Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- --[[jayrock3401
- --this is for personal reference on rotation so i dont forget it
- X: ROLL
- Y: YAW
- Z: PITCH
- ]]
- wait(1)
- math.randomseed(tick())
- local walkSpeed=32
- local plr=game.Players.LocalPlayer;local char=plr.Character;local hum=char.Humanoid;local head=char.Head;local rootPart=char.HumanoidRootPart;local la=char['Left Arm'];local ll=char['Left Leg'];local ra=char['Right Arm'];local rl=char['Right Leg'];local tor=char.Torso;local mouse=plr:GetMouse();
- local rs=Instance.new('Weld',tor);rs.C0=CFrame.new(1.5,0.5,0);rs.C1=CFrame.new(0,0.5,0);rs.Part0=tor;rs.Part1=ra;
- local ls=Instance.new('Weld',tor);ls.C0=CFrame.new(-1.5,0.5,0);ls.C1=CFrame.new(0,0.5,0);ls.Part0=tor;ls.Part1=la;
- local neck=tor['Neck']
- local rh=tor['Right Hip']
- local lh=tor['Left Hip']
- local rootJoint=rootPart.RootJoint
- local shooting=false
- local shootenabled=true
- tor['Right Shoulder']:Destroy()
- tor['Left Shoulder']:Destroy()
- neck.C0=CFrame.new(0,1,0)
- neck.C1=CFrame.new(0,-0.5,0)
- hum.WalkSpeed=walkSpeed
- local anim=char.Animate
- anim.Disabled=false
- local animator=char.Humanoid.Animator
- local settings={changePoseEnabled=true,pose='',handEffectEnabled=true,motorsEnabled={rs=true,ls=true,rh=true,neck=true,rj=true,rh=true,lh=true}}
- local originC0={
- n=neck.C0*CFrame.fromEulerAnglesXYZ(0,0,0),
- rs=rs.C0*CFrame.fromEulerAnglesXYZ(0,0,0),
- ls=ls.C0*CFrame.fromEulerAnglesXYZ(0,0,0),
- rj=rootJoint.C0*CFrame.fromEulerAnglesXYZ(0,0,0),
- rh=rh.C0*CFrame.fromEulerAnglesXYZ(0,0,0),
- lh=lh.C0*CFrame.fromEulerAnglesXYZ(0,0,0)
- }
- Part=function(par, a, c, col, t, s, cf)
- local p=Instance.new("Part", par) p.TopSurface="Smooth" p.BottomSurface="Smooth" p.formFactor="Custom" p.Anchored=a p.CanCollide=c p.BrickColor=BrickColor.new(col) p.Transparency=t p.Size=s p.CFrame=cf or CFrame.new()
- return p
- end,
- Wedge=function(par, a, c, col, t, s, cf)
- local p=Instance.new("WedgePart", par) p.TopSurface="Smooth" p.BottomSurface="Smooth" p.formFactor="Custom" p.Anchored=a p.CanCollide=c p.BrickColor=BrickColor.new(col) p.Transparency=t p.Size=s p.CFrame=cf or CFrame.new()
- return p
- end,
- Weld=function(par, p1, cf)
- local w=Instance.new("Weld", par) w.Part0=w.Parent or par w.Part1=p1 w.C1=cf or CFrame.new()
- return w
- end,
- Mesh=function(ins, par, s, of, t)
- local m=Instance.new(ins, par) m.Scale=s or Vector3.new() m.Offset=of or Vector3.new() pcall(function() m.MeshType=t end)
- return m
- end
- }
- local scriptname="Santoryu" --Name here
- pcall(function() player.Backpack[scriptname]:remove() char[scriptname]:remove() char[scriptname.."B"]:remove() player.PlayerGui[scriptname]:remove() end)
- local model=Instance.new("Model", char) model.Name=scriptname
- local modelB=Instance.new("Model", char) modelB.Name=scriptname.."B"
- local gui=Instance.new("ScreenGui", player.PlayerGui) gui.Name=scriptname
- local sound=Instance.new("Sound", char)
- local bin=Instance.new("HopperBin", player.Backpack) bin.Name=model.Name
- local skincolor="White"
- local body={}
- local animate={}
- local obj={}
- function createParts()
- --==PARTS==--
- body.Head=head:clone() body.Head.Parent=model body.Head.BrickColor=BrickColor.new(skincolor) body.Head.Transparency=0
- body.Torso=add.Part(model, false, false, skincolor, 0, Vector3.new(2, 2, 1), nil)
- body.ArmLeft, body.ArmRight=add.Part(model, false, false, skincolor, 0, Vector3.new(1, 1, 1), nil), add.Part(model, false, false, skincolor, 0, Vector3.new(1, 1, 1), nil)
- body.LegLeft, body.LegRight=add.Part(model, false, false, skincolor, 0, Vector3.new(1, 1, 1), nil), add.Part(model, false, false, skincolor, 0, Vector3.new(1, 1, 1), nil)
