
Key Required

local game = game
local replicatedStorage = game:GetService("ReplicatedStorage")
local player = game:GetService("Players").LocalPlayer
local cd = 0
local weapon = "p250"
local weapons = {}
local dragging = false
local dragInput, mousePos, framePos
for _,v in replicatedStorage.Prefabs.Items:GetChildren() do
if v:FindFirstChild("Barral") or v:FindFirstChild("Barrel") then
table.insert(weapons, v.Name)
end
end
local screenGui = Instance.new("ScreenGui")
screenGui.ResetOnSpawn = false
screenGui.Parent = player:WaitForChild("PlayerGui")
local mainFrame = Instance.new("Frame")
mainFrame.Size = UDim2.new(0, 200, 0, 50)
mainFrame.Position = UDim2.new(0.5, -100, 0.5, -25)
mainFrame.AnchorPoint = Vector2.new(0.5, 0.5)
mainFrame.BackgroundColor3 = Color3.new(0.2, 0.2, 0.2)
mainFrame.Parent = screenGui
local expandButton = Instance.new("TextButton")
expandButton.Size = UDim2.new(1, 0, 1, 0)
expandButton.Text = "Show Names"
expandButton.BackgroundColor3 = Color3.new(0.3, 0.3, 0.3)
expandButton.TextColor3 = Color3.new(1, 1, 1)
expandButton.Parent = mainFrame
local weaponsFrame = Instance.new("Frame")
weaponsFrame.Size = UDim2.new(1, 0, 0, #weapons * 30)
weaponsFrame.Position = UDim2.new(0, 0, 1, 0)
weaponsFrame.BackgroundColor3 = Color3.new(0.25, 0.25, 0.25)
weaponsFrame.Visible = false
weaponsFrame.Parent = mainFrame
local layout = Instance.new("UIListLayout")
layout.Parent = weaponsFrame
layout.Padding = UDim.new(0, 5)
for _, weaponname in ipairs(weapons) do
local nameButton = Instance.new("TextButton")
nameButton.Size = UDim2.new(1, 0, 0, 30)
nameButton.Text = weaponname
nameButton.BackgroundColor3 = Color3.new(0.4, 0.4, 0.4)
nameButton.TextColor3 = Color3.new(1, 1, 1)
nameButton.Parent = weaponsFrame
nameButton.MouseButton1Click:Connect(function()
weapon = weaponname
print(weapon)
end)
end
expandButton.MouseButton1Click:Connect(function()
weaponsFrame.Visible = not weaponsFrame.Visible
expandButton.Text = weaponsFrame.Visible and "Hide Weapons" or "Show Weapons"
end)
expandButton.InputBegan:Connect(function(input)
if input.UserInputType == Enum.UserInputType.MouseButton1 then
dragging = true
mousePos = input.Position
framePos = mainFrame.Position
input.Changed:Connect(function()
if input.UserInputState == Enum.UserInputState.End then
dragging = false
end
end)
end
end)
expandButton.InputChanged:Connect(function(input)
if input.UserInputType == Enum.UserInputType.MouseMovement then
dragInput = input
end
end)
game:GetService("UserInputService").InputChanged:Connect(function(input)
if input == dragInput and dragging then
local delta = input.Position - mousePos
mainFrame.Position = UDim2.new(
framePos.X.Scale, framePos.X.Offset + delta.X,
framePos.Y.Scale, framePos.Y.Offset + delta.Y
)
end
end)
game:GetService("RunService").RenderStepped:Connect(function(delta)
local character = player.Character
if cd > 0.05 then
for _,v in workspace.Entity:GetChildren() do
if (character.HumanoidRootPart.CFrame.Position - v.Head.CFrame.Position).Magnitude < 50 and v:FindFirstChild("Zombie") and v.Zombie.Health > 0 and character:FindFirstChild(weapon) then
replicatedStorage.Library.RemotesManager.PrimaryFire:FireServer("#1", character[weapon], {["ShotPoint"] = character.HumanoidRootPart.CFrame.Position, ["Direction"] = Vector3.new(-0.008111195638775826, -0.058035194873809814, 0.9982815980911255), ["AmmoData"] = {["MaxAmmo"] = 0, ["Ammo"] = 0}, ["TracerColor"] = Color3.new(1, 1, 1), ["ShotId"] = 3, ["HitInfoList"] = {[1] = {["Normal"] = Vector3.new(0.20057007670402527, 0.038305096328258514, -0.9789303541183472), ["Part"] = v.Head, ["Index"] = 0, ["Position"] = v.Head.CFrame.Position}, [2] = {["Normal"] = Vector3.new(0.5810704827308655, 0.7930880784988403, -0.18266992270946503), ["Part"] = v.Head, ["Index"] = 0, ["Position"] = v.Head.CFrame.Position}}, ["ShotOrigin"] = character[weapon].Handle.BulletOrigin, ["Victims"] = {[1] = {["Humanoid"] = v.Zombie, ["Object"] = v.Head, ["Index"] = 0}, [2] = {["Humanoid"] = v.Zombie, ["Object"] = v.Head, ["Index"] = 0}}, ["TargetPoints"] = {[1] = v.Head.CFrame.Position}})
end
end
cd = 0
end
cd += delta
end)


@GoonJoe here you go
@neutral wow clean, thank u
yo bro can you make it that we get XP from the guns it still shoots ammo for P250 thanks if you do it
@neutral changed to xm1014, still do p250 damage and give exp to p250, also after you update to outrageous p250 (deconstruction) script broke entirely, I tried but too dumb to fix this