;s rocket script.&#13;&#10;wait(5)&#13;&#10;players = game:service(&quot;Players&quot;)&#13;&#10;&#13;&#10;-- get the Rocket&#13;&#10;template = script.Parent[&quot;Rocket&quot;]&#13;&#10;&#13;&#10;-- hide the rocket template (hack)&#13;&#10;template.Parent = nil&#13;&#10;template.Anchored = false&#13;&#10;&#13;&#10;function bang(part)&#13;&#10;&#9;local e = Instance.new(&quot;Explosion&quot;)&#13;&#10;&#9;e.Position = part.Position&#13;&#10;&#9;part.Parent = nil&#13;&#10;&#9;e.Parent = workspace&#13;&#10;end&#13;&#10;&#13;&#10;-- Targets a rocket and causes it to blow up on touch (arms it)&#13;&#10;function setTarget(propulsion, target)&#13;&#10;&#9;local rocket = propulsion.Parent&#13;&#10;&#9;propulsion.TargetOffset = Vector3.new(-5,0,5)&#13;&#10;&#9;propulsion.Target = target&#13;&#10;&#9;return rocket.Touched:connect(function() bang(rocket) end)&#13;&#10;end&#13;&#10;&#13;&#10;target = nil&#13;&#10;function shoot(player)&#13;&#10;&#9;if player.Character then&#13;&#10;&#9;&#9;print(player.TeamColor.Number)&#13;&#10;&#9;&#9;if (player.TeamColor.Number ~= 23) then&#13;&#10;&#9;&#9;&#9;target = player.Character.PrimaryPart&#13;&#10;&#9;&#9;&#9;print(&quot;targeting hostile&quot;)&#13;&#10;&#9;&#9;elseif (player.TeamColor.Number == 23) then&#13;&#10;&#9;&#9;&#9;print(&quot;friendly, aborting&quot;)&#13;&#10;&#9;&#9;&#9;target = nil&#13;&#10;&#9;&#9;end&#13;&#10;&#9;&#9;if (target ~= nil) then&#13;&#10;&#9;&#9;&#9;local rocket = template:clone()&#13;&#10;&#9;&#9;&#9;rocket.Parent = workspace&#13;&#10;&#13;&#10;&#9;&#9;&#9;local propulsion = rocket[&quot;Propulsion&quot;]&#13;&#10;&#13;&#10;&#9;&#9;&#9;-- First the rocket flies upwards. &#13;&#10;&#9;&#9;&#9;-- When it reaches the first destination it targets the character&apos;s primary part&#13;&#10;&#9;&#9;&#9;propulsion.TargetOffset = Vector3.new(0,100,50)&#13;&#10;&#9;&#9;&#9;propulsion:Fire()&#13;&#10;&#9;&#9;&#9;wait(2)&#13;&#10;&#9;&#9;&#9;propulsion.TargetOffset = Vector3.new(0,100,100)&#13;&#10;&#9;&#9;&#9;wait(.5)&#13;&#10;&#9;&#9;&#9;local bangConnection&#13;&#10;&#9;&#9;&#9;bangConnection = setTarget(propulsion, target)&#13;&#10;&#13;&#10;&#9;&#9;&#9;-- after 20 seconds kill the rocket&#13;&#10;&#9;&#9;&#9;delay(20, function() &#13;&#10;&#9;&#9;&#9;&#9;-- stop blowing up on touch&#13;&#10;&#9;&#9;&#9;&#9;bangConnection:disconnect()&#13;&#10;&#13;&#10;&#9;&#9;&#9;&#9;-- fall out of the sky&#13;&#10;&#9;&#9;&#9;&#9;propulsion:Abort() &#13;&#10;&#13;&#10;&#9;&#9;&#9;&#9;-- after a few more seconds blow up the dud rocket&#13;&#10;&#9;&#9;&#9;&#9;wait(4) &#13;&#10;&#9;&#9;&#9;&#9;if rocket:IsDescendentOf(workspace) then &#13;&#10;&#9;&#9;&#9;&#9;&#9;bang(rocket)&#13;&#10;&#9;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;&#9;end)&#9;&#9;&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;while true do&#13;&#10;&#9;local ps = players:GetPlayers()&#13;&#10;&#9;if #ps&gt;0 then&#13;&#10;&#9;&#9;local i = math.random(1,#ps)&#13;&#10;&#9;&#9;shoot(ps[i])&#13;&#10;&#9;end&#13;&#10;&#9;local waittime = math.random(5,20)&#13;&#10;&#9;wait(waittime)&#13;&#10;end&#13;&#10;</string>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX2267">
					<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">23</int>
						<CoordinateFrame name="CFrame">
							<X>36.7999992</X>
							<Y>7.80000019</Y>
							<Z>230.5</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">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">2</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">false</bool>
						<string name="Name">gyro</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">1</token>
						<Vector3 name="size">
							<X>1</X>
							<Y>8.40000057</Y>
							<Z>2</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX2268">
					<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">23</int>
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					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">false</bool>
					<string name="Name">Smooth Block Model</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>2</X>
						<Y>1.20000005</Y>
						<Z>2</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX2283">
				<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">141</int>
					<CoordinateFrame name="CFrame">
						<X>42</X>
						<Y>2.0999999</Y>
						<Z>230.5</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">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>7</X>
						<Y>2</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
				<Item class="SpecialMesh" referent="RBX2284">
					<Properties>
						<Content name="MeshId"><null></null></Content>
						<token name="MeshType">2</token>
						<string name="Name">Mesh</string>
						<Vector3 name="Scale">
							<X>1</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
						<Content name="TextureId"><null></null></Content>
						<Vector3 name="VertexColor">
							<X>1</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Part" referent="RBX2285">
				<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">141</int>
					<CoordinateFrame name="CFrame">
						<X>24</X>
						<Y>2.0999999</Y>
						<Z>230.5</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">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>3</X>
						<Y>2</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
				<Item class="SpecialMesh" referent="RBX2286">
					<Properties>
						<Content name="MeshId"><null></null></Content>
						<token name="MeshType">2</token>
						<string name="Name">Mesh</string>
						<Vector3 name="Scale">
							<X>1</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
						<Content name="TextureId"><null></null></Content>
						<Vector3 name="VertexColor">
							<X>1</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Part" referent="RBX2287">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.100000001</float>
					<float name="BackParamB">0.100000001</float>
					<token name="BackSurface">7</token>
					<token name="BackSurfaceInput">2</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>23.5</X>
						<Y>3.20000005</Y>
						<Z>233</Z>
						<R00>0</R00>
						<R01>0</R01>
						<R02>-1</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>1</R20>
						<R21>0</R21>
						<R22>0</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<bool name="CastsShadows">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="Cullable">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">1</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">false</bool>
					<string name="Name">Smooth Block Model</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>2</X>
						<Y>1.20000005</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX2288">
				<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>26.5</X>
						<Y>1.89999998</Y>
						<Z>233.5</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">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">Smooth Block Model</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">0</float>
					<float name="RightParamB">0</float>
					<token name="RightSurface">6</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>3</X>
						<Y>3</Y>
						<Z>3</Z>
					</Vector3>
				</Properties>
			</Item>
		</Item>
		<Item class="Script" referent="RBX2289">
			<Properties>
				<bool name="Disabled">false</bool>
				<Content name="LinkedSource"><null></null></Content>
				<string name="Name">buildingregen</string>
				<string name="Source">-----MrDoom&apos;s multiregen script&#13;&#10;&#13;&#10;print (&quot;regen script ready&quot;)&#13;&#10;&#13;&#10;building1 = game.Workspace.building1:Clone()&#13;&#10;building2 = game.Workspace.building2:Clone()&#13;&#10;building3 = game.Workspace.building3:Clone()&#13;&#10;building4 = game.Workspace.building4:Clone()&#13;&#10;msg = game.Workspace.Message&#13;&#10;&#13;&#10;while true do&#13;&#10;&#9;wait(250)&#13;&#10;&#9;regen = building1:Clone()&#13;&#10;&#9;msg.Text = &quot;Rebuilding Building&quot;&#13;&#10;&#9;game.Workspace.building1:Remove()&#13;&#10;&#9;wait(1)&#13;&#10;&#9;regen.Parent = game.Workspace&#13;&#10;&#9;regen:MakeJoints()&#13;&#10;&#9;wait(10)&#13;&#10;------------&#13;&#10;&#9;regen = building3:Clone()&#13;&#10;&#9;game.Workspace.building3:Remove()&#13;&#10;&#9;wait(1)&#13;&#10;&#9;regen.Parent = game.Workspace&#13;&#10;&#9;regen:MakeJoints()&#13;&#10;-------------&#13;&#10;&#9;wait(10)&#13;&#10;&#9;regen = building2:Clone()&#13;&#10;&#9;game.Workspace.building2:Remove()&#13;&#10;&#9;wait(1)&#13;&#10;&#9;regen.Parent = game.Workspace&#13;&#10;&#9;regen:MakeJoints()&#13;&#10;&#9;wait(10)&#13;&#10;------------------&#13;&#10;&#9;regen = building4:Clone()&#13;&#10;&#9;game.Workspace.building4:Remove()&#13;&#10;&#9;wait(1)&#13;&#10;&#9;regen.Parent = game.Workspace&#13;&#10;&#9;regen:MakeJoints()&#9;&#13;&#10;&#9;wait(4)&#13;&#10;&#9;msg.Text = &quot;Fight back and take the green flags! &quot;&#13;&#10;end</string>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
		<Item class="Model" referent="RBX2290">
			<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">building2</string>
				<Ref name="PrimaryPart">RBX2291</Ref>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Model" referent="RBX2292">
				<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">building 2</string>
					<Ref name="PrimaryPart">RBX2291</Ref>
					<bool name="archivable">true</bool>
				</Properties>
				<Item class="Part" referent="RBX2291">
					<Properties>
						<bool name="Anchored">false</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">4</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">26</int>
						<CoordinateFrame name="CFrame">
							<X>61.5</X>
							<Y>16.2000008</Y>
							<Z>62.5</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">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>25</X>
							<Y>1.20000005</Y>
							<Z>19</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Model" referent="RBX2293">
					<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">Wall</string>
						<Ref name="PrimaryPart">RBX2294</Ref>
						<bool name="archivable">true</bool>
					</Properties>
					<Item class="Part" referent="RBX2295">
						<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">23</int>
							<CoordinateFrame name="CFrame">
								<X>70.5</X>
								<Y>12.6000004</Y>
								<Z>53.5</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>
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				<string name="Name">tankregen</string>
				<string name="Source">-----MrDoom&apos;s multiregen script&#13;&#10;&#13;&#10;print (&quot;tankregen script ready&quot;)&#13;&#10;&#13;&#10;tankr = game.Workspace.RocketTank1R:Clone()&#13;&#10;tankb = game.Workspace.RocketTank1B:Clone()&#13;&#10;msg = game.Workspace.Message&#13;&#10;&#13;&#10;tops = game.Teams.Tops&#13;&#10;fronts = game.Teams.Fronts&#13;&#10;&#13;&#10;&#13;&#10;print(&quot;point tank regen ready&quot;)&#13;&#10;&#13;&#10;while true do&#13;&#10;&#9;wait(3)&#13;&#10;&#9;if (tops.Score &gt; 9) then&#13;&#10;&#9;&#9;regen = tankr:Clone()&#13;&#10;&#9;&#9;msg.Text = &quot;Tops got a new rocket tank!&quot;&#13;&#10;&#9;&#9;game.Workspace.RocketTank1R.Parent = nil&#13;&#10;&#9;&#9;wait(2)&#13;&#10;&#9;&#9;regen.Parent = game.Workspace&#13;&#10;&#9;&#9;regen:MakeJoints()&#13;&#10;&#9;&#9;wait(2)&#13;&#10;&#9;&#9;msg.Text = &quot;Fight back and take the green flags!&quot;&#13;&#10;&#9;&#9;tops.Score = 0&#13;&#10;&#9;end&#13;&#10;&#9;if (fronts.Score &gt; 9) then&#13;&#10;&#9;&#9;regen = tankb:Clone()&#13;&#10;&#9;&#9;msg.Text =  &quot;Fronts got a new rocket tank!&quot;&#13;&#10;&#9;&#9;game.Workspace.RocketTank1B.Parent = nil&#13;&#10;&#9;&#9;wait(2)&#13;&#10;&#9;&#9;regen.Parent = game.Workspace&#13;&#10;&#9;&#9;regen:MakeJoints()&#13;&#10;&#9;&#9;wait(2)&#13;&#10;&#9;&#9;msg.Text = &quot;Fight back and take the green flags!&quot;&#13;&#10;&#9;&#9;fronts.Score = 0&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;</string>
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						<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>7</X>
							<Y>0.400000006</Y>
							<Z>10</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX2567">
					<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">21</int>
						<CoordinateFrame name="CFrame">
							<X>88</X>
							<Y>6.00000048</Y>
							<Z>-219.5</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">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>1.20000005</Y>
							<Z>7</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX2568">
					<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">141</int>
						<CoordinateFrame name="CFrame">
							<X>94.2000046</X>
							<Y>8.60000038</Y>
							<Z>-219.5</Z>
							<R00>0</R00>
							<R01>-1</R01>
							<R02>0</R02>
							<R10>1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<bool name="CastsShadows">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="Cullable">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">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>4</X>
							<Y>2.4000001</Y>
							<Z>5</Z>
						</Vector3>
					</Properties>
					<Item class="BodyGyro" referent="RBX2569">
						<Properties>
							<float name="D">500</float>
							<string name="Name">BodyGyro</string>
							<float name="P">3000</float>
							<bool name="archivable">true</bool>
							<CoordinateFrame name="cframe">
								<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>
							<Vector3 name="maxTorque">
								<X>400000</X>
								<Y>0</Y>
								<Z>400000</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX2570">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Script</string>
							<string name="Source">----MrDoom&apos;s autotargeter.&#13;&#10;&#13;&#10;launch = script.Parent&#13;&#10;p = Vector3.new(0,100,0)&#13;&#10;&#13;&#10;launch.BodyGyro.cframe = CFrame.new(launch.Position, p) * CFrame.fromAxisAngle(Vector3.new(1,0,0),-3.14/2)&#13;&#10;print(&quot;Aiming upwards&quot;)</string>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX2571">
					<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">Launcher</string>
						<Ref name="PrimaryPart">RBX2572</Ref>
						<bool name="archivable">true</bool>
					</Properties>
					<Item class="Part" referent="RBX2572">
						<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">141</int>
							<CoordinateFrame name="CFrame">
								<X>91.2000046</X>
								<Y>8.60000038</Y>
								<Z>-218</Z>
								<R00>0</R00>
								<R01>-1</R01>
								<R02>0</R02>
								<R10>1</R10>
								<R11>0</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<bool name="CastsShadows">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="Cullable">true</bool>
							<bool name="DraggingV1">false</bool>
							<float name="Elasticity">0.5</float>
							<token name="FormFactor">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">Spawner</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>3.60000014</Y>
								<Z>2</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX2573">
						<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">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">21</int>
							<CoordinateFrame name="CFrame">
								<X>86.9000015</X>
								<Y>8.60000038</Y>
								<Z>-218</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>
							<bool name="CanCollide">true</bool>
							<bool name="CastsShadows">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="Cullable">true</bool>
							<bool name="DraggingV1">false</bool>
							<float name="Elasticity">0.5</float>
							<token name="FormFactor">0</token>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">3</token>
							<token name="FrontSurfaceInput">0</token>
							<float name="LeftParamA">-0.5</float>
							<float name="LeftParamB">0.5</float>
							<token name="LeftSurface">0</token>
							<token name="LeftSurfaceInput">0</token>
							<bool name="Locked">false</bool>
							<string name="Name">Rocket</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">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>1</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="RocketPropulsion" referent="RBX2574">
							<Properties>
								<float name="CartoonFactor">0.899999976</float>
								<float name="MaxSpeed">30</float>
								<float name="MaxThrust">40000</float>
								<Vector3 name="MaxTorque">
									<X>400000</X>
									<Y>400000</Y>
									<Z>0</Z>
								</Vector3>
								<string name="Name">Propulsion</string>
								<Ref name="Target">null</Ref>
								<Vector3 name="TargetOffset">
									<X>0</X>
									<Y>50</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TargetRadius">4</float>
								<float name="ThrustD">9.99999975e-005</float>
								<float name="ThrustP">5</float>
								<float name="TurnD">500</float>
								<float name="TurnP">3000</float>
								<bool name="archivable">true</bool>
							</Properties>
						</Item>
					</Item>
					<Item class="Script" referent="RBX2575">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Script</string>
							<string name="Source">-----MrDoomBringer&apos;s ugly modifications of Eric Cassel&apos;s rocket script.&#13;&#10;wait(5)&#13;&#10;players = game:service(&quot;Players&quot;)&#13;&#10;&#13;&#10;-- get the Rocket&#13;&#10;template = script.Parent[&quot;Rocket&quot;]&#13;&#10;&#13;&#10;-- hide the rocket template (hack)&#13;&#10;template.Parent = nil&#13;&#10;template.Anchored = false&#13;&#10;&#13;&#10;function bang(part)&#13;&#10;&#9;local e = Instance.new(&quot;Explosion&quot;)&#13;&#10;&#9;e.Position = part.Position&#13;&#10;&#9;part.Parent = nil&#13;&#10;&#9;e.Parent = workspace&#13;&#10;end&#13;&#10;&#13;&#10;-- Targets a rocket and causes it to blow up on touch (arms it)&#13;&#10;function setTarget(propulsion, target)&#13;&#10;&#9;local rocket = propulsion.Parent&#13;&#10;&#9;propulsion.TargetOffset = Vector3.new(-5,0,5)&#13;&#10;&#9;propulsion.Target = target&#13;&#10;&#9;return rocket.Touched:connect(function() bang(rocket) end)&#13;&#10;end&#13;&#10;&#13;&#10;target = nil&#13;&#10;function shoot(player)&#13;&#10;&#9;if player.Character then&#13;&#10;&#9;&#9;print(player.TeamColor.Number)&#13;&#10;&#9;&#9;if (player.TeamColor.Number ~= 21) then&#13;&#10;&#9;&#9;&#9;target = player.Character.PrimaryPart&#13;&#10;&#9;&#9;&#9;print(&quot;targeting hostile&quot;)&#13;&#10;&#9;&#9;elseif (player.TeamColor.Number == 21) then&#13;&#10;&#9;&#9;&#9;print(&quot;friendly, aborting&quot;)&#13;&#10;&#9;&#9;&#9;target = nil&#13;&#10;&#9;&#9;end&#13;&#10;&#9;&#9;if (target ~= nil) then&#13;&#10;&#9;&#9;&#9;local rocket = template:clone()&#13;&#10;&#9;&#9;&#9;rocket.Parent = workspace&#13;&#10;&#13;&#10;&#9;&#9;&#9;local propulsion = rocket[&quot;Propulsion&quot;]&#13;&#10;&#13;&#10;&#9;&#9;&#9;-- First the rocket flies upwards. &#13;&#10;&#9;&#9;&#9;-- When it reaches the first destination it targets the character&apos;s primary part&#13;&#10;&#9;&#9;&#9;propulsion.TargetOffset = Vector3.new(0,100,50)&#13;&#10;&#9;&#9;&#9;propulsion:Fire()&#13;&#10;&#9;&#9;&#9;wait(2)&#13;&#10;&#9;&#9;&#9;propulsion.TargetOffset = Vector3.new(0,100,100)&#13;&#10;&#9;&#9;&#9;wait(.5)&#13;&#10;&#9;&#9;&#9;local bangConnection&#13;&#10;&#9;&#9;&#9;bangConnection = setTarget(propulsion, target)&#13;&#10;&#13;&#10;&#9;&#9;&#9;-- after 20 seconds kill the rocket&#13;&#10;&#9;&#9;&#9;delay(20, function() &#13;&#10;&#9;&#9;&#9;&#9;-- stop blowing up on touch&#13;&#10;&#9;&#9;&#9;&#9;bangConnection:disconnect()&#13;&#10;&#13;&#10;&#9;&#9;&#9;&#9;-- fall out of the sky&#13;&#10;&#9;&#9;&#9;&#9;propulsion:Abort() &#13;&#10;&#13;&#10;&#9;&#9;&#9;&#9;-- after a few more seconds blow up the dud rocket&#13;&#10;&#9;&#9;&#9;&#9;wait(4) &#13;&#10;&#9;&#9;&#9;&#9;if rocket:IsDescendentOf(workspace) then &#13;&#10;&#9;&#9;&#9;&#9;&#9;bang(rocket)&#13;&#10;&#9;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;&#9;end)&#9;&#9;&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;while true do&#13;&#10;&#9;local ps = players:GetPlayers()&#13;&#10;&#9;if #ps&gt;0 then&#13;&#10;&#9;&#9;local i = math.random(1,#ps)&#13;&#10;&#9;&#9;shoot(ps[i])&#13;&#10;&#9;end&#13;&#10;&#9;local waittime = math.random(5,20)&#13;&#10;&#9;wait(waittime)&#13;&#10;end&#13;&#10;</string>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX2576">
					<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">Launcher</string>
						<Ref name="PrimaryPart">RBX2577</Ref>
						<bool name="archivable">true</bool>
					</Properties>
					<Item class="Part" referent="RBX2577">
						<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">141</int>
							<CoordinateFrame name="CFrame">
								<X>91.2000046</X>
								<Y>8.60000038</Y>
								<Z>-221</Z>
								<R00>0</R00>
								<R01>-1</R01>
								<R02>0</R02>
								<R10>1</R10>
								<R11>0</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<bool name="CastsShadows">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="Cullable">true</bool>
							<bool name="DraggingV1">false</bool>
							<float name="Elasticity">0.5</float>
							<token name="FormFactor">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">Spawner</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>
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							<float name="BottomParamB">0.5</float>
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							<int name="BrickColor">21</int>
							<CoordinateFrame name="CFrame">
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								<Y>8.60000038</Y>
								<Z>-221</Z>
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							</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>
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							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
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							<string name="Name">Rocket</string>
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						<Item class="RocketPropulsion" referent="RBX2579">
							<Properties>
								<float name="CartoonFactor">0.899999976</float>
								<float name="MaxSpeed">30</float>
								<float name="MaxThrust">40000</float>
								<Vector3 name="MaxTorque">
									<X>400000</X>
									<Y>400000</Y>
									<Z>0</Z>
								</Vector3>
								<string name="Name">Propulsion</string>
								<Ref name="Target">null</Ref>
								<Vector3 name="TargetOffset">
									<X>0</X>
									<Y>50</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TargetRadius">4</float>
								<float name="ThrustD">9.99999975e-005</float>
								<float name="ThrustP">5</float>
								<float name="TurnD">500</float>
								<float name="TurnP">3000</float>
								<bool name="archivable">true</bool>
							</Properties>
						</Item>
					</Item>
					<Item class="Script" referent="RBX2580">
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							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Script</string>
							<string name="Source">-----MrDoomBringer&apos;s ugly modifications of Eric Cassel&apos;s rocket script.&#13;&#10;wait(5)&#13;&#10;players = game:service(&quot;Players&quot;)&#13;&#10;&#13;&#10;-- get the Rocket&#13;&#10;template = script.Parent[&quot;Rocket&quot;]&#13;&#10;&#13;&#10;-- hide the rocket template (hack)&#13;&#10;template.Parent = nil&#13;&#10;template.Anchored = false&#13;&#10;&#13;&#10;function bang(part)&#13;&#10;&#9;local e = Instance.new(&quot;Explosion&quot;)&#13;&#10;&#9;e.Position = part.Position&#13;&#10;&#9;part.Parent = nil&#13;&#10;&#9;e.Parent = workspace&#13;&#10;end&#13;&#10;&#13;&#10;-- Targets a rocket and causes it to blow up on touch (arms it)&#13;&#10;function setTarget(propulsion, target)&#13;&#10;&#9;local rocket = propulsion.Parent&#13;&#10;&#9;propulsion.TargetOffset = Vector3.new(-5,0,5)&#13;&#10;&#9;propulsion.Target = target&#13;&#10;&#9;return rocket.Touched:connect(function() bang(rocket) end)&#13;&#10;end&#13;&#10;&#13;&#10;target = nil&#13;&#10;function shoot(player)&#13;&#10;&#9;if player.Character then&#13;&#10;&#9;&#9;print(player.TeamColor.Number)&#13;&#10;&#9;&#9;if (player.TeamColor.Number ~= 21) then&#13;&#10;&#9;&#9;&#9;target = player.Character.PrimaryPart&#13;&#10;&#9;&#9;&#9;print(&quot;targeting hostile&quot;)&#13;&#10;&#9;&#9;elseif (player.TeamColor.Number == 21) then&#13;&#10;&#9;&#9;&#9;print(&quot;friendly, aborting&quot;)&#13;&#10;&#9;&#9;&#9;target = nil&#13;&#10;&#9;&#9;end&#13;&#10;&#9;&#9;if (target ~= nil) then&#13;&#10;&#9;&#9;&#9;local rocket = template:clone()&#13;&#10;&#9;&#9;&#9;rocket.Parent = workspace&#13;&#10;&#13;&#10;&#9;&#9;&#9;local propulsion = rocket[&quot;Propulsion&quot;]&#13;&#10;&#13;&#10;&#9;&#9;&#9;-- First the rocket flies upwards. &#13;&#10;&#9;&#9;&#9;-- When it reaches the first destination it targets the character&apos;s primary part&#13;&#10;&#9;&#9;&#9;propulsion.TargetOffset = Vector3.new(0,100,50)&#13;&#10;&#9;&#9;&#9;propulsion:Fire()&#13;&#10;&#9;&#9;&#9;wait(2)&#13;&#10;&#9;&#9;&#9;propulsion.TargetOffset = Vector3.new(0,100,100)&#13;&#10;&#9;&#9;&#9;wait(.5)&#13;&#10;&#9;&#9;&#9;local bangConnection&#13;&#10;&#9;&#9;&#9;bangConnection = setTarget(propulsion, target)&#13;&#10;&#13;&#10;&#9;&#9;&#9;-- after 20 seconds kill the rocket&#13;&#10;&#9;&#9;&#9;delay(20, function() &#13;&#10;&#9;&#9;&#9;&#9;-- stop blowing up on touch&#13;&#10;&#9;&#9;&#9;&#9;bangConnection:disconnect()&#13;&#10;&#13;&#10;&#9;&#9;&#9;&#9;-- fall out of the sky&#13;&#10;&#9;&#9;&#9;&#9;propulsion:Abort() &#13;&#10;&#13;&#10;&#9;&#9;&#9;&#9;-- after a few more seconds blow up the dud rocket&#13;&#10;&#9;&#9;&#9;&#9;wait(4) &#13;&#10;&#9;&#9;&#9;&#9;if rocket:IsDescendentOf(workspace) then &#13;&#10;&#9;&#9;&#9;&#9;&#9;bang(rocket)&#13;&#10;&#9;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;&#9;end)&#9;&#9;&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;enabled = true&#13;&#10;while (enabled == true) do&#13;&#10;&#9;test = script.Parent.Parent:FindFirstChild(&quot;gyro&quot;)&#13;&#10;&#9;if (text == nil) then&#13;&#10;&#9;&#9;enabled = false&#13;&#10;&#9;end&#13;&#10;&#9;local ps = players:GetPlayers()&#13;&#10;&#9;if #ps&gt;0 then&#13;&#10;&#9;&#9;local i = math.random(1,#ps)&#13;&#10;&#9;&#9;shoot(ps[i])&#13;&#10;&#9;end&#13;&#10;&#9;local waittime = math.random(5,20)&#13;&#10;&#9;wait(waittime)&#13;&#10;end&#13;&#10;</string>
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