- p(function() for i, v in pairs(char:children()) do v.Transparency=1 end end)
- p(function() for i, v in pairs(char:children()) do v["face"]:clone().Parent=body.Head v["face"]:remove() end end)
- p(function() for i, v in pairs(char:children()) do if v.ClassName=="Hat" then v:remove() end end end)
- --==WELDS==--
- body.HeadW=add.Weld(body.Head, body.Torso, CFrame.new(0, 1.5, 0))
- body.TorsoW=add.Weld(body.Torso, torso, nil)
- body.ArmLeftW, body.ArmRightW=add.Weld(body.ArmLeft, body.Torso, CFrame.new(-1.5, .5, 0)), add.Weld(body.ArmRight, body.Torso, CFrame.new(1.5, .5, 0))
- body.LegLeftW, body.LegRightW=add.Weld(body.LegLeft, body.Torso, CFrame.new(-.5, -1.5, 0)), add.Weld(body.LegRight, body.Torso, CFrame.new(.5, -1.5, 0))
- --==MESHES==--
- add.Mesh("BlockMesh", body.ArmLeft, Vector3.new(1, 2, 1), Vector3.new(0, -.5, 0), nil)
- add.Mesh("BlockMesh", body.ArmRight, Vector3.new(1, 2, 1), Vector3.new(0, -.5, 0), nil)
- add.Mesh("BlockMesh", body.LegLeft, Vector3.new(1, 2, 1), Vector3.new(0, -.5, 0), nil)
- add.Mesh("BlockMesh", body.LegRight, Vector3.new(1, 2, 1), Vector3.new(0, -.5, 0), nil)
- ---------------------------------------------------------------------------------------
- animate={
- ["Head"]=function(cf) p(function() for i, v in pairs(model:children()) do v.Transparency=0 end end) leg.Left.Transparency=1 leg.Right.Transparency=1
- body.HeadW.C1=CFrame.new(0, 1.5, 0)*cf
- end;
- ["Torso"]=function(cf) p(function() for i, v in pairs(model:children()) do v.Transparency=0 end end) leg.Left.Transparency=1 leg.Right.Transparency=1
- body.TorsoW.C1=cf
- end;
- ["ArmLeft"]=function(cf) p(function() for i, v in pairs(model:children()) do v.Transparency=0 end end) leg.Left.Transparency=1 leg.Right.Transparency=1
- body.ArmLeftW.C1=CFrame.new(-1.5, .5, 0)*cf
- end;
- ["ArmRight"]=function(cf) p(function() for i, v in pairs(model:children()) do v.Transparency=0 end end) leg.Left.Transparency=1 leg.Right.Transparency=1
- body.ArmRightW.C1=CFrame.new(1.5, .5, 0)*cf
- end;
- ["LegLeft"]=function(cf) p(function() for i, v in pairs(model:children()) do v.Transparency=0 end end) leg.Left.Transparency=1 leg.Right.Transparency=1
- body.LegLeftW.C1=CFrame.new(-.5, -1.5, 0)*cf
- end;
- ["LegRight"]=function(cf) p(function() for i, v in pairs(model:children()) do v.Transparency=0 end end) leg.Left.Transparency=1 leg.Right.Transparency=1
- body.LegRightW.C1=CFrame.new(.5, -1.5, 0)*cf
- end;
- ["Bazooka"]=function(mouse)
- target=mouse.Target.Position
- for i=0, 1, .2 do
- wait()
- weld.Head.C1=CFrame.new(0, 1.5, 0)*CFrame.Angles(math.rad(45)*i, 0, 0)
- weld.Arm.Left.C1=CFrame.new(-1.5, .5, 0)*CFrame.Angles(0, -math.rad(90)*i, -math.rad(90)*i)
- weld.Arm.Right.C1=CFrame.new(1.5, .5, 0)*CFrame.Angles(0, math.rad(90)*i, math.rad(90)*i)
- weld.Leg.Left.C1=CFrame.new(-.5, -1.5, 0)*CFrame.Angles(-math.rad(45)*i, 0, -math.rad(45)*i)
- weld.Leg.Right.C1=CFrame.new(.5, -1.5, 0)*CFrame.Angles(-math.rad(45)*i, 0, math.rad(45)*i)
- end
- computePos(torso.CFrame.p, mouse.Hit.p)
- torso.CFrame=torso.CFrame+torso.CFrame.lookVector*5
- pcall(function()ray(arm.Left.Position, target)end)
- pcall(function()ray(arm.Right.Position, target)end)
- for i=1, 0, -.2 do
- wait()
- weld.Head.C1=CFrame.new(0, 1.5, 0)*CFrame.Angles(math.rad(45)*i, 0, 0)
- weld.Arm.Left.C1=CFrame.new(-1.5, .5, 0)*CFrame.Angles(0, -math.rad(90)*i, -math.rad(90)*i)
- weld.Arm.Right.C1=CFrame.new(1.5, .5, 0)*CFrame.Angles(0, math.rad(90)*i, math.rad(90)*i)
- weld.Leg.Left.C1=CFrame.new(-.5, -1.5, 0)*CFrame.Angles(-math.rad(45)*i, 0, -math.rad(45)*i)
- weld.Leg.Right.C1=CFrame.new(.5, -1.5, 0)*CFrame.Angles(-math.rad(45)*i, 0, math.rad(45)*i)
- end
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